Difference between revisions of "JC"
(Created page with "{{Infobox |title = JC |image = http://overpower.ca/cards/specials/525.png |caption = '''Grunge's Martial Arts Training''' |label1 = Offensive |data1 = Yes |label2 = Defensive ...") |
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+ | == External Links == | ||
+ | [http://overpower.ca/tools/quickspecials.php?code=JC View all specials coded JC] | ||
[[Category:Special cards]] | [[Category:Special cards]] | ||
+ | {{Specials}} |
Latest revision as of 17:29, 9 June 2012
http://overpower.ca/cards/specials/525.png Grunge's Martial Arts Training | |
Offensive | Yes |
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Defensive | No |
Duration | Instant |
These cards act as a level # attack with the option to play an additional Special. The first attack may be blocked like a normal attack or may successfully hit the target Character. Even if the first attack is blocked, another attack is allowed but is not required. If the attack is negated (see AO Special), playing another Special is not allowed. When an additional Special is allowed, it must be from the Character who played the Special and it must be made with a Special card.
Meta Rules
Meta #1 Specials which state "may" make additional follow-ups do not require that the follow-up be made. Follow-ups can be made even if the initial attack is defended (unless it is negated).
Meta #2 Specials which allow follow-ups do not require the person making the attack to declare if the follow-up will be made or not UNLESS the Special grants a bonus depending on the number of follow-ups. In that case, the number of follow-ups to be made must be declared, but only after the initial attack is resolved.
Meta #4 Unless a Special says otherwise, follow-up attacks must be made from the same Character playing the Special.
Meta #9 Specials that allow a follow up can be played after another Special that allows a follow up. If a Special allows for teammates to make follow-up attacks, then any follow-up actions allowed by Specials played as a result of that are all lost. If the Special granting a follow up has been played following a non-Special card (like an Ally card) then the follow up attacks are not lost.
Meta #40 Played defensively, negates cause Specials played by the opponent to be defended. Any actions described by the Special that should not be performed upon its success (discarding cards, being unable to attack, follow-up attacks, etc.) should not be performed.
Meta #45 Special cards never fuse with MultiPower Power cards - even if the Special says that it "acts as a MultiPower Power card."
Meta #153 Specials which can make other cards (Specials, Power cards, etc.) usable allow you to keep those unusable cards in hand during the discard phase. The Special to make them usable must be available (e.g., Placed, in Hand, available through a specific draw - not through a random draw).
Meta #155 Cards which are placed to one Character cannot be used by another unless a Special explicitly says so. Being able to "use" any teammate's Special does not allow the Character to use a Special Placed to that teammate.
External Links
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