MEMORY
Cards: 20/100
Single/Multi: Single
Activate/Deploy/Effect: Deploy
Abilities: Non-Stackable
Game Rules Text: Memory cards allow a player to use a D20 reward roll number that an opponent rolled before the end of player’s next turn for a Boss card reward roll. Players must pay 30 Coins to use the Memory card. This price is paid when activated and the value of the roll is recorded by placing a D20 on the purchased Memory card in front of the player that paid for it. Only one Memory card may be played on a given roll. If more than one player wishes to play a Memory card on a given reward roll, the player who rolled it may choose which Memory card owner wins. Only the winning Memory card must pay the fee and deploy the card. As it may only be used on a Boss card, players may not use a Memory card in conjunction with either a Summoned General or the Summoned Emperor.
FAQ: Players may Deflect or Power Grab a Memory, but if a player has more than one Memory, they can attempt to use the second one on the same roll. Memory only saves the actual number rolled for reward (rather than an opponent’s roll that was modified by Trinkets). Players may also pay to replace an existing Memory with another Memory (e.g., a player has a Memory saved on an opponent’s 19 roll, but another 20 reward roll occurs before they have a chance to play, that player can pay again and deploy the new 20 Memory, discarding the old one.). As no reward roll occurs when a Memory is used, players may not Memory a Memory, combine a Charm with a Memory, or use the Gadget of Fate with a Memory. Memory can be used with reward roll modifiers like Trinkets or the Gadget of Trinkets. Players may not Memory damage rolls.