ATTACK: If this attack is successful, it does an additional point of damage
for every other Flurry Strike played this turn. If the previous attack you
played this turn was Flurry Strike, this attack may not be blocked. [There
are three different Flurry Strikes: one is Middle Left, one is Middle Right,
and one is Middle Center]
If our last two WC-related cards were combat-enhancing Edge cards (Lunge and
Flashing Blade), and the WC-related card before that was a combat-enhancing
Special Attack (Master Swordsman), here we have a combat-enhancing non-Special
attack. Flurry Strike is the only generic non-Special attack found in
Game mechanic questions first. Flurry Strike is limited by title, so you
can't have more than six, no matter which location(s) on the grid those six
Flurry Strike meets the criteria for being an unblockable attack. Thus,
Alertness/Block can be used against it. However, keep in mind that
Alertness/Block modifies an attack, not a block you might play against that
attack. So make sure to modify the second or subsequent Flurry Strike
_before_ you play a block against the earlier attack(s). Also, you can't use
Alertness to allow a Guard already on the table to protect you.
A Flurry Strike does normal damage: two points (four for a Power Blow), or
for Amanda, one point (two for a Power Blow). The Kurgan adds his extra 1
damage normally. On top of this you add one additional point for each other
FS played that turn. The MC Flurry Strike receives no additional bonus to
damage, unlike a Thrust.
Only one Flurry Strike needs to hit. The extra damage added to it is from
each other Flurry Strike _played_, not each other Flurry Strike that
successfully hit. However, if two or more hit, each adds damage to the
A Flurry Strike can be Hidden, played from an Exertion, and made a Power Blow.
Although it is not a "basic" attack, it is not limited like a Special Attack.
It cannot be modified by cards like Hideo Koto or Lunge that affect basic
A block played against a second or greater Hidden Flurry Strike has no effect.
And you must play Alertness/Block on the FS _before_ you play the appropriate
block. If you miss the first block against the Hidden FS, you may still Exert
and play that block: the FS still remains modified by Alertness and can still
So, Flurry Strike looks like a tricky card. However, these are tricks that
make it harder to defend against, not harder to play. In fact, a properly
augmented FS is a good way to sneak in an unblockable attack that does a fair
amount of damage.
Obviously, Flurry Strike is only useful to Personas that can make multiple
attacks. Thanks to The Prize/Extra Attack, anyone can do that. However, the
most common way is to make two attacks using Combination, Extra Shot, or
Follow-Up/Kurgan. This may not seem that effective, since a Lower or Upper
Guard, Duck, Jump, Master's Block, and Master's Dodge will avoid both attacks.
In and by itself, correct. Keep in mind that, ideally, you want to play at
least two Flurry Strikes. Flashing Blade (CotW #37) can lower the
effectiveness of those dodge-based strategies, requiring them to at least play
two dodge cards against your two Flurry Strikes.
As always, the second attack of an Extra Shot, enhanced by Flashing Blade,
means your opponent has to work for a defense. An opponent in this case must
Exert for a defense, any blocks will be unusable, and if he fails to draw the
right defense he takes at least three points of damage (normal 2 damage for a
Flurry Strike, plus 1 more for the first one). If you made it a Power Blow
they take 5 damage, if you're the Kurgan they take 4 damage, and if you're the
Kurgan making a Power Blow, they take 6 damage!
Speaking of the Kurgan . . . let's look at Follow-Up. The second attack of a
Follow-Up is undodgeable. And if you played a Flurry Strike as your first
attack, the second Flurry Strike is unblockable. Congratulations! You just
created a Stalk that can be Power Blowed, does a potential 6 damage if the
Kurgan wants to try a Power Blow (4 if he doesn't), and he can use three times
rather than once (a two-Flurry Strike combo x 3).
The standard Combination, used in conjunction with Flashing Blade or other
anti-dodge cards like Master's Advance, provides some nice bluff potential.
Play a ML Flurry Strike, then a Hidden attack. Watch them scurry to block
that Flurry Strike/right . . . and get nailed by your Lower Left Attack. Once
they catch on to that, switch back to using a Flurry Strike for your second
attack. Useless against Connor, unfortunately.
Heck, don't even bother playing an opposite-side Flurry Strike. Just play a
ML Flurry Strike and then a Hidden ML Flurry Strike. You get an extra point
of damage this way.
That's what you can do with just two attacks in a turn. Let's take a look at
folks who can play 3+ attacks per turn.
Annie Devlin, if she is successfully attacked, can make three attacks. If she
uses Run Through, she can make all three attacks Hidden, and she has an
inherent ability which duplicates Flashing Blade. Take the strategies
mentioned for Combination above and apply generously.
