When an attack hits, the damage dealt to the target
is equal to the attacker’s damage value, modified
by any game effects. The target takes that much
damage, modified by any game effects. The target’s
combat dial is turned clockwise a number of times
equal to the damage taken. Unless specified
otherwise, effects that would increase damage dealt
are calculated before effects that would decrease
damage dealt. If multiple game effects would allow
a character to reduce or ignore damage dealt, only
one game effect can activate, to be decided by
the character’s controlling player. If damage dealt
is reduced to 0, then the target is not damaged.
Damage dealt can’t be reduced below 0. Game
effects that reference the amount of damage a
character has been dealt use the damage dealt value
after all modifiers have been applied to it

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