Post by headswillroll on Feb 8, 2011 12:29:06 GMT -5
Below are an accumulation of rulings and errata since the 2010 Rule Book came out. These are official as of 02-08-2011. As usual there will be the three week induction period for any new changes. Prior changes repeated in this post are still valid.
HWR and Prowler
Under “Constructing A Deck” –
Card Groups: Any cards that share a single word in their title are considered to be part of a Card Group. For example, the cards Master Swordsman, Weapon Master and Master's Advance all
have the word Master in their title and thus are part of the Master Group and are Master Cards. See Group Classifications in the FAQ section.
Weapons of Choice: This Pre-Game card is the weapon your Persona prefers when engaging in combat. If you are using a Weapon of Choice, you may include the appropriate Weapon Specific cards in your deck. If you do not have the appropriate Weapon of Choice in play, you may not play any Weapon of Choice cards for that weapon unless you have an effect that allows you to do so (example: Weapons Expert).
Under "Other Game Aspects" -
Off-Hand Weapons of Choice: Off Hand Weapons Of Choice have a sideways Hand Icon printed on the back of the card. An Off Hand Weapon of Choice is still a One Handed Weapon of Choice. Off Hand Weapons of Choice are designed to be played with other Weapons of Choice, but can be played singularly. If the text states that it must be played with another Weapon of Choice, then it can be played with a Primary Weapon of Choice or another Off Hand Weapon Of Choice. If the text says that it may be played with another Weapon of Choice, then it may be played with either a Primary Weapon of Choice or another Off Hand Weapon of Choice, or by itself.
Martial Arts Attacks and Defenses: These are attacks and defenses that are done physically without the use of a weapon. You may play Martial Arts Attacks and Defenses even if Disarmed or Considered Disarmed.
Discard Pile: You or your opponent may search through either players Discard Pile, though if you wish to search your opponents Discard you must ask first. Neither player may shuffle or otherwise change the order of the cards in any Discard Pile. When Sweeping cards or discarding cards from your hand, you may place them in any order on the top of your Discard Pile. If your opponent discards cards from your hand, he may choose the order in which they are placed on top of your Discard Pile. Discarding from the top of your Endurance and cards discarded from an Exertion must stay in their original order.
Watcher Pre-Game: If you wish to include Watcher or Hunter cards in your deck, you must include the appropriate Pre-Game card. You may include either 1 Watcher or 1 Hunter Pre-Game, you cannot use both, and may only have 1 of either in your Pre-Game. Cards or effects which allow you to include cards not normally allowed in your deck cannot be used for Watcher or Hunter cards. If the Watcher or Hunter Pre-Game is removed from the game, you do not remove the cards from your deck and you may still play the Watcher or Hunter cards normally. You may only play Watcher or Hunter cards if you have/had a Watcher or Hunter pre game card in your pre game, unless you have a card that specifically allows you to do so (Example: Watcher Database).
Sheathing and Drawing Weapons: You normally begin play with all weapons Drawn. You may only Sheath or Draw a weapon if an effect in play allows you to do so. If you have no weapons Drawn, you are Disarmed. If you have hilts and/or Weapon Specific cards in play when a weapon is Sheathed, the affected cards are flipped over and have no effect on play. When the weapon is Drawn, those cards are flipped over and effect play normally.
Special Attacks: Special Attacks may not be Power Blows, may not be Hidden, and may not be pulled from an Exertion when searching for an attack. If a Special Attack states it can be made a Head Shot, it may only be made a Power Blow as long as it is also a Head Shot. If a Special Attack states it can be made a Power Blow, it may also be made a Head Shot (as long as any requirements on the card are met).
Under "FAQ" –
4 Horsemen Premium - If both players have this card in their Pre-Game, they cancel each other out. Use the normal method of determining which player goes first.
Dual Type Cards - When these cards are in your Hand, Discard or Endurance, they are count as both card types. Thier card type is chosen when they are played, and they are then subject only to effects which affect that card type. During deck construction, dual type cards count for each of thier titles. For instance, if you include a Focus/Police in your deck, you would be allowed 5 more cards titled Focus and 5 more cards titled Police. For the purpose of card title, when these cards are in your Hand, Discard or Endurance they count as both titles. When the card is played, its type determines which title is appropriate and that card is now only affected by effects which target that title.
