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RULES
START OF GAME
2
 
CONTENTS
Game Design and Initial Development: Jochen Eisenhuth
and Artyom Nichipurov
Lead Game Development: Josh Chambers and Stuart Siddons
Game Development: Jake Thornton, Ed Harrison,
Babis Giannios, Nick Fury and Dale Rowe
Character Design: Johannes Helgeson
Art Direction: Stéphane Gantiez
Concept Art: Stéphane Gantiez and Christophe Madura
Cover Art: Bayard Wu
Card Art: Johannes Helgeson, Christophe McLean,
Ivan Fomin, and Didier Nguyen
Board Art: Emmanuel Bouley
Graphic Design: Arnaud Marchand, Sandra Tessières,
Panagiota Tsibalidi, Stuart Siddons, and Anna Faye
Miniature Sculpting: Irek Zielinski and Olivier Thill
Fiction: Stuart Siddons, Anna Faye and Babis Giannios
Translation: Anne Vétillard
Proofreading: Helena Tzioti, Bree Goldman, Chet Zeshonski,
Marco Cervone, Chris Chubb, Corina Cretu, Eric Hoath,
James Waumsley, Sam Healey, and the fans
Support: Ben Clapperton, Helena Tzioti, Olli Schneider,
and Artyom Nichipurov
Project Direction: Erwann Le Torrivellec
Communication: Az Drummond, Helena Tzioti and the Mythic Team
Publishing: Léonidas Vesperini and Benoît Vogt
Playtesters: Jordy Barber, Tom “Sternly” Barnaby-Pass, Mark “Sly”
Delaney, Az Drummond, Ioannis Gatsos, David Hansell, Eric Hoath,
Simonne Hoath, Callum “Wex” Johnson, John McDonald, Eamon
“Attack” McFadden, Ross Sampson, Steve Slack, Andrew Summerhill,
James Taylor, Helena Tzioti, Philippe Villé, Bethany Ann Young, Andy
Cahard, Anthony Kerignard, Sébastien Evrard, Vincent Savidan, Romain
Delavie, Mike Monnier
...and a big thank you to all the Mythic Games Ambassadors, the gamers
at the conventions and shows who gave us valuable data, and the
unnamed playtesters who sent us game reports and responded so well
to the game. Most importantly, a special thanks to the superfans and
“brawlers” who made this whole thing a reality with their feedback,
support, and unmatched love for the game
INTRODUCTION ....................................................... 3
COMPONENTS ........................................................ 4
GAME SETUP ............................................................ 6
WINNING THE GAME ............................................ 7
HOW TO DRAFT .................................................... 7
Casual Draft ......................................................... 7
Competitive Draft ................................................ 7
BASIC CONCEPTS .................................................... 7
GAME ROUND ......................................................... 8
PLAYER TURN ........................................................ 8
1) Scoreboard Phase .......................................... 8
2) Activation Phase ........................................... 8
Movement ...................................................... 8
Attacks ............................................................ 9
Skills .............................................................. 10
Standard Actions ........................................ 11
Reactions ...................................................... 11
3) Upkeep Phase ............................................. 12
ADVANCE
CHALLENGE TRACK ........................................... 12
OUT OF ACTION .................................................... 12
LEVELLING UP ....................................................... 12
TRAPS ........................................................................ 12
Trap Effects ........................................................ 13
HEXES AND HEX ROWS ......................................... 13
4P VARIANT - SUPER TEAM TORNADO .......... 14
RULES OVERVIEW ................................................ 14
1) Team Gameplay ............................................ 14
2) Hand Size ........................................................ 14
3) Winning the Game ....................................... 14
4) Challenge Track ........................................... 14
GAME SET UP ........................................................ 14
HOW TO DRAFT ................................................ 14
Casual Draft ....................................................... 14
Competitive Draft ............................................. 15
GAME ROUND ...................................................... 15
KEYWORDS .............................................................. 15
INDEX ....................................................................... 16
CREDITS
3
INTRODUCTION
It’s hard to imagine now, but a few generations ago
Fabulosa was a world of war.
Then came magic, and everything changed. Sure, it
created more problems at first, but eventually the
wizards of Fabulosa saw the bigger picture. Dispute
over land? Simply create more! Hungry? Magic
yourself an apple. Or a banana. Or a three-course
meal. Magic could do anything! Within a generation
magic had ended every conflict, and within a further
generation Fabulosa had become a utopian paradise
where everyone had everything they ever wanted.
And by the gods, it was boring.
As wizards gathered at the Hall of Honours for the
19th Annual Convocation of Wizards, the question
on everyone’s mind was how to stem the crushing
boredom of everyday life. It was Ragryl the Wise,
Master of the Third Quarter, who thought he had the
answer.
“Why not travel to the past?” he asked, “We’ll check out
the Pan’daa nation in action, the greatest warriors of
all time!”
“Don’t be ridiculous!” replied Garnet of the Fourth
Circle. “Those wimps from Pan’daa were a joke. Now,
the Glass Trolls of Spitemire, THEY were the best of
the best!”
The argument between the two wizards spread like
wildfire across the Hall, engulfing every conversation. Everyone had an opinion on who was the best
warrior of the past.
Esmae the Starseer broke the discord with an idea
that would become legend. “Well, let’s get them both
then. We’ll pit them against each other, and then we’ll
KNOW who was the greatest!”
The ensuing battle was glorious, though it left a
hole in the past that took the Council of Corrections
months to clean up. Even so, everyone agreed that the
initial brawl was exhilarating. Rules were needed, of
course, but this would be something new, and special.
Most of all, it wouldn’t be boring.
Brawls became the premium form of entertainment
overnight. Wizards scrambled to assemble teams of
champions from across history, pitting them against
other teams for fame, honour, and glory. The Council
of Corrections, now the ruling body behind the Brawls,
handled disputes between wizards over when they
could take a warrior from their timeline, ensuring that
champions at their peak were reserved for the very
best teams. The popularity of Brawls grew with every
match until the largest tournament in the history of
Brawls was announced: The Super Brawl.
Today, thousands of Brawls are fought over dozens
of leagues across Fabulosa, with the best teams
earning their spot in the annual Super Brawl.
The world watches with eager anticipation as the
greatest wizards and their heroic champions gather,
ready to fight for bragging rights on the grandest
stage of them all!
4
 
