The Chief is a card that is situational to use. Sometimes, he's a
really effective use of power, while other times he is just a waste.
Expect to turn your Bandit Chief to heal on a regular basis. Both
Mr. Big and Cave of a Thousand Banners give this card a slight
boost. You have to be careful in choosing your attack, as you
opponent will try to incept in a chain to trigger this card's drawback if
Since she's only uncommon, the designers must really think that people
will want to play with Cassandra all the time, but I won't be. She's
like the Man With No Fashion Sense -- kinda usable, but doesn't quite get
you where you need to be. And can slow you down if things don't go
smoothly. Cassandra is more of a metagame factor than
anything else. In our environment, Cassandra would be used maybe
once or twice, then get flattened (more likely once), so you've just spent
2 power to filter your top 5 cards and do 2 damage to a character of your
opponents choice. No big advantage there. She might be
marginally okay in a tower of power, where you are going to get erratic
draws -- still, if you are playing her first turn and fishing for resource
characters, you're not in a good way. Another one of those cards
that might be okay in a slow environment, but with the beats in our part of
the Secret War, Cassandra's just a nameless casualty.
A mainstay of the Hood deck, Cheap Punks are trying to get you some power
economy. What you are hoping for is a rebate that will make this
card a 1-for-2, but that requires having a Hood card that you can (and
want to) play when Cheap Punks are Smoked. Remember it doesn't have
to be a character -- you can bust out The Rackets or a Drug Lab when this
card is Smoked.
Subtitle should have been Unplayable Hood Bruiser. I like Luis so
much more than this guy it's not funny. And for general play, White
Ninja is more solid in the 6 cost low/no resource slot.
Shaolin Agent mark 2? Uhm, no. Most of the time this guy is
going to be a 4 cost 6-8 fighting with zero abilities. And that's a
no-gooda. Even though this character requires no resources, it's not
fast and is too dependant on your opponents. And if you are beating
them mercilessly, they won't have many cards in play. And if they
have lots of cards in play, Da Boys ain't gonna help much. Seriously
look at Luis or Big Daddy if you are making a hood deck, and any of the
generic 4c-for-7f faction characters are going to be better in almost all
If your group is anything like ours, you can expect to have about 2 of
your sites burned for power, with the potential for a bunch more in a
crazy game. With only 1 site in your Smoked pile, Dark Traveler is
effectively a Walking Corpses, and can only get better from there, making
it a great comeback card if you've been feeling the burn. This card
also goes well with site destruction events and the sites that can
redirect damage to Smoke themselves or other sites (Turtle Beach and City
Square). You can't go wrong throwing one of these in a deck.
Often found in dueling decks, The Displaced can shut down you opponent if
you draw enough early. Of course, they will be slowing you down too,
so you need to know when to and when not to play them. Late game,
The Displaced are of limited value, but you may be able to catch a Dragon
player without a Golden Comeback in their hand and get their best hitter
out of their Smoked pile.
While these guys have a neat State stealing ability, it rarely seems to
come into play. Usually The Faceless wind up getting Smoked before
they get to use their ability.
Guts on a 3 Fighting character is usually not enough to make it worthwhile
unless you are playing States to increase Fighting score. The
Hsiung-nu really take 3 power to play, but you get one back after they
have been Smoked. All in all, I think I'd rather go for a Stuntman,
who won't be turning a Mole Network into a Nerve Gas.
Unfortunately for Jimmy, there are very few turn and maintain effects that
see lots of game play. If you're lucky you can zap a Blanket for a
turn, but then Jimmy Wai will be a marked man.
Jui Szu has a problem. She dies fast and hard after hitting the
table. First of all, Lotus players will make attacking Jui Szu there
number one priority, ganging up on you if that's what it
takes. Secondly, anyone who has seized a Site of yours will
also consider her a primary target. That's bad all around for you,
so be prepared to spend a lot of resources defending Jui Szu once you get
her into play.
This card has only one role -- as the big hitter in the Hood deck.
And he gets big. Luis is often a 4 power for 14+ Fighting. He
whups on the Thunder King is a lot of situations.
Mooks stink. They don't even go in a Hood deck unless you are
particularly lacking in creativity. There are enough other Hoods so
that you no longer need Mooks to fill out a Hood deck. Use Mooks to
save your valuable wooden furniture from potentially embarrassing water
Ever hear of Cheap Punks? They are a much better unaligned 2 cost
Hood character. Compare this guy to Street Gang -- yes, their
ability only gets to zap sites, but they have the crucial advantage of
providing you a resource that will let you develop and play more
cards. I can just see it now -- d'oh! I opened another Mr.
