The Death Watch

The Death Watch

Avg. Rating 5.0
1 Rating

4


Side Neutral
Rarity Uncommon
Version A
Type Resource

Expansion

Abbreviation

Card Number
50 / 75

Author/Publisher
Independent Development Committee
Publish Date
4/1/2011

Independent Development Committee

Card Text

Add 1 counter    Choose one of your units without the Death Watch subtype. That unit gains the Death Watch subtype, loses all other subtypes, and gets +10 speed, +2 power, -2 health, and Critical Hit 2 until end of game. You may play this effect once for each arena this turn.

Remove 5 counters    Choose one of your units with the Death Watch subtype. Until end of turn, that unit's damage can't be prevented. When the turn ends, put 1 damage counter on it.



Keywords

Critical Hit
Critical Hit X: A cumulative ability triggered during the pending damage POP that means, "If you rolled at least one natural six with this unit's attack dice, this unit does X more damage for this attack." Only one natural "6" counts in the attack roll after re-rolls. If a unit gets the Critical Hit ability after you roll attack dice, it's too late to affect the damage. Accuracy can't increase the die roll to a natural "6". However, you or your opponent may use an effect to re-roll dice to affect the number of natural sixes. (You only count the six, if any, from the roll used for the attack.) Critical Hit applies only to dice rolled for an attack, not to dice rolls for abilities like Retaliate.

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