2
Draw 1 for each dealt.
"I think ye’ll be finding that belongs to me now!"
Plundarr!
GOL04 ™ & © 2020 Mythic Games
Didier Nguyen
2-3
2
This attack gains if
Deryn is on a trap hex.
Push 1, or Push 2 if
Deryn is on a trap hex.
"You should run now. I'll give you a head start."
Heavy Shot
Johannes Helgeson
DER02 ™ & © 2020 Mythic Games
Lifesteal.
This attack gains
ready standard Core you control.
for each
"I devour. I consume. I shall never be defeated!"
Appetite for Destruction
KIL07 ™ & © 2020 Mythic Games
Didier Nguyen
2
1
Pull 1.
"You believe yourself the strongest? Show me."
Challenge
Johannes Helgeson
™ & © 2020 Mythic Games TZU02
COMPONENTS
1
8
Scourge of the Several Seas
Gold'arr
™ & © 2020 Mythic Games GOL01
Johannes Helgeson
The Jade Claw
Tzu Xiao
9
0
™ & © 2020 Mythic Games TZU01
Johannes Helgeson
The Ravager
7 1
Kilgore
™ & © 2020 Mythic Games KIL01
Johannes Helgeson
7
0
Huntress of the Eastwood
Deryn
Johannes Helgeson
™ & © 2020 Mythic Games DER01
6
0
The Gathering Storm
Gwaien
™ & © 2020 Mythic Games GWA01
Johannes Helgeson
6 2
Warden of the North
Dugrun
Johannes Helgeson
™ & © 2020 Mythic Games DUG01
Adjacent opponents cannot attack unless
Dugrun is a target of the attack.
7
2
Dugrun
Johannes Helgeson
22 Challenge Cards:
Lay of the Land
Have
2 or more
Champions
in trap
hexes.
™ & © 2020 Mythic Games • CHA08
Masters of Manipulation
Control the
Manipulation
area.
™ & © 2020 Mythic Games • CHA03
Harbingers
of Destruction
Control the
Destruction
area.
™ & © 2020 Mythic Games • CHA01
Back Front
84 Cards:
58 double sided cardboard tokens
& 58 double sided plastic tokens
with the following breakdown:
1 Arena Board:
1 rulebook:
72 Action Cards (6 per Champion)
12 Champion Cards
20x Damage
Tokens
13x Victory Point
(VP) Tokens
First Player
Token
12 Trap Tokens
2x Stun 2x Root
2x 1 Damage 4x 2 Damage 2x 3 Damage
4x Manipulation 4x Destruction 4x Creation
12 Cores of Magic
Back Front
Front
(Basic)
Back
(Levelled Up)
5
Ko’lel Deryn Rath
Kilgore Sulka
Korvash
Mariusz Akhet
Ragryl
Master of
Creation
Esmae
Master of
Manipulation
Garnet
Master of
Destruction
Gold’arr
Gwaien Dugrun
Tzu Xiao
1 4-player overlay:
4 Player Dashboards:
9 Gametrayz Inserts:
3 Statue miniatures:
12 Champion miniatures:
12 plastic base rings:
6


GAME SET UP
2
1
Pull 1.
"You believe yourself the strongest? Show me."
Challenge
Johannes Helgeson
TZU02 ™ & © 2020 Mythic Games
8
9
1
4
6
3
3
7
Masters
Manipulation
Control the
of Manipulation
area.
• CHA03 ™ & © 2020 Mythic Games
Harbingers
Destruction
Control the
of Destruction
area.
• CHA01 ™ & © 2020 Mythic Games
5
8 1
Scourge of the Several Seas
Gold'arr
GOL01 ™ & © 2020 Mythic Games
Johannes Helgeson
7 0
Huntress of the Eastwood
Deryn
Johannes Helgeson
DER01 ™ & © 2020 Mythic Games
6 2
Warden of the North
Dugrun
Johannes Helgeson
2 DUG01 ™ & © 2020 Mythic Games
The Jade Claw
Tzu Xiao
0 9
™ & © 2020 Mythic Games TZU01
Johannes Helgeson
0 6
The Gathering Storm
Gwaien
™ & © 2020 Mythic Games GWA01
Johannes Helgeson
The Ravager
1 7
Kilgore
™ & © 2020 Mythic Games KIL01
Johannes Helgeson
2
2
10
11
2
2
Draw 1 for each dealt.
"I think ye’ll be finding that belongs to me now!"
Plundarr!
GOL04 ™ & © 2020 Mythic Games
Didier Nguyen
1 Randomise which player goes first. That player
1 Randomise which player goes first. That player
chooses a deployment area, and places the First
chooses a deployment area, and places the First
Line 393: Line 43:
11 The second player places their Champions onto
11 The second player places their Champions onto
unoccupied hexes in their deployment area.
unoccupied hexes in their deployment area.
Deployment Hex
 
