In Duelists of Darkwana, there exists a type of token (gold) called a Relic.
If ANY player collects 10 Relics, they instantly win the game . . .
However, only Rebecca's Deck and Ability allows a player to collect Relics.
Doesn't feel very fair, does it?
Rebecca's Ability, Research, allows her, once during each of her turns, to Banish a card in her Discard Pile & collect a Relic (gold token).
Not only does this help her thin her Deck, it puts her opponents on a very real clock, as collecting 10 Relics will give a player an automatic victory.
What's more, Rebecca's deck offers many cards that allow her to dig through her Deck for the exact card she needs in a given situation.
Her Deck also gives her ways to force a player to Discard cards from their Hand . . . & punish them for doing so, adding insult to injury.
As if all of that weren't enough to turn Rebecca into a terrifying beast, her deck also contains Combo Cards, which have green text boxes.
When you Play a Combo card, you may Play another (after the previous one's effects resolve) for zero Actions.
Got another Combo card in your Hand after that?
You can add that to the chain for zero Actions as well.
So on and so forth!
(Note that none of these Combo cards will enter their Discard Pile(s) until the effects of the final card in the chain finish resolving.)
This permits Rebecca to save up her Combo cards, eventually unleashing them in a torrent of devastation.
Does she have cards that Trigger whenever she Plays a Combo card, further increasing their value?
Does a bird crap on your freshly washed car?
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).
Whenever you damage (lower) an opponent's Hit Point via the effect(s) of an Event card, & the Support Card, Kappa, is on the Field & under your control, the opponent whose Hit Points you lowered must choose & Discard 1 card from their Hand.
If they have no cards in their Hand, then ignore Kappa's effect.
While you control this Support on the Field, you may use use Relics (gold tokens) as if they were Shields (see "If You're Playing as Adiba").
Furthermore, while Colleen is on the Field & under your control, you will, at the end of your turn(s), Explore.
Explore is a keyword that, when Triggered, gives you 1 Relic (gold token).
If a player collects at least 10 Relics, they automatically win the game.
Being able to use Relics as Shields gives Rebecca the chance to switch up her strategy in a pinch, using the Relics to protect her Hit Points, rather than score an automatic victory.
Whenever a card enters an opponent's Discard Pile (for any reason, Played or unplayed, entering from a player's Hand, straight from a Deck, or from the Field) & you control Lamont on the Field, that opponent will lose 2 Hit Points as a result.
Combined with cards like Kappa, Rebecca can quickly deal damage while eroding her opponents' Hands (& thus their options).
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:
1st, you'll search your Deck for up to 1 Support (could be zero Supports) & add that Support to your Hand.
Whenever you "Search" a Deck, that Deck is always afterwards shuffled.
2nd, you'll target an opponent, who will afterwards lose Hit Points equal to the number of points you have in the Attribute, Influence.
Notice this card's light-green text box, which identifies it as a Combo card.
When you Play a Combo card, you may Play another (after the previous one's effects resolve) for zero Actions.
Got another Combo card in your Hand after that?
You can add that to the chain for zero Actions as well.
So on and so forth!
Note that none of these Combo cards will enter their Discard Pile(s) until the effects of the final card in the chain finish 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).
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At the end of your turn, while you control this Item on the Field, you may Destroy a card on the Field, such as an Item or Support, once for every Combo card you Played this turn.
Considering Rebecca's deck is infested with Combo cards, which a player can daisy chain together, this could easily turn into a massive board wipe.
(art work coming soon)
At the end of your turn, while you control this Item on the Field, gain an Attribute point for every Combo card you Played this turn.
Considering Rebecca's deck is DRIPPING with Combo cards, which a player can chain together, this could give you full bars in your Attributes faster than you could lose interest in your girlfriend's monologue about how intuitive she thinks her cat is.
However, note that if you chain several Combo cards together, as you often will, you'll Trigger Chuma's Tablet after each one, in between those Combo cards.
For example, if you control Chuma's Tablet on the Field, & you Play Invisible Strike & Energy Blades one after the other with the same Action, Chuma's Tablet will Trigger immediately after Invisible Strike, BEFORE Energy Blades begins to resolve its own effects . . . and then Chuma's Tablet will Trigger again after Energy Blades completes its own effects.
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While this Level 5 Item is on the Field & under your control, you may sacrifice a Relic (gold token) you control.
If you do, you'll immediately afterwards target an opponent, who will lose 2 Hit Points.
