KEY
* = special FWIGHTER properties
" = attachable to FWIGHTERS
A"*
FWANCY: Roll a die. Target FWIGHTER temporarily gains or loses that much FWARTITUDE until the end of its next completed FWIGHT.
FWIGHTER: FWARTITUDE is determined by a dice roll each time it is needed.
4*
FWANCY: Resurrect a card from THE FWALLEN and place it in any open space on the table.
FWIGHTER: Resurrect a card from THE FWALLEN in the 4's place upon losing a FWIGHT.
5
FWANCY: Takes the place of any FWIGHTER on the table. The replaced FWIGHTER becomes a FWANCY in your hand.
6"
FWANCY: Curses target FWIGHTER to lose its next completed FWIGHT, as if it were DUG, CORRUPTED, DISARMED, or DESTROYED.
7
FWANCY: Can be placed as a FWIGHTER in any open space on the table.
8
FWANCY: Swap any two adjacent FWIGHTERS or rows/columns of FWIGHTERS. (NOTE: Rows/columns retain their empty spaces when moved. All FWIGHTERS must still adhere to THE LAWS OF FWYSICS.)
9
FWANCY: Instantly negates any single declared FWIGHT or played or attached FWANCY.
10"
FWANCY: Change target FWIGHTER's suit to that of the 10.
Q"*
FWANCY: Target FWIGHTER either must help defend, or cannot help to defend, in any nearby FWIGHTS.
FWIGHTER: Has a FWARTITUDE equal to 11.
FWAIRY OF FWARTUNE (FOF)"*
FWANCY: Target FWIGHTER becomes FWARTUNATE.
FWIGHTER: Has a FWARTITUDE equal to 0 but is FWARTUNATE. Automatically loses its subsequent FWIGHT to join THE FWALLEN. Grants FWARTUNE to its victor upon defeat. Can move any number of empty spaces while still adhering to THE LAWS OF FWYSICS.
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