Block
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− | ''(This article describes the use of 'Block' as a card instruction, for Block as class (color) of card see [[:Category: | + | ''(This article describes the use of 'Block' as a card instruction, for Block as class (color) of card see [[:Category:Block Card]].) '' |
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<onlyinclude>*In-Game Text | <onlyinclude>*In-Game Text | ||
− | :<span class="keywordtt">Block any: "When an enemy plays a card | + | :<span class="keywordtt">Block any: "When an enemy plays a card affecting you, cancel that card. </span>" |
− | :<span class="keywordtt">Block Magic: "When an enemy plays a Magic card | + | :<span class="keywordtt">Block Magic: "When an enemy plays a Magic card affecting you, cancel that card. </span>" |
− | :<span class="keywordtt">Block Melee: "When an enemy plays a Melee card | + | :<span class="keywordtt">Block Melee: "When an enemy plays a Melee card affecting you, cancel that card. </span>" |
− | :<span class="keywordtt">Block Projectile: "When an enemy plays a Projectile card | + | :<span class="keywordtt">Block Projectile: "When an enemy plays a Projectile card affecting you, cancel that card. </span>" |
</onlyinclude> | </onlyinclude> |
Latest revision as of 21:23, 15 October 2013
(This article describes the use of 'Block' as a card instruction, for Block as class (color) of card see Category:Block Card.)
- In-Game Text
- Block any: "When an enemy plays a card affecting you, cancel that card. "
- Block Magic: "When an enemy plays a Magic card affecting you, cancel that card. "
- Block Melee: "When an enemy plays a Melee card affecting you, cancel that card. "
- Block Projectile: "When an enemy plays a Projectile card affecting you, cancel that card. "
[edit] Game Effect
- When a character is the target of an enemy card that they can see, cancel the effect of that card on this character and discard that card.
Block works as a reaction that triggers when two conditions are met: (1) a character is the target of a card played by an enemy character, and (2) the enemy playing such a card is in the forward line of sight of its target character. The four sub-classes of Block describe various types of attack in the game. It is not necessary that the card being blocked do damage or otherwise be an attack in the normal sense, only that it is controlled by an enemy. Nearly all Blocks roll for Chance before taking effect. If successful, it completely nullifies the card that triggers it, canceling all effects and attachments before they reach the targeted character. When a character holds more than one Block card, they activate in sequence from newest to oldest (left to right) until one is successful or all have failed.
In the case of cards with multiple targets, each target defends itself individually. Successful blocks do not cancel card effects for other characters.
Blocks do not protect against placing terrain attachments: targeting terrain is treated separately from targeting a character even when the character is standing on the affected tile.
Blocks do not protect against cards that are already attached to a character or terrain, only to newly played cards.
[edit] Minions and Blocks
Each Block triggers only once per actively played card, a rule that makes little difference to individual characters but does affect minion groups of monsters. The first minion targeted by an attack (as determined by the game engine) can use any Block cards in its hand until it succeeds or runs through them all. Other targets who share the same hand can only use Blocks, if any, that have not yet triggered on the current play.
[edit] General Strategy
- Block cards allow you to nullify enemy cards, a powerful ability. But to use them well you must keep in mind the line of sight limitation. Blocks only protect against attacks in front of your character, so try to keep your characters facing your most dangerous enemies. You can mouse over every figure on the board to check its line of sight. Blocks will trigger for incoming cards from the brighter green area but NOT the darker green. You may be able to minimize the dark green area by placing a character next to a wall or similar obstruction. You can change your character's facing with Movement cards or by using any card that turns you toward your target.
- If you know what type of attacks your enemy favors, equip Block sub-classes that are appropriate to the situation. Between Blocks that protect against the same threat, those with a higher Chance percentage are generally more valuable than those less likely to succeed.
- Many Blocks have special instructions that modify the basic rules discussed above. Read them carefully to understand their trigger conditions.
[edit] Against opponents who use Blocks:
- Try to attack from behind, where blocks will never trigger. Check your enemies' line of sight if you're not sure about facing. When attacking from behind, lead with your most powerful card or combination, before it turns to face you.
- A character's facing changes when it turns toward the latest attack. By placing your characters on opposite sides of an enemy, you may keep it spinning in place and constantly exposing the vulnerable backside.
- If you cannot get behind an enemy, use your lesser cards to trigger a block, forcing the enemy to spend it and discard it. Cards with multiple targets can take out multiple blocks in one turn.
- Again, read the cards to understand their triggers. You may have cards that will not be blocked at all. Remember that blocks do not work against terrain attachments. And some cards have special instructions that take effect "immediately," before a block can trigger. (See also: Hard to Block)
- Just like any card that uses Chance, sometimes you can simply attack in hope of seeing the enemy fail its die roll. The better the percentage for the enemy, the worse it is for you. This is multiplied when the enemy holds more than one Block: the more of them, the less likely all will fail. Save your better cards for when the odds are most in your favor.