**PRE-GAME CARDS** @@SET PREMIUMS@@ METHUSELAH STONE In ancient texts ranging from Sumer to Egypt to Canaan, there is hinted the existence of an artifact of great mystery and power, granting long life and strength far beyond that of mortal man. Methuselah was one of ten ancient Patriarches known to have possessed the stone in it's entirety. A mortal, he nevertheless lived almost ten centuries before passing the stone to another. Since then, the stone has separated into several crystal fragments, sought to be recovered by mortal and immortal alike to give the owner strength beyond measure... Play this card before the game begins. Methuselah's Stone does not count towards your pregame limit. You may play this card as either a substitute for a single crystal or (if you already have crystals 1-6 in play) as a separate card. As a substitute, Methuselah's Stone gains all text and the name of the missing crystal. As a separate card, you may substitute 3 basic attacks with 3 non-special attacks. An Unknowable Prize "In the days before memory, there were Immortals. We were with you then, and we are with you now. We are the seeds of legend...but our true origins are unknown. We simply are. We are driven by the ceaseless fight to endure. It is a battle that knows no boundary of time or place. To the winner comes an Unknowable Prize. Yet an Immortal can find no comfort in victory...Because in the end, there can be only one." At the beginning of the game, before you play any cards, you may remove An Unknowable Prize from the game to reshuffle your hand into your endurance and redraw up to your Ability. You may not draw any cards during your first turn if An Unknowable Prize is discarded. **FACTION PERSONAS** FOUR HORSEMEN - Four Horsemen Pre-Game War. Famine. Pestilence. Death. The Four Horsemen Of The Apocalypse. For over a thousand years they road out of the sun, bringing fear and destruction to the people of the age. Now, in the modern day, they have reformed. Intent on recapturing that power and claiming their place as rules of this new world. Play this card before the game begins in conjunction with any two Personas who are identified on their card as having been a member of the Four Horsemen. These cards now form a single Persona card. You may place cards from both Personas in your deck during construction. You may use the Persona power and play cards of either character, but you must declare at the beginning of each turn which Persona you will be using. You must use the lower Master card limit of the two Personas for including Master Cards in your deck. This card modifies your new Persona, and may not be removed from the game. Four Horsemen Premium War. Famine. Pestilence. Death. The Four Horsemen Of The Apocalypse. For over a thousand years they road out of the sun, bringing fear and destruction to the people of the age. Now, in the modern day, they have reformed. Intent on recapturing that power and claiming their place as rules of this new world. Play this card before the game begins in conjunction with the Four Horsemen Faction Persona card. You begin the game with +1 Ability. This card modifies your Persona and may not be removed from the play. Four Horsemen Premium War. Famine. Pestilence. Death. The Four Horsemen Of The Apocalypse. For over a thousand years they road out of the sun, bringing fear and destruction to the people of the age. Now, in the modern day, they have reformed. Intent on recapturing that power and claiming their place as rules of this new world. Play this card before the game begins in conjunction with the Four Horsemen Faction Persona card. This card modifies your Persona and may not be removed from the play. Your Master cards may not be countered or removed from the game. War SituationSigniture You may only play this card if you have selected Silas as one of your Four Horsemen Personas. While War is in play, if you successfuly block an attack this turn, you may attack to any area as normal. You may only have one War in play. Famine Situation Signature You may only play this card if you have selected Caspian as one of your Four Horsemen Personas. For each card your opponent plays each turn from their hand, he must discard a card from the top of their Endurance. This card is not considered an Ally. Pestilence Edge Signature You may only play this card if you have selected Kronos as one of your Four Horsemen Personas. Play this card in conjunction with an attack. If this attack is successful, your opponent must discard a card at random from their hand. This card is not considered an Ally. Death Event Signature You may only play this card if you have selected Methos as one of your Four Horsemen Personas. Play this card in conjunction with a Power Blow attack. If this attack is successful, your opponent must discard the bottom ten cards from their Endurance. This card is not considered an Ally. **WATCHER CARDS ** Ian Bancroft Play this card before the game begins. This card represents your Watcher and you may only have one such card in play. Your Watcher is Ian Bancroft... Ian Bancroft watched the legends. Graduating second out of a class 61 in 1959, Ian began to watch the great ones. First serving as the Watcher for Darius and later May-Ling Shen, Ian has had the chance to watch some of the best. During his time as a Watcher, Ian has also served as the head of the Western European Division of Watchers. While Ian Bancroft is assigned as your Watcher, you may make an Exertion to look through either your Endurance or discard pile to retrieve Darius and put it in your hand. Rita Luce Play this card before the game begins. This card represents your Watcher and you may only have one such card in play. Your Watcher is Rita Luce... Rita graduated from the Watcher class of '68, with a place of 34 of 75. She disgraced herself and the Watcher while serving as the Watcher of Michael Christian. During that time, she provided him with information concerning his opponents. While Rita Luce is assigned as your Watcher, your opponent must show you one card of his choice that he takes into his hand from his Endurance during his draw/discard phase. ================================================================== IN-GAME CARDS : GENERIC ****************************************************************************** EDGES : Fleche Edge Play in conjunction with a non-Special attack. Discard 3 cards from your hand. If your opponent blocks this attack he must discard 3 cards at random from his hand. You may only play one Fleche per turn. Dirty Fighter Edge Play in conjunction with Weapon Bind. You may play an attack this turn if that attack is a Dirty Trick. "Stop the madness." - Jacob Kell Out Cold Edge3 Play in conjunction with any Pummel. If that Pummel is successful, your opponent must discard 3 cards from the top of his endurance. You may only play 1 Out Cold per Pummel. Lovable Fat Guy Edge 3 Play in conjunction with Maurice. Instead of discarding cards from Maurice, you must instead place them at the bottom of your endurance in the order they were revealed. Critical Hit Edge 2 Play in conjunction with an attack. If that attack is successful, roll a die. If the number rolled is less than the amount of damage done from the attack, your opponent is knocked Prone. Superior Tactics Edge3 If you do not play any special card this turn, you may play a Superior Tactics in conjunction with a dodge. Ignore all text on the dodge played. "There is great power in the Quickening, but nature has not given us equal shares." - Ramirez ****************************************************************************** SITUATIONS : Oblivion Situation 2 When this card comes into play, select a card at random from your opponent's hand and place it underneath this one. At the beginning of each of his turns, your opponent must choose a card from his hand and place it beneath Oblivion. Discard this card when you play a Special card. If Oblivion leaves play, discard all cards beneath it. Honor Bound Situation You may only play this card if you have been disarmed by your opponent. Your opponent cannot play attacks against you. Discard this card if you recover a weapon or deal any damage to your opponent. Control of the Blade Situation3 If you played a successful block this turn, your opponent must discard one attack in order to play attacks during his next turn. "I do so miss the old ways." - Kronos Rules Of The Game Situation You may only play this card if the Cemetery location is in play. Any player making an attack that does damage loses 1 ability. Discard this card if any other Rules Of The Game comes into play or if you play a card that does damage to your opponent. This card is removed from play if the Cemetery location leaves play. ****************************************************************************** EVENTS : Gimmie It Event 1 Hand Icon 2 Play in conjunction with any disarm event. If the disarm is successful, you take your opponent’s weapon. They may now not roll to recover their weapon. Ice Cold Beer Event4 Immediately reshuffle your hand into your endurance and draw up to your full ability. Lose 1 ability. “Highland ale, do you want it?” - Heather I’ll See You In Hell Event 2 You may play this card if you have 5 or less ability and your opponent has a higher ability than you. You may remove one of your quickening cards in play from the game. "You're history." - Duncan MacLeod Never Interfere Event Remove any Watcher in play from the game. "Observe and record..."