Silas Persona Ability - Edge cards count as a card played for the purposes of his ability. (Note: edges do not count as a card played for the requirements of having to either play a card or make an exertion during your turn)
Group Classifications-
Bystander = These are cards that depict people who affect the fight knowingly, but anonymously. They are identified by having the word Bystander in the title or sub-title of the card. The group classification of Bystander applies to these cards as well as any other group classification they apply to. These cards are affected by any card or effect that target Bystanders.
Gypsy = These cards are identified by having the word Gypsy in the title or sub-title of the card. The group classification Gypsy applies to these cards as well as any other group classification they apply to. These cards are affected by any card or effect that target Gypsies.
Mortal Ally = Any card that has a proper name only in the title or has Mortal:Ally in the sub-title. The group classification of Ally applies to these cards as well as any other group classification they apply to. These cards are affected by any card or effect that target Mortal Allies. You may only have 1 of each unique Mortal Ally in play at a time. You may not have a Mortal Ally in play that shares the same name as your Persona or your opponent’s Persona.
Armor = These cards depict the different pieces of armor that an immortal may use. They are identified by having the word Armor in the title or sub-title of the card. They are divided into three categories reflective of the attack grid, which are Upper/Middle/Lower. You may only have one armor from each category in play at a time. The group classification of Armor applies to these cards as well as any other group classification they apply to. These cards are affected by any card or effect that targets Armor.
UPPER ARMOR CATEGORY
Cavalier Hat
Skull Helmet
Space Goggles
Crusade Helmet
Any card with Upper Armor in the title or sub title
MIDDLE ARMOR CATEGORY
Bone Armor
Crusade Gauntlets
Snake Skinned Jacket
Any card with Middle Armor in the title or sub title
LOWER ARMOR CATEGORY
Any card with Lower Armor in the title or sub title
Vehicles = These cards depict modes of transportation that may be used by an immortal. You may only have one Vehicle in play at a time. The group classification of Vehicle applies to these cards as well as any other group classification they apply to. These cards are affected by any card or effect that target Vehicles.
Stunt Bike
War Horse
Flying Machine/ Hover Board
Flying Machine/ Wings
Twin Blade Helicopter
Tank
Any card that has Vehicle in the title or sub title
Immortal Ally - These cards depict people that are known immortals. They are identified by having the words Immortal Ally in the title or sub-title of the card. The group classification of Immortal Ally applies to these cards as well as any other group classification they apply to. These cards are affected by any card or effect that target Immortal Allies. You may only have 1 of each unique Immortal Ally in play at a time. You may not have an Immortal Ally in play that shares the same name as your Persona or your opponent’s Persona.
Reporter - These cards depict people that are known as reporters. They are identified by having the word Reporter in the title or sub-title of the card. The group classification of Reporter applies to these cards as well as any other group classification they apply to. These cards are affected by any card or effect that target Reporters.
Member - These cards depict people that are known as members. They are identified by having the word Member in the title or sub-title of the card. The group classification of Member applies to these cards as well as any other group classification they apply to. These cards are affected by any card or effect that target Members. You cannot have more than one of each Member in play and cannot have a Member in play that shares the same name as your Persona or your opponent’s Persona.
Watcher - These cards depict people that are known as Watchers. They are identified by having the word Watcher in the title or sub-title of the card. The group classification of Watcher applies to these cards as well as any other group classification they apply to. These cards are affected by any card or effect that target Watchers.
Hunter - These cards depict people that are known as Hunters. They are identified by having the word Hunter in the title or sub-title of the card. The group classification of Hunter applies to these cards as well as any other group classification they apply to. These cards are affected by any card or effect that target Hunters.
Under "Card Errata" -
Alertness (4H-030) (HSFV-059) (HS4-024 DvK)– Generic – Event – 2 - Play in conjunction with a dodge. That dodge can defend attacks that cannot be dodged. You may ignore any effect in play by your opponent which would prevent or restrict you from playing that dodge. You may ignore any effect in play by your opponent which would prevent that dodge from defending multiple attacks. You may ignore any cost required to play that dodge.
