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From the developer's big meta-rules thread:
1. The cards do what they say.
1A. If a card doesn't tell you it does something, it doesn't.
1B. If a card doesn't say when it does something, it can do it any time cards can be played.
This sweeping rule tells you to read any card as it is encountered or played, and do whatever it says as soon as possible. You don't look at the rulebook first; you read the card and let it tell you what to do. Examples: A character can play an armor regardless of whether she has armor cards in her deck list. A spell may be cast any time, except during times when cardplay is expressly prohibited. A weapon cannot be used to acquire another weapon because it only says it assists with combat checks. A monster that's immune to Mental traits cannot be evaded by a Sleep spell. “After the encounter” damage occurs whether or not you defeat the bane. You can’t roll a recharge check for a card that says “Recharge: None.” Any number of players may play blessings at once, from anywhere. If a card doesn’t say it works on “your check” or “another character’s check,” it works on anyone’s; if it doesn’t say where it works, it affects a character at any location. And so on.
In this case, Amiri's card says she can move at the end of her turn. Nothing on her card says that this changes the normal ability to move at the beginning of her turn. Thus, she still has that normal ability at the start of her turn, as well as this new ability at the end of her turn.

kysmartman |
Her move twice power is definitely one of the best powers in the base powers, but yes, she can move twice. Plus, if you check her additional power in that power, you can move someone else too. This makes her perfect for the Guard House (fight a Bandit at the start of your turn which means you lose one card before you actually start your turn due to recharge) or Mountain Pass (skip the pretty difficult check or bury a card). If you ever had both of those locations and that power checked, you could clear both of those locations without ever facing those start of turn checks. Plus, it is perfect for the Healers as they could then cast Cure before moving.

Akasma |

If you are moving at the end of your turn, wouldn't that mean you are past the exploration phase?
I have used Amiri to move to healers for a heal on their turn though and to closed locations for the "when you end your turn here" benefits. I like those quite a lot. She is an awesome character but I find she tends to get a stagnant hand until it is increased to 5. Maybe I just have bad luck though! o.0

kysmartman |
Sorry, I was referring to the additional power where she could move herself and another character to her new location at the end of the turn. So, say both of those locations were in play. They both headquarter at a safe location with the other character going before Amiri. That character moves to one of the dangerous locations missing that start of turn effect and explores. Then Amiri goes on her turn to the other dangerous location and uses her power to move both of them back to the safe location.
In my last game, she cleared out the Mountain Pass without ever having to make that Wisdom/Survival 7 check or bury a card.