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Blade On A Stick has been disambiguated


* BladeOnAStick: A Broad-Bladed Spear is a Weapon of Choice. It lets you play basic attacks after a Back Away, but you cannot make hidden attacks.
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An Axe To Grind is no longer a trope


* AnAxeToGrind: The War Axe Weapon Of Choice. You can't keep up Standing Defenses, but Power Blows do an additional point of damage. [[ThrowingYourSwordAlwaysWorks You can also throw it with a Special Attack card]], [[SubvertedTrope but this isn't a highly effective use.]]
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* KatanasAreJustBetter: The katana is the only WeaponOfChoice that has no drawback. But it doesn't have an advantage, either. The only thing the Katana provides intrinsically is the ability to switch between being one- and two-handed. What it ''does'' have is a plethora of Weapon-specific attacks, defenses, Edges, and Special cards with which one can puree one's opponent. Most of these will require the katana to be specifically one- or two-handed before they can be played.

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* KatanasAreJustBetter: The katana is the only WeaponOfChoice weapon that has no drawback. But it doesn't have an advantage, either. The only thing the Katana provides intrinsically is the ability to switch between being one- and two-handed. What it ''does'' have is a plethora of Weapon-specific attacks, defenses, Edges, and Special cards with which one can puree one's opponent. Most of these will require the katana to be specifically one- or two-handed before they can be played.



** Also applies to interactions between her Persona power, the Rapier WeaponOfChoice, and the Kurgan Quickening:

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** Also applies to interactions between her Persona power, the Rapier WeaponOfChoice, Rapier, and the Kurgan Quickening:



* WeaponOfChoice: Introduced by name in the "Arms And Tactics" expansion. Weapons of Choice provide a benefit and a drawback. The rapier, for instance, replicates part of Amanda's Persona power, letting you play an additional attack but reducing the damage of your attacks by one. In combination with certain Persona powers, however, the drawback is negligible (such Amanda with a rapier; since her attacks already do only one damage, she gets a third attack for free). Or give a rapier to [[TheBrute The Kurgan]] and play two attacks that do the same damage as everyone else's one attack.

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* WeaponOfChoice: WeaponBasedCharacterization: Introduced by name in the "Arms And Tactics" expansion. Weapons of Choice provide a benefit and a drawback. The rapier, for instance, replicates part of Amanda's Persona power, letting you play an additional attack but reducing the damage of your attacks by one. In combination with certain Persona powers, however, the drawback is negligible (such Amanda with a rapier; since her attacks already do only one damage, she gets a third attack for free). Or give a rapier to [[TheBrute The Kurgan]] and play two attacks that do the same damage as everyone else's one attack.
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Up To Eleven is a defunct trope


* EarlyInstallmentWeirdness: Weapons of Choice weren't introduced until the "Arms And Tactics" expansion, the second-to-last expansion of the first edition. As such, most weapons mimicked (or came close) to the Persona powers of some Immortals (or those Persona powers were revealed to be the result of a "built-in" Weapon of Choice). This could result in the ability to dial that Persona's power UpToEleven, such as Amanda with a Rapier getting three attacks per turn, or Kurgan with a Claymore making or blocking Power Blows with a 1-card exertion.

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* EarlyInstallmentWeirdness: Weapons of Choice weren't introduced until the "Arms And Tactics" expansion, the second-to-last expansion of the first edition. As such, most weapons mimicked (or came close) to the Persona powers of some Immortals (or those Persona powers were revealed to be the result of a "built-in" Weapon of Choice). This could result in the ability to dial that Persona's power UpToEleven, up to eleven, such as Amanda with a Rapier getting three attacks per turn, or Kurgan with a Claymore making or blocking Power Blows with a 1-card exertion.
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* MeleeDisarming: Cards are available to attempt to Disarm your opponent. Being Disarmed prevents you from playing blocks or most attacks, meaning it's a whole lot easier for your opponent to land that [[DecapitationRequired Head]] [[InstantWinCondition Shot]].

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* ArmorPiercingAttack: Power Blows. They do four damage if successful (normal attacks do two), and even if you block you take two damage. You have to block with an exertion, with a card that specifically blocks Power Blows without an exertion, or dodge to take no damage. In compensation, if your opponent makes a Power Blow, your next attack can be hidden.


