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actions can be spent at any time by one or more players, the Mafia s action (Power 6) with New Blood (+10 as long as they are all spent at the same time. bonus for a Violent Group) to add 16 Power to his attack, for a total of 24. The strength of the attack is 24 MOVING GROUPS 11, or 13. It looks bad for Gordo... During the Main Phase of your turn, you may change Gordo s owner has Political Correctness (all Liberal your Power Structure by moving your Groups. You may Groups get +3 Power) and Benefit Concert (+10 bonus move any Group you control to any open control arrow for a Liberal Group) in his hand. Unfortunately, neither on any Group in play. Any puppets of the Group being of them help they re too late to affect Gordo s Power moved, and their puppets, and so on, move with it, each at the moment of the Car Bomb attack, and neither one keeping the same position relative to its master. specifically mentions Instant Attacks or Assassinations. Moving a Group costs one Action token. This may be Fortunately, he also has a Hoax, which he uses to cancel from the Group being moved, or its former master, or its the Car Bomb. new master, or your Illuminati! It s your choice. Assassinations You may give a Group to another player, if both An Assassination allows an Instant Attack to Destroy a players agree, during the Main Phase of either player s Personality. turn. This also costs an action (from the Group, its old A Personality destroyed by an Assassination is killed, master, its new master, or either player s Illuminati). and may only be saved or returned to play by cards that Groups in your Power Structure may never overlap. If specifically say that they restore killed or assassinated moving a Group would cause some of its puppets (or Personalities. A normal Attack to Destroy can strip a their puppets, etc.) to overlap, any of them may be Personality of power and influence, but not kill it; a moved to different control arrows, as long as each keeps Personality destroyed by a normal attack can be returned the same master. Any Group that cannot be prevented to play the same way as any other destroyed Group. from overlapping is lost. It and its puppets go back to the Disasters hand of the player who controlled it before the move. A Disaster allows an attack (usually, but not always, GIFTS AND TRADES an Instant) to destroy a Place. Cards in your hand, including exposed Plots, may be Disasters can cause Devastation see below. Some traded or given away at any time, except immediately Disasters can completely destroy their targets, if the die after an attempt to look at or steal from your hand or in roll on the attack is good enough. the middle of a multiple-card draw. You may not give or The target of a Disaster always loses one Action token, trade cards to a participant in a Privileged Attack (p. 11). if it had any, as soon as the Disaster card is played. It Cards from your hand must go into the hand of the gets the Action token back if the Disaster is canceled player who gets them. (because the canceled Disaster never happened). You may not give away undrawn cards from your Devastation and Relief decks! When a target is Devastated, put a special marker on Cards in your Power Structure may be moved to it. Remove its Action token(s), if it has any left, and another player s Power Structure (see Moving Groups, those of its puppets, their puppets, and so on down the p. 12). line. These Groups cannot get Action tokens and do not You may give away a Resource if you haven t used it yet during the turn. The Resource is linked to the 12 recipient s Illuminati; he may relink it during the Main that trumps other types and can be speed-played. Be Phase of his turn. courteous. A trade is just an exchange of gifts. If two players The only time that speed of play matters is when cards agree to a trade, the deal is binding if they make the doing the same thing (or mutually exclusive things) are exchange immediately. A deal is not binding if it played at the same time for instance, if two players involves a promise of something in the future. both play Vultures to grab the same card. In that case, the first one played is the one that works. If they re really Example: If you say, If you give me the Boy Sprouts simultaneous, roll two dice. The high roll wins... and now, I ll give you a Plot card, and the other player gives Plots and special abilities that affect die rolls may be you the Boy Sprouts, you must give him a Plot. But if used! you say, If you give me the Boy Sprouts now, I ll give you a Plot card next turn, and he hands them over, you Note that saying you might play a card, or making a can break your promise next turn if you want! threat, is not the same as playing the card. For instance, if A plays an Instant Attack, it s too late for B to respond TIMING by boosting the Power of the target. But if A threatens to In general, cards take effect in the order they are play an Instant Attack, B may pre-emptively play a card played. Later cards modify earlier ones. that boosts the Power of the target. When in doubt, B For instance, it could happen that a player announces should ask Are you doing it, or just threatening? A can
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Dobre pomysły nie mają przeszłości, mają tylko przyszłość. Robert Mallet De minimis - o najmniejszych rzeczach. Dobroć jest ważniejsza niż mądrość, a uznanie tej prawdy to pierwszy krok do mądrości. Theodore Isaac Rubin Dobro to tylko to, co szlachetne, zło to tylko to, co haniebne. Dla człowieka nie tylko świat otaczający jest zagadką; jest on nią sam dla siebie. I z obu tajemnic bardziej dręczącą wydaje się ta druga. Antoni Kępiński (1918-1972)
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