-Joe Dawson Confusion Event 2 Opponent must immediately discard a card at random from his hand. "Blah, blah, blah." - Duncan MacLeod Distraction Event - Bystander3 If you do not make any power blows this turn, your opponent cannot exert for a defense next turn. ****************************************************************************** OBJECTS : Purple Haze Object At the beginning of your turn you may discard a non-defense card. "Bassett? That you?" - Connor MacLeod ****************************************************************************** LOCATIONS : Horse Track Location At the beginning of each player’s turn that player may choose any situation in play. Roll a die. There is a 1 in 6 chance that situation is removed from play. Cemetery Location No head shots may be made while in the Cemetery. "I always admired a man who could talk to the dead." - Katana ****************************************************************************** WEAPONS OF CHOICE KRIS BROADSWORD Kris Broadsword Pre-Game 1 or 2 Hand Icon A sword with a distinctive blade, the Kris Broadsword is designed with a 28 inch blade, making it ideal for quick and deadly fighting in close combat. However, the handle is long enough to allow the sword to be used as a two handed weapon, thus making the weapon usable to deliver power strikes. You must declare before the game begins if you are using the Kris Broadsword as 1 or 2 Handed Weapon. Your opponent must discard a defense from their hand for each successful attack you play. If you do not attack during your turn, and there are no cards in play by your opponent preventing you from attacking, you must discard a defense. Slip Attack (ML) If opponent successfully blocks this attack choose any adjacent area on the grid not covered by the block. Opponent must discard a defense that covers that area or take 1 point of damage. Slip Attack(MR) If opponent successfully blocks this attack choose any adjacent area on the grid not covered by the block. Opponent must discard a defense that covers that area or take 1 point of damage. Slip Attack(LC) If opponent successfully blocks this attack choose any adjacent area on the grid not covered by the block. Opponent must discard a defense that covers that area or take 1 point of damage. Power Swing Attack (Middle Row)3 You may only play this attack if you are using the Kris Broadsword as a 2 Handed weapon. This attack is considered a power blow without an Exertion ****************************************************************************** Sword Of Babylon Pre-Game 1 Hand Icon "I have recently uncovered evidence in the old chronicles that Methos himself carried this sword with him during his legendary battles. I have not found any current records as of yet to indicate if he still carries it with him today." - Adam Pierson, Watcher - Research Any non-headshot attack you play that is successful that has "Master" in the title does an additional one point of damage. After you play a Guard, you must make an exertion. Master's Thrust Special Attack (MR)3 This attack does 3 damage. Master's Thrust Special Attack (ML)3 This attack does 3 damage. Twist Of The Blade Edge Play in conjunction with any Thrust attack. This attack is undodgeable. You may only play one Twist Of The Blade per turn. This attack may not be modified by any other Edge card. Twist Of The Blade Edge Play in conjunction with any Thrust attack. This attack is unblockable. You may only play one Twist Of The Blade per turn. This attack may not be modified by any other Edge card. Quality Blade Instead of making an Exertion after you have played a Guard, you discard a Special card from your hand. You may only have one Quality Blade in play. ****************************************************************************** GOTHIC SWORD Pre-Game 1 or 2 Hand Icon This sword is a version of a popular design dating back to the 1500's. D esigned with a long and slender blade, the Gothic Sword was designed to be light and quick making it easy to handle. Before the game begins, you must declare whether you are using the Gothic Sword as a one or two handed weapon. At the beginning of your turn, you may change the Gothic Sword to a one handed or two handed weapon. During any turn in which you have changed the Gothic Sword to a one handed or two handed weapon you lose one attack. Once per turn, you may discard the top 2 cards of your endurance to play an additional non-special attack. Master Swordsman Situation2 If you are using the Gothic Sword one handed you may attack to any area you just blocked if that block was a Basic block. Precision Attack Special Attack(UR)2 If the last defense played this turn was successful and you are using the Gothic Sword one handed, then this attack cannot be dodged. Precision Attack Special Attack(UL)2 If the last defense played this turn was successful and you are using the Gothic Sword one handed, then this attack cannot be dodged. Slash Attack(Upper Row)2 You may only play this card if you are using the Gothic sword as a two-handed weapon. This attack may not be a Power Blow. Slash Attack(Left Column)2 You may only play this card if you are using the Gothic sword as a two-handed weapon. This attack may not be a Power Blow. Slash Attack(Right Column)2 You may only play this card if you are using the Gothic sword as a two-handed weapon. This attack may not be a Power Blow. ****************************************************************************** ESCUTCHEON Pre-Game 1 Hand Icon Designed as a shield or shield-shaped emblem bearing a coat of arms, Escutcheons are know throughout history for being able to defend against ranged attacks. Although the defense requires good strength and endurance to wield, its versatility often far outweighs its disadvantages. You may use the Escutcheon if you are using another one handed (1 Hand Icon) Weapon of Choice in play. Play this card before the game begins. You can only attack as if disarmed if the only Weapon of Choice you are armed with is Escutcheon. You may play basic blocks against Ranged attacks. You must discard the top 3 cards of your Endurance for each ranged attack you block in this manner. ****************************************************************************** SHIELD/ESCUTCHEON : Master Of The Shield Block (covers all upper and all middle rows) After playing this block you may attack to any area. Shield Punch Special Attack (UC,MC) 3 Your opponent may not play a block against this attack. If successful, opponent has a 2 in 6 chance of being knocked Prone. You may only play 1 Shield Punch per turn. ****************************************************************************** SHIELD : Quality Blade Object On a turn you may either play a block to defend against a ranged attack with a two card exertion or you may make a block a power block with a three card exertion. These exertions are made after you play the block. You can have only one Quality Blade in play. ****************************************************************************** MARTIAL ARTS Martial Arts Pre-Game Martial Arts consists of various forms of self-defense, usually without weapons, based on techniques developed in the ancient lands of Asian. Today, these techniques have come into wide use for self-defense, competition, and exercise. All styles emphasize allowing ki (cosmic energy) to flow through one’s body. One form of Martial Arts that does concentrate on the use of weapons is kendo. Kendo fighting teaches the use of leather-covered bamboo “swords” as a part an integral part of the technique. This card modifies your Persona and may not be removed from the game. When disarmed you may still play attacks. These attacks may not be Power Blows. Martial Arts Pre-Game Martial Arts consists of various forms of self-defense, usually without weapons, based on techniques developed in the ancient lands of Asian. Today, these techniques have come into wide use for self-defense, competition, and exercise. All styles emphasize allowing ki (cosmic energy) to flow through one’s body. Jujitsu teaches skills that enable one to overcome a larger, stronger opponent. A one form of jujitsu is akido. Akido uses wrist, elbow, and shoulder twists and graceful falls. Unique among Martial Arts, Akido is nonaggressive and relies on the opponent being the aggressor. This card modifies your Persona and may not be removed from the game. When disarmed you may still play blocks. For each successful power block you make when you are disarmed, you still take 1 damage. Martial Arts Pre-Game Martial Arts consists of various forms of self-defense, usually without weapons, based on techniques developed in the ancient lands of Asian. Today, these techniques have come into wide use for self-defense, competition, and