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A Site is a Destructible Element Created and Attached to a Spot during play. There are four kinds of Sites:

Sites in a Vacant Spot without a Unit have no Effect. All Sites that Fill a Spot apply to the Unit that Occupies the same Spot. For simplicity, we call this Card the Occupying Unit.

Sites can never be TARGETS. Instead, the Spot the Site resides in is targeted, and then Sites are Selected.

TrapEdit

Trap N means to Create a Trap Site of the Effect Parameter in exactly N TARGET SPOTS. A Trap persists until it Triggers the Effect (whereupon it Destroys itself) or it is Razed.

The Effect Syntax is:

"Trap" by itself means:

Traps are Transient. Traps usually have no limit on their Total . Traps Trigger separately and their Effect does not Stack.

To Trip a Trap is to Trigger it:

Traps frequently do damage, or apply a modification to the Occupying Unit.

When a Trap has the Obstacle Property on it, it means to create an Obstacle Keep once Tripped.

CampEdit

(X) Camp N means to Create a Camp Site of the Property Parameter in exactly N TARGET SPOTS. Each Camp has a Countdown that counts closer to zero each time it is used (whereupon the Camp Destroys itself). Camp Sites may also be Razed.

The Effect Syntax is:

"Camp" by itself means:

Camps are Transient. Camps usually have no limit on their Total . Camps of similar Kinds Stack, and also add to any other Effect of the same Kind.

The most common Camps are numeric and modify Stat. So, for example, a +1 Offense Camps would add to the Offense of an Unit, enhancing their Attack .

Camps have a Countdown X which is positive or negative. Every time the Camp applies its Property, the countdown is moved one closer to zero. If it reaches zero, then the Camp is destroyed. So a -3 Offense Camp becomes a -2 Offense Camp, then -1 Offense Camp, and then disappears. Note this Countdown occurs on application, not by Turn. A Camp that does nothing in a Turn doesn't count down.

Properties without an X Parameter must supply one explicitly. So, for example, an Obstacle (+2) Camp would prevent a Unit from Occupying a Spot twice, then destroy itself. Obstacle (+2) Camp 3 would mean to create three such Camps.

KeepEdit

Keep N means to Create a Keep Site of the Property Parameter in exactly N TARGET SPOTS. A Keep persists until Razed.

The Effect Syntax is:

[ Property ] Keep N SPOT

"Token" by itself means:

[ Property ] Keep 1 SPOT

Keeps are Permanent. Keeps are Owned by the ME Unit that Created them, and have a limit on their Total . Keeps of the same Kind cannot coexist in the same Spot, regardless of SOURCE; the most recent Effect replaces the earlier Keep. Keeps of different Kinds Stack.

An Obstacle Keep Occupies a Spot, preventing a Unit from using it; the Obstacle Keep may be Razed like any other.

SyncEdit

Sync N means to Create a Sync Site of the Effect Parameter in exactly N TARGET SPOTS. A Sync persists until it is Razed.

The Effect Syntax is:

"Bind" by itself means

Syncs are Permanent. Syncs are Owned by the ME Unit that Created them, and always have a limit on their Total . Syncs of similar Kinds merge instead of Stack.

ME and the Occupying Unit are said to be Synced together. Two Units Synced together duplicate the Effect Parameter Once on each other. When one experiences the Effect, the other does also.

Multiple Units may be Synced; each one gets the Effect Once.

Multiple SOURCE may have similar overlapping Syncs, in which case the Syncs merge. No Unit in a Sync experiences any single Effect more than Once.

All Syncs a SOURCE Owns are Destroyed when the SOURCE Leaves a Spot (i.e. Moves to a Zone that's not the Base or Field).

Syncs with the Obstacle Property share the Raze Effect, and thus are all Destroyed simultaneously.

Life and HealthEdit

When a Site modifies Life or Health, it is applied during the New Life step of the Attack calculation, or any other time Life is modified.

When a Site modifies Health, the difference between Life and Health is maintained; this may also remove a Card from the Field.

NavigationEdit

Official Rules
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