Re-worded Spells & Maneuvers

Introducing the game to new users has highlighted some of the cards that I knew were confusing, and some new questions that I hadn’t thought of before, like what happens when somebody Halts a Justice, does combat continue? Getting this game ready for a larger audience (Cybil tells me there’s a playtesting group in LA) means that I need to address all known issues, so here goes…

Dive

Dive Card

Use in combat when attacking before playing your combat card, but only if you have at least 2 remaining movement. Forfeit 2 movement to gain a +2 bonus on your attack. Aerial combat is a 3-dimensional affair, the dragon with the greatest altitude has the advantage. view old wording of Dive

Timing and conditions of play come first, then the cost and benifit, and last a bit of flavor text. I had it pretty much backwards.


Justice

Justice Card

Cast during combat when defending. Combat ends. Your attacker takes damage equal to 1/2 (rounded up) the card they played against you, not including any bonuses. You take no damage. view old wording of Justice

I believe it was Jeff who Halted Josh’s Justice. The question then was, does combat continue? Since the Justice card was being played instead of a combat card, not during the appropriate phase prior to the defender playing a combat card (see latest rules) the answer wasn’t obvious. I hope it’s more clear now, that if Justice were discarded as if it had never been played, the defender would be forced to play a card in defense.


Escape

Escape Card

Cast during combat when defending. Combat ends. Neither dragon takes any damage. Pick up your dragon and place it on any unoccupied dot. view old wording of Escape

Same deal as Justice.


Counter

Escape Card

Play during combat when defending, before your defense card. At the end of combat if your defense is higher than the attack, your attacker takes damage as if you had attacked them. You still take damage if the attack is higher. view old wording of Counter

Again, as with Dive, the appropriate time to play the maneuver comes first, followed by the effect. Any abstract description or flavor text comes last, if at all. I’m still not 100% sure about the wording of this one, explaining the whole “as if you’re attacking eachother” concept. Drop your suggestions in the comments if you’ve got any.


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