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* ThePlan: Plots, a subtype of Situation cards. [[RuleOfThree typically come as three separate cards]], and you have to have first in play to play the second, and both in play to play the third. Once you have all three, you gain a powerful but temporary bonus.

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* ThePlan: Plots, a subtype of Situation cards. [[RuleOfThree typically come as three separate cards]], and you have to have first in play to play the second, and both in play to play the third. Once you have all three, you gain a powerful but temporary bonus. Such as "The Darkness" Plot letting you make your next five attacks hidden, or the "Destruction" Plot letting you make a future upper attack a Head Shot (which need not be on the same turn you finished the plot, thus you didn't play a special card on the turn you made the Head Shot. . . the primary limitation to making an unblockable, undodgeable Head Shot).
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* ThePlan: Plots, a subtype of Situation cards. [[RuleOfThree typically come as three separate cards]], and you have to have first in play to play the second, and both in play to play the third. Once you have all three, you gain a powerful but temporary bonus.
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* NonchalantDodge: ZigZagged. The "standard" dodges most Immortals have are not this trope. "Dodge" costs you an attack (out of a normal one) on your turn, while "Back Away" will not avoid ranged attacks and prevents you from making non-ranged attacks. Immortals noted for more agile fighting styles can have dodges that do fit this trope, either having no drawbacks or providing a bonus (like making your next attack hidden).
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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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* FatalFlaw: Nemesis cards, Situations that can only be played if your opponent is using a specific Persona. They usually not only remove the Persona's power, but usually hamper them in some additional way. For instance, The Kurgan adds one point of damage to all his successful attacks, so his Nemesis card reduces the damage of all his attacks to one. The naming of the cards (Kurgan's is "Fade Away") implies they're

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* FatalFlaw: Nemesis cards, Situations that can only be played if your opponent is using a specific Persona. They usually not only remove the Persona's power, but usually hamper them in some additional way. For instance, The Kurgan adds one point of damage to all his successful attacks, so his Nemesis card reduces the damage of all his attacks to one. The naming of the cards (Kurgan's is "Fade Away") implies they'rethey're the result of this trope, though sometimes they present more as a LogicalWeakness, such as Roland Kantos' Nemesis card nullifying his CompellingVoice because you plugged your ears (exactly as Duncan did in the show).

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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 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' [[KryptoniteFactor 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 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' [[KryptoniteFactor [[FatalFlaw Nemesis]] card is available in a regular set, and prevents Methos from playing Immortal-specific cards '''at all'''.



* FatalFlaw: Nemesis cards, Situations that can only be played if your opponent is using a specific Persona. They usually not only remove the Persona's power, but usually hamper them in some additional way. For instance, The Kurgan adds one point of damage to all his successful attacks, so his Nemesis card reduces the damage of all his attacks to one. The naming of the cards (Kurgan's is "Fade Away") implies they're



* KryptoniteFactor: Nemesis cards.
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* KryptoniteFactor: Nemesis cards.
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In TheNineties, not only was the CollectibleCardGame experiencing an explosion of popularity (thanks to TropeMaker ''TabletopGame/MagicTheGathering'', but ''Franchise/{{Highlander}}'' was running strong, mostly thanks to [[Series/{{Highlander}} the series]]. Thus, it was natural to make a card game based on ''Higlander'', called ''Highlander: The Trading Card Game''.

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In TheNineties, not only was the CollectibleCardGame experiencing an explosion of popularity (thanks to TropeMaker ''TabletopGame/MagicTheGathering'', ''TabletopGame/MagicTheGathering''), but ''Franchise/{{Highlander}}'' was running strong, mostly thanks to [[Series/{{Highlander}} the series]]. Thus, it was natural to make a card game based on ''Higlander'', called ''Highlander: The Trading Card Game''.
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* InterestingSituationDuel: Situations can create these, but Locations really invoke the trope. There are even cards to invoke things like MultiStageBattle, such as "Skylight," which can only be used to remove the "Rooftop" location.
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* WeaponOfChoice: Introduced by name in a later 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).

