Cliff Sirens
Card Info
Name: Cliff Sirens
Type: Encounter
Text: Roll a d6. Subtract 1 from your roll for each point of damage on your champion. 1–2: Attach Cliff Sirens to your champion. 3–6: Attach Cliff Sirens to an enemy champion. As long as Cliff Sirens is attached, a champion cannot heal more than 2 damage at a time.
Set: Treacherous Seas (only available in the Ultimate Edition)
Artist: Kyle Herring
Rules Clarifications
As a character takes damage, damage counters accumulate on them. I usually use red dice for this. When facing Cliff Sirens, you will get a -1 roll modifier for each damage counter on your champion. So for example, if your champion was previously undamaged, and took 3 damage from a Hungry Cyclops last turn, it would have 3 damage counters 'on' it (assuming the champion was not healed since the damage was taken). So this case inyou would be -3 to your roll when rolling a d6 for this encounter.
Depending on how the roll goes, you will either have the Sirens attach to your champion, or you can send her to attach to another champion of your choice. To attach a card means to set it next to or top of it, and it stays there permanently unless removed. Cards like Huldra can potentially remove attached cards.
While attached, Cliff Sirens will cap all healing attempts at 2. This means even if you use a Healing Potion, which usually heals 5, the champion with the attached Cliff Sirens will only heal 2.