A SECOND CHANCE
SPECIAL / GENERAL
ANNIHILATE
Play at any time. You may return one of your annihilated cards to your
Draw pile, which must be shuffled.
ADAMANTIUM WILL
KI POWER / MISHIMA
ATTACH
Refer to the KI POWER RULES CARD. This warrior may not be automatically
killed, but is normally wounded instead. Also, this warrior is not
affected by Special card effects that wound or kill warriors.
ADMINISTRATIVE CRACKDOWN
SPECIAL / GENERAL
ATTACH
ATTACH TO ANY PLAYER AS ONE ACTION. Anytime the player earns Promotion
Points, he or she must pay 1 D for each Point earned. Just-earned D may
be used to pay for just-earned Promotion Points. Points not paid for are
lost. Discard this card if player ever has 0 D. Multiple attachments of
this card are cumulative.
ADRENALINE IMPLANTS
EQUIPMENT / CYBERTRONIC
ATTACH
GIVE TO ANY NON-BROTHERHOOD DOOMTROOPER AS THREE ACTIONS. This warrior
automatically heals itself when wounded (unless killed automatically),
but each time it loses -1 to its base A. If the base A reaches 0, the
warrior is discarded (no points are earned).
ANDREW DROUGAN
WARRIOR / IMPERIAL
5/9/8/9
PERSONALITY. CONSIDERED A BLOOD BERET. While in play, all your BLOOD
BERETS (except Drougan himself) gain +3 to F, S and A and automatically
kill any warrior they wound.
ANTI-PERSONNEL GRENADE
EQUIPMENT / GENERAL
ATTACH
GIVE TO ANY WARRIOR. As one action, this warrior may annihilate this card
and automatically wound any warrior in play, regardless of affiliation.
The target must be able to be in combat. If the warrior is killed, points
are earned. This is considered an attack action.
AURA OF MYSTICAL RESISTANCE
KI POWER / MISHIMA
ATTACH
Refer to the KI POWER RULES CARD. This warrior and all of its attachments
are immune to all effects of Art spells and Dark Symmetry effects. It may
spend 6 D immediately after any Art spell is cast or Dark Symmetry effect
is used to negate the spell or effect.
BATTLEFIELD CHAOS
SPECIAL / GENERAL
ATTACH
ATTACH TO THE GAME AT ANY TIME. Players do not have to wait until their
last action (or actions) to attack. Non-attack actions may be taken after
attack actions. A player is still normally limited to one attack action
per turn.
BOARD ROOM
FORTIFICATION / GENERAL
ADD TO YOUR SQUAD AS ONE ACTION. Annihilate the Board Room as three
actions to bring one CORPORATE LEADER from your collection into play. The
CORPORATE LEADER is immediately added to your Squad for free.
BOOT CAMP
FORTIFICATION / GENERAL
ADD TO YOUR SQUAD OR KOHORT AS ONE ACTION. Place 5 markers on this card.
You may remove a marker at any time and add any warrior with a base V of
4 or less to your Squad/Kohort (not in cover). You do not have to use
actions or pay D. Discard when markers are gone.
BRAINWAVE BOMB
EQUIPMENT / CYBERTRONIC
ATTACH
GIVE TO ANY WARRIOR. If this warrior is killed in combat, you MUST set
off the Bomb after combat is resolved. Its opponent is killed as well,
and points are earned. This card and the warrior it is attached to are
then annihilated.
BROTHER CLAUDIUS
WARRIOR / BROTHERHOOD
7/7/6/8
PERSONALITY. CONSIDERED A MORTIFICATOR. May cast any Art spell. During
combat, every 1 D Claudius spends toward ART OF KINETICS spells counts as
3 D.
BROTHER STERN
WARRIOR / BROTHERHOOD
8/6/8/8
PERSONALITY. CONSIDERED A SACRED WARRIOR. May cast any Art spell. Stern
automatically kills any warrior he wounds. While in play, all your SACRED
WARRIORS (but not Stern himself) gain +5 to F, S and A and automatically
kill any warrior they wound.
COLONEL MAXWELL
WARRIOR / IMPERIAL
9/7/8/9
PERSONALITY. CONSIDERED A COMMANDER AND A TRENCHER. While in play, your
TRENCHERS (but not Maxwell himself) gain +6 to F, S and A.
