At the beginning of the game, each warband draw's one card from a standard 52 card poker deck.  Up to 2 additional cards may be drawn for a cost of 10 gc or 10 vp per card.
	  
  
    | A | 
    Genocide:
      Kill enemy warband members. Hunt Dice 1+ 1 per kill. (Max 9) | 
    A | 
    Death Card: Hold Card.  One hero may use this card to take any unit with equal or fewer wounds out of action.  Must be in Base or Missile range of the using Hero's current equipment. The Using Hero also goes out of action (re-roll any results of 31, 61-66). | 
  
  
    | 2 | 
    Hand of God: Brig back any one unit that has Died back to life at camp, or any one unit taken out of action into play at the start zone for your warband. | 
    2 | 
    Grab Bag: Kill 2 members of each warband on the table.  Hunt dice = 1 +2 per success (Max 9) | 
  
  
    | 3 | 
    Contracts:  Kill other warband leaders.  Hunt Dice standard.  1 Small Chest per leader killed. | 
    3 | 
    Find the
          Scum: 
          The scum is hiding somewhere in Mordheim. Find him and capture him
          for a reward. Find scum on a roll of 1 on d6. See Below. 
       | 
  
  
    | 4 | 
    Hold the
        Fort: Start with a Large Chest 12" from table edge (any elevation). Chest cannot be moved until turn 6.  Hunt Dice standard. | 
    4 | 
    Let the
        Damned Burn: All Heroes start with one torch.  Must set fire to the 3 buildings at center.  Hunt Dice 3 (+1 per building lit) (+2 per building still on fire at end of game) Max 9. | 
  
  
    | 5 | 
    Master
        Spy: Leader may make rolls to discern missions at -3 on the dice for the entire game.  You may sell/trade/spoil etc at your whim. | 
    5 | 
    Wizard's
        Tower: Per Mordheim Annual 2002. | 
  
  
    | 6 | 
    Occupy: Per Mordheim Rulebook. | 
    6 | 
    Monster
        Hunt: Per Mordheim Annual 2002. | 
  
  
    | 7 | 
    Bug
        Hunt. | 
    7 | 
    Round
        Up at the Mordheim Corral. | 
  
  
    | 8 | 
    Bloodied
        Up: Each Hero must receive one wound.  No Routs.  Self inflicted Falling Wounds don't count.  2 Hunt Dice per Hero Wounded, Max 9. | 
    8 | 
    Loaded
        Up: 6 Units (Starting with Heroes) have 1 Wyrdstone.  Center Start.  Must get off the table with the stone.  Drop Stone on Rout. 1xp/wyrdstone carried off/unit. | 
  
  
    | 9 | 
    Perfect
        Alliance: Hold Card.  Automatically ally with any warband, willing
        or unwilling. Lasts one game. May be used to counter another Perfect
        Alliance Card. | 
    9 | 
    Hide and
        Seek: Start the game with 6 units hidden anywhere on the table.  After 5 turns gain 2 hunt dice per unit still hidden. | 
  
  
    | 10 | 
    Treasure Hunt: (Search
        buildings/floors) 1 Find/building.       
	- 2-3 Modified Troll (L 7)
 
	- 3-8 Nothing
 
	- 9-10 Wyrdstone
 
	- 11-12 Small Treasure
 
	  | 
    10 | 
    Scrounge:  (Search buildings/floors) 1 Find/building.
	
	- 2-3 2d3 Giant Rats (per Skaven)
 
	- 3-8 Nothing
 
	- 9-10 Item
 
	- 11-12 Good Item
 
	  | 
  
  
    | J | 
    One
        Eyed: Choose One here to be the one-eyed jack.  If this hero takes an enemy hero out of action, that enemy hero recieves the wound Blind in One Eye.  The designated One Eyed Jack, also recieves this wound at the end of the game. | 
    J | 
    Two
        Eyed:  
        Watery Grave. | 
  
  
    | Q | 
    Burn
        the Witch:  Kill all enemy spell casters/priests.  Receive 25 gc per slain caster at end of game.
	(Treat Storm of Chaos Casters/Spell Savers as Witches in this instance.) | 
    Q | 
    Long
        Live the Queen:  Designate a hero who must traverse the table alive to receive a Queen's Reward.  (see below) | 
  
  
    | K | 
    Grott
        Yer Neighbor! Must make the player to your right fail his mission.  Hunt dice 3 or 6.  | 
    K | 
    Beast
        Slayer: Kill off all large sized models.  Receive one poison or healing herb per kill.  Leaders count as Large Models for warbands who do not have such models. | 
  
  
     Joker  | 
    Choose a Card. | 
     Joker  | 
    Choose a Card. | 
  
  
    |   | 
    Small Chests:
	
	- 3d6 gc
 
	- 5+ d3 Wyrdstone
 
	- 4+ Light Armour
 
	- 3+ Hand Weapon
 
	- 5+ d3 10gc Gems
 
	 
	 | 
      | 
    Large Chests:
	
	- 5d6 gc
 
	- 4+ d3 Wyrdstone
 
	- 5+ Heavy Armour
 
	- 4+ 1d3 Items
 
	- 4+ d3 Hand Weapons
 
	- 4+ d3 10gc Gems
 
	- 6+ Treasure Roll:
 
	 
	
	- 1 Gromril Armour
 
	- 2 Ithilmar Armour
 
	- 3 Alchemist's Notebook
 
	- 4 Holy Tome
 
	- 5 Tome of Magic
 
	- 6 Double-Barrelled Hochland Rifle
 
	 
	 | 
  
  
    |   | 
    Item:
	
	- 1 Net
 
	- 2 rope & hook
 
	- 3 lantern
 
	- 4 Lucky Charm
 
	- 5 Rabbit's Foot
 
	- 6 Wyrdstone
 
  | 
      | 
    Good Item:
		
	- 1 Wyrdstone
 
	- 2 (un)Holy Relic
 
	- 3 Brazier
 
	- 4 Light Armour
 
	- 5 d3 10gc Gems
 
	- 6 Healing Herbs
 
 
	 | 
  
  
    |   | 
    Scum: 
        5/3/3/3/3/1/4/1/8 
        Dagger,Sword, L Armour 
         
        Rewards: 
        Captured: Small Chest 
        +2 Hunt Dice 
        Killed: 25 gc.
     
       | 
      | 
    Queen's Reward: 
      TBA |