Keywords

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(First batch of changes to new detail pages: Armor, Attach, Block, Burning, Burst, Cantrip, Chance, Cone, Encumber)
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{{KeywordsTOC}}
 
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<div id="Armor"></div>
 
<div id="Armor"></div>
 
===Armor ''X''===
 
===Armor ''X''===
:''This paragraph describes the use of 'Armor' as a keyword, for other uses see [[Card Colors#Grey Cards|Armor Cards]].''
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{{:Armor}} ''[[Armor|(more info)'']]
Armor is a [[Reaction|reaction effect]] that prevents or reduces {{K|Damage|damage}} done to a character's [[health]]. The number ''X'' is the amount of damage against which the card protects. If another card would do less or equal damage than the Armor rating, then that damage is reduced to zero. If another card would do greater damage than the Armor rating, then that damage is reduced by the same amount as the rating. When a character holds multiple cards with this instruction, they activate in sequence from newest to oldest (left to right) until all damage is mitigated or all armor cards are used. Many cards with the Armor keyword also roll for {{K|Chance}} before taking effect, and some may have special rules that only protect against certain [[Card Types#Damage Types|types]] of damage. Some damaging cards may have rules ({{Keywords|Penetrating}}) that allow them to ignore Armor.
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===Attach===
 
===Attach===
Attach is an instruction to create a lasting effect that repeats over a period of time. Cards that attach to a target character appear as miniature cards displayed at the base of the figurine. Cards that attach to the terrain appear as an overlay on top of the regular square. Both kinds of attachment can be zoomed to see the card instructions.
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{{:Attachment}} ''[[Attachment|(more info)'']]
 
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Every attachment has a {{K|Duration}} measured in rounds. While attached, the card activates as a [[Reaction|reaction]] whenever the conditions described in the reaction instructions occur.  This is generally either when a certain [[Card Colors|color]] or [[Card Types|type]] of card is played, or at the start of each new round of play.
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<div id="Block any"></div><div id="Block Melee"></div><div id="Block Projectile"></div><div id="Block Magic"></div>
 
<div id="Block any"></div><div id="Block Melee"></div><div id="Block Projectile"></div><div id="Block Magic"></div>
 
===Block===
 
===Block===
:''This paragraph describes the use of 'Block' as a keyword, for other uses, see [[Card Colors#Green Cards|Block Cards]]
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{{:Block}} ''[[Block|(more info)'']]
Block is a [[Reaction|reaction effect]] that prevents another card from taking effect. Many cards with the Block keyword also roll for {{K|Chance}} before the Block succeeds. When a card is Blocked, the triggering card is completely nullified and both cards discarded; in the case of a card affecting multiple targets, Block protects only the character holding it (while other characters may have their own reactions). When a character holds multiple cards with this instruction they activate in sequence from newest to oldest (left to right) until the triggering card is successfully  blocked or there are no more Blocks to try. Characters may only use Block to nullify cards played by characters in front of their current [[facing]]. Block can never stop a card played by an ally.
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=====Types of Blocks=====
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*'''Block any''' protects against all types and colors of cards.
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*'''Block Magic''' protects specifically against cards that use the [[Card Types#Attack Types|Magic Attack type]] (even if they don't do damage).
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*'''Block Melee''' protects specifically against cards that use the [[Card Types#Attack Types|Melee Attack type]].
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*'''Block Projectile''' protects specifically against cards that use the [[Card Types#Attack Types|Projectile Attack type]].
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<div id="Burst"></div>
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<div id="Burning"></div>
===Burst ''X''===
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===Burning ''X''===
Burst describes a card that copies its effect to all squares in a given radius around the target location; the number ''X'' describes the distance that the Burst may reach. Burst is counted outward from the ''target square'' in all directions to any square within the given distance that has [[Line of Sight|line of sight]] with the target square. The area of effect is shown with a yellow overlay on the game board at the time a Burst card is played. The Burst can include the square of the character that plays the card. Additionally it may include squares not in sight of the character who uses the card, or squares beyond the listed {{K|Range|range}} of the card. This means a Burst card may reach squares a character could not normally target.
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{{:Burning}} ''[[Burning|(more info)'']]
 
