This commit is contained in:
2017-02-26 19:46:00 +11:00
parent 10bc2feb5e
commit a099406fe9
3 changed files with 8 additions and 7 deletions
-4
View File
@@ -1,8 +1,4 @@
Card Name;Cost;Type;Effect / Reminder Text;Power;Durability
Hidden Cache;;Command;If you discard this card, draw three cards.;;
EMP Blast;;Command;Destroy all towers (including mecha towers).;;
Sabotage;;Command;Sacrifice a tower you control. Destroy one target mecha.;;
Reparations;;Command;If a mecha you control is destroyed, destroy one target mecha.;;
Mortar Rain;;Command;Destroy one target Mecha.;;
Preparations;;Command;You may start the game with this card in your hand. Destroy one target mecha.;;
Radio Silence;;Command;Destroy all towers (including mecha towers). Each player reveals their hands and discards all towers (including mecha towers).;;
1 Card Name Cost Type Effect / Reminder Text Power Durability
Hidden Cache Command If you discard this card, draw three cards.
EMP Blast Command Destroy all towers (including mecha towers).
Sabotage Command Sacrifice a tower you control. Destroy one target mecha.
Reparations Command If a mecha you control is destroyed, destroy one target mecha.
2 Mortar Rain Command Destroy one target Mecha.
3 Preparations Command You may start the game with this card in your hand. Destroy one target mecha.
4 Radio Silence Command Destroy all towers (including mecha towers). Each player reveals their hands and discards all towers (including mecha towers).
+6 -1
View File
@@ -21,7 +21,7 @@ Marching Orders;;Command;One target mecha you control can move an extra space th
Ramp Orders;;Command;One target mecha you control gains Reach this turn (That unit may attack units with flight).;;
Virus;;Command;Sacrifice a Tower you control. If you do, one target mecha an opponent controls can't attack this turn.;;
Tunnel Warfare;;Command;Discard another card from your hand. If you do, one target mecha you control can move an extra space this turn.;;
Road Works;;Command;Play this card on the battlefield with 2 time counters on it (Remove one time counter at the beginning of each turn). At the beginning of your main phase, if there are no time counters on this card, neighbouring mechas gain Speed 3 this turn (those unit may move up to three spaces this turn).;;
Road Works;;Command;Play this card on the battlefield with 2 time counters on it (Remove one time counter at the beginning of each turn). At the beginning of your main phase, if there are no time counters on this card, mechas on or adjacent to this command gain Speed 3 this turn (those units may move up to three spaces this turn).;;
Espionage;;Command;Look at one target player's hand, then draw a card.;;
Ironhide;;Command;Put two Armour counters on one target mecha you control in your entry zone (If a unit would take damage while it has any Armour counters, prevent that damage and remove an Armour counter).;;
Skipper;2;Mecha;Haste (this mecha can move and attack on the same turn it's played).;2;2
@@ -34,3 +34,8 @@ Drone Strike;;Trigger Command;Deal 2 damage to any target unit (including radio
Jury Rigging;;Trigger Command;You may play a mecha that costs 2 or less from your hand in your entry zone (it can't move or attack this turn).;;
Heavy Fire;;Trigger Command;Remove all Armour counters from one target mecha.;;
Recall;;Trigger Command;Return one target mecha to it's owner's hand.;;
Hidden Cache;;Command;If you discard this card, draw three cards.;;
EMP Blast;;Command;Destroy all towers (including mecha towers).;;
Sabotage;;Command;Sacrifice a tower you control. Destroy one target mecha.;;
Reparations;;Command;If a mecha you control is destroyed, destroy one target mecha.;;
The Vice;3;Mecha;As long as this unit is in play, each player's maximum hand size is reduced by 2.;4;4
1 Card Name Cost Type Effect / Reminder Text Power Durability
21 Ramp Orders Command One target mecha you control gains Reach this turn (That unit may attack units with flight).
22 Virus Command Sacrifice a Tower you control. If you do, one target mecha an opponent controls can't attack this turn.
23 Tunnel Warfare Command Discard another card from your hand. If you do, one target mecha you control can move an extra space this turn.
24 Road Works Command Play this card on the battlefield with 2 time counters on it (Remove one time counter at the beginning of each turn). At the beginning of your main phase, if there are no time counters on this card, neighbouring mechas gain Speed 3 this turn (those unit may move up to three spaces this turn). Play this card on the battlefield with 2 time counters on it (Remove one time counter at the beginning of each turn). At the beginning of your main phase, if there are no time counters on this card, mechas on or adjacent to this command gain Speed 3 this turn (those units may move up to three spaces this turn).
25 Espionage Command Look at one target player's hand, then draw a card.
26 Ironhide Command Put two Armour counters on one target mecha you control in your entry zone (If a unit would take damage while it has any Armour counters, prevent that damage and remove an Armour counter).
27 Skipper 2 Mecha Haste (this mecha can move and attack on the same turn it's played). 2 2
34 Jury Rigging Trigger Command You may play a mecha that costs 2 or less from your hand in your entry zone (it can't move or attack this turn).
35 Heavy Fire Trigger Command Remove all Armour counters from one target mecha.
36 Recall Trigger Command Return one target mecha to it's owner's hand.
37 Hidden Cache Command If you discard this card, draw three cards.
38 EMP Blast Command Destroy all towers (including mecha towers).
39 Sabotage Command Sacrifice a tower you control. Destroy one target mecha.
40 Reparations Command If a mecha you control is destroyed, destroy one target mecha.
41 The Vice 3 Mecha As long as this unit is in play, each player's maximum hand size is reduced by 2. 4 4
+2 -2
View File
@@ -100,7 +100,7 @@ Mulligans
When you first draw five cards at the beginning of the game, you have the option to "mulligan", where you set aside your hand, draw five new cards, and shuffle your original hand into your deck. You can only do this once, if you are unhappy with your opening hand.
Hand Size
Maximum Hand Size
---
At the end of your turn, if you have more than five cards in hand, you must discard cards, one at a time, until you are left with five cards in hand.
At the end of your turn, if you have more cards in hand than your maximum hand size, then you must discard cards, one at a time, until you are left with no more than your maximum hand size. The normal maximum hand size is 5.