Duelist’s organized play performance is on the Stats page.  Blade Blade Blade Boot Boot Pierce
Setup. Start the game with the Footwork token on the Neutral Position of the Footwork Track. Status Effects Guard Break Positive Status Effect
Stack limit 2, Attack Modifier - If a player concludes their Offensive Roll Phase with an Attack, they may spend this token and roll 1 die. If the outcome is 4-5, the Attack becomes undefendable.
Disarm Negative Status Effect
Stack limit 1 - During their Upkeep Phase, a player afflicted with this token may choose to discard 1. If they do not (or cannot), they must skip their Income Phase instead. Then remove this token.
Other Rules- To "take a Step" means to move your Footwork token forwards (up) or backwards (down) on the Footwork Track. When Attacking, gain the Offensive Bonus listed based on your final position of your Footwork token (Attack Modifier). When you are Attacked with normal damage, gain the Defensive Bonus listed based on the final position of your Footwork token. These bonus effects are resolved before determining the final dmg total during the Defensive Roll Phase. You can only resolve one Bonus effect per turn. The top two spaces of the Footwork Track give an Offensive Bonus and the bottom two give a Defensive Bonus.
AbilitiesReposition Passive- During your Upkeep Phase, choose forward (up) or backward (down). You must take 1 or 2 Steps in this direction. If you move backwards with this Ability, gain Guard Break.
Blade Flurry Offensive (98.4% / 87.9% / 51.3%)  Deal 4 dmg   Deal 5 dmg    Deal 6 dmg
- On 4-of-a-kind, you may take 1 Step.
Strike Offensive (61.5% / 26.1%)- Small Straight Deal 7 dmg
- Large Straight You may take 1 Step. Then deal 10 dmg.
UpgradesBlade Flurry II Upgrade of Blade Flurry (2 CP)  Deal 5 dmg   Deal 6 dmg    Deal 7 dmg
- On 3-of-a-kind, you may take 1 Step.
Hero CardsAnticipate! CardRoll Phase Action, 1 CP - Play only after being Attacked. Take up to 2 Steps backward.
Pick It Up! CardRoll Phase Action, 0 CP, Attack Modifier - If your opponent is afflicted with Disarm, remove it and add 3 dmg.
Burst Forward! CardRoll Phase Action, 1 CP, Attack Modifier Roll Phase Action, 1 CP - Change the value of any one of your dice to a 4 or 5.
Sashay! CardMain Phase Action, 2 CP - Choose one: Take 1 Step forward and deal 2 dmg to a chosen opponent -or- take 1 Step backward and Heal 2.
Main Phase Action, 1 CP - If your Footwork token is on the Neutral Position of the Footwork Track, gain 2 Guard Break.
Courageous Advance! CardMain Phase Action, 2 CP - Take up to 2 Steps forward.
All In The Wrists! CardMain Phase Action, 1 CP - Inflict Disarm on up to two chosen opponents.
True Swordsman! CardMain Phase Action, 0 CP, Promo card - Roll 1 die: On
, gain 2 Guard Break and you may take up to 4 Steps. On any other outcome, draw 1.
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