Evoke is nice & straightforward, making him a good place to start for new players.
Once during Evoke's turn, when he lowers an opponent's Hit Points, Evoke will, thanks to his Ability, Creation, place the top card in that opponent's Deck & put it face-down into Play (this of course doesn't cost Evoke any Actions) on the Field & under Evoke's control.
Treat this stolen, face-down card as a Level 1 Item with no effects.
Evoke may peek at this face-down card to see what it is.
Evoke has a lot of fun uses he can get out of these stolen cards, but if nothing else, he can play keep-away with them, forcing his opponents to rethink their plans as they lose key ingredients to their combos.
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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While this Support Card, Morgan, is on the Field & under your control, at the end of each of your turns, you'll target an opponent, who will afterwards lose Hit Points equal to the number of Items you control.
Given Evoke's Ability, which allows him to create more Items while stealing cards from his opponents' Decks, the ceiling for this card can get remarkably high.
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While you control this Support on the Field, your opponents cannot gain Hit Points for any reason.
They can still Play cards that would cause them to gain Hit Points, but they won't gain any.
Additionally, at the end of your turn(s), if you control this Support, Ink, on the Field, you'll draw a card from your Deck & add it to your Hand.
Pretty straight-forward.
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When this Support loses Stamina for any reason, & it's under your control, place that Stamina token on the Field as a Level 1 Item under your control.
This new Item is no longer considered a token.
This Item has no effect, but it will trigger & power up many of Evoke's other cards, like Morgan & Brother vs. Brother.
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)
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When you Play this Event, you get a choice of 2 effects:
1) Target an opponent, who'll afterwards lose Hit Points equal to the number of points you have in the Attribute, Influence, OR . . .
2) Gain up to 2 points in the Attribute, Influence (which, as always, maxes out at 5 points).
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).
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While you control this Level 3 Item on the Field, you may, at any point during the game, any number of times, Discard (send a card from your Hand to its Discard Pile) an Event card to add 2 Stamina tokens to any 1 Support.
Outside of team play, you're unlikely to ever use this to prolong the longevity of a Support you don't control (but you might find a reason at some point).
This is a solid way to keep the Field working in your favor.
Damn's Horn works well with his Support card, Morgan (card 163), which allows you to deal damage equal to the number of Items you control on the Field at the end of each of your turns.
Even if Damn's Horn is the only Item you're controlling under the circumstance, you can use it to keep Morgan in Play.
At the end of your turn, in this hypothetical situation, Morgan will deal 1 point of damage (because you control 1 Item) at the opponent of your choice, which will then Trigger Evoke's Ability, allowing him to steal the top card of that opponent's Deck and put it face-down on the Field under his control as a level 1 item, which then increases the number of Items you control, thus increasing the amount of damage Morgan deals at the end of your next turn, and so on and so on, creating repetitive, ever increasing damage that steals away an opponent's card every time.
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Here's an interesting method of removal.
While this card is under your control on the Field, you may Destroy it at any given time.
If you do, name a type of token (such as Bleed, Stamina, Relic, Boost, or Shield).
Immediately afterwards, choose to either:
1) Double the number of these tokens on every player & card on the Field with at least 1 such token on them, OR . . .
2) Destroy all copies of the named token that are currently in play.
In team play, this card makes Evoke an excellent partner for characters who produce tokens, like Rebecca or Europa.
Of course, in 1v1 play, this card makes Evoke a serious threat to those same sort of characters.
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While this level 5 Item is on the Field & under your control, if you damage an opponent's Hit Points, you'll get a choice of 2 effects:
1) Increase that damage by 2 points , OR . . .
2) Destroy 1 card (such as an Item or Support) on the Field.
The removal is the real prize here.
Getting to destroy a card on the Field (that card doesn't have to be controlled by the opponent whose Hit Points you damaged) can radically change the board state.
