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MAGE KNIGHT CO-OP HOUSE RULES×

Board & Card Games · written 2014

Co-op Trading

Two heroes can trade any cards in their hand with one another. To initiate a trade requires one of the heroes participating in the trade to spend 2 Move. This uses the action of both heroes, meaning the hero whose turn it isn't will flip his turn order token face down to indicate he has already taken his turn this rotation. When it gets to that hero's turn, he skips his turn and flips his turn order token face up again.

During trading, any cards in hand can be traded between the heroes. Any cards received during the trade go into the receiving hero's discard pile. Wounds can not be traded in this fashion. Heroes' unique action cards can also not be traded (Cold Toughness, Will Focus, Battle Versatility, Noble Manners).

Units can also be traded, but the receiving hero must spend Influence equal to half the typical amount required to hire that Unit. A hero who spends action cards to generate Influence does not draw cards from his deed deck after using any action cards for the trade. This could mean he starts his next turn with less than a full hand.