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		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsuperfantasybrawl&amp;diff=10301</id>
		<title>Gamehelpsuperfantasybrawl</title>
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		<summary type="html">&lt;p&gt;MAZ 2009 ZAM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;RULES&lt;br /&gt;
2&lt;br /&gt;
&lt;br /&gt;
CONTENTS&lt;br /&gt;
Game Design and Initial Development: Jochen Eisenhuth&lt;br /&gt;
and Artyom Nichipurov&lt;br /&gt;
Lead Game Development: Josh Chambers and Stuart Siddons&lt;br /&gt;
Game Development: Jake Thornton, Ed Harrison,&lt;br /&gt;
Babis Giannios, Nick Fury and Dale Rowe&lt;br /&gt;
Character Design: Johannes Helgeson&lt;br /&gt;
Art Direction: Stéphane Gantiez&lt;br /&gt;
Concept Art: Stéphane Gantiez and Christophe Madura&lt;br /&gt;
Cover Art: Bayard Wu&lt;br /&gt;
Card Art: Johannes Helgeson, Christophe McLean,&lt;br /&gt;
Ivan Fomin, and Didier Nguyen&lt;br /&gt;
Board Art: Emmanuel Bouley&lt;br /&gt;
Graphic Design: Arnaud Marchand, Sandra Tessières,&lt;br /&gt;
Panagiota Tsibalidi, Stuart Siddons, and Anna Faye&lt;br /&gt;
Miniature Sculpting: Irek Zielinski and Olivier Thill&lt;br /&gt;
Fiction: Stuart Siddons, Anna Faye and Babis Giannios&lt;br /&gt;
Translation: Anne Vétillard&lt;br /&gt;
Proofreading: Helena Tzioti, Bree Goldman, Chet Zeshonski,&lt;br /&gt;
Marco Cervone, Chris Chubb, Corina Cretu, Eric Hoath,&lt;br /&gt;
James Waumsley, Sam Healey, and the fans&lt;br /&gt;
Support: Ben Clapperton, Helena Tzioti, Olli Schneider,&lt;br /&gt;
and Artyom Nichipurov&lt;br /&gt;
Project Direction: Erwann Le Torrivellec&lt;br /&gt;
Communication: Az Drummond, Helena Tzioti and the Mythic Team&lt;br /&gt;
Publishing: Léonidas Vesperini and Benoît Vogt&lt;br /&gt;
Playtesters: Jordy Barber, Tom “Sternly” Barnaby-Pass, Mark “Sly”&lt;br /&gt;
Delaney, Az Drummond, Ioannis Gatsos, David Hansell, Eric Hoath,&lt;br /&gt;
Simonne Hoath, Callum “Wex” Johnson, John McDonald, Eamon&lt;br /&gt;
“Attack” McFadden, Ross Sampson, Steve Slack, Andrew Summerhill,&lt;br /&gt;
James Taylor, Helena Tzioti, Philippe Villé, Bethany Ann Young, Andy&lt;br /&gt;
Cahard, Anthony Kerignard, Sébastien Evrard, Vincent Savidan, Romain&lt;br /&gt;
Delavie, Mike Monnier&lt;br /&gt;
...and a big thank you to all the Mythic Games Ambassadors, the gamers&lt;br /&gt;
at the conventions and shows who gave us valuable data, and the&lt;br /&gt;
unnamed playtesters who sent us game reports and responded so well&lt;br /&gt;
to the game. Most importantly, a special thanks to the superfans and&lt;br /&gt;
“brawlers” who made this whole thing a reality with their feedback,&lt;br /&gt;
support, and unmatched love for the game&lt;br /&gt;
INTRODUCTION ....................................................... 3&lt;br /&gt;
COMPONENTS ........................................................ 4&lt;br /&gt;
GAME SETUP ............................................................ 6&lt;br /&gt;
WINNING THE GAME ............................................ 7&lt;br /&gt;
HOW TO DRAFT .................................................... 7&lt;br /&gt;
Casual Draft ......................................................... 7&lt;br /&gt;
