Top of the Board: Reactions
Defend - 3 AP (instead of 2) - Cancel action targeting your hero.
Grab - 3 AP - If a hero moves into an adjacent hex, you may grab them to prevent any further actions that turn. (Remove following altogether.)
Intercept - 3 AP - If the path of a thrown Godball passes through your hex or an adjacent hex, you may immediately take control of the Godball.
Right Side of the Board: Attacks
Shove - 2 AP - Shove adjacent opponent one hex away.
Force Fumble - 2 AP - Opponent drops Godball to adjacent hex of their choice.
Left Side: Godball Actions
Throw - 2 AP - Throw controlled GB up to 2 hexes away.
Kick - 2 AP - Kick adjacent Godball 1 hex away.
Bottom: Movement + Rest
Move - 0 AP + Hex Cost - Move 1 hex
Sprint - 2 AP + Hex Cost - Move 1 hex
Rest - +2 AP - If spent 0 AP this turn, you may regain 2 AP.Statistics: Posted by Eliahad — Sun Jul 01, 2018 11:54 am
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