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1-3: Block: Place a Blocker in a random room. (If there are no Blockers left in its Office, instead take a Bell Tower card.)
4: Mark: Put a Mark on a random voter. (Unlike for human players, this can result in >1 Mark on a given voter.)
5: Scheme:
1-2: Take a Bell Tower card.
3-7: Gain a Secret Vault card.
8-12: Gain a Secret Supporter.
6: Attack!
1-3: Wound After determining attack type, roll d12 to select which mage to attack.
4-6: Wound and replace with Blocker
7-8: Banish If the attack-type roll is odd, the attack is considered a Spell, and Divinity A
9: Banish and replace with Blocker mages aren't valid targets.
10: Move (to next free lowest slot, starting w/next room)
11-12: Move (as above) and replace with Blocker If there are no valid targets, treat this roll as a 1 (Place a Blocker) instead.
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