Competitive Draft ................................................ 7&lt;br /&gt;
BASIC CONCEPTS .................................................... 7&lt;br /&gt;
GAME ROUND ......................................................... 8&lt;br /&gt;
PLAYER TURN ........................................................ 8&lt;br /&gt;
1) Scoreboard Phase .......................................... 8&lt;br /&gt;
2) Activation Phase ........................................... 8&lt;br /&gt;
Movement ...................................................... 8&lt;br /&gt;
Attacks ............................................................ 9&lt;br /&gt;
Skills .............................................................. 10&lt;br /&gt;
Standard Actions ........................................ 11&lt;br /&gt;
Reactions ...................................................... 11&lt;br /&gt;
3) Upkeep Phase ............................................. 12&lt;br /&gt;
ADVANCE&lt;br /&gt;
CHALLENGE TRACK ........................................... 12&lt;br /&gt;
OUT OF ACTION .................................................... 12&lt;br /&gt;
LEVELLING UP ....................................................... 12&lt;br /&gt;
TRAPS ........................................................................ 12&lt;br /&gt;
Trap Effects ........................................................ 13&lt;br /&gt;
HEXES AND HEX ROWS ......................................... 13&lt;br /&gt;
4P VARIANT - SUPER TEAM TORNADO .......... 14&lt;br /&gt;
RULES OVERVIEW ................................................ 14&lt;br /&gt;
1) Team Gameplay ............................................ 14&lt;br /&gt;
2) Hand Size ........................................................ 14&lt;br /&gt;
3) Winning the Game ....................................... 14&lt;br /&gt;
4) Challenge Track ........................................... 14&lt;br /&gt;
GAME SET UP ........................................................ 14&lt;br /&gt;
HOW TO DRAFT ................................................ 14&lt;br /&gt;
Casual Draft ....................................................... 14&lt;br /&gt;
Competitive Draft ............................................. 15&lt;br /&gt;
GAME ROUND ...................................................... 15&lt;br /&gt;
KEYWORDS .............................................................. 15&lt;br /&gt;
INDEX ....................................................................... 16&lt;br /&gt;
CREDITS&lt;br /&gt;
3&lt;br /&gt;
INTRODUCTION&lt;br /&gt;
It’s hard to imagine now, but a few generations ago&lt;br /&gt;
Fabulosa was a world of war.&lt;br /&gt;
Then came magic, and everything changed. Sure, it&lt;br /&gt;
created more problems at first, but eventually the&lt;br /&gt;
wizards of Fabulosa saw the bigger picture. Dispute&lt;br /&gt;
over land? Simply create more! Hungry? Magic&lt;br /&gt;
yourself an apple. Or a banana. Or a three-course&lt;br /&gt;
meal. Magic could do anything! Within a generation&lt;br /&gt;
magic had ended every conflict, and within a further&lt;br /&gt;
generation Fabulosa had become a utopian paradise&lt;br /&gt;
where everyone had everything they ever wanted.&lt;br /&gt;
And by the gods, it was boring.&lt;br /&gt;