Trap Hex
Player Gate
Manipulation
Esmae’s
Statue
Destruction
Garnet’s
Statue
Creation
Ragryl’s
Statue
Arena Board
Areas
7
WINNING THE GAME
WINNING THE GAME
The first Player to reach 5 VP immediately wins
The first Player to reach 5 VP immediately wins
the game.
the game.
HOW TO DRAFT
HOW TO DRAFT
Casual Draft
Casual Draft
Line 426: Line 63:
Champions. Return any remaining Champions
Champions. Return any remaining Champions
to the game box.
to the game box.
Competitive Draft
Competitive Draft
The competitive draft uses the following process:
The competitive draft uses the following process:
Line 443: Line 81:
Champions, and 2 Champions that will not be
Champions, and 2 Champions that will not be
used in this game.
used in this game.
BASIC CONCEPTS
BASIC CONCEPTS
The First Rule
The First Rule
Line 547: Line 186:
at the sight of The Grave Robber’s sails.
at the sight of The Grave Robber’s sails.
Intimidation
Intimidation
GOL05 ™ & © 2020 Mythic Games
 
Didier Nguyen
Jump 3.
Push 1.
"The greatest victories require
the greatest risks."
Pounce
TZU07 ™ & © 2020 Mythic Games
Johannes Helgeson
2
One of Kilgore's adjacent
Allies may Jump 3
What he lacked in technique, Kilgore more than
.
made up for with raw, unbridled power.
Throw
™ & © 2020 Mythic Games KIL04
Christophe McLean
2-3
2
This attack gains if
Deryn is on a trap hex.
Push 1, or Push 2 if
Deryn is on a trap hex.
"You should run now. I'll give you a head start."
Heavy Shot
Johannes Helgeson
DER02 ™ & © 2020 Mythic Games
2
Dugrun's Allies gain against
the target until the end of the turn.
"When Than-zud falls, so do his enemies."
Knock Down
Johannes Helgeson
DUG03 ™ & © 2020 Mythic Games
During a turn, players may activate Champions by
During a turn, players may activate Champions by
playing Action cards that belong to that Champion,
playing Action cards that belong to that Champion,
Line 594: Line 199:
completely resolved before the same player may
completely resolved before the same player may
play another.
play another.
Movement
Movement
Champions may move up to the
Champions may move up to the
Line 655: Line 261:
closer than that range is not an eligible target.
closer than that range is not an eligible target.
ACTION CARD ANATOMY
ACTION CARD ANATOMY
2-3
2
If was dealt, deal 2
to another Champion within
2 hexes of the target.
"Come on now, child, it's like
you're not even trying."
Chain Lightning
GWA04 ™ & © 2020 Mythic Games
Johannes Helgeson
2
One of Kilgore's adjacent
Allies may Jump 3.
What he lacked in technique, Kilgore more than
made up for with raw, unbridled power.
Throw
KIL04 ™ & © 2020 Mythic Games
Christophe McLean
The attacker suffers Fear 2.
Many sailors chose to throw themselves overboard
at the sight of The Grave Robber’s sails.
Intimidation
GOL05 ™ & © 2020 Mythic Games
Didier Nguyen
5
6
3 4
7
1 Champion icon ( )
2 Action type ( )
3 Card name
4 Core of Magic ( )
5 Action movement
6 Action Range (min-max)
7 Action strength
8 Action effect
9 Defence modifier
10 Flavour text
11 Card number
12 Illustrator
1
2
8
10
11
12
Attack card Skill card Reaction card
9
10


The dark grey hex in the targeting box marks the
The dark grey hex in the targeting box marks the
Line 777: Line 334:
Defence values do not help against effects
Defence values do not help against effects
that deal .
that deal .
1
 
2-3
Deal 2 to each Champion
adjacent to the target.
"I am your superior in every way. Like all
who came before, you shall kneel."
Fireball
GWA02 ™ & © 2020 Mythic Games
Johannes Helgeson
2
1
Pull 1.
"You believe yourself the strongest? Show me."
Challenge
Johannes Helgeson
TZU02 ™ & © 2020 Mythic Games
For example, with her
For example, with her
Fireball, Gwaien targets
Fireball, Gwaien targets
Line 858: Line 400:
By the time Tzu Xiao's opponents saw
By the time Tzu Xiao's opponents saw
him, it was already too late.
him, it was already too late.
Flash of Jade
 
TZU05 ™ & © 2020 Mythic Games
Johannes Helgeson
For example, the player
For example, the player
controlling Tzu Xiao
controlling Tzu Xiao
Line 873: Line 413:
the declared targets.
the declared targets.
CHAMPION CARD ANATOMY
CHAMPION CARD ANATOMY
The Jade Claw
 
