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Purchase Cards
Topic Started: Jan 6 2009, 03:23 PM (41 Views)
Nemomon
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Purchase and Talisman Cards
The following rules detail the complete instructions for each individual Purchase and Talisman card in the game.
Armour
If as a result of combat, or ranged combat you have just lost a life you may roll one die with the following results: 1–3) no affect – lose a life as normal; 4–6) the Armour protected you – you do not lose a life.
Axe
Whilst the Axe is in your possession: 1) your combat strength is increased by 1 point for the duration of any combat in which you use it; 2) you may build a Raft in the Forest, or a Woods space.
Chainsword
Whilst the Chainsword is in your possession your combat strength is increased by 2 points for the duration of any combat in which you use it.
Combat Enviro–Suit
Whilst the Combat Enviro–Suit is in your possession: 1) you do not need to roll the die in the Rad Zone. However, if you do roll you must accept the outcome of the die roll; 2) you are unaffected by a roll of 1 in Death World; 3) you do not lose a life in a Desert space.
Doughnuts
The Bakers Doughnuts are special. You may eat one before the start of any combat. They will increase your combat strength by 1 point for the duration of that combat only.
Dragon’s Bones
Dragon’s Bones allow limited gifts of prophecy. By consulting the Bones, you are allowed to draw twice as many encounter cards as indicated by the space you have landed on and then discard half of these (your choice). The Dragon’s Bones are then exhausted (discard this card).
Full–Face Helm
If as a result of combat, or ranged combat you have just lost a life you may roll one die with the following results: 1–4) no affect – lose a life as normal; 5–6) the Helm protected you – you do not lose a life.
Great Axe
Whilst the Great Axe is in your possession: 1) your combat strength is increased by 2 points for the duration of any combat in which you use it; 2) you may build a Raft in the Forest, or a Woods space. You cannot use the Great Axe in conjunction with a Force Shield, Kite Shield, Magic Shield, or Shield.
Gyro–Compass
Whilst the Gyro–Compass is in your possession your craft is increased by 2 points when you are in the Mines. The Gyro–Compass may not be used in conjunction with another Gyro–Compass, Map, or the Archaeologist’s third special ability.
Helmet
If as a result of combat, or ranged combat you have just lost a life you may roll one die with the following results: 1–5) no affect – lose a life as normal; 6) the Helmet protected you – you do not lose a life.
Horse
The Horse allows you to add up to 3 to your die roll for movement. Followers are restricted to the space indicated by the die roll unless you have a Horse for them too. If you leave your followers behind by using
this extra movement on your next turn you can ride back to them without rolling the die, instead of making
a normal move. You can ride back to your followers during a Blizzard, but only if they are 1 space away.
Horse and Cart
The Horse and Cart can carry any number of objects on your behalf, and you may also add 1 to your die
roll for movement. If you lose the Horse and Cart you must immediately leave any surplus objects in the
space that you are in, unless you have other means of carrying them.
Jet Pack
Whilst the Jet Pack is in your possession you may add 1 to your die roll for movement.
Kite Shield
Whilst the Kite Shield is in your possession: 1) if as a result of combat you have just lost a life you may roll one die with the following results: 1–3) no affect – lose a life as normal; 6) the Shield protected you – you do not lose a life; 2) you cannot be harmed by a weapon in ranged combat.
Mining Laser
Whilst the Mining Laser is in your possession your strength is increased by 2 points when you are in the Crypt. The Mining Laser cannot be used in conjunction with another Mining Laser, or Shovel.
Mule
The Mule can carry up to 8 objects on your behalf. If you lose the Mule you must immediately leave any surplus objects in the space that you are in, unless you have other means of carrying them.
Plate Mail
If as a result of combat, or ranged combat you have just lost a life you may roll one die with the following results: 1–2) no affect – lose a life as normal; 3–6) the Plate Mail protected you – you do not lose a life.
Poweraxe
Whilst the Poweraxe is in your possession your combat strength is increased by 2 points for the duration of any combat in which you use it.
Psi–Helmet
Whilst the Psi–Helmet is in your possession your psychic combat craft is increased by 2 points for the duration of any psychic combat in which you use it. It cannot be used in conjunction with another Psi
–Helmet.
Raft
On your next turn you may use the Raft to cross the Storm River to a space directly opposite the one that you are in, instead of rolling the die for movement. You must do so immediately if you wish to. Whether you cross or not, the Raft must be discarded as it cannot be taken as an object and rots when left behind.
Shield
If as a result of combat, or ranged combat you have just lost a life you may roll one die with the following results: 1–3) no affect – lose a life as normal; 4–6) the Shield protected you – you do not lose a life.
Sword
Whilst the Sword is in your possession your combat strength is increased by 1 point for the duration of any combat in which you use it.
Talisman
Whilst you are in possession of the Talisman you may enter the Valley of Fire.
Two–Handed Sword
Whilst the Two–Handed Sword is in your possession your combat strength is increased by 2 points for the duration of any combat in which you use it. You may not use the Two–Handed Sword in conjunction with
a Force Shield, Kite Shield, Magic Shield, or Shield.
Warhorse
You may use the Warhorse to charge into combat. This allows you to add your starting craft to your strength for 1 round of combat only (if you have to fight a second round of combat against the Amazon, Band of Orks, Barbarian, Cyborg, Dragon King, Pack of Dogs, or Pit Fiends the Warhorse cannot be used). If you are defeated when charging into combat and you are forced to lose a life the Warhorse dies instead (discard). The Warhorse takes priority over the Golden Statue.
Water Bottle
Whilst the Water Bottle is in your possession you do not lose a life in a Desert Space.
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