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Within the area of effect, the card's instructions are performed on each square and/or character as if a number of identical copies were all played at once.
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<div id="Burning"></div>
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<div id="Burst"></div>
===Burning ''X''===
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===Burst ''X''===
Burning describes a damaging effect that {{K|Attach|attaches}} to a character and activates at the start of each round for the {{K|Duration|duration}} of the attachment. The number ''X'' is the amount of {{T|Fire}} type damage performed by the card. Burning cannot be {{K|Block|blocked}} after it is attached but may be reduced by {{K|Armor|armor}}.
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{{:Burst}} ''[[Burst|(more info)'']]
 
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===Cantrip===
 
===Cantrip===
Cantrip is an instruction that the player using this card may immediately take another turn; the opponent has no chance to play.
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{{:Cantrip}} ''[[Cantrip|(more info)'']]
 
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===Chance===
 
===Chance===
Chance is rarely written out as a keyword, but it appears on many cards as an icon that looks like a die. The number of pips (spots) displayed on the icon shows what number, or greater, must be rolled on a six-sided die before that card's effects will activate. If the Chance roll fails, the card is marked as [[Revealed|revealed]] but NOT discarded. Chance is often found on [[Card Colors#Grey Cards|Block cards]], [[Card Colors#Green Cards|Armor cards]], and other [[Reaction|reactions]]. Some card instructions modify the die roll, changing the number rolled upward or downward in order to alter the probability of success.
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{{:Chance}} ''[[Chance|(more info)'']]
:{|
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!Chance # !! &ensp; &frasl; !! align="left" | &ensp; Unmodified probability of success
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|-
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| align="center" | 1+ || || &ensp; 6/6, or every time
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|-
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| align="center" | 2+ || || &ensp; 5/6, or around 83%
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|-
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| align="center" | 3+ || || &ensp; 4/6, or not quite 67%
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|-
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| align="center" | 4+ || || &ensp; 3/6, or exactly 50%
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|-
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| align="center" | 5+ || || &ensp; 2/6, or slightly over 33%
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|-
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| align="center" | 6+ || || &ensp; 1/6, or a little less than 17%
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|}
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===Cone===
 
===Cone===
Cone describes an area of effect that becomes progressively wider with distance from the character who uses it. When a character plays this card, he or she may {{K|Pivot|pivot}} to choose the direction of the cone. The {{K|Range}} number defines how far the cone will reach, with an area that is three tiles wide in the first row, five tiles wide in the second row, and so forth. However, [[Blocked terrain]] stops the cone, so only squares within the character's [[Line of Sight|line of sight]] may be targeted.
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{{:Cone}} ''[[Cone|(more info)'']]
 
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Within the area of effect, the card's instructions are performed on each square and/or character as if a number of identical copies were all played at once.
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===Duration===
 
===Duration===
Duration describes how many rounds a card effect remains in play as an {{K|Attach|Attachment}}, unless interrupted or removed by another card. At the start of each round, before drawing any new cards, each attached card in play is checked for a beginning-of-round effect (activating the card if it does) and its time remaining is reduced by 1. When the time remaining counter reaches zero, the attachment expires and the card is discarded.
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Every attachment has a duration measured in rounds that it remains in play. The current duration appears as a number inside a small circle in the upper right corner when zoomed in to an attached card. During the start of the round before players draw new cards, this number is reduced by one to reflect the age of the attachment; when the counter is reduced to zero the attachment is removed from the field of play and discarded. ''(See [[Attachment]] for more info.)''
 
