Cryptic Comet Solium Infernum Manual de Instruções Página 21

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Solium Infernum
21
. C C
Players may create Combat Cards to enhance their Legions and Places of Power’s combat attributes. e following rules
govern Combat Card creation and use:
e Wrath Discipline governs the creation and use of Combat Cards.
Wrath Level 1:Allows the increase of friendly, non-zero attributes. Allows one element per card.
Wrath Level 2: Allows the decrease of your enemy's attributes.
Wrath Level 3: Allows the increase of friendly Hit Points for the battle. Allows two elements per card.
Wrath Level 4: Allows bonuses against Deception Rituals.
Wrath Level 5: Allows the change of Combat Rules.
(Again, Appendix H carries this information.)
Combat Cards consist of individual elements that modify a Legions or Place of Power’s attributes, such as +3 to
Ranged or -(1d6 + 2) to the enemy’s Infernal stat.
Combat Cards can only add bonuses to combat attributes that are non-zero. at is, if a Legion has a Ranged
attribute of zero, no Combat Card may be attached to that Legion in order to give it a positive value.
e higher one’s Wrath level, the more elements that may be added.
Wrath Level 1: 1 element max.
Wrath Level 3: 2 elements max.
Wrath Level 5: 3 elements max.
Combat Cards cost resources (remember: Tributes) to be created.
Combat Cards cannot be viewed by opponents unless they perform the Infernal Eye Ritual.
Combat Cards are used only once; they are removed from their Legion or Place of Power after battle occurs.
Combat Cards that provide a resistance bonus against Deception continue to provide this bonus until its removal
after combat. In other words, when you target a Legion or Place of Power with a Deception Ritual, it does NOT
remove the Combat Card.
. E
Events are special cards (i.e., actions) that you may play during your turn. ese are generally wide-scale phenomena that
may affect every player, target specific players, or choose players at random.
Drawing And Keeping Event Cards
Remember that for each turn, one player is designated as Regent for the Infernal rone, and this title confers a bonus:
the Regent may draw Event Cards according to the power level of their Prophecy Discipline.
Prophecy Level 1-3: Draw 1 Event Card and keep 1 Event Card.
Prophecy Level 4-5: Draw 2 Event Cards and keep 1 Event Card.
Prophecy Level 6+: Draw 2 Event Cards and keep 2 Event Cards.
In addition there are Perks, Unholy Relics, and Places of Power that may grant extra Event Card draws and retention.
Note: If you start the next turn as Regent, and if you are either at your limit or will go over this limit during the next
draw, you will draw the appropriate amount of cards but be forced to choose which cards to keep. is process is handled
through a turn log message that you must click in order to complete your turn. You will not be able to play Event Cards
until you have made this choice.
Playing Event Cards
Event Cards have tremendous influence over the game’s flow. Some are free to play, others cost resources or Prestige.
Event Cards may affect all players, target a specific player, or target random players. ey are played through the
Ministerium Interface by selecting the Orders Tab and then the Play an Event choice. ey also require a designated
Order Slot for the event, so the effects of this card are not triggered until its corresponding Order Slot is processed (as
described above). Unless specified by the Event Card’s text, events never fail and are always executed.
e Event Deck: At the start of the game an event deck is created from a master list of all in-game events. If the
deck runs out then the cards are reshuffled, excluding Event Cards possessed by a player. It is therefore possible to
ensure that a specific Event Card is never played simply by holding on to it. e card will be effectively removed
from the game -- even if its possessor is defeated.
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