As stated in the Captain’s Guide, if a MegaDuel results in a tie, the Launchpad, Black Market space, and Portal effects do occur.
Please let us know if you think you have found a new Arsenal Anomaly and we will add it to the list. Email us at megaduelgame@gmail.com
As Above, So Below
(No Anomalies detected)
Battering Ram
Battering Ram cannot be used if movement would end on a Blockade.
Keep On Keeping On can be used in combination with Reverse Thrusters and a MegaDuel Card to attack the second enemy Ship behind them as long as there are no Blockades
Use Battering Ram in combination with this to negate the Blockades.
Illegal Seven-ance Package cannot be used if an enemy Blockade is along its path, unless used in combination with Battering Ram or Blockade Betwixt.
If there is a Blockade at the end of the Hyper Stream, Submersive Technology cannot be used unless used in combination with Battering Ram or Blockade Betwixt.
Blockade Betwixt
A successful Evasive Maneuvers from a Ship using Blockade Betwixt forces the attacking Ship to MegaDuel the other Ship originally in the Blockade until the MegaDuel does not result in a draw.
An accepted Peace Treaty from a Ship using Blockade Betwixt forces the attacking Ship to MegaDuel the other Ship originally in the Blockade until the MegaDuel does not result in a draw.
If the Ship using Blockade Betwixt is not able to MegaDuel either Ship in the Blockade, the Ship using Blockade Betwixt is sent to its starting dock.
Illegal Seven-ance Package cannot be used if an enemy Blockade is along its path, unless used in combination with Battering Ram or Blockade Betwixt.
If there is a Blockade at the end of the Hyper Stream, Submersive Technology cannot be used unless used in combination with Battering Ram or Blockade Betwixt.
Portal Jump cannot be used if an enemy Blockade is atop of the portal space, unless used in combination with Blockade Betwixt.
Bounty!
For Double-Barrel Shotgun, ignore if Sabotage!, Bounty!, or Mutiny! are pulled and redraw.
If a Ship with a Bounty! on it draws a second Bounty! card, that Ship has both bounties.
Doomsday Button
Use Doomsday Button in combination with Submersive Technology to guarantee safety for this Ship from the Button.
Double-Barrel Shotgun
For Double Barrel Shotgun, ignore if Sabotage!, Bounty!, or Mutiny! are pulled and redraw.
Evasive Maneuvers
A Ship that has a Mutiny! or Thruster Disrupter effect on it can use Arsenal Cards that keep the Ship in the same space, such as Evasive Maneuvers and Peace Treaty.
A successful Evasive Maneuvers from a Ship using Blockade Betwixt forces the attacking Ship to MegaDuel the other Ship originally in the Blockade until the MegaDuel does not result in a draw.
Evasive Maneuvers can be used against Ludicrous Launcher.
Graveyard Gamble
Quick Repair can be used after Graveyard Gamble.
If a starting dock is in need of hosting four or more Ships, all Ships that do not match the corresponding starting dock color are sent to their own starting dock.
Happy Fleet
If the Blockade moved by Happy Feet lands on or crashes into one Ship, that Ship is crushed and sent to its starting dock.
If the Blockade moved by Happy Feet lands on or crashes into another Blockade, each Ship duels one Ship from the opposing Blockade until each of the MegaDuels does not result in a draw.
Landing on a Hyper Stream or Black Market space causes the effect to occur for both Ships.
Illegal Seven-ance Package
Illegal Seven-ance Package cannot be used if an enemy Blockade is along its path, unless used in combination with Battering Ram or Blockade Betwixt.
If attempting to use Illegal Seven-ance Package in combination with another Arsenal Card, please read the other Arsenal Card’s Anomalies.
A Ship that has a Mutiny! or Thruster Disrupter effect on it cannot use Arsenal Cards that move the Ship to a different space, such as Keep On Keeping On, Reverse Thrusters, and Illegal Seven-ance Package.
Keep On Keeping On
Keep On Keeping On can be used in combination with Reverse Thrusters and a MegaDuel Card to attack the second enemy Ship behind them as long as there are no Blockades
Use Battering Ram in combination with this to negate the Blockades.