CRYOTECH CHAMBER
FORTIFICATION / DARK LEGION
ADD TO YOUR KOHORT AS ONE ACTION. If your Dark Legion warrior is forced
to be killed, discarded or annihilated at any time, you may return it to
your hand instead (attachments are discarded). Personalities must still
go to the GRAVEYARD if it is in play.
DARK MYSTIC
WARRIOR / DARK LEGION
4/5/5/7
HERETIC. This warrior may receive Ki Powers as if it was a Mishima
warrior. It may receive DARK SYMMETRY GIFTS as normal (but not GIFTS OF
APOSTLES). The Dark Mystic is not affected by cards that affect MYSTICS.
DEMON HUNTER
WARRIOR / MISHIMA
5/5/7/7
CONSIDERED A SHADOW WALKER. This warriors always strikes first in combat.
May never be converted into a Heretic. The Demon Hunter must attack a
Dark Legion warrior or a warrior considered a Heretic before any others.
DIRE PORTENTS
SPECIAL / GENERAL
ATTACH
ATTACH TO THE GAME AT ANY TIME. ALL players perform one less of their
standard three actions each turn, even you. Multiple copies of this card
in play are cumulative. Players are always allowed to perform one
standard action per turn. Additional actions from card effects are
permitted.
DISCREET MEETING ROOM
FORTIFICATION / GENERAL
ADD TO YOUR SQUAD AS ONE ACTION. While in play, all of your FREELANCERS
may earn Promotion Points as normal.
ELEMENTAL MASTER
WARRIOR / BROTHERHOOD
8/8/9/10
CONSIDERED A MYSTIC. The Elemental Master may cast any Art spell. When
casting spells from the ART OF ELEMENTS, every 1 D spent toward the spell
effect counts as 5 D.
EPIDERMAL PLATES
EQUIPMENT / CYBERTRONIC
ATTACH
GIVE TO ANY NON-BROTHERHOOD DOOMTROOPER. ARMOR. The warrior's base A
rating is doubled. Modifiers to A are applied after this doubling. A
warrior may only have one piece of ARMOR.
ESCAPE HATCH
EQUIPMENT / GENERAL
ATTACH
ATTACH TO ANY VEHICLE. Warriors using this Vehicle may enter and exit it
without spending actions, but only once between each of your Draw steps
(per warrior). A Vehicle may have multiple Hatches attached to it.
EYE OF ALGEROTH
RELIC / DARK LEGION
ATTACH
GIVE TO ANY HERETIC. While in play, this Heretic may have any number of
copies of legal Dark Symmetry cards attached to it. Their effects are
cumulative (when applicable). If the Eye is discarded, ALL Dark Symmetry
cards on the Heretic are discarded as well.
FACTORY RETROFIT
FORTIFICATION / GENERAL
ADD TO YOUR SQUAD OR KOHORT AS ONE ACTION. For each Retrofit you have in
play, all your FACTORIES in the same Squad/Kohort earn an additional 3 D.
This card is affected by STRATEGIC BOMBING.
FORTIFIED ENTRENCHMENT
FORTIFICATION / GENERAL
ADD TO ANY SQUAD OR KOHORT AS ONE ACTION. Warriors in the same
Squad/Kohort gain +2 to A when attacked. You may attach Equipment cards
to this card at any time and with no action cost. Each provides an
additional +2 to A and may not be discarded unless this card is discarded
as well. They have no other effect on play.
FREEDOM BRIGADEER
WARRIOR / CAPITOL
3/7/6/7
CONSIDERED INFANTRY. The Black Hole Suns may attack any warrior,
regardless of affiliation.
FREELANCER PATRIARCH
WARRIOR / GENERAL
3/3/6/5
PERSONALITY. CONSIDERED A FREELANCER. Points earned by the patriarch must
be converted into D. While in play, all FREELANCERS (but not the
patriarch himself) gain +5 to F, S, and A and automatically kill anyone
they wound.
GOOD LUCK CHARM
EQUIPMENT / GENERAL
ATTACH
GIVE TO ANY WARRIOR. While attached, this warrior may never be the target
of cards that cause its F, S, A or V to be lowered. Any such cards
already on the warrior are discarded, and no others may be added.
