Skills

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A skill is a line of bold text written in the rules box of Furoticon cards. There are five types of skills: Passive, Triggered, Activated, One-Time, and Replacement. There are also two subtypes of skills: AP/GP-Producing and Keyworded.

Contents

Types of Skills

Passive Skills

Furmm.jpg

Passive skills are skills that are always in effect. Players cannot react to passive skills.

A passive skill's effect happens only when the object it's on is in play, unless otherwise stated on the card. When an object that has a passive skill leaves play, the effect of the passive skill immediately stops happening.

Passive skills can be found on Havens, Furres, and Treats.

Example: Male Furres you control get +5 Max Sp.png.


Activated Skills

Activated skills are skills that players may use by paying their activation cost. Look for a colon after the cost to know that it's an activated skill. Players may react to activated skills.

An activated skill may only be activated if the object it's on is in play and the player activating the skill controls the object it's on, unless otherwise stated on the card.

Activated skills can be found on Havens, Furres, and Treats.

Example: Ex.png: Target player gets +1 Sp.png.


Triggered Skills

Triggered skills occur when certain conditions are met. Look for the word "When," or "At," at the beginning of a skill to know that it's a triggered skill. Players may react to triggered skills as long as they trigger during a main step. Players may not react to a triggered skill that triggers during a refill or refresh step.

A triggered skill will only trigger if the object it's on is in play, unless otherwise stated on the card.

Triggered skills can be found on Havens, Furres, and Treats.

Example: When this card comes into play, eliminate target Treat.

One-time Skills

One-time skills are skills that happen once, only when the card goes off. Players cannot react to one-time skills, but players may react to the card being played that has the one-time skill.

One-time skills are found on Actions.

Example: An Action that says "Target Furre gets -10 Sp.png."


Replacement Skills

Replacement skills are skills that change rules. Look for the word "would" in the skill to know that it's a replacement skill. Players may not react to replacement skills, but they can react normally to whatever action would take place.

  • If two skills on two different objects replace the same thing, use the replacement skill on the most recently played object.

Replacement skills are found on Havens, Furres, Treats, and Actions.

Example: If a card would go onto an opponent's couch, remove it from the game instead.

Example: All pain counters that would be put on other Furres are put on this Furre instead.

Subtypes of Skills

The subtypes of skills are not types of skills on their own. They are passive, activated, triggered, one-time, or replacement skills.

AP/GP-Producing Skills

AP/GP-producing skills are skills that produce AP or GP. Players cannot react to them.

AP/GP-producing skills can be found on Havens, Furres, Treats, and Actions.

Example: Get H.png during your Refill step.

Keyworded Skills

Keyworded skills are skills that have been shortened to a keyword for ease of use. Reaction to a keyworded skill depends on what other type of skill it is. Cards printed at Common rarity will have reminder text next to keywords to help players learn what they mean.

Keyworded skills can be found on Havens, Furres, Treats, and Actions.

Example: Shy (This Furre can't swing.)

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