At the start of your turn you may shift this leaders effect to match 1 of the other leaders in play. Class doesn't shift
Rolling Double Unicorn Horns On Any Roll Will Make it a 12, Must also Have 1 Available AP to Use
You may use 2 action points to take a card from the discard pile
At the beginning of your turn, roll 7+ to gain an action point. Roll 6- to lose an action point.
Spend 2 AP to Attack A Monster In The Party Of A Player And Roll 9+ to kill and Remove Monster.
Start of turn: roll 2 dies, on a 10+ roll, you gain 1 action point. Modifiers are not allowed when using this effect.
you may use three of your actions to destroy a monster card
If Rolling For Any Action, Roll fails to Meet Requirement AND Your Dice Are The same Number. Spend 1 AP to Re-Roll
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