A Ship that has a Mutiny! or Thruster Disrupter effect on it cannot use Arsenal Cards that move the Ship to a different space, such as Keep On Keeping On, Reverse Thrusters, and Illegal Seven-ance Package.
Laser Cannon
(No Anomalies detected)
Laser Saber
(No Anomalies detected)
Ludicrous Launcher
Tugboat can be used in combination with Ludicrous Launcher.
Evasive Maneuvers and Peace Treaty can be used against Ludicrous Launcher.
Mutiny!
For Double-Barrel Shotgun, ignore if Sabotage!, Bounty!, or Mutiny! are pulled and redraw.
A Ship that has a Mutiny! or Thruster Disrupter effect on it can use Arsenal Cards that keep the Ship in the same space, such as Evasive Maneuvers and Peace Treaty.
A Ship that has a Mutiny! or Thruster Disrupter effect on it cannot use Arsenal Cards that move the Ship to a different space, such as Keep On Keeping On, Reverse Thrusters, and Illegal Seven-ance Package.
Another Ship may use Tugboat or Yank Your Chain on the Ship affected by Mutiny! or Thruster Disrupter.
Peace Treaty
A Ship that has a Mutiny! or Thruster Disrupter effect on it can use Arsenal Cards that keep the Ship in the same space, such as Evasive Maneuvers and Peace Treaty.
An accepted Peace Treaty from a Ship using Blockade Betwixt forces the attacking Ship to MegaDuel the other Ship originally in the Blockade until the MegaDuel does not result in a draw.
Peace Treaty can be used against Ludicrous Launcher.
Plundered Booty
(No Anomalies detected)
Portal Jump
Portal Jump cannot be used if an enemy Blockade is atop of the portal space, unless used in combination with Blockade Betwixt.
If attempting to use Portal Jump in combination with another Arsenal Card, please read the other Arsenal Card’s Anomalies.
Quick Repair
Quick Repair can be used after Graveyard Gamble and Sabotage!
Reverse Thrusters
Keep On Keeping On can be used in combination with Reverse Thrusters and a MegaDuel Card to attack the second enemy Ship behind them as long as there are no Blockades
Use Battering Ram in combination with this to negate the Blockades.
A Ship that has a Mutiny! or Thruster Disrupter effect on it cannot use Arsenal Cards that move the Ship to a different space, such as Keep On Keeping On, Reverse Thrusters, and Illegal Seven-ance Package.
Sabotage!
Quick Repair can be used after Sabotage!
For Double-Barrel Shotgun, ignore if Sabotage!, Bounty!, or Mutiny! are pulled and redraw.
Spoiled Spoils
(No Anomalies detected)
Submersive Technology
If there is one enemy Ship at the end of the Hyper Stream, the Ship using Submersive Technology MegaDuels the opposing Ship.
If there is a Blockade at the end of the Hyper Stream, Submersive Technology cannot be used unless used in combination with Battering Ram or Blockade Betwixt.
Use Doomsday Button in combination with Submersive Technology to guarantee safety for this Ship from the Button.
Thruster Disrupter
A Ship that has a Mutiny! or Thruster Disrupter effect on it can use Arsenal Cards that keep the Ship in the same space, such as Evasive Maneuvers and Peace Treaty.
A Ship that has a Mutiny! or Thruster Disrupter effect on it cannot use Arsenal Cards that move the Ship to a different space, such as Keep On Keeping On, Reverse Thrusters, and Illegal Seven-ance Package.
Another Ship may use Tugboat or Yank Your Chain on the Ship affected by Mutiny! or Thruster Disrupter.
Tie Goes to the Runner
(No Anomalies detected)
Tugboat
Landing on a Hyper Stream or Black Market space causes the effect to occur for both Ships.
Tugboat can be used in combination with Ludicrous Launcher.
Another Ship may use Tugboat on the Ship affected by Mutiny! or Thruster Disrupter.
Yank Your Chain
Another Ship may use Yank Your Chain on the Ship affected by Mutiny! or Thruster Disrupter.