GRAVEYARD
FORTIFICATION / GENERAL
ADD TO THE GAME AS ONE ACTION. A Personality killed or annihilated in
combat is placed under the Graveyard. It has no effect, but is still "in
play." No copies of the Personality may enter play while underneath. If
discarded, all cards go to their owners' discard/annihilated piles. Only
one Graveyard may be in play at a time.
GREY MYSTIC
WARRIOR / MISHIMA
5/5/4/8
Grey Mystics may be given Ki Powers at any time and with no action cost.
The Grey Mystic is not affected by cards that affect MYSTICS.
GUARD STATION
FORTIFICATION / GENERAL
ADD TO YOUR SQUAD OR KOHORT AS ONE ACTION. If a warrior attacks YOU
directly, you may play a warrior from your hand (you must pay its V in D)
to the same Squad/Kohort and have that warrior defend in your place. It
must be a legal combatant, but affiliation is disregarded.
HANDS OF STONE
KI POWER / MISHIMA
ATTACH
Refer to the KI POWER RULES CARD. During Fight combats, this warrior may
choose to parry its opponent's blow at any time. Combat ends and neither
warrior is affected. This may be used to counter a combat-modifying card.
Warrior may not have this card and THE MONGOOSE'S ARTFUL DODGE.
HARDENED FIST
EQUIPMENT / CYBERTRONIC
ATTACH
GIVE TO ANY CYBERTRONIC WARRIOR. As two actions, this warrior may make a
Fight combat at double its base F rating. Warriors wounded by the Fist
are automatically killed.
INNER SHAME
SPECIAL / GENERAL
DISCARD
PLAY AT ANY TIME. You may immediately discard any one Ki Power card in
play.
INNOCENT BAUBLE
EQUIPMENT / GENERAL
ATTACH
GIVE TO ANY OPPONENT'S WARRIOR AS ONE ACTION. All attached cards
currently in play on the warrior are discarded, except this one. No new
cards of any type may be attached to the warrior as long as this card is
in play. Card effects that affect the warrior but are not attached to it
are still valid.
KADAVER
WARRIOR / DARK LEGION
2/2/2/2
FOLLOWER OF ALGEROTH. May never have Equipment, Relic or Dark Symmetry
cards. For each additional Kadaver in your Kohort, this Kadaver gains +3
to F, S, and A, but only +1 to V. GRIM REAPER may not be played on a
Kadaver.
KANJI'S LUCKY SENSE
KI POWER / MISHIMA
ATTACH
Refer to the KI POWER RULES CARD. This warrior strikes first in combat,
and its opponent loses any "strike first" ability. Also, this warrior may
negate any Special card played DIRECTLY on it (or its attachment) if it
spends 6 D immediately after the card is played. Global Special-effects
are not affected.
KEITOKU ASANO
WARRIOR / MISHIMA
11/7/10/10
PERSONALITY. CONSIDERED A COMMANDER, A SAMURAI AND A SHOGUN. While in
play all your SHOGUN (except Asano himself) gain +4 to F, S and A. If he
is equipped with the DAI-SHO OF THE ANCIENT EMPERORS, all your Mishima
warriors may be given Ki Powers at any time and with no action cost.
KI SELF HEALING
KI POWER / MISHIMA
ATTACH
Refer to the KI POWER RULES CARD. If wounded, this warrior may perform a
Seek Cover action to automatically heal itself. If for some reason
Seeking Cover is not allowed, the warrior may not use this Ki Power.
KI TELEPORTATION
KI POWER / MISHIMA
ATTACH
Refer to the KI POWER RULES CARD. May only be given to a SHADOW WALKER.
If attacked, this warrior may defend from any Warzone in play, even one
found in a Kohort, and even those controlled by other players.
KRITANA
WARRIOR / DARK LEGION
9/8/10/11
PERSONALITY. FOLLOWER AND NEPHARITE OF ILIAN. While in play, all your
FOLLOWERS OF ILIAN (but not Kritana herself) gain +4 to F, S and A. She
may bestow any FOLLOWER OF ILIAN with any Dark Symmetry card, except
those restricted to specific warrior types.
