Step attacks cannot be played at all when affected by Halt. They are hybrid Attack-Move cards, half their border is blue. They count as Move cards and cannot be played. You can't even hit a character sat next to you with a step attack. Conversely, you can protect yourself from step attacks by casting a Halt-spell on the adjacent attacker. Kalin mentioned the two traits which might count. I didn't find any other traits like that. Not sure if the Block (which ones?) cards count as "moving yourself". Anyone tested any with Halt?
Oops, thanks for correcting me-- the first example that came to my mind happened to be the wrong one... so yeah, Encumber/Halt/etc effects all affect Step Effects. And racking my brain a little more this time-- I realize I was thinking of the multicolored Dodge cards ("When targeted by enemy, Move x") vs the Block cards (though there is a rare Block called Acrobatic Flip).... Halt disables the "clicking/selection" of Movement cards (as other cards with Movement effects like Step-Attacks), i.e you can't CHOOSE to play them-- but if they are "triggered" (like Dodges/Block/Traits), the game doesn't disable or check that as you "playing" a movement card. However, I'm not sure whether/if Encumber effects will still corresponding "reduce" the movement points granted by such cards in each case-- i.e. all you can do with a movement of "0" is to change your facing on the spot...
Playing Cardstock II, episode 2. My arrogant armor did not remove the fireball burn card (stayed attached and I took damage next round). First time this happened to me with the arrogant armor.
Not a card text bug. Something seems to have changed with effects removing attachment in the patch. There's a bug report here.
The card text of Arcane Shell is misleading. Arcane Aura has the text "Add 2 damage to any damaging Magic card you play." Arcane Shell has the text "Add 1 damage to any Magic cards you play." Even though the texts are rather different, the cards still behave the same. They add damage to damaging Magic cards, but Arcane Shell does not add it to Whirlwind Enemies, Telekinesis, Short Perplexing Ray and very probably not to any other non-damaging Magic card even though the card text states the damage is added to any Magic cards you play. Either the card text or the card function should be changed. The two cards should either both have the same wording or they should function differently. Also, a nitpick: Aura: "card you play" Shell: "cards you play" Harmonize, please.
Dodge should really include the text "When targeted by an enemy attack from the front...", just like Jump Back.
This typo still lives. As does Candleabra (Silver and Onyx) -> Candelabra and Stilletto -> Stiletto. I've often wondered why you guys are so reluctant to correct clear typos in item names even when they're not funny or by now iconic like Sparkping.
I have a hard time believing it's down to reluctance. It's probably just slipped through the cracks. Not sure why you'd expect there to be any hidden agendas?
I don't expect any such thing. Seems to me these have been brought up repeatedly over a long period. Hard to figure any more it could be unintentional. Granted, it's of course still possible. I'd be very happy if they were actually corrected. Sorry about any misunderstanding. Exact tone is hard to convey succinctly in plain text, at least with my moderate abilities. In any case, it's no biggie. Few are as bothered by typos as I am . Just thought I'd mention them as I ran across the cloak recently and personally noticed that typo for the first time.
Maybe Insinct is some jumpy Cardhuntrian wizard? But seriously folks, sparkping and sorcerery are enough. Let's not create any more of their ilk. The joke is wearing thin like Insinct's boot soles from all the twitching.
Super Team Heal doesn't appear to have the Heal keyword - it didn't trigger the Talented Healer cantrip power when used by Cardotron in MP
Hey Flax, what I said doesn't mean I think "sorcerery" is bad. It means that I'm suggesting to preserve the special shine of "sorcerery" and to keep it's unique value by not diluting it with a bunch of weak imitators.
Oh yeah, before this sneaks into the actual game: "Barrirer of Illusion" should be "Barrier of Illusion".
Teleport Self says it adds the Teleport keyword whenever you play a move card, but it's also adding Teleport to unplayed moves such as Jump Back: And I see we had the same problem with Flight Aura and Reflexive Teleport: http://forums.cardhunter.com/threads/bug-flight-aura-triggering-on-reflexive-teleport.2855/
On the card Enervating Touch it says "For each point of damage this attack deals, Heal 1." but on Invigorating Touch is says: "For each point of damage this Attack does, Heal 1 to yourself. The other drain attacks use the Enervating Touch wording, didn't know if there was a reason for the text on Invigorating Touch, but seemed worth pointing out.