Call: Difference between revisions
Jump to navigation
Jump to search
Werothegreat (talk | contribs) Created page with "To '''call''' is to put a Reserve card into play from your Tavern mat. Calling is not considered playing; for example, calling two {{Card|Guide|Guides}} at the start of y..." |
No edit summary |
||
Line 1: | Line 1: | ||
To '''call''' is to put a [[Reserve]] card into play from your Tavern mat. Calling is not considered playing; for example, calling two {{Card|Guide|Guides}} at the start of your turn will not activate your {{Card|Conspirator|Conspirators}}. However, called cards are considered to be ''in'' play, and will, for example, reduce the cost of {{Card|Peddler}}. | [[Call]]ing is a mechanic in the [[Adventures]] expansion. To '''call''' is to put a [[Reserve]] card into play from your Tavern mat. Calling is not considered playing; for example, calling two {{Card|Guide|Guides}} at the start of your turn will not activate your {{Card|Conspirator|Conspirators}}. However, called cards are considered to be ''in'' play, and will, for example, reduce the cost of {{Card|Peddler}}. | ||
{{stub}} | {{stub}} | ||
{{Navbox Adventures}} | |||
{{Navbox card categories}} | |||
{{Navbox Mechanics}} | {{Navbox Mechanics}} | ||
[[Category:Stub]] |
Revision as of 02:29, 14 April 2015
Calling is a mechanic in the Adventures expansion. To call is to put a Reserve card into play from your Tavern mat. Calling is not considered playing; for example, calling two Guides at the start of your turn will not activate your Conspirators. However, called cards are considered to be in play, and will, for example, reduce the cost of Peddler.
This article or section is a stub. Please help by expanding it |