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* 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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* UnstoppableRage: Some Immortals have Persona-specific Reserved "Battle Rage" cards. The card generally functions the same way: it lets you make a ten-card exertion, play up to [[BladeSpam five non-Special attacks]] from the exertion and your hand, [[PowerAtAPrice lose 1 ability]], dodges will not avoid consecutive attacks from a Battle Rage. Some Immortals have Battle Rage cards with different effects, such as Ceirdwyn's linking into her MamaBear personality and her deck's Ally-heavy playstyle, but the common theme is "pump out a shitload of attacks all of the sudden."
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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.

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%%Under construction


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* HolyGround: Given its importance to the franchise, appears here. Generally comes in two varieties: a "temporary reprieve" card that lets you avoid all attacks and damage that turn (and ends your turn when you play it, so no attacking back), and an "escape to" card. It loses you the duel, but you get to keep your head.
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* BreakableWeapons: Rare, but some cards will allow you to break your opponent's weapon instead of just disarming them. [[CaptainObvious A broken weapon cannot be recovered, unlike a disarmed one.]] In the second edition, [[Anime/HighlanderTheSearchForVengeance Marcus]] has a special hilt for the Gladius that allows him to break an opponent's weapon ''every time he disarms them'' (as a reference to the number of swords Colin went through trying to fight him).
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* {{BFS}}: The Claymore weapon of choice. You have to discard the top card of your endurance for each attack you play, but your opponent must do the same when they block. It also reduces the size of "standard exertions" by two, so you can make and block Power Blows easier. . . but you're also less likely to find an attack or defense when exerting to look for one.


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* 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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* SwordFight: The Card Game. The whole ruleset (dubbed "the Swordmaster system" by the developers) is geared to replicating the frenetic activity of two people fighting to chop each other's heads off.

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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' [[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 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'''.



* 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 "[[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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* LoopholeAbuse: 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 "[[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).damage).
** Also applies to interactions between her Persona power, the Rapier WeaponOfChoice, and the Kurgan Quickening:
*** Amanda can normally play two attacks per turn, but her attacks do only one point of damage.
*** The Kurgan Q adds one point of damage any successful attack.
*** The rapier lets you play an additional attack, but your attacks do one less point of damage.
*** Because of a quirk in how the game defines a "successful" attack, the order is as follows: Amanda's default attack damage is set to one, completely ignoring the Rapier's penalty. When that one-point attack becomes successful, the Kurgan Q kicks in and adds a point of damage, making it a ''two''-damage attack, same as everyone else. And Kurgan Q'ed, Rapier-wielding Amanda can fire off three in a turn.
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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.

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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.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.
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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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* AwrsomeButImpractical: Certain combinations, especially in your Pregame cards, could be really cool. . . if you could implement them.

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* AwrsomeButImpractical: AwesomeButImpractical: Certain combinations, especially in your Pregame cards, could be really cool. . . if you could implement them.
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* AwrsomeButImpractical: Certain combinations, especially in your Pregame cards, could be really cool. . . if you could implement them.
** Amanda with a Rapier. Three attacks per turn is definitely awesome, but sustaining that barrage from turn to turn requires a deck bloated with attacks or that has little room for anything else (or both). Doubly Awesome (and doubly Impractical) with Seduce, Femme Fatale, and Flurry Strike. Seduce is an Event that makes Amanda's next attack unblockable and undodgeable, Femme Fatale is an Edge that lets Amanda play another Seduce, and Flurry Strike is an attack that does an additional point of damage for every other Flurry Strike played that turn. Play three Seduces via two Femme Fatales followed by three Flurry Strikes, and your opponent is staring down ''nine'' unblockable, undodgeable damage. . . at the cost of half your hand being just that combo.
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** Standing Defenses, noted by the card text "This is a standing defense." The most common standing defense is a Guard, a kind of block that covers a full two-thirds of the grid, but you cannot play attacks to areas covered by the guard (no, not even if you're playing Connor or Duncan). Other standing defenses are usually Situations like Continuity, a series of Immortal-specific cards that usually (but not always) let your next few blocks block Power Blows without an exertion. Standing defenses can be kept up indefinitely (or for a period of time specified on the card), dropped at will, or lost if you're tripped or knocked prone.
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** Blocks, noted by a blue grid, are the mainstay, including the six basic blocks you must include in your deck. Beyond those are block that can provide a variety of interesting effects, such a Circular Parry, which can make it easier to Disarm your opponent. As a rule, you cannot play an attack that includes an area on your last played block that turn, though [[MasterSwordsman Connor and Duncan]] ignore this restriction.
**

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** Blocks, noted by a blue grid, are the mainstay, including the six basic blocks you must include in your deck. Beyond those are block that can provide a variety of interesting effects, such a Circular Parry, which can make it easier to Disarm your opponent. As a rule, you cannot play an attack that includes an area on your last played block that turn, though [[MasterSwordsman Connor and Duncan]] ignore this restriction.
restriction. They can be made Power Blocks with an exertion.
** Dodges, noted by a green grid, are always Immortal-specific. If successful, you evade the attack completely, making them especially useful against Power Blows. Dodges have no inherent attack restrictions, though individual dodges may (such as a Left Side Step stating your first attack must be to the right.)
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* DefendCommand: Defenses, a card type grouped into two specific categories and one rather loose grouping.
** Blocks, noted by a blue grid, are the mainstay, including the six basic blocks you must include in your deck. Beyond those are block that can provide a variety of interesting effects, such a Circular Parry, which can make it easier to Disarm your opponent. As a rule, you cannot play an attack that includes an area on your last played block that turn, though [[MasterSwordsman Connor and Duncan]] ignore this restriction.
**
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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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* 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 "[[ExactWords block a Power Blow without an exertion" 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 (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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** Non-Reserved cards are usually such basic things Power Blow, Extra Shot, Combination, some generic dodges, and so on, but even these add to the basic flavor of a given Persona. [[FragileSpeedster Amanda]], for instance, has no Power Blow, while [[MightyGlacier The Kurgan's]] only dodge is Back Away.

