An active limb is any head, left arm, right arm or legs that have not been blown off. A Malfunctioned limb, Level 0 base armor or a limb with a Construction Pod are all still considered active limbs. 

 

Shoulder armors are add-ons and are not considered active limbs. 

 

 

 

 

 

 

 

 

 

 

 

Malfunction affect defending armors, but at times can be discarded in the middle of battle. When the action card is discarded the armor returns to its normal state, with its normal effects.

 

Below are the interactions of Malfunction with certain armor effects:  

 

 

 

 

 

 

 

 

 

 Trinidad Lasersaw with Malfunction:

If a defending Trinidad Laser is Malfunctioned and destroyed, the Trinidad Lasersaw would NOT g...

 

 

Coringus will always turn the 1's into 3's and Malfunction will stay on the affected armor until otherwise discarded (by upgrading the amor or suffering a blow off). 

 

 

 

Anytime a card with a counter on it (not including Storage Bombs in Hangars) is covered by another card (Malfunction, Armor upgrade) the counters dissapear and do not return. Here is a list of the cards that have counters and how they interact: 

 

 

 

Torch Pipe: If Malfunction or an armor upgrade is played on Torch Pipe but then returns to an active Torch Pipe the counter resets back to +1.

 

 

Gears of Alvidon:...

 

If you had no valid plays and cannot attack you must pass your turn and draw a card for the end of turn. 

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