Gourdians

### Summary

Use Charges to suppress Rival tactics, power, and abilities. Powerlock and drain rival power for additional benefits

## Class Icon

The Gourdians are the booster secondary from the Anachrony expansion. The Gourdians focus on using their Charges to attack their Rival in unconventional, non-damaging ways. The Gourdians can grow additional heads to use their Unleash abilities again, potentially multiple times per turn.

## Cards

### Units

#### Berryl

*Acolyte, 3 Power, 3 Health • Earth*

**Ready:** Gain 1 Charge.

**Unleash:** Your Rival cannot Support Tactics until Daybreak.

**Unleash:** Your Rival sets aside all cards in their discard until Daybreak.

#### Coutara

*Acolyte, 3 Power, 3 Health • Earth*

**Ready:** Gain 1 Charge.

**Unleash:** Powerlock any rival unit at X power until Daybreak [X = half of its power, rounded down], then deal X damage to this battlefield.

#### Krythm

*Acolyte, 3 Power, 3 Health • Earth*

**Ready:** Gain 1 Charge.

**Unleash:** Detect all rival units on a nearby battlefield. Choose an ability label. Cancel half of the rival abilities on nearby cards with that label, rounded up. until Daybreak,

#### Shmalex

*Acolyte, 3 Power, 3 Health • Earth*

**Ready:** Gain 1 Charge.

**Unleash:** Your Rival randomly sets aside half of their cards in hand, rounded down, face down until Daybreak.

#### Villaher

*Acolyte, 3 Power, 3 Health • Earth*

**Ready:** Gain 2 Charges.

**Unleash:** Look at 1 card from your rival's deck for every 2 cards in your hand. Return up to 2 of them. Set the rest aside, then shuffle them into your Rival's deck at Daybreak.

### Actions

#### Entangle x2

*Action • Order • Spell • Earth*

**Attack:** Draw a card. Powerlock a rival unit at half of its power, rounded down, until Daybreak.

#### Bifurcate

*Action • Order • Spell • Earth*

**Attack:** Choose 2 adjacent battlefields. Your Rival cannot play or assign units there until Daybreak. You cannot play or assign units on other battlefields in play until your next Nightfall.

#### Devitalize

*Action • Order • Spell • Earth*

**Ambush Play:** Powerlock a unit on the captured battlefield at X power until Nightfall (X = half of its power, rounded down]. Any unit on another battlefield gains X temporary power until your next Nightfall.

#### Scarecrow

*Action • Construct (3 Health)*

**Interrupt:** When you powerlock a unit, gain 1 Charge for each power lost.

**Loot Here:** Gain 1 VP if your Rival has less than 4 power here.

**Unleash X:** Move a rival unit here of power X or less to any battlefield.

### Items

#### **Pumpkin Seeds x3**

*Item • Asset • Reusable*

**Use:** An allied unit gains 1 Charge and may Unleash again this turn.

#### **Glass Pumpkin**

*Item • Equipment • Trap (3 Health)*

**Ready:** Play on a rival unit with less power than the Charge count on allied Gourdian units.

**Constant:** While equipped, this unit is conscripted and protected from Conscription.

#### **Jack O'Lantern**

*Item • Equipment • Trap (3 Health)*

**Constant:** Cancel this unit's abilities. This unit loses 2 power.

**Interrupt:** Before this card goes to the discard on your turn, play a Gourdian from your discard now.

## Trivia

* The Gourdians are inspired by the Pumpkinheads in the Ogre Battle series
	+ The Gourdian Charges reflect the Pumpkinheads throwing their head.
* The Gourdian Acolytes are named after players who helped design this community content class
* Like Skeletons, Villaher is named after the Gourdian artist. In the lore, Villaher is the brother of Mosa.
* Gourdians are the first class to feature Equipment with Health