exercise. All styles emphasize allowing ki (cosmic energy) to flow through one’s body. Some of the more popular forms of martial arts include kung fu, karate, and tae kwon do. Each of these styles emphasize blows and attacks with the feet and the sides of the hands. However, it is technique that is emphasized, not strength, for the blows to have any effect. This card modifies your Persona and may not be removed from the game. During your turn, for each successful defense you played you may play an additional Martial Arts attack. Martial Arts Pre-Game Martial Arts consists of various forms of self-defense, usually without weapons, based on techniques developed in the ancient lands of Asian. Today, these techniques have come into wide use for self-defense, competition, and exercise. All styles emphasize allowing ki (cosmic energy) to flow through one’s body. This belief in ki is highlighted in t’ai chi ch’uan, a meditation-like discipline that emphasizes slow, graceful body movements. The most popular form of individual exercise in China, t’ai chi is often performed publicly in large groups. The form has been shown to reduce stress and lower blood pressure. The form though is more than simple exercise. It can also be a very effective form of self-defense when used by a master. This card modifies your Persona and may not be removed from the game. Dodges will not avoid Multiple Martial Arts attacks you play. Learn From The Best Event You may include this card in your deck when you have a Martial Arts pre-game card in play. For each Learn From The Best card you have in your deck, you may have one Martial Arts reserved card from another Persona in your deck. Learn From The Best must be played in conjunction with the Martial Arts reserved card. Card restrictions still apply. Kick Martial Arts Attack (UC Red Grid) If this attack is successful, your opponent takes 1 damage and must discard the 2 top card of his endurance. This attack may not be a power blow. Kick Martial Arts Attack (LC Red Grid) If this attack is successful, your opponent takes 1 damage and must discard the 2 top card of his endurance. This attack may not be a power blow. Kick Martial Arts Attack (MC Red Grid) If this attack is successful, your opponent takes 1 damage and must discard the 2 top card of his endurance. This attack may not be a power blow. Punch Martial Arts Attack (LC Red Grid)1 Hand Icon If this attack is successful, your opponent must choose either to take 1 point of damage or discard the top 3 cards of his endurance. This attack may not be a power blow. Punch Martial Arts Attack (UC Red Grid)1 Hand Icon If this attack is successful, your opponent must choose either to take 1 point of damage or discard the top 3 cards of his endurance. This attack may not be a power blow. Punch Martial Arts Attack (MC Red Grid)1 Hand Icon If this attack is successful, your opponent must choose either to take 1 point of damage or discard the top 3 cards of his endurance. This attack may not be a power blow. Roundhouse Martial Arts Edge Play in conjunction with any Martial Arts attack. If that attack is successful, there is a 2 in 6 chance your opponent is knocked prone. Elbow Strike Martial Arts Attack(UL)1 Hand Icon If this attack is successful, your opponent must discard a dodge from their hand. If they do not discard any, they must take 1 damage. Elbow Strike Martial Arts Attack(UR)1 Hand Icon If this attack is successful, your opponent must discard a block from their hand. If they do not discard any, they must take 1 damage. Palm Block Martial Arts Block(UC)1 Hand Icon You may play this defense against any Dirty Trick or Martial Arts attack to block that attack. You do not need to discard a block to play this block. Palm Block Martial Arts Block(MC)1 Hand Icon You may play this defense against any Dirty Trick or Martial Arts attack to block that attack. You do not need to discard a block to play this block. Palm Block Martial Arts Block(LC)1 Hand Icon You may play this defense against any Dirty Trick or Martial Arts attack to block that attack. You do not need to discard a block to play this block. ****************************************************************************** ATTACKS : Withdrawal Attack (UL) This attack may be played after a Back Away. This attack may not be a power blow. If successful, this attack only does 1 point of damage. You cannot play any attacks on your next turn. If your opponent attacks you while this card is in play, that player must discard an attack for each Withdrawal in play. You may play another Withdrawal this turn. Withdrawal Attack (UR) This attack may be played after a Back Away. This attack may not be a power blow. If successful, this attack only does 1 point of damage. You cannot play any attacks on your next turn. If your opponent attacks you while this card is in play, that player must discard an attack for each Withdrawal in play. You may play another Withdrawal this turn. Withdrawal Attack (LL) This attack may be played after a Back Away. This attack may not be a power blow. If successful, this attack only does 1 point of damage. You cannot play any attacks on your next turn. If your opponent attacks you while this card is in play, that player must discard an attack for each Withdrawal in play. You may play another Withdrawal this turn. Withdrawal Attack (LR) This attack may be played after a Back Away. This attack may not be a power blow. If successful, this attack only does 1 point of damage. You cannot play any attacks on your next turn. If your opponent attacks you while this card is in play, that player must discard an attack for each Withdrawal in play. You may play another Withdrawal this turn. Whirl Attack Attack (UL) You may only play this attack if you made a successful block this turn. This attack may be a power blow with no exertion. Whirl Attack Attack (UR) You may only play this attack if you made a successful block this turn. This attack may be a power blow with no exertion. Whirl Attack Attack (LL) You may only play this attack if you made a successful block this turn. This attack may be a power blow with no exertion. Whirl Attack Attack (LR) You may only play this attack if you made a successful block this turn. This attack may be a power blow with no exertion. Spinning Attack Special Attack (MC,MR)2 If the last successful defense you played this turn is a dodge, this attack cannot be blocked. Your opponent's next attack cannot be dodged. Spinning Attack Special Attack (ML,MC)2 If the last successful defense you played this turn is a dodge, this attack cannot be blocked. Your opponent's next attack cannot be dodged. Spinning Attack Special Attack (UL,UC) 2 If the last successful defense you played this turn is a dodge, this attack cannot be blocked. Your opponent's next attack cannot be dodged. Spinning Attack Special Attack (UC,UR) 2 If the last successful defense you played this turn is a dodge, this attack cannot be blocked. Your opponent's next attack cannot be dodged. Ambush Special Attack (UC,MC)2 If your opponent played a Holy Ground last turn, and you do not play a special card and this is the only attack you make this turn, this attack cannot be blocked and is considered a Head Shot. Vitals Strike Special Attack (Middle Column) If this attack is successful, your opponent must immediately discard all dodges from his hand. This attack does 0 damage. ****************************************************************************** IMMORTAL SPECIFIC CARDS [INCLUDING PERSONAS] GENERIC IMMORTAL Generic Immortal "From the dawn of time...etc." Play this card before the game begins in conjunction with a Generic Immortal Persona Card. This card modifies your Persona and may not be removed from play. You may play one of each signature card from each Immortal. For each Signature card you include in your deck, your lose two Pre-Game card slots. Generic Immortal Pre-Game "From the dawn of time...etc." Play this card before the game begins in conjunction with a Generic Immortal Persona Card. This card modifies your Persona and may not be removed from play. You may play two handed Weapons of Choice as one handed. Generic Immortal Premium "From the dawn of time...etc." Play this card before the game begins in conjunction with a Generic Immortal Persona card. This card modifies your Persona and may not be removed from the play. Your Master cards may not be countered or removed from the game. No Mercy Event S2 Play this card if your opponent is disarmed. Your opponent is now Prone. “You will beg for your life!” -Haresh Clay Taunt Event S4 The only attacks your opponent may play during his next turn are Basic Attacks. "Woman is a temple built on top of a sewer." - Jacob Kell The Hunter Situation S3 Your opponent may not play any special card that will prevent damage or avoid attacks. Remove this card from play your opponent takes damage. "He hunts us, we hunt him." - Joe Dawson Cold, Hard Steel EdgeS6 Play in conjunction with a non-special middle center attack. That attack may not be dodged. “Now I’m back to square one; immortal again!” - Connor MacLeod Highland Ale Edge S2 