Tarira Action Cards

If you like playing a hero that is good with attacking, Tarira might be your hero! Four of her cards are attack cards and her fifth card is an Effect card that will add 1 die to every action as long as it is on the Cooldown track and that will increase the damage for three of her attack cards! Plus she starts out with a VERY dominating personality giving you two red tokens at the start of each mission right from your very first mission. She made it into three of the top lists:

Intimidating Battlecry

  • Card classification: Ability
  • Cooldown Track Slot: 1 (but since it is an Effect card, you likely will play it to slot 4)
  • Dice: 2 dice (but dice are not interconnected with the card’s action)

Once per action, you may spend 1 shield to add 1 die and 1 movement to that action.

The two dice are only used when the card is initially played and since it is an Effect card, you will want to play it in Cooldown slot 4. As long as the card is in the Cooldown track (including when it is initially played) you can spend 1 shield to add 1 die AND 1 movement to the action. Since the card should remain in the Cooldown track for 3 more turns this could very well add 1 die to 7 actions (extremely useful) plus add 1 movement to 7 or even 8 actions (a lot of extra movement). Once the card slides off the Cooldown track it goes back into your hand and you can immediately play it again if you wish! There are no boosts available at the beginning of the campaign.

Pulse Rifle

  • Card classification: Weapon
  • Cooldown Track Slot: 3
  • Dice: 1 die

Deal [2] damage to an enemy within a range of 7

The key to this weapon is its long range of up to 7. But with a good die roll, it can deal 3 or 4 damage. Plus use a red token to add another damage (thus up to 4 or 5).

Tail Swipe

  • Card classification: Ability
  • Cooldown Track Slot: 3
  • Dice: 1 die

Deal [1] unblockable damage to all adjacent characters.

It may be only 1 damage, but it is for EVERY enemy adjacent to you and a good die roll can add 1 or 2 to the damage, plus using a red token lets you push any remaining enemies 2 squares away from you as well. Boosts available:

  • Red token: Push surviving enemies 2 squares away from you.
  • Blue token: Move an ally 2 squares

Charge

  • Card classification: Ability
  • Cooldown Track Slot: 2
  • Dice: No dice

Move 3 squares and then deal 2 damage to an adjacent enemy.

This is a dual action card that lets you first move closer to the enemy and then deal 2 damage to them. Available boosts:

  • Green token: Move an ally 2 squares
  • Blue token: -1 Cooldown track (place the card on slot 1 instead of 2)

T-6 Ray Gun

  • Card classification: Weapon
  • Cooldown Track Slot: 2
  • Dice: 1 die

Deal [1] damage to an enemy within a range of 3. If this is your first action this turn, get a “+1” to your next action.

Your die roll can up the damage to 2 or 3 and with a green token you can add another die to try to increase the damage even more. Plus if you use this card as your first action, your next action automatically gets a +1 to increase your move or attack or healing! Boosts available:

  • Green token: +1 die
  • Yellow token: -1 Cooldown track (place the card on slot 1 instead of 2)

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