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<div id="Encumber"></div>
 
<div id="Encumber"></div>
 
===Encumber ''X''===
 
===Encumber ''X''===
Encumber is a [[Reaction|reaction]] that activates when a character holding an Encumber card or who has an Encumber {{K|Attach|attached}} plays a [[Card Colors#Blue Cards|Movement card]]. The effect is to reduce the total length of the move by the number ''X'', to a minimum move of zero. More than one Encumber can activate on a single move, resulting in multiple deductions. 
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{{:Encumber}} ''[[Encumber|(more info)'']]
 
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Revision as of 17:06, 25 March 2013


Keywords Table of Contents
Armor X · Attach · Block · Burst X · Burning X · Cantrip · Chance · Cone · Damage · Duration · Encumber X · Fly · Form · Free Action · Free Card · Free Draw · Free Move · Frenzy X · Halt · Hard to Block X · Heal X · Immediately · Immune · Immunity · Keep · Keep Unless X · Linear · Linear Cardinal · Linear Diagonal · Major Erratic Damage · Mandatory Action · May Self Target · Melee Frenzy X · Minor Erratic Damage · Move X · Penetrating · Pivot · Poison X · Push X · Range X · Saving Roll · Single Use · Slide X · Slide Back X · Stealthy · Step X · Stop · Stun · Teleport · Trait · Unblockable · Unbuffable


Keywords give the player information about a card's properties or effects in compact form. They are used most often for game mechanics and rules that come into play repeatedly on many cards, like Keep or Heal. Because using a keyword is shorter than writing out the whole explanation, more text can be written on a card. Players are expected to learn and recognize these words, but for many Blue Manchu also provides a helpful tooltip on mouseover.


Armor X

  • In-Game Text: "Triggers on damage and prevents <x> points of that damage."

Armor works as a reaction that triggers after the game has determined that a character will take damage but before the total is calculated. The number following the "Armor" keyword is the amount of damage against which the card protects. If the triggering card would do damage less than or equal to the Armor rating, then that damage is reduced to zero. If the triggering card would do greater damage than the Armor rating, then that damage is reduced by the same amount as the rating. When a character holds multiple cards with this instruction, they activate in sequence from newest to oldest (left to right) until all damage is mitigated or all armor cards are used. (more info)



Attach

  • In-Game Text: N/A

Attach is an instruction to create a game effect that repeats over a set period of time. Cards that attach to a target character appear as miniature cards displayed at the base of the figurine. Cards that attach to the terrain appear as an overlay on top of the basic tile. Both kinds of attachment can be zoomed to see the card instructions. While attached, the card triggers a reaction whenever the conditions described in its instructions occur. Common conditions include when a certain color or type of card is played, or at the start of each round of play. Any sort of game effect can be part of attachment instructions.

Every attachment has a Duration measured in rounds that it remains in play. The current duration appears as a number inside a small circle in the upper right corner when zoomed in to an attached card. During the start of the round before players draw new cards, this number is reduced by one to reflect the age of the attachment; when the counter is reduced to zero the attachment is removed from the field of play and discarded. (more info)



Block

  • 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. "

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. (more info)



Burning X

  • In-Game Text: "Attach to target. At the start of each turn, target takes <x> points of Fire damage."
(As of this writing, the in-game text is incorrect. It should read "At the start of each round...")

Burning works by attaching to a target character. At the start of each round before drawing new cards, the attachment triggers and causes Fire damage to that character in the amount given. See the Attachment page for general information on that mechanic. (more info)



Burst X

  • In-Game Text: "Affects all characters with <x> of the target square."

Burst creates an area of effect counted outward from the target square in all directions to any square within the given distance X that has line of sight with the target square. The area of effect is shown with a yellow overlay on the game board at the time a Burst card is played. Within the area of effect, the card's instructions are performed on every character and/or tile as if a number of identical copies were played to each one individually. The exact order in which the copies take effect is determined by the game engine; effects that target characters are processed before effects that target terrain if both are present on the same card. (more info)



Cantrip

  • In-Game Text: "Take another turn after playing this card."

Cantrip changes the ordinary passage of turns. Instead of switching to the opponent after a card is finished, the player who uses a Cantrip gets a new turn and may play any available card or pass. (more info)



Chance

  • In-Game Text: N/A

Chance appears as an icon that looks like a die in the left-hand icon box of reaction cards. The number of pips (spots) displayed on the icon shows what number, or greater, must be rolled on a six-sided die before that card's effects will activate. If the Chance roll fails, the card is marked as revealed and returned to the player's hand. If the Chance roll succeeds, all effects in the associated instructions take effect. In the case that cards have two sets of instructions, Chance must be specified for both; any set of instructions without a Chance icon always takes effect.

