If you like gambling, this is the character for you.
Boudicca spends her precious hit points to cause powerful effects.
Boudicca's ability gives her a chance to counterattack.
Whenever an opponent lowers her hit points, her ability, Reflect, triggers, making her roll a six-sided die.
If the result is a 1 or 2, the opponent who hurt her gets slapped back for 3 points of damage.
Note! You can't respond to anything if you're hit points reach zero, because you've already lost.
In other words, if Boudicca gets hit by an opponent, & her hit points drop to zero, her ability won't trigger.
Obviously, if you're playing against Boudicca, you shouldn't try to nickel-and-dime her hit points, hoping chip-damage will finish the job.
Her counterattack will likely pop off too often, and you'll basically beat yourself up for her.
Especially when you consider her deck helps her heal (good news for her, since she'll spend HP to make cool stuff happen in her life).
If you're playing against Boudicca, and you notice her investing heavily in Knowledge, get some removal (cards that destroy cards on the field) in your hand and hang onto it.
Boudicca's likely to drop some engines you're going to need to bust quick, fast, and in a hurry.
If you're playing as Boudicca, you're probably going to play in one extreme or the other:
Either playing fast and reckless, chucking dice and betting your hit points . . .
Or carefully doing the mental math to ensure a safe return on your "investments."
Raised by a human mother in a small village within Darkwana, Boudicca applied to the Inari Clan within the Snow Lands.
There, she trained side-by-side with Briona and Nigel under House Mother Merrick.
Eventually, Boudicca learned the identity of her father, which she kept secret, even from him.
Boudicca pronounces her name, Bow-dee-kah.
Not, Boo-dah-kah.
She will fight you over this.
Boudicca possesses the power to make her opponents feel her pain and exhaustion in her stead.
She can also psychically speed a person's natural healing factor.
Boudicca often turns to gambling for stress-relief. This threatens to develop into a problem, but nothing a touch of cheating can't counteract.
She studied medicine in the Red Mountains with the Yama-bito Clan.
This education, combined with her magical powers, makes her an excellent combat medic.
Click the link below.
Play a Support from your hand at the cost of 1 action.
When you do, place the card face-up on your side of the field, above your character board.
This puts the card both "in play" and "under your control."
Next, place a number of Stamina tokens on that Support equal to the number of points
you have in Influence at that exact moment.
While on your side of the field, Supports offer continuous effects to aid you.
Unless the Support says otherwise, you do not need to spend an action to activate the effect(s) of a Support already in play (you spend an action to put it from your hand onto the field, but, once it's there, it's typically free to activate its effects).
At the start of your turn(s), remove 1 Stamina from every Support you control.
The instant a Support has no Stamina, destroy and send it to its discard pile.
Like Items, Supports have an orange trigger box above their text box and next to the label that tells you the card's "type" (Event, Support, or Item).
While this Support is on your side of the field, up to once, during each of your turns, you'll roll a six-sided die.
If the result is 4, you'll lower an opponent's hit points by 7.
That's over a third of a full health bar!
While Briona is on your side of the field, at the end of your turn, you MAY pay 5 Hit Points.
If you do, gain up to 2 attributes.
You may place these points anywhere you have room, and you don't have to invest them in the same attribute.
While this Support, Vesuvius, is on your side of the field, ANYTIME you gain hit points, you'll draw up to THREE cards!
This can put your opponents in a terrible position, because, as allowing Boudicca to net up to 3 cards will often make them think twice before attacking (as if her ability didn't do that already).
Nothing like fighting an opponent who gets stronger the more you hit them, am I right?
Spend 1 action to play an Event from your hand.
Do what the card says in the order it's written.
While an Event's effects resolve, that card does not exist anywhere.
It is considered, "in the aether," no longer in your hand, on the field, in a deck or discard pile, or on a hot date with your mom.
Only after its effects resolve, will a played Event enter its discard pile.
When you Play this Event, you'll target an opponent who will afterwards lose hit points equal to your Influence PLUS the number of cards on your side of the field (Supports and/or Items).
At it's floor, this card pokes an opponent for a measly point of damage (if you have 1 point in Influence and nothing on the field).
At it's ceiling, this Event can smack your opponent for 11 points!
