Scavenger Wars


Guide May 24, 2014

Afura Mann Character

Abilities: Attack = 3
Defense = 3
Movement = 2
Charm = 4
Energy = 3
Skills: Priest
Air Element
Flying
Instruction: +1 with all air effects.
Text: Afura is one of the three priestesses who are needed to unlock the Eye of God..

Dailey Wong Character

Abilities: Attack = 2
Defense = 2
Movement = 2
Charm = 4
Energy = 0
Skills: Police
Bureaucracy
Investigation
Savoir-Faire
Text: Dailey is Leon's partner and is an expert at dealing with red tape and hitting on Leon

Detective Mihoshi Character

Abilities: Attack = 3
Defense = 3
Movement = 2
Charm = 3
Energy = 0
Skills: Investigation
Police
Text: Mihoshi is a class detective with the Galaxy Police.

Leon McNickol Character

Abilities: Attack = 2
Defense = 2
Movement = 2
Charm = 4
Energy = 0
Skills: Driving
Police
Streetwise
Marksman
Text: Leon has been a member of the A.D. Police since 2027

Linna Yamazaki Character

Abilities: Attack = 2
Defense = 2
Movement = 3
Charm = 4
Energy = 0
Skills: Acrobatics
Driving
Teaching
Text: Linna is a Pro-class dancer and teaches aerobics at a local gym.

Little Washu Character

Abilities: Attack = 2/3
Defense = 4/3
Movement = 2/3
Charm = 2/4
Energy = 6/5
Skills: Computer
Genius x2
Mech
Tech
Teacher
Medic
Text: Washu is the Greatest scientific genius in the universe.
Categories: Dimensional

Mr. Masamichi Fujisawa Character

Abilities: Attack = 2/5
Defense = 2/5
Movement = 2/3
Charm = 3/3
Energy = 2/3
Skills: Teacher
Climbing
Survival
Strength x2
Instruction: * Skill is active when not drunk. Mr. Fujisawa has superhuman strength in El Hazard when not drunk. Every 3 rd cycle Mr Fujisawa is considered drunk. (use stats on right when not drunk or when no alcohol is in play)

Nene Romanova Character

Abilities: Attack = 1
Defense = 2
Movement = 2
Charm = 3
Energy = 0
Skills: Computer x2
Police
Communications
Text: Nene is a member of the A.D. Police department and a first class computer hacker.

Priss Asagiri Character

Abilities: Attack = 3
Defense = 2
Movement = 2
Charm = 4
Energy = 0
Skills: Music
Driving
Streetwise
Text: Priss & the Replicants are one of the hottest groups in Mega Tokyo and can be seen at the club Hot Legs.

Ryo-Ohki Character

Abilities: Attack = 1/6
Defense = 2/7
Movement = 1/1
Charm = 5/0
Energy = 0/0
Skills: Computer
Phase
Flying
Text: Ryo-Ohki is the creation of Washu. A cute little critter known as a Cabot.

Ryo-Ohki Ship Form Character

Abilities: Attack = 6/1
Defense = 7/2
Movement = 1/1
Charm = 1/5
Energy = 0/0
Skills: Computer x2
Flying
Text: Ryo-Ohki's Spaceship form is impressive.

Ryoko Character

Abilities: Attack = 4
Defense = 4
Movement = 3
Charm = 3
Energy = 4
Skills: Pilot
Streetwise
Seduction
Flying
Phase
Strength
Text: Ryoko was imprisioned for 700 years by Yosho and was known as the Demon of the Masaki Shrine.

Shayla-Shayla Character

Abilities: Attack = 3
Defense = 3
Movement = 2
Charm = 3
Energy = 3
Skills: Priest
Fire Element
Instruction: +1 with all fire effects.
Text: Shayla-Shayla in one of the three priestesses needed to unlock the Eye of God.

Sylia Stingray Character

Abilities: Attack = 2
Defense = 2
Movement = 2
Charm = 3
Energy = 0
Skills: Computer
Pilot
Bureaucracy
Genius
Tech
Mech
Streetwise
Text: Sylia is the leader of the Knight Sabers. Owns and operates the Silky Doll Lingerie.

Washu Character

Abilities: Attack = 3/2
Defense = 3/4
Movement = 3/2
Charm = 4/2
Energy = 5/6
Skills: Computer
Genius x2
Teacher
Medic
Seduction
Text: Washu is the Greatest scientific genius in the universe.
Categories: Dimensional

Assassin Disguise Enhancement

Instruction: Make a male character look female. Assassin Disguise allows a character to hide 1 item so it is notdetected by Disasters.