Alternately, Annie can let herself be hit, and then use Fitzcairn's Fast Talk
(with Darius), making it impossible for her opponent to play any cards. She
may then play three Flurry Strikes and make one a Power Blow. Thanks to her
inherent ability, an opponent Exerting for a defense and getting a dodge can
only use it against one attack (guess which one?). Still, this means she will
do eight points of damage - fourteen if they fail to draw a dodge! Only a
Master's Block will save them here.
Battle Rage provides five attacks. If you can make these Hidden (via Mountain
Cave), better still. A Connor/Mountain Cave deck employing Flurry Strikes
should do serious damage. Play just half of your six allotted Flurry Strikes,
and if just one hits you'll do four points of damage.
Kern tends to get about five attacks in an enhanced Exertion. He needs
Flashing Blade (unless he uses Rage, which also gives him extra Power Blows).
Employ the same strategy for him.
Slan get ten attacks with Berserk, but he has to count on randomly drawing his
Flurry Strikes. Unless he uses Dr. Alan Neyman or a well-timed Fortune
Teller, that's probably not going to happen.
The Kurgan gets 15 attacks with Bloodlust, and several Flurry Strikes
scattered throughout can be just as painful.
Which cards supplement the use of Flurry Strike? Ruins, Dead-End Alley, and
Catwalk, since they prevent the play of defenses that simultaneously cover the
ML and MR areas. Watcher/Involvement will stop Master's Blocks. Granted,
second and subsequent Flurry Strikes can't be blocked anyway, but using Ruins
and Watcher/Involvement will guard against Alertness/Block as well.
Anti-Holy Ground cards like Carl are good for when your opponent tries to
escape. Since Kalas has the "standard" Extra Shot, he can use the two-Flurry
strategy outlined above, and keep a nervous opponent from playing Holy Ground
because of his Stalk/Head Shot combo.
Dojo (CotW #34) lets you tuck away a Flurry Strike until you have other Flurry
Strike(s) to play with it. This means you can still attack your opponent,
keeping the pressure on, without having to do the worst thing possible: waste
a single Flurry Strike attacking. It also lets Kalas store a Stalk & Head
Shot in case his opponent plays Holy Ground/ME.
Flurry Strike is a way for Amanda to do two points of damage with a Seduce,
without having to wait for a Thrust. Simply play two Flurry Strikes, and use
Seduce on either one.
So overall, Steve gives Flurry Strike a _8_. It's an okay card when simply
used as part of a multi-attack sequence. However, there are some _very_
sneaky combinations tucked away in the game which represent the swordfighting
aspect of Highlander at its best.
What Our Other Raters Say:
Jeff - Oodles and oodles of fun, these attacks were just made to be played
with the Kurgan. Bloodlust with Ruins and a Master's Advance out, play a few
of these, and rip (or use Carl) on their Holy Ground. Or, if you feel like
having more fun, try it with any multi-attack Persona using Flashing Blade.
Lots and lots of possibilities.
Rick - An amazing card. Put several of these in a row and you have something
very deadly. Even Master's Block won't stop them all.
Hank - Another card that's designed to be useful in decks that play multiple
attacks in a turn. In the decks I've used them in, or seen them used in, they
haven't had the impact one would want, though. There are better attacks to
put in a deck.
Alan - Flurry Strike's dual "ability" makes it one of the best attack cards
available. It enhances Combination, Extra Shot, Battle Rage, and my
particular favorite, Bloodlust. Flurry Strike should be in _every_
swordfighting deck that relies on making multiple attacks in a turn.
Jim - Flurry Strike is best played within a multi-attack sequence like Battle
Rage, Bloodlust, or Berserk. Flashing Blade is also a good Edge card to use
with these. Kern can make very good use of these as can Kurgan, Duncan and
any Immortal with multi-attack capabilities or cards that grant multiple
Wayne - Great card for attack decks using multiple attacks. Cards like this
and the new edge cards may make Bloodlust one of the most powerful cards in
the game. I would rate it higher but it really doesn't help anyone not playing
multiple attack decks.
Prodipto - Flurry Strike is a very useful attack to put into multiple attack
decks. These would include the 3-B's (Battle Rage, Berserk, Bloodlust), or
Amanda or Kern decks. When used with Flashing Blade, or anti-dodge cards
(like Master's Advance, Challenge/SE, Kiss Your Butts Goodbye, Nefertiri's
Seduce, etc), playing more than one Flurry Strike is very effective.
Allen - Another card that boosts multiple attack sequences, Flurry Strike
grants them extra teeth. The more of them you play at once, the more teeth
each attack carries. Battle Rage can conceptually grant you five attacks each
doing six damage. Given BR's dodge-restricting ability, this can prove
effective for a Lean and Mean deck (especially in Renaissance style). In any
multiple attack sequence, forcing your opponent to defend several non-
consecutive Flurry Strikes can force them to let many other attacks through.