NAME = MER-MAN
IDENTITY = SQUIDISH REX
UNIQUENESS = UNIQUE HERO
SPECIES = AQUATICAN
CLASS = MINION
PERSONALITY = DUPLICITOUS
SIZE/HEIGHT = MEDIUM 5
LIFE = 5
MOVE = 5
RANGE = 1
ATTACK = 4
DEFENSE = 4
POINTS = 130
MASTER OF THE DEEP
During setup, choose 3 empty spaces on the battlefield. Place a single-hex water tile on each of the chosen spaces as long as it fits normally. Mer-Man has +2 Attack and Defense on water. During clean up, if Mer-Man is not engaged, you may place him on a water space within 8 spaces.
DRAGGED UNDER 13
After Mer-Man’s move phase, you may choose an adjacent enemy and roll a d20, adding 4 to the roll if the chosen enemy does not have Super Strength. On a 13+, you may maneuver Mer-Man up to 4 spaces with Stealth. If he ends this movement on water, you may then place the chosen enemy adjacent to him.
CUT BAIT
If Mer-Man is the only active figure on his team when he enters or occupies water, remove him from the game.
PUBLISHER: MATTEL
FACTION: SNAKE MOUNTAIN
KEYWORDS:
SYMBOLS: SUPER STRENGTH, WATER AFFINITY