Immediately reshuffle your hand into your endurance and draw up to your full ability. "I could do with a bloody cold highland ale right now." - Duncan MacLeod Dark Alley LocationS6 At the beginning of each player’s turn, that player may search through their endurance and retrieve one Mugging or Street Punk. Increase the chances of any Mugging by 2 in 6. ****************************************************************************** NICHOLAS WARD Nicholas Ward Persona Style over Substance. It was never enough for Ward to just kill someone. There had to be a show involved. From his first killing spree in 1525, he has continued his trend through the centuries. Be it victims of the plague, wild dogs, vampires or today's serial killers, Ward has always had to make the simplest of murders into front page hysteria. Any turn you do not play a Special Card, you may make a 3-card exertion to look at any 4 cards at random from your opponents hand. You may have up to 5 Master Cards. Nicholas Ward Premium Style over Substance. It was never enough for Ward to just kill someone. There had to be a show involved. From his first killing spree in 1525, he has continued his trend through the centuries. Be it victims of the plague, wild dogs, vampires or today's serial killers, Ward has always had to make the simplest of murders into front page hysteria. Play this card before the game begins in conjunction with the Nicholas Ward Persona card. You begin the game with +1 Ability. This card modifies your Persona and may not be removed from the play. Nicholas Ward Premium Style over Substance. It was never enough for Ward to just kill someone. There had to be a show involved. From his first killing spree in 1525, he has continued his trend through the centuries. Be it victims of the plague, wild dogs, vampires or today's serial killers, Ward has always had to make the simplest of murders into front page hysteria. Play this card before the game begins in conjunction with the Nicholas Ward Persona card. This card modifies your Persona and may not be removed from the play. Your Master cards may not be countered or removed from the game. Vampire Scare SituationS4 While Vampire Scare is in play, your opponent may not play any Allies that are Events. Fear of the Vampyre SituationR3 While Fear of the Vampyre is in play, your opponent may not play any Allies that are Edges. Mark of the Vampire SituationR2 While Mark of the Vampire is in play, your opponent may not play any Allies that are Situations. Bite Of The Vampire Attack (UL,UR)R3 This attack may not be a power blow. If successful, you can discard three cards at random from your opponents hand to their discard pile. Vampire's Seduction EventR3 You may search through your opponents Endurance for any one Ally that is a Situation. Immediately place this Situation into play as if it was one of your own cards. If the Situation is removed from play, return it to your opponent's discard pile. Rock 'N' Roll EventR4 If you play more than one attack this turn, blocks will not defend against consecutive attacks. Making A Living EventR Play Making A Living to take possession of any one Object your opponent has in their discard pile. If the Object is discarded, return the Object to its owners discard pile. "Really, MacLeod...How's a guy supposed to make a living?" - Nicholas Ward Dodge Dodge (Cover all 9 Squares) You dodge the attack. You lose 1 attack this turn. Back Away Dodge (Covers all 9 Squares) This defense dodges all non-ranged attacks. You may make only ranged attacks this turn. ****************************************************************************** SENGHI KHAN Senghi Khan Persona Perhaps the most feared warrior the world has ever know. Senghi Khan was warrior so feared that no one ever dared even utter his name. Senghi rode the world over, conquering and destroying as he went. Over time, he acquired a lessor warrior named Kane, who he allowed to handle his more minor killings. Perhaps though, Senghi has become lax in his ways, and will soon fall to a lucky swing of the blade. Instead of playing a Special card, before beginning your attack phase, you may choose to look at the top 6 cards of your opponent's Endurance. You have a Master card limit of 4. Senghi Khan Premium Perhaps the most feared warrior the world has ever know. Senghi Khan was warrior so feared that no one ever dared even utter his name. Senghi rode the world over, conquering and destroying as he went. Over time, he acquired a lessor warrior named Kane, who he allowed to handle his more minor killings. Perhaps though, Senghi has become lax in his ways, and will soon fall to a lucky swing of the blade. Play this card before the game begins in conjunction with the Senghi Khan Persona card. You begin the game with +2 Ability. This card modifies your Persona and may not be removed from the play. Senghi Khan Premium Perhaps the most feared warrior the world has ever know. Senghi Khan was warrior so feared that no one ever dared even utter his name. Senghi rode the world over, conquering and destroying as he went. Over time, he acquired a lessor warrior named Kane, who he allowed to handle his more minor killings. Perhaps though, Senghi has become lax in his ways, and will soon fall to a lucky swing of the blade. Play this card before the game begins in conjunction with the Senghi Khan Persona card. This card modifies your Persona and may not be removed from the play. Your Master cards may not be countered or removed from the game. Scout EdgeR3 When looking at the top 6 cards of your opponent's Endurance, you may choose to replace them in any order. Armor Object : CasqueR2 While Casque is in play, all upper attacks made against you do one less damage. You may only have one Casque in play. Armor Object : Armored GlovesR2 While Armored Gloves are in play, any upper or middle row dirty trick attacks you play do one point of damage if successful. You may only have one Armored Gloves in play. Armor Object : Shin GuardR2 While Shin Guard is in play, any sweep attack you play does an additional one damage. You may only have one Shin Guard in play. Sweep Attack (LR) This attack does one damage. If this attack is successful, there is a 2 in 6 chance your opponent will become prone. Sweep Attack (LL) This attack does one damage. If this attack is successful, your opponent is forced back and may only make ranged attacks this turn. Sweep Attack (LC) This attack does one damage. If this attack is successful, your opponent has a 1 in 6 chance of becoming disarmed. Back Away Dodge (Covers all 9 Squares) This defense dodges all non-ranged attacks. You may make only ranged attacks this turn. ****************************************************************************** KIT O'BRADY Kit O'Brady Persona Gambler. That one word describes everything you need to know about Kit O'Brady. Never one to pass up a game of chance of any kind, Kit has won and lost a hundred fortunes during his time as an Immortal. Of course, not all of this was done honestly. It is fitting that his first death was from hanging after attempting to fix a horse race. In recent years, Kit has suffered from a record string of bad luck ever since losing his bar the Double Eagle to Amanda. Adding insult to injury, he then lost his lucky coin that Kit always felt controlled his fate. "This is going to be a first for me." - Kit O'Brady Once per turn you may discard up to 2 cards. For each card discarded you must increase or decrease the chances of any die roll you make this turn. Once during your turn you may flip a coin. Call heads or tails. If you win the toss, you may draw a card; if not you must discard a card from your hand. You may use up to 5 Master cards. Kit O’Brady Premium Gambler. That one word describes everything you need to know about Kit O'Brady. Never one to pass up a game of chance of any kind, Kit has won and lost a hundred fortunes during his time as an Immortal. Of course, not all of this was done honestly. It is fitting that his first death was from hanging after attempting to fix a horse race. In recent years, Kit has suffered from a record string of bad luck ever since losing his bar the Double Eagle to Amanda. Adding insult to injury, he then lost his lucky coin that Kit always felt controlled his fate. "This is going to be a first for me." - Kit O'Brady Play this card in conjunction with the Kit O'Brady persona. This card is an extension of your persona and may not be removed from play. Before the game begins, roll one die. On a roll of 1, you begin the game with -1 Ability. On a roll of 2 or 3, you start with zero extra ability. One a roll of 4 or 5, you start the game with +1 ability. On a roll of 6, you begin the game with +2 Ability. Kit O’Brady Premium Gambler. That one word describes everything you need to know about Kit O'Brady. Never one to pass up a game of chance of any kind, Kit has won and lost a hundred fortunes during his time as an Immortal. Of course, not all of this was done honestly. It is fitting that his first death was from hanging after attempting to fix a horse race. In recent years, Kit has suffered from a record