Status Effects

Status Conditions Guide

Status conditions alter how a Unit functions on the battlefield. Below is a list of all current conditions and how they affect gameplay.

Condition Types

1. PINNED

  • Effect: The Unit cannot move from its current space.
  • Duration: Lasts for one full round (until the start of the attacking player’s next turn).
  • Common Sources: Spike Trap (Tactics), Oil Slick (Attack), Team Player (Attack).

2. DAZED

  • Effect: The Unit cannot perform attacks. They may still move or perform other non-attack actions.
  • Duration: Lasts for one full round (until the start of the attacking player’s next turn).
  • Common Sources: Wrecking Ball (Attack), Closing Time (Attack).

3. BLINDED

  • Effect: The Unit cannot perform Ranged Attacks (Range > 1).
  • Note: The unit may still perform Melee attacks (Range 1).
  • Duration: Lasts for one full round (until the start of the attacking player’s next turn).
  • Common Sources: Pocket Rust (Attack), Sandy Sweep (Attack).

4. DEAFENED

  • Effect: The Unit cannot be the target of friendly Orders, Tactics, or Abilities. They are effectively cut off from communication.
  • Duration: Lasts for one full round (until the start of the attacking player’s next turn).
  • Common Sources: Various sonic attacks or specific abilities.

5. BLEEDING

  • Effect: The Unit takes 10 Damage at the end of every turn.
    • Note: This damage occurs at the end of the owner’s turn AND the opponent’s turn.
  • Duration: Persistent. Unlike other statuses, Bleeding does not expire on its own. It continues until the Unit is Knocked Out or the condition is cured.
  • Cure: Can be removed by using the Triage ability (sacrificing an attack to heal the condition).
  • Common Sources: Forked Tongue (Gear), Bite Back.

Duration & Expiration Rules

Standard Duration (Pinned, Dazed, Blinded, Deafened)

Most status effects last for exactly one full round.

  1. Application: The status is applied during the Attacker’s turn.
  2. Opponent’s Turn: The status remains active, restricting the Defender during their turn.
  3. Expiration: The status is automatically removed at the very start of the Attacker’s next turn.

Persistent Effects (Bleeding)

Bleeding is the exception to the standard rule. It is never automatically cleared by the passing of turns. It requires a specific action (such as Triage) or a card effect to remove it from the Unit.