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* WeaponOfChoice: Introduced by name in a later 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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* CallAHitPointASmeerp: Your "ability" defines both the amount of damage you can take before being defeated and your hand size. Your deck is also called your "endurance." Running out of endurance doesn't cost you the game, but does cost you five ability.
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* SwordAndGun: Immortal assassin Paul Kinman has his 9mm, which the player can play basic attacks to from their hand, then play from the 9mm as a ranged attack.
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* GunsAreWorthless: Downplayed. "Pistol" is a class of Special Attack (not to be confused with "Special card") that does one point of damage, less than the basic sword attacks. It is a Ranged attack, making it useful if the only Dodge you have is Back Away, but it probably won't decide the duel. Paul Kinman's "9mm" is rather more efficient.
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* MightyGlacier: Slan Quince, Kurgan, Luther, and other Immortals who fit TheBrute archetype. Persona powers that tend to emphasize physical strength and no dodges aside from Back Away.

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* MightyGlacier: Slan Quince, Kurgan, Luther, and other Immortals who fit TheBrute archetype. Persona powers that tend to emphasize physical strength and no dodges aside from Back Away.Away.
* WeaponOfChoice: Introduced by name in a later 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).
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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 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' [[KryptoniteFactor Nemesis]] card is available in a regular set, and prevents Methos from playing Immortal-specific cards '''at all''.
** Duncan's been in the game from

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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 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' [[KryptoniteFactor Nemesis]] card is available in a regular set, and prevents Methos from playing Immortal-specific cards '''at all''.
all'''.
** Duncan's 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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* BribingYourWayToVictory: The Duncan and Methos Collector's Tins turned those characters into near GameBreakers.
**

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* BribingYourWayToVictory: The Duncan and Methos Collector's Tins turned those characters into near GameBreakers.
Game Breakers.
** 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 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' [[KryptoniteFactor Nemesis]] card is available in a regular set, and prevents Methos from playing Immortal-specific cards '''at all''.
** Duncan's been in the game from
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* BribingYourWayToVictory: The Duncan and Methos Collector's Tins turned those characters into near GameBreakers.
**

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* AllYourPowersCombined: Quickenings, Pregame cards usually obtained through tournaments that mimic the Persona powers of other Immortals, such as Luther's ability to block Power Blows without an exertion or The Kurgan's massive strength adding damage to attacks. If your opponent beats you via Head Shot, [[VictorGainsLosersPowers they get any Quickenings you were using]].



* AllYourPowersCombined: Quickenings, Pregame cards usually obtained through tournaments that mimic the Persona powers of other Immortals, such as Luther's ability to block Power Blows without an exertion or The Kurgan's massive strength adding damage to attacks. If your opponent beats you via Head Shot, [[VictorGainsLosersPowers they get any Quickenings you were using]].
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* ByAllYourPowersCombined: Quickenings, Pregame cards usually obtained through tournaments that mimic the Persona powers of other Immortals, such as Luther's ability to block Power Blows without an exertion or The Kurgan's massive strength adding damage to attacks. If your opponent beats you via Head Shot, [[VictorGainsLosersPowers they get any Quickenings you were using]].

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* ByAllYourPowersCombined: AllYourPowersCombined: Quickenings, Pregame cards usually obtained through tournaments that mimic the Persona powers of other Immortals, such as Luther's ability to block Power Blows without an exertion or The Kurgan's massive strength adding damage to attacks. If your opponent beats you via Head Shot, [[VictorGainsLosersPowers they get any Quickenings you were using]].
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* ByAllYourPowersCombined: Quickenings, Pregame cards usually obtained through tournaments that mimic the Persona powers of other Immortals, such as Luther's ability to block Power Blows without an exertion or The Kurgan's massive strength adding damage to attacks. If your opponent beats you via Head Shot, [[VictorGainsLosersPowers they get any Quickenings you were using]].



* HeWhoMustNotBeSeen: Ramirez. Creator/SeanConnery did not give permission for his likeness to be used in the game, do making cards for Ramirez was effectively impossible. One card was made (Ramirez's face obscured by HolyBacklight), which is actually pretty good. . . if you can manage to include it in your deck.



