Rule of Two

Rule of Two

Avg. Rating 9.0
2 Ratings

5


Side Dark
Rarity Uncommon
Version A
Type Resource
Points 2

Expansion

Abbreviation

Card Number
42 / 75

Author/Publisher
Independent Development Committee
Publish Date
9/1/2011

Independent Development Committee

Card Text

Add 1 counter    Choose a Sith unit in each arena. Each of those units get Critical Hit 1 and Fury 1 until end of turn.| Remove 5 Counters    Choose one of your Sith units and discard it. Each of your other Sith gets +X power until end of turn, where X is the printed power of the unit you discarded.



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.
Fury
Fury X: A cumulative ability triggered by the initial dice roll that means, "When you roll at least one natural four with this unit's attack dice before re-roll, roll X additional attack dice." Only the first natural "4" counts. A four rolled after re-roll doesn't matter. If your unit gets the Fury ability after you roll attack dice, it's too late to roll additional attack dice. Fury applies only to dice rolled for an attack, not to dice rolls for abilities like Retaliate. Accuracy can't increase the die roll to a natural "4."