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Action: Pass: Reveal one random card from any opponent's hand or set. Overpass: Reveal all cards from any opponent's hand or set. Fail: Spy is destroyed. Any revealed cards are shown only to you. |
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Action: Pass: Destroy one random card from any opponent's hand or in play. Terrorist is destroyed. Overpass: Destroy up to two random cards from any opponent's hand, set, or in play. Fail: Spy is destroyed. |
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Action: Pass or Overpass: Take one random card from any opponent's hand, set, or in play. Fail: Spy is destroyed. |
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Action: Pass: Destroy one army in any territory. Overpass: Destroy 1d6 armies in any territory. Fail: Saboteur is destroyed. |
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Action: Until the start of your next turn, the target player may not attack you with armies. Action: Pass, Overpass: Take control of a territory owned by an opponent. All existing armies there are removed. Place 1d6 armies on that territory. |
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Action: Pass: Destroy 2d6 armies in the target territory. Overpass: Destroy all armies in the target territory. Even if you fail the check, the territory becomes contaminated. For the next 2d6 turns, 2 armies in that territory will be destroyed every turn, even if it changes owner. This damage comes at the start of your next turn. In all cases, Nuclear Weapon is destroyed upon use. |
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Action: Pass: Destroy 1d6 armies in the target territory. Overpass: Destroy 1d8 armies in the target territory. Even if you fail the check, the territory becomes contaminated. For the next 1d6 turns, 1 armies in that territory will be destroyed every turn, even if it changes owner. This damage comes at the start of your next turn. In all cases, Biological Weapon is destroyed upon use. |
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Whenever an opponent plays Biological Weapon on a territory you control, make a check. Pass, Overpass: The effect of Biological Weapon is neutralised. |
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Whenever an opponent plays Nuclear Weapon on a territory you control, make a check. Pass, Overpass: The effect of Nuclear Weapon is neutralised. |
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Whenever an opponent plays Spy, Terrorist, Thief or Saboteur, make a check. Pass: The effect of Spy, Terrorist, Thief or Saboteur is neutralised. Overpass: The effect of Spy, Terrorist, Thief or Saboteur is neutralised. Spy, Terrorist, Thief or Saboteur is destroyed. |
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For this turn, all armies in the target territory may move or attack twice. |
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Until the start of your next turn, no armies may be used on the target player. |
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You receive 1d6 armies. Place all of these on any territory you own. |
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You receive 2d6 armies. Place all of these onto any enemy territory and immediately resolve a battle. Support units may be used. |
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Action: This card has the strength of 2d6 armies. Resolve a battle between this card and any enemy territory. You may not use support units. At any time during this battle, you may call for a retreat. All of the survivng strength of Fighters is converted into armies. Place all of these armies on any territory you own and destroy Fighters. |
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All of your armies in the target territory receive +1 on their dice rolls. |
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For all attacks involving the target army, the target army rolls a d8 instead of a d6. |
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For all attacks made on the territory where the target army is in, the target army rolls a d8 instead of a d6. |
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