Close Quarters

Close Quarters

Avg. Rating 7.0
4 Ratings


Side Neutral
Rarity Common
Version A
Type Battle
Points 1

Expansion

Abbreviation

Card Number
75 / 110

Author/Publisher
Wizards of the Coast
Publish Date
10/1/2004

Wizards of the Coast

Card Text

Pay 3 Force    Choose either the Ground or Character arena. If you have at least 4 units in that arena, each of your units in that arena gets +2 power and Overkill until end of turn.


Usage Notes

Text erratum


Keywords

Overkill
Overkill: An isolated ability triggered during the pending damage POP that means, "When this unit attacks, you may divide hits in excess of the defending unit's remaining health between that unit and another unit in the same arena." The player who controls the attacking unit decides how many hits (if any) in excess of the defending unit's remaining health to reassign as damage to the second unit. (That player can't change their mind afterward.) A number of hits equal to the defending unit's health must be assigned to the defending unit, and the remainder may be assigned to the defending unit or another unit in the same arena. Overkill damage is caused by the ability, not the die roll. Shields, Parry, and Armor have no effect against it, but damage prevention not specifying dice works normally. Both units resolve damage in tandem.