Battlesuit Transformation Enhancement

Cost: Energy = 3
Bonus: Attack = +1
Defense = +1
Movement = +1
Energy = +1
Text: This is Tenchi's standard Battlesuit transformation.

Fatora Disguise Enhancement

Instruction: Gives 1 character the Royalty skill or adds +1 to an existing Royalty skill.

Maid Disguise Enhancement

Instruction: Gives 1 character the Investigation skill or adds +1 to an existing Investigation skill.

Military Disguise Enhancement

Instruction: Gives 1 Character the military skill or adds +1 to an existing military skill.

Peeping Disguise Enhancement

Instruction: Gives 1 character the Peeping skill or adds +1 to an existing Peeping skill.

Personal Training Enhancement

Bonus: Attack = +1
Defense = +1
Instruction: Personal training adds +1 to a characters attack and defense.

Uphill Race Enhancement

Instruction:
Instruction: Gives 1 Character the Climbing skill or adds +1 to an existing Climbing skill.

Yukinojyo Enhancement

Instruction: Yukinojyo give 1 character the pilot skill or adds +1 to an existing pilot skill or play Yukinojyo on a ship to give the ship a pilot.

Attack Pods Equipment

Bonus: Attack = +2
Movement = 4
Instruction: Attack Pods add +2 to all attacks and carry 1 character and all equipment except vehicles.

Control Cube Equipment

Instruction: The Control Cube allows characters to equip anywhere and to visit dimensional locations.
Categories: Dimensional

Hand Computer Equipment

Instruction: Hand Computer gives a character the computer skill or adds +1 to an existing computer skill.

K-12 Battlesuit Equipment

Bonus: Attack = 5
Defense = 5
Movement = 3
Skills: Flying
Strength

Linna's Hardsuit Equipment

Bonus: Attack = +2
Defense = +2
Movement = +1
Skills: Flying
Instruction: Linna uses the listed stats. ALL others gain +1 attack and defense only.

Priss' Hardsuit Equipment

Bonus: Attack = +2
Defense = +2
Movement = +1
Skills: Strength
Instruction: Priss uses the listed stats. ALL others gain +1 attack & defense only.

Royal Flying Barge Equipment

Bonus: Movement = 4
Instruction: Pilot or Royalty: Flying Barge can carry 6 character and equipment and allows characters to equip without returning to a haven.

Shuttlecraft Equipment

Requirements: Pilot
Instruction: The Shuttlecraft can carry 4 characters, their Equipment and 1 vehicle.
Categories: Planetary

Transmitter Bra Equipment

Instruction: Allows any character to move to your location from anywhere on the board instantly. Discard after use.

Ura the Armor Cat Equipment

Bonus: Defense = +2
Instruction: Armor cats increase armor by +2. They also give a character the climbing skill.

Vision's Jet Equipment

Bonus: Movement = 5
Requirements: Pilot
Instruction: Vision's jet can carry 5 characters, their Equipment and 1 vehicle. Vision's jet may fly off 1 side of the playing field and on to the direct other side.

Ambulance Flash Effect

Instruction: Ambulance allows 1 group at a location to make another full move.

Angel of Mercy Flash Effect

Instruction: Take an 2 non-character cards from your discard pile and shuffle them into your play deck or bring 1 character back into play.

Assisted Flight Flash Effect

Instruction: Give 1 character the Flight skill for 3 turns.

Jail Break Flash Effect

Instruction: Effects escape of any character in captivity.

Medical Treatment Flash Effect

Instruction: Heals a character to full health or prevents 1 character from going to discard pile if played at time of death.

Misdirection Flash Effect

Instruction: Play as opponent or Disaster is about to move, and move them where you want in any direction within their abilityfor movement. (i.e. shuttle to get to planet locations)

Pay Attention! Flash Effect

Instruction: Immobilise 1 character or Disaster for 1 cycle..

Royal Librarian Flash Effect

Instruction: Look through your play deck and pick 3 cards. Place 1 in your hand, shuffle your deck and put the other 2 on top.
Quote: Dr Schtalubaugh is the librarian or Roshtaria.

Stand up Straight Flash Effect

Instruction: Brings any character at 0 health to full or allows a bonked character to act onyou next turn.

