Obscure House: Tanit

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Obscure House: Tanit

Mother: Selith Tanit

House / Guardian (1 A.P.): 1d6 counters are placed on this card every time a friendly Tanit eliminates an Elemental, Immortal, or Character fighter whose value is greater than 15 A.P. At the beginning of a game phase several friendly Taints can be designated. Acquired counters are discarded for each one of them in order for them to benefit from one or several of the advantages described below. The number in front of each one indicates its cost in counters. The gems are reserved to magicians and the T.F. points to the faithful.

1: 1 gem of Darkness or 1 T.F. point.

2: the fighter improved his Wound level by one degree (unless he is already eliminated and is still in the game thanks, for example, to the <Fierce> ability.)

3: 1d6 gems of Darkness or 1d6 T.F. points.

Solo / Roaming (4 A.P.): This capacity can only be given to Taints whose FEAR rate as printed on their reference card is of 7 or less (8 if they are Characters). They acquire the <Scout> ability. Up to 30% of the army in A.P. (rounded up to the higher integer) can be endowed with the Roaming capacity.

Solo / Earth (3 A.P.): When the armies are being built, any Tanit magician endowed with this capacity can exchange one of the Elements he masters (except Darkness) for Earth.