hero cards archer

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Myth Board Game

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  • Arrow

    Yes

    Yes

    Yes

    Yes

    AmmoIf this card is in an Action Space during the Hero Deck Phase, immediately ready it. The limit of ready Ammo cards is listed on your equipped items (to a minimum of 1).

    Arrow

    Yes

    Yes

    Yes

    Yes

    AmmoIf this card is in an Action Space during the Hero Deck Phase, immediately ready it. The limit of ready Ammo cards is listed on your equipped items (to a minimum of 1).

    Arrow

    Yes

    Yes

    Yes

    Yes

    AmmoIf this card is in an Action Space during the Hero Deck Phase, immediately ready it. The limit of ready Ammo cards is listed on your equipped items (to a minimum of 1).

    Arrow

    Yes

    Yes

    Yes

    Yes

    AmmoIf this card is in an Action Space during the Hero Deck Phase, immediately ready it. The limit of ready Ammo cards is listed on your equipped items (to a minimum of 1).

    Arrow

    Yes

    Yes

    Yes

    Yes

    AmmoIf this card is in an Action Space during the Hero Deck Phase, immediately ready it. The limit of ready Ammo cards is listed on your equipped items (to a minimum of 1).

    Arrow

    Yes

    Yes

    Yes

    Yes

    AmmoIf this card is in an Action Space during the Hero Deck Phase, immediately ready it. The limit of ready Ammo cards is listed on your equipped items (to a minimum of 1).

    Damage: 1, Range: Weapon

    Through A Needles Eye

    Yes

    +1 a

    +2 a

    Attack, WeaponAttack 1 target within range. If using Ammo and targeting an Armored enemy, this attack gains -2TN.

    Arrow

    Yes

    Yes

    Yes

    Yes

    AmmoIf this card is in an Action Space during the Hero Deck Phase, immediately ready it. The limit of ready Ammo cards is listed on your equipped items (to a minimum of 1).

    To the Knee

    Range: Weapon

    Yes

    Attack, WeaponAttack 1 target within range. If the target hit is a Captain or a Minion, the target is Prone.

    2014 MegaCon Games, LLC. MegaCon Games, the MegaCon Games logo, Myth, and the Myth logo are trademarks or registered trademarks of their respective owner. All rights reserved.

  • Wayfarers Ruse

    Damage: 1, Range: Weapon

    Yes

    Counterattack, WeaponAfter resolving an enemy attack targeting you, attack 1 target within range. For this attack, Ammo cards in your Action Spaces are considered ready.

    Wayfarers Ruse

    Damage: 1, Range: Weapon

    Yes

    Counterattack, WeaponAfter resolving an enemy attack targeting you, attack 1 target within range. For this attack, Ammo cards in your Action Spaces are considered ready.

    Retrieve

    Yes

    Yes

    Yes

    Yes

    Search your discard pile, fi nd 1 Ammo card, and ready it.

    Retrieve

    Yes

    Yes

    Yes

    Yes

    Search your discard pile, fi nd 1 Ammo card, and ready it.

    Damage: 1, Range: Weapon

    Circumvent

    Yes

    Counterattack, Dodge, WeaponBefore resolving an enemy attack targeting you, attack that target. Then, move 2 squares and ignore the enemys attack. Not considered a Move.

    Damage: 1, Range: Weapon

    Orions Tears

    Yes

    +2 b

    +1 b

    Attack, RangedFor each ready Ammo card, you may attack 1 target within range.

    Damage: 3, Range: Weapon

    Kharons Payment

    +1 b

    +2 b

    +3 b

    Attack, Critical, RangedAttack 1 target within range.

    Damage: 1, Range: Weapon

    Orions Tears

    Yes

    +2 b

    +1 b

    Attack, RangedFor each ready Ammo card, you may attack 1 target within range.

    Range: Tile

    Fools Errand

    Yes

    Yes

    Yes

    Yes

    Choose 1 square within range, discard 1 ready Ammo card, and place the Fools Errand token in the chosen square. The chosen square has a Threat of 5. Then, reduce the Darkness Meter by 2.

    2014 MegaCon Games, LLC. MegaCon Games, the MegaCon Games logo, Myth, and the Myth logo are trademarks or registered trademarks of their respective owner. All rights reserved.

  • Damage: 1, Range: Weapon

    Tumble

    Yes

    Yes

    Yes

    Attack, WeaponMove up to 3 squares and attack 1 target within range. If the target is adjacent, this attack gains +1 damage. Not considered a Move.

    Damage: 1, Range: Weapon

    Gift of the Underworld

    1 RP

    2 RP

    3 RP

    Attack, Bleed, WeaponAttack 1 target within range. If using Ammo and the attack hits, the target gains a DoT. The DoT deals the target 1 damage during a number of Refresh Phases (RP) based on your movement.

    Now You See Me

    Yes

    DodgeIgnore 1 enemy attack targeting you.

    Now You See Me

    Yes

    DodgeIgnore 1 enemy attack targeting you.

    Sprint

    Yes

    MoveYou gain 3 additional MP.

    Vision Of The Mark

    Your next Attack Action that uses Ammo gains +1 a, +1 b, and +1 damage.

    Yes

    Yes

    Sprint

    Yes

    MoveYou gain 3 additional MP.

    Range: Tile

    Find Weakness

    Yes

    Yes

    Yes

    Yes

    Choose 1 target within range. Each Hero attacking that target gains +1

    a and +1 b to Attack Actions. In addition, each Hero within range gains -1TN to non-combat actions and Courage tests.

    Hustle

    MoveYou gain 2 additional MP.

    Yes

    2014 MegaCon Games, LLC. MegaCon Games, the MegaCon Games logo, Myth, and the Myth logo are trademarks or registered trademarks of their respective owner. All rights reserved.

  • Scavenge

    Yes

    Yes

    Yes

    Yes

    Search your discard pile, fi nd 2 Ammo cards, and ready them.

    Pincushion

    Yes

    DodgeChoose a Minion adjacent to you. All enemy ranged attacks targeting you during this Darkness Cycle affect the chosen Minion instead. After resolving all attacks, the Minion suffers all damage dealt.

    Pacify

    Yes

    Yes

    Yes

    Yes

    NatureReduce the Darkness Meter by 1.

    Line of Sight e Archer does not follow normal rules for determining line of sight. Enemies do not block line of sight for the Archer.

    Ammo e Archer relies heavily on Arrow cards for many of her Attack Actions. is is because, in order to utilize the bonus dice provided by an equipped Ranged weapon, the Archer must use Ammo for the attack. In addition, attacks that use Ammo usually gain additional eff ects as listed on the Hero card.

    An Ammo card must be ready in order to be used during an attack. When an Ammo card is readied, it is placed above the Archers Hero board. e number of Ammo cards an Archer may have ready at one time is limited by her equipped items. Regardless of items, the Archer may always have up to 1 Ammo card ready.

    Archer

    2014 MegaCon Games, LLC. MegaCon Games, the MegaCon Games logo, Myth, and the Myth logo are trademarks or registered trademarks of their respective owner. All rights reserved.