You have too many friends.
Lose a bunch of them right now by playing a character that'll make them rip their hair out & stop taking your calls.
Hyde is the only character with access to a stack of cards collectively called the Illusion Stack.
These cards each do nothing, & Hyde's Deck offers plenty of ways to add these cards to your opponents' Discard Piles & Decks.
Ah! The look on your opponents' faces when they need to draw something good . . . & they instead draw 1 of your annoying, ungodly Illusions.
Even Hyde's Ability, Illusionist, allows him, once during his Action Phase(s), to add 1 Illusion from the Illusion Stack to any player's Discard Pile.
Granted, Illusions won't cause too much trouble while in a Discard Pile (though Hyde's Deck can make them troublesome), but once that player's forced to Reload, they'll have to shuffle all that noise into their Deck (minus the 1 Illusion they'll almost certainly Banish as part of Reloading).
When an Illusion is added to a player's Discard Pile, Deck, or Hand, it's afterwards considered part of their deck.
That means a Discarded Illusion still goes to that player's Discard Pile.
A player CAN Play an Illusion from their Hand (at the cost of an Action), but the Illusion will do nothing except add itself to their Discard Pile.
Illusions are their own card type (they're not, for example, considered Events).
Hyde's Deck also offers the Keyword, Drug.
When you Play a card with this Keyword, you'll target ANY player (even 1 who's already out of the game) & further target 1 of their Attributes (which must have fewer than 5 points invested in it).
Then, you'll add a point to that Attribute, and it's owner will lose Hit Points equal to the new total amount of points they have in that Attribute.
This is a double-edged sword that requires some thought before using.
If you target 1 of your own Attributes, you'll lose Hit Points in the process.
If you target another player, they'll gain Hit Points, but they'll also strengthen 1 of their Attributes (though, technically, you raised it, not them).
It's worth pointing out that the Attribute is raised 1st, & the damage dealt 2nd.
Hyde also has an alternative win condition (see Prayer Seal: card 145), which allows him to just win the game on the spot.
It requires some set-up, of course, but Hyde's deck is loaded with cards that'll stall the game until he gets there.
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).
(art work coming soon)
When an Illusion enters a Discard Pile, & this Support Card is on the Field & under your control:
1st: you'll draw 1 card (not optional, but you can skip it if your deck is out of cards)
2nd: You'll target an opponent, who will afterwards lose 1 Hit Point.
While Eden is on the Field & under your control, all keywords (such as Bleed or Explore) on your opponents' cards are negated.
This can screw up your opponents completely.
It gets better, though.
In addition to this, while you control Eden on the Field, at the end of your turn(s), you'll add 1 Illusion from the Illusion Stack to an opponent's Discard Pile.
Added to Hyde's Ability, that's 2 Illusions you're dishing out during your turn(s).
Hyde likes to stall the game out so he can get his alternative win condition met.
Byakko is a great way to prolong the game.
While this Support is on the Field & under your control, ALL damage to ALL players' Hit Points equals zero.
Yes, that means you're not throwing any punches, either, but if Hyde's trying to meet his alternative win condition (or just survive a few more rounds while he tries to reverse a losing situation), he doesn't care.
And YES, this means you could Drug (see "If You're Playing as Hyde" above) yourself & not lose any 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)
It's best not to ask what's going on in this picture.
When you Play this Event:
1st, you'll Banish a number (equal to the number of points you have in the Attribute, Influence) of Illusion cards from the Illusion Stack, then . . .
2nd, you'll Drug.
When you Play a card with the keyword, Drug, you'll target ANY player (even 1 who's already out of the game) & further target 1 of their Attributes (which must have fewer than 5 points invested in it).
Then, you'll add a point to that Attribute, and it's owner will lose Hit Points equal to the new total amount of points they have in that Attribute.
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).
When you Play this level 3 Item, you'll target an opponent, who will afterwards lose Hit Points equal to the number of Illusions in their Discard Pile.
