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    • Adiba
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    • Home
    • Instructions
      • Read Me First!
      • Player's Aid
      • Getting Started
      • Character Board Anatomy
      • Card Anatomy
      • Card Types
      • Taking Your Turn
      • Common Effects
      • Advance Rules
      • Terminology
      • Other Modes of Play
    • Character Boards & Cards
      • Adiba
      • Boudicca
      • Callisto
      • Europa
      • Hyde
      • Rebecca
      • Seth
      • Tenko
    • Novels
      • Daughters of Darkwana
Darkwana Games
  • Home
  • Instructions
    • Read Me First!
    • Player's Aid
    • Getting Started
    • Character Board Anatomy
    • Card Anatomy
    • Card Types
    • Taking Your Turn
    • Common Effects
    • Advance Rules
    • Terminology
    • Other Modes of Play
  • Character Boards & Cards
    • Adiba
    • Boudicca
    • Callisto
    • Europa
    • Hyde
    • Rebecca
    • Seth
    • Tenko
  • Novels
    • Daughters of Darkwana

Duelists of Darkwana: Adiba's character board

Aggressively disintegrate your opponent's deck by banishing their cards . . . then, nuke off their card-deprived faces.

Adiba wields nasty tools for banishing cards (sending them face-up to the "banish pool"). She can shave away her opponents' cards, reducing their decks to vapor, leaving them with few options. Why fight an army when you can take away their weapons?


Remember: all banished cards go to the same banish pool. Place the banish pool off to the side. Any player may look through it at any time, and it is not considered "on the field."


When playing against Adiba, think twice about reloading. If you do, consider carefully which card you banish from your deck. Adiba's nuke, For the Fallen, and her Item, Teleportation Pad, take advantage of cards sent to the banish pool.


Adiba's ability allows her to, once per turn (any player's turn), immediately after she lower's an opponent's hit points, she may discard a card from her hand to banish the top card of any player's deck.


That might not sound like a good trade, but Adiba gets considerable value out of banishing cards (though she ought to think twice before using this ability too much against Seth, who can, with a single attack card in his discard pile, use his ability to turn an empties deck in his favor--see Seth's page to get a better idea of what I'm talking about).


You may wonder why Adiba would ever bother using her ability to banish cards from her own deck, but her kit includes several Items that take advantage of her discarded cards.


Adiba's score:


Ramp (gaining extra attribute points): 1


Card Advantage (or selection): 2


Tempo (gaining extra actions): 1


Removal (of Items): 1


Destruction (of tokens): 1


Disruption (or control): 5


Defense (or healing): 1


Nuke (extreme damage dealers): 1

Adiba discovered her telepathic abilities while living as a war orphan in the Burrow, headquarters for the Zenko Clan, the kitsunes of Rougarou Swamp.

There, she grew up under the care of Den Mother Sahmay.


Adiba can read minds and possess people and robots.


None of this holds a candle to the day she technically died.

During that time, her ghost absorbed information concerning past, present, and all possible futures.

It nearly drove her mad.


Eventually, she telepathically controlled every drone (flying and man-shaped) in every army on Earth, including the massive Armor units.

All at once.

That's not even mentioning the time she psychically bonded with the Vognen (a city-sized spaceship crafted from a giant, magical pine cone).


Adiba is a 13-year-old force-fed centuries of wisdom.

She enjoys grilled cheese sandwiches with a hint of paprika.

Get started with the first novel in the series: Daughters of Darkwana!

Click the link below.

Daughters of Darkwana

Card Number 013: Kyo

While this Support, Kyo, is on your side of the field, you may, once during your turn, banish 1 card from the top of ANY 1 player's deck.


Yes, you may target your own deck.

Yes, there are situations where you'll want to.


You do not get to peek at a card before banishing it.

You do it blindly and live with your choices.

That said, card counting is encouraged (hell, it's how you win the game).