Alertness (4H-027) (HSFV-055)– Generic – Event – 2 - Play in conjunction with a block. That block can defend attacks that cannot be blocked. You may ignore any effect in play by your opponent which would prevent or restrict you from playing that block. You may ignore any effect in play by your opponent which would prevent that block from defending multiple attacks. You may ignore any cost required to play that block.
Dirty Trick (HS4-035) – Generic - ATTACK - Leg Sweep: This attack cannot be blocked. This attack does no damage. This attack cannot be a Power Blow. You may play this attack even if disarmed. If this attack is successful, your next attack this turn cannot be blocked or dodged if it is not a power blow.
Divine Intervention (HS3P-001) - EDGE - Play during your May Do/Must Do Phase. Choose one Pre-Game that is not a Weapon Of Choice or Persona. You may Nullify that Pre-Game while this card is in play.
Capacity for Hate (HN13-107) - Faith - EVENT - R4 - You may only play this card if your opponent has more cards in their Hand than you do. Randomly discard a card from your opponents Hand until their Hand matches your Maximum Hand Size.
Master’s Disarm (HN13-088) - Connor Macleod– R2 – Event
Play during your defense phase. You may only play this card if you are disarmed, your opponent is armed, and you have an attack pending. Avoid the last attack your opponent played. Your opponent is now disarmed and you recover your weapon. If your weapon was broken, your opponent’s weapon is now broken. If your first attack this turn is an upper attack and can be made a head shot, it is a head shot.
Extra Shot (HN13-112) - Faith - EDGE - Play in conjunction with an attack. That attack may be played as an additional attack this turn. You may only play one Extra Shot this turn.
Extra Shot (HS1-119) Amanda – Event – You may play and additional attack this turn. Your opponent must discard a card from their hand for each attack you play this turn (maximum of 3).
Extra Shot (HS2-104) – Mako – Edge – Play in conjunction with an attack. You may play an additional attack this turn. You may only play one Extra Shot this turn.
Femme Fatale (HN13-113) - Faith - SPECIAL ATTACK - Your opponent must discard a defense to play a defense from their Hand against this attack.
Follow Up (4H-068) – Generic – Special Attack – If you played a card titled Disarm this turn, you may play this as an additional attack and it cannot be dodged. You may only play one Follow Up this turn.
Improvised Weapon (HS1-231) – Zachary Blaine – You may play this attack even if you are disarmed. This attack does 0 damage. This attack cannot be blocked. You may play an additional attack this turn. If this attack is successful, your next attack cannot be dodged. You may only play one Improvised Weapon this turn.
Holy Ground (ALL 1st edition versions) - Generic - Event - 2
Kick (TS1-028) – Duncan – Special Attack – You may play this attack even if you are disarmed. This attack cannot be blocked. This attack does one damage. If this attack is successful, your next attack this turn cannot be blocked. You may play an additional attack this turn. You may only play one Kick this turn.
Leg Sweep (HN13-044 CvD) (TS1-029) (HS1-138) – Duncan – Special Attack – You may play this attack even if you are disarmed. This attack cannot be blocked and does 0 damage. You may play an additional attack this turn. If this attack is successful, your next attack this turn cannot be dodged. You may only play one Leg Sweep this turn.
Pickpocket (HS1-123) – Amanda – Special Attack – This attack cannot be blocked and does 0 damage. You may play this attack even if you are disarmed. If successful, you may look at your opponent’s hand and discard one card found there. If that card is an Object, you may instead put it into play under your control.
Pommel (TS1-032) – Duncan – Special Attack – You may play this attack as an additional attack if the last defense you played this turn was an Evade: Escape. You may play this attack even if you are disarmed. This attack cannot be blocked. This attack does 0 damage. You may play an additional attack this turn. You may only play one Pommel this turn.
Quick Slash (HS4-260) – Single Handed Broadsword – 4 – This attack may be played as an additional attack. This attack cannot be a power blow. You may only play one Quick Slash this turn.
Tackle (HN13-104) – Duncan – Special Attack – This attack does 0 damage. You may play this attack after a Back Away. You may attack normally after the Back Away this turn. You may play an additional attack this turn. You may only play one Tackle this turn.
The Final Dimension (HN13-001PP) - PLOT - 2 - Once during your turn, you may play an Illusion from a Soft Exertion.