Tzu Xiao
0 9
™ & © 2020 Mythic Games TZU01
Johannes Helgeson
Front
Basic side
Adjacent Enemies suffer .
0 9
Tzu Xiao
Johannes Helgeson
Back
Levelled Up side
1 Defence Value
2 Total Hitpoints
3 Champion Icon
4 Champion Name
& description
5 Card Number
6 Card Illustrator
7 Champion Ability
(only in basic side)
8 Alternate art for the
Levelled Up version
1
4
5
6
7
3
2
8
12
  3) Upkeep Phase
  3) Upkeep Phase
During their Upkeep Phase, players ready their
During their Upkeep Phase, players ready their
Line 917: Line 425:
They then discard any cards that remain in their
They then discard any cards that remain in their
hand, and draw a new hand of 5 cards.
hand, and draw a new hand of 5 cards.
ADVANCE CHALLENGE TRACK
ADVANCE CHALLENGE TRACK
At the end of each game round (after all players have
At the end of each game round (after all players have
Line 992: Line 501:
supply. If all trap hexes are blocked by Champions
supply. If all trap hexes are blocked by Champions
and/or traps, the trap token may be placed anywhere
and/or traps, the trap token may be placed anywhere
The Jade Claw
Tzu Xiao
9
0
™ & © 2020 Mythic Games TZU01
Johannes Helgeson
Adjacent Enemies suffer .
9
0
Tzu Xiao
Johannes Helgeson
Basic side Levelled Up side
13
adjacent to a trap hex that is not blocked by a
adjacent to a trap hex that is not blocked by a
Champion or Statue. In addition to the trap hexes on
Champion or Statue. In addition to the trap hexes on
Line 1,023: Line 519:
The Champion
The Champion
suffers Stun.
suffers Stun.
DISPLACEMENT AND ROOT
DISPLACEMENT AND ROOT
Fear, Force, Pull, and Push are all considered
Fear, Force, Pull, and Push are all considered
Line 1,035: Line 532:
, as neither keyword usually causes damage
, as neither keyword usually causes damage
for failing to complete the movement.
for failing to complete the movement.
HEXES & HEX ROWS
HEXES & HEX ROWS
The arena board is made up of a series of hexes.
The arena board is made up of a series of hexes.
Line 1,081: Line 579:
Phase, players count their teammate’s Champions as
Phase, players count their teammate’s Champions as
their own.
their own.
GAME SET UP
GAME SET UP
1 Randomise which team will play first.
1 Randomise which team will play first.
Line 1,261: Line 760:
activating them. Traps do still activate if the Champion
activating them. Traps do still activate if the Champion
ends the Swoop on a trap token.
ends the Swoop on a trap token.
Action card anatomy (9)
Action cards (8, 9, 11, 12)
Activation of champions (8)
Activation phase (8, 9, 10, 11)
Allies (7, 8, 10, 14)
Area of Effect (8, 10)
Attacks (8, 9, 10, 11)
Away (7, 10)
Basic Concepts (7)
Bloodied (15)
Casual (6, 7, 15)
Casual Draft (7, 15)
Challenges (7, 8, 12, 14)
Challenge Track (6, 7, 8, 12, 14, 15)
Champion Card Anatomy (11)
Champions (6)
Competitive Draft (7, 14, 15)
Components (4)
Control (15)
Cores (4, 6, 7)
Damage (4, 6, 7)
Dash (15)
Defence (7, 8, 9, 10)
Direct shot (10)
Double (10, 15)
Draw (6)
Drawing Cards (8)
Enemies (7)
Fear (13, 15)
Force (13, 15)
Game Round (8, 15)
Game Set up (6, 14)
Heal (11, 12, 15)
Hitpoints (11, 12)
Hexes (6, 7, 13)
Hex rows (13)
Indirect Shot (10)
Jump (15)
Keywords (15)
Levelling Up (12, 13)
Lifesteal (10, 15)
Melee attack (10)
Out of action (7, 11, 12)
Place (6, 9, 10)
Plan (16)
Poison (10, 15)
Post-attack (9)
Pre-attack (9)
Pull (11, 12, 13, 16)
Push (11, 12, 13, 16)
Reactions (9, 10, 11, 14)
Root (13, 16)
Scoreboard Phase (8, 14)
Skills (10, 16)
Standard Actions (8, 11)
Stun (13, 16)
Super Team Tornado (14, 15)
Targeting (8, 9, 10)
Traps (6, 8, 12, 15)
Upkeep Phase (8, 12, 14)
Victory Points (4, 7)
INDEX

Revision as of 23:00, 2 January 2022

START OF GAME

1 Randomise which player goes first. That player chooses a deployment area, and places the First Player Token next to their Gate. 2 Players decide if they wish to freely choose their 3 favourite Champions to play with, or draft Champions using the casual draft or competitive draft rules (see page 7). Players take the base rings of their color of choice and add them to their Champions to form a team. They then place their team on their player Gate, and their Champion cards and 3 cores of magic, one of each color on their player board. 3 Each player takes the 3 Action decks for their Champions and shuffles them together to form their draw deck. 4 Shuffle the Challenge cards. Draw a Challenge card and place it in the leftmost 1VP slot on the Challenge Track, then draw another and place it in the Cannot Be Scored slot (the one with no trophy symbol). 5 Place the victory and damage tokens at the side of the board at the reach of players. 6 Place all the traps face down beside the board. The first player places traps face down on 2 trap hexes of their choice, without looking at them. 7 The second player places traps face down on 2 trap hexes of their choice, without looking at them. There should now be 4 traps and 2 empty trap hexes on the board. 8 The first player draws a hand of 5 cards from their draw deck. They may discard any number of those cards and draw a new card for each card they discarded. Then all discarded cards are shuffled back in the draw deck. 9 Then the second player draws a hand of 5 cards from their draw deck and discards the same way as the first player. Discarded cards are shuffled back in the draw deck. 10 The first player places their Champions onto unoccupied hexes in their deployment area. 11 The second player places their Champions onto unoccupied hexes in their deployment area.

WINNING THE GAME The first Player to reach 5 VP immediately wins the game.

HOW TO DRAFT Casual Draft The Casual draft uses the following process: 1. Form a common pool of unique Champions, with a minimum of 6. 2. The second player drafts 1 Champion. 3. The first player drafts 1 Champion. 4. The second player drafts a second Champion. 5. The first player drafts a second Champion. 6. The second player drafts a third and final Champion. 7. The first player drafts a third and final Champion. 8. Each player should now have a team of 3 Champions. Return any remaining Champions to the game box.

