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CF -- "[Character] may increase either her team's or opponent's ventured mission cards by 1." Rules of play:
I think this card is overlooked too often. Say your opponent ventured 3 Missions, thinking he's bound to win thanks to his Power Leech, even though he doesn't have much power in his hand. He plays Power Leech and it gets avoided. After your opponent picks his jaw off the floor, and wipes the puddle of drool off of his dead pile, it's your turn before he either concedes, or decides to fight on, even though the balance of power is tilted in your favor. You use that window of opportunity to use your "Mutant Motivation" and make him change his ventured missions to 4, or move yours to 2-3, possibly meaning either you win, or he looses if the battle ends in your favor. Here's a demonstration :
If you were to have ventured three from the start, your opponent would be allowed to draw another card, possibly a "Leech" or a "Nova Burst". Also, it gives you the option to make your opponent lose the game, by increasing his ventured missions by 1, which is something you cannot do without this card. This is a great special, and would encourage you to include it any time you use any of the above mentioned characters. (yes, there are some people who use Gambit. Last Updated 30/3/99 Questions, Comments, Death Threats? wildchild82@hotmail.com
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