Simms -- anyone want to trade me an old Nine Cuts for him?
Slightly over-costed, the Mysterious Stranger basically has the ability
"may not be intercepted by player with power in their
pool." Adding a gun or two may get you a few power, but by far
the best use is with Bull Market. When a player intercepts, the
Stranger's ability is triggered and starts a new stack. Respond with
Bull Market to load up on power than your opponent can't even spend.
If you were wondering if it gets any worse than Nine Cuts, stop wondering,
it doesn't. This card didn't even see play before the Claw of Fury
came along to make it even more obsolete.
||Nine Cuts vPAP
Shadowfist's #2 assassin finally got the upgrade he was deserving.
While not as crazy as the White Ninja, Nine Cuts can still take out almost
any character. And people like to learn his abilities through
Rigorous Discipline. Also fear the invincible Nine Cuts -- add
Shadowfist, Whirlwind Strike, Fortune of the Turtle, Sports Car!
Holy Ninjas Batman! Ninja Six is pushing the power curve. For
a 3 cost Stealther, you expect to either have a hefty resource
requirement, or have crippling disadvantage like the Professional
Coaster... err... Professional Killer. Not only does Ninja Six not
require resources, it actually has a pretty bitchin' ability in the right
deck. And by right deck I mean designator jank deck fueled by Police
Stations, Twisted Gardens, Fanaticism and their ilk. You are going
to be surprised at just how often you are going to want to put this Ninja
into a deck you are making.. Yup, he's in a bunch of decks -- it
kinda stinks not being able to use his designator trick the turn you play
him (unless you have an available ID Chopshop, which is going to be in the
same deck). Still with Stealth, he's got a chance to snipe a site.
What we have is a 3-cost for 4 fighting with a
build in Golden Comeback. It's playable if you can keep the power
flowing. Without some useful ability, the Reverend is often just a speed
bump. Now, I could be really wrong about this card, depending on the metagame. It's quite possible in the slow buildup game that having a
returning character might get you somewhere, but the Destroyer this guy
ain't. He's only uncommon, so an opponent might be playing Zeb as
well, so you need to bone up on your auction skills so you don't wind up
toasting your own Reverend. I feel the Paine -- I'm playing him
more and more, as sort of a last ditch 2-cost denial (well, 4 damage
speedbump). Fear the Underworld Tracker.
This old monk knows how to kick butt. Not only is he okay in
dueling, I think he's going to be good in multiplayer. He's best as a
speed card, and if you can get him out on the second turn (using Proving
Ground like in a TurboCHAR deck), he's going to be hard for your opponents
to stop. Even mid-game he can be okay against a player who has a
larger site structure where you can exploit interceptors to trigger Shung's
abilities. We lub Shung. We don't have enough Shung.
The Dai-master has been good in every deck I've seen him in, even those that
don't need the Chi (like with the Dragons and Is That All You Got?!?)
If you're looking for some mid game punch through, this card makes a good
Another blah Hood -- I guess you are trying to make Chin's Criminal
Network work or something. I just don't see you getting much out of
it. Even if you have a Dragon Throne out, 1 free Vassal on every one
of your main shots isn't going to get you very far. And playing 4
power just to get to replay a good hood (like Mr. Big or Luis Camacho)
just ain't worth it. Big Daddy Voodoo is a better way of economizing
and maximizing your Hoods.
Sure they can generate you a little extra power, but outside of a Black
Flag deck are you ever really playing these guys? And even then,
it's probably only 1 or 2 in the Rebel deck since these guys don't do much
for you other than not attack in hopes of gaining power
I kind of like the Ickies -- they are, well, icky. I wouldn't be
playing 5, but maybe 1 or 2 in some decks that aren't going to be playing
a FSS every turn. Stealing that one power can be crucial in slowing
down your opponents. This card is a minor combo with the cards that
put you farther from victory, with the Lotus' Glimpse of the Abyss
probably being the best, although you can try it with Who Wants Some?!? if
you're really manly. A pretty rude first turn would be, when note
going first, drop the The Ickies and a Bandit Hideout, attack a player who
has only played a Site and no characters, and then steal their power at
the end of the turn! I like these guys, and really try hard to
squeeze them into decks, but, they are just a card that's gonna make your
deck bigger and keep you from really doing your thing.
Shadowy Mentor targeting the Golden Gunman? I think you want The
Losers instead! Actually, The Losers never do their trick because
they are a deterrent. A good player will not waste their Event
(unless they have a second as backup and are desperate) while this card is
in play. Instead, they will wait and try to take out The Losers with
their characters, then hose you with their Event or State.
