You know that annoying player in card games that negates your actions, steals your cards, & never lets you do anything?
Wait. You ARE that player? Then Tenko is the character for you, you obnoxious jerk!
Playing as Tenko will help rid you of friends while convincing your spouse to finally leave you.
Your opponent gains an Attribute point?
Steal it from them.
Your opponent draws a card?
Make them discard it.
Your opponent has cards on the field?
Deactivate them.
With Tenko, you'll enjoy opportunities to draw from your opponents' decks, adding their cards to your hand so you can destroy them with their own resources.
You can gain extra Attribute points while lowering your opponents' own.
You can cancel effects and wonder why no one invites you to their birthday parties anymore!
Best of all, only Tenko's deck offers Response Cards (purple text box).
These Event cards don't cost an Action to play, & you can play them at any point during the game, even another player's turn.
Response cards require you to discard 1 card to play them, & they each have a specific (though easy to meet) requirement stated within its text box.
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).
Here's a nasty way to end the game quickly.
While Baraka is on the field & under your control, you select a Support you control (could be Baraka) & the opponent of your choice loses Hit Points equal to the number of Stamina Tokens on that Support.
Afterwards, destroy that Support.
Since Baraka doesn't specify when or how often you can use this effect, you can use it whenever and as many times as you like.
If an opponent tries to destroy a Support you control, you could respond by "feeding" that Support to Baraka.
While that would allow said opponent an opportunity to target a different Support with the same effect, you could keep responding in the same way, eventually "feeding" Baraka to itself, leaving your opponent with no legal targets for their effect . . .which would then fizzle, likely costing them an Action.
Baraka is especially fun to use on Supports you steal from your opponents.
Since the sacrificed Support is destroyed after Baraka's damage is dealt, if that soon-to-be sacrificed Support has an effect automatically triggered by dealing damage (such as Sahmay from Adiba's deck), that effect would trigger before the Support is destroyed.
Since the very first thing that happens during each of your turns is that all your Supports each lose 1 Stamina Token, you couldn't "feed" a Support with only 1 Stamina at the start of your turn, as it would lose that Stamina and consequentially be destroyed before you got the chance.
However, you could always do so at the end of another player's turn, right before yours starts.
Imagine the look on your opponent's face.
They smugly load the field with an arsenal of ugly, game-winning Items.
They think they've won.
They're dead wrong.
Because while Killswitch is on the field & under your control, all your opponents' Items are deactivated, meaning they do nothing.
For what it's worth, they ARE still there, technically, & they will reactivate once Killswitch leaves the field, but depending on how many points you have in the Attribute, Influence (which dictates how many Stamina Tokens with which Killswitch will enter play) they might face a long, frustrating wait.
Here's a Support that partners beautifully with Baraka.
While Tsuchigumo is on the field under your control, you may, up to once during each of your turns, take control of 1 opponent's Support.
It stays under your control for as long as it remains on the field, even if Tsuchigumo leaves the field.
Of course, after it leaves the field, it returns to its owner's discard pile and their control, should they play it again.
Since the very first thing that happens on your turn is that all Supports under your control each lose 1 Stamina, & a Support without any Stamina Tokens is immedaitely destroyed, you cannot use Tsuchigumo's effect at the start of your turn while it has only 1 Stamina left to lose.
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)
This is a Response Card (purple text box).
Only Tenko's deck offers these nasty buggers.
These Event cards don't cost an Action to play, & you can play them at any point during the game, even another player's turn.
Response cards require you to discard 1 card to play them, & they each have a specific (though easy to meet) requirement stated within its text box.
In this case, you can only play Chain Creation in response to your opponent drawing a card. Something they will do often.
That opponent must now select 1 card in their hand & discard it.
Afterwards, they lose Hit Points equal to the number of points you have in the Attribute, Influence.
At fast glance, this might not seem like a great trade, & sometimes it won't be.
However, more often than not, losing 2 cards (Chain Creation plus the card you discard to play Chain Creation) is worth making your opponent discard 1, even when they get to choose the card they lose.
Since you can do this during their turn, Chain Creation has a habit of keeping you ahead temp-wise.
Also, dealing up to 5 points of damage isn't bad.
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 the effect(s) of an Item 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).
Basically, Items prove harder to play than Supports, but they can 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 this level 3 Item is on the field & under your control, you may, at any point during the game, any number of times, discard a Knowledge card from your hand to either raise or lower any player's Attribute (Influence, Knowledge, or Combat) by 1 point.