Chance #   ⁄   Probability of success
1+   6/6, or 100%
2+   5/6, or 83.33%
3+   4/6, or 66.67%
4+   3/6, or 50%
5+   2/6, or 33.33%
6+   1/6, or 16.67%

Some cards have instructions that modify the die roll, moving the number originally rolled up or down in order to change a card's rate of success. The die roll can never drop below 1 or exceed 6. (more info)



Cone

  • In-Game Text: "Affects all characters or squares in forward arc."

Cone has an area of effect that starts from, but does NOT include, the square on which a character stands. On playing a cone card, the character may choose one of the four cardinal directions for the target area. The range of the card defines how far the cone will reach, with an area that is three tiles wide in the first row, five tiles wide in the second row, and so forth. However, Blocked terrain stops the cone, so only squares within the character's line of sight may be targeted. Within the area of effect, the card's instructions are performed on every character and/or tile as if a number of identical copies were played to each one individually. The exact order in which the copies take effect is determined by the game engine; effects that target characters are processed before effects that target terrain if both are present on the same card. (more info)



Damage

Damage reduces the health points of one or more characters by a given number. It is not unusual for reaction cards to increase or decrease the amount of damage after the initial card is played. Damage may be listed in an Icon Box, or be included in a card's instructions either expressly or as part of another keyword. There are many types of damage, and every card that does damage should have a Damage Type listed in the Information Bar, card instructions, or as part of another keyword (for example, Burning always does Fire damage).



Duration

Every attachment has a duration measured in rounds that it remains in play. The current duration appears as a number inside a small circle in the upper right corner when zoomed in to an attached card. During the start of the round before players draw new cards, this number is reduced by one to reflect the age of the attachment; when the counter is reduced to zero the attachment is removed from the field of play and discarded. (See Attachment for more info.)



Encumber X

  • In-Game Text: "Whenever you move, subtract <x> move points from that move."

Encumber works as a reaction that activates when a character holding an encumber card or who has an encumber attached plays a Movement card. The effect is to reduce the total length of the move by the given number, to a minimum move of zero. More than one Encumber can activate on a single move, resulting in multiple deductions. (more info)



Fly

Fly describes a type of movement that travels without contacting the ground. Flying allows a character to ignore any terrain costs, zone of control, or stops, and to move over occupied squares. Blocking terrain blocks movement according the the usual rules, however mere impassable terrain does not (see Movement). The destination cannot be impassable or occupied by another character.



Free Move

When using a card with the Free Move property, a character may ignore terrain costs and stops. The character making this move must go around impassable terrain and occupied squares. (See Movement for a complete description of movement rules).



Frenzy X

Frenzy is an instruction that this card attaches to a character, and while attached Frenzy adds X amount of damage to any Melee type card a character uses if that card already does some damage. The card remains attached until its duration expires (implied Keep).



Halt

Halt is an instruction that this card attaches to a character and for its duration prevents a character from playing Movement cards.



Hard to Block X

Hard to Block affects Chance by subtracting the number X from the number rolled, making it less likely that damaging cards can be counteracted with Block Cards. This property does not change die rolls for any other type or color of card.



Heal X

Heal describes a card effect that adds a number, X, to the existing health of one or more characters; the total health of a character may not increase beyond its value at the start of battle.



Jump Back X

Jump Back is an instruction that the affected character moves X number of squares directly backward, that is, in the opposite direction of its current facing; facing does not change because of this movement. Impassable or occupied squares will block this movement.



Keep

Keep describes a special circumstance in which a card returns to a character's hand instead of being discarded after playing it; Keep also allows attached cards to remain attached after reacting during play. If a card has more than one set of instructions, Keep must be specified separately for each use. (If one instruction box includes Keep but the other does not, the card is Kept only when used for those instructions.) Keep does not prevent the card from being discarded during a forced discard or at the end of a round.