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* BlockingStopsAllDamage: [[ZigZagged Not always]]. Normally, a block will prevent all damage from an attack, even if the attack itself does additional damage if successful (like a Thrust) or the player has an ability to do extra damage (like The Kurgan), because the attack must be ''successful'' for the additional damage to kick in, and a blocked attack is not "successful." However, there are Power Blows, normally made through an exertion or a card that makes an attack a Power Blow. If you play a block against a Power Blow, you still take 2 damage (and the attack becomes "successful," triggering an additional damage modifiers, though the block itself is also "successful," negating effects like Head Shot). If you block with an exertion or a card ability that lets you block a Power Blow without an exertion and take no damage, then the attack is not successful, deals no damage, and no additional damage effects trigger. If you play a dodge, you avoid the attack completely and it becomes unsuccessful.
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** Amanda, by virtue of the fact that "Power Block" wasn't a defined term until the game's second edition. There was only "block" and "block with an exertion." Cards that let you "[[ExactWords block a Power Blow without an exertion]]" bypassed Amanda's drawback of still taking damage if she blocked a Power Blow. Such cards were thus extremely useful for an Amanda player, and if they had the Quickening that mimicked Luther's ability to block Power Blows without an exertion, she became a borderline LightningBruiser (and she'd cross the border with the addition of The Kurgan's Quickening, cancelling her other drawback of reduced attack damage).

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** Amanda, by virtue of the fact that "Power Block" wasn't a defined term until the game's second edition. There was only "block" and "block with an exertion." Cards that let you "[[ExactWords block a Power Blow without an exertion]]" exertion and take no damage]]" bypassed Amanda's drawback of still taking damage if she blocked a Power Blow. Such cards were thus extremely useful for an Amanda player, and if they had the Quickening that mimicked Luther's ability to block Power Blows without an exertion, she became a borderline LightningBruiser (and she'd cross the border with the addition of The Kurgan's Quickening, cancelling her other drawback of reduced attack damage).
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** An Immortal-specific card for [[MsFanservice Amanda]], [[InvokedTrope Distract]], is a dodge that covers the whole grid with no penalty. [[{{Stripperiffic}} The picture is Amanda in a very skimpy leather outfit.]]

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** An Immortal-specific card for [[MsFanservice Amanda]], [[InvokedTrope Distract]], is a dodge that covers the whole grid with no penalty. [[{{Stripperiffic}} The 1st Edition picture is Amanda in a very skimpy leather outfit.]]outfit]], the 2nd is her in a ModestyBedsheet, the 3rd is her in a [[CensorSuds bubble bath]].
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** Duncan has been in the game from the start, but his tin adds lots of Pregame and in-game cards to really bring him to the level of superlative badass he is in the show. With cards from this tin, Duncan is one of the only Immortals who can reliably pull off an unblockable, undodgeable head shot. (Others can, but it usually requires a rather elaborate combo and at least a little luck). Duncan's Master's Head Shot is unblockable if your last successful defense was Jump, and the tin also includes Leg Sweep, which makes your next attack undodgeable and gives you an additional attack with which to play the Head Shot. And Leg Sweep is a Special Attack that cannot be blocked, the Head Shot is a non-Special attack. So all you have to do is Jump over any middle or upper attack, then play Leg Sweep and Master's Head Shot, and if your opponent can't dodge the Sweep, you win.

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** Duncan has been in the game from the start, but his tin adds lots of Pregame and in-game cards to really bring him to the level of superlative badass he is in the show. With cards from this tin, Duncan is one of the only Immortals who can reliably pull off an unblockable, undodgeable head shot. (Others can, but it usually requires a rather elaborate combo and at least a little luck). Duncan's Master's Head Shot is unblockable if your last successful defense was Jump, and the tin also includes Leg Sweep, which makes your next attack undodgeable and gives you an additional attack with which to play the Head Shot. And Leg Sweep is a Special Attack that cannot be blocked, the Head Shot is a non-Special attack. So all you have to do is Jump over any middle or upper lower attack, then play Leg Sweep and Master's Head Shot, and if your opponent can't dodge the Sweep, you win.

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** Methos isn't even playable without the tin, as it's the only place to get his Persona and a bunch of other cards. Methos' Persona power is a better version of Richie's, letting him use other Immortals' cards (referencing either that, as one of the oldest Immortals, everyone [[MasterApprenticeChain learned their tricks from him, if only remotely]], or that being so old, ProperlyParanoid, and a Watcher, he's studied other Immortals enough to use their tricks against them). His own cards are pretty good, too. Tellingly, Methos' [[FatalFlaw Nemesis]] card is available in a regular set, and prevents Methos from playing Immortal-specific cards '''at all'''.

