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<p>Shuffle a <strong>×0 null card</strong> into your attack modifier deck. Curse is consumed when the null card is drawn — it is <em>not</em> a standard end-of-turn condition.</p>
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<divclass="callout"><spanclass="callout-icon">⚠</span><span>Multiple Curses add multiple ×0 cards. You can have up to 10 curse cards in your deck at once. <em>(p. 29)</em></span></div>
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<divclass="callout"><spanclass="callout-icon">⚠</span><span>Multiple Curses add multiple ×0 cards. Monster decks are limited to 10 curse cards each. The player curse limit is 10 cards <em>total shared across all players</em> — not 10 per player deck. <em>(p. 29)</em></span></div>
<p>Shuffle a <strong>×2 crit card</strong> into your attack modifier deck. Bless is consumed when the ×2 card is drawn — it is <em>not</em> a standard end-of-turn condition.</p>
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<divclass="callout"><spanclass="callout-icon">⚠</span><span>Multiple Blesses add multiple ×2 cards. You can have up to 10 bless cards in your deck at once. <em>(p. 29)</em></span></div>
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<divclass="callout"><spanclass="callout-icon">⚠</span><span>Multiple Blesses add multiple ×2 cards. The bless limit is <strong>15 cards total shared across all player decks</strong> — a single deck may hold more than 10. <em>(p. 29)</em></span></div>
<p>Cannot be <strong>targeted</strong> by any enemy ability. Enemies act as if you are not there when choosing targets.</p>
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<divclass="callout"><spanclass="callout-icon">⚠</span><span>Invisible does<em>not</em>prevent AoE damage. If an AoE ability covers your hex, you still suffer the effect — you just can't be the chosen primary target. <em>(p. 28)</em></span></div>
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<divclass="callout"><spanclass="callout-icon">⚠</span><span>Invisible prevents<em>all</em>enemy targeting — including red hex patterns and AoE abilities, which are simply ways of targeting. An invisible figure in a red hex or AoE still cannot be targeted. Invisible only fails to protect against <strong>non-targeted</strong> effects like "Suffer X damage" abilities, which require no target. <em>(p. 28)</em></span></div>
<p><strong>Heal 1 HP</strong> at the start of each of your turns. Regenerate is removed when the figure suffers damage — not at end of turn.</p>
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<divclass="callout"><spanclass="callout-icon">⚠</span><span>Regenerate and Wound/Poison can be active simultaneously. Wound/Poison damage at start of turn will remove Regenerate, so you'd take the damage without the heal that round. <em>(p. 28)</em></span></div>
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<p><strong>Heal 1 HP</strong>and <strong>remove all negative conditions</strong> (Wound, Poison, etc.) at the start of each of your turns. Regenerate is then removed.</p>
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<divclass="callout"><spanclass="callout-icon">⚠</span><span>If you have Regenerate and Wound (or Poison), Regenerate activates first — the negative conditions are cleared and you heal. You do <em>not</em> take Wound or Poison damage that turn, regardless of how many negative conditions you have. <em>(p. 28)</em></span></div>
<p>Deal <strong>0 damage</strong>. The modifier deck is reshuffled immediately after this card is drawn. Attack effects (conditions, Push, Pull, etc.) still apply normally.</p>
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<divclass="callout"><spanclass="callout-icon">⚠</span><span>A ×0 only nullifies the <em>damage</em> — attack effects like conditions and forced movement still trigger. <em>(p. 26)</em></span></div>
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<p>Deal <strong>0 damage</strong>. The modifier deck is reshuffled at the <strong>end of the round</strong> in which this card is drawn. Attack effects (conditions, Push, Pull, etc.) still apply normally.</p>
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<divclass="callout"><spanclass="callout-icon">⚠</span><span>A ×0 only nullifies the <em>damage</em> — attack effects like conditions and forced movement still trigger. Null does <em>not</em> prevent conditions. <em>(p. 26)</em></span></div>
<p>Deal <strong>double damage</strong>. The modifier deck is reshuffled immediately after this card is drawn. <em>(p. 25)</em></p>
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<p>Deal <strong>double damage</strong>. The modifier deck is reshuffled at the <strong>end of the round</strong> in which this card is drawn. <em>(p. 25)</em></p>
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<divclass="callout"><spanclass="callout-icon">⚠</span><span>All modifiers (bonuses, penalties, rolling effects) are <em>added first</em>, then the total is multiplied by 2. <em>(p. 25)</em></span></div>
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@@ -721,7 +721,7 @@ <h2 class="section-header">Shield & Pierce</h2>
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<p><strong>Shield X</strong> reduces incoming attack damage by X for each separate attack. Shield applies after the attack modifier is resolved but before effects like Brittle or Ward.</p>
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<p><strong>Pierce X</strong> ignores X points of a target's Shield on this attack. Multiple Pierce effects stack.</p>
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<divclass="callout"><spanclass="callout-icon">⚠</span><span>Shield does <em>not</em> reduce damage from traps, hazardous terrain, Wound, Poison, Bane, or any condition. It only applies to standard attack damage. <em>(p. 31)</em></span></div>
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<divclass="callout"><spanclass="callout-icon">⚠</span><span>Shield applies to the full resolved attack damage, including the +1 from Poison (since Poison increases attack damage, not a separate source). Shield does <em>not</em> reduce damage from traps, hazardous terrain, Wound, Bane, or non-attack damage sources. <em>(p. 31)</em></span></div>
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@@ -855,9 +855,9 @@ <h2 class="section-header">Move & Jump</h2>
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<p><strong>Flying</strong> allows a figure to ignore all terrain costs and effects <em>along the path</em>, including difficult terrain, hazardous terrain, and obstacles. The figure may pass through hexes occupied by other figures.</p>
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<p>The destination hex must still be empty, and hazardous terrain on the landing hex still deals damage.</p>
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<divclass="callout"><spanclass="callout-icon">⚠</span><span>Unlike Jump, Flying applies to the <em>entire</em> move — not just a single ability. It also avoids hazardous terrain damage on every hex passed through, not just the destination. <em>(p. 24)</em></span></div>
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<p><strong>Flying</strong> allows a figure to ignore all terrain costs and effects <em>along the entire path and on the destination hex</em>, including difficult terrain, hazardous terrain, traps, and obstacles. The figure may pass through hexes occupied by other figures.</p>
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<p>The destination hex must be <strong>unoccupied</strong> — no other figures, walls, or objectives — but it may contain obstacles, traps, or hazardous terrain. Flying figures do <em>not</em> suffer trap or hazardous terrain damage on their landing hex.</p>
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<divclass="callout"><spanclass="callout-icon">⚠</span><span>Unlike Jump, Flying applies to the <em>entire</em> move — not just a single ability. Hazardous terrain and traps are ignored on every hex, including the destination. <em>(p. 24)</em></span></div>
<tr><td>Walls</td><td>Block movement and line-of-sight</td></tr>
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<divclass="callout"><spanclass="callout-icon">⚠</span><span><strong>Flying</strong>skips difficult terrain costs <em>and</em> avoids hazardous terrain damage entirely, including on the landing hex. <strong>Jumping</strong> skips difficult terrain costs but still takes hazardous terrain damage on the landing hex. <em>(p. 24)</em></span></div>
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<divclass="callout"><spanclass="callout-icon">⚠</span><span><strong>Flying</strong>ignores all terrain effects on every hex including the destination — no trap or hazardous terrain damage anywhere. <strong>Jumping</strong> skips difficult terrain costs but still triggers traps and hazardous terrain on the landing hex. <em>(p. 24)</em></span></div>
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