* LoopholeAbuse: 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 "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.

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* LoopholeAbuse: 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 "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.LightningBruiser.
* MightyGlacier: Slan Quince, Kurgan, Luther, and other Immortals who fit TheBrute archetype. Persona powers that tend to emphasize physical strength and no dodges aside from Back Away.
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* DistractedByTheSexy: An Immortal-specific card for [[FemmeFatale Amanda]], [[InvokedTrope Distract]], is a dodge that covers the whole grid with no penalty. [[MsFanservice The picture is Amanda in a very skimpy leather outfit.]]

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



* 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 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.asshole.
* LoopholeAbuse: 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 "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.
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LethalJokeChatacter: Richie Ryan.

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LethalJokeChatacter: * LethalJokeCharacter: Richie Ryan.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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* FragileSpeedster: Amanda. Her Persona power lets her play two attacks per turn instead of the normal one, and she has more dodges than just about any other Immortal, many of them providing useful side benefits. But her attacks do only one damage instead of the normal two, her Power Blows do two damage instead of the normal four, and if she block a Power Blow she still takes three damage, two if she Power Blocks.



* HeroicWillpower: If a player has no defenses or attacks in their hand, they may "exert" for one. An exertion is taking the top five cards from your endurance and putting them in your discard, when exerting for an attack or defense you can play one attack or defense from the exertion as if it had been in your hand. Some cards will modify the size of exertions, or let you make exertions for other things. Exertions are also made to make Power Blows or Power Blocks.

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* HeroicWillpower: If a player has no defenses or attacks in their hand, they may "exert" for one. An exertion is taking the top five cards from your endurance and putting them in your discard, when exerting for an attack or defense you can play one attack or defense from the exertion as if it had been in your hand. Some cards will modify the size of exertions, or let you make exertions for other things. Exertions are also made to make Power Blows or Power Blocks.Blocks.
LethalJokeChatacter: Richie Ryan.
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* DecapitionRequired: 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.
* EveryoneHasASignatureMove: Immortal-specific cards, [[ExactlyWhatItSaysOnTheTin specific to that Immortal]], which come in three flavors: non-Reserved, Reserved, and Signature. Signature means they cannot be included in a deck not using that Persona '''under any circumstances'''.

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* DecapitionRequired: 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.
* EveryoneHasASignatureMove: EveryoneHasASpecialMove: Immortal-specific cards, [[ExactlyWhatItSaysOnTheTin specific to that Immortal]], which come in three flavors: non-Reserved, Reserved, and Signature. Signature means they cannot be included in a deck not using that Persona '''under any circumstances'''.

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* HeroicSecondWind: Subverted. Running through your deck (called "endurance") is called "exhausting," you get to reshuffle your discard into a new endurance, but lose 5 ability, bringing you significantly closer to defeat.

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* EveryoneHasASignatureMove: Immortal-specific cards, [[ExactlyWhatItSaysOnTheTin specific to that Immortal]], which come in three flavors: non-Reserved, Reserved, and Signature. Signature means they cannot be included in a deck not using that Persona '''under any circumstances'''.
* HeroicSecondWind: Subverted. Running through your deck (called "endurance") is called "exhausting," you get to reshuffle your discard into a new endurance, but lose 5 ability, bringing you significantly closer to defeat.defeat.
* HeroicWillpower: If a player has no defenses or attacks in their hand, they may "exert" for one. An exertion is taking the top five cards from your endurance and putting them in your discard, when exerting for an attack or defense you can play one attack or defense from the exertion as if it had been in your hand. Some cards will modify the size of exertions, or let you make exertions for other things. Exertions are also made to make Power Blows or Power Blocks.
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The last grouping of cards are "Pregame Cards", usually a Persona Card that represents the Immortal you're playing, but can be modifiers to that Persona, Weapons of Choice, Quickenings, and so on.