Competitive Draft The competitive draft uses the following process: 1. Each player brings 5 different Champions that they choose before the game or tournament. 2. The first player chooses 1 of the second player’s Champions. This Champion cannot be drafted this game. 3. The second player chooses 1 of the first player’s Champions. This Champion cannot be drafted this game. 4. Starting with the first player, players alternate turns and choose 1 of their Champions each time to add to their team, until they have a team of 3 Champions. 5. Each player now has a team of 3 drafted Champions, and 2 Champions that will not be used in this game.

BASIC CONCEPTS The First Rule If the effect of a card directly conflicts with one or more rules in this document, the text on the card takes precedence. Enemies and Allies Miniatures represent great warriors from Fabulosa’s turbulent history, and are referred to as Champions. Champions under your opponent’s control are referred to as Enemies. Your own Champions are called Allies. Note that when a Champion’s card effect refers to Allies or an Ally, it does not include the Champion to whom the card belongs. Objective of the Game Victory Points (VPs) represent the favour of the crowd, that will decide the victor in the Brawl. The first player to score 5 VPs wins immediately. This is done by taking Enemy Champions out of action, and by completing challenges on the Challenge Track. The Three Cores of Magic All magic, and indeed all energy in Fabulosa, is intrinsically tied to one of the three Cores of Magic: Destruction ( ), Creation ( ), or Manipulation ( ). Whenever a player uses any type of Action, they exhaust (flip over) their connection to one of these Cores, and must wait until the end of their turn until they are ready to be used again. Towards and Away When an effect instructs a Champion to move towards a game element, the moving Champion must end its move with fewer hexes between it and the game element it is moving towards than it did before starting the move, if possible. If this is not possible, the Champion will not move. When an effect instructs a Champion to move away from a game element, the moving Champion must end its move with more hexes between it and the game element it is moving away from than they were before starting the move. If this is not possible, the Champion will not move. Strength and Damage Some cards and effects will deal damage ( ), whilst others will state the strength ( ) of the attack.

is always reduced by the defence ( ) of the target,

whilst is applied directly to the target, ignoring any defence. Resolving a card When resolving a card, if a card cannot be fully resolved, forfeit the part that cannot be resolved. 8 Targeting Unless a card says otherwise, Champions can only target Enemy Champions. Area of Effect (AoE) attacks that include an Enemy Champion in the AoE fulfil this condition, even if an Ally is also in the AoE. Open and Hidden Information Each player’s hand is hidden information, and should not be shared with another player unless a game effect instructs a player to do so. When a card effect asks a player to show something, all players may see the revealed information. Each player’s discard pile is open information. Players can ask to see their opponent’s discard pile at any time. Both sides of any Champion cards are also open information, and a player can ask to see either side of a Champion card at any time. When a card effect asks a player to look at something, only that player may see the revealed information. Drawing Cards If a player is instructed to draw cards from an empty deck, they shuffle their discard pile to form a new draw deck. GAME ROUND PLAYER TURN Each round consists of three steps: First player’s turn, Second player’s turn, and Advance Challenge Track. ON A TURN, PLAYERS CARRY OUT THE FOLLOWING PHASES IN ORDER: Scoreboard Phase. The active player checks to see if they meet the conditions of any active Challenge cards. If they do, they gain the appropriate number of VPs, and discard that Challenge. Skip this Phase on the first round. Activation Phase. Players exhaust Cores to play Action cards from their hand and activate their Champions. Upkeep Phase. The active player readies each of their Cores, discards their hand and draws a new hand of 5 cards. 1) Scoreboard Phase During their Scoreboard Phase, the active player checks if they currently meet the scoring conditions of any active Challenges. Challenges are the key to victory. Completing a Challenge earns a player a number of VP tokens equal to the VPs based on the Challenge card’s position on the Challenge Track. Discard any scored Challenges. Because Challenges are scored at the beginning of a player’s turn, their opponent will always have a turn to try and stop them from scoring. Of course, Challenges cannot be scored during the first round. 2) Activation Phase

The attacker suffers Fear 2.

Many sailors chose to throw themselves overboard at the sight of The Grave Robber’s sails. Intimidation

During a turn, players may activate Champions by playing Action cards that belong to that Champion, or by using standard Actions. Players may play cards in any combination, and as many as they like, as long as they have the matching Core ready in order to play it. Most Action cards allow Champions to move and resolve an attack or a skill explained in that card’s text box. Champions may be activated more than once per turn as long as the appropriate Core can be exhausted to pay for it. An Action card must be completely resolved before the same player may play another.

Movement Champions may move up to the number of hexes indicated by the

value on the Action card. Note

that they do not have to move the full distance, or indeed move at all. Hexes containing Statues or Enemies are blocked, and Champions cannot normally move through or end their movement in them. Champions may move through, but not end on, hexes containing Allies. Champions can move into hexes containing trap tokens, but this will usually result in the trap being triggered and that Champion suffering the trap’s effects (see Traps, page 12). If a Champion has a movement bonus, it is applied to each Action card and Standard Action used to activate them, but only if the Action card has a printed value. 9 When an effect requires a player to Place a Champion, it is removed from its current hex, and placed in the new location. This is not considered movement. Attacks PRE-ATTACK AND POST-ATTACK Pre-attack ( ) and post-attack ( ) abilities are effects that take place when an attack card with either symbol is played. Both abilities are mandatory. If a card instructs a player to resolve a or ability, then it must be fully resolved before moving on to the next step of the attack. The key difference between the two is that a player may play a card with a ability, and then choose not to attack, whereas a ability is only ever resolved after an attack is made. Note that these abilities can be part of a reaction card. Note that many keywords have numerical values, so can be legally resolved by choosing 0, effectively cancelling the effect. Every Action card with the attack icon in the upper left corner of the card is an attack card. To resolve an attack, follow these steps: 1. Use as much of the card’s movement as you choose. 2. Resolve any abilities. 3. Choose if you will use the attack. If you choose not to make the attack, the activation ends immediately. Otherwise, continue to step 4. 4. Declare target(s). 5. Opponent chooses whether to play Reactions. 6. The target’s defence value is subtracted from the current strength value of the attack. 7. Resolve attack damage. 8. Resolve abilities from Reactions. 9. Resolve abilities from the attack card. Declare target(s) Check the range and targeting icons to determine which targeting rules apply for the attack. Some attacks have a minimum range, and any Enemy closer than that range is not an eligible target. ACTION CARD ANATOMY