string of bad luck ever since losing his bar the Double Eagle to Amanda. Adding insult to injury, he then lost his lucky coin that Kit always felt controlled his fate. "This is going to be a first for me." - Kit O'Brady Play this card in conjunction with the Kit O'Brady persona. This card is an extension of your persona and may not be removed from play. Before the game begins, flip a coin. If the coin lands heads up, your Master cards may not be countered or removed from the game. If the coin lands tails up, during your Sweep Phase, any Master card you have that is to be swept is instead removed from the game. Before determining who goes first, you can let your opponent go first and you may retoss the coin once after the initial flip and take the result of the second flip. Lady Luck Event R Roll a die: If you roll a 1 or 2 you may draw two cards. If you roll a 3 this card is returned to your hand. On a 4 or 5 you must discard a card at random from your hand. On a 6, you may discard two cards at random from your opponent's hand. A Sure Thing SituationR3 You may discard this card when your opponent plays a special or edge card. You have a 3 in 6 chance of countering that card as it is played. Three of a Kind Event S3 Roll a die. You have a 2 in 6 chance of avoiding all attacks and damage this turn. Full House Edge R Play this card in conjunction with Three of a Kind. You have a 2 in 6 chance of placing up to five cards from your Endurance into your hand. You must declare how many cards you will take before placing any cards from Full House. This is not considered to be drawing cards. Dodge Dodge(Full Grid) You lose your next attack this turn. Back Away Dodge(Full Grid) This defense will not avoid ranged attacks. You may only play ranged attacks this turn. Up The Sleeve Situation S2 During your turn, you may place any two Situation or Object cards in your hand face down under Up The Sleeve. Discard Up The Sleeve to place the cards underneath it directly into play. If Up The Sleeve is removed from play by your opponent, discard any cards underneath it. Stack The Deck Event R3 Roll two dice. Add the total together. You may then look at a number of cards equal to the dice total from the top of your opponent’s endurance and return them in any order. Dealing From The Bottom Edge When drawing cards, any cards may come from the bottom of your deck for the remainder of this turn. Lucky Coin Object R2 Any turn before you make a die roll, you may flip a coin. Call heads or tails. If you win the toss, you may add or subtract one from the die roll. If you lose, your opponent may add or subtract one from the die roll. You may only have one Lucky Coin in play. Royal Flush Event R3 Your opponent must choose a card type. Each Player counts the total number of that card type in their hand. The player with the highest amount may gain 1 ability. This card will not raise a player’s ability over the maximum. Deuces Wild Special Attack/Block S2 This card will duplicate the top attack or defense in any player’s discard pile. "This is going to be a first for me." - Kit O'Brady Aces High Attack (UC) R3 This attack may not be a power blow. Your opponent must discard a defense in order to play a defense against this attack. "You know, I've never actually enjoyed killing anyone..." - Kit O'Brady 5 Card Stud Event R2 Each player reveals the top 5 cards of their endurance. Add up the number of special cards found. The player with the highest amount may place one of those cards into their hand. Each player then reshuffles those cards back into their endurance. ****************************************************************************** GRAYSON Grayson Persona A warrior out of time. That describes Grayson fully. Recruited by Darius himself, Grayson served as his chief lieutenant. Always at Darius' side, Grayson learned the joys of conquest of victory. When Darius turned away from war, Grayson was lost. All he knew and lived for was war. Over the centuries, Grayson has tried to recapture what he enjoyed with Darius, always falling short. Over time, Grayson has finally realized that there was one reason for his failures. Darius. Darius' death, and those of his students, would become Graysons all consuming quest. "For every action, there is an equal and opposite reaction." - Grayson If you played a successful block this turn, your opponent must discard a dodge to play dodge against your first attack this turn. At the beginning of your turn before your must do phase, you may discard a defense to draw a card, up to 2 defenses. You may include up to 6 master cards. Grayson Premium A warrior out of time. That describes Grayson fully. Recruited by Darius himself, Grayson served as his chief lieutenant. Always at Darius' side, Grayson learned the joys of conquest of victory. When Darius turned away from war, Grayson was lost. All he knew and lived for was war. Over the centuries, Grayson has tried to recapture what he enjoyed with Darius, always falling short. Over time, Grayson has finally realized that there was one reason for his failures. Darius. Darius' death, and those of his students, would become Graysons all consuming quest. "For every action, there is an equal and opposite reaction." - Grayson Play this card before the game begins in conjunction with the Grayson Persona card. You begin the game with +1 Ability. This card modifies your Persona and may not be removed from the play. Grayson Premium A warrior out of time. That describes Grayson fully. Recruited by Darius himself, Grayson served as his chief lieutenant. Always at Darius' side, Grayson learned the joys of conquest of victory. When Darius turned away from war, Grayson was lost. All he knew and lived for was war. Over the centuries, Grayson has tried to recapture what he enjoyed with Darius, always falling short. Over time, Grayson has finally realized that there was one reason for his failures. Darius. Darius' death, and those of his students, would become Graysons all consuming quest. "For every action, there is an equal and opposite reaction." - Grayson Play this card before the game begins in conjunction with the Grayson Persona card. This card modifies your Persona and may not be removed from the play. Your Master cards may not be countered or removed from the game. Master’s Head Shot Attack S2 (Blank Grid) Choose any one Upper Row grid square for this attack to target. If you do not play a special card this turn, this attack may be considered a head shot. If your opponent is Prone, this attack cannot be dodged. Pummel Special Attack (UC)R2 This attack cannot be blocked. If successful, your opponent must discard 2 blocks. If he doesn’t discard any blocks, there is a 3 in 6 he is knocked prone. Master’s Disarm Event R2 Play in place of a non-ranged attack. You have a 3 in 6 chance of disarming your opponent. If your opponent is Prone your chances increase to 4 in 6. Master’s Attack Special Attack (MC) R2 If your opponent is Prone this attack cannot be blocked. Your opponent cannot exert for a defense against this attack. "I like you." - Grayson Master’s Block Block (covers all areas) S2 You may attack to any area after playing this block. If you played an attack last turn that was unsuccessful, you may immediately return this defense to your hand. If this defense is in your hand at the end of your turn after you have returned it to your hand, you must discard it after your draw/discard phase. Calculated Risk Event R4 Remove any Situation or Object in play from the game. Your opponent may immediately discard a dodge to counter this card. Tactical Genius Edge R2 Play this card in conjunction with a special card. That special card cannot be countered or nullified. This Edge card remains in play with the special card until it is removed from play. Dodge Dodge (covers all areas) You lose your next attack this turn. Back Away Dodge (Covers all areas) This defense may not be used to avoid ranged attacks. You may only make ranged attacks this turn. Trip Event Your opponent loses all standing defenses. Your opponent must discard a dodge form his hand. Taunt Event R Play when your opponent is Prone. Your opponent may not play any defenses during his next turn if he rolled to regain his feet during that turn. “Another hundred years and you might have beaten me!” -Grayson ****************************************************************************** DUNCAN MACLEOD Palm Strike Martial Arts Attack(MC)1 Hand Icon If this attack is successful, your opponent may only make ranged attacks this turn. Master's Toss Martial Arts Attack (UR,UC,UL,ML,LL) 1 Hand Icon R3 If this attack is successful, there is a 3 in 6 chance your opponent is prone. Catch The Blade Martial Arts Event2 Hand IconsS2 You may only play this card in your defense phase if you have been disarmed. Play this card in place of a defense if you opponent made an attack. There is a 2 in 6 chance you will disarm your opponent and take his weapon. Skip your attack phase. He is now disarmed and you may attack as normal next turn. Forearm Block Martial Arts Block(Upper Row)R41 Hand Icon You may play this defense against