During your turn, you can Destroy Steve to repeat this effect.
If you can put 10 Illusions in an opponent's Discard Pile, you can one-shot them (sort of) in a single turn!
As Hyde, you'll quickly fill your opponents' Discard Piles with Illusions, which disincentivizes them from Reloading . . . but threats like Steve might force them to do so, spending the majority of their turn shuffling useless Illusions into their Deck from their Discard Pile.
They'll never return your texts again.
(art work coming soon)
When you Play this level 4 Item, you'll target an opponent, count the number of Illusions in. their Discard Pile, & Destroy up to that many cards on the Field.
During your turn, you can Destroy Potion to repeat this effect.
Sure, your opponent will see that 2nd board sweep coming from space, but the best they can do about it is NOT Play their Supports or Items.
Fine by you, am I right?
The 2nd best action your opponents can take against an active Potion on the Field, is Reload, wasting their entire turn to shuffle those pesky Illusions into their Deck.
You know what?
Now that I'm reading this out loud . . . Hyde's a jerk.
Don't play as Hyde, lest you fear Hell in your final moments.
(art work coming soon)
If the Illusion stack (the 12-card stack of Illusion cards) sits empty while this Level 5 Item is on the Field (regardless of whose control it's under) Hyde gets an automatic victory!
If you're playing against Hyde, & you notice him investing a lot of points in Knowledge, keep a close eye on how thin that Illusion stack gets.
(art work coming soon)
When you Play this Event:
1st, you'll target an opponent who will afterwards lose Hit Points equal to the number of points you have in the Attribute, Knowledge.
Then . . .
2nd, you'll Drug.
When you Play a card with the keyword, Drug, you'll target ANY player (even 1 who's already out of the game) & further target 1 of their Attributes (which must have fewer than 5 points invested in it).
Then, you'll add a point to that Attribute, and it's owner will lose Hit Points equal to the new total amount of points they have in that Attribute.
When you Play this Event, you'll shuffle a number of Illusions from the Illusion stack (a number no greater than the number of points you have in Combat) into either a target player's Deck or their Discard Pile.
You cannot mix-and-match Deck & Discard Pile or opponents.
1 opponent, & all in the Deck or all in the Discard Pile.
This is a powerful way to charge up Hyde's alternative win condition (triggered via his LV5 Item, Prayer Seal).
Most often, you'll put these Illusions straight into a player's Deck . . . but sometimes you'll want the ammo for cards like Steve & Potion (both Items in Hyde's Deck).
It's also a good idea to keep a few Illusions in an opponent's Discard Pile if you plan to use the Event card, Temptation Tree.
When you Play this Event card, you'll target an opponent, who will afterwards lose Hit Points equal to the number of points you have in the Attribute, Combat PLUS the number of Illusions in that opponent's Discard Pile.
Sure, the floor here is a mere point of damage (1 point in Combat & zero Illusions in the target player's Discard Pile), but the ceiling is 17 POINTS (5 points in Combat & 12 Illusions in that opponent's Discard Pile).
While you'll rarely achieve the latter, getting somewhere in between (8-9 points of damage) is not that hard to pull off, making this a seriously powerful nuke in Hyde's Deck.
When you Play this Event, you'll 1st gain a point in Combat (unless you're already maxed at 5 points).
Then, until the start of your next turn, ALL damage to your Hit Points equals zero.
Yes, that means you can Drug yourself & receive no damage.
This is a useful way to prolong the game while you clog your opponents' Decks & (or) satisfy Hyde's alternative win condition (via his LV5 Item, Prayer Seal).
When you Play this Event card, you'll target an opponent, who will afterwards lose Hit Points equal to the number of points you have in the Attribute, Combat PLUS the number of Illusions Banished from the game.
While it takes a bit more work to Banish Illusions, most cards, when Banished, stay Banished, keeping this shotgun loaded throughout the game.
Like another Event card in Hyde's Deck, Temptation Tree, this card offers a low floor but a massive, game-breaking ceiling.
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