Red Subject Dice are for Masters, Black for Athletes, Blue for Brawlers, Yellow for Beefy, Green for Militant, and Brown for Ruffians
Power Nux, Energy Glove, Stun Blade, Fusion Staff, Fire Dagger, Hellwhip, Electro-Flail are Weapons.
Combat and Ion Shield are Shields obviously, but Neutralizer Gun, Magic Zlurpee, Commlink (e.g. Items you equip that don't use a die) are treated as Shields
If you have one weapon equipped, you will choose one attack dice to pair with that weapon. If you have two weapons equipped, you can pair one with each. An unpaired Attack die will ONLY inflict damage if that Subject has an ability that says so.
When you are unarmed (no weapons equipped or stored), you CAN use the results on both successful Hit dice (1 damage) and Crit dice (3 damage)
Items Cards that contain a Weapon will indicate what color/type of dice to use when equipping that weapon. (e.g. Gold D8 for Power Nux)
When revealing cards due to another Subject fighting, resolve if possible. If Stash, immediately draw. If Split and another unengaged Subject is available to facilitate the split, do it. Path End and Hidden Path can be done.
(pg. 21 overrules pg. 7 tip)
Players can play with Hidden Path and Path End decks face up or face down. Doesn't matter. Number of each type remaining is public knowledge to all players and they can ask "how many".
If any decision occurs simultaneously for more than one Subject, such as who to attack in a multiple combat, or more than one Subject wishes to search, Subject with the least amount of Health chooses first. If still a tie, flip a coin.
Add Split cards to the list of cards that if not ignored, stop the Hidden Path revealing, just like Fight and Pathfinder.
Unengaged Subjects do not Reveal (or Heal) in the same round that the Engaged Subject destroys a Pathfinder or destroys another Subject.
If the final two Subjects remaining both die in the same round, they both lose. Sorry.
After resolving Fight card, cannot wait on same Fight card unless a Subject ability allows it.
Flight: Only 1 Flight can be in effect at once. So if you build up 3 Disarms before encountering your next Pathfinder, you still need another Disarm to trigger ability again for the Pathfinder after that.
Juke: Has no effect against Pathfinders
F Authority: If Subject chooses to “save” a Hit result to trigger this ability, it cannot be Evaded.
Defense ability name should read “Veteran”, not “Primed for Battle”. Description of ability is still accurate.
Trait: Weapon Proficiency should read: “All attacks by a Stun Blade are +2 damage. Can wield a Stun Blade in each hand.”
Unmatched Skill: Should read “When HIT is rolled, and paired with Stun Blade, acts as CRIT that cannot be evaded instead of HIT result.”
Chronostrike: Reroll from this ability can only be performed once per round. Follows reroll priority on pg21.
Temporal Mastery: Reroll from this ability can only be performed once per round. Follows reroll priority on pg21.
Sick: Has no effect against Pathfinders
Burning Pustules: Has no effect against Pathfinders
Inhuman Strength: Should add the line “instead of a Crit result”
Fountain of Resilience: Reroll from this ability can only be performed once per round. Follows reroll priority on pg21.
Tough as Nails: Reroll from this ability can only be performed once per round. Follows reroll priority on pg21.
Tough as Nails: If armed with Combat Shield, may perform one additional reroll as normal after Tough as Nails reroll. This result stands.
Big Boot: Can only use while unarmed. Can be combined with an unarmed Crit for the usual 3 damage, with a total of 9 damage when Big Boot Hit and Crit are rolled.
Visions of Terror: Reroll from this ability can only be performed once per round. Follows reroll priority on pg21.
Visions of Doom: Only works against Subjects, not Pathfinders.
Greek Sunder: If equipped with a Shield, may combine with Phalanx Defense since Disarm functions like a Block.
Biter: -2 occurs after all other damage is resolved. Can be Evaded but Block has no effect against the -2. Does not work against Pathfinders.
Work the Crowd: Pair weapon dice before the skill reroll.
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