Hi guys/gals,
When I come back from the UK Games Expo, I will share with you my versions of the mephisto characters cards.
As a precursor to this, mull over the following card texts.
Apprentice Mage
S2, C4, F3, G1, L4, City, Neutral.
You begin the game with one Spell.
During the game, you always have at least
one Spell. (Gain a Spell each time you cast
your last Spell.)
Whenever you cast a Spell (except for the
Command Spell), you must roll 1 die:
1) The Spell misfires and you lose 1 life
2) The Spell has no effect
3-6) The Spell functions normally
When you have at least 7 Craft, you do not
need to roll 1 die.
During your turn, you may discard one Spell
to gain one fate. You may only do this once
per turn.
Black Witch
S2, C4, F3, G1, L4, Forest, Evil.
You begin the game with one Spell.
During the game, you always have at least
one Spell. (Gain a Spell each time you cast
your last Spell.)
Whenever a Spell is cast on you (except for
the Command Spell), you must roll 1 die:
1-3) The Spell functions normally
4-5) The Spell is counterspelled
6) The Spell is turned back onto the
character who cast it
After rolling the die when you visit the
Witch, you may add 1 to the score.
Devils's Minion
S3, C2, F2, G1, L4, Graveyard, Evil.
When you attack another character, you may
choose to make the attack psychic combat.
You may not do this when you are attacked
by another character.
Your bedeviled body allows you to add your
Strength value to your Craft during psychic
combat.
Whenever the Devil, Mephistopheles, or the
Phantom are drawn, you may immediately
encounter them, even if they are drawn by
another character.
You may not use any Weapon or Armour
during psychic combat.
Exorcist
S2, C4, F4, G1, L4, Chapel, Good.
You begin the game with one Spell.
Instead of fighting a Spirit in psychic combat,
you may exorcise it. This allows you to move
it to any other space in the same Region not
already occupied by another character.
Whenever you defeat a Spirit, you may gain
one Spell, if your Craft allows.
After rolling the die when praying, you may
ignore the result and immediately roll the die
again. You must accept the result of your
second die roll.
You may not use any Armour during battle.
Genie
S3, C4, F2, G1, L4, Oasis, Neutral.
You begin the game with three Spells.
You may hold one more Spell than your
Craft allows.
You may take one Spell of your choice from
a character that you land on, if your Craft
allows.
You may combine all types of Strength and
Craft trophies (Animals, Dragons, Monsters,
Spirits, etc.), when you exchange them to
gain additional Strength or Craft counters.
You do not lose a life in the Desert.
Goblin Shaman
S2, C4, F4, G1, L4, Crags, Evil.
You begin the game with one Spell.
You may curse a character that you land
on. The cursed character must discard all
of his fate.
Whenever you defeat a Spirit, you may
either replenish 1 fate or heal 1 life.
Instead of attacking an Enemy card that
has the word "Goblin" or "Hobgoblin" in
its title, you may enslave it and keep it as
a Follower. Each enslaved Follower adds
1 to your Strength during battle.
You only need to exchange 5 points of
trophies to gain additional Strength or
Craft counters.
Illusionist
S2, C4, F2, G1, L4, Village, Good.
You begin the game with two Spells.
During the game, you always have at least
one Spell. (Gain a Spell each time you cast
your last Spell.)
Whenever you have more than one Spell,
you may keep a Spell card after casting it
and discard another one in its place.
Whenever you are about to engage in battle,
you may attempt to create an illusion. Roll
1 die. If you roll a 4, 5, or a 6, you project a
mirror image of yourself and you evade the
battle. Otherwise, fight the battle as normal.
Jester
S2, C4, F5, G1, L4, Castle, Good.
Whenever you land on the same space as
another character, you may somersault on
to the next space instead. You may not do
this in the Inner Region.
You may misdirect a character that you land
on. When the character next has a turn, he
takes his move as normal, except that you
decide which direction he moves in.
Whenever you visit the Castle, you may heal
up to your life value for free.
If you have the Jester as a Follower, instead
of your attack rolls being reduced by 1, they
are increased by 1 (to a maximum of 6).
Martyr
S3, C3, F3, G1, L4, Village, Good.
When you attack another character, you may
choose to make the attack psychic combat.
You may not do this when you are attacked
by another character.
Whenever you are defeated by a character
in battle, you may choose to sacrifice 1 life,
to prevent the character from taking a gold
or Object from you.
You are always good; ignore any effect that
changes your alignment.
Good characters may not attack you, except
on the Crown of Command space, where they
must attack you as normal.
Shape Shifter
S4, C2, F1, G1, L5, Tavern, Evil.
Whenever you are about to engage in battle,
you may choose to shift into the shape of
your opponent. This allows you to fight with
the same total Strength as your opponent, until
the end of the battle.
Whenever you defeat a character in battle, if
you choose to take one of his lives, add it to
your own.
You may build a Raft when you are in the
Woods or Forest without requiring an Axe.
You never become a Toad; ignore any effect
that turns you into a Toad.
There we go guys/gals, see what you think of them!
Ell.
Ps. Courtesan and Gambler to follow...
