Neither my french nor my english are perfect, so i fully write under your control here! Especially for the style, maybe someone can find a wording that sounds better.
Sad that Maike wasn't involving herself, as Belgium originating person she would be perfect for the job.

Artifacts
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Treasure of Ashgor
This ancient armor made of bones allows you to roll one extra defense die. Additionally, your starting BP are raised by 1 as long as it is in your posession.
Armor
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Bone Hacker
This weapon allows you to roll one orange die extra in attack. Additionally, if you roll 4 or more skulls, you do a critical hit and your enemy is instantly killed. (except enemy heroes)
The wizard can't use this card.
Weapon
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Hand of Zanbar Bone
This witness of times long past allows his owner to take one spell group more than normal. Chose the spell group after the other heroes have taken their spells.
This artifact is only useable by the Elf and the Wizard.
Weapon
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Crown of infra vision
The Crown of infra vision allows you to to search for traps one time per room in the hall of the blind - in a range of one field around you (including the diagonals). Additionally, it adds one mind point to the total of your character as long as it is worn.
Armor
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Curses of the Shaman
Swallowing Toad
This curse allows the shaman to conjure a giant toad. The giant toad will then swallow one player in his line of sight. This player is then taken prisoner. To free him, he must fight the toad from the inside by rolling 2 white combat dice. The toad will defend with 3 white combat dice. If the Toad gets damage, the player is free. Use this card only one time.
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Chain of lightning strikes
The Shaman starts a lightning strike that can hurt up to three heroes in his line of sight.
The first hero who gets hit will be attacked by three white dice, the second by two white dice, and the third by one die. The players will defend with their mind points.
Us this card only one time.
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The Shield of thorns
This curs allows the shaman to roll two extra defense dice if he is attacked. Additionally, for each hit defended by the shaman, the attacker gets one point of damage. This curse stays active until the shaman gets a body point of damage.
Use this card only one time.
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Walk of spirit
The Shaman transforms himself into a breeze of air and becomes invisible for the eyes of the heroes his next turn. He can then move 12 fields maximum and also cross fiels containing a hero or a monster.
Use this card only one time.
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Master of the pack
The Shaman can immediately conjure two hounds of chaos and place them somewhere in line of sight. The Dogs can move and attack immediately.
Use this card only one time.
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Totem of horror
the Shaman places a totem of bones that scares the heroes in the same room. For the next three turns, the heroes will attack and defend with one die less.
Use this card only one time.
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Monster cards
Lord of the Beasts
Movement 6 fields
Attack 2 orange dice
Defense 2 orange dice and 1 white die
Body Points 3
Mind Points 4
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Shaman
Movement 6 fields
Attack 2 white dice
Defense 4 white dice
Body Points 1
Mind Points 5
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Hound of Chaos
Movement 8 fields
Attack 2 white dice
Defense 2 white dice
Body Points 1
Mind Points 2
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Beastman
Movement 5 fields
Attack 3 white dice
Defense3 white dice
Body Points 1
Mind Points 3
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Movement
Attack
Defense
Body Points
Mind Points
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Movement
Attack
Defense
Body Points
Mind Points
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Movement
Attack
Defense
Body Points
Mind Points
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