any Dirty Trick or Martial Arts attack to block that attack. You do not need to discard a block to play this block. Shin Block Martial Arts Block(Bottom Row)R4 You may play this defense against any Dirty Trick or Martial Arts attack to block that attack. You do not need to discard a block to play this block. ****************************************************************************** CONNOR MACLEOD Backhand Punch Martial Arts Attack(Upper Left)1 Hand Icon If successful, your opponent may only play Dirty Trick attacks next turn. Thrust Kick Martial Arts Attack(Middle Center)R3 If this attack is successful, your opponent must discard 5 Special cards form their hand. If they do not discard at least 3 Special cards, there is a 4 in 6 chance they become Prone. Forearm Block Martial Arts Block(Upper Row)R41 Hand Icon You may play this defense against any Dirty Trick or Martial Arts attack to block that attack. You do not need to discard a block to play this block. Shin Block Martial Arts Block(Bottom Row)R4 You may play this defense against any Dirty Trick or Martial Arts attack to block that attack. You do not need to discard a block to play this block. ****************************************************************************** JIN KE Snap Kick Martial Arts Attack(UL)R2 If this attack is successful, your opponent may not play any upper attacks next turn. Hidden Dragon Martial Arts SituationS2 While this card is in play, you may play one additional attack each turn if the additional attack is Hidden. You may make this additional attack Hidden if you do not play any Special cards on a turn. "Honor is in the man, not in the weapon." - Jin Ke Whirling Kick Martial Arts Attack(ML,MR)S2 If this attack is successful, your opponent may only play basic attacks next turn. Snap Kick Martial Arts Attack(UR)R2 If this attack is successful, your opponent may only make one attack next turn. Snap Kick Martial Arts Attack(UC)R2 If this attack is successful, your opponent may not play any Events next turn. Forearm Block Martial Arts Block(Upper Row)R41 Hand Icon You may play this defense against any Dirty Trick or Martial Arts attack to block that attack. You do not need to discard a block to play this block. Shin Block Martial Arts Block(Bottom Row)R4 You may play this defense against any Dirty Trick or Martial Arts attack to block that attack. You do not need to discard a block to play this block. ****************************************************************************** GRAHAM ASHE Back Away Dodge (Full Grid) This defense dodges all non-ranged attacks. You may make only ranged attacks this turn. ****************************************************************************** REBECCA HORNE Rebecca Horne Persona The Grand Dame of Immortals. Rebecca is known for two things. The first is role as a teacher. No one has trained more young Immortals who have entered into the game on the side of right than Rebecca, with one glaring exception. Without Rebecca, these Immortals would have lead lives of evil and destruction. Rebecca is also know for the Crystals. A shard of a larger stone was presented to each of Rebecca's students when they completed training with her and went out into the world. Rebecca trusted her students with these Crystals, as it is rumored that should these shards ever be placed back together, the holder of the resulting stone will gain more power than can be imagined. "They didn't teach you to fight. I did." - Rebecca If you are using a one handed Weapon Of Choice, when making an Exertion for a defense or an attack, you may place any unused cards from the Exertion back to the top of your Endurance in any order. You may have up to 6 Master Cards. Rebecca Horne Premium The Grand Dame of Immortals. Rebecca is known for two things. The first is role as a teacher. No one has trained more young Immortals who have entered into the game on the side of right than Rebecca, with one glaring exception. Without Rebecca, these Immortals would have lead lives of evil and destruction. Rebecca is also know for the Crystals. A shard of a larger stone was presented to each of Rebecca's students when they completed training with her and went out into the world. Rebecca trusted her students with these Crystals, as it is rumored that should these shards ever be placed back together, the holder of the resulting stone will gain more power than can be imagined. "They didn't teach you to fight. I did." - Rebecca Play this card before the game begins in conjunction with the Rebecca Horne Persona card. You begin the game with +1 Ability. This card modifies your Persona and may not be removed from the play. Rebecca Horne Premium The Grand Dame of Immortals. Rebecca is known for two things. The first is role as a teacher. No one has trained more young Immortals who have entered into the game on the side of right than Rebecca, with one glaring exception. Without Rebecca, these Immortals would have lead lives of evil and destruction. Rebecca is also know for the Crystals. A shard of a larger stone was presented to each of Rebecca's students when they completed training with her and went out into the world. Rebecca trusted her students with these Crystals, as it is rumored that should these shards ever be placed back together, the holder of the resulting stone will gain more power than can be imagined. "They didn't teach you to fight. I did." - Rebecca Play this card before the game begins in conjunction with the Rebecca Horne Persona card. This card modifies your Persona and may not be removed from the play. Your Master cards may not be countered or removed from the game. Abbey Location S3 While the Abbey is in play, all attacks that do damage only do one point of damage after all modifiers are applied. Master Teacher Situation R4 While Master Teacher is in play, Rebecca may play blocks against attacks that are considered unblockable. "If it was easy, everyone would do it." - Teacher Saying Master's Trick Special Attack (UC,MC) R3 This attack may not be dodged, though it may be blocked. If your opponent is at 2 Ability or less and you do not play a special card, this attack is considered a Head Shot. ""Choose your weapon..." - Rebecca Giver Of The Crystals Event S4 Play this card if your opponent has any Crystals in play. When this card is played, remove one of your opponents Crystals from the game. Your opponent must also remove one non-basic defense or attack from their deck from the game. Master's Attack Special Attack (MC) R2 Master's Attack can not be blocked, but can be dodged. Master's Attack does three damage; this attack may not be a power blow. "And face what is to come." - Rebecca Master's Block Block (Full Grid) S2 If this is the last defense you play during your turn, you may still attack as normal. Your next attack this turn may be hidden, even if it is Special Attack. This attack may not be a Power Blow or a Ranged Attack. Master's Dodge Dodge (Full Grid)R2 "Choose your ground..." - Rebecca Teacher Of Many Edge R3 You may look at up to 3 defenses drawn at random from your opponent's hand. "There is nothing more for me to teach you." - Rebecca Back Away Dodge (All 9 squares) This defense dodges all non-ranged attacks. You may make only ranged attacks this turn. Dodge Dodge (Cover all 9 Squares) You dodge the attack. You lose 1 attack this turn. "You are ready." - Rebecca ****************************************************************************** MAY-LING SHEN May-Ling Shen Persona Born in the 800's AD in China, May-Ling served as a young concubine. Poisoned by the jealous wife, May-Ling returned to life as an Immortal. Making a decision to learn to protect herself in land that often does not value females, May-Ling sought out the greatest Martial Art's teacher in the land. It took years, but he eventually agreed to train her. May-Ling has since learned all she can about the forms of unarmed combat and is considered to be among the greatest the world has ever known. This knowledge has translated to skill with a blade as well, where she is unbeatable in a proper dual. "If you want to fight, let me get my sword." - May-Ling You may begin the game disarmed, and cannot be rearmed against your will. If you choose to, any Weapon of Choice card associated with your deck must be face down to signify this state. If you are disarmed, you may continue to use basic blocks and attacks as normal. Instead of doing damage when disarmed, your opponent must discard 1 card from their Endurance for each successful point of damage your attack would have inflicted. If you make a power block, you still take 1 damage. You may have up to 6 Master Cards. May-Ling Shen Premium Born in the 800's AD in China, May-Ling served as a young concubine. Poisoned by the jealous wife, May-Ling returned to life as an Immortal. Making a decision to learn to protect herself in land that often does not value females, May-Ling sought out the greatest Martial Art's teacher in the land. It took years, but he eventually agreed to train her. May-Ling has since learned all she can about the forms of unarmed combat and is considered to be among the