If you're feeling especially sneaky and daring, you could even destroy a level 1 Item you control (created by Evoke's Ability, Creation), returning to circulation a non-threatening card from the Field to its owner's Discard Pile, making it possible that opponent will draw the useless card when they needed something better to defeat you.
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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.
You may repeat this effect--TWICE!--if you control at least 5 Items on the Field.
That's a ceiling of 15 points of damage.
You may pick different targets each time this 2nd effect happens.
That's up to 3 targets receiving up to 5 points of damage each (depending on the number of points you have in Knowledge & how many Items you control on the Field.
This seems like a lot of set-up, which it is . . . but that's a MASSIVE amount of damage.
This is a powerful nuke that can even end a game against multiple opponents.
Thanks to Evoke's Ability, you can hit this card's ceiling faster than you might think.
There's also Evoke's Support card, Damn, to consider, & consider it well.
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1st, you may add 1 Item you control to your Hand.
Why would you want to return an Item you control to your Hand?
Because, thanks to Evoke's Ability, those "Item" could be cards stolen from your opponents' Decks, & some of those cards might provide exactly what your situation requires.
Just remember that when a card goes to a Discard Pile, it goes to its own, so if you Play a stolen card, it will, after its effects resolve, go to its owner's Discard Pile.
Afterwards, you'll swing at your opponent's Hit Points with damage equal to the number of points you possess in the Attribute, Combat.
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 the Attribute, Combat.
That's it.
What more do you want?
Stop looking at me with those big, deprived eyes!
Fine! Let's add a passive effect to this card, one that, as a passive effect (written as always in parentheses), doesn't happen when you Play this card.
If Inari House is ever in your Discard Pile for any reason, you may, once during your turn, Reload without spending any Actions!
That's a savings of 2 Action points!
Yes, you may still spend 2 Actions afterwards (or even beforehand if you really want) to Reload twice during the same turn.
This passive effect can add serious tempo to your turns.
Since this 2nd effect is a passive effect, you're not actually "Playing" Inari House when you use it, which means it won't cost you an Action (again, we're only discussing that 2nd effect, the one written in parentheses; that 1st effect, the one that does damage, still cost an Action to play & you still have to have Inari's Fall in Hand).
Because Inari's Fall isn't being Played when you use its passive effect, this card will not "enter the ether" while its effect resolves, meaning that this card remains get either banished or shuffled back into your deck while you're Reloading.
Re-read "Reload" in the "Taking Your Turn" portion of the instructions if any of this gives you an ice cream headache.
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Perhaps the most powerful card-draw in the game (so far), this Event makes you Reveal, for all to see, a number of cards (equal to the number of points you have in Combat--or all the cards in your Deck if your Deck has fewer cards remaining than the number of points you have in Combat) off the top of your Deck.
Afterwards, you'll target an opponent (still in the game) (also, when I say "an opponent," I mean 1 of YOUR opponents . . . do I really need to specify that ?).
That opponent will select 1 of the cards you just revealed, & that opponent will send that card to its Discard Pile.
Then, all the other revealed cards will go to your hand.
Sure, you'll probably lose the best card out of the wad, & SURE you'll put nothing in your Hand if you only have 1 point in Combat, but, at its ceiling, you could add 4 cards to your Hand (that's going plus 3, if you consider going down 1 to Play Library of the Dead from your Hand).
When you Play Neon City, you'll gain Hit Points equal to the number of points you have in the Attribute, Combat.
Life gain is rare in this game, so this can give you a nice edge.
Remember that your Hit Points cap at 20.
You can't have more than that.
Don't be greedy, Leo!
That's not a lot of bang for your Action, but Neon City offers a Passive effect (which are always written in parentheses).
In this case, if Neon City is Banished, Evoke may ass it to his Hand (returning it to the game) whenever he adds an Item to the Field (which he can do in his sleep).
This can make Neon City an ice cream headache for your opponents, who might easily have to deal with you regaining lost Hit Points over & over again.
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