Since this card does specify when or how often you can do this, you may do it any number of times at ANY point during the game, including another player's turn.
If another player tries to destroy your Relics, & you control Chuma's Dagger on the Field, you may even respond by sacrificing any number of those Relics via Chuma's Dagger before they're destroyed by the other player's effect.
ALSO, whenever you Play a Combo card (green text box) while controlling this Level 5 Item on the Field, you 'll target an opponent who will afterwards lose 3 Hit Points.
(art work coming soon)
When you Play this Event:
1st, you'll Search your Deck for up to 1 (could be zero) Items, adding it to your Hand.
2nd, You'll target an opponent, who will afterwards lose Hit Points equal to the number of points you have in the Attribute, Knowledge.
Notice this card's light-green text box, which identifies it as a Combo card.
When you Play a Combo card, you may Play another (after the previous one's effects resolve) for zero Actions.
Got another Combo card in your Hand after that?
You can add that to the chain for zero Actions as well.
So on and so forth!
Note that none of these Combo cards will enter their Discard Pile(s) until the effects of the final card in the chain finish resolving.
When you Play this Event, you'll target a player, who will afterwards randomly Discard a number of cards equal to the number of points you have in the Attribute, Combat.
If they have fewer cards in their Hand than you have points in Combat, then that player will simply Discard their entire Hand.
Yes, you could target yourself with Energy Blades.
No, I don't know why you would.
Afterwards, you'll Explore.
Explore is a keyword that, when Triggered, gives you 1 Relic (gold token).
If a player collects at least 10 Relics, they automatically win the game.
Notice this card's light-green text box, which identifies it as a Combo card.
When you Play a Combo card, you may Play another (after the previous one's effects resolve) for zero Actions.
Got another Combo card in your Hand after that?
You can add that to the chain for zero Actions as well.
So on and so forth!
Note that none of these Combo cards will enter their Discard Pile(s) until the effects of the final card in the chain finish resolving.
When you Play this Event, you'll target a card that has been Banished from the game.
Add that card to your Hand.
This returns that card to the game.
Remember that whenever a card goes to a Discard Pile, it always goes to its own.
So, if you use Pearl Market to grab a card Banished from another player's Deck (or wherever), as soon as that previously Banished card goes to a Discard Pile, it'll go back to its own, making it possible for its owner to use it against you later.
Afterwards, you'll target an opponent, who will lose Hit Points equal to the number of points you have in the Attribute, Combat.
Notice this card's light-green text box, which identifies it as a Combo card.
When you Play a Combo card, you may Play another (after the previous one's effects resolve) for zero Actions.
Got another Combo card in your Hand after that?
You can add that to the chain for zero Actions as well.
So on and so forth!
Note that none of these Combo cards will enter their Discard Pile(s) until the effects of the final card in the chain finish resolving.
When you Play this Event, you'll target an opponent, who will lose Hit Points equal to the number of points you have in the Attribute, Combat.
Afterwards, you'll Explore.
Explore is a keyword that, when Triggered, gives you 1 Relic (gold token).
If a player collects at least 10 Relics, they automatically win the game.
Notice this card's light-green text box, which identifies it as a Combo card.
When you Play a Combo card, you may Play another (after the previous one's effects resolve) for zero Actions.
Got another Combo card in your Hand after that?
You can add that to the chain for zero Actions as well.
So on and so forth!
Note that none of these Combo cards will enter their Discard Pile(s) until the effects of the final card in the chain finish resolving.
(art work coming soon)
When you Play this Event:
1st, you'll gain a point in the Attribute, Combat (you can't have more than 5).
2nd, you'll Explore.
Explore is a keyword that, when Triggered, gives you 1 Relic (gold token).
If a player collects at least 10 Relics, they automatically win the game.
3rd, you'll target a player (could be yourself), who will automatically Reload AT THE END OF THAT TURN (Psychic Knuckles WILL be in its Discard Pile at that time).
That player does NOT pay any Actions to Reload, as Psychic Knuckles's effect causes it to happen.
Notice this card's light-green text box, which identifies it as a Combo card.
When you Play a Combo card, you may Play another (after the previous one's effects resolve) for zero Actions.
Got another Combo card in your Hand after that?
You can add that to the chain for zero Actions as well.
So on and so forth!
Note that none of these Combo cards will enter their Discard Pile(s) until the effects of the final card in the chain finish resolving.
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