Special Abilities
- Whenever you defeat a Player in Psychic Combat, if you choose to take one of his Lives, you may add it to yours.
- Whenever you roll a 6 for movement, you may choose to teleport to any space of the Region you are in instead of moving.
- Whenever you are involved in Combat, you may attempt a Killer Blow. In that case, neither you nor your opponent roll as normal. Instead, you roll a die and if the result is 5 or 6 you win, if you roll 1-4 you lose.
- When you have more than 1 Spell, you may keep a Spell card after playing it, if you wish, and discard another Spell card in its place.
- You may steal one Object whenever you are at the Market. Roll a die to determine what you have stolen:
1) Sword.
2) Helmet.
3) Water Bottle.
4) Shield.
5) Mule.
6) Raft.
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