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The last grouping of cards are "Pregame Cards", usually a Persona Card that represents the Immortal you're playing, but can be modifiers to that Persona, Weapons of Choice, Quickenings, and so on.on.
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!!Contains examples of:
* AlwaysAccurateAttack: Some attacks cannot be blocked, others cannot be dodged, and a very rare few cannot be blocked ''or'' dodged. [[SubvertedTrope However]], there are some blocks or dodges that will specifically defend against attacks that cannot be blocked or dodged respectively.
* ConfusionFu: Sometimes a player can make an attack "hidden." They play it face down, and their opponent has to basically guess what defense to play from their hand against it. If they guess wrong, they either have to let the attack through or [[HeroicWillpower exert for a defense.]]
* DecapitionRequired: 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.
* HeroicSecondWind: Subverted. Running through your deck (called "endurance") is called "exhausting," you get to reshuffle your discard into a new endurance, but lose 5 ability, bringing you significantly closer to defeat.

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%%Under construction



The last grouping of cards are "Pregame Cards", usually a Persona Card that represents the Immortal you're playing, but can be modifiers

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The last grouping of cards are "Pregame Cards", usually a Persona Card that represents the Immortal you're playing, but can be modifiersmodifiers to that Persona, Weapons of Choice, Quickenings, and so on.
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Attacks and defenses are noted by a three-by-three grid in the upper left corner, showing where the attack or defense is aimed. For a defense to nullify a given attack, it must cover the appropriate square, and defenses typically cover multiple squares while attacks typically cover one (there are exceptions). There are nine basic attacks (one for each square of the three-by-three grid) and six basic blocks, and you must include at least one of each in your deck. There are also dodges, which tend to be Immortal-specific, cover most if not all of the grid, but usually come with a drawback (some Immortals noted for their agility can have dodges with no drawback, or even supplying advantages).

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Attacks and defenses are noted by a three-by-three grid in the upper left corner, showing where the attack or defense is aimed. For a defense to nullify a given attack, it must cover the appropriate square, and defenses typically cover multiple squares while attacks typically cover one (there are exceptions). There are nine basic attacks (one for each square of the three-by-three grid) and six basic blocks, and you must include at least one of each in your deck. There are also dodges, which tend to be Immortal-specific, cover most if not all of the grid, but usually come with a drawback (some Immortals noted for their agility can have dodges with no drawback, or even supplying advantages).advantages).

Special cards include Situations (which can have subcategories like Ally or Plot), Locations, Objects (including armor and personalized weapon hilts), and Events (cool things that can happen during a duel). Another category is Edge cards, which are ''not'' Special cards, so don't count against the one-Special-card-per-turn limit, and typically need to be played "in conjunction" with another card for full (or any) effect.

The last grouping of cards are "Pregame Cards", usually a Persona Card that represents the Immortal you're playing, but can be modifiers
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In TheNineties, not only was the CollectibleCardGame experiencing an explosion of popularity (thanks to TropeMaker ''TabletopGame/MagicTheGathering'', but ''Franchise/{{Highlander}}'' was running strong, mostly thanks to [[Series/{{Highlander}} the series]]. Thus, it was natural to make a card game based on ''Higlander'', called ''Highlander: The Trading Card Game''.

The game plays like no other TCG before or since, really. Each player takes on the role of an individual Immortal, and fights their opponent in a one-on-one duel. The players take turns playing cards, with the end goal of defeating their opponent and, perhaps, taking their head.

A player starts their turn by "sweeping" cards removed from play (most often last turn's attacks and defenses), then plays a defense against an incoming attack (if there is one). Then they have an opportunity to play their own attack. At any point in these phases, they can play up to one "special" card. Then, if necessary, they adjust their [[CallAHitPointASmeerp ability]], discard down to their ability if need be, then it's the opponent's turn.

Attacks and defenses are noted by a three-by-three grid in the upper left corner, showing where the attack or defense is aimed. For a defense to nullify a given attack, it must cover the appropriate square, and defenses typically cover multiple squares while attacks typically cover one (there are exceptions). There are nine basic attacks (one for each square of the three-by-three grid) and six basic blocks, and you must include at least one of each in your deck. There are also dodges, which tend to be Immortal-specific, cover most if not all of the grid, but usually come with a drawback (some Immortals noted for their agility can have dodges with no drawback, or even supplying advantages).

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