MALEDRACH
WARRIOR / DARK LEGION
6/5/8/10
PERSONALITY. NEPHARITE AND FOLLOWER OF ALGEROTH. Maledrach may receive
any Dark Symmetry Gifts AND those Gifts that are restricted to HERETICS.
Maledrach is not considered a Heretic.
MISHIMESE CEREMONIAL BLADE
EQUIPMENT / MISHIMA
ATTACH
GIVE TO ANY MISHIMA WARRIOR. FIGHT WEAPON. Provides +4 to F. Warriors
wounded by the Blade are automatically killed. Warriors equipped with the
Blade may never lose their Mishima affiliation or be converted into
Heretics.
MUSEUM
FORTIFICATION / GENERAL
ADD TO THE GAME AS ONE ACTION. A discarded or annihilated Relic is
instead placed under the Museum. It has no effect, but is still "in
play." No copies of the Relic may enter play while underneath. If
discarded, all cards go to their owners' discard/annihilated piles. Only
one Museum may be in play at a time.
NICOLA BRANNAGHAN
WARRIOR / IMPERIAL
7/9/10/12
PERSONALITY. Considered a CLANSMAN. While in play, all Imperial warriors
(except Brannaghan herself) gain +4 to F, S and A.
NOMURA'S QUICKENED STEP
KI POWER / MISHIMA
ATTACH
Refer to the KI POWER RULES CARD. For every 5 D (max 15 D) you spend
during your turn, this warrior may take an additional action, including
attacking. Attacks must still occur after other actions.
PALADINE'S FAVOR
SPECIAL / GENERAL
ATTACH
ATTACH TO ANY PLAYER AT ANY TIME. Affected player's hand size increases
by one card (max five) for each Imperial warrior in his Squad.
Immediately discard down to new hand size if number of warriors is
reduced or this card is discarded. Multiple attachments of this card are
not cumulative.
PASS THE BUCK
SPECIAL / GENERAL
ANNIHILATE
PLAY IMMEDIATELY AFTER ANY SPECIAL CARD THAT DOES NOT REMAIN IN PLAY IS
PLAYED. The original target is still affected by the Special, but you may
take the Special and immediately play it on any player (pay any D cost).
Cards played "during your turn" may be Passed, but those requiring
actions may not.
PERIMETER ALARM
EQUIPMENT / GENERAL
ATTACH
ATTACH TO ANY SQUAD OR KOHORT. When warriors in the same Squad/Kohort are
attacked, NO warriors may "strike first" AT ALL. Ignore ALL "strike
first" abilities of ALL combatants. This takes precedence over all other
"strike first" abilities (even those utilizing the words "always" or
"never").
PROMOTED
SPECIAL / GENERAL
ATTACH
ATTACH TO ANY NON-FREELANCER DOOMTROOPER AT ANY TIME. The affected
warrior is now considered a COMMANDER.
PROTECTIVE WALL
FORTIFICATION / GENERAL
ADD TO YOUR SQUAD OR KOHORT AS ONE ACTION. Warriors in the same
Squad/Kohort may hide behind the Wall as one action each. It will protect
up to 3 warriors, who may leave at any time. Warriors behind it may not
attack, be attacked, or prevent a PLAYER from being attacked. If
discarded all behind it are wounded (no points are earned).
RED GUARD LEGIONNAIRE
WARRIOR / DARK LEGION
6/5/6/7
FOLLOWER OF ALGEROTH. While in play, all your UNDEAD LEGIONNAIRES gain +5
to F, S, A and V and automatically kill anyone they wound. For each Red
Guard Legionnaire in your Kohort, SALADIN gains +1 to F and S, no matter
where he is in play.
SAMURAI ARMOR
EQUIPMENT / MISHIMA
ATTACH
ATTACH TO ANY NON-PERSONALITY DOOMTROOPER. ARMOR. Provides +3 to A. While
attached, the warrior is considered a Mishima warrior and a SAMURAI.
SANCTUARY
FORTIFICATION / GENERAL
ADD TO YOUR SQUAD AS ONE ACTION. While in play, your Doomtroopers may
never be annihilated (removed from the game). If a card effect causes a
warrior to be annihilated, it is discarded instead.
