Yinchorr Arena

Yinchorr Arena

Avg. Rating 5.0
1 Rating

2


Side Dark
Rarity Common
Version A
Type Location
Points 1


Expansion

Abbreviation
EE

Card Number
89 / 105

Author/Publisher
Independent Development Committee
Publish Date
12/1/2015

Independent Development Committee

Card Text

When the Ground battle step starts, you may choose one of your Bodyguards. If you do, roll a die. If you roll a 1 or 2, put 1 damage counter on the chosen Bodyguard. If you roll a 3 or 4, the chosen Bodyguard gets Accuracy 1 until end of turn. If you roll a 5 or 6, the chosen Bodyguard gets +1 power, Critical Hit 1, and "Attacks from this unit can't be disrupted." until end of turn.



Keywords

Accuracy
Accuracy X/-X: A cumulative, static ability that means, "Add X to each of this unit’s attack dice." and "Subtract X from each of this unit’s attack dice." respectively. Accuracy can’t alter "natural" rolls to affect Critical Hit, Fury, or Parry, but it can affect your chance against Armor. If a unit gets the Accuracy ability after you roll attack dice, it's too late to affect the hits.
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.