As wizards gathered at the Hall of Honours for the&lt;br /&gt;
19th Annual Convocation of Wizards, the question&lt;br /&gt;
on everyone’s mind was how to stem the crushing&lt;br /&gt;
boredom of everyday life. It was Ragryl the Wise,&lt;br /&gt;
Master of the Third Quarter, who thought he had the&lt;br /&gt;
answer.&lt;br /&gt;
“Why not travel to the past?” he asked, “We’ll check out&lt;br /&gt;
the Pan’daa nation in action, the greatest warriors of&lt;br /&gt;
all time!”&lt;br /&gt;
“Don’t be ridiculous!” replied Garnet of the Fourth&lt;br /&gt;
Circle. “Those wimps from Pan’daa were a joke. Now,&lt;br /&gt;
the Glass Trolls of Spitemire, THEY were the best of&lt;br /&gt;
the best!”&lt;br /&gt;
The argument between the two wizards spread like&lt;br /&gt;
wildfire across the Hall, engulfing every conversation. Everyone had an opinion on who was the best&lt;br /&gt;
warrior of the past.&lt;br /&gt;
Esmae the Starseer broke the discord with an idea&lt;br /&gt;
that would become legend. “Well, let’s get them both&lt;br /&gt;
then. We’ll pit them against each other, and then we’ll&lt;br /&gt;
KNOW who was the greatest!”&lt;br /&gt;
The ensuing battle was glorious, though it left a&lt;br /&gt;
hole in the past that took the Council of Corrections&lt;br /&gt;
months to clean up. Even so, everyone agreed that the&lt;br /&gt;
initial brawl was exhilarating. Rules were needed, of&lt;br /&gt;
course, but this would be something new, and special.&lt;br /&gt;
Most of all, it wouldn’t be boring.&lt;br /&gt;
Brawls became the premium form of entertainment&lt;br /&gt;
overnight. Wizards scrambled to assemble teams of&lt;br /&gt;
champions from across history, pitting them against&lt;br /&gt;
other teams for fame, honour, and glory. The Council&lt;br /&gt;
of Corrections, now the ruling body behind the Brawls,&lt;br /&gt;
handled disputes between wizards over when they&lt;br /&gt;
could take a warrior from their timeline, ensuring that&lt;br /&gt;
champions at their peak were reserved for the very&lt;br /&gt;
best teams. The popularity of Brawls grew with every&lt;br /&gt;
match until the largest tournament in the history of&lt;br /&gt;
Brawls was announced: The Super Brawl.&lt;br /&gt;
Today, thousands of Brawls are fought over dozens&lt;br /&gt;
of leagues across Fabulosa, with the best teams&lt;br /&gt;
earning their spot in the annual Super Brawl.&lt;br /&gt;
The world watches with eager anticipation as the&lt;br /&gt;
greatest wizards and their heroic champions gather,&lt;br /&gt;
ready to fight for bragging rights on the grandest&lt;br /&gt;
stage of them all!&lt;br /&gt;
4&lt;br /&gt;
&lt;br /&gt;
2&lt;br /&gt;
Draw 1 for each dealt.&lt;br /&gt;
&amp;quot;I think ye’ll be finding that belongs to me now!&amp;quot;&lt;br /&gt;
Plundarr!&lt;br /&gt;
GOL04 ™ &amp;amp; © 2020 Mythic Games&lt;br /&gt;
 Didier Nguyen&lt;br /&gt;
2-3&lt;br /&gt;
2&lt;br /&gt;
This attack gains if&lt;br /&gt;
Deryn is on a trap hex.&lt;br /&gt;
Push 1, or Push 2 if&lt;br /&gt;
Deryn is on a trap hex.&lt;br /&gt;
&amp;quot;You should run now. I&#039;ll give you a head start.&amp;quot;&lt;br /&gt;
Heavy Shot&lt;br /&gt;
 Johannes Helgeson&lt;br /&gt;
DER02 ™ &amp;amp; © 2020 Mythic Games&lt;br /&gt;
Lifesteal.&lt;br /&gt;
This attack gains&lt;br /&gt;
