Couldnt this loop? So you get hit, burn, block your own fire damage, burn, block, burn? (until you fail your roll)
Actually even if he did make it not apply to yourself this could loop because the opponent has it and they both have enough harnesses to make the roll 1+
I ran a test on that, it took about 10 tries - the Felvins kept killing themselves with the periodic help of my Winds Of War, Force Cone and Telekinesis. In the end (I think) my prediction was correct: Spoiler: Battle Text Felvin bashes Drakklok Drakklok spikes his attacker. Spiked Mail failed! Felvin took 2 Piercing damage. Drakklok spikes his attacker. Felvin spikes her attacker. Felvin took 0 Piercing damage. Spiked Mail failed! Drakklok took 1 Crushing damage. Drakklok moved. ~~~~ In other words: Enemy hits Me. I spike Enemy. Enemy's Mail Fails. Enemy Takes 2 Piercing damage. I spike Enemy. Enemy spikes Me. Enemy takes 0 Piercing damage. My Mail fails. (This may be a bug but I take 2 Piercing Damage here but it does not appear in the Battle Log) I take 1 Crushing Damage I slide back. Edit: No I figured out what happened - when a character spikes the attacker, the spiked mail goes onto the screen, then if the enemy character has a spiked mail they roll and put it on top, if the initial character has another spiked mail, they roll and put it on top. This continues until a character fails their roll or run out of spiked mails. on the other hand, the flaming armor can hit the character who has the armor in their hand so I cannot predict what would happen.
If you mean the bearer hitting one's own self, WexMajor already corrected that to not-affecting-self. (Of course, the usual wording, Wex, is "all adjacent characters." $;^ J But you'll learn these things as you go. Actually, might I suggest, get the idea in your head, then look at published cards with the same concepts to see how they're written. Hm?) The true test would be two characters with harnesses plus Spiked Mail. As soon as we confirm an infinite loop that has to stop the game to get out of it, BM has a bug to fix -- although fortunately, an incredibly niche, situational bug.
Is this new? I remember back in beta that damage from Spiked Mail only happened in response to attacks, so you couldn't get into a loop like this. (It would still pop up to prevent the damage, but not deal damage in return.)
Ok, you discuss this problem. I'll keep inventing cards. Frozen Blade Melee attack - Type cold Damage 5 - Range 1 Attach to target: Encumber 2 - Duration 2 Call Lightning Magic attack - Type electric Damage 7 - Range special Affects a random character on the map Hard to block 2 Hail Magic attack - Type cold Damage 3 - Range 6 Burst 2 Attach to target: Encumber 1 - Duration 2
Improvise Assist, human skill, paper quality? Discard your entire hand. For each discarded card, create a random card of the same quality, based on your class and race, and put it in your hand.
Electric Arc Magic attack - Type electrical Damage 3 - Range 4 Hits the 5 closest characters to the first target. Immediately Shieldpopper Magic attack - Type arcane Damage 2 - Range 6 Cone, Easy to block 3
Time Bomb Magic attack - Type fire Damage 0 - Range 1 Attach to target Duration 3. When the Duration reaches 0, deal 13 fire damage to attached target.
Screams From Within Magic attack - Type sonic Damage 3 - Range 4 Attach to target Play a random card on the closest target. Duration 3 or until you play a card.
Dull Blade Drawback Trait. If your melee attack was to be penetrating, take the penetrating off of the attack. Duration 2.
Dr. Boom | Emerald Uncommon | Attack | Magic Unholy Range 7 Select up to 2 adjacent targets. Put Battery Explosion Handicap in their hands.
Abomination | Tar Uncommon | Handicap Trait. Burst 1, affected squares become Acid Terrain. Attach a random Handicap card to each affected character.
Brawl | Bronze Rare | Attack/Move | Melee Crushing Attack 5 | Range 1 Step 1. At the start of the attack, each character within 3 squares facing you, puts a copy of this card in their hand.
Bloodlust | Gold Rare | Boost Apply any Melee Attack you play to all characters in the Attack's range. For each point of damage the Attack does, Heal 1.