Navigation

D. Power Phase

If you declared the Battle, you’re the attacking player. If your opponent declared the battle, you’re the defending player.

Look at the Fighters and Enhancements you have at the Location of the Battle.

If you have more than one Fighter there, pick one and set the others aside for this Battle. Once you’re familiar with these rules, read the full rules on using Teams to get the most out of having several Fighters at the same Location.

Power Points: Your Fighter has a pool of Power Points for each Battle equal to its Rank, plus any bonus Power Points from Enhancements attached to that Fighter. If your Fighter has any Damage Counters from previous Battles on it, each Damage Counter reduces its pool of Power Points by 1.

Card Powers: In the rules text for your Fighter and any attached Enhancement cards, you might find card Powers. Card Powers are rules that start with a name, followed by a Power Point cost in a black circle. To use those card Powers, you need to pay Power Points equal to the cost during this Phase. Powers on an Enhancement can be used by the Fighter with that Enhancement.

Some card Powers list a variable cost, shown by an X in a circle. Those Powers will also have a capital X in their rule text. When you pay Power Points to use that Power, treat the capital X as the number of Power Points you paid.

Powers that list a cost of 0 (zero) don’t cost any Power Points, but you can only use them once per Battle, and you have to declare that you are using them.

Declare: The attacking player declares what he’s spending Power Points on for the Battle first. Then the defending player declares his Power Point use.

Bowing: By the way, if a card’s rules tell you to bow a Fighter, just rotate that Fighter or mark it somehow so you know it’s been bowed. A bowed Fighter works just like normal, except that you treat its rules text box as blank, so it can’t use any of its card effects or Powers.

Power Draw: The other thing you do this Phase is to perform a Power Draw – draw the top card from your draw pile and place it face-up, upside-down on your Fighter. You’ll see two small numbers in the corners of the card, colored to match your Fighter’s Strike and Block Meters. One of those numbers will modify your Strike result, and the other will modify your Block result.

 





Boster Studios 2006