ready standard Core you control.&lt;br /&gt;
 for each&lt;br /&gt;
&amp;quot;I devour. I consume. I shall never be defeated!&amp;quot;&lt;br /&gt;
Appetite for Destruction&lt;br /&gt;
KIL07 ™ &amp;amp; © 2020 Mythic Games&lt;br /&gt;
 Didier Nguyen&lt;br /&gt;
2&lt;br /&gt;
1&lt;br /&gt;
Pull 1.&lt;br /&gt;
&amp;quot;You believe yourself the strongest? Show me.&amp;quot;&lt;br /&gt;
Challenge&lt;br /&gt;
 Johannes Helgeson&lt;br /&gt;
™ &amp;amp; © 2020 Mythic Games TZU02&lt;br /&gt;
COMPONENTS&lt;br /&gt;
1&lt;br /&gt;
8&lt;br /&gt;
Scourge of the Several Seas&lt;br /&gt;
Gold&#039;arr&lt;br /&gt;
™ &amp;amp; © 2020 Mythic Games GOL01&lt;br /&gt;
 Johannes Helgeson&lt;br /&gt;
The Jade Claw&lt;br /&gt;
Tzu Xiao&lt;br /&gt;
9&lt;br /&gt;
0&lt;br /&gt;
™ &amp;amp; © 2020 Mythic Games TZU01&lt;br /&gt;
 Johannes Helgeson&lt;br /&gt;
The Ravager&lt;br /&gt;
7 1&lt;br /&gt;
Kilgore&lt;br /&gt;
™ &amp;amp; © 2020 Mythic Games KIL01&lt;br /&gt;
 Johannes Helgeson&lt;br /&gt;
7&lt;br /&gt;
0&lt;br /&gt;
Huntress of the Eastwood&lt;br /&gt;
Deryn&lt;br /&gt;
 Johannes Helgeson&lt;br /&gt;
™ &amp;amp; © 2020 Mythic Games DER01&lt;br /&gt;
6&lt;br /&gt;
0&lt;br /&gt;
The Gathering Storm&lt;br /&gt;
Gwaien&lt;br /&gt;
™ &amp;amp; © 2020 Mythic Games GWA01&lt;br /&gt;
 Johannes Helgeson&lt;br /&gt;
6 2&lt;br /&gt;
Warden of the North&lt;br /&gt;
Dugrun&lt;br /&gt;
 Johannes Helgeson&lt;br /&gt;
™ &amp;amp; © 2020 Mythic Games DUG01&lt;br /&gt;
Adjacent opponents cannot attack unless&lt;br /&gt;
Dugrun is a target of the attack.&lt;br /&gt;
7&lt;br /&gt;
2&lt;br /&gt;
Dugrun&lt;br /&gt;
 Johannes Helgeson&lt;br /&gt;
22 Challenge Cards:&lt;br /&gt;
Lay of the Land&lt;br /&gt;
Have&lt;br /&gt;
2 or more&lt;br /&gt;
Champions&lt;br /&gt;
in trap&lt;br /&gt;
hexes.&lt;br /&gt;
™ &amp;amp; © 2020 Mythic Games • CHA08&lt;br /&gt;
Masters of Manipulation&lt;br /&gt;
Control the&lt;br /&gt;
Manipulation&lt;br /&gt;
area.&lt;br /&gt;
™ &amp;amp; © 2020 Mythic Games • CHA03&lt;br /&gt;
Harbingers&lt;br /&gt;
of Destruction&lt;br /&gt;
Control the&lt;br /&gt;
Destruction&lt;br /&gt;
area.&lt;br /&gt;
™ &amp;amp; © 2020 Mythic Games • CHA01&lt;br /&gt;
Back Front&lt;br /&gt;
84 Cards:&lt;br /&gt;
58 double sided cardboard tokens&lt;br /&gt;
&amp;amp; 58 double sided plastic tokens&lt;br /&gt;
 with the following breakdown:&lt;br /&gt;
1 Arena Board:&lt;br /&gt;
1 rulebook:&lt;br /&gt;
72 Action Cards (6 per Champion)&lt;br /&gt;
12 Champion Cards&lt;br /&gt;
20x Damage&lt;br /&gt;
Tokens&lt;br /&gt;
13x Victory Point&lt;br /&gt;
(VP) Tokens&lt;br /&gt;
First Player&lt;br /&gt;
Token&lt;br /&gt;
12 Trap Tokens&lt;br /&gt;
2x Stun 2x Root&lt;br /&gt;
2x 1 Damage 4x 2 Damage 2x 3 Damage&lt;br /&gt;
4x Manipulation 4x Destruction 4x Creation&lt;br /&gt;
12 Cores of Magic&lt;br /&gt;
Back Front&lt;br /&gt;
Front&lt;br /&gt;
(Basic)&lt;br /&gt;
Back&lt;br /&gt;
(Levelled Up)&lt;br /&gt;
5&lt;br /&gt;
Ko’lel Deryn Rath&lt;br /&gt;
Kilgore Sulka&lt;br /&gt;
Korvash&lt;br /&gt;
Mariusz Akhet&lt;br /&gt;
Ragryl&lt;br /&gt;
Master of&lt;br /&gt;
Creation&lt;br /&gt;
Esmae&lt;br /&gt;
Master of&lt;br /&gt;
Manipulation&lt;br /&gt;
Garnet&lt;br /&gt;
Master of&lt;br /&gt;
Destruction&lt;br /&gt;
Gold’arr&lt;br /&gt;
Gwaien Dugrun&lt;br /&gt;
Tzu Xiao&lt;br /&gt;