Man With No Name
Some people are nuts over this card, but I don't see why. Maybe it
has to do with the turtle mentality. If I play a character, I want
to attack, not turn to draw a card. The add a faction resource is an
interesting, but unreliable ability, but might be of marginal use in a
three faction deck. "Where's Waldo? He's a prisoner of
the Monarchs." said Lusignan.
Yikes! Bad bad bad. Someone needs to send her back to Ninja
school -- wait... they did!
What hurts the Ninja the most is not its lack of offense, but its lack of
defense. When the White Ninja is attacking, nothing gets in her way,
and she is going to either take out a character or take a Site -- unless,
that is, she gets zapped. And of course, the White Ninja is vulnerable
when she is the target of an attack or intercepting. So you want to
consider having good Event defense, like Festival Circles and Ring of
Gates when playing this card.
The Yak breaks the design rules of the game -- he is a 3-for-4 with no
resource requirements and a special ability. His only possible
drawback is the designator Hood, which isn't much. You usually see
Yakuza Enforcer working for the Dragons as he just loves Final Brawls, but
he goes well with Jagged Cliffs and Temple of Angry Spirits in your own
This is another one of those cards that I try to squeak one of into many
decks. Most people will agree that the Ascended have the most
powerful cards in the game, but also have the most vulnerabilities.
Ze Botelho is one of those vulnerabilities. The trick to getting the
most out of Ze is to play him when the Ascended player's board is clear of
hitters. Thier first target will be Ze, and if he has
sufficient characters on the board to take him out, all you will be doing
for yourself is maybe buying a turn -- not a good deal for 3 power.
Ze Botelho is always a good choice in a Cave Network deck.
This guy is pretty dokey. I think the best use is going to be in a
deck with Resistance Squads, Dragon Graveyards and other effects that
trigger off of looking at your hand. You're only going to pull the
trick off once, but it'll be pretty funny when you do. The way the
timing works on this card, the pay power and take control happens at
resolution, so there is no window where you can cancel the peak effects
but not cancel the control effect. Pretty much a stupid card, but
sometimes it's fun to be stupid. On a good day you can piss someone
off enough to ping pong him, but, that's as good as it gets.
This is pretty much some Janky D, when you don't have access to Confucian
Stability. Most of the time you are Reincarnating a character that is
the target of a zap, and hoping to get something almost as good from an
opponent's smoked pile. Unfortunately, sometimes all you're gonna get
is crap. The cool turbo use for this card is as a bad Back For Seconds
-- attack a site, sacrifice your guy, then attack again.
This one is pretty much a no brainer. Too bad it has such a lame
name -- this card would have fit perfectly in with the Year of the...
cards, helping to fill out the Chinese calendar. If you haven't
figured it out, you will probably want to play 1-2 of these in every multifaction
deck. You'll probably be gaining power, but don't
overlook drawing or returning cards to help or hinder a win. Beware of
the Underworld Tracker, for he does not honor Secret Pacts...
great card, that I need about 20 more of. I only play 1 per deck (and
not all the decks I want to because I don't have enough), but I'd play at
least 2 in any deck over about 70 cards if I had them to play.
The Golden Spike
Much like Secret Pact, this card is a no-brainer. While at first you
may be thinking Battleground deck, The Golden Spike's usefulness goes way
beyond that limited scope. The big problem with this card is that it's
not a comeback card, but a go for the win card -- it wont help you at all if
you've been beating down (like Secret Pact will). A couple of Non-FSS
will be of general assistance, as will a Bandit Hideout. Aaargh!
Who's the retard who made this rare?
The Swords Unite
Why? Why? Why? Actually, if I put my mind to it, I can
come up with at least two reasons to play this card. The first is that
you really want to play Sword of the Master, but only have a single copy --
The Swords Unite is going to give you a couple more chances to draw it.
Also, if you are trying some sort of Swords blitz deck (say with Shaolin
Swordsman) and you want more than 5 Butterfly Swords. Still, I think
it's on the janky side of playable. This actually makes a Solar
Sword deck work, where you quickly get all your swords and start recycling
While this card goes in only a couple of specialized decks, it can be
strong when you do pull it off, and it has the potential to get better
with every Rebel card printed. The math works out like this:
3 Power gets you 2 characters back, 4 Power gets you 3 characters, 6 power
gets you 4, etc. I might just have to try it out with The Displaced
in my toaster deck, but it's going to take a lot of power and I am going
to have to have drawn at least 2 Displaced. Here is a list of
non-unique Rebels/Rabble for your
perusal, and watch out for BuroMil Elite!
