If you like to gamble, this is the character for you!
Boudicca spends her precious Hit Points to cause powerful effects.
Boudicca's Ability also gives her a chance to counterattack.
Whenever an opponent damages (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 against their own HP.
Note that you can't respond to anything if you're Hit Points reach zero, because you've already lost.
I mean, how are you going to counter punch if you're already unconscious?
So if Boudicca gets hit by an opponent, & her Hit Points drop to zero, her Ability won't trigger.
Combine those last two sentences with the fact that she can heal herself, and you start to see how nasty Boudicca can get.
But she lives on the edge as the only character in this set that rolls dice, often leaving her fate to high-risk chance.
Not enough? Okay, how about we throw in access to the Cheat Stack, a stack of 5 indestructible cards that give her powerful effects.
Your ever so welcome.
Play a Support from your hand at the cost of 1 Action.
When you do, place the card face-up on the field, above your Character Board.
It is now considered 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 the field & under your control, Supports offer continuous effects to aid you in the game.
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.
If a Support fails to specify when you can activate it, you may do so at any point during the game, so long as it's on the field & under your control (unless its effect(s) are somehow negated).
If a Support fails to specify how often you can activate it, you may do so as many times as you see fit, so long as it's on the field & under your control (unless its effect(s) are somehow negated).
While this Support Card is on the Field & under your control, you may, once during each of your turns, roll a six-sided die. If the result is exactly a 4, you wll target an opponent, & that opponent will lose 7 Hit Points. That's over a third of a full health bar!
While Briona is on the Field & under your control, you may, at the end of your turn(s), pay (lose) 5 Hit Points. If you do, you immediately gain up to 2 Attribute points. You may place these points anywhere you have room (Attributes each max at 5 points), & you don't have to put them in the same Attribute.
Boudicca works hard to set up her engines (cards on the Field that trigger each other's effects), so she doesn't want an opponent breaking her things with removal (cards that destroy other cards on the field).
Vesuvius helps here. While she's on the Field & under your control, whenever an Item would be destroyed for whatever reason, you may remove a Stamina token from Vesuvius to prevent that Item's destruction.
If an effect would destroy multiple Items, removing 1 Stamina token from Vesuvius would only protect 1 Item.
In such a case, if you wanted to protect multiple Items from the same, destructive effect, you would need to remove 1 Stamina from Vesuvius for every Item you want to keep on the field.
You can use Vesuvius's effect to protect other players' Items, though you would rarely want to bother outside of team play.
Note that this only protects Items from being destroyed.
It won't prevent an effect that bounces an Item from the field to a player's hand, or swaps control of it, or makes you discard it, or negates the your attempt from Playing the Item, or Banishes the Item, or Deactivates the Item.
It only prevents an Item from getting destroyed.
It also only protects Items, not Supports.
This makes Vesuvius's effect a bit narrow, but you'll appreciate it's power when you desperately need to protect your engines.
Spend 1 Action to play an Event from your Hand.
Do what the card says in the order it says.
After its effects resolve, send it to its Discard Pile.
Note: while an Event's effects resolve, that card does not exist anywhere.
It is considered, "In the Aether."
It's no longer considered in your Hand, nor is it yet considered in its Discard Pile (until its effects finish resolving)
When you Play this Event, you'll target an opponent who will afterwards lose a number of Hit Points equal to the number of points you have in the Attribute, Influence PLUS the number of Cheat cards on the field under your control.
At it's floor, this card only pokes an opponent for a single point of damage.
At it's ceiling . . . it can smack your opponent for 10 points of damage!
But it gets heavier.
After this card swings for damage, you may, once each time you Play this card, pay (lose) 5 Hit Points to repeat the effect.
This can often K.O. your opponent.
If you pay the 5 Hit Points to repeat this effect, the two swings count as two separate instances of damage, & they will (if possible) each trigger an effect triggered by damaging or receiving damage to a player's Hit Points.
When you Play Beer & Music, you may wait and see if your target response to the damage before you decide to pay the 5 Hit Points and double your damage.
