Tenko's for the player who likes to say, "Nah, dork. You're not doing that."
Honestly, Tenko's a control freak who took control freak-enhancing drugs before getting bitten by a radioactive control freak.
Raise your Attributes?
Tenko lowers them.
Play cards?
Tenko negates them.
Place Items on the Field?
Tenko Deactivates them.
Supports?
She steals them.
Hey, at least you have your deck to keep you warm at night, right?
Nope.
Tenko can draw from your deck, thanks to her ability.
Tenko's ability allows her, once per EVERY player's turn, to draw a card from an opponent's deck immediately after damaging that player's hit points.
You might say, "Martin, you sexy idiot! How could Tenko damage another player during any turn but her own?"
Well, as you'll eventually see on her list of cards, she has her ways.
Yeah, Tenko does mean stuff.
Right now, she's giving you a bad Yelp review and keying your Toyota.
Remember: when a card goes to a discard pile, it goes to its own.
If Tenko steals a card from Adiba, when that stolen card would enter a discard pile, it enters Adiba's.
The Kiko Clan considers its members "less than an object" until they've killed at least 1 family member in combat.
By age 10, Tenko fought and killed. Every. Single. Member of her family.
Afterwards, she applied to the Inari Clan.
When kitsunes grow stronger, they evolve new fox tails, while grant them higher-ranking versions of whichever skills they've already nurtured.
The most a kitsune can grow is 9 tails, which very few ever reach.
But Tenko found a way around this.
She learned a skill allowing her to eat another kitsune's throat and consequently grow a micro tail (which doesn't count towards her limit).
The micro tail offers her 10% of the eaten fox's power.
Tenko possesses a puzzle box.
While she's in combat, the box rotates its sides, searching for the right combination capable of hacking into that opponent's mind, before trapping them in their worst memory or fear.
Tenko can siphon away her opponent's magic (fox fire) and stamina through touch.
She can summon mechanical versions of herself (puppets) to fight her enemies while she teleports a safe distance away.
She can siphon her opponents even when her puppets touch them for her, weakening them while empowering herself.
Additionally, she can discharge from her hands beams of raw, magical energy called Fox Fire Blasts.
She can use these to inflict life-threatening injuries against her targets while pushing them far away and siphoning their health, stamina, and magic.
To further increase her capabilities, a necromancer named Doth gifted her with two powerful scorpion tails.
Blood-thirsty and sociopathic, Tenko is relentless in her pursuit of power.
Click the link below.
Play a Support from your hand at the cost of 1 action.
When you do, place the card face-up on your side of the field, above your character board.
This puts the card both "in play" and "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 your side of the field, Supports offer continuous effects to aid you.
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.
Like Items, Supports have an orange trigger box above their text box and next to the label that tells you the card's "type" (Event, Support, or Item).
While Baraka is on your side of the field, you may, at any point during the game, including as a response to another effect, sacrifice a Support you control on the field.
Yes, Baraka can sacrifice herself to trigger her own effect.
Then, target an opponent, lowering their hit points by the number of Stamina tokens that were on the sacrificed Support.
You may Activate Baraka's effect at any time, any number of times.
However, as a response to an opponent's effect, you could only activate Baraka once, allowing Baraka's damage take place BEFORE the effect to which you're responding
For example, if an opponent targeted you with lethal damage, you could use Baraka's effect, ONCE, in response to deal lethal damage first, which would negate the damage you would've taken (so long as you knock your attacker's hit points to zero at that time).
Okay, Baraka was a little complicated.
Here's something simple.
While Killswitch is on your side of the field, all your opponents' Items are deactivated.
They stay on the field, but their effects are basically removed for as long as Killswitch remains on your side of the field.
While Tsuchigumo is on your side of the field, you may, once during each of your turns, target a Support an opponent controls on the field & take control of it (moving it to your own side of the field).
Supports stolen this way remain under your control for as long as Tsuchigumo remains on your side of the field.
Spend 1 action to play an Event from your hand.
Do what the card says in the order it's written.
While an Event's effects resolve, that card does not exist anywhere.
It is considered, "in the aether," no longer in your hand, on the field, in a deck or discard pile, or on a hot date with your mom.
Only after its effects resolve, will a played Event enter its discard pile.
When you play this Event:
Deal damage equal to your Influence.
Afterwards, you may (there wasn't room to put "may" on there without making a mess of things, but it's "may") add a Support from your discard pile to your hand.
Spend 1 action to play an Item from your hand.
To do this, you'll need a number of points in Knowledge equal to or greater than the Item's level.
When you play an Item, place it face-up on your side of the field above your character board.
It's now considered "under Your control" and "in play."
While on your side of the field, Items offer continuous effects to aid you.
Unless an Item already in play says otherwise, you do not need to spend any actions to activate its effect(s).
Like Supports, Items have an orange trigger box above their text box and next to the label that tells you the card's "type" (Event, Support, or Item).
Discarding cards to get a few miles of awesome is what Tenko's Items are all about.
Thanks to her ability, she easily collects extra cards to toss away.
While Puzzle Box (a Level 3 Item) is on your side of the field, you can discard a Knowledge card to raise or lower a player's attribute by 1 Point.
Remember that attributes max at 5 points & cannot go below 1.
You may activate Puzzle Box at any point during the game, as many times as you see fit.
If an opponent tries to play an Item, you could respond by using Puzzle Box to lower their Knowledge so they couldn't play that card (the card would return to their hand, and they would not lose the action they would've spent playing that Item).
Remember that you can only respond once to an opponent's effect before it resolves.
While you Force Field (a Level 4 Item) is on your side of the field, you can discard an Influence card to negate an Event.
An negated card is technically played, but all its effects are ignored.
You can activate Force Field at any point during the game when an Event is played.
Remember, if a player attempts to play a card, and that card gets negated, the negated card goes to its discard pile, and the player who played it does not get back the action they spent trying to play that card.
Here's a powerful nuke for ya.
As long as this Level 5 Item is on your side of the field, you can discard a Combat card.
If you do, you'll target an opponent, who will lose 5 hit points.
You can activate Ring's effect at any point during the game, as many times as you see fit.
(art work and title coming soon)
Options are always nice.
When you play this Event, you may either:
Deal damage equal to your Knowledge, OR . . .
Steal 1 random card from 1 opponent's hand.
If Tenko can get some use out of the card she swipes (and given her Items, she should), she's going to quickly outpace her opponents by stealing and turning their cards against them.
When you play this Event, gain hit points equal to your Combat.
Remember: your hit points max at 20.
Afterwards, you may discard a card to draw a card from ANY deck.
You may not discard more than 1 card to draw extra cards.
When you play this card, you'll deal damage equal to your Combat.
No big deal there, right?
Except you may activate this card, without spending an action, at ANY point during the game, immediately after losing hit points for any reason.
Which also triggers her ability.
You don't have to target the same player who lowered your hit points.
When you play this Event, you'll lower 1 of your opponent's attributes by 1 point (they can't go below 1).
Afterwards, you'll gain a point in Combat.
Pro tip: never let Tenko know when your starting hand is a bunch of items she could easily prevent you from playing in a competitive, timely fashion.
When you play this Event, deal damage equal to your Combat.
Afterwards, lower an opponent's attributes by 1 point (they each can't go below 1).