Linear

When a Linear card is played, draw an imaginary line between the center of the character's square and the center of the target square: the area of effect will include every square that line crosses except the originating character's square. Note that, although a character must have line of sight to see the target, it is not necessary to see all the intervening squares; so, this card may be able to target squares ordinarily unavailable for targeting. The area of effect is shown by a yellow overlay when the card is played.

Within the area of effect, the card's instructions are performed on each square and/or character as if a number of identical copies were all played at once.



May Self Target

May Self Target describes a card that may be used for an effect on the character that plays it. This keyword is found on card colors that normally target only other characters or squares, such as Attacks, Assists, and Utility cards. Other colors naturally affect just the character that holds them.

  • Some cards may designate an area (Burst) or group target ("all party members") that includes the card's holder without explicitly writing this keyword.


Move X

This paragraph describes the use of 'Move' as a keyword, for more information see Movement.

Move is an instruction for a character to travel on the game board. It may appear in an Icon Box, or be included in a card's instructions either expressly or as part of another keyword (such as Step). The number X designates the length of the move, measured in squares counted away from the character's current square. See Movement for a complete description of rules for moving.



Penetrating

When a card with the Penetrating property is played, it prevents reactions by Armor cards unless that card has special instructions to always prevent damage of a given type.



Pivot

Pivot is an instruction that the character may change its facing to any of the four cardinal directions, without moving from its current square.



Poison X

Poison describes a damaging effect that attaches to a character and activates at the start of each round for the duration of the attachment. The number X is the amount of damage performed by the card in each round. Once attached, Poison cannot be blocked or reduced by armor.



Push X

Push is an instruction that the player may move the target character for a distance of up to X squares. This is made as a regular ground movement, so blocking terrain, difficult terrain, and zones of control all apply. (See Movement for an explanation of movement rules.)



Range X

Range may be written but is usually displayed in an Icon Box, and describes the distance, in squares counted from the character that plays the card, at which a valid target may be found for the card's effect. Range may be counted to a number X of squares in any direction including diagonals. Unless special instructions apply, the character must have line of sight with the target square.

By convention cards with a Range of zero omit this information. Zero range cards can only target the character or the character's square.



Single Use

When a character plays a card with the Single Use property, that card may not be used again for the remainder of the battle.



Slide X

Slide is an instruction that the player may move the target character for a distance of X squares. This is made as a regular ground movement, so blocking terrain, difficult terrain, and zones of control all apply. In addition, Slide does not change the target's facing. (See Movement for an explanation of movement rules.)



Slide Back X

Slide Back is an instruction that the target character is moved for a distance of X squares along a straight line directly away from the character that plays this card. Impassable or occupied squares will block this movement. The facing of the target does not change.



Stealthy

When playing a card with the Stealthy propery, the target does not turn to face the character that played the card.



Step X

Step is an instruction that the character using this card may make a move of up to X squares prior to following any other instructions on the card. This move is made as a regular ground move unless other instructions also apply (See Movement for an explanation of movement rules.).



Stop

Stop describes a terrain Attachment that creates difficult terrain, that is, it forces a character to end ground Movement when entering that square.



Stun

Stun describes a type of Attachment that prevents a character from playing any card type other than Movement cards.



Teleport

Teleport describes a type of movement accomplished by arcane magic. When counting squares, Teleport ignores all obstacles, although the destination cannot be an impassable square or a square already occupied by another character. (See Movement for more details on moving.)



Trait

Trait is an instruction that includes several special rules for playing a card:

  1. A Trait must be played when it is drawn: on the player's turn, no character in the party may play any card without the Trait keyword until all Traits have been played. If holding more than one Trait card, the player may choose the order in which to play them. (Some Trait cards may be blocked by other cards already in effect, and so will be skipped.)
  2. A player cannot pass while holding a Trait card.
  3. When a Trait card is played, draw another card.
  4. Playing a Trait card does not end the player's turn.

      
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