Wrath of Eye of God Flash Effect

Instruction: Destoys any card in play except for characters and locations.

Clothes Shop Global Effect

Bonus: Charm = +1
Instruction: When clothes shop is in play all your characters add +1 to their charm.

Combat Training Global Effect

Bonus: Attack = +1
Defense = +1
Instruction: When combat training is in play all your characters gain +1 attack and +1 defense cumulative.

Cyber Glove Global Effect

Instruction: Cyber glove stays in play until used once then discard glove.Reshuffle and play deck.

Dr. Stingray Global Effect

Instruction: When in play, Dr. Stingray causes all Disasters to attack and defend at -1 and all boomers to attack and defend at -2 for 3 cycles.
Categories: Science

Hand Augmentation Global Effect

Instruction: Draw 1 extra card before your draw phase and if this is a Disaster discard it.

Relaxing Hot Springs Global Effect

Instruction: Hot springs reduces healing times by 1/2 and allows unconscious characters to heal outside of haven at haven rate.

Spy Camera Global Effect

Instruction: Use spy camera to look at the cards in opponents hand. Discard spy camera after 3 uses.

Surveillance Global Effect

Instruction: Use surveillance to look at the cards under 1 location and return them to the the location.Discard surveillance after 2 uses.

Floristica Palace Room Haven

Text: A beautiful guest room in EL Hazard.
Categories: Haven

The Silky Doll Haven

Instruction: The Skily Doll gives +1 to all your characters charm.
Text: The Silky Doll in the base of the Knight Sabers.
Categories: Haven

Bugrom Big Raid Medal Item

Instruction: Allows you to complete the Bugrom Homeland. All Bugrom that attack you are at -2 attack and defense.

Chang Tiger Clan Ring Item

Instruction: This ring signifies membership to the Chang Tiger Clan. Ring stops a character from being attacked by the Gd-42.

Cleaning Supplies Item

Instruction: Gives a characters the Priest skill.
Text: Tenchi cleaned the Masaki shrine many times.

Cynthia Item

Instruction: Cynthia is a boomer created by the military who controls the particle beam satellite. Cynthia stops any satellite strike.

Defense Minister Callahan Item

Instruction: Gain Military skill while the Minister is with you.
Text: Defense Minister Callahan is a Genom puppet.

Dimensional Sleep Chamber Item

Instruction: With this chamber you may visit Dimensional Locations or save 1 character from death by placing on the side of the playing field for 5 cycles.
Categories: Dimensional

Flowers from Graveyard Item

Text: It is a common custom for people to leave flowers on the grave of a loved one.

Galaxy Police Flag Item

Instruction: Gives a character the Police skill or adds +1 to an existing skill.
Text: The Galaxy Police are respected throughout the universe

Juraian Royal Teardrop Item

Quote: The Juraian Royal Teardrop is a flower from the planet Jurai used in formal and sad occasions

MFS Control Unit Item

Instruction: Gives a character the Driving skill or add +1 to an existing skill.
Text: The Mfs Control unit is a nueral interface that Gibson used on the black Gryphon.

Mountain Sign Post Item

Instruction: With the sign post you may avoid any card that moves your group of characters to any other location.

Power Gem Item

Bonus: Energy = +2
Instruction: Power Gem raises 1 characters power by +2. Increase Ryoko's power by +3

Priss First Live Concert Poster Item

Text: One of the rarest Priss & the Replicants collectibles. Having one will get you in to their concert free.

Refreshing Drink Item

Instruction: Discard refreshing drink to heal 1 character back to full health or prevents 1 death. Use this as a flash effect.

Ryu-Oh's Seed Item

Instruction: Ryu-Oh's seed allows you to complete the Funaho and Jurian tree room Locations.

Sexaroid Datadisk Item

Instruction: Stops the attack of a 33-S sexaroid and allows the recovery of stolen vehicles.

Soft Bath Towel Item

Instruction: Allows you to complete any bath house type location. (i.e. Bathhouse, Hotsprings, Spring of Arliman etc...)

Vision's Leather Glove Item

Instruction: Personal items from big stars are hard to get and fans will do almost anything for them.