Hand Axe (Pre-Game FOIL Duncan vs. Kanwulf) - Off Hand Icon
You must be Kanwulf to use this Weapon Of Choice. You may include this with another One-Handed Weapon of Choice. You may play multiple Basic Blocks in conjunction with one another. If you do, they form one Basic Block. Your blocks cannot defend multiple attacks. (Note: This is the premium which has the + + + )
Master’s Disarm (HN13-202) – Nakano - R2 – Event
Play during your defense phase. You may only play this card if you are disarmed, your opponent is armed, and you have an attack pending. Avoid the last attack your opponent played. Your opponent is now disarmed and you recover your weapon. If your weapon was broken, your opponent’s weapon is now broken. If your first attack this turn is an upper attack and can be made a head shot, it is a head shot.
TSC Headquarters (HTG-214) – Location – No locations may be played or put into play.
Watcher (HN13-221) – Situation – 2 – Your cards cannot be nullified during your turn by your opponent.
Under “Official Tournament Rules” -
Lean & Mean Format:
This format is the same as Standard Constructed, except you MUST include 6 Lean & Mean cards in your deck and your deck must be the minimum deck size.
2 Headed Giant Format:
This format is not for the faint of heart, but is addictively fun. The tournament director will announce the selection process for the players to choose two immortals with which they can build their deck. The common choices for this are Male/Female, TV/Movie, but can be almost any combination. Once the format has been determined, each player picks the immortals they wish to play with. Pregame limit is still 6, and each persona does count as one pre-game. When figuring out your gem count for deck construction, you take the highest attribute in each category between the two immortals you have chosen. The 25 gem count does not apply in this format, however the restrictions of Methos’ and Marcus persona abilities do apply as well as the “no attribute higher than 13” rule. Game play is the same as any other format with a few differences.
1) In order for a player to be declared as winning by a head shot, the player must take both of his opponent’s heads. When a player loses their first head, they choose which immortal goes away. Any of that immortal’s cards you have in play are discarded and you may not play any of those cards unless you have an effect allowing you to do so (Example: Teacher of Many). Also, you take the amount of damage pending from the power blow.
2) No generic allowance cards are allowed during deck construction. You may use persona specific allowance cards as normal.
3) Corda and Reno can be played as individual personas but not together.
4) No Quickenings are allowed.
HWR and Prowler
Under “Constructing A Deck” –
Card Groups: Any cards that share a single word in their title are considered to be part of a Card Group. For example, the cards Master Swordsman, Weapon Master and Master's Advance all
have the word Master in their title and thus are part of the Master Group and are Master Cards. See Group Classifications in the FAQ section.
Weapons of Choice: This Pre-Game card is the weapon your Persona prefers when engaging in combat. If you are using a Weapon of Choice, you may include the appropriate Weapon Specific cards in your deck. If you do not have the appropriate Weapon of Choice in play, you may not play any Weapon of Choice cards for that weapon unless you have an effect that allows you to do so (example: Weapons Expert).
Under "Other Game Aspects" -
Off-Hand Weapons of Choice: Off Hand Weapons Of Choice have a sideways Hand Icon printed on the back of the card. An Off Hand Weapon of Choice is still a One Handed Weapon of Choice. Off Hand Weapons of Choice are designed to be played with other Weapons of Choice, but can be played singularly. If the text states that it must be played with another Weapon of Choice, then it can be played with a Primary Weapon of Choice or another Off Hand Weapon Of Choice. If the text says that it may be played with another Weapon of Choice, then it may be played with either a Primary Weapon of Choice or another Off Hand Weapon of Choice, or by itself.
Martial Arts Attacks and Defenses: These are attacks and defenses that are done physically without the use of a weapon. You may play Martial Arts Attacks and Defenses even if Disarmed or Considered Disarmed.
Discard Pile: You or your opponent may search through either players Discard Pile, though if you wish to search your opponents Discard you must ask first. Neither player may shuffle or otherwise change the order of the cards in any Discard Pile. When Sweeping cards or discarding cards from your hand, you may place them in any order on the top of your Discard Pile. If your opponent discards cards from your hand, he may choose the order in which they are placed on top of your Discard Pile. Discarding from the top of your Endurance and cards discarded from an Exertion must stay in their original order.
