Fortune Cards preview & list, perhaps

Post/Author/DateTimePost
#1

Tony_Vargas

Jan 20, 2011 5:15:45

We got a surprise at our FLGS, today.  Free Fortune Cards for the D&D Encounters crowd.

The booster packs are 8 cards for 4 bucks.  You get 1 rare, 2 uncommon, 5 common.  The Rares have a color illo, the commons & uncommons a generic sort of icon.  Plus, there's an insert, a card with advertising on one side, and a semi-useful extra on the other (we got an initiative tracker and a condition tracker).  One of the packs did have an adverising insert with the rules to use the cards on it.  They're a little scary.

No info on how to build a deck, but:

You shuffle your deck and draw a card at the start of the encounter.  Using a card doesn't require an action.  You discard a card after using it.

Each round you can choose to retain your current card, discard & draw a new one, or use the card (actully, the card says when you can use it, many are 'start of your turn,' meaning you probably can't use it immediately upon drawing it... probably).  Anyway, depending on exactly how you read it, you might be able to use a card every round, or about every other round.  There are three kinds of cards:  Attack, tactic, and defense - fairly self-explanatory.  Numbering indicates there are 80 cards.

The common cards are about on par with low-level utilities.  In fact, some of them were almost exactly existing utilities.  For instance, 'Not in the Face!' is almost exactly like the Fighter Encounter Utility 'No Opening.'

Uncommons are a little better.  Rares are kick-ass, but a little funky.

Anyway, I have two boosters in front of me, here are the cards, judge for yourself:

4  Fair Fight;  U; A; Play at the start of your turn.;  Until the end of this turn, you gain a +2 bonus to the attack rolls of at-will attack powers.

7.  Grim Determination; R; A; Play at the start of your turn.; You gain a bonus to your first attack roll this turn equal to the umber of bloodied allies within 5 squares of you.

16.  Phantom Ally; C; A; Play at the start of your turn.; Durring this turn you gain combat advantage against the targets of your at-will powers.

18.  Not in the Face!; U; D; Play when an enemy attacks you with combat advantage.; You do not grant combat advantage for that attack.

22.  Sucker Punch; R; A; Play when you deal damage to an enemy granting you combat advantage; That enemy takes 1d6 extra damage.  On a roll of 6, you also take 6 damage.

28.  Beat Feet;  C; D; Play at the start of your turn.;  Durring this turn, you can take a move action to move up to your speed + 2.  You cannot end this movement adjacent to an enemy.

36.  Inner Strength; C; D; Play either when you spend a healing surge or when you take the total defense action.; You make a saving throw.

57.  Get A Grip; C; T; Play when you or an ally adjacent to you fails a saving throw.; That character re-rolls the saving throw.

62.  Look at Me; U; T; Play at the start of your turn.;  Until the start of your next turnenemies that are adjacent to you grant combat advantage to your allies, and you grant combat advantage to enemies that are adjacent to you.

67.  Push Through the Crowd; C; T; Play at the start of your turn.; Until the end of this turn, you can moe through enemies' spaces.  Enemies that make opportunity attacks against you on this turn gain combat advantage for those attacks.

69.  Reinforcement; U; T; Play at the start of your turn.; Once asa move action during this turn you can shift up to 3 squares to a square adjacent to an ally.

71.  Risky Move;  U; T; Play at the start of your turn.;Once as a move action durring this turn, you can shift up to your speed.  At the end of this shift, roll d20.  On a result of 9 or lower, you fall prone.

76. Trained Advance; C; T; Play when an ally within 5 squares of you takes a move action to shift.; You shift 1 square as a free action.

In case it isn't obvious:

Common
Uncommon
Rare

Attack
Defense
Tactic



Complete List


From the Fortune Card Spoiler thread

56932168 wrote: