Post by UnCL0NED on Jan 25, 2012 6:32:49 GMT -5
Here is a list with all the abilities.
(Edit by Tuism)
Just as an addendum, here are some notes on each of the abilities to further explain them:
Feel free to ask if anything is still unclear
- Cunning: Not affected by Threat; can block any Agent; stops Fierce Damage
- Fierce: In a Conflict, score any Damage above Opponent Agent's Health, unless it has Cunning
- Official: Can only be blocked by an Agent with Official or Cunning
- Recover: When resting, the Agent regains its lost Power and Health
- Threat: When blocked, neutralize blocking Agent before Damage unless it has Threat or Cunning
- Safe: The next Damage or Neutralization is prevented
- Neutralize: Place a Memory from the board in the Archive
- Discard: Place a Memory from your Hand in the Archive
- Erase: Place a Memory in the Erase Bin
(Edit by Tuism)
Just as an addendum, here are some notes on each of the abilities to further explain them:
- SAFE now has an icon associated with it, next to the agent's power/health. Once SAFE is triggered, it goes away.
- MTG veterans watch out: This is not regenerate - it prevents damage and it goes away.
- SAFE does not prevent an agent from being erased.
- Cool trick: Play a Tactical Upheaval to swap an agent with SAFE's power/health, and a 0/4 agent becomes 4/4. 0/5 > 5/5, etc. Great trick with Dante.
- A SAFE agent will damage an agent with THREAT
1) SAFE
- MTG veterans watch out: A Fierce agent blocking can still score! It's like Trample but BETTER.
- Threat is currently a bit buggy when in conjunction with Magnetic Personality.
- In simple terms, a fierce agent scores it's power - its opposing agent's power in the region when he blocks or is blocked.
2) FIERCE
- This is like Flying in MTG. Think of Cunning as the Giant Spider ability.
- There is also an unblockable agent - he can't even be blocked by OFFICIAL agents.
3) OFFICIAL
- Remember it doesn't die to threat - so your Amerigo CAN block a Lanz and live.
4) CUNNING
- This ability triggers when an agent completes it's rest - so it'll still be in a lesser state for half a day after combat.
- Currently, when an agent receives RECOVER, his power/health is noted - and at the end of its rest it resets to that value. For example, if Cesare gets Sudden Exhaustion played on it to make it 0/5, when you play Magnetic Personality on it it becomes 3/8, and will recover to 0/5 - the value when he gained RECOVER.
- As above, when an agent gets more power THEN gets RECOVER, it will reset to the higher value.
- Recover doesn't help if your agent dies outright. So an Amerigo 0/5 blocking a Cesare 5/5 means Amerigo'll die.
5) RECOVER
- Threat kills any agents blocking the agent with THREAT unless they have CUNNING, SAFE, or THREAT themselves.. A 1/1 agent with THREAT blocked by a 5/5 will still kill the 5/5 and come out fresh as daisies.
- A SAFE, CUNNING or THREAT agent will still damage an agent with THREAT.
6) THREAT
Feel free to ask if anything is still unclear
