Talya Action Cards

If you like blowing things up with grenades and mines then Talya is your hero (has one action card for each). Talya also has the most weapon cards at the start of the game (along with Melithys and Xalia). Plus Talya is one of just three heroes that has a JUMP ability!

Highlights for Talya Action Cards:

  • Can jump over objects and then move further based the die roll
  • Can lay a mine, run away, and then blow it up
  • Can stick a grenade on an enemy within 3 squares, move them 1 square, then blow up the grenade.

Here are the five Action Cards for Talya:

Sticky Grenade

  • Card classification: Weapon (explosives)
  • Cooldown Track Slot: 3
  • Dice: 2 dice (not tied with the action)

Choose an enemy within a range of 3, move that enemy 1 square and deal 2 damage to all objects withing a range of 1 of that enemy.

Since the grenade damages everything adjacent to the enemy, if the enemy is adjacent to you, this card lets you move them 1 square before detonating the grenade. Two boosts are available:

  • Red token: add one damage (so it does 3 damage instead of 2)
  • Blue token: add one square to the movement ( so you can move them 2 squares instead of 1)

Claymore Mine

  • Card classification: Weapon (explosives)
  • Cooldown Track Slot: 2
  • Dice: 1 die (increases the damage)

Choose an empty adjacent square, hereafter move 3 squares. When you end your movement, deal [1] unblockable damage to all objects adjacent to the chosen square.

This is an interesting way to blow up something, which could be an enemy as well as a fuel barrel. It lets you run away 3 squares before the explosion (thus you won’t get caught in the result of a fuel barrel exploding!) Two boosts available:

  • Yellow token: You can move 2 squares further (5 squares instead of just 3 squares)
  • Blue token: You can move an ally 2 squares before or after the main action.

Jump and Run

  • Card classification: Ability (jump)
  • Cooldown Track Slot: 1
  • Dice: 1 die (increases your move after the jump)

Jump over an object or empty space for 2 squares and then move [0] squares. You cannot jump over walls or closed doors.

There are only three heroes who can “jump”, which allows you to jump over an acid river for example. The die you roll can let you move even further after the jump and a green token will let you roll two dice instead of just one. Boosts available:

  • Red token: Deal 2 damage to an adjacent enemy either before or after your jump/move
  • Green token: Add one die to your roll that can add to your movement

Hacker Specialist

  • Card classification: Ability
  • Cooldown Track Slot: 2
  • Dice: 1 die (increase your interaction)

Interact with an adjacent object for [2]. If this is your first action this turn, the first token you take from the interaction bag will be a token of your choice.

This is really significant! Since you need three matching colors (with white being wild), playing this card as your first action on your turn lets you choose what color the first token from the bag is! If you only need one more token to finish hacking open a door (for example), you just choose the color that is needed! But note that you must do this as your first action, and if you do draw more than one interaction tokens from the bag, it must be the first one that you select the color of your choice. Boosts available:

  • Green token: Extend the range from a range of 1 (adjacent) to a range of 3
  • Yellow token: draw one extra interaction token from the bag

Electron Rifle

  • Card classification: Weapon
  • Cooldown Track Slot: 3
  • Dice: 2 dice (increase the damage AND the range)

Deal [2] damage to an enemy within [4] squares. You cannot utilize the move or shield results on the die for this action.

To improve both the amount of damage (2) and the range (4), you need to roll +1 or +2 on the dice. The move twice icon on the die is not applicable in this case.

Leave a comment

Create a website or blog at WordPress.com

Up ↑