Start the game as Dr. Jekyll. At the start of your turn, you may transform into Dr. Jekyll or Mr. Hyde. While Mr. Hyde, after you maneuver, take 1 damage.
Updated
about 1 month ago · 1 min
Two sides of the same man - the schemingSchemeA scheme action: play a scheme (purple) card from your hand to resolve its non-combat effect. Dr. Jekyll and the force of nature Mr. Hyde. Who will be the author of your end?
Special abilitySpecial abilityThe unique rule printed on a hero's character card. It is always in effect unless the card says otherwise.
Start the game as Dr. Jekyll. At the start of your turn, you may transform into Dr. Jekyll or Mr. Hyde. While Mr. Hyde, afterAfter combatAn AFTER COMBAT effect resolves once damage from the combat has been dealt. you maneuverManeuverA maneuver action: draw a card and move one of your fighters up to its move value (you may do either or both)., take 1 damageDamageA successful attack deals damage equal to its value, reducing the target's health..
At a glance
Starting healthHealthA fighter's life total, tracked on a health dial. At zero health the fighter is defeated.: 16
Move valueMove valueThe number on a hero card showing the maximum spaces that fighter may maneuver in one turn.: 2
AttackAttackAn action that pits an attack value against a defense value to deal damage. Can be melee or ranged. type: MeleeMelee attackAn attack that may only target an adjacent fighter.
Golden rule: whenever this heroHeroYour primary fighter, with a character card, special ability and unique deck. If your hero is defeated, you lose.’s card text contradicts a general rule, the card wins.