|
Round 2 Bruce moves another space, and announces that Jack will engage the Location. He turns it over it's the "Medical Tent." As Jack is not injured, there's nothing for Jack to do here. Bruce's turn ends. John's Second Turn John goes next. He moves Locke, announces Locke will engage the Location, and flips it over. It's the "Tail Crash Site," which is a Campsite (which we'll get to in a moment). First, Locke must engage the Location. John follows the instructions, and draws a Fate card. It's an Equipment card "Medicine." John equips it to Locke by placing the Equipment on his Character Card, but he places it face-down so no one knows what he's found. He is now ready to deal with the Campsite. Rule: Campsites If you turn over a location tile that says "Campsite," draw the top Character Card from the Character deck, and place the corresponding Character piece on that Location. They're considered "Neutral" the first player to come along and win a Power Check against the Neutral Character takes control of them. You may try to Control them immediately. Do this only when you first turn over the Location Tile. Rule: Step 3: Attempt to Lead a Neutral Character To perform a Power Check against a Neutral Character:Before John rolls, Melissa announces she is going to use her Event card, "Bad News," on Locke. John cannot prevent this, so Locke's power is 2 for this entire Round. Melissa discards "Bad News." John rolls a die - it's a 3, for a total of 5. 2. Roll a die and add it to the Neutral Character's Power.Melissa rolls for Hurley, and also rolls a 3 - Hurley's total is 5. 3. Compare the total Powers; highest total wins.Locke and Hurley tie - so skip to step 5 - nothing happens. 4. If you win, take control of the Neutral Character, and place the Character Card in front of you.As there is nothing else for John to do, he ends his turn. Previous |




