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Teleport Other
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Teleport Other

Usable only when one of your realms is attacked. Each player rolls 1d6 for each unrazed realm in his formation. The highest total roll has their front-most realm attacked instead for this battle, regardless of movement restrictions or special powers. (Off)

This is an old and copyrighted card, and it is restricted to use in the New Spellfire Game or official tournaments.

Properties

Type
Psionic Power card type
Rarity
Common
World
AD&D
Edition
Millenium
Level
1
Phases
4

Copyrights:
TSR
Wizards of the Coast

Teleport Other - the realm defender

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This psionic power whould only be defensively used, and when you know you are only being beaten on because you are nearly defenseless.

When played, all players a number of six sided dice equal to the number of unrazed realms in their formation. The player with the highest total roll becomes the new target of the attack, at mis or her front realm. Starting off the random effect can result in problems, including possibly doing nothing (if the power's user rolls highest), or causing a player to atack himself (often leading to quick defensive spoils for the attacking player).

Defending players will use this most often when down in the entire game, as they will often need this to escape a beating and cause two other opponents to wear each other down. An advantage for using this while attacking, if you can fix the results (like Rigged Dice (22/MI)), is that you could get to a nearly unatackable "red-hat" realm for the battle, robbing the realm of monement or other attack restrictions.

The only deck I see this card doing very well in (because few players plan to be losing) is a Playing to Lose (10/DR-chase) theme deck, since only razed realms are counted for rolling.

Finally, if multiple players roll the same result, the results are rerolled by the players tying for the highest result, until a final high roller is found.

This card shouldn't show up much in tournaments, but is definitely a nice fun card to have around.