If a player decides to respond (if possible) to Beer & Music, and they wait first see if you pay the 5 Hit Points to double your damage, then you will. inflict the first instance of damage against them unobstructed.
Spend 1 Action to Play an Item from your Hand.
To do this, you'll need a number of points in the Attribute, Knowledge
equal to or greater than the Item's level.
When you Play an Item, place it face-up on the Field above your Character Board.
It's now considered "under Your control."
While on the Field & under your control, Items offer continuous effects to aid you in the game.
Unless the Item says otherwise, you do not need to spend an Action to Activate its effect(s) while it's already In Play.
You spend an Action to put it from your Hand onto the field (Play it), but, once it's there, it's typically free to Activate its effects.
Basically, Items prove harder to play than Supports, but they last longer.
If an Item fails to specify when you can activate it, you may do so at any point during the game, so long as it's on the Field & under your control (unless its effect(s) are somehow negated).
If an Item fails to specify how often you can Activate it, you may do so as many times as you see fit, so long as it's on the Field & under your control (unless its effect(s) are somehow negated).
If you roll a die for any reason while controlling this Level 3 Item on the Field, you gain 1 Hit Point.
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 while you control Sick Bay on the Field for Sick Bay's effect to trigger.
While you control this Level 4 Item on the Field, if you roll a die for any reason, & you roll a 3 or 4, you get to either:
Destroy 1 card on the Field, OR
Target an opponent, who afterwards loses 3 Hit Points.
Odin's Eye doesn't make you roll any dice on its own.
You'll need another effect to cause you to roll a die while you're controlling Odin's Eye on the field to get the latter's effect.
However, Boudicca's Ability and Deck grant her many excuses to roll a six-sided die, which makes Odin's Eye a very effective tool for removal or repetitive damage.
If an opponent Plays an Event & this level 5 Item is on the Field & under your control, you'll roll a six-sided die. If the result is a 5 or 6, Banish that Event.
The Event's effects still resolve, but do so BEFORE it goes from the ether to banishment.
This might feel underwhelming because it doesn't Negate the Events' effects, but once your opponent has to Reload with a number of their Events Banished, this can really cripple them, especially if they invested heavily in Combat.
If you're playing against Boudicca, & you notice her investing in Knowledge . . . maybe think twice about investing too many of your own Attribute points in Combat.
(Art work coming soon)
When you Play this Event, you'll target an opponent, who'll lose Hit Points equal to the number of points you possess in the Attribute, Knowledge.
Then, you'll gain Hit Points equal to the number of points you possess in the Attribute, Knowledge (you always cap at 20 Hit Points).
If you're at full health, this might not seem like such a great deal, but at its ceiling, this card can create a 10 point difference between you and your target, which is nothing to sneeze at.
When you Play this Event, you'll swing at your opponent's Hit Points with damage equal to the number of points you possess in the Attribute, Combat.
Afterwards, every player shuffles every card of theirs that's been banished back into their decks.
Note that this only affects cards that originated in decks.
Banished cards from "Stacks" (like Hyde's Illusion Stack or Boudicca's Cheat Stack) will remain banished.
Given how many cards Boudicca likes to Banish cards to Play her Cheat cards from the Cheat Stack, this is a great way to return those cards to play.
One effective & rare form of removal targets not cards on the Field, but tokens.
When you Play Med School, you'll target & destroy a number of tokens in play, up to the number of points you have in Combat.
These can be any type of tokens, such as Stamina, Bleed, Relic, or Shield, & you can mix and match what you destroy.
What's more, you may pay (lose) 5 Hit Points to reactivate this card's effect once when you Play it.
When you Med School, you may wait and see if a player responses before you decide to pay the 5 Hit Points.
When you play this Event, roll a six-sided die.
If the result is less than or equal to the number of points you have in Combat, you gain a point in any 1 Attribute & you'll target an opponent who will afterwards lose 5 Hit Points.
When you play this Event, roll a six-sided die.
If the result is less than or equal to the number of points you have in Combat, the player of your choice (probably you) gains 8 Hit Points.
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