Black Flag Rebels,
Fist of Freedom, Peasant Mob, Rebel Consumer
Buffalo Soldier, Deep Cover Rebels,
Demolitions Expert, Just Another Consumer, Punks, Resistance Fighters, Violence Junkies
The Dis-Timed, The
Displaced, The Faceless, The Ickies, The Losers
Here we have a slightly less versatile (and fairly unoriginal) Secret Pact
clone. It's still a no brainer is almost every multii-faction deck.
Yeah, you can try and go crazy with Battlegrounds, but one or two Bandit
Hideouts will serve you best. This is uncommon, so be sure not to
trade them lightly.
Like it's fellow Vehicle States, Attack Helicopter is way over priced for
what you get. The value of adding Mobility and Tactics was way over
estimated. This card is of minor fun in Melissa Aguelera deck, and
it is cool to have your guys buzzing around the table. But compare
to the Jammer's Rocket Scientist, for the same 3 power you get a 4
Fighting character that's ready to go.
Hrm... a 4 point Amulet of the Turtle, but at the cost of 1 power. I
think this is going to wind up in the eventual coaster pile. If you
are playing a vehicle deck, you are probably playing Dragons, and there is
just better stuff. The timing in this card is a little weird, so you
don't wind up doing as much as you could. Might be okay in
Battle-Matic deck, and I'll have to try it before I write this card off
Ker-BLAM! Damn that's a lot of extra damage. This is a nice
card to sneak in for effect, and is even better if you are playing Johnny
Tso or Ice Commandos and can get it out for free. If your especially
gutsy, you can try for a second turn burn with the Elephant Gun, but this
only works if your opponent stalls -- First turn: FSS, 1 cost char
-- Second turn: Attack, Gun -- this is the same deal as Explosives,
but only more costly.
to the Netherworld
A great surprise card, the Elevator is a sneak game winner. The
trick is to make an attack and have your opponents spend all their juice
making it unsuccessful. After the smoke clears, drop the Elevator to
the Netherworld and give a character Independent and go for the
Explosives are often a hit or miss card. They can give you a site on
your first turn if you go second. They could also cost you a power
and gain you nothing. I guess if you think of it as "Spend 1
power to force an opponent to play a denial Event," you are doing
ok. Explosives combines well with Stealth and other evasion
The card has effectively been made obsolete by Pump Action Shotgun.
I've found this card just too hard to pull off -- it is a pretty hefty
effect, but is just one point of damage more than the Nunchucks. One
or two in a Vehicle based state can be a nice surprise, but don't plan on
using it as a key part of your strategy. Having too many states in
your deck is also going to cause you a shortage of characters.
This is the new promo to replace Sword of the Master for league play, and I
will say that it's a worthy replacement. You get three great tastes on
one plate -- some fighting (not a great ratio) along with CHAR(mmmm) and
Mentor/Memories protection --Mmm Mmm good!
Yeesh... this card doesn't even grant Mobility, it just gives you the
ability to turn to change location -- what a rip! About the only two
decks you'll see this in are a Righteous One deck, and in a Swamp deck
where your are playing Motorcycle on an opponent's character in order to
prevent damage to your own site. Don't forget the light-weight combo
with Grease Monkey to turn him into a Chinese Doctor for free.
Another one of those cards that is of questionable use. Generally,
Mobility only comes into effect when you are in desperate straits and are
forced to intercept to block the win. If you are in this situation,
more than likely you don't have the power to spare for a Netherworld
Passageway. It could be of some use if you had a large structure
with lots of Battleground Sites, but then all your characters get stuck in
odd positions -- unlike when defending an opponent's sites, they don't
return to the Passageway for your sites.
As down as I was on some of the other cop cards in this set, I sort of
like Partners. It's a nifty trick to get +2 fighting for 1 power in
a state (which would be pretty good) by adding a significant opportunity
of requiring two Cops in play. While I hate legacy effects (stuff
that sticks around for turns after the source has left play), this state
uses it to good effect by reducing some of the fragility of having it
depend on two characters (unlike Street Fighter, who sucks it up if they
remove the character he was giving a bonus to).
