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Flash Duel Quick Reference Sheet

Version 1.9 Grave Reversal Opponent plays an ability from a dark square Counter that ability. Martial Mastery Pre-combat Knowing the Opponent Opponent retreats from your dashing strike

Choose a card from your hand, then Opponent reveals his hand. choose a random card in the opponents hand, then exchange those cards.

Jaina Flame Arrow Pre-combat Attack this turn as if you played a 6. (For free, no discard required. The opponent cant block it.) Midori Rising Mountain Opponent dashing strikes you If the strike used at least a pair, you may block with one fewer card than usual. Dragon Form Pre-combat Master of Twos Any time Smoldering Embers Pre-combat Retrieve a 5 from the discard pile. Charged Shot Pre-combat Reveal a card from your hand. Push opponent back that many spaces.

Gain dragon form. Your single, double, Play this as if it were a 2. and triple attacks count as double, triple, quadruple attacks, respectively. Keep dragon form until you retreat, move backward, or the round ends.

Setsuki Esper Dash You move Speed of the Fox You retreat from the opponents dashing strike Ninpo Flash Opponent blocks your attack You may move or dashing strike.

You may move again or dashing strike. You may move or dashing strike. Rook Windmill Crusher You attack with a 1 Your 1 attack is unblockable. Thunderclap You dashing strike using a 1 as the strike Opponent cannot retreat from your 1 strike.

Rock Armor Opponent dashing strikes you You can block with a higher number than the dashing strike. (You can block a double or triple dashing strike with a higher pair or triple, respectively.)

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DeGrey Pilebunker You retreat from a dashing strike Spectral Pull Pre-combat Spectral Push Pre-combat Push the opponent away from you one space.

You may attack with any number of 4s. Pull the opponent toward you one space. Valerie Sudden Inspiration Pre-combat or if youre attacked Draw a card. Green Eyes Epiphany Any time You may treat a 3 in your hand as a 4 this turn.

Blue Eyes Epiphany Any time You may treat a 4 in your hand as a 3 this turn.

Geiger Echoes from the Past Pre-combat, 2 or more cards in discard pile Opponent chooses two cards in the discard pile, then you return them to your hand. Lum Poker Flourish Pre-combat from a light space If you reveal a 5-card straight (a 1, 2, 3, 4, and 5), you win the round. Roll the Dice Instead of your combat action Draw a card, then play it immediately. (You can use it to attack, dashing strike, move, push, block, or retreat. Discard it if none of these are legal.) Raise the Stakes Pre-combat The opponent may immediately forfeit the round. If he doesnt, the winner of this round wins two rounds. Rewind Time Pre-combat from a white space Shufe the discard pile into the draw deck. Fast Forward Time You move backward (not retreat) Opponent skips his next turn.

Argagarg Pacism The round ends from timeout (last card drawn) Slippery Fish Opponent dashing strikes you Bubble Shield Opponent attacks you with a 1 Discard a pair to retreat one space.

If you survive the nal hit after timeout, Retreat this turn as if you played a 1. you win the round. (Ignore tie(For free, no discard required.) breakers. If the opponent is also Argagarg, you tie.)

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