SHADOW MASTER
WARRIOR / MISHIMA
6/5/5/8
CONSIDERED A SHADOW WALKER. May attack and be attacked by any opposing
warrior, regardless of affiliation. As three actions, you may annihilate
the Master and automatically kill any warrior in play that is able to be
in combat. This is considered an Attack action and points are earned by
both players.
SHADOW WALK
KI POWER / MISHIMA
ATTACH
Refer to the KI POWER RULES CARD. The warrior is now considered a SHADOW
WALKER. It may attack any other warrior, and strikes first in combat. If
the opponent survives, it may retaliate.
SHOGUN
WARRIOR / MISHIMA
5/4/6/6
CONSIDERED A SAMURAI. When the Shogun uses a SCALPER, it provides an
additional +6 to F, and its opponent's F is penalized by an additional -6.
SOUL WELL
RELIC / DARK LEGION
ATTACH
GIVE TO ANY FOLLOWER OF ILIAN. While in play, any Doomtrooper killed by
any FOLLOWER OF ILIAN in play is annihilated. This warrior also gains +1
to F, S and A for every Doomtrooper killed by any FOLLOWER OF ILIAN in
play.
SUMMON WARZONE
ART / BROTHERHOOD
ANNIHILATE
ART OF SUMMONING. CAST AS ONE ACTION. For 4 D, you may retrieve any
Warzone from your Discard pile and immediately put it into play. Or for 8
D, you may take the Warzone from your Draw pile instead. You may only
summon one card.
SUPREME CONCENTRATION
KI POWER / MISHIMA
ATTACH
Refer to the KI POWER RULES CARD. During combat, this warrior gains +X to
its S, where X is the base S of its opponent.
SURVEILLANCE BUG
EQUIPMENT / GENERAL
ATTACH
ATTACH TO ANY WARRIOR AS ONE ACTION. Each time that warrior wishes to
attack, its controller must reveal his or her hand for all to see, until
the combat is over. You control this card.
SYMMETRY STONE
RELIC / DARK LEGION
ATTACH
GIVE TO ANY DARK LEGION WARRIOR. All Dark Symmetry cards in the same
Kohort as the Stone may not be discarded or annihilated unless this card
is discarded first (or placed in the MUSEUM).
TARGETING INSTALLATION
FORTIFICATION / GENERAL
ADD TO YOUR SQUAD AS ONE ACTION. You may TARGET any number of warriors as
one action each (mark them). If a target is wounded by any of your
Doomtroopers it is automatically killed. Target may not use cards that
counter or heal the wound, or that prevent it from being automatically
killed.
THE CHAMELEON'S SKIN
KI POWER / MISHIMA
ATTACH
Refer to the KI POWER RULES CARD. May only be given to a SHADOW WALKER.
On a case by case basis, this warrior may choose whether it may
participate in combat at all. If not, it may not stop a PLAYER attack. If
this occurs during combat in which the warrior is attacked, the attacker
may immediately perform another attack action.
THE COBRA'S VENOMOUS STRIKE
KI POWER / MISHIMA
ATTACH
Refer to the KI POWER RULES CARD. This warrior may spend two actions to
perform a Fight attack at double its base F rating.
THE CROW'S PIERCING GLANCE
KI POWER / MISHIMA
ATTACH
Refer to the KI POWER RULES CARD. For every 1 D this warrior spends
during combat, its opponent loses -1 to A until combat ends. Points may
continue to be spent throughout the combat.
THE MONGOOSE'S ARTFUL DODGE
KI POWER / MISHIMA
ATTACH
Refer to the KI POWER RULES CARD. During Shoot combats, this warrior may
choose to dodge its opponent's shot at any time. Combat ends and neither
warrior is affected. This may be used to counter a combat-modifying card.
Warrior may not have this card and HANDS OF STONE.
THE MONKEY'S FOOT
KI POWER / MISHIMA
ATTACH
Refer to the KI POWER RULES CARD. During combat, this warrior gains +X to
its A, where X is the base A of its opponent.
TORONAGA'S RAGING MIGHT
KI POWER / MISHIMA
ATTACH
Refer to the KI POWER RULES CARD. During combat, this warrior gains +X to
its F, where X is the base F of its opponent.
TOTAL WAR!
