Please check for quantity available prior to ordering at firstname.lastname@example.orgCategory:
You discover that you are on Holy Ground. May only be played if the Ruins Location is in play. Play in your Defense Phase. Discard Ruins. At the beginning of each player’s next Attack Phase, there is a 2 in 6 chance that his weapon breaks.
You move to higher ground than your opponent. Your opponent may not play Upper Attacks. You may not play Lower Attacks. If both players have Higher Ground in play, neither has any effect. Higher Ground is a Standing Defense
You leave the battle and escape to holy ground. You lose the duel but you do not lose your head.
You may only play this card during your Defense Phase. You avoid all Attacks not already successful this turn. All players must shuffle their Hands into their Endurance. All players must draw to replace their Hands. Your Defense Phase ends. You must skip your Attack Phase this turn.
Play in your Defense Phase after your opponent makes a Power Blow as you make a Power Block. There is a 1 in 6 chance your opponent’s weapon breaks. He is now Disarmed and cannot roll to regain his weapon.
No Special cards may be played while Honor Bound is in play. Remove Honor Bound from play when you take damage
If you are Disarmed you may use this Improvised Weapon to attack and block. This weapon allows you to block Power Blows with a zero-card Exertion. You may not make Head Shots.
This Attack does no damage. If this Attack is successful your opponent must take the top 3 cards from his Endurance and place them in his Discard Pile. You may play this Attack even if disarmed.
Your opponent must discard all Police cards from his hand.
Roll a die for each Situation in play. On a roll of 1, discard that Situation
EVENT Target player must discard 2 cards
Remove any Situation: Plot from play.