Bonus Cards
At the beginning of the game, after characters have been positioned, 1-3 random bonus cards are distributed to the two teams. Both teams get the same set of cards. These bonus cards can only be played once each by the team-leader of each team but may be saved until any round. The cards work like spells except they do not have an AP-cost.
If the teamleader uses the card on himself at the beginning of his turn, the card's effect will be there during that turn and until the end of the teamleader's next turn.
The possible bonus cards are as follows:
| Name | Effect |
 | Attractive Blow | Attracts target 5 tiles towards you, range 10 |
 | Brutal | +5 damage of all elements, one turn, range 10 |
 | Divine Armor | +10 damage reduction one turn, range 10 |
 | Eucaflip Leg | Inflicts 1D20 damage and heal 1D20 to all characters. If character loses all hp after the damage is dealt, he will die. |
 | Flash of Lightning | 10 damage, range 10. Can be boosted and resisted. Needs line of sight. |
 | Heroic Action | +2 AP one turn, range 10 |
 | Heroic Sacrifice | Swaps position/damage one turn, range 10. Works like sacrier's Sacrifice. Essentially, the card will make the caster swap his position with any of his allies in the area of effect when they receive damage. |
 | Improved Vision | +5 range one turn, range 10 |
 | Killer | +10 to lethal blows one turn, range 10 |
 | Lightning Movement | +2 MP, range 10 |
 | Miracle | +40 HP, range 10 |
 | Natural Medicine | +5 heal one turn, range 10 |
 | Paralysis | -2 MP one turn, range 10. Before beta 13, it immobilized the character. |
 | Poisoning | Poisons target: 5 damage each turn for 3 turns, range 10 |
 | Repelling Wind | Pushes target back 5 tiles, range 10 |
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