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** Methos isn't even playable without the tin, as it's the only place to get his Persona and a bunch of other cards. Methos' Persona power is a an arguably better version of Richie's, letting him use other Immortals' Master cards (referencing either that, as one of the oldest Immortals, everyone [[MasterApprenticeChain learned their tricks from him, if only remotely]], or that being so old, ProperlyParanoid, and a Watcher, he's studied other Immortals enough to use their tricks against them). His own cards are pretty good, too. Tellingly, Methos' [[FatalFlaw Nemesis]] card is available in a regular set, and prevents Methos from playing Immortal-specific cards '''at all'''.



* TheGenericGuy: Generic Immortals, for those not lucky enough to get a Persona (or enough Immortal-specific cards to make a Persona worthwhile) with their first few investments of cards. A Generic Immortal could include one of each Immortal's non-Reserved Cards in their deck. So, they could have Connor [=MacLeod=]'s Power Blow and Back Away and The Kurgan's Power Blow and Back Away, but not two Connor Back Away.



* LethalJokeCharacter: Richie Ryan. He was still TheScrappy on the series when the TCG was first released, and his Persona power mimicked his newbieness by letting him use cards from other Immortals, similar to a "Generic Immortal." Certain combinations of Immortal-specific cards never intended to work together could turn him into a game-wrecking asshole.

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* LethalJokeCharacter: Richie Ryan. He was still TheScrappy on the series when the TCG was first released, and his Persona power mimicked his newbieness by letting him use cards one non-Signature card from every other Immortals, Immortal, similar to a "Generic Immortal." Certain combinations of Immortal-specific cards never intended to work together could turn him into a game-wrecking asshole.
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* UnstableEquilibrium: Your Ability determines your maximum hand size, and is also your health. Thus, the more damage you take, the fewer cards you have in your hand to counter your opponent's moves or launch an attack of your own. This makes it harder to avoid damage from your opponent. Typically, being reduced to five or six Ability means it's only a matter of time before your opponent finishes you off. . . unless you've similarly hampered them. Cards that allow you to ignore being forced to discard down to your Ability are very useful.
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* DecapitationRequired: ZigZagged. You can defeat your opponent by running them to zero ability, but there are attacks considered "head shots." If you play one of these and your opponent can't defend against it, they lose their head and the game. [[SingleStrokeBattle It's entirely possible for this to result in winning the game on your first turn if your opponent got very unlucky with their shuffle.]]

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* DecapitationRequired: ZigZagged. You can defeat your opponent by running them to zero ability, but there are attacks considered "head shots." If you play one of these and your opponent can't defend against it, [[InstantWinCondition they lose their head and the game.game]]. [[SingleStrokeBattle It's entirely possible for this to result in winning the game on your first turn if your opponent got very unlucky with their shuffle.]]
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* PopularityPower: Duncan has by far the most Immortal-specific cards, and can built towards pretty much any kind of playstyle a player wants. Mostly because, as the main character of the show, there are more pictures of him to make cards from than anyone else.
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** Duncan has been in the game from the start, but his tin adds lots of Pregame and in-game cards to really bring him to the level of superlative badass he is in the show. With cards from this tin, Duncan is one of the only Immortals who can reliably pull off an unblockable, undodgeable head shot. (Others can, but it usually requires a rather elaborate combo and at least a little luck). Duncan's Master's Head Shot is unblockable if your last successful defense was Jump, and the tin also includes Leg Sweep, which makes your next attack undodgeable and gives you an additional attack with which to play the Head Shot. And Leg Sweep is a Special Attack that cannot be blocked, the Head Shot is a non-Special attack. So all you have to do is Jump over any middle or upper attack, then play Leg Sweep, and if your opponent can't dodge it, you win.