greatest the world has ever known. This knowledge has translated to skill with a blade as well, where she is unbeatable in a proper dual. "If you want to fight, let me get my sword." - May-Ling Play this card before the game begins in conjunction with the May-Ling Shen Persona card. You begin the game with +1 Ability. This card modifies your Persona and may not be removed from the play. May-Ling Shen Premium Born in the 800's AD in China, May-Ling served as a young concubine. Poisoned by the jealous wife, May-Ling returned to life as an Immortal. Making a decision to learn to protect herself in land that often does not value females, May-Ling sought out the greatest Martial Art's teacher in the land. It took years, but he eventually agreed to train her. May-Ling has since learned all she can about the forms of unarmed combat and is considered to be among the greatest the world has ever known. This knowledge has translated to skill with a blade as well, where she is unbeatable in a proper dual. "If you want to fight, let me get my sword." - May-Ling Play this card before the game begins in conjunction with the May-Ling Shen Persona card. This card modifies your Persona and may not be removed from the play. Your Master cards may not be countered or removed from the game. Let Me Get My Sword EventR4 You recover a disarmed weapon. This card will recover a broken weapon. You may play another Special card this turn. Master's Dodge Dodge (Cover all 9 squares) R3 After playing this defense, you may attack as normal. Your next attack this turn is undodgeable. Master's Lunge Special Attack (Center Square) R2 This attack does 3 damage. Your opponent may dodge, but he may not block this attack. This attack may not be a Power Blow. Greatest Asset, Greatest Liability Martial Arts Attack (MC, LC) 2 Hand IconS4 Your opponents greatest asset is also their greatest liability. Do 1 point of damage to your opponent if this attack is successful. If this attack is successful, there is a 4 in 6 chance your opponent becomes prone. "A man's greatest asset is also his greatest liability." - May-Ling Master's Throw Martial Arts Attack (UR,UC,UL,ML,LL) 2 Hand Icon R3 If this attack is successful, there is a 3 in 6 chance your opponent is prone. Master's Toss Martial Arts Attack (UL,UC,UR,MR,LR) 2 Hand Icon R3 If this attack is successful, there is a 3 in 6 chance your opponent is disarmed. Calm Situation R3 While Calm is in play, once per turn you may look at the top 4 cards of your Endurance. Place these cards back onto your Endurance in the order you drew them before making an exertion. Control Edge S2 When Control is played, you may reorganize the order of your opponents attacks before you begin to defend. Clarity Event R6 You may play this card when your opponent has played a Hidden attack against you. You may reveal the attack. You next attack this turn is Hidden and can not be revealed. Dodge Dodge (Covers all 9 Squares) You dodge your opponents attack. Lose you next attack this turn. Evade Dodge (Right Column) You narrowly avoid your opponents attack. Evade Dodge (Left Column) You narrowly avoid your opponents attack. Back Away Dodge (All 9 squares) This defense dodges all non-ranged attacks. You may make only ranged attacks this turn. Jump Dodge (Covers all but bottom row of Squares) Your next attack this turn may be Hidden. ****************************************************************************** RICHIE RYAN End of Innocence Situation:Plot S2 If you do not play a Special card this turn, you may discard this card from play in order to make an upper attack you just played a head shot. Burglar Event S2 Search through your opponent’s endurance and choose 1 non-grided Persona specific card. You must play that card this turn. You may play another special card this turn. ****************************************************************************** MARTIN HYDE Immortal Research EdgeS2 If your opponent did not play any master card last turn, you may look at his hand or at the top five cards of his Endurance and play any non-Signature Master card as if it was in your hand. You may play only one Immortal Research per turn. Pleasure Of The Hunt SituationS3 You may consider any Signature card played by your opponent as a Master card. You may discard Pleasure of the Hunt to counter a Master card as it is played. Pleasure Of The Hunt SituationR3 Each time your opponent plays a Master card, you may either make an exertion to remove it from the game or choose a card at random from his hand and discard it. Pleasure Of The Kill EdgeR2 If your opponent gained ability or prevented damage from a successful attack last turn, he cannot play any Edge or special card next turn. "It's boring. Learn for a few hundred years more and I'll come back." - Martin Hyde Master's Attack Special Attack (MC)R2 If your opponent played a master card last turn, this attack cannot be blocked. It does an additional damage for each master card beyond the fourth your opponent was originally allowed in his deck. Master's Lunge Special Attack (MC)R3 If your opponent played a master card last turn, this attack cannot be dodged. It does an additional damage for each master card beyond the fourth your opponent was originally allowed in his deck. ****************************************************************************** KHABUL KHAN/SENGHI KHAN Skinning Knife ObjectR2 For each successful attack, your opponent must discard five cards from the top of his endurance. Ancestral Blade ObjectR2 For each Ancestral Blade you have in play, you may discard a non-grided card from your hand at the beginning of your turn, and replace it from the top of your endurance. Headbutt Special Attack(UC,MC)R2 This attack cannot be blocked. It does one damage for every two objects you have in play. ****************************************************************************** KHABUL KHAN Frantic Search EdgeR2 Name an object card, reveal and discard the top card of your endurance until you find the object and put it into your hand. You may only play one Frantic Search per turn. Armor Object : GuantletsR2 You may play attacks and blocks even if disarmed. Your attacks may not be power blows. ****************************************************************************** AMANDA The Raven Pre-Game "She is... immortal. A thousand years old, and she cannot die. A creature of legend, like the Raven. A thief, who stole the Sun and the Moon. They sent a warrior to bring her back. He found her. Together they brought back light to the world. I was a cop. To me she was just a thief. Another day on the job. But she wasn't. She changed my life, changed... everything. And both of us knew from that moment on, nothing would ever be the same." - Nick Wolfe Play this card before the game begins in conjunction with the Amanda Persona. This card modifies your Persona and may not be removed from the game. All S teal cards you play are now considered to be Edge cards rather than Events. ****************************************************************************** YUNG DOL KIM Reverse Strategy SituationS2 If you do not use either of your Persona power's this turn, any of your basic blocks may be played as a one point damage special attack. "I'm so tired of this game!" - Yung Dol Kim Learn Basics First EdgeR4 The next attack you play becomes a basic attack. It cannot be a Power Blow. Extra Weapon ObjectS31 Hand Icon If you do not use your persona powers this turn, you play any two basic attacks to form a single non-special attack that cannot be a power blow. Blind Fury EdgeR4 Play in conjunction with a Frenzy. You may play another Special Card this turn. "You fight like an old woman, Kim!" - The Kurgan Battle Rage EventS4 All basic attacks you play this turn cannot be blocked unless the block comes from an exertion. Dodges will not avoid consecutive attacks. You lose one ability. Sweep The Knee! Martial Arts Attack(Bottom Row)R3 If this attack is successful, your opponent must discard up to two Objects they have in play. Crouching Tiger Martial Arts SituationR2 While this card is in play, you may play one additional attack each turn if the additional attack is to an opposite side of the attack grid as the previous attack played. If you have played an attack to the middle grid square, you may not play an additional attack. ****************************************************************************** KALAS Dodge Dodge(Full Grid) You lose your first attack this turn. ****************************************************************************** KANE Dodge Dodge(Full Grid) You lose your first attack this turn. Evade Dodge (Right Column) Your first attack this turn must be to the left side. Evade Dodge (Left Column) Your first attack this turn must be to the right side. Elbow Strike Martial Arts Attack(UL,UC)1 Hand IconR3 If this attack is successful, your opponent must discard up 2 dodges from their hand. If they do not discard any, they must take 2 damage. Elbow Strike Martial Arts Attack(UR,UC)1 Hand IconR3 If this attack is successful, your opponent must discard to 2 blocks from their hand. If they