by Hinnyboy
I can't help but post these as well (but they are more of an Expansion than a fix):Latari Elves
Forest Dwellers
Cost: O W
In a battle in which you defend you may add +1 to unit strength for each Wood resource in this area. You may not use this ability to defend an area with a Stronghold.
Guerrilla Warfare
Cost: W W F
If you choose to move 4 or less units (per move) with mobilize or conquer order, you may remove your newly placed activation token from the area after the move is completed.
Elven Superiority
Cost: W F
Missed results counts as “Flag” if there is at least 1 Wood resource in the area of the duel.. In addition, your heroes may draw 1 additional fate card when testing Wisdom.
Daqan Lords
Paved Roads and Bridges
Cost: W O
When moving heroes and units with the Strategize Order you may move 2 areas instead of 1 and you may ignore any water borders. In addition when moving to a friendly area with mobilize or conquer order all your units are considered fast and may ignore any water borders.
Citizen Levi
Cost: W F F
You may choose to place recruited units or heroes at friendly Cities (as well as friendly Strongholds). In addition, add 3 when calculating final strength in a battle in which you defend a City (this may be negated with Conquer order supremacy bonus, just as if it was a damaged stronghold).
Knighthood
Cost: W F O
Each of your heroes have 1 more health than the hero card indicates.
Waiqar the Undying
Hungerless
Cost: F F F
Skeleton Archers and Reanimates do not count towards the number of units you are permitted to have in each area when resolving the secondary ability of winter season.
Restless Dead
Cost: W F
Each time you win a battle you may recruit 1 Reanimate or 1 Skeleton Archer in the area of the battle.
Assassin Training
Cost: W O
The first round of any duel your heroes may draw 3 fate cards instead of 1, and choose which one to resolve. In addition, your heroes may draw 1 additional fate card when testing agility.
Uthuk Y’llan
The New Darkness
Cost: W F O
The unit allowance in your areas is 12 instead of 8.
Deep Raids
Cost: O F F
If you choose to move a maximum 4 units with conquer order and not any HEXAGON units, you may choose 1 enemy or uncontrolled area. You may move through the chosen area as if it was friendly.
Possessed
Cost: W F
Each of your heroes may choose to resolve fate cards in duels as rectangle units instead of their normal type (usually circle). You must choose which type before drawing the card. In addition, your heroes may draw 1 additional fate card when testing strength.
Maybe I should remove these new development cards from here and start a new thread?