The dark grey hex in the targeting box marks the relative position of the attacking Champion to the targeted hex(es), marked on the card in yellow. Melee Attack A melee attack targets a single adjacent Enemy. Indirect Shot An indirect shot targets a single Enemy. The targeting value shows the maximum range of the Action. When one figure is specified the targeting value shows the maximum range of the Action. When two figures are indicated, the first specifies the minimum and the second the maximum range of the Action. To define range, count the smallest possible number of hexes to the target, including the target’s hex but not the activating Champion’s hex. Indirect shots can target Champions through Statues and other Champions. Direct Shot A direct shot works like an indirect shot with some extra restrictions. Direct shots may only target Enemies on hexes in the same row of hexes as the attacking Champion. Additionally, direct shots cannot target Champions if there are any Statues, or other Champions (Enemy or Ally) in that hex row between the activating Champion and target. Area of Effect (AoE) An AoE attack affects all Champions in the yellow marked hexes shown in the targeting icon of the Action card (including Allies). The player playing the Action chooses the exact orientation of the AoE. Reactions are played After targets are declared, the controller of an Enemy target Champion may play one Reaction card on any of their Champions targeted. The Core of the Reaction card must be exhausted as normal. Only one Reaction may be played per attack (see Reactions, page 11). The target’s defence value is subtracted from the current strength value All Champions have a defence value. Even if a Champion’s printed defence value is 0, it can still be modified by card effects. During this step, the current defence value of the defender is subtracted from the current strength value of the attack. Remember to include any modifiers to strength and defence values in this step. Defence values are always applied to every attack made against the Champion, unless reduced or bypassed by a card effect. The end sum of this is the attack damage. Resolve attack damage The attack damage is dealt to all targets of the attack. Place on the Champion card damage tokens equal to the damage the Champion is dealt. Keywords that affect damage such as Poison, Double, and Lifesteal are resolved in this step (see page 15). Skills Most Champions have one or more skill cards, denoted by the skill icon in the upper left corner of the card. Some skills affect specific targets, and have targeting icons like attacks. When a player activates a Champion using a skill card, they resolve these steps in order: 1. Use as much of the card’s movement as you choose. 2. Choose if you will use the skill. If you choose not to, the activation ends immediately. 3. Declare target(s), if necessary. 4. Resolve the text box of the skill card. NOTE THAT: Defence values do not help against effects that deal .

For example, with her Fireball, Gwaien targets 1 Enemy Champion in a range of min 2 and max 3 hexes from her. For example, with his Challenge Attack, Tzu Xiao targets 1 Enemy Champion that is up to 2 hexes away from him in the same row of hexes. 11 Standard Actions In addition to using their hand of Action cards, players may also activate Champions using the Standard Actions shown on the player dashboard. These Actions are intentionally weaker than Action cards, but they offer some options when a player does not draw the Cores and/or cards of Champions they need. Each Standard Action may only be used once per Activation Phase. 1. Spend the Manipulation ( ) Core to Move 1 and Plan 1 (see Plan, page 16). 2. Spend the Creation ( ) Core to Move 1 and Heal 1 (see Heal, page 15). 3. Spend the Destruction ( ) Core to Move 1 and Deal 1 damage to an adjacent Enemy. This damage ignores defence. 4. Spend 1 Core, Manipulation or Creation or Destruction , to Move 2. Reactions During an opponent’s turn, players can react to their opponent’s attacks by playing Reaction cards. Reactions may only be played during the opponent’s turn and only when at least one of that player’s Champions is targeted by an opponent’s attack action. NOTE THAT: Reaction cards are played by players, not Champions. Reactions can target any of a player’s Champions,not just the Champion whose card is being played. Reactions can never be used to react to a skill action. A player cannot play more than one Reaction card per attack action, even if more than one Champion is targeted by the attack. When playing a Reaction during an AoE attack, a player must choose which of their Champions will be targeted by the Reaction. When Reaction cards cause effects like Push, Pull, or , the target of the Reaction card is the Champion causing that effect. The target of the effect itself is noted on the Reaction card. Some Reactions may cause an Enemy to be taken out of action. When this happens, the Champion who played the Reaction card will Level Up if possible, and the player will gain 1 VP. 1 2 3 4 2 Deal to each target until they are Bloodied. By the time Tzu Xiao's opponents saw him, it was already too late.

For example, the player controlling Tzu Xiao decides to move him 2 hexes. They then choose to activate his skill. They declare 3 targets in melee range, at an orientation of their choice. They resolve the skill box and apply the effect on the declared targets. CHAMPION CARD ANATOMY

3) Upkeep Phase

During their Upkeep Phase, players ready their Cores so that they are available during their opponent’s turn. This means that a player will always have all their Cores available to play Reactions against their opponent’s Actions. It is important to note that any exhausted Cores will not be available on the player’s next turn, so they won’t be able to play cards of that colour. They then discard any cards that remain in their hand, and draw a new hand of 5 cards.

