Wuxing Army Abilities Manipulate Qi: Spend a Command Action to mark the Manipulate Qi box of one of your Construct units. You may erase the mark during the Movement and Command phase to gain one of the following benefits: D:+1/+0 that turn, or erase the Breakdown mark. You may mark the box more than once per turn (costing 1 CA each time), but may only erase it once per turn. Construct: Units with this keyword pass all Courage Checks. When a Construct is knocked into the Yellow or Red, or takes any damage while in the Red, mark the Breakdown box (if it is not already marked). While the Breakdown box is marked the unit suffers (-2)-0/-0 in addition to other penalties, and it may not
be direct controlled or have its Standing Order changed. Reliable: Units with this keyword hit with a very reliable strength. When rolling dice to damage (including on ranged attacks), all 6s are immediately rerolled, before any command card effects. (If the reroll produces 6s, those numbers are kept.) If all dice are rerolled (e.g. Fortunes of War), 6s are again rerolled. Shanzhi Monks: When giving initial orders, and during your Movement & Command phase, erase all marked upgrades, then mark one upgrade. You may spend 1 Command Action to mark the other upgrade in the same stance. Upgrades do not count as playing command cards.
Feign Inferiority (Blue)
Play during an attack, before your opponent rolls to hit. Your unit gets -1/+1. Prevent one damage this attack.
Feign Inferiority
Ensure Victory
Ensure Victory
(Blue)
(Red)
(Red)
Play during an attack, before rolling to hit. Your unit gets (+1) +0/+0. Once the todamage dice have been rolled, the opponent may not play command cards that affect those dice.
Play during an attack, before rolling to hit. Your unit gets (+1) +0/+0. Once the todamage dice have been rolled, the opponent may not play command cards that affect those dice.
If there was at least one hit, change one to-damage die to a 1.
If there was at least one hit, change one to-damage die to a 1.
Play during an attack, before your opponent rolls to hit. Your unit gets -1/+1. Prevent one damage this attack.
No Calamity Feared No Calamity Feared (Blue / Green)
(Blue / Green)
Choose one:
Choose one:
Play during an attack, either after your opponent rolls to hit or to damage. Your opponent rerolls that set of dice.
Play during an attack, either after your opponent rolls to hit or to damage. Your opponent rerolls that set of dice.
OR
OR
Play on a non-construct unit during the Movement and Command phase. That unit passes all rout checks this turn.
Play on a non-construct unit during the Movement and Command phase. That unit passes all rout checks this turn.
Beyond Defeat (Green) Play on an engaged unit during the Movement-and-Command phase. Your unit gets (+3) +0/+0. Choose one unit which yours is engaged with. Roll your unit's attack first. That unit takes no damage from your unit's attack(s) this turn, but each point of damage your unit's attack would have done prevents one damage to your unit from that unit's attack this turn if your unit is not routing.
Opportunities Multiply Opportunities Multiply (Red)
(Red)
Play during an attack when neither unit is Charging, before rolling to hit. Once the to-hit dice have been rolled, the opponent may not play command cards that affect those dice.
Play during an attack when neither unit is Charging, before rolling to hit. Once the to-hit dice have been rolled, the opponent may not play command cards that affect those dice.
For each hit, roll an additional to-hit die. (New hits do not generate further rolls.)
For each hit, roll an additional to-hit die. (New hits do not generate further rolls.)
Ground of No Defeat (Blue)
Play during an attack, before your opponent rolls to hit. Your unit gets +1/+0 this
attack. If your unit is in the yellow, the attacking units gets (-1) -0/-0 this attack. If your unit is in the red, the attacking unit gets (-2) -0/-0 this attack.
.