A.D. Police HQ Location

Abilities: Attack = 3
Defense = 16
Requirements: Police & Bureaucracy
or
Seduction & Computer

Bugrom Homeland Location

Abilities: Attack = 5
Defense = 16
Requirements: Flying & Str 5+

Cest Lavie Location

Abilities: Defense = 5
Requirements: Streetwise
or
Seduction

Desert of Bleached White Bones Location

Requirements: Survival
or
Flying

Galaxy Police HQ Location

Abilities: Attack = 4
Defense = 17
Requirements: Police
or
Bureaucracy & Royalty
Categories: Planetary

Genaros Station Location

Abilities: Attack = 5
Defense = 12
Requirements: Pilot
or
Police
Categories: Planetary

Genom Research Center Location

Abilities: Defense = 14
Requirements: Seduction & Computer
or
Genius & Tech

Gulf & Bradley Corp. Location

Abilities: Defense = 15
Requirements: Bureaucracy & Police

Hot Legs Location

Abilities: Defense = 8
Requirements: Music & Streetwise
or
Police & Str 3+

Hot Springs House Location

Requirements: Female x3
or
Peeping

Kanto Bridge Location

Requirements: Tech & Vehicle
or
Mech & Vehicle

Masaki Shrine Location

Requirements: Priest
or
Masaki

Mt. Muldoon Location

Requirements: Climbing
or
Acrobatics
or
Flying

Planet Jurai Location

Abilities: Defense = 22
Requirements: Royalty & Bureaucracy
or
Ryoko & Ryo-Oh-Ki
Categories: Planetary

Ryoko's Prison Cave Location

Requirements: Keys
or
Attack 6+
or
Yosho

Space Pirate Ryoko's Hideout Location

Abilities: Attack = 6
Defense = 16
Requirements: Police x2
or
Streetwise x2
or
Ryoko
Categories: Planetary

Survival Shot Location

Requirements: Marksman
or
Streetwise
Quote: Leave it to Sylia to sacrifice Nene to win. - Priss.

The City or Floristica Location

Requirements: Royalty
or
Streetwise

The Crystal Caves Location

Requirements: Survival & Streetwise

The Reversed World Location

Requirements: Genius & Computer
Categories: Dimensional

The Ruined City Location

Requirements: Survival & Climbing
or
Survival & Flying
or
Survival & Investigation

Tokyo Mega Dome Location

Requirements: Music & Tech
or
Police x2

D.D. J1 Battlemover Major Disaster

Abilities: Attack = 6
Defense = 6
Movement = 3
Instruction: If not defeated in 3 cycles the D.D. J1 Battlemover Detonates and destroys everything at current location.

Deva the Bugrom Queen Major Disaster

Instruction: Place Diva on side of playing field. While in play ALL Bugrom gain +2 attack, +2 defense and +1 move. ALL other disasters gain +1 attack and defense. Diva stays in play for 3 cycles.

Dobermans Major Disaster

Abilities: Attack = 5
Defense = 8
Movement = 3
Instruction: The Dobermans are an extremely nasty seek and destroy boomer who need to be locked up when not in use. Destroy (discard) 1 vehicle to destroy Dobermans.
Quote: We'll ditch the car into it - Meg

Em-302 Combat Mech Major Disaster

Abilities: Attack = 6
Defense = 7
Movement = 3
Text: The Em-302 is a dangerous combat mech prototype that is capable of having advanced artificial intelligence units installed.

Jinnai's Bugrom Strike Squad Major Disaster

Abilities: Attack = 3
Defense = 3
Movement = 2
Instruction: Jinnai's Bugrom Strike Squad gain +1 to attack and defense every move they make.

Kagato Major Disaster

Abilities: Attack = 6
Defense = 8
Movement = 3
Charm = 5
Instruction: Kagato Destroys 1 Item at his location every move. He will continue until stopped.
Text: He was known as the "Destroyer of Artifacts"

Mason Major Disaster

Instruction: Place Mason on side of play board. All combat Disasters draw 2 combat cards instead of 1. Discard Mason if Largo comes into play.
Categories: Science

Quincy Major Disaster

Instruction: Place Quincy on side of playing board. Quincy gives all boomers +2 to attack and +1 to defense. Quincy stays on side board for 4 complete cycles then leaves play.

Satellite Strike Major Disaster

Abilities: Movement = 4
Instruction: Particle beam strike from satellite destroys Everything at 1 location unless 4 computer or Cynthia is present or characters can get to satellite. Satellite will move and strike every other turn.
Categories: Planetary

Space Pirate Attack Major Disaster

Abilities: Attack = 6
Defense = 6
Movement = 4
Instruction: Remove all equipment from 1 character each round of combat except space ships.