1 4-player overlay:&lt;br /&gt;
4 Player Dashboards:&lt;br /&gt;
9 Gametrayz Inserts:&lt;br /&gt;
3 Statue miniatures:&lt;br /&gt;
12 Champion miniatures:&lt;br /&gt;
12 plastic base rings:&lt;br /&gt;
6&lt;br /&gt;
&lt;br /&gt;
GAME SET UP&lt;br /&gt;
2&lt;br /&gt;
1&lt;br /&gt;
Pull 1.&lt;br /&gt;
&amp;quot;You believe yourself the strongest? Show me.&amp;quot;&lt;br /&gt;
Challenge&lt;br /&gt;
 Johannes Helgeson&lt;br /&gt;
TZU02 ™ &amp;amp; © 2020 Mythic Games&lt;br /&gt;
8&lt;br /&gt;
9&lt;br /&gt;
1&lt;br /&gt;
4&lt;br /&gt;
6&lt;br /&gt;
3&lt;br /&gt;
3&lt;br /&gt;
7&lt;br /&gt;
Masters&lt;br /&gt;
Manipulation&lt;br /&gt;
Control the&lt;br /&gt;
of Manipulation&lt;br /&gt;
area.&lt;br /&gt;
 • CHA03 ™ &amp;amp; © 2020 Mythic Games&lt;br /&gt;
Harbingers&lt;br /&gt;
Destruction&lt;br /&gt;
Control the&lt;br /&gt;
of Destruction&lt;br /&gt;
area.&lt;br /&gt;
 • CHA01 ™ &amp;amp; © 2020 Mythic Games&lt;br /&gt;
5&lt;br /&gt;
8 1&lt;br /&gt;
Scourge of the Several Seas&lt;br /&gt;
Gold&#039;arr&lt;br /&gt;
GOL01 ™ &amp;amp; © 2020 Mythic Games&lt;br /&gt;
 Johannes Helgeson&lt;br /&gt;
7 0&lt;br /&gt;
Huntress of the Eastwood&lt;br /&gt;
Deryn&lt;br /&gt;
 Johannes Helgeson&lt;br /&gt;
DER01 ™ &amp;amp; © 2020 Mythic Games&lt;br /&gt;
6 2&lt;br /&gt;
Warden of the North&lt;br /&gt;
Dugrun&lt;br /&gt;
 Johannes Helgeson&lt;br /&gt;
2 DUG01 ™ &amp;amp; © 2020 Mythic Games&lt;br /&gt;
The Jade Claw&lt;br /&gt;
Tzu Xiao&lt;br /&gt;
0 9&lt;br /&gt;
™ &amp;amp; © 2020 Mythic Games TZU01&lt;br /&gt;
 Johannes Helgeson&lt;br /&gt;
0 6&lt;br /&gt;
The Gathering Storm&lt;br /&gt;
Gwaien&lt;br /&gt;
™ &amp;amp; © 2020 Mythic Games GWA01&lt;br /&gt;
 Johannes Helgeson&lt;br /&gt;
The Ravager&lt;br /&gt;
1 7&lt;br /&gt;
Kilgore&lt;br /&gt;
™ &amp;amp; © 2020 Mythic Games KIL01&lt;br /&gt;
 Johannes Helgeson&lt;br /&gt;
2&lt;br /&gt;
2&lt;br /&gt;
10&lt;br /&gt;
11&lt;br /&gt;
2&lt;br /&gt;
2&lt;br /&gt;
Draw 1 for each dealt.&lt;br /&gt;
&amp;quot;I think ye’ll be finding that belongs to me now!&amp;quot;&lt;br /&gt;
Plundarr!&lt;br /&gt;
GOL04 ™ &amp;amp; © 2020 Mythic Games&lt;br /&gt;
 Didier Nguyen&lt;br /&gt;
1 Randomise which player goes first. That player&lt;br /&gt;
chooses a deployment area, and places the First&lt;br /&gt;
Player Token next to their Gate.&lt;br /&gt;
2 Players decide if they wish to freely choose their&lt;br /&gt;
3 favourite Champions to play with, or draft&lt;br /&gt;
Champions using the casual draft or competitive&lt;br /&gt;
draft rules (see page 7). Players take the base&lt;br /&gt;
rings of their color of choice and add them to their&lt;br /&gt;
Champions to form a team. They then place their&lt;br /&gt;
team on their player Gate, and their Champion&lt;br /&gt;
cards and 3 cores of magic, one of each color on&lt;br /&gt;
their player board.&lt;br /&gt;
3 Each player takes the 3 Action decks for their&lt;br /&gt;
Champions and shuffles them together to form&lt;br /&gt;
their draw deck.&lt;br /&gt;
4 Shuffle the Challenge cards. Draw a Challenge&lt;br /&gt;
card and place it in the leftmost 1VP slot on the&lt;br /&gt;
Challenge Track, then draw another and place&lt;br /&gt;
it in the Cannot Be Scored slot (the one with no&lt;br /&gt;
trophy symbol).&lt;br /&gt;