Public Enemy No. 1
It is a way to take out some annoying
characters, and has political possibilities -- you really want a little help
from and opponent or two (the old gang up) to get the best effect of this
Ka-chink! The Pump-Action Shotgun is the best Weapon State that is
usable by all factions. While this card is only usable the turn it's
turned, it's still superior to Really Big Gun, because any character with
a RBG will only be attacked by just enough Fighting to Smoke it, ignoring
and extra Weapon damage.
||Really Big Gun
Almost always you are going to be happier whipping out a Pump-Action
Shotgun over the RBG. While this card doesn't require turning, often
that 1 extra damage will take a site for you. Also that damage bonus
isn't going to do you any good if you are being attacked by just enough
Fighting to smoke your character.
At least one of the namesake cards is worthy of the honor, and this is it.
Not a lot to say about this card, other than it's generally good, especially
early game when you can take advantage of a boost. And at 0-cost,
Shurikens is going to revitalize some of those old cards that trigger off of
weapons being played (aaaiiiieee! Ex-Commando with Shurikens!)
This marquee card has a few light bulbs out. 1 power should pretty
much outright smoke a character, not drop extra damage on a character that
is most like to die in the shootout. If you feel like packing a
pistol, I hate to say it, but you are better of with a Really Big Gun over a
Spear of Destiny
This is a pretty crazy card, and it does reuse the X faction resources
mechanic which I like. But, for 2 power, I sure like a state that is
going to do something really amazing. Spear tries to, but, it really
just doesn't cut it. This is a card you can add one-of to your casual
Spirit Pole deck and try to do a trick with. Probably the best place
for this is, again as a one-of, in a Johnny Tso/Ice Commando/Rebecca Dupress
deck, but, is it going to better than just some straight up beating stick
like Elephant Gun? Probably not. Note that it's been ruled
that the Cancel is PERMANENT -- this leads to some interesting possibilities
in really hosing a player by blanking an entire column. But, beware
not being able to make the follow-up -- you don't want to spend all
your juice taking down one opponent only to have another opponent reap the
IF you absolutely have to have Tactics and Mobility, spend one more power
for an Attack Helicopter. The game needs a new Speed Boat for those
water based action sequences (how do you get to Turtle Island or the
Sampan Village with a Speed Boat anyways?)
Just a smidgeon better than Speed Boat, Sports Car does have one cool
use. Average Joe looks eminently cool when driving away from a Final
Brawl in his vintage Mustang, totally unscathed.
Here we have another Really Big Gun variant... yawn. This card
doesn't really belong in 10KB, and seems that it would go a lot better
with all the vehicle related jank in BCL. I'm not a huge fan of
Mobility, as it often makes you the chump interceptor.
If you can get past the art on this card, it okay in certain
situations. On defense, you are likely to spray your own characters
with stray bullets, which is not ideal. But, on offense, you might
just get lucky and hose down a horde of your opponents' characters.
Remember that you can change locations in response to using SMG, so expect
to see lots of characters running.
of the Master
This sword is big, and definitely a useful card. It's in that range
where it gives a vehicle-like Fighting bonus, but if fails because it
doesn't interact with
weapon designator cards (like Johnny Tso and Ice Commandos). The
damage-negating ability comes up surprisingly often -- not only does Sword
of the Master negate other States (guns and vehicles), there are numerous
characters that get whittled down when confronted with this sword (like
Ting Ting and Fu Students). A decent card, but not being a Weapon
keeps it from greatness.
Yeesh -- here we have yet another Really Big Gun, but this time only if
you play it on a Martial Artist. I think Flying Windmill Kick as
taught us that coin-flipping for extra damage just can't be counted on to
win games. Every time I'd go for a pump-action of this just for the
Another sub-par card, if you really have the need to punch a few points of
damage through, include some Magic resources in your deck and go with
Shattering Fire or Alabaster Javelin.
Just when you thought you had seen all the Really Big Guns, here comes
another. Actually, I like Tiger Hook Swords for one reason -- their
designator. In a weapon deck, I would recommend these over RBGs if
you don't lose much interaction just to save you from Discerning
Fire. About the only swordsman worth playing is the Master
Swordsman, so don't load up your deck with coasters just to trigger the
draw a card part of Tiger Hook Swords.
This is moderately interesting in just one situation -- your opponent's
have hordes of characters you want to mow down, and Final Brawl just isn't
your style. But, if you're really crazy, you might have some fun with
Brawls crazy cousin, Carnival of Carnage -- for 2 power you may just be able
to clear the board (that's a big may). Still, it's pretty hum-drum,
and doesn't have the flexibility to take sites, which is always something I
look for in a weapon. I still had a bad taste in my mouth from
Sub-Machine Gun. The Tommy Gun is lots of fun, especially around here
where we really favor 1-cost foundations. Most often, you are going
for a site only guarded by a foundation or two, and getting that
aforementioned mow-down. Like Fusion Rifle, Scrappy Kids have a
strange fondness for Tommy Guns.