Watcher Pre-Game: If you wish to include Watcher or Hunter cards in your deck, you must include the appropriate Pre-Game card. You may include either 1 Watcher or 1 Hunter Pre-Game, you cannot use both, and may only have 1 of either in your Pre-Game. Cards or effects which allow you to include cards not normally allowed in your deck cannot be used for Watcher or Hunter cards. If the Watcher or Hunter Pre-Game is removed from the game, you do not remove the cards from your deck and you may still play the Watcher or Hunter cards normally. You may only play Watcher or Hunter cards if you have/had a Watcher or Hunter pre game card in your pre game, unless you have a card that specifically allows you to do so (Example: Watcher Database).
Sheathing and Drawing Weapons: You normally begin play with all weapons Drawn. You may only Sheath or Draw a weapon if an effect in play allows you to do so. If you have no weapons Drawn, you are Disarmed. If you have hilts and/or Weapon Specific cards in play when a weapon is Sheathed, the affected cards are flipped over and have no effect on play. When the weapon is Drawn, those cards are flipped over and effect play normally.
Special Attacks: Special Attacks may not be Power Blows, may not be Hidden, and may not be pulled from an Exertion when searching for an attack. If a Special Attack states it can be made a Head Shot, it may only be made a Power Blow as long as it is also a Head Shot. If a Special Attack states it can be made a Power Blow, it may also be made a Head Shot (as long as any requirements on the card are met).
Under "FAQ" –
4 Horsemen Premium - If both players have this card in their Pre-Game, they cancel each other out. Use the normal method of determining which player goes first.
Dual Type Cards - When these cards are in your Hand, Discard or Endurance, they are count as both card types. Thier card type is chosen when they are played, and they are then subject only to effects which affect that card type. During deck construction, dual type cards count for each of thier titles. For instance, if you include a Focus/Police in your deck, you would be allowed 5 more cards titled Focus and 5 more cards titled Police. For the purpose of card title, when these cards are in your Hand, Discard or Endurance they count as both titles. When the card is played, its type determines which title is appropriate and that card is now only affected by effects which target that title.
Silas Persona Ability - Edge cards count as a card played for the purposes of his ability. (Note: edges do not count as a card played for the requirements of having to either play a card or make an exertion during your turn)
Group Classifications-
Bystander = These are cards that depict people who affect the fight knowingly, but anonymously. They are identified by having the word Bystander in the title or sub-title of the card. The group classification of Bystander applies to these cards as well as any other group classification they apply to. These cards are affected by any card or effect that target Bystanders.
Gypsy = These cards are identified by having the word Gypsy in the title or sub-title of the card. The group classification Gypsy applies to these cards as well as any other group classification they apply to. These cards are affected by any card or effect that target Gypsies.
Mortal Ally = Any card that has a proper name only in the title or has Mortal:Ally in the sub-title. The group classification of Ally applies to these cards as well as any other group classification they apply to. These cards are affected by any card or effect that target Mortal Allies. You may only have 1 of each unique Mortal Ally in play at a time. You may not have a Mortal Ally in play that shares the same name as your Persona or your opponent’s Persona.
Armor = These cards depict the different pieces of armor that an immortal may use. They are identified by having the word Armor in the title or sub-title of the card. They are divided into three categories reflective of the attack grid, which are Upper/Middle/Lower. You may only have one armor from each category in play at a time. The group classification of Armor applies to these cards as well as any other group classification they apply to. These cards are affected by any card or effect that targets Armor.
UPPER ARMOR CATEGORY
Cavalier Hat
Skull Helmet
Space Goggles
Crusade Helmet
Any card with Upper Armor in the title or sub title
MIDDLE ARMOR CATEGORY
Bone Armor
Crusade Gauntlets
Snake Skinned Jacket
Any card with Middle Armor in the title or sub title
LOWER ARMOR CATEGORY
Any card with Lower Armor in the title or sub title
Vehicles = These cards depict modes of transportation that may be used by an immortal. You may only have one Vehicle in play at a time. The group classification of Vehicle applies to these cards as well as any other group classification they apply to. These cards are affected by any card or effect that target Vehicles.
