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ANATOMY OF AN UPGRADE CARD
A. Name - The name of the card.
B. Cost - The number of coins necessary to purchase this card.
C. Type and Group - The type of card and group it belongs
to. Some effects only affect specic types and groups.
D. Attack dice - Only Attack cards feature these. This is the
number of Attack dice rolled by this attack, as well the type of
attack the card is able to make (Melee or Ranged ).
E. Special Effect - Any Special Effects that the card offers.
F. Code - Use this identifying code to easily log your cards in
the Campaign Sheet.
ATTACK CARDS
Attack cards allow a Hero to make an attack against an Enemy.
A Hero with no Attack cards in his inventory is generally in-
capable of executing an attack when activated. But if he has
multiple Attack cards, he can still only use one single card per
attack. However, since an Attack card is exhausted when it is
(by placing a Guild token on it), having multiple Attack cards
available to a single Hero gives him not only more options, but
also the ability to attack for multiple turns before needing to
Rest and unexhaust his cards.
All Attack cards are able to make either Melee or Ranged attacks,
as indicated by the icons for their listed attack dice. While some
Attack cards offer only a simple attack, many have some form of
special effect listed that enhances their attack. This effect is only
triggered when the card is used and the parameters stated in it are
met (with the exception of the Vile Trident, see page 20).
BOOST CARDS
Boost cards are companions to Attack cards. While they can
never be used on their own, they might be able to greatly im-
prove the power of an Attack card being used.
When a Hero is declaring his attack (before rolling the Attack
dice), he may choose to also use one or more Boost cards in his
possession. He exhausts the Attack card, and also exhausts any
Boost cards being used with it (place a Guild token on them).
The special effects offered by the Boost card are then added
to the attack being executed. Note that some Boost cards only
work with specic types of Attack cards, as described in their
text. As is the case with Attack cards, an exhausted Boost card
cannot be used again until it is unexhausted.
PERMANENT CARDS
Permanent cards work exactly like the Heroes' Natural Ability:
They give the Hero that possesses them a special ability that is
always in effect, according to the parameters of the card's text.
Permanent cards are never exhausted, so their ability is always
at the disposal of the Hero who has it in his inventory. If a Hero
decides to use a Permanent card's effect on an attack, he must
declare it before rolling any dice.
SPECIAL EFFECTS
Upgrade cards offer a multitude of new resources to the Hero
who possesses them. Here are some of them:
EXTRA DEFENSE
Cards with this Extra Defense icon grant the Hero
who owns them the number of extra Defense dice
listed. Whenever the Hero needs to make a Defense
roll, add together his basic Defense and all the Extra
Defense his cards might grant him. Extra Defense is always added
to the Hero's Defense, even if the card that offers it is exhausted.
EXTRA LIFE
Cards with this Extra Life icon grant the Hero who
owns them the ability to sustain more Wounds
before being killed. Add together the Hero's basic
Life and any Extra Life his cards might grant him. It
doesn't matter whether the card is exhausted or not. This is his
total Life, the number of Wounds necessary to kill him.
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Rulebook • Inferno
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