A look at "condition" cards
While I’m waiting for my kilos, I throught I drop a post regarding conditions. In my opinion, these are some of the more interesting card types because, in such a hand cycling game such as this one, it provides additional actions that can work in your favor.
To be clear, conditions are cards that you can play to support your hero of villian. They are played during the setup phase and are persistent (meaning that they stay in play unless someone or something removes them). There’s no cost to playing them, but you are limited to playing only 2 in a given turn.
In all cases, condition cards have game text that gives you additional actions you can take. Here are a few examples:
Setup (return this card to hand): Opponent discards 1 card - random selection
or
Score: If opponent scored this fight, either add a green or blue resources, or draw 1 card
This game text is indentical to what’s on your hero or villian cards, as well as your instances. But here’s the beauty: your hero card only provides one persistent action. an instance 1) used only once (unless the game text says different) and 2) can only be used when its in your hand.
My favorite action on a condition card that I’ve seen so far is on Sil’s “New Life” card:
Enhance: You are inhuman +2
This basically gives me the option to enhance my “inhuman” fight value” without needing an effect card. Use this with “Gasoline, Danger” - which allows you to play a second effect card - to gain some nice bonuses.
I’m looking forward to seeing if my initial impressions of the condition cards is accurate. But for right now, they fascinate me.