1.6.3. Minion Cards
Minion cards are cards that your vampires and allies
(collectively referred to as "minions") play. Unless the card states
otherwise, a minion card is burned after a minion plays it.
If a Minion Card is played on a minion or another controlled card (e.g. a Master card), then the player who controls the minion or controlled card will control the Minion Card in play. If a Minion Card is put into play, then it is controlled by the Methuselah who played it.
Some allies have the ability to play certain cards "as a
vampire." In these cases, the ally is treated as a vampire for all
effects generated by the play of the card, including duration effects
(like "for the remainder of combat"). The ally's life represents his
blood (to pay costs, for example). Any blood he gains or loses as a
vampire equates to a gain or loss of life for the ally. For purposes of
that card, the ally has a capacity of 1 by default (for use if the card
requires an older vampire or a vampire of a given capacity). If the ally
gains life in excess of his capacity, it doesn't drain off since the ally does not technically have a capacity. and if the
effect inflicts aggravated damage on the ally, he burns life as normal.
Allies are not affected by phenomena such as sunlight and fire in the same way as vampires, so aggravated damage and normal damage burns life without any special consideration for the type of damage. However, if the effect would send the ally to torpor, then he is burned
instead. The ally is treated as a vampire only for the effect generated
from playing the card. In particular, the ally is not treated as a
vampire for effects the card has from being in play (like "the vampire
with this card" effects).
The general types of minion cards are as follows:
1.
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Action cards: A minion can play an action card to
take an action other than the default actions like "hunt". Only one
action card can be played for the action; action cards cannot be used to
modify other actions.
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2.
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Action modifier cards: The acting minion can play
these cards to modify his action. They can only be played once a minion has declared an action. Usually only the acting minion can play Action Modifier cards but there are commonly used exceptions. For example, some action modifiers
increase the acting minion's stealth or bleed amount or give him more
votes.
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3.
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Ally, equipment and retainer cards: These action
cards represent things that a minion can bring into play by taking an
action. It takes one action for each card. A minion cannot bring two
equipment cards into play in a single action, for example. Equipment and
retainer cards are played on the minion playing them (the acting
minion), while allies are put into play and
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4.
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Political cards: A political action card can be
played to call a referendum as an action, or it can be burned from your hand during a
referendum to gain
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5.
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Combat cards: These are played by minions when in combat (see Combat, sec. 6.4).
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6.
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Reaction cards: A ready untapped minion can play a
reaction card in response to an action taken by another Methuselah's
minion (an action taken by one of a Methuselah's minions cannot be
reacted to by any of her own minions).
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7.
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Reflex cards: A minion can play a reflex card to cancel a specified kind of card played against him as it is played.
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8. | Powers: These action cards are only playable by Imbued |
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