Close
games : Anachronism : Set 9


Marlinspike :

+1 +0
+1 -1
Drudh - Action: Once each round, choose an opponent in a space of this card's attack grid. The next time that warrior moves, roll a die. If the roll is even, deal 2 damage to that warrior.
Snaim: You may have two weapon cards in play.

A large spike or needle wrought from metal, the marlinspike was an essential tool for the sailor who was an accomplished ropesman.

  • Card Number: 98
  • Rarity: Fixed
  • Card Type: Weapon
  • Culture: Pirate - Scottish
  • Traits: Item (1 Hand)
  • Initiative: 7
  • Damage: 1
comments about this card
No comments yet for this card.