If you're fighting Boudicca (say it with me, now), DO NOT LET HER FILL HER SIDE OF THE FIELD.
Spend 1 action to play an Item from your hand.
To do this, you'll need a number of points in Knowledge equal to or greater than the Item's level.
When you play an Item, place it face-up on your side of the field above your character board.
It's now considered "under Your control" and "in play."
While on your side of the field, Items offer continuous effects to aid you.
Unless an Item already in play says otherwise, you do not need to spend any actions to activate its effect(s).
Like Supports, Items have an orange trigger box above their text box and next to the label that tells you the card's "type" (Event, Support, or Item).
If you roll a die for any reason while this Level 3 Item is on your side of the field, you gain 1 hit point.
That might not sound impressive, but this can add up, given how often Boudicca rolls a die.
Note that Sick Bay itself does not cause you to roll a die.
ANOTHER effect must make you roll a die for Sick Bay's effect to trigger.
However, since Boudicca's ability makes her roll a die when attacked (if she survives the attack), she'll get a rebate on her lost hit points.
Combine this with Vesuvius, and you're opponents face an uphill battle.
While this Level 4 Item is on your side of the field, if you roll a die for any reason, at any time, and you roll a 3 or 4, you get to either:
Destroy 1 Item on the field, OR
Deal an opponent 3 points of damage.
Odin's Eye doesn't make you roll dice on its own.
You'll need another effect to cause you to roll a die to possibly trigger Odin's Eye.
Don't worry. You'll get plenty of chances.
While this Level 5 Item in on your side of the field, whenever you roll a die, you may add or subtract 1 from the result.
This massively increases the chances of your engines popping off.
(Art work coming soon)
Here's a way to widen the heath-gap between you and an opponent.
When you play this Event, you'll deal damage to an opponent equal to your Knowledge.
You'll ALSO gain hit points (you can't go higher than 20) equal to your Knowledge.
While that second part faces limitations, as a whole, Combat Medic could create up to a 10-point difference in your hit point total and your target's.
When you play this Event, you'll destroy a number of tokens on the field, up to as many as points you have in Combat.
Afterwards, shuffle your discard pile into your deck (not optional).
Note! Hoarder won't enter its discard pile until AFTER its effects resolve, so Hoarder won't cause you to shuffle Hoarder back into your deck when it makes you reload.
Only after you're done reloading, will Hoarder enter your emptied discard pile.
This is a great way to outpace your opponents, as they will spend most of an entire turn reloading, and here you are, doing it for free without losing stride or spending any actions.
When you play this Event, deal damage to an opponent equal to your Combat.
You may pay 4 hit points to repeat this.
You cannot pay extra to repeat this more than once.
If you choose to repeat this effect, you must do so immediately after the first instance of damage resolves.
Treat the second shot of damage as a separate instance, meaning anything that an attack would trigger gets triggered a 2nd time.
Anything that modifies (raises or lowers) ALL your attacks will do so to both instances.
Anything that would effect a single instance of damage will only affect 1 of those 2 instances of damage (probably the 1st, depending on that effect's exact wording).
When you play this Event, gain an attribute.
Then, roll a six-sided die.
If the result is LESS than your Combat, you'll deal 6 points of damage to 1 opponent.
It's always possible to get nothing from this card's 2nd effect.
However, you're guaranteed a point in 1 of your attributes, provided you have room somewhere for it.
With 1 point in Combat, you cannot (without using the Item, Loaded Dice) get this 2nd effect to pop in your favor.
Notice that you get that free attribute point 1st, though, meaning you can always choose to roll with at least 2 points in combat.
Even with a full bar (5 points) in Combat, there's still a slim chance you'll whiff.
However, imagine the gloriously stupid look on your opponent's face when you slap it for 6 points of damage right out the gate (if you can pull it off).
Be a gracious winner, now.
When you play this Event, draw a card.
Then, roll a six-sided die.
If the result is LESS than your Combat, you'll gain 2 actions (which might help you play that card you just drew).
Medicine Man can help you rip through your deck and search out exactly what you're looking for.
Like Higher Learning, it's possible to get nothing from this card's second effect, but you're promised a free card draw (unless you're deck's empty).
Pro tip!!! If you're playing draft mode (see "Other Modes of Play"), this card is pure gold, as it offers something sweet in any deck.