This document provides descriptions of various start-of-turn and battle energize cards in the Nexus Ops board game. The start-of-turn cards allow players to perform special actions at the beginning of their turn, such as moving units, placing new units on the board, or destroying opponent's units. The battle energize cards modify or add additional effects to battles between units, such as allowing extra attacks, reversing battle order, or regenerating destroyed units.
This document provides descriptions of various start-of-turn and battle energize cards in the Nexus Ops board game. The start-of-turn cards allow players to perform special actions at the beginning of their turn, such as moving units, placing new units on the board, or destroying opponent's units. The battle energize cards modify or add additional effects to battles between units, such as allowing extra attacks, reversing battle order, or regenerating destroyed units.
This document provides descriptions of various start-of-turn and battle energize cards in the Nexus Ops board game. The start-of-turn cards allow players to perform special actions at the beginning of their turn, such as moving units, placing new units on the board, or destroying opponent's units. The battle energize cards modify or add additional effects to battles between units, such as allowing extra attacks, reversing battle order, or regenerating destroyed units.
Put 1 Crystalline from your supply into a Crystal Spires you control.
CRYSTALLINE SWARM START-OF-TURN
This turn, instead of their normal movement, up to 4 of your Crystallines in any one Crystal Spire you control can move to any other Crystal Spires except an opponent’s home-base space.
DAY OF THE DRAGON START-OF-TURN
This turn, instead of its normal movement, one of your Dragons can move to any space on the board except an opponent’s home-space.
FORCED MARCH (3) START-OF-TURN
Two of your units can each move 1 extra space this turn.
FUNGOID ROUNDUP START-OF-TURN
Put 1 Fungoid from your supply into a Liquifungus Forest you control.
FUNGOID SWARM START-OF-TURN
This turn, instead of their normal movement, up to 4 of your Fungoids in any one Liquifungus Forest you control can move to any other Liquifungus Forest except an opponent’s home-base space.
LEAPER BLITZ START-OF-TURN
This turn, your Lava Leapers can each move over enemy units. (This card can’t be combined with a Lava Leaper’s special Magma Pool movement).
RADIATION CLOUD START-OF-TURN
Destroy 2 Humans.
SCATTERED RUBIUM (4) START-OF-TURN
Gain 1 rubium for each space you control outside your home base.
Add +2 to a die roll. PLAY AFTER THE DIE IS ROLLED.
CRITICAL OBJECTIVE (4) BATTLE
Another battle takes place this turn in the space of your choice. PLAY AFTER THE BATTLE OCCURS.
CRYSTALLINE REGENERATION BATTLE
Whenever any Crystallines are destroyed in the battle, put them on their owners’ home- base Crystal Spires instead of removing them from the board. PLAY BEFORE BATTLE BEGINS.
FRENZY BATTLE Each unit gets 2 attacks instead of 1 this battle. PLAY BEFORE BATTLE BEGINS.
FUNGOID REGENERATION BATTLE
Whenever any Fungoids are destroyed in the battle, put them on their owners’ home-base Liquifungus Forest instead of removing them from the board. PLAY BEFORE BATTLE BEGINS.
GRAVITY ANOMALLY BATTLE
Reverse the order of this battle (Humans attack first, then Fungoids, and so on). PLAY BEFORE BATTLE BEGINS.
OUTFLANK (4) BATTLE
Choose up to 2 units in the same space. Add +2 to each of those unit’s die rolls this battle. PLAY BEFORE DICE ARE ROLLED FOR THE CHOSEN UNITS.