When playing with Water Sword, beware the Helix Chewer problem -- this
card will often get returned to you hand at an inopportune time, costing
you a card draw. About the only use is in a Gun deck with
Ex-Commandos and Johnny Tso, where the card actually isn't too bad.
Perhaps the most chaotic card in the game, it can move around the table as
fast as player turns do. Playing Art of War requires some
concentration and remembering when predictions have to be made.
Generally, it's uncool not remind a player to predict just to cheese it to
the next player. Both the Ascended and the Architects benefit
greatly from an increased hand size, and both have Events that can affect
whether an attack is successful or not, and Art of War goes well with
This is another card I'm down on. I don't like throwing away my
characters as take out. There just aren't that many good cops --
most of the ones you are playing are 2-3 cost, and often you want to be
taking sites, which this edge isn't going to be helping do much (other
than get a couple of damage in by maybe being un-intercepted.
Wouldn't you always rather play a Police Station?
Designator Fanaticism -- pretty boring, but still worth playing.
Cops, Hoods and Rebels stick out, but I bet there are a ton -- maybe
Spirits? What other designators are shared across two factions?
D'oh! Students! Beating Stick! Note that this effects all
characters so your opponents' characters will get the bonus if they
have the magic designator (not to mention all the Mentor bait you're
playing). Great card! It brings the designator decks to
life by... gasp... forcing mutli-factioning! What a concept.
While it's a pain to keep track of all the fighting scores, this card is
still revolutionary in a good way for the game.
The biggest effect The Rackets will have on a game is forcing other
players to spend all their power every turn. Of course, this isn't a
bad thing, especially if you are playing with cards like Final Brawl or
Neutron Bomb to take advantage of your opponent's over extending. In
multiplayer, you are more likely to have a target to steal a power from,
but, use strategy in who you choose. If there is more than one
target, think about who taking a power from will hurt more, and if you
need to keep them down, or will you weaken them too much so other players
will gain the advantage? Also look for that Architect player who is
sitting on Gas or Bomb power -- they are a prime target.
Your character is going to die to Final Brawl or Nerve Gas anyway, so save
yourself 4 power by discarding this card instead. An before you
start thinking The Prof in a Safehouse in invulnerable, I think there is a
horde of White Disciples that have something to say about it.
Throne War has finally given us a Battleground Site that really makes the
cut. Bandit Hideout is pretty straight forward, play it, attack and
gain power. While your opponent's gain no power directly from
seizing it, since a Site transfers control as an immediate effect, they
can turn it in response to the attack they seized it with to gain 1
This card is schizophrenic -- it's good (well, okay), and it's also really
really bad. Where it's okay is that Battle Arena will allow most of your
foundations to win in a faceoff without blinking, letting you enjoy the
winner effect. The bad is that once your opponents have seized these
from you, you will never win a faceoff again, leaving you with a hand full
of dead cards. This card is sort of like Orange Senshei chamber --
did it really make Orange Monk playable? No, and this doesn't make
faceoffs playable by itself, either. Note that if you have one and
your opponent has one, they are both a wash -- the toughness:1 exactly
offsets the +1 damage. Faceoffs are bad, and why shouldn't their
I have never been able to get this card to work that well -- it suffers
from the classic problem of relying on your opponent to have good and
useful sites. If you need a Whirlpool, it just seems to me that you
are better off playing one over Blood Fields. But, I need to play
with the card more to see if it's a true coaster or not.
This card is a little too combo intensive for me, especially when you put
it side by side with Sacred Heart Hospital. Of course, when your
opponent seizes it from you, they wont be using it. Still, it's
really hard to find room for this when it has to compete with Chop Shop
and Motor Pool.
Mon-cherie don't like it, and neither will your opponents. This is a
highly annoying card that's neither great nor horrible. 0-cost events
are the bread-and-butter of a lot of decks, and this can really annoy them.
And if they need those 0-cost events, and Casbah is keeping them from
playing them, you're still doing okay on the chilling effect factor.
Be prepared to defend the Casbah, as your opponents may just have something
to say about it. Note that the timing rules don't let you steal the
power generated by a event, as Casbah gets added to the scene, and resolves
before the event generates/gains power. People weren't expecting
this at KublaCon, and it gave them more trouble than they initially
expected. I think this is a great choice when looking for a non-FSS
power generating site to fill out your deck.