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** Duncan has been in the game from the start, but his tin adds lots of Pregame and in-game cards to really bring him to the level of superlative badass he is in the show. With cards from this tin, Duncan is one of the only Immortals who can reliably pull off an unblockable, undodgeable head shot. (Others can, but it usually requires a rather elaborate combo and at least a little luck). Duncan's Master's Head Shot is unblockable if your last successful defense was Jump, and the tin also includes Leg Sweep, which makes your next attack undodgeable and gives you an additional attack with which to play the Head Shot. And Leg Sweep is a Special Attack that cannot be blocked, the Head Shot is a non-Special attack. So all you have to do is Jump over any middle or upper attack, then play Leg Sweep, Sweep and Master's Head Shot, and if your opponent can't dodge it, the Sweep, you win.
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None


** Duncan has been in the game from the start, but his tin adds lots of Pregame and in-game cards to really bring him to the level of superlative badass he is in the show. With cards from this tin, Duncan is one of the only Immortals who can reliably pull off an unblockable, undodgeable head shot. (Others can, but it usually requires a rather elaborate combo and at least a little luck).

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** Duncan has been in the game from the start, but his tin adds lots of Pregame and in-game cards to really bring him to the level of superlative badass he is in the show. With cards from this tin, Duncan is one of the only Immortals who can reliably pull off an unblockable, undodgeable head shot. (Others can, but it usually requires a rather elaborate combo and at least a little luck). Duncan's Master's Head Shot is unblockable if your last successful defense was Jump, and the tin also includes Leg Sweep, which makes your next attack undodgeable and gives you an additional attack with which to play the Head Shot. And Leg Sweep is a Special Attack that cannot be blocked, the Head Shot is a non-Special attack. So all you have to do is Jump over any middle or upper attack, then play Leg Sweep, and if your opponent can't dodge it, you win.



* SpecialAttack: Called such, and noted by a yellow grid (non-Special attacks, including the nine basic attacks, have an orange grid). Special attacks usually require some kind of preparation or setup on behalf of the Immortal, if not the player. For instance, "Pistol" is a ranged attack that can only be played after a Back Away. You cannot play more than one Special Attack per turn, even if you have several abilities to play multiple attacks. Oh, and a Special Attack is not a Special Card, but many will include additional powers if you do not play a Special Card the same turn you play the Special Attack.

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* SpecialAttack: Called such, and noted by a yellow grid (non-Special attacks, including the nine basic attacks, have an orange grid). Special attacks usually require some kind of preparation or setup on behalf of the Immortal, if not the player. For instance, "Pistol" is a ranged attack that can only be played after a Back Away. You cannot play more than one Special Attack per turn, even if you have several abilities to play multiple attacks. Oh, and a Special Attack is not a Special Card, but many will include additional powers if you do not play a Special Card the same turn you play the Special Attack. Special Attacks cannot be made hidden or Power Blows (unless the card specifically states otherwise, of course).
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** Many non-basic attacks, such as Spinning Attack, which can be a Power Blow without an exertion if your last successful defense was a dodge. Special attacks (especially ones that have "Master" in their title) tend to have an effectiveness in direct proportion to their coolness.

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* {{Flynning}}: Any card with a title like "Fleche" or "Flashing Blade" is evoking this trope. Usually Edge cards played in conjunction with an attack to make it flashier and deadlier.

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* {{Flynning}}: {{Flynning}}:
**
Any card with a title like "Fleche" or "Flashing Blade" is evoking this trope. Usually Edge cards played in conjunction with an attack to make it flashier ([[RuleOfCool and deadlier.therefore deadlier]]).
** Most dodges that aren't the basic "Dodge" or "Back Away" will tend to be this by default. Jumps, ducks, sidesteps, backflips. . .

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* DistractedByTheSexy: An Immortal-specific card for [[MsFanservice Amanda]], [[InvokedTrope Distract]], is a dodge that covers the whole grid with no penalty. [[{{Stripperiffic}} The picture is Amanda in a very skimpy leather outfit.]]

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* DistractedByTheSexy: DiscardAndDraw: At the end of your turn, you may (but do not have to) draw cards until you have a number in your hand equal to your Ability. Clearing useless junk out of your hand can thus be a frustrating necessity (it's useless because you can't play it, but you have to play it to get it out of your hand. . . and it might only be useless ''for now''). Nefertiri's Persona power lets her draw up to her Ability any time she wants during her turn (a deceptively potent advantage).
* DistractedByTheSexy:
**
An Immortal-specific card for [[MsFanservice Amanda]], [[InvokedTrope Distract]], is a dodge that covers the whole grid with no penalty. [[{{Stripperiffic}} The picture is Amanda in a very skimpy leather outfit.]]]]
** Amanda also has Seduce, an Event that makes her next attack unblockable and undodgeable.
** Nefertiri also has a Seduce card. It makes her next attack undodgeable and costs her opponent an attack.

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