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** Non-Reserved cards are usually such basic things as Power Blow, Extra Shot, Combination, some generic dodges, and so on, but even these add to the basic flavor of a given Persona. [[FragileSpeedster Amanda]], for instance, has no Power Blow, while [[MightyGlacier The Kurgan's]] only dodge is Back Away.
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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: An Immortal-specific card for [[ MsFanservice [[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.]]



** Reserved cards really highlight an Immortal's strengths, such as Amanda's [[FemmeFatale seduction]] and [[ClassyCatBurglar thievery]], or Duncan's MasterSwordsman abilities, or Corda and Reno's alien gadgets.
** Signature

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** Reserved cards really highlight an Immortal's strengths, such as Amanda's [[FemmeFatale seduction]] and [[ClassyCatBurglar thievery]], or Duncan's MasterSwordsman abilities, or Corda and Reno's alien gadgets.
gadgets. There are a few ways to include Reserved cards in another Immortal's deck.
** SignatureSignature cards are utterly unique to that Immortal, and usually play on their defining traits or represent unique special attacks or defenses they've devised, such as the mystical abilities of Nakano, Kane, Cassandra, and Kantos.

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** Reserved cards

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** Reserved cards really highlight an Immortal's strengths, such as Amanda's [[FemmeFatale seduction]] and [[ClassyCatBurglar thievery]], or Duncan's MasterSwordsman abilities, or Corda and Reno's alien gadgets.
** Signature

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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: An Immortal-specific card for [[MsFanservice [[ 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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** Non-Reserved cards are usually such basic things Power Blow, Extra Shot, Combination, some generic dodges, and so on, but even these add to the basic flavor of a given Persona. [[FragileSpeedster Amanda]], for instance, has no Power Blow, while [[MightyGlacier The Kurgan's]] only dodge is Back Away.
** Reserved cards
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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.

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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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* IntentionallyOverpowered: Master cards, cards with "Master" in the title. Each Persona will state how many Master cards they can include in their deck (typically five, though old or very capable Personas can have more). They're meant to have a huge impact on the game, though whether a specific Master card will do so for a specific deck build is a very good question. Though anything called "Master's Head Shot," "Master's Attack," or "Master's Dodge" is likely to be worth the slot.


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*PurposelyOverpowered: Master cards, cards with "Master" in the title. Each Persona will state how many Master cards they can include in their deck (typically five, though old or very capable Personas can have more). They're meant to have a huge impact on the game, though whether a specific Master card will do so for a specific deck build is a very good question. Though anything called "Master's Head Shot," "Master's Attack," or "Master's Dodge" is likely to be worth the slot.

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** 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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** Duncan's 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).



* 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.

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* HeWhoMustNotBeSeen: Ramirez. Creator/SeanConnery did not give permission for his likeness to be used in the game, do so 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.



* IntentionallyAwkwardTitle: Unlike most every other TCG, card titles are not unique, but you're still limited to having six cards of any one title in your deck. Probably the biggest offenders are non-basic attacks and blocks. For instance, four different cards called "Circular Parry," covering the upper right, upper left, lower right, and lower left sections of the grid. How many of each will you include without going over the limit of six cards called "Circular Parry" in your deck?
* IntentionallyOverpowered: Master cards, cards with "Master" in the title. Each Persona will state how many Master cards they can include in their deck (typically five, though old or very capable Personas can have more). They're meant to have a huge impact on the game, though whether a specific Master card will do so for a specific deck build is a very good question. Though anything called "Master's Head Shot," "Master's Attack," or "Master's Dodge" is likely to be worth the slot.



* 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 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).



* 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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* WeaponOfChoice: Introduced by name in a later 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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** A set of Pregame cards announcing that "it's Halloween, and the Immortals are all dressing up as aliens from the planet Zest." Which, honestly, makes about as much sense as anything related to ''Film/Highlander2''.

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** A set of Pregame cards announcing that "it's Halloween, and Situation entitled "Season Six" with the Immortals are all dressing up as aliens "Plot?" subtype. The flavor text is an actual quote from the planet Zest." Which, honestly, makes show, and sums up most people's feelings about as much sense as anything related to ''Film/Highlander2''.the Season 5 end[=/=]Season 6 start story arc.
--->'''Joe''': [[SarcasmMode The bad guy is a Zoroastrian demon named "Ahriman."]]
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The game still has a small but dedicated fanbase, and a small but dedicated group of developers still working on content for the game, which is in it's third edition. The game's site can be found [[https://highlandercardgame.weebly.com/ here.]]
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**

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** A set of Pregame cards announcing that "it's Halloween, and the Immortals are all dressing up as aliens from the planet Zest." Which, honestly, makes about as much sense as anything related to ''Film/Highlander2''.
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* BitingTheHandHumor: The game isn't above [[TakeThat taking potshots]] at some of the less-loved portions of the franchise.
**
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* OffWithHisHead: The Event card "Head Shot," which you play in conjunction with an upper attack. The attack becomes a Power Blow, and if successful, your opponent loses their head (and the game). Later, more cards were added which make attacks count as Head Shots.

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