Don't expect to be chopping up Big Ass Cars and Motorcycles for spare
parts -- this card is for tanks. Who knows, Tank Warfare might even
be playable if you get the Shop going. Note that the sacrifice is a
cost, so if someone zaps you with a Field of Tentacles, your Tank is gone
and you get no power.
You just can't say enough good things about the Drug Lab. This site
can keep you even in power production early in the game, while still
allowing you to play characters to apply pressure on your opponents.
It also makes a nice wall in front of your valuable Feng Shui. Nancy
Reagan got it wrong, just say yes to this card when building a deck.
Well, it's a Drug Lab that will probably only work for you, and not for
your opponents, but it's still not worth playing. If you are playing
a 3+ faction deck, you aren't going to want to be playing this anyways, as
you are going to be trying to make the faction aligned part of your deck
working. Exile Village is just going to wind up as junk passed
around the board, giving respite to the targets that everyone should be
attacking if they ever want to win. For power generation in a
Battleground deck, you want the alternate power events, not Exile
Village. Now, say you are playing the janky Peacock deck... maybe,
just maybe this will work (in this case, you are trying to run Feng Shui
light, and not be a target), but I think you will just stall out
(especially without powerful FSS to rely on). And don't have dreams
of having 6+ sites in play -- if you can get away with that, it's time to
move up from the bush league into the majors. Exiled to the
Forty-Story Inferno is best used against a weenie-horde deck, but even
then, is of limited use. And when you get to multiplayer, this
card's abilities will be even more minimized. Usually you only put
one or two of these in a deck where you are really trying to do tricks
with Battleground Sites.
I'm not so sure about this site -- it's kinda like Sliding Paper Walls, but
for characters. The basic gist of this card is that your opponents
will have to attack your front row site at this location (assuming you are
trying to abuse a 1-column structure. Yes, this can be some monster
site, but you're development will be crippled. I see it much for as an
attack waster, as I don't think you can set up any reliable combo to make
yourself immune to your opponents.
One of the better Battleground Sites, Killing Ground lets you do a little
extra damage when you are intercepted and gets around the main hindrance
of Battleground Sites -- the limit of playing only one a turn. Be
sure to play a Feng Shui site first if you have Killing Ground in play, as
it only allows you to play extra sites. Also, this card is almost a
must if you are trying to pull off tricks with Illusionary Bridge.
This card is more annoying than everything else. As a non-Feng Shui
site, it's a pretty good deal -- 8 Body for 2-cost. I have found
that people really hate those random discards, so the Tower often comes
with a bright red bull's-eye that says take me.
This is going to likely be one of the defining cards of Dark Future,
enabling a bunch of new decks centered around Vehicles. Homemade
Tanks just might be getting out of control. This card just might be
strong enough to see an increase in Field of Tentacles. As always,
watch out for the Waterfalls. You are going to get the most mileage
out of 2+ cost Vehicles, so Battle-Mattic doesn't get a real boost from
This card is actually somewhat playable, and unlike other Battleground
Sites, it rarely gets seized and used against you. Other than being
an obvious combo with Duodenum, it lets you work over your opponent,
potentially taking a site every other turn. In dueling, this is
never going to get used against you, and can be surprisingly effective.
is pretty much anti-Killdeer, and just not that great at even that.
Battleground sites are already too good, so I expect to see mostly see
these 'one-ofs' for Battleground theme decks. Note that it only
works on opponents' effects, so no Scrappy Kid madness.
One thing that is often overlooked about the Police Station is that it is
a huge wall. It sits there at 10 Body and guards your Feng
Shui. Occasionally, you can turn it to whack a random Hood, but your
best use is pumping up your own cops. The more Cops in your
deck, the more of this card you will want. Even with as few as 5
Cops in your deck, it is worth playing one Police Station, and you can go
all the way up to five if almost all of your characters are cops.
in Tower Square
I wouldn't recommend dropping a Portal unless you were going for the
win. It can effectively take out two interceptors, but its hefty 3
power gain for being seized means it wont stay on your side of the board
This is an interesting Site, that while hard to find room for in a deck
sometimes, it can be very powerful. First off, it goes well with
Events like Nerve Gas and Golden Comeback, and can be a deterrent to
attacks if your opponent's suspect you are holding one just for such an
attack. Also, you can get some of your power invested in characters
by joining in on attacks. You need to use measure -- you want to
join in on attacks that will weaken players so that you can take advantage
of them, not just join in on attacks that will your opponents free sites.
How good this card is isn't much of a secret. It costs 3, produces
2, has a chunky 10 Body, and has a drawback that doesn't come into play
90% of the time because your opponent's would much rather seize this card
than Smoke it (those greedy bastards!)
