Callisto is an excellent beginner character, but don't let that fool you.
He can come out swinging with the best of them . . . & he swings often.
He comes armed with powerful tool for dealing repetitive damage, plus some Items that help him return from an otherwise losing position.
His Ability, Swordsmanship, allows him to do 2 things:
1) Once during your Action Phases, you gain a Boost (gray token).
2) During your Action Phases, you pay 2 Boosts to gain an Action.
You may repeat this 2nd effect any number of times during the same turn, provided you have enough Boosts tokens to do so.
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).
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Up to once per turn (every player's turn), while this Support Card, Ganymede, is on the Field & under your control, you will gain an Attribute point of your choice when your HP is lowered by anyone for ANY reason.
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Callisto offers some great removal, & Lakota is a great example.
While this Support Card is on the Field & under your control, you can basically turn any Event card in your Hand into removal.
Lakota allows you to Discard an Event card to Destroy 1 card on the Field, such as an Item or Support.
You may do this at any point & any number of times.
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Up to once per turn (every player's turn), while Edward is on the Field & under your control, whenever you lose Hit Points for ANY reason, AFTERWARDS (if you aren't taken out of the game because your Hit Points fell to zero), you will target an opponent, who will then lose 3 Hit Points.
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 activate this card:
1st, you'll target an opponent who will afterwards lose Hit Points equal to the number of points you have in the Attribute, Influence . . .
2nd, you may pay 3 Hit Points to add a card from your Discard Pile to your Hand.
Of course, Crab Shire will not yet be in your Discard Pile, since it's effects are still resolving.
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).
While you control this Level 3 Item on the Field, you may, once per turn, spend an Action to gain a point in any 1 of your Attributes (your Attributes still max at 5 points each, of course).
This is Callisto's method for ramping, & it can work pretty well.
Considering that Callisto's Ability (as well as many of his cards) allows him to gain Actions, he can Trigger this card, no problem.
At the end of your turn(s), if you control this Level 4 Item on the Field & you have the fewest Hit Points of any player still in the game (whose Hit Points are not at zero), this Item will allow restore up to 6 of your Hit Points (you cannot have more than 20 Hit Points).
At the end of your turn(s), if you control this Level 5 Item on the Field & you have the fewest Hit Points of any player still in the game (whose Hit Points are not at zero), this Item will allow you to target an opponent, who will afterwards lose 7 Hit Points.
Like Ally's Blessing, this Item serves as an excellent catch-up mechanic.
When you Play this Event, you may either:
1) Target an opponent, who'll lose Hit Points equal to the number of points you possess in the Attribute, Knowledge, OR . . .
2) Move a token from 1 legal target to another.
This could mean moving a Stamina token from 1 Support to another.
This could mean moving a number of Bleed, Shield, or Relic Tokens from 1 player to another.
If you choose this 2nd option, you'll perform it a number of times equal to or fewer than the number of points you have in the Attribute, Knowledge.
Also, if you pick this 2nd option, you may mix and match which tokens you target.
As an example, if you Play Frat House with 4 points in Knowledge, you could move, say, 2 Bleed tokens, 1 Support, & 1 Shield.
However, you cannot transform tokens (for example, removing a Bleed from yourself to add a Stamina to a Support).
If you're playing against Callisto as Adiba, Europa, or Rebecca, watch our for this card, which can destroy you're hard-earned Shields, Bleeds, & Relics.
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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, OR . . .
. . . Gain up to 2 points in the Attribute, Combat (which of course still maxes at 5 points).
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When you Play this Event, you may spend any number of Actions to Play it.
Then, you'll target an opponent, who'll afterwards lose Hit Points equal to the number of points you possess in the Attribute, Combat TIMES the number of Actions you spent to Play Kodama.
Given Callisto's talents for gaining Actions, this card can provide an out-of-nowhere finisher, swinging for lethal damage against your target.
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When you Play this Event, you'll either gain Hit Points equal to as much as the number of points you have int he Attribute, Combat (your Hit Points still max at 20) . . .
. . . OR you may pay 3 Hit Points to make a player randomly Discard 2 cards.
If they only have 1 card in their Hand, they Discard only that 1 card.
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This Event card gives you a wide range of value, but it'll cost you.
When you Play Blaze, you'll pay Hit Points for the privilege.
How many?
7 minus the number of points you have in the Attribute, Combat.
Since you start the game with a point in that Attribute, & you cannot go below that, this card won't cost you more than 6 Hit Points to play.
Granted, 6 is a lot, but with a full bar (5 points) in Combat, you're only paying 2 lousy Hit Points.
In return, you'll:
1) Gain 1 point in any of your Attributes (they still max at 5),
2) Draw up to 1 card from your Deck,
& 3) Gain 1 Action, basically giving you a rebate for Playing Blaze.
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