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The Uncanny X-Men Alert Adventure Game» Forums » General

Subject: Training and Luck Card List rss

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Sean Brulet
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Does anyone have a list of the Training and Luck card descriptions?

I am missing 2 and wanted to figure out which.

Thanks.
 
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Michael Cox
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No but if you post the 7 you have I could post the other 2.
 
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Royce Roeswood
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Here is the complete text of all the cards. Cards with an (X) are for the "Advanced game" only. Cards with two copies are marked with a (x2).

Hold until Needed Cards (17)

Using the help of the Starjammer's technology, use this card to remove all hit markers on all your characters at Headquarters. (Hold until needed)

With the help of the Morlock's Healer, use this card to remove all hit markers on all your characters at Headquarters. (Hold until needed)

Fear! All team leaders in front of your leader on the Strength Track run to the nearest open space directly behind your leader. (Hold until needed) (x2)

Much needed bed rest made for a fast recovery. Remove all hit markers from one character when the character is at Headquarters. (Hold until needed) (x2)

Determination, grit, and a big heart gives one of your characters two extra dice for one entire battle! (Hold until needed) (x2)

A quick response, sound strategy and good planning gives your team the edge at a Battle Zone. Each team member rolls one additional fighting die this turn. (Hold until needed)

(X) Severe electrical storm! All flying characters in Battle Zones are grounded. Return all characters with the Extra Ability of Flight to their Headquarters. (Hold until needed)

(X) Play this card on another player. Cerebro is on the fritz! Their entire team must report to Headquarters to repair the computer for one turn, with no other actions. (Hold until needed)

(X) Your team leader makes a convincing speech. Roll 9 dice when recruiting. (Hold until needed) (x2)

(X) Practice, practice, practice! Use this card when turning in Evil Mutants to the authorities and gain four Bonus Experience dice. (Hold until needed)

(X) Practice makes perfect! Use this card when turning in Evil Mutants to the authorities and gain four Bonus Experience dice. (Hold until needed)

(X) Rescue cat from tree. Use this card when turning in Evil Mutants to the authorities and gain four Bonus Experience dice. (Hold until needed)

(X) Rescue run-away baby buggy. Use this card when turning in Evil Mutants to the authorities and gain four Bonus Experience dice. (Hold until needed)

Play at Once Cards (10)

Long and tough workout in the Danger Room! Move ahead two spaces on the Experience Track. If you land on a Training & Luck or Recruit space do not draw a card. (Play at once!) (x2)

Bad luck! Your team seems to be at the wrong place at the wrong time. Move back two spaces on the Experience Track. If you land on a Training & Luck or Recruit space do not draw a card. (Play at once!)

Follow-up story in the press makes your team overconfident. Move back two spaces on the Experience Track. If you land on a Training & Luck or Recruit space do not draw a card. (Play at once!)

Oh no! There's an alien attack on your Headquarters! All team members at Headquarters receive one hit. (Play at once!)

Danger Room malfunction. All team members at Headquarters receive one hit. (Play at once!)

(X)The Blackbird jet is operational. All your characters can, with the use of the jet, fly to any Battle Zone and join the team leader already doing battle in that zone. Play this card at once, but don't turn it in. You can use it as many times as you want during the game.

(X) "Knock! Knock!" "I'm here to join your team." If you have less than four team members draw another team member. (Play at once!)

(X) Team conflict! If your team has more than one member, pick one of them to leave the team. (Play at once!)

(X) Neutralizer device malfunctions in lab. One of your team members loses their extra powers for the rest of the game. Cover the characters's Extra Abilities section with this card. (Play at once!)

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