Tactician’s organized play performance is on the Stats page.

Face 1: Saber
Saber
Face 2: Saber
Saber
Face 3: Saber
Saber
Face 4: Flag
Flag
Face 5: Flag
Flag
Face 6: Medal
Medal

Setup. Begin the game with 2 Tactical Advantage.

Status Effects

Tactical Advantage Positive Status Effect

Stack limit 5

  • A player with these tokens may spend them at any time to activate a variety of effects. 1 token: Gain 1 CP. 1 token: You may re-roll 1 of your dice at any time. 3 tokens: Draw 1. 3 tokens: Inflict Targeted on a chosen opponent. 4 tokens: A chosen player gains Protect. 4 tokens: Transfer one status effect from any player to any player. This may only be done during your Main Phase.

Constrict Negative Status Effect

Stack limit 1

  • During their next Offensive Roll Phase, a player afflicted with this token must pay 1 CP per Roll Attempt beyond the first. At the conclusion of the Roll Phase, remove this token.

Targeted Negative Status Effect

Stack limit 1, Attack Modifier

  • When a player afflicted with this token is Attacked by an opponent, the attacker increases their dmg by 2. Attack Modifier. Persistent.

Protect Positive Status Effect

Stack limit 1

  • A player with this token may spend it at any time to prevent 1/2 incoming damage (rounded up).

Abilities

Saber Strike Offensive (98.4% / 87.9% / 51.3%)

  • SaberSaberSaber Deal 4 dmg
  • SaberSaberSaberSaber Deal 5 dmg
  • SaberSaberSaberSaberSaber Deal 6 dmg

Carpet Bomb Offensive (57.6%)

Needs SaberSaberMedalMedal

  • Gain 1 Tactical Advantage. Then deal 2 collateral dmg to two different chosen opponents.

Profiteer Offensive (78.6%)

Needs FlagFlagFlagSaber

  • Gain Tactical Advantage & roll 1 die: On Saber, deal 5 dmg. On Flag, gain 4 Tactical Advantage. On Medal, draw 1 card. Then immediately begin an additional Offensive Roll Phase.

Strategic Approach Offensive (34.9%)

Needs SaberSaberSaberMedalMedal

  • Inflict Constrict. Deal 7 dmg.

Flank Offensive (61.5%)

Needs a Small Straight

  • Gain Tactical Advantage. Then deal 6 dmg.

Maneuver Offensive (10.4%)

Needs MedalMedalMedalMedal

  • Gain 5 Tactical Advantage. Then deal 5 undefendable dmg.

Exploit Offensive (26.1%)

Needs a Large Straight

  • Gain 2 Tactical Advantage. Inflict Constrict. Then deal 9 dmg.

Countermeasures Defensive

Defense Roll 4 dice

  • For every Saber Saber, deal 1 dmg. Prevent 1 x Flag dmg. Gain 1 x Medal Tactical Advantage.

Higher Ground! Ultimate (1.3%)

Needs MedalMedalMedalMedalMedal

  • Inflict Targeted & Constrict. Increase Tactical Advantage stack limit by 1. Then gain max Tactical Advantage & deal 12 dmg.

Upgrades

Saber Strike II Upgrade of Saber Strike (1 CP)

  • SaberSaberSaber Deal 5 dmg
  • SaberSaberSaberSaber Deal 6 dmg
  • SaberSaberSaberSaberSaber Deal 7 dmg
  • On 3-of-a-kind, inflict Constrict.

Carpet Bomb II Upgrade of Carpet Bomb (2 CP)

Needs SaberSaberMedalMedal

  • Gain 2 Tactical Advantage. Then deal 2 collateral dmg to two different chosen opponents.

Strategize Same card (53.6%)

Needs FlagFlagFlagFlag

  • Gain 3 Tactical Advantage. Draw 2 cards.

Profiteer II Upgrade of Profiteer (2 CP)

Needs SaberFlagFlagFlag

  • Gain 2 Tactical Advantage & roll 1 die: On Saber, deal 6 dmg. On Flag, gain 3 Tactical Advantage. On Medal, draw 1. Then immediately begin an additional Offensive Roll Phase.

Strategic Approach II Upgrade of Strategic Approach (2 CP)

Needs SaberSaberSaberMedalMedal

  • Gain Tactical Advantage. Inflict Constrict. Then deal 7 dmg.

Indirect Approach Same card (93.0%)

Needs SaberSaberSaberFlag

  • Gain 2 Tactical Advantage. Then deal 2 undefendable dmg.

Flank II Upgrade of Flank (2 CP)

Needs a Small Straight

  • Gain 2 Tactical Advantage. Then deal 6 dmg.

Maneuver II Upgrade of Maneuver (2 CP)

Needs MedalMedalMedalMedal

  • Gain 5 Tactical Advantage. Inflict Constrict. Then deal 5 undefendable dmg.

Reconnaissance Same card (35.5%)

Needs MedalMedalMedal

  • Gain 5 Tactical Advantage.

Exploit II Upgrade of Exploit (2 CP)

Needs a Large Straight

  • Gain 3 Tactical Advantage. Inflict Constrict. Then deal 9 dmg.

Interdiction Same card (77.5%)

Needs SaberFlagFlagMedal

  • Draw 2. Inflict Constrict on a chosen opponent.

Countermeasures II Upgrade of Countermeasures (3 CP)

Defense Roll 5 dice

  • For every Saber Saber, deal 1 dmg. Prevent 1 x Flag dmg. Gain 1 x Medal Tactical Advantage.

Countermeasures III Upgrade of Countermeasures (5 CP)

Defense Roll 5 dice

  • For every Saber Saber, deal 2 dmg. Prevent 1 x Flag dmg. Gain 1 x Medal Tactical Advantage.

Hero Cards

Disengage! Card

Roll Phase Action, 0 CP

  • Play only after being Attacked. Roll 1 die: On Saber, deal 2 dmg. On Flag, prevent 3 dmg. On Medal, gain Protect.

Feigned Retreat! Card

Roll Phase Action, 2 CP

  • Play only after being Attacked. Inflict Constrict on your Attacker. Prevent 3 incoming dmg.

Ambush! Card

Instant Action, 1 CP

  • Gain 2 Tactical Advantage.

War Room! Card

Main Phase Action, 1 CP

  • Roll 1 die: Gain 1/2 the value as Tactical Advantage (rounded up).

Bunker Up! Card

Main Phase Action, 2 CP

  • A chosen player gains Protect.

Upper Hand! Card

Main Phase Action, 0 CP, Promo card

  • Roll 1 die: On Medal, gain 4 Tactical Advantage. On any other outcome, draw 1.