5 Place the victory and damage tokens at the side&lt;br /&gt;
of the board at the reach of players.&lt;br /&gt;
6 Place all the traps face down beside the board.&lt;br /&gt;
The first player places traps face down on 2 trap&lt;br /&gt;
hexes of their choice, without looking at them.&lt;br /&gt;
7 The second player places traps face down on 2&lt;br /&gt;
trap hexes of their choice, without looking at&lt;br /&gt;
them. There should now be 4 traps and 2 empty&lt;br /&gt;
trap hexes on the board.&lt;br /&gt;
8 The first player draws a hand of 5 cards from&lt;br /&gt;
their draw deck. They may discard any number&lt;br /&gt;
of those cards and draw a new card for each card&lt;br /&gt;
they discarded. Then all discarded cards are&lt;br /&gt;
shuffled back in the draw deck.&lt;br /&gt;
9 Then the second player draws a hand of 5 cards&lt;br /&gt;
from their draw deck and discards the same way&lt;br /&gt;
as the first player. Discarded cards are shuffled&lt;br /&gt;
back in the draw deck.&lt;br /&gt;
10 The first player places their Champions onto&lt;br /&gt;
unoccupied hexes in their deployment area.&lt;br /&gt;
11 The second player places their Champions onto&lt;br /&gt;
unoccupied hexes in their deployment area.&lt;br /&gt;
Deployment Hex&lt;br /&gt;
Trap Hex&lt;br /&gt;
Player Gate&lt;br /&gt;
Manipulation&lt;br /&gt;
Esmae’s&lt;br /&gt;
Statue&lt;br /&gt;
Destruction&lt;br /&gt;
Garnet’s&lt;br /&gt;
Statue&lt;br /&gt;
Creation&lt;br /&gt;
Ragryl’s&lt;br /&gt;
Statue&lt;br /&gt;
Arena Board&lt;br /&gt;
Areas&lt;br /&gt;
7&lt;br /&gt;
WINNING THE GAME&lt;br /&gt;
The first Player to reach 5 VP immediately wins&lt;br /&gt;
the game.&lt;br /&gt;
HOW TO DRAFT&lt;br /&gt;
Casual Draft&lt;br /&gt;
The Casual draft uses the following process:&lt;br /&gt;
1. Form a common pool of unique Champions,&lt;br /&gt;
with a minimum of 6.&lt;br /&gt;
2. The second player drafts 1 Champion.&lt;br /&gt;
3. The first player drafts 1 Champion.&lt;br /&gt;
4. The second player drafts a second Champion.&lt;br /&gt;
5. The first player drafts a second Champion.&lt;br /&gt;
6. The second player drafts a third and final&lt;br /&gt;
Champion.&lt;br /&gt;
7. The first player drafts a third and final Champion.&lt;br /&gt;
8. Each player should now have a team of 3&lt;br /&gt;
Champions. Return any remaining Champions&lt;br /&gt;
to the game box.&lt;br /&gt;
Competitive Draft&lt;br /&gt;
The competitive draft uses the following process:&lt;br /&gt;
1. Each player brings 5 different Champions that&lt;br /&gt;
they choose before the game or tournament.&lt;br /&gt;
2. The first player chooses 1 of the second&lt;br /&gt;
player’s Champions. This Champion cannot be&lt;br /&gt;
drafted this game.&lt;br /&gt;
3. The second player chooses 1 of the first&lt;br /&gt;
player’s Champions. This Champion cannot be&lt;br /&gt;
drafted this game.&lt;br /&gt;
4. Starting with the first player, players alternate&lt;br /&gt;
turns and choose 1 of their Champions each&lt;br /&gt;
time to add to their team, until they have a&lt;br /&gt;
team of 3 Champions.&lt;br /&gt;
5. Each player now has a team of 3 drafted&lt;br /&gt;
Champions, and 2 Champions that will not be&lt;br /&gt;
used in this game.&lt;br /&gt;
BASIC CONCEPTS&lt;br /&gt;
The First Rule&lt;br /&gt;
