THE END OF SOLOMON GRUNDY: At the beginning of the game, place 3 Resurrection tokens on Solomon Grundy's card. Solomon Grundy places 1 Resurrection token on his character card each time he hits an opposing character. When Solomon Grundy would be KO'd and has at least one Resurrection token on his card, instead click him to click #9, heal him of 1 damage for each Resurrection token on his card and remove all Resurrection tokens from his card. This ability can't be ignored.
ESCAPE DEATHTRAP At the beginning of your turn, roll 2d6. King Tut rolls a d6 and adds his Elaborate Deathtrap Bonus (maximum Bonus 8). If King Tut is friendly, not on the map, or if your result is higher, place this character in your starting area or adjacent to a friendly character. Otherwise, deal this character damage equal to the difference (maximum 5) and when dealt this damage, this character can use its defense powers.
I'LL FORGE YOUR WEAPON, YOU $#@*&%: Friendly characters can use free actions instead of power actions to make a relic roll and modify their roll by +1 if not already modified by this effect.Can a character with a friendly Splitlip on the team attempt a relic roll twice in one turn? Once as the standard power action, and once as a free action? ]]>
Horde: Trained Together When (M), SHIELD Trooper can use Running Shot.Obviously, he's supposed to have a range other than 0, so what should it be? ]]>
A TEAM REUNITED
Give this character a power action when it is adjacent to a character that was a
team member earlier this game. Remove the character from its SwitchClix base,
place it on the team and remove the SwitchClix base from the map.
When this character is adjacent to other friendly characters that each represent
one distinct qualifying character listed on a Duo character’s character card and all
of them have no action tokens, give this character a free action to replace all of
them with that Duo character, the same number of clicks from its star ting line as
this character. The combined point value of the qualifying char acters must be equal
to or greater than the point value of the Duo char acter (unless that Duo character
previously used the Split ability to be replaced by these same characters). The Duo
character can’t use the Split ability this tur n. This ability can’t be countered.
Give this character a power action if it has no action tokens. Replace this character
with one or more qualifying characters each from a different entry listed on
this character’s character card. The qualifying replacement character(s) must
have either qualifying name and total no more than this character’s point value
(unless those characters previously used the Merge ability to be replaced by this
character). Replacement character(s) are assigned an action token and can’t be
given an action this turn. Replacement character(s) begin a number of clicks from
their starting line equal to the number of clicks from this character’s starting line.
This ability can’t be countered.
Game effects assigned to the Duo character pass to one qualifying
character of the controller’s choice. If the game effect was assigned to the Duo via the Merge ability, the effect does not have to go back to the original figure.