ADVANCE CHALLENGE TRACK At the end of each game round (after all players have taken a turn), all Challenge cards move one space to the right, and a new Challenge card is drawn. This is placed in the Cannot Be Scored space. Challenges moving right from the rightmost space are discarded (move them to the Challenge discard pile). If at any point your Challenge card deck empties, shuffle the discard pile to form a new Challenge deck. OUT OF ACTION A Champion is taken out of action as soon as they suffer an amount of damage equal to or greater than their hitpoint value (as printed on their Champion card). If during their activation a Champion takes an Enemy out of action, the attacking Champion’s player gains 1 VP, and the attacking Champion Levels Up. The out of action Champion is teleported by the wizards out of harm’s way and is healed. All damage is removed from the Champion, and if they had Levelled Up, flip their Champion card back over to the basic side. The out of action Champion is then placed on their team’s Gate until they are activated again. Whilst Champions are on the Gate, they cannot be affected by card effects, can never be targeted by Actions or attacks, and cannot target Champions on the hex grid. To activate an out of action Champion, the player must use an Action with to move that Champion back into the arena. The first hex of movement must be spent moving the Champion onto one of their team’s deployment area hexes. Out of action Champions may not be activated using Action cards without . Once in the arena, they may use any remaining movement to move further, and complete the Action. If during their activation a Champion takes themselves or an Ally out of action, their opponent gains 1 VP. If a card takes a Champion from each team out of action simultaneously, both players gain 1VP and Level Up the appropriate Champions. If this would end the game in a draw (due to both players now being tied with 5 or more VPs), the player who didn’t play the card wins. LEVELLING UP When an Enemy is taken out of action, the Champion currently being activated will Level Up after the Action is fully resolved. Flip that Champion card, and move any damage tokens to the Levelled Up side. The Champion uses the stats and effects of the Levelled Up side until they are taken out of action. If the Champion was already Levelled Up before the knock out, then nothing happens. Please note that Level Up effects are always active. TRAPS Some hexes contain trap tokens. Traps are always placed face down. A trap will trigger as soon as a Champion enters the hex in which it is placed. It doesn’t matter if the Champion deliberately moved there or was pushed, pulled, or otherwise displaced onto that hex. The player controlling the Champion that activated the trap flips the trap token and applies the effect to the Champion. The Champion may then complete any remaining movement they have available, unless prevented from doing so by the trap effect. There should always be 4 trap tokens on the map. As soon as a trap is triggered and its effects applied, the player whose Champion triggered the trap takes a new trap token from the supply. Without looking at it, the player places it face down on a different empty trap hex, then shuffles the old trap back into the trap supply. If all trap hexes are blocked by Champions and/or traps, the trap token may be placed anywhere adjacent to a trap hex that is not blocked by a Champion or Statue. In addition to the trap hexes on the board, any hex that currently contains a trap is considered a trap hex. If the trap was triggered because of a card effect (for example when a Champion uses an attack that pushes the defender into a trap), the damage is considered to be caused by the source of that effect. This may result in Levelling Up Champions as normal. Trap Effects The Champion suffers the amount of damage indicated on the trap token. Remember, this damage ignores the defence value. The Champion suffers Root. The Champion suffers Stun.

DISPLACEMENT AND ROOT Fear, Force, Pull, and Push are all considered displacement effects. Effects that negate displacement effects will negate any damage those effects would cause. It is important to note that while Root means a Champion cannot be moved, it does not negate movement. As the target cannot move, any Push or Pull distance will cause

as normal. Fear and Force cannot move a

Champion suffering root, but do not cause , as neither keyword usually causes damage for failing to complete the movement.

HEXES & HEX ROWS The arena board is made up of a series of hexes. A continuous line of hexes is called a hex row. This is a hex row. This is not a hex row. Example: Gold’arr makes a Dash 2. He can move along any of the hex rows shown, but cannot move out of the hex row due as the Dash keyword states he must remain in the same hex row (see Dash, page 15). 14

4-PLAYER VARIANT: SUPER TEAM TORNADO Requires at least 8 Champions to play RULES OVERVIEW Super Team Tornado is a variant that allows 4 players to take part in one game. In this variant, players form two teams, with each player controlling 2 Champions. Super Team Tornado plays just like the base game, with the following rule changes; all other rules remain the same. 1) Team Gameplay During their turn, a player can activate their Champions and exhaust Cores as normal. Any Actions they play affect their Champions or Allies, which include Champions controlled by their teammate. During an opponent’s turn, a player can play Reactions as normal. As Reactions can be played on any of that player’s Champions, in a Super Team Tornado game, a player’s Reactions may be played on their teammate’s Champions, too. 2) Hand Size Each player has a starting hand of 4 cards, and draws a hand of 4 cards during the Upkeep Phase. 3) Winning the Game The first team to reach a combined total of 7 VPs wins. A team wins or loses together. 4) Challenge Track In games of Super Team Tornado, the Challenge Track is adjusted by the Challenge Track overlay. When the Challenge Track advances, each Challenge card moves two spaces to the right instead of one, and two new Challenge cards are drawn. When checking scoring conditions during the Scoreboard Phase, players count their teammate’s Champions as their own.