If the effect of a card directly conflicts with one or&lt;br /&gt;
more rules in this document, the text on the card&lt;br /&gt;
takes precedence.&lt;br /&gt;
Enemies and Allies&lt;br /&gt;
Miniatures represent great warriors from Fabulosa’s&lt;br /&gt;
turbulent history, and are referred to as Champions.&lt;br /&gt;
Champions under your opponent’s control are&lt;br /&gt;
referred to as Enemies. Your own Champions are&lt;br /&gt;
called Allies. Note that when a Champion’s card&lt;br /&gt;
effect refers to Allies or an Ally, it does not include&lt;br /&gt;
the Champion to whom the card belongs.&lt;br /&gt;
Objective of the Game&lt;br /&gt;
Victory Points (VPs) represent the favour of the&lt;br /&gt;
crowd, that will decide the victor in the Brawl. The&lt;br /&gt;
first player to score 5 VPs wins immediately. This is&lt;br /&gt;
done by taking Enemy Champions out of action, and&lt;br /&gt;
by completing challenges on the Challenge Track.&lt;br /&gt;
The Three Cores of Magic&lt;br /&gt;
All magic, and indeed all energy in Fabulosa, is&lt;br /&gt;
intrinsically tied to one of the three Cores of Magic:&lt;br /&gt;
Destruction ( ), Creation ( ), or Manipulation&lt;br /&gt;
( ). Whenever a player uses any type of Action,&lt;br /&gt;
they exhaust (flip over) their connection to one of&lt;br /&gt;
these Cores, and must wait until the end of their turn&lt;br /&gt;
until they are ready to be used again.&lt;br /&gt;
Towards and Away&lt;br /&gt;
When an effect instructs a Champion to move&lt;br /&gt;
towards a game element, the moving Champion&lt;br /&gt;
must end its move with fewer hexes between it and&lt;br /&gt;
the game element it is moving towards than it did&lt;br /&gt;
before starting the move, if possible. If this is not&lt;br /&gt;
possible, the Champion will not move.&lt;br /&gt;
When an effect instructs a Champion to move away&lt;br /&gt;
from a game element, the moving Champion must end&lt;br /&gt;
its move with more hexes between it and the game&lt;br /&gt;
element it is moving away from than they were before&lt;br /&gt;
starting the move. If this is not possible, the Champion&lt;br /&gt;
will not move.&lt;br /&gt;
Strength and Damage&lt;br /&gt;
Some cards and effects will deal damage ( ), whilst&lt;br /&gt;
others will state the strength ( ) of the attack.&lt;br /&gt;
 is always reduced by the defence ( ) of the target,&lt;br /&gt;
whilst is applied directly to the target, ignoring any&lt;br /&gt;
defence.&lt;br /&gt;
Resolving a card&lt;br /&gt;
When resolving a card, if a card cannot be fully&lt;br /&gt;
resolved, forfeit the part that cannot be resolved.&lt;br /&gt;
8&lt;br /&gt;
Targeting&lt;br /&gt;
Unless a card says otherwise, Champions can only&lt;br /&gt;
target Enemy Champions. Area of Effect (AoE) attacks that include an Enemy Champion in the AoE&lt;br /&gt;
fulfil this condition, even if an Ally is also in the AoE.&lt;br /&gt;
Open and Hidden Information&lt;br /&gt;
Each player’s hand is hidden information, and should&lt;br /&gt;
not be shared with another player unless a game&lt;br /&gt;
effect instructs a player to do so. When a card effect&lt;br /&gt;
asks a player to show something, all players may&lt;br /&gt;
see the revealed information.&lt;br /&gt;
Each player’s discard pile is open information.&lt;br /&gt;
