Tactician’s organized play performance is on the Stats page.  Saber Saber Saber Flag Flag 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).
AbilitiesSaber Strike Offensive (98.4% / 87.9% / 51.3%)  Deal 4 dmg   Deal 5 dmg    Deal 6 dmg
Flank Offensive (61.5%)Needs a Small Straight - Gain Tactical Advantage. Then deal 6 dmg.
Exploit Offensive (26.1%)Needs a Large Straight - Gain 2 Tactical Advantage. Inflict Constrict. Then deal 9 dmg.
UpgradesSaber Strike II Upgrade of Saber Strike (1 CP)  Deal 5 dmg   Deal 6 dmg    Deal 7 dmg
- On 3-of-a-kind, inflict Constrict.
Flank II Upgrade of Flank (2 CP)Needs a Small Straight - Gain 2 Tactical Advantage. Then deal 6 dmg.
Exploit II Upgrade of Exploit (2 CP)Needs a Large Straight - Gain 3 Tactical Advantage. Inflict Constrict. Then deal 9 dmg.
Hero CardsFeigned Retreat! CardRoll Phase Action, 2 CP - Play only after being Attacked. Inflict Constrict on your Attacker. Prevent 3 incoming dmg.
Ambush! CardInstant Action, 1 CP - Gain 2 Tactical Advantage.
War Room! CardMain Phase Action, 1 CP - Roll 1 die: Gain 1/2 the value as Tactical Advantage (rounded up).
Bunker Up! CardMain Phase Action, 2 CP - A chosen player gains Protect.
Upper Hand! CardMain Phase Action, 0 CP, Promo card - Roll 1 die: On
, gain 4 Tactical Advantage. On any other outcome, draw 1.
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