GAME SET UP 1 Randomise which team will play first. 2 That team chooses one of their players to be the first player and places the First Player token in their play area. Their teammate will be the third player. 3 The other team then chooses one of their players to be the second player. Their teammate will be the fourth player. 4 Players draft Champions using the agreed upon process (see below). Place the base rings of the colour of your choice to the Champions of your team. After Champions are chosen, place each Champion on their player Gate, and their Champion cards on their respective player boards. 5 Each player takes 2 Action decks for their Champions and shuffles them together to form their draw deck. 6 Place the overlay onto the leftmost slot of the Challenge Track, so it lines up with the background. The overlay will cover the Challenge deck and offer a second empty slot. Shuffle the Challenges deck. Draw a Challenge card and place it in the leftmost 1 VP slot on the Challenge Track. Then draw another Challenge card and place it in the rightmost Cannot be Scored slot. Finally, draw a third Challenge card and place it in the leftmost Cannot be Scored slot. a Place Challenge card 1 b Place Challenge Card 2 c Place Challenge card 3 a c b 4 - player overlay 7 In player order, each player places one random face down trap onto a free trap hex of their choice. 8 In player order, each player draws a hand of 4 cards. They may discard any number of those cards and draw a new card for each card they discarded. Then return the discarded cards back to the Action deck and shuffle it. 9 In player order, each player places their Champions on unoccupied hexes in their team’s deployment area. HOW TO DRAFT Like the base game, players will collectively decide whether they wish to freely choose their favourite Champions to play with, or draft Champions using the casual draft or competitive draft rules (see below). 15 Casual Draft 1. Form a common pool of unique Champions (or form a common pool of Champions which includes duplicates. If you choose to do this, duplicate Champions may not be drafted by the same team). 2. The second player drafts 1 Champion. 3. The first player drafts 1 Champion. 4. The fourth player drafts 1 Champion. 5. The third player drafts 1 Champion. 6. The second player drafts a second Champion. 7. The first player drafts a second Champion. 8. The fourth player drafts a second Champion. 9. The third player drafts a second Champion. 10.Each player should now have 2 Champions for this game. Return any remaining Champions to the game box. Competitive Draft 1. Each player chooses 3 unique Champions before the game or tournament. None of these Champions may be the same as any of their teammate’s Champions. 2. The first player chooses 1 of the second player’s Champions. That Champion is not used in this game. 3. The second player chooses 1 of the first player’s Champions. That Champion is not used in this game. 4. The third player chooses 1 of the fourth player’s Champions. That Champion is not used in this game. 5. The fourth player chooses 1 of the third player’s Champions. That Champion is not used in this game. 6. Each player should now have 2 Champions that will be used in this game and 1 Champion that will not be used. GAME ROUND 1 First player’s turn. 2 Second player’s turn. 3 Third player’s turn. 4 Fourth player’s turn. 5 Advance Challenge Track. KEYWORDS BLOODIED: A Champion is considered Bloodied when they have half of their hitpoints or fewer remaining (rounding down). For example, a 7 hitpoint Champion would be Bloodied when reduced to 1, 2, or 3 hitpoints. CONTROL: A player is considered to control an area when they have more Champions in that area than their opponent. DASH X: A Dash is a straight-line movement where the dashing Champion must stay in the same hex row of the hex grid. DOUBLE: After completing the resolve attack damage step of this attack, resolve this step a second time. DRAW X: Draw X cards. A player may choose to draw any number of cards fewer than X, including 0, but must declare how many they will draw before they draw any. FEAR X: If an Action or Reaction applies Fear, the Champion who suffered the Fear effect must Dash X in a direction of their choice, as long as it is away from the source of the Fear. If multiple choices are available, the Champion must choose the one that takes them the furthest away from the source of the Fear, moving the maximum Dash value they possibly can. FORCE X: The player who played the card with the Force effect may move the target up to X hexes in any direction. HEAL X: Whenever a Champion is healed, remove up to X damage from that Champion. Unless the effect says otherwise, the Champion being healed is the activating Champion. JUMP X: Jump is a type of movement that allows the Champion to move up to X hexes, and move through hexes containing Enemy Champions, Statues, and traps without activating them. If the Champion ends the movement on a trap token, the trap is activated. LIFESTEAL: During the resolve attack damage step of this attack, the attacking Champion is healed for an amount equal to the attack damage. POISON X: During the resolve attack damage step of this attack, if damage was dealt, deal X to the target. PLACE: When a Champion or game element would be placed, it is removed from its original location, and put in a new location, as described by the effect causing the Place. 16

PLAN X: The controlling player may put up to X cards from their hand onto the top of their deck. PULL X: Target Champions are pulled X hexes in a straight line directly towards the Champion causing the Pull. They must stay in the same row of hexes. The activating Champion must Pull the target the full distance. The target will stop before entering a hex with a Champion (Ally or Enemy), a Statue, or the edge of the arena, and will activate traps if they are pulled over or onto them. If a Champion cannot be pulled the full distance for any reason, they suffer equal to the remaining distance. If the target is not in the same hex row as the attacking Champion when the Pull is resolved, the Pull is ignored. PUSH X: Target Champions are pushed X hexes in a straight line directly away from the Champion causing the Push. They must stay in the same row of hexes. The activating Champion must Push the target the full distance. The target will stop before entering a hex with a Champion (Ally or Enemy), a Statue, or the edge of the arena, and will activate traps if they are pushed over or onto them. If a Champion cannot be pushed the full distance for any reason, they suffer

equal to the remaining distance. If the target is

not in the same hex row as the attacking Champion when the Push is resolved, the Push is ignored. ROOT: A rooted Champion instantly loses any remaining movement points of the current Action, and may not move, Dash, Swoop, or Jump again during this turn. The Champion may attack and use skills normally. A Champion suffering Root cannot be moved for the duration of the turn, but can be placed. STUN: When a Champion suffers Stun, its controller must discard a card belonging to that Champion from their hand, or else reveal a hand showing no cards belonging to that Champion. SWOOP X: A Swoop is a straight-line movement of X hexes where the swooping Champion must stay in the same hex row. A swooping Champion may move through Enemies, Statues, and traps without activating them. Traps do still activate if the Champion ends the Swoop on a trap token.