The Mass Major Disaster

Instruction: A semi-intelligent life form that feeds on emontions. They will duplicate the most recent disaster and act the same (same stats as card). They will do this 3 times and then leave play.

33-S Sexaroid Minor Disaster

Abilities: Attack = 3
Defense = 3
Movement = 3
Charm = 7
Instruction: All male characters with a charm of less than 7 may not attack the 33-S unless attacked. The 33-S steals 1 vehicle or shuttle from party and runs. The 33-S are an outlawed boomer type.

55-C Bodyguard Boomer Minor Disaster

Abilities: Attack = 3
Defense = C+4
Movement = 5
Text: The 55-C have been built to be effective bodyguards.

Baby Minor Disaster

Instruction: Plays on closest group of characters. Exhausts ALL characters in group. No action or movement for 2 cycles.

Booby Trap Minor Disaster

Instruction: 1 random character of yours is reduced to 0 life unless defense is 5+. If none of your characters are on the board then 1 of your opponents is affected.

BU-12B Combat Boomer Minor Disaster

Abilities: Attack = 5
Defense = 5
Movement = 3
Instruction: Rampages at full move through locations for 2 cycles, then destroys item at final location. If Bu-12B runs into characters, there 1 1 attack phase and then it keeps moving repeating above process until full move is achieved

Bugrom Bridge Bashers Minor Disaster

Abilities: Movement = 4
Instruction: Location is shut off from all access unless characters are in a flying vehicle, have flying, jump or a bridge. You need these to enter and leave. location.

Bugrom Horde Minor Disaster

Abilities: Attack = +2
Defense = +3
Movement = 3
Instruction: Bugrom Horde's attack and defense are equal to the number of characters at location plus the number in the appropriate circle.

Captured! Minor Disaster

Instruction: One character is immobilised for 3 cycles unless computer, genius and survival are present. The character may be rescued if these are present.

Class C Female Boomer Minor Disaster

Abilities: Attack = 4
Defense = 5
Movement = 3
Instruction: An advanced class C boomer. The class C female boomer will steal 1 possession and head off the board if not defeated in combat.

Cloud Monster Minor Disaster

Abilities: Attack = 4
Defense = 6
Movement = 2
Text: Ryoko summoned this beast in a fit of anger at the hot springs. She forgot she needed a gem on her right wrist to control it.

Dimensional Vortex Minor Disaster

Abilities: Movement = 2
Instruction: Vortex hurls up to 2 characters and all possessions and the Item at currecnt location to the nearest Dimensional Location. If there are none, then hurls character and Item to furthest location. If Vortex lands on a Dimensional Location it acts as if there were none. A character must be at location for Vortex to hurl anything.
Categories: Dimensional

Disguise Revealed Minor Disaster

Instruction: Discard ALL Character Disquises.

Forceful Impact Minor Disaster

Abilities: Movement = 5
Instruction: Characters are blown to the Location directly to the right. If this is off the board place characters on nearest Location on opposite side of board.

Hungry Cabot Minor Disaster

Instruction: A hungry Cabot eats 1 piece of your equipment. The Cabot will eat 1 of opponents equipment if you don't have any. Choose randomly.

Jurian Gurdians Minor Disaster

Abilities: Attack = 4
Defense = 3
Movement = 3
Instruction: Azaka & Kamadaki were gurdians on Ayeka's ship. If they defeat a character they take any Items and jail character. (place character on side of playing field. No actions until escaoe or Guardians are defeated)
Quote: Here we come! Here we come!

Kiriya the Phantom Assassin Minor Disaster

Abilities: Attack = 5
Defense = 5
Movement = 3
Instruction: If Kiriya bonks or kills a character the player must discard 1 random card from their hand per character bonked or killed.

Lab Explosion Minor Disaster

Instruction: Place all cards in play with the science symbol in discard pile.

Locked Gate Minor Disaster

Abilities: Movement = 2
Instruction: Characters can't pass unless you have: Keys, Phase or a combined Attack 6+

Out of Gas Minor Disaster

Instruction: All characters and their possessions are sent back to their respective Havens and must stay there for 1 cycle.

Priss & The Replicants Minor Disaster

Instruction: Character(s) are stopped for 1 cycle unless Priss is present or you have the Priss live concert poster with you.

