Card Overview
Name: | Intervene |
---|---|
Card Type: | Spell |
Tags: | Incantation - Teamwork |
Effect: | Yes |
Action: | No |
: | No |
Variants: | 4 |
Card Front
Effect: | When another investigator resolves a Combat Encounter, you may test . If you pass, that investigator gains +3 during this encounter.
Then flip this card. |
---|---|
Action: | N/A |
: | N/A |
Card Back
Variant | Set | Effects |
---|---|---|
1 | Resolve the effect based on your test result:
0: For the moment, you cannot remember the words of the incantation. If you rolled any 1's, discard this card. 1-2: You have a vision of our companion's battle and fear for his safety. Lose 1 Sanity. 3+: You see the battle clearly, as if standing there yourself. No additional effect. Then flip this card. | |
2 | Resolve the effect based on your test result:
0-1: The spirits you channel through your companion give him strength but grate the mind. That investigator loses 2 Sanity unless you discard this card. 2+: The spirits are difficult to fathom, but they grant great power. That investigator loses 1 Sanity and may reroll up to 2 dice when resolving the test during that encounter. Then flip this card. | |
3 | Resolve the effect based on your test result:
0: You project your spirit to assist but only manage to hinder the situation. That investigator gains 1 Injury Condition unless you discard this card. 1-2: The spirits wrack the mind. That investigator loses 1 Sanity. 3+: The spirits heed your every beck and call. That investigator rolls 1 additional die when resolving the test during the encounter. Then flip this card. | |
4 | Resolve the effect based on your test result:
0: The spirits that flock to the scene are pestering and distracting. That investigator gains 1 Madness Condition unless you discard this card. 1-2: The strain of the battle is transferred to you. Lose 1 Health. 3+: Spirits surround the creature, binding its actions. Reduce the Monster's damage by 1 to a minimum of 1. Then flip this card. |
Notes
Rulings, clarifications, and reminders
Based on the ruling for Handcuffs, the 2+ effect of Intervene's 2nd version and the 3+ effect of its 3rd version cannot be used while encountering a Monster which do not have a test, but can be used while encountering a Monster which has another skill icon in place of the test indicator.[1]
References
- ↑ Official answer from Nikki Valens for Handcuffs on BoardGameGeek.
Incantation Spells | ||
---|---|---|
|