Note that Attributes cannot have fewer than 1 point or more than 5.
This is where Tenko's Ability, Siphon, which allows her to draw cards from her opponents' decks can get really fun.
While this level 4 Item is on the field & under your control, you may, whenever a player plays an Event, discard an Influence card to negate that Event.
If you do, that Event's effects fizzle, which of course means that Event goes to its discard pile & the player that attempted to play it spent an Action to accomplish nothing.
Once again, this makes Tenko's Ability, Siphon, which allows her to draw cards from her opponents' decks, lots of fun.
You cannot use Force Field to negate part of an Event. If you negate a card, ALL its effects are negated.
While this level 5 Item is on the field & under your control, you may, at any point during the game, any number of times, discard a Combat card to deal 4 points of damage to any 1 opponent's Hit Points.
Consider Tenko's Ability, Siphon, & you'll see just how out of control this can get.
Options are fun!
This event gives you a choice of 2 effects.
You can deal an amount of damage to an opponent's Hit Points equal to the number of points you have in the Attribute, Knowledge . . . or
You could instead steal 1 card randomly from an opponent's hand.
If you choose this 2nd option, thank them for both the card and the enraged look on their stupid face.
This is a Response Card (purple text box).
Only Tenko's deck offers these nasty buggers.
These Event cards don't cost an Action to play, & you can play them at any point during the game, even another player's turn.
Response cards require you to discard 1 card to play them, & they each have a specific (though easy to meet) requirement stated within its text box.
With a face not even a mother could love, Fist Face offers 2 punches to your opponent's own face.
You may play Fist Face as soon as an opponent plays a card.
Negate that card. As usual, the negated card fizzles, goes to its discard pile, & your opponent wasted their Action while rethinking their life.
Note that a card already on the field has already been played.
To negate a card, you must do so while it's being played, usually from a player's hand.
If a player uses the effect(s) of a card already on the field, such as a Support or Item, they are Acting it, not Playing it, so it's too late to negate that card at that point.
After you're done negating the card in question, you gain Hit Points equal to the number of points you have in the Attribute, Combat.
Note that a player cannot have more than 20 Hit Points.
If a player has 17 Hit Points & gains 5 more, they end up with only 20 Hit Points.
This is a Response Card (purple text box).
Only Tenko's deck offers these nasty buggers.
These Event cards don't cost an Action to play, & you can play them at any point during the game, even another player's turn.
Response cards require you to discard 1 card to play them, & they each have a specific (though easy to meet) requirement stated within its text box.
You may play Puppet Decoy AFTER you lose Hit Points for any reason.
If the amount of Hit Points you lose takes your total Hit Points to zero, you're out of the game and cannot respond.
When you play Puppet Decoy, the opponent of your choice will lose Hit Points equal to TWICE the number of points you have in the Attribute, Combat.
This is an absolute nuke of a card that will leave your opponent hesitant to attack you (though attack you someone must).
Can't quite make out that vein in your opponent's forehead?
La Forca Vital Robar can help with that.
(No, you didn't accidentally purchase a French copy of this game. That's the card's name. Read the novels, & you'll get it. Frankly, you don't read enough. Feed your mind, damn it!)
When you play this Event, you'll pick 1 opponent & lower 1 of their Attributes (Influence, Knowledge, or Combat) by 1 point (no one can have fewer than 1 point in an Attribute).
You pick the Attribute.
Afterwards, you'll gain 1 point in the Attribute Combat (no one can have more than 5 points in any 1 Attribute).
Can you use this card if you already have 5 points in Combat?
Yes, you just won't gain a 6th.
Same deal if your opponents each have only 1 point in each of their Attributes.
You can't lower any of those Attributes below 1 point, but you can still use La Forca Vital Robar to gain a point in Combat.
Now, if you have 5 points in Combat & your opponents each have only 1 point in each of their Attributes, then you could NOT play La Forca Vital Robar.
Of course why would you want to in such a case?
Also, it sounds like you're going to win anyways.
When you play this Event, you'll pick 1 opponent & they'll lose Hit Points equal to the number of points you have in the Attribute, Combat.
But wait! There's more!!!
Afterwards, you'll pick 1 opponent (could be the same one whose Hit Points you just attacked or a different player) & lower 1 of their Attributes (Influence, Knowledge, or Combat) by 1 point (no one can have fewer than 1 point in an Attribute).
You pick the Attribute.
If your opponents each have only 1 point in each of their Attributes, you can't lower any of them, but you can still use this card's 1st effect to deal damage.
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