SPECIAL / GENERAL
ATTACH
ATTACH TO THE GAME AS TWO ACTIONS. All warriors may freely attack all
other warriors. Affiliation has no effect on combat. A player may still
not attack his or her own warriors. Only one copy of this card may be in
play at a time.
TRIANGULATING SCOPE
EQUIPMENT / GENERAL
ATTACH
ATTACH TO ANY SQUAD OR KOHORT. All warriors in the same Squad/Kohort as
Scope gain +3 to S and opponents do not gain any bonuses from cover or
Fortifications. Your warriors only gain these effects when they attack
(not when they are attacked). Multiple Scopes in the same Squad/Kohort
are cumulative.
VISIONARY CRYSTAL
RELIC / GENERAL
ATTACH
GIVE TO ANY WARRIOR AS ONE ACTIONS. Once in play, and as three actions,
you may annihilate this card, search through any Draw pile, and
annihilate any one card in that pile. Finally, the warrior using the
Crystal is wounded. If it is killed, no points are earned.
WEAPON LINK
KI POWER / MISHIMA
ATTACH
Refer to the KI POWER RULES CARD. Attach to a Mishima warrior with at
least one WEAPON, and choose which weapon is Linked. The bonus provided
by the chosen weapon is doubled.
WEAPONS EXPERT
SPECIAL / GENERAL
ATTACH
ATTACH TO ANY DOOMTROOPER AT ANY TIME. This warrior may use two WEAPONS
during combat. As two actions it may either attack a single opponent with
both weapons (effects are cumulative) or make two separate attacks (even
a Fight and a Shoot), each with a different weapon. Weapons are
restricted to their proper Battle Tactics as normal.
WHITE MYSTIC
WARRIOR / MISHIMA
5/5/6/6
May cast all aspects of the Art, and every 1 D spent on a spell effect
counts as 2 D toward that effect. The White Mystic is not affected by
cards that affect MYSTICS.
WOLFBANE HONOR GUARD
WARRIOR / IMPERIAL
6/5/7/7
CONSIDERED A CLANSMAN. When the Wolfbane Honor Guard uses a CLANSMAN
CLAYMORE, it gains an additional +8 to F.
WORKING ON THE SLY
MISSION / GENERAL
ASSIGN TO ANY OPPONENT'S WARRIOR. You must pay the warrior's current
modified V in D. If the warrior's controller wishes the warrior to
attack, you must choose the Defender (it must be a legal target). This
mission is fulfilled once the warrior kills another, and you get the
Promotion Points (even if it killed your warrior).
YOMURA'S AMULET
EQUIPMENT / MISHIMA
ATTACH
GIVE TO ANY WARRIOR. This warrior's combat opponents may not use Ki
Powers. This warrior may use its Ki Powers as normal (unless opponent
also has an Amulet). This warrior may be attacked with an action obtained
from NOMURA'S QUICKENED STEP.
YORAMA'S DEFLECTING HANDS
KI POWER / MISHIMA
ATTACH
Refer to the KI POWER RULES CARD. During combat this warrior may discard
any one WEAPON from its opponent before the Battle Tactic is announced.
If the opponent "strikes first" the weapon is discarded after the initial
strike.
KI POWERS RULES CARD
Over the long centuries, the Mishimen have developed powers strange to
the other corporations and the Brotherhood, called Ki Powers. Most who
use Ki Powers show no trace of the Darkness and some are more resilient
to it than ordinary people.
Ki Power cards may be attached to any Mishima-affiliated warrior as one
action each. The warrior gains the effects listed on the Ki Power card
while it is attached. A warrior may only have one copy of each Ki Power
card attached to it (no duplicates). Ki Powers may be given to warriors
who gain the Mishima affiliation through card play. If a warrior loses
his Mishima affiliation he may keep his Ki Powers, but no more may be
attached until he regains his Mishima affiliation.
NEW VEHICLE RULES
While the use of these rules is optional, they must be used during
tournament games.
A warrior with a Vehicle must be either INSIDE or OUTSIDE of its Vehicle.
