Sventura. Debolezza Base

Ferita.

Neutrale

Rivelazione - Metti in gioco la Ferita alla Gamba nella tua area di minaccia.

La Ferita alla Gamba può essere curata come se fosse 1 danno che possiedi (se viene curata, scartala).

Obbligo - Dopo che hai effettuato un'azione di movimento, abbandono o elusione: Non puoi effettuare azioni di alcuno di quei tipi per il resto del turno.

Robert Laskey
Ai Confini della Terra, Espansione Investigatori #131.
Ferita alla Gamba

FAQs

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Reviews

A pretty low potency weakness.

Low movement classes that aren't going to be jumping around the map much anyway like Guardians and Mystics won't really care this is there. Your evasion based rogues or seekers with movement bonuses are going to notice this, but usually just making a simple deck swap (throwing in a painkiller) is enough to get rid of this.

Given that most weaknesses on average make you lose two actions to resolve, this one is pretty weak and is almost trivial.

drjones87 · 191
Most seeker movement bonuses aren't move actions, so aren't even affected by this ^_^ — NarkasisBroon · 10
And then you might as well stay in the Asylum... I agree, though, that some classes have pretty good mitigations. A Guardian with upgraded Safeguard might as well ignore it most of the time. (But an Arm Injury is quite a pain for that gator!) On the other hand, an evasion based character will be more disturbed by that. Evading and Moving are commonly used both in a turn in this case. — Susumu · 366