do not discard any, they must take 2 damage. ****************************************************************************** KURGAN Evade Dodge(UR,UC,MR) Your next attack this turn is hidden. Evade Dodge(UL,UC,ML) Your next attack this turn is hidden. Duck Dodge (Top Row) Lose your first attack this turn. ****************************************************************************** CRACKER BOB Advantage In Numbers SituationR3 You may not play this card if your opponent is Kell. While this card is play, you may play an additional non-special attack. You may play this attack even if there are cards in play that would limit the number of attacks you may play. "Did someone order a club sandwich?" - Cracker Bob ****************************************************************************** LACHLAN Lachlan Persona Born in poverty in Dublin, Ireland in the 1684, Lachlan was small and frail. Overtime though, Lachlan filled out his frame, becoming large and powerful, leading to his friends calling him by the nickname "Little Lachlan." During this time, Lachlan also suffered his first death. Realizing the potential benefits of being Immortal, he organized a band of highwaymen. Over time, his band of rouges has become infamous for the money they have extracted from people traveling the back roads of the Irish countryside. These robberies have become increasingly bold, as Lachlan has developed confidence in his immortality and has little fear for his own safety. If you are using a Weapon that requires two Hand Icons, any successful non-Special Attack you preform does an extra point of damage. Once per turn, you may ignore the effects of one Edge card played by your opponent. You may include up to 4 Master Cards. Lachlan Premium Born in poverty in Dublin, Ireland in the 1684, Lachlan was small and frail. Overtime though, Lachlan filled out his frame, becoming large and powerful, leading to his friends calling him by the nickname "Little Lachlan." During this time, Lachlan also suffered his first death. Realizing the potential benefits of being Immortal, he organized a band of highwaymen. Over time, his band of rouges has become infamous for the money they have extracted from people traveling the back roads of the Irish countryside. These robberies have become increasingly bold, as Lachlan has developed confidence in his immortality and has little fear for his own safety. Play this card before the game begins in conjunction with the Lachlan Persona card. You begin the game with +1 Ability. This card modifies your Persona and may not be removed from the play. Lachlan Premium Born in poverty in Dublin, Ireland in the 1684, Lachlan was small and frail. Overtime though, Lachlan filled out his frame, becoming large and powerful, leading to his friends calling him by the nickname "Little Lachlan." During this time, Lachlan also suffered his first death. Realizing the potential benefits of being Immortal, he organized a band of highwaymen. Over time, his band of rouges has become infamous for the money they have extracted from people traveling the back roads of the Irish countryside. These robberies have become increasingly bold, as Lachlan has developed confidence in his immortality and has little fear for his own safety. Play this card before the game begins in conjunction with the Lachlan Persona card. This card modifies your Persona and may not be removed from the play. Your Master cards may not be countered or removed from the game. King's Warrant SituationS4 You may make a 3 card Exertion to take an Edge card from your discard pile and place it in your hand. "By order of the His Majesty." - Lachlan Boulder Special Attack (UC)R3 You may play this attack even if you are disarmed. There is a 4 in 6 chance your opponent becomes prone if this attack is successful. This attack may be a Power Blow without an Exertion. This attack may not be a Head Shot. Leer Combat Trick(UC)R4 Your opponent may not play an Edge in their attack phase next turn if this Combat Trick is successful. Henchmen SituationR4 While Henchmen is in play, you may play an additional basic attack each turn for each Henchmen in play. You may play these attacks even if there are cards in play that would limit the number of attacks you may play. Back Away Dodge (All 9 squares) This defense dodges all non-ranged attacks. You may make only ranged attacks this turn. "She won't pay her toll." - Henchman ****************************************************************************** ERRATED CARDS TO BE RERELEASED NICK WOLFE Nick Wolfe Persona A living contradiction. A former police officer who partners with a career thief. A man who uses a gun in a world of swords. A mortal who is now Immortal. Nick Wolfe was born in 1966 and lived his life for the law. Wolfe attended law school and later become a police officer. His universe made sense until the Immortal thief Amanda entered his world. Now Nick finds that the laws and rules he knew before are secondary to the first law of Immortals - In the end, there can be only one! You must begin the game unarmed, and cannot be rearmed against your will. Nick may start the game with a Weapon Of Choice in a Pre Game slot. However, it must be played face down to indicate being disarmed. You may once per turn designate a basic Attack in your hand to be a one point damage Ranged Attack. When played, it is played as a Ranged Attack with all conditions of a Ranged Attack. You must discard a Special Card from your hand in order to play this Ranged Attack. You may play this attack even if you are disarmed. You cannot become armed unless Learn Fast is in play. You may have up to 4 Master cards. (clarified WoC PG allowed; discard special for a special) +++++++++++++++++++ AHRIMAN Ahriman Pre Game Absolute evil. That is Ahriman. A Zaoristan demon of unknown age. He appears every thousand years to try and usher in a new age of darkness. When he arrives, he can take any form. Each time, a Champion must come forth to defeat it. How can only be discovered by the one who is called forth. If the Champion does not, a reign of terror shall blanket the earth. "I am Set, I am Ahriman, I am everything your people call demons and devils" - Ahriman You may play Ahriman in conjunction with your Immortal Persona PreGame. Ahriman modifies your Persona and may not be removed from the game. You may place Nemesis cards underneath Ahriman. At any time, you may remove a Nemesis card from underneath Ahriman and put it into play. For every two Nemesis cards put under Ahriman beyond the first your Master card limit is reduced by 1. (Added - Ahriman modifies your Persona and may not be removed from the game.) +++++++++++++++++++ DARIUS Darius Persona Errata = "Fifteen hundred years ago, Darius could have lead his armies across Europe and ruled for a thousand years. But he turned his armies back...The legend has it that Darius killed a Holy Man at the gates Paris, the oldest living Immortal at the time. And suddenly he changed. He turned his back on war." - Duncan You may play up to two Persona cards as additional PreGame cards if each Immortal has less than 6 Master cards. You may include in your deck and play Reserved cards from these Personas (even if the PreGame cards are removed from play). You may only play a gridded card from another Persona if you choose not to play a Special. You may not play any Head Shot unless your opponent has less than 2 Ability. You may have up to 7 Master cards. (added the gridded card condition) Darius Combination EdgeSignature2 You may play an additional attack this turn. If you do not play a Special card this turn you may play this card. Blocks will not defend against consecutive attacks this turn. "You are back at last my old friend." - Darius (Add to the card "If you do not play a Special card this turn you may play this card.") Master's Chronicles ObjectSignature2 Discard this card from play when you wish to do any of the following : You may discard a Special card from your hand to counter a master or signature card as it is played. If you do not play a Special card from your hand this turn, you discard a Special card from your hand to discard a Master card in play. (Made it a discard to use card) +++++++++++++++++++ JIN KE High Kick Special Attack(UC,MC)Reserved3 If this is the only attack you play during your turn, your opponent cannot make an Exertion for a defense during his next turn. If this attack is successful, both players lose all standing defenses. This attack cannot be a power blow. (Made special attack, condition on losing standing defenses) +++++++++++++++++++ Posse Memeber Situation - Manny S2 Posse Member - Manny You may not play this card if your opponent is Manny. Remove one Ally in play from the game for every Posse Member you remove from the game from play. They may only be one Manny in play. (Clarifed where the Ally can be removed from and where the Posse member comes from) +++++++++++++++++++ GENERIC CARDS Superior Tactics2 Combat Trick(MC) No Edge card may be played until this Combat Trick has been resolved. If successful your opponent cannot play any Edge cards his turn. (restricted to 2)