| Card # |
Name
|
Cost |
Tactic Card Effects
|
|
82
|
Sleeping Powder |
9 |
After a successful Jump Away, tell opponent: "At the
end of this turn and each succeeding turn, flip a coin. If tails, you have
fallen asleep & the game is over." (Effects opponents whose current
body points are 30 or less.) |
|
83
|
Itching Powder |
6
|
After a successful Jump Up, tell opponent: "Subtract
1 from all scores for the rest of the game." |
|
84
|
Caltrops |
6
|
After a successful Duck, tell opponent: "Take 1 point
of damage each turn until you do a Dodge or Jump Away without being scored
on." |
|
85
|
Smoke Bomb |
3
|
After a successful Dodge, tell opponent either: "I am
escaping." or "Turn to page 23, & do only Yellow next turn." |
|
86
|
Kusari - Fundo |
5
|
After a successful Duck, tell opponent: "Do only Jumps
for the next 3 turns." |
|
87
|
Poison Blade |
7
|
If scoring damage of zero or more with an edged weapon,
tell opponent: "Take 1 point of poison damage each turn for rest of the
game. |
|
88
|
Shuriken |
4
|
After a successful Dodge, turn to page 53, read your
opponent the restrictions there, & score the damage shown. (No
modifiers) |
|
89
|
Blinding Powder |
3
|
After a successful Jump Up, tell opponent either: "I
am escaping." or "Turn to page 23, & do only Yellow for the next 3
turns." |
|
181
|
Blind Swing |
3
|
If your on page 23, you may do a Side Swing also.
Reveal card after announcing your move. |
|
182
|
Sideslip |
2
|
Tell opponent: "If you see me Duck, go to page 23 instead." |
|
183
|
Heroic Swing |
2
|
You may ignore "Struck Off Balance" restrictions &
do an Orange attack at -1 if you score. |
|
184
|
Dodge & Swing |
3
|
After a successful Dodge, Score 2 points of damage on
your opponent. |
|
185
|
Surprise Attack |
2
|
If restricted from Red maneuvers, I may do a Red attack
and subtract 2 if I score. |
|
186
|
Brandt's Disarm |
2
|
If on page 21, play this card & go to page 27 instead. |
|
187
|
Booga's Taunt |
4
|
After a successful Dodge, tell opponent: "Do only Orange
next turn." |
|
188
|
Back Stab |
3
|
If on page 21, Add +2 to your modifier. |
|
189
|
Parry & Trip |
3
|
If on a parry page, go to page 41 & read the restrictions
(p.41 must be "Knocked Down"). |
|
222
|
Leap Frog |
4
|
After a successful Jump, Score 3 points of damage on
your opponent. |
|
223
|
Jack's Punch |
1
|
If restricted from doing weapon attacks, you may do a
Round House Punch using Swing High (p.10) & subtracting 2 if you score. |
|
224
|
Leaping Charge |
3
|
Tell opponent: "If you see me Charging drop your weapon." |
|
225
|
Three Bit Swing |
2
|
After a successful swing, you may also do a thrust next
turn. |
|
226
|
Dramatic Pause |
2
|
After a successful Jump Away (on p.1), tell opponent:
"Do only Green or Yellow next turn." |
|
227
|
Wrist Roll |
1
|
If scoring on page 31, redirect your blow to the body
& go to page 53. |
|
251
|
Invisible Move |
6
|
If scoring on the turn after a successful Jump, double
the damage scored. |