Anima Tactics: Ahriman, Lord of Darkness
Note BGG
7,0

Extension de Anima Tactics

Anima Tactics: Ahriman, Lord of Darkness

2009

Aide aux règles de Anima Tactics: Ahriman, Lord of Darkness

Des explications claires des tours, effets de cartes et situations litigieuses, avec des références aux sources officielles et un historique des questions sauvegardé.

  • 2 joueurs
  • 60 min
  • 12+
  • Complexité 3,0/5

Assistant de règles pour Anima Tactics: Ahriman, Lord of Darkness

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Les réponses viennent du livret officiel, avec la page à vérifier.

Anima Tactics: Ahriman, Lord of Darkness est une extension de Anima Tactics sortie en 2009 pour 2 joueurs, avec des parties de 60 minutes et à partir de 12 ans. Ses principales mécaniques sont Dice Rolling et Action Points.

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À propos du jeu

En anglais

The Ahriman are the dark twins of the maidens of light. The most powerful known dark elementals. With their unique powers, they are virtually unstoppable. The lords of Darkness have once again set their sites on Gaia. Dark Summon Warrior/Mystic Level 40 version At 5 | Dm 5 | Df 9 | Ar 1 | LP: 17 | Re 11 | Mo 8/12 | AP 3/4 Cost to Summon: oo | Affinity: Dark Atman: 60 | Bind: 1 | Stability: 8 | Shock: +1 Innate Abilities: Immunity (Blind). Soul Disruption: If Ahriman deals 5 or more damage with a hand-to-hand attack, the target suffers Seal Lv.2. Units with Damage Resistance are immune to this skill. Effect 15. Darkness Claws: Ahriman's attacks ignore the Shield and Protection states on enemy units. o - Darkness (Magic, Effect) An enemy Unit within Ahriman's Control Zone suffers Blind Lv.1. Effect 15. Limit: Once per turn. oo - Doom (Magic, Effect) All enemy Units within Ahriman's Control Zone when this skill is used get -1 Attack and Defense until the end of the turn. Effect 16. ooo - Catastrophic Darkness (Magic, Ranged Attack) Distance (16 Inch). +2 Damage. If this attack hits the target, all Units within 3 Inches to the target also suffer the attack. ooo - Dark Ender (Ki, Attack) +1 Attack. Dark Ender can target an enemy Unit up to a distance of 2 Inches away, even if Ahriman is not in base contact with it. Level 50 version At 6 | Dm 5 | Df 9 | Ar 1 | LP: 17 | Re 11 | Mo 8/12 | AP 3/4 Cost to Summon: oo | Affinity: Dark Atman: 60 | Bind: 2 | Stability: 8 | Shock: +1 Innate Abilities: Intangibility, Immunity (Blind). Soul Disruption: If Ahriman deals 5 or more damage with a hand-to-hand attack, the target suffers Seal Lv.2. Units with Damage Resistance are immune to this skill. Effect 16. Darkness Claws: Ahriman's attacks ignore the Shield and Protection states on enemy units. o - Darkness (Magic, Effect) An enemy Unit within Ahriman's Control Zone suffers Blind Lv.1. Effect 15. Limit: Once per turn. oo - Doom (Magic, Effect) All enemy Units within Ahriman's Control Zone when this skill is used get -1 Attack and Defense until the end of the turn. Effect 16. ooo - Catastrophic Darkness (Magic, Ranged Attack) Distance (16 Inch). +2 Damage. If this attack hits the target, all Units within 3 Inches to the target also suffer the attack. ooo - Dark Ender (Ki, Attack) +1 Attack. Dark Ender can target an enemy Unit up to a distance of 2 Inches away, even if Ahriman is not in base contact with it.

Éditeurs

  • Fantasy Flight Games

Questions et réponses

Selon le catalogue, Anima Tactics: Ahriman, Lord of Darkness se joue à 2 personnes. C’est le nombre de joueurs indiqué par l’éditeur : le jeu est donc conçu pour exactement ce nombre de participants. Les variantes pour d’autres tailles de groupe, s’il en existe, sont décrites dans la règle de votre édition ; consultez-la avant d’installer une autre configuration.