Stunt Bike
War Horse
Flying Machine/ Hover Board
Flying Machine/ Wings
Twin Blade Helicopter
Tank
Any card that has Vehicle in the title or sub title
Immortal Ally - These cards depict people that are known immortals. They are identified by having the words Immortal Ally in the title or sub-title of the card. The group classification of Immortal Ally applies to these cards as well as any other group classification they apply to. These cards are affected by any card or effect that target Immortal Allies. You may only have 1 of each unique Immortal Ally in play at a time. You may not have an Immortal Ally in play that shares the same name as your Persona or your opponent’s Persona.
Reporter - These cards depict people that are known as reporters. They are identified by having the word Reporter in the title or sub-title of the card. The group classification of Reporter applies to these cards as well as any other group classification they apply to. These cards are affected by any card or effect that target Reporters.
Member - These cards depict people that are known as members. They are identified by having the word Member in the title or sub-title of the card. The group classification of Member applies to these cards as well as any other group classification they apply to. These cards are affected by any card or effect that target Members. You cannot have more than one of each Member in play and cannot have a Member in play that shares the same name as your Persona or your opponent’s Persona.
Watcher - These cards depict people that are known as Watchers. They are identified by having the word Watcher in the title or sub-title of the card. The group classification of Watcher applies to these cards as well as any other group classification they apply to. These cards are affected by any card or effect that target Watchers.
Hunter - These cards depict people that are known as Hunters. They are identified by having the word Hunter in the title or sub-title of the card. The group classification of Hunter applies to these cards as well as any other group classification they apply to. These cards are affected by any card or effect that target Hunters.
Under "Card Errata" -
Alertness (4H-030) (HSFV-059) (HS4-024 DvK)– Generic – Event – 2 - Play in conjunction with a dodge. That dodge can defend attacks that cannot be dodged. You may ignore any effect in play by your opponent which would prevent or restrict you from playing that dodge. You may ignore any effect in play by your opponent which would prevent that dodge from defending multiple attacks. You may ignore any cost required to play that dodge.
Alertness (4H-027) (HSFV-055)– Generic – Event – 2 - Play in conjunction with a block. That block can defend attacks that cannot be blocked. You may ignore any effect in play by your opponent which would prevent or restrict you from playing that block. You may ignore any effect in play by your opponent which would prevent that block from defending multiple attacks. You may ignore any cost required to play that block.
Dirty Trick (HS4-035) – Generic - ATTACK - Leg Sweep: This attack cannot be blocked. This attack does no damage. This attack cannot be a Power Blow. You may play this attack even if disarmed. If this attack is successful, your next attack this turn cannot be blocked or dodged if it is not a power blow.
Divine Intervention (HS3P-001) - EDGE - Play during your May Do/Must Do Phase. Choose one Pre-Game that is not a Weapon Of Choice or Persona. You may Nullify that Pre-Game while this card is in play.
Capacity for Hate (HN13-107) - Faith - EVENT - R4 - You may only play this card if your opponent has more cards in their Hand than you do. Randomly discard a card from your opponents Hand until their Hand matches your Maximum Hand Size.
Master’s Disarm (HN13-088) - Connor Macleod– R2 – Event
Play during your defense phase. You may only play this card if you are disarmed, your opponent is armed, and you have an attack pending. Avoid the last attack your opponent played. Your opponent is now disarmed and you recover your weapon. If your weapon was broken, your opponent’s weapon is now broken. If your first attack this turn is an upper attack and can be made a head shot, it is a head shot.
Extra Shot (HN13-112) - Faith - EDGE - Play in conjunction with an attack. That attack may be played as an additional attack this turn. You may only play one Extra Shot this turn.
Extra Shot (HS1-119) Amanda – Event – You may play and additional attack this turn. Your opponent must discard a card from their hand for each attack you play this turn (maximum of 3).
Extra Shot (HS2-104) – Mako – Edge – Play in conjunction with an attack. You may play an additional attack this turn. You may only play one Extra Shot this turn.
Femme Fatale (HN13-113) - Faith - SPECIAL ATTACK - Your opponent must discard a defense to play a defense from their Hand against this attack.
Follow Up (4H-068) – Generic – Special Attack – If you played a card titled Disarm this turn, you may play this as an additional attack and it cannot be dodged. You may only play one Follow Up this turn.
