Halt

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  • In-Game Text: "Attach to target character. Target may not play Move cards."


[edit] Game Effect

At the start of each player's turn, the game engine checks for which cards include valid actions to play: Halt disables any Movement cards and prevents their selection for the affected character. This includes both pure and hybrid active cards with a Blue background component. However, Halt does NOT prevent movement that occurs from a triggered reaction card. Nor does it prevent any unaffected character from using a card that allows the Halted character to move.

[edit] Halt and Minions

Because Halt applies on a per character basis, it is possible for the AI to play a movement card to an unaffected minion and thus to move the entire group. Every surviving group member must be individually Halted to block movement cards in their shared hand.

[edit] General Strategy

  • Use Halt to stop enemy movement; remember that it is of little use when a character has no need to move. Melee attackers are more easily prevented from fighting than those that have long range cards.
  • Halt is a good combination with terrain attachments, making it difficult for the affected character to escape.
  • As discussed, Halt may not be useful against minion groups unless few remain.
  • Because Halt prevents cards from being played, it is likely that the opponent will need to discard several cards at the end of the round. It is also likely that the opponent, having fewer options, will pass sooner in the round.

[edit] Against opponents who use Halt:

  • To end Halt early, you must discard the attachment either by using a card that does so or by exploiting the three attachment limit.
  • Group movement cards can bypass Halt.
  • You cannot use any Step card while the movement component is disabled. Consider carefully before bringing them to a fight against Halt.
      
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