When a warrior is first equipped with a Vehicle, choose if the warrior is
inside or outside. To signify that a warrior is outside a Vehicle
(thereby unable to use it or gain its effects), place it face-down next
to the warrior. To signify that a warrior is inside a Vehicle (thereby
able to use it and gain its effects), place the Vehicle face-up next to
the warrior. A warrior may Enter and Exit its Vehicle as many times as it
wants during a turn, but each time it must use ONE ACTION. When you
Enter/Exit a Vehicle, simply flip the Vehicle card over. When a warrior
is outside a Vehicle, it may use Equipment and items that the Vehicle
restricts.
VARIOUS NEW RULES
DOOMTROOPER ETIQUETTE
Every time a player "does something", either performs an action or plays
a card, the player's opponents ALWAYS have a chance to alter or counter
what is going on. Throwing a second card down "before anyone has a chance
to respond to the first card" is impossible in DOOMTROOPER.
It is important to TAKE TURNS when playing Special cards. The current
player always has the opportunity to act first. This is especially true
when playing cards during Combat Modification. The attacking player
always has the opportunity to modify the combat first, then the defender,
then the other players. Likewise, the attacking player always has the
first chance to "activate" equipment and other cards. The exception is if
the defender is able to "strike first." In this case, the warrior that
strikes first is allowed to modify the combat and use equipment first.
CARDS THAT ARE CONSIDERED OTHER CARDS OR CARD TYPES
Some cards will state CONSIDERED A [THING] on them. This indicates that
the card is also assumed to be the thing it mentions, in addition to what
it truly is. The purpose of these additional "considerations" will become
apparent through card play.
Whenever a warrior is considered a different kind of warrior, it is in
NAME ONLY. Special abilities and such do not transfer over. For example,
the WOLFBANE HONOR GUARD states that it is "CONSIDERED A CLANSMAN." This
means that the Honor Guard is affected by cards that affect CLANSMEN, but
it does NOT mean that the Honor Guard gains any special abilities listed
on the CLANSMAN card. Those abilities do not magically "transfer" to the
other card! In other words, a card ONLY has the abilities written on its
card, plus any abilities SPECIFICALLY provided by other cards.
ATTACKING ANOTHER PLAYER DIRECTLY
A player may be directly attacked if he has no warriors in play THAT ARE
ABLE TO BE IN COMBAT. This means that APOSTLES, CORPORATE LEADERS and
warriors on SHORE LEAVE may NOT prevent a player from being directly
attacked if they are the only warriors in play for that player.
An important distinction here is that this only means warriors who may
not be in combat AT ALL. It does NOT mean that the warriors in play
simply cannot attack one another. For example, if the only warrior I have
in play is a Brotherhood warrior, and you just have Imperial warriors,
you cannot directly attack me because the Brotherhood warrior is in the
way. He may not be attacked by the Imperial warriors, but he is allowed
to BE IN combat, whereas APOSTLES and the rest are not allowed to be in
combat at all.
DOOMTROOPER CENTRAL IS ONLINE
DOOMTROOPER CENTRAL is the official World Wide Web site devoted to
DOOMTROOPER. It features in-depth new rules, Frequently Asked Questions,
card lists, tournament rules, restricted/banned lists, the Mother of All
Combat Breakdowns, and plenty of other links to hot DOOMTROOPER-related
sites. This page is maintained by the DOOMTROOPER creator himself. To
visit DOOMTROOPER CENTRAL, just point your favorite browser at
<http://members.aol.com/doomtroop/doomtrooper.html>>.
Also, be sure to visit the official Target Games AB web site at
<http://www.target.se>.
It's packed with info about all of Target's terrific products, including
MUTANT CHRONICLES and KULT!
TIMING
The concept of "timing" is not new to many players of collectable card
games, and for some games it is a major issue full of confusion and
name-calling. Not so in DOOMTROOPER! In DOOMTROOPER, everything happens
immediately and cannot be "interrupted" UNLESS that interruption DIRECTLY
AFFECTS the thing going on. Things happen AS THEY ARE PLAYED, and the
only way to stop them is to DIRECTLY affect them. The phrase "Wait!
Before that happens I do this..." is never heard in a game of DOOMTROOPER!
The one exception to this is that all of combat pretty-much takes place
instantaneously. This means that effects that take place during the
Combat Modification segment of combat may be countered later in the same
segment, and do not have to be "immediately" affected. USUALLY the last
cards played take precedence over the first cards played. Just be sure to
take turns when playing modifiers (starting with the attacker) and you
should have no problems.