Card Number 014: Buthaynah

While this Support is on your side of the field, once per turn (EVERY player's turn), when YOU banish a card from anywhere, at any time, you'll deal 2 points of damage to an opponent's hit points (once per turn effects are optional, so you COULD sit on this effect if you have a good enough reason).


You'll need a bit of set-up before this can truly pop off, but Buthaynah can provide repetitive, aggressive value.

Card Number 015: Sahmay

While this Support is on your side of the field, once per turn, when YOU banish a card from anywhere, at any time, you'll EITHER:


1) Draw a card, OR . . . (drumroll, please)


2) Gain an attribute.


So what happens when you reload with Sahmay on your side of the field?

When you banish a card from your discard pile (as you do when you reload), Sahmay will trigger, drawing you a card (unless you choose to gain an attribute point, instead).

Afterwards, you would continue with the reloading process: shuffling your discard pile into your deck and drawing up to 2 cards.

That means you would actually end the reloading process with 3 cards in hand, rather than 2.


Once per turn effects are optional, so you COULD sit on this effect if you have a good enough reason).


Card Number 016: Vognen

When you play this Event, you'll lower an opponent's hit points by the number of points you have in Influence.


Afterwards, you MAY banish (remove from the game) 1 card from ANY 1 discard pile.


Remember that a played Event doesn't enter its discard pile until after its final effect resolves.

That means Vognen isn't in your discard pile while its effects are resolving--MEANING you can't use Vognen to banish Vognen.


This is a great card for targeting a card in your opponent's discard pile you don't want to deal with a second time.


It's also a great card to use on your own discard pile.

Banishing Adiba's Combat card, Burrow, will give you consistent, small-scale damage.

Banishing a card like Adiba's nuke, For the Fallen, might seem like a bad idea, but Adiba's deck gives her plenty of opportunities to grab or even play it from the banish pool.

Thus, banishing a card until she needs it isn't the worst thing in the world for Adiba.

Card Number 017: Teleportation Pad

Items and Supports rarely ask you to spend actions to activate them once their on your side of the field (you only pay an action to play it, putting it onto the field from your hand).

Teleportation Pad proves an exception to this commonality.


While this Level 2 Item is on your side of the field, you may spend 1 action to play a banished Event (regardless of whose deck it was banished from or who banished it).

Afterwards, send that Event to its discard pile (which un-banishes it).

"It's discard pile" means the discard pile belonging to the player whose deck that banished card originated from.

While that banished event's effects resolve, it is no longer in the banish pool or anywhere else (it's "in the ether" until its effects finish and it goes to its discard pile).


Teleportation Pad basically adds the banish pool to your hand!

That's insane card advantage not fit for civilized society.

Card Number 018: Armor

While this Level 3 Item is on your side of the field, you MAY, up to ONCE per every player's turn, whenever you would lose hit points for any reason, send a card, banished from your deck, to your discard pile from the banish pool.

Doing so reduces the damage your hit points would've taken by up to 3 points.


You don't acquire extra hit points this way.

If you would lose 2 hit points, and you use Armor to reduce that amount by 3, you would negate the 2 points of damage, but you would not gain a point.

Card Number 019: Badge

Once during your turn, while this Item, Badge, is on your side of the field, you may gain 2 actions (so long as at least 2 of your own cards are banished).


If you can play this card, activate it, somehow bounce it back to your hand, and THEN replay it again, you could activated it a 2nd time during that same turn, netting you FOUR actions.


If, after you activate Badge, you end up with fewer than 2 cards banished from your deck, you will not lose the extra actions you already gained for that turn.


If your opponent destroys Badge the moment you play it, or they find a way to lessen the number of cards you have in the banish pool below 2, you can still respond by activating Badge's effect BEFORE any of that happens, thus still gaining those 2 extra actions.

Card Number 020: Going Offensive

When you play Going Offensive, you'll either:


1) Swing at an opponent's hit points for an amount equal to your Knowledge, OR . . .


