This effect starts when the game begins if Wild Mode: To Infinity and Beyond is selected under Wild Mode during Game Creation.How To Start/Obtain Wild Mode: To Infinity And Beyond Your mastery level for each Stone is shown in this Buff's tooltip.The mastery levels you gain with your Buff are stored in your personal Buff, not the Stones themselves.If you have a mastery level of 20 for a Stone, whenever you use it standardly (including if it's in the Gauntlet), it goes on cooldown for only 2 turns.If you have a mastery level of 10-19 for a Stone, whenever you use it standardly (including if it's in the Gauntlet), it goes on cooldown for only 4 turns.During each Effects Phase, you gain 1 mastery level for each Infinity Stone that you currently have in your inventory if you have a mastery level below 20 for it (including if it's in your incomplete Gauntlet but not your Completed Gauntlet.).You start the game with a mastery level of 1 for each Infinity Stone.The Mind Stone (including in The Infinity Gauntlet): If any player(s) dies directly to this Stone's Base effect, you are treated as killing them in relation to the Wild Mode: To Infinity And Beyond effect (even if it would not normally be considered a "kill", as with a Volatile Oil suicide), and the target is NOT treated as killing them in that relation.Faerie Fire/Faerie Frost looping interaction needs testing. (If the Stone is already inside the Gauntlet, the tooltip shows the Stone as being owned by the player with the Gauntlet.) The player who has each Stone or Gauntlet is shown in this Global Effect's tooltip.You can't "steal" a Stone which is already inserted in the Gauntlet, though you can "steal" the Gauntlet itself, and the already inserted Stones will remain inserted.See Death Tiers for more information on effects like this.Unlike the primary win condition for a Classic or Sprint game, you cannot lose this win condition supposing you cannot currently win the game due to something like Denied, you'll retain the condition for later application without the possibility of losing it. Like with a standard win condition, the looping win condition causes you to win when a turn ends (or in-between Round Effects and a turn) after meeting the condition.
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