Drinks anyone? I've got your coaster right here. A 2-cost site
that does nothing but Back For Seconds up to 3-cost worth of Hoods?
And doesn't generate at least 1 power? What, you think this must be a
misprint? I can't argue your logic there. All we can do is keep
our tables safe from wet drinking glasses until someone comes to their
senses and issues errata for this card. See the first two sentences
of this review.
This site is a departure from the Battlegrounds of the past -- it's effect
isn't character based, and there is no power involved in seizing it (in
fact it can't even be seized unless it's text is cancelled by say Palm of
Darkness). I think this card will become a staple of Battleground
site decks just because of its throw away nature -- it only costs you
playing a site for the turn, and doesn't give your opponents any
advantage. The site could also see some play in highly tuned
defensive decks, but the fact that it isn't going to trigger Shield of
Pure Soul makes it less desirable.
Sniper Nest is great at keeping people from doing 'free interceptions' --
they will think twice about the potential of taking some heavy damage from
Sniper Nest. And though this card has a very low Body of 4, the
clause that your opponents will only gain 1 power from seizing it more
than offsets it.
This card is okayish, but I don't think you are playing it all the
time. Maybe a couple in big decks to help you filter to cards, but
with only 5 Body, you are going to have to defend it. It's going to
be passed around like Bandit Hideout, but The Bazaar isn't really a card
to build a deck around like the Hideout is. I have this in my
Seven Masters decks -- I am using them as a way to speed through cards
because of the limited resource characters available to the masters. I
think this is a good card to keep the card-flow going, especially if you
have enough to time to develop a deck before being pounded by your
Forest of Fallen Banners
Another jank site. You can't defend it if you want it to generate
power, which means it's not doing as much as you'd like. I don't
think this is as good as either Lusignan's Tower or the Two Dragon Inn,
both of which are unaligned sites. The one exception might be in a
Lotus deck where you are returning a lot of characters to play with Inauspicious
Return and the Destroyer, so you get to draw some cards. But,. I
think you will wind up drawing only a few cards and get yourself hand
locked (not drawing cards normally), especially if someone seizes this
(undefended) site. Kinoshita House is a must with the site, as
probably is Fox Pass. Hrm... If you want to pull off some
ultra-jank, you can use Lodge Machinations to swap this with the back row
site at an opponents first column... mmm.... janky... Mmm...
Still janky after all these years...
While multiple Home Fronts can make your front row Sites huge (I've seen
Feng Shui get +6 Body from this card), it is fragile in that if they take
out your Home Fronts, you can have a lot of very vulnerable Sites at short
This is likely to be one of the rarest distinct cards in Shadowfist (along
with Can of Whupass) -- it only appears once on the N2 rare sheet, where
all other cards except for the alternate art Silver Band appear at least
twice. The card itself seems to be a specialty item, that can
actually fit into some combo decks and give you a few extra recourses.
This site can generate two power a turn, but it rarely does, since it has
the chilling effect of not being attacked if there is a better target on
the board (which is not a bad thing).
A much more balanced Secret Headquarters, it's tendency to "cut off
your Chi" (see card flavor text) means that it can get you into a bad
situation. While putting the Secret HQ into a deck is a no-brainer,
Trade Center requires a little more thought, and I recommend that you play
several non-Feng Shui sites that you can maneuver into a side-by-side
postion with this card.
Yes, this is as bad as it looks. You can try to make a Soldier
Battleground deck, but it's not going to hold up in all but the worst of
playgroups (Hopping Vampires with Swords of Biting bad).
This card I just don't know about. I like offense and dislike
Turtles, so I think I will find some uses for this card. Scrappy
Kids and characters with Stealth would seem to combo with it since you can
declare low risk attacks. Shaking the Mountain seems like another
card to force your opponents hand. This also seems like it could
have cool interaction with a few of the more annoying sites like Temple of
Angry Spirits, Cave Network, Blessed Orchard and Market Square. I
don't think the Inn is strong enough in itself (they can just spend all
their power every turn and ignore it) to build a deck around, but it can
augment the right type of offense.
This card almost feels like a Battleground Site in disguise. It's
got a somewhat powerful ability, but only if you have a lot of characters
and something to attack. I kind of like the idea of Inauspicious
Return with it. Unfortunately, the site's low body just makes it too
easy to take, especially considering that the ability only works when
attacking. And boy is it going to suck when you draw hordes of
little guys and have to face a Zodiac Lounge that your opponent has