2) Banish up to 2 cards from your own discard pile.


At first glance, this 2nd option seems rather underwhelming.

It's a card you'll probably avoid in Draft Play (see "Other Modes of Play").


Adiba loves this card's 2nd option, though.

It sets up all three of her Item cards.

Teleportation Pad allows her to play banished cards.

Badge grants her 2 extra actions per turn, so long as at least 3 of her cards are in the banish pool.

Armor allows her to avoid damage by sending her banished cards to her discard pile.

Also, her Combat card, Burrow, has a passive effect that only works while it's in the banish pool.

Not enough? If she plays this while her Support cards, Buthaynah and Sahmay, are on her side of the field, and Adiba uses Going Offensive to banish 2 cards from her discard pile, Sahmay will draw her up to 2 cards, and Buthaynah will either deal 3 points of damage to an opponent and gain her an attribute point, or swing for 6 points of damage, OR give Adiba 2 attribute points.

Card Number 021: Burrow

When you play this Event, you'll hit an opponent's hit points with damage equal to your Combat.


Also, Burrow has a passive effect (text in those purple boxes are passive effects).

In this case, so long as Burrow is in the banish pool, at the end of each of Adiba's turns, she'll deal 1 point of damage to 1 opponent.


Banishing this card quickly to nickel-and-dime your opponent's hit points is nice.

Using Teleportation Pad to play it from the banish pool once you stack a full bar (5 points) in Combat, right when that's enough damage to finish off your opponent . . .that's divine.

Card Number 022: For the Fallen

This is Adiba's nuke.

It offers the highest ceiling (so far) in the game when it comes to dealing damage.

However, you have to set the table before you can get serve so many knuckle sandwiches (I want you to know I'm deeply proud of that joke).


When you play this Event, you'll target an opponent, who'll afterwards lose hit points equal to the number of points you possess in Combat PLUS the number of ALL banished cards (even other players').


If you find yourself swallowing lethal damage when Adiba uses this card against you, know it's probably payback for some terrible misdeed from your recent past.


If you use Teleportation Pad to activate For the Fallen from the banish pool, For the Fallen will not count itself when scoring damage, because it is no longer in your banish pool as it resolves.


If a player's effect somehow removes cards from the banish pool when you play For the Fallen, this will only affect For the Fallen's total damage if that player's effect triggers "WHEN an opponent (or player) PLAYS a card (or Event).

Otherwise, its timing will not affect the banish pool before For the Fallen's effect resolves.

Card Number 023: Psychic Slap

Nearly every deck offers at least 1 "removal" card (for destroying Items), and at least 1 token-smashing, "destruction" card (which destroys tokens).


Adiba's deck rolls these two forms of removal into a single slap . . . a Psychic Slap.


When you play this Event, EITHER:


1) Remove 1 Item on the field from the game, sending it to the banish pool, OR


2) Destroy up to as many tokens as points you have in Combat (as always, you may mix-and-match these tokens, destroying, for example, a couple Stamina tokens, 1 Bleed token, and 1 Relic).


The upside here is flexibility.

The downside is that all of Adiba's both effects rest in a single card.

That means that if Adiba uses this card to banish an Item, she hold no other means for destroying tokens, and vice versa.

However, Adiba's talent for banishing cards off the top of her opponent's deck serves as a blind, preemptive form of removal and destruction.

Card Number 024: Forbidden Find

Adiba has 2 cards that help her ramp.

The first one is her Support, Buthaynah.

The second is this Combat card, Forbidden Find.


When you play this card, you get an options of 2 possible effects:


1) Banish 1 random card from an opponent's hand, OR


2) Gain up to 2 points in Combat.


If your opponent has no cards in their hand, and you're maxed out in Combat, this card does nothing, but almost always, you'll have a card to banish and a point or two to gain in Combat.


If Forbidden Find gets negated, the player playing it does not lose those 4 hit points, as losing them is part of the card's effects, and not an additional cost to play the card.


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