Red Tape Minor Disaster

Instruction: All players must place their hand in their draw pile and reshuffle. Draw the same number of cards that you had in your hand.

Restricted Area Minor Disaster

Abilities: Movement = 3
Instruction: Characters can't pass unless you have: Investigation. Stays in play for 4 cycles.

Shuttle Crash Minor Disaster

Instruction: Shuttle crash destroys 1 flying vehicle. If drawing player has no flying vehicle then destroy 1 of opponent players flying vehicles. If none discard disaster.

Soja Guardians Minor Disaster

Abilities: Attack = 4
Defense = 4
Movement = 3
Text: Guardian drones of Kagato's ship the Soja.

Towed Vehicle Minor Disaster

Instruction: Towed Vehicle destroys 1 non-flying vehicle. If drawing player has no non-flying vehicle than destroy 1 of opponent players non-flying vehicles. If none discard disaster.

Traffic Ticket Minor Disaster

Instruction: Lowers a character or group of characters movement to 1 for 3 turns

Trapped Door Minor Disaster

Instruction: Will Teleport characters 4 locations to the right or back to their haven (whichever is farthest away) unless they knock. (player must say they knock or knock on something).

All Out Attack / All Out Attack / Piercing Gaze Combat

Cost: Defense = -2
Instruction: Multiply attack by x2 -2 to defense.
Cost: Defense = -2
Instruction: Multiply attack by x2 -2 to defense.
Instruction: Multiply charm attack by x2

Bash / Bash / Stunning Smile Combat

Bonus: Attack = +3
Instruction: Bash adds +2 to attack
Bonus: Attack = +3
Instruction: Bash adds +2 to attack
Bonus: Charm = +3
Instruction: Stunning smile adds +3 to charm

Dodge / Bewitching Speech Combat

Bonus: Defense = +3
Instruction: Dodge adds +3 to defense
Bonus: Defense = +3
Instruction: Dodge adds +3 to defense
Instruction: Bewitching speech all opponents have no combat action of any kind this turn unless attacked.

Evade / Evade / Fast Talker Combat

Cost: Attack = -2
Instruction: Villain takes no damage from 1 attack. -2 to attack.
Cost: Attack = -2
Instruction: Character takes no damage from 1 attack. -2 to attack.
Instruction: Character immune to 1 charm attack. No other action.

Harass / Harass / Harass Combat

Instruction: Instantly remove ANY character's most effective combat card played this round.
Instruction: Instantly remove 1 combat card played this round.
Instruction: Instantly remove 1 combat card played this round.

Kick / Kick / Dashing Looks Combat

Bonus: Attack = +2
Instruction: Kick adds +2 to attack
Bonus: Attack = +2
Instruction: Kick adds +2 to attack
Bonus: Charm = +2
Instruction: Dashing looks adds +2 to charm

Paralyse / Paralyse / Captivate Combat

Instruction: ALL characters are unable to do anything this combat round.
Instruction: Opponent is unable to do anything this combat round.
Instruction: Opponent is unable to perform any charm combat this round.

Parry / Parry / Pleasing Looks Combat

Bonus: Defense = +1
Instruction: Parry adds +1 to defense
Bonus: Defense = +1
Instruction: Parry adds +1 to defense
Instruction: Dashing looks reduces all of opponents stats by -1 for this combat round.

Pierce / Pierce / Broken Heart Combat

Instruction: Reduce a character's defense by 1/2 for this combat round.
Instruction: Reduce an opponent's defense by 1/2 for this combat round.
Instruction: Reduce an opponent's charm by 1/2 for this combat round.

Punch / Punch / Allure Combat

Bonus: Attack = +1
Instruction: Punch adds +1 to attack
Bonus: Attack = +1
Instruction: Punch adds +1 to attack
Bonus: Charm = +1
Instruction: Allure adds +1 to charm

Shaken Up / Throw / Shocking News Combat

Instruction: -2 to ALL characters stats for rest of combat. Can't go below 0
Instruction: All of opponents stats are 1/2 for rest of combat. Round up.
Instruction: All of opponents stats are 1/2 for rest of combat. Round up.

Sidestep / Sidestep / Enchanted View Combat

Bonus: Defense = +2
Instruction: Sidestep adds +2 to defense
Bonus: Defense = +2
Instruction: Sidestep adds +2 to defense
Instruction: Enhanced view 1 opponent is moved 1 location in a direction you choose as long as they could legally move to that location.