Improvised Weapon (HS1-231) – Zachary Blaine – You may play this attack even if you are disarmed. This attack does 0 damage. This attack cannot be blocked. You may play an additional attack this turn. If this attack is successful, your next attack cannot be dodged. You may only play one Improvised Weapon this turn.
Holy Ground (ALL 1st edition versions) - Generic - Event - 2
Kick (TS1-028) – Duncan – Special Attack – You may play this attack even if you are disarmed. This attack cannot be blocked. This attack does one damage. If this attack is successful, your next attack this turn cannot be blocked. You may play an additional attack this turn. You may only play one Kick this turn.
Leg Sweep (HN13-044 CvD) (TS1-029) (HS1-138) – Duncan – Special Attack – You may play this attack even if you are disarmed. This attack cannot be blocked and does 0 damage. You may play an additional attack this turn. If this attack is successful, your next attack this turn cannot be dodged. You may only play one Leg Sweep this turn.
Pickpocket (HS1-123) – Amanda – Special Attack – This attack cannot be blocked and does 0 damage. You may play this attack even if you are disarmed. If successful, you may look at your opponent’s hand and discard one card found there. If that card is an Object, you may instead put it into play under your control.
Pommel (TS1-032) – Duncan – Special Attack – You may play this attack as an additional attack if the last defense you played this turn was an Evade: Escape. You may play this attack even if you are disarmed. This attack cannot be blocked. This attack does 0 damage. You may play an additional attack this turn. You may only play one Pommel this turn.
Quick Slash (HS4-260) – Single Handed Broadsword – 4 – This attack may be played as an additional attack. This attack cannot be a power blow. You may only play one Quick Slash this turn.
Tackle (HN13-104) – Duncan – Special Attack – This attack does 0 damage. You may play this attack after a Back Away. You may attack normally after the Back Away this turn. You may play an additional attack this turn. You may only play one Tackle this turn.
The Final Dimension (HN13-001PP) - PLOT - 2 - Once during your turn, you may play an Illusion from a Soft Exertion.
Hand Axe (Pre-Game FOIL Duncan vs. Kanwulf) - Off Hand Icon
You must be Kanwulf to use this Weapon Of Choice. You may include this with another One-Handed Weapon of Choice. You may play multiple Basic Blocks in conjunction with one another. If you do, they form one Basic Block. Your blocks cannot defend multiple attacks. (Note: This is the premium which has the + + + )
Master’s Disarm (HN13-202) – Nakano - R2 – Event
Play during your defense phase. You may only play this card if you are disarmed, your opponent is armed, and you have an attack pending. Avoid the last attack your opponent played. Your opponent is now disarmed and you recover your weapon. If your weapon was broken, your opponent’s weapon is now broken. If your first attack this turn is an upper attack and can be made a head shot, it is a head shot.
TSC Headquarters (HTG-214) – Location – No locations may be played or put into play.
Watcher (HN13-221) – Situation – 2 – Your cards cannot be nullified during your turn by your opponent.
Under “Official Tournament Rules” -
Lean & Mean Format:
This format is the same as Standard Constructed, except you MUST include 6 Lean & Mean cards in your deck and your deck must be the minimum deck size.
2 Headed Giant Format:
This format is not for the faint of heart, but is addictively fun. The tournament director will announce the selection process for the players to choose two immortals with which they can build their deck. The common choices for this are Male/Female, TV/Movie, but can be almost any combination. Once the format has been determined, each player picks the immortals they wish to play with. Pregame limit is still 6, and each persona does count as one pre-game. When figuring out your gem count for deck construction, you take the highest attribute in each category between the two immortals you have chosen. The 25 gem count does not apply in this format, however the restrictions of Methos’ and Marcus persona abilities do apply as well as the “no attribute higher than 13” rule. Game play is the same as any other format with a few differences.
1) In order for a player to be declared as winning by a head shot, the player must take both of his opponent’s heads. When a player loses their first head, they choose which immortal goes away. Any of that immortal’s cards you have in play are discarded and you may not play any of those cards unless you have an effect allowing you to do so (Example: Teacher of Many). Also, you take the amount of damage pending from the power blow.
2) No generic allowance cards are allowed during deck construction. You may use persona specific allowance cards as normal.
3) Corda and Reno can be played as individual personas but not together.
4) No Quickenings are allowed.