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Structurally, Adventures was conceived in part as a sequel to [[Seaside]], with its focus on card abilities that affect multiple turns: it reintroduces Duration cards; introduces Reserve cards, a variant on the Duration theme; and tracks long-term effects with a [[Tavern mat|mat]] and [[Adventures tokens|tokens]] as some Seaside cards do. Adventures also introduces cards with unusual combinations of [[type|types]] that could have been used before but never were; these include the first [[Treasure]]–[[Attack]], [[Attack]]–[[Duration]], and [[Duration]]–[[Reaction]] cards. Following somewhat in [[Dark Ages]]' footsteps, the set also introduced some cards that broke previous written and unwritten rules, including permanent Durations, non-Supply cards with non-zero costs, a Treasure that gives +Action, a card that can be played when it's not your turn, and a card that turns {{Cost}} into another resource. | Structurally, Adventures was conceived in part as a sequel to [[Seaside]], with its focus on card abilities that affect multiple turns: it reintroduces Duration cards; introduces Reserve cards, a variant on the Duration theme; and tracks long-term effects with a [[Tavern mat|mat]] and [[Adventures tokens|tokens]] as some Seaside cards do. Adventures also introduces cards with unusual combinations of [[type|types]] that could have been used before but never were; these include the first [[Treasure]]–[[Attack]], [[Attack]]–[[Duration]], and [[Duration]]–[[Reaction]] cards. Following somewhat in [[Dark Ages]]' footsteps, the set also introduced some cards that broke previous written and unwritten rules, including permanent Durations, non-Supply cards with non-zero costs, a Treasure that gives +Action, a card that can be played when it's not your turn, and a card that turns {{Cost}} into another resource. | ||
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=== Events === | === Events === |