Card of the Day Archive
August 17, 2003: Experimental Magenta Pill

Experimental Magenta Pill

Experimental Magental Pills are cool if you are willing to take a chance to heal a gladiator or draw a card. The biggest backdraw would be to roll a 1 or a 2 and get your money back. You would still keep the flow unless your opponent pays a cheer to make it negative.
Play it when you either need a card or have a wounded gladiator so every roll would be useful. Costwise, it is cheaper than a Trauma Kit, which heals 1 wound for 3 CP and needs two war gladiators to play. But it is less reliable.

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