Luck & Tactic Fantasy Card Page
     
Home Page

About Page

Nova Covers

Greysea  Shadis

FBI  Chessex Nutmeg

Battletech  Star Wars

BattleBooks (Comics)

Warhammer Warriors
 
 

List of Books

Fantasy Card
List Page 1

Fantasy Card
List Page 2

Original Red Mage
Spell Cards

Original Gimmicks
& Rune Sword Cards

Red & Yellow Spell 
Fantasy Card Page

Purple & Green Spell 
Fantasy Card Page

Luck & Tactic
Fantasy Card Page

Scroll, Campaign
& Armor
Fantasy Card Page

Weapons
Fantasy Card Page

General Items
Fantasy Card Page

Special
Fantasy Card Page







What's New Page

Contact Page

Favorite Links

Sign Guest Book
 
 

View Guest Book

 

 
Here I have lists of all the Luck & Tactic Cards.
On this page you will find a lists compiled of all the Luck & Tactic Cards I have been able to find information on. 

If you have a copy of something that I do not have information on or if you find an error please e-mail me.
If possible include a scan of the card in question.

Card #
Name
Cost
Luck Card Effects
10
Misstep 2 Opponent doing Orange, see opponent on page 41.
20
Tumbling Leaf 3  
30
Bad Grip 2  
40
Funnybone 2  
50
Lunge 3 Opponent being scored on, add +2 to damage scored.
55
Distraction 6 On a score page, double my Score.
56
Thorn in Side 2 On page 23, tell opponent: "Do no Orange or Yellow for the next 3 turns."
60
Retrieve 3 No weapon on page 1, retrieve my weapon.
61
Dull Blade 3 Being scored on, ignore damage taken by an edged weapon this turn.
62
Weak Link
4
On a score page, add +3 to my score.
 68
Achilles' Heel
4
On page 13 or 47, add +4 to my score.
 76
Wrist Lock
 2
Being scored on, opponent scores but drops weapon.  Weapon must be retrieved.
 77
Weak Spot
 2
On a score page, add +1 to my score.
 78
Grain of Sand
 4
Being scored on, reduce damage taken by 3 points.
 90
Bullseye
 4
 
 170
Breezy Day
 3
Being scored on, ignore damage modifiers or bonuses on this attack.
 180
Deep Cut
 4
Opponent taking Leg Wound, Do only Jumps when Off Balance for the rest of the game.
 190
Deja Vu
 4
Being scored on, ignore results & replay turn.
 205
Hand Slap
 3
On page 45, add +4 to your damage modifier.
 219
Banana Peel
 2
 
220
Dumb Luck
3
 
221
Twinkle Stars
6
 

 
Card #
Name
Cost
Tactic Card Effects
82
Sleeping Powder 9 After a successful Jump Away, tell opponent: "At the end of this turn and each succeeding turn, flip a coin. If tails, you have fallen asleep & the game is over."  (Effects opponents whose current body points are 30 or less.)
83
Itching Powder
6
After a successful Jump Up, tell opponent: "Subtract 1 from all scores for the rest of the game."
84
Caltrops
6
After a successful Duck, tell opponent: "Take 1 point of damage each turn until you do a Dodge or Jump Away without being scored on."
85
Smoke Bomb
3
After a successful Dodge, tell opponent either: "I am escaping." or "Turn to page 23, & do only Yellow next turn."
86
Kusari - Fundo
5
After a successful Duck, tell opponent: "Do only Jumps for the next 3 turns."
87
Poison Blade
7
If scoring damage of zero or more with an edged weapon, tell opponent: "Take 1 point of poison damage each turn for rest of the game.
88
Shuriken
4
After a successful Dodge, turn to page 53, read your opponent the restrictions there, & score the damage shown.  (No modifiers)
89
Blinding Powder
3
After a successful Jump Up, tell opponent either: "I am escaping." or "Turn to page 23, & do only Yellow for the next 3 turns."
181
Blind Swing
3
If your on page 23, you may do a Side Swing also.  Reveal card after announcing your move.
182
Sideslip
2
Tell opponent: "If you see me Duck, go to page 23 instead."
183
Heroic Swing
2
You may ignore "Struck Off Balance" restrictions & do an Orange attack at -1 if you score.
184
Dodge & Swing
3
After a successful Dodge, Score 2 points of damage on your opponent.
185
Surprise Attack
2
If restricted from Red maneuvers, I may do a Red attack and subtract 2 if I score.
186
Brandt's Disarm
2
If on page 21, play this card & go to page 27 instead.
187
Booga's Taunt
4
After a successful Dodge, tell opponent: "Do only Orange next turn."
188
Back Stab
3
If on page 21, Add +2 to your modifier.
189
Parry & Trip
3
If on a parry page, go to page 41 & read the restrictions (p.41 must be "Knocked Down").
222
Leap Frog
4
After a successful Jump, Score 3 points of damage on your opponent.
223
Jack's Punch
1
If restricted from doing weapon attacks, you may do a Round House Punch using Swing High (p.10) & subtracting 2 if you score.
224
Leaping Charge
3
Tell opponent: "If you see me Charging drop your weapon."
225
Three Bit Swing
2
After a successful swing, you may also do a thrust next turn.
226
Dramatic Pause
2
After a successful Jump Away (on p.1), tell opponent: "Do only Green or Yellow next turn."
227
Wrist Roll
1
If scoring on page 31, redirect your blow to the body & go to page 53.
251
Invisible Move
6
If scoring on the turn after a successful Jump, double the damage scored.
,.