Players can ask to see their opponent’s discard pile&lt;br /&gt;
at any time. Both sides of any Champion cards are&lt;br /&gt;
also open information, and a player can ask to see&lt;br /&gt;
either side of a Champion card at any time. When a&lt;br /&gt;
card effect asks a player to look at something, only&lt;br /&gt;
that player may see the revealed information.&lt;br /&gt;
Drawing Cards&lt;br /&gt;
If a player is instructed to draw cards from an empty&lt;br /&gt;
deck, they shuffle their discard pile to form a new&lt;br /&gt;
draw deck.&lt;br /&gt;
GAME ROUND&lt;br /&gt;
PLAYER TURN&lt;br /&gt;
Each round consists of three steps: First player’s turn,&lt;br /&gt;
Second player’s turn, and Advance Challenge Track.&lt;br /&gt;
ON A TURN, PLAYERS CARRY OUT THE FOLLOWING&lt;br /&gt;
PHASES IN ORDER:&lt;br /&gt;
Scoreboard Phase. The active player checks to see&lt;br /&gt;
if they meet the conditions of any active Challenge&lt;br /&gt;
cards. If they do, they gain the appropriate number&lt;br /&gt;
of VPs, and discard that Challenge. Skip this Phase&lt;br /&gt;
on the first round.&lt;br /&gt;
Activation Phase. Players exhaust Cores to play Action&lt;br /&gt;
cards from their hand and activate their Champions.&lt;br /&gt;
Upkeep Phase. The active player readies each of their&lt;br /&gt;
Cores, discards their hand and draws a new hand of&lt;br /&gt;
5 cards.&lt;br /&gt;
1) Scoreboard Phase&lt;br /&gt;
During their Scoreboard Phase, the active player&lt;br /&gt;
checks if they currently meet the scoring conditions&lt;br /&gt;
of any active Challenges. Challenges are the key&lt;br /&gt;
to victory. Completing a Challenge earns a player&lt;br /&gt;
a number of VP tokens equal to the VPs based on&lt;br /&gt;
the Challenge card’s position on the Challenge&lt;br /&gt;
Track. Discard any scored Challenges. Because&lt;br /&gt;
Challenges are scored at the beginning of a player’s&lt;br /&gt;
turn, their opponent will always have a turn to try&lt;br /&gt;
and stop them from scoring. Of course, Challenges&lt;br /&gt;
cannot be scored during the first round.&lt;br /&gt;
2) Activation Phase&lt;br /&gt;
 The attacker suffers Fear 2.&lt;br /&gt;
Many sailors chose to throw themselves overboard&lt;br /&gt;
at the sight of The Grave Robber’s sails.&lt;br /&gt;
Intimidation&lt;br /&gt;
GOL05 ™ &amp;amp; © 2020 Mythic Games&lt;br /&gt;
 Didier Nguyen&lt;br /&gt;
Jump 3.&lt;br /&gt;
Push 1.&lt;br /&gt;
&amp;quot;The greatest victories require&lt;br /&gt;
the greatest risks.&amp;quot;&lt;br /&gt;
Pounce&lt;br /&gt;
TZU07 ™ &amp;amp; © 2020 Mythic Games&lt;br /&gt;
 Johannes Helgeson&lt;br /&gt;
2&lt;br /&gt;
One of Kilgore&#039;s adjacent&lt;br /&gt;
Allies may Jump 3&lt;br /&gt;
What he lacked in technique, Kilgore more than&lt;br /&gt;
.&lt;br /&gt;
made up for with raw, unbridled power.&lt;br /&gt;
Throw&lt;br /&gt;
™ &amp;amp; © 2020 Mythic Games KIL04&lt;br /&gt;
 Christophe McLean&lt;br /&gt;
2-3&lt;br /&gt;
2&lt;br /&gt;
This attack gains if&lt;br /&gt;
Deryn is on a trap hex.&lt;br /&gt;
Push 1, or Push 2 if&lt;br /&gt;
Deryn is on a trap hex.&lt;br /&gt;
&amp;quot;You should run now. I&#039;ll give you a head start.&amp;quot;&lt;br /&gt;
Heavy Shot&lt;br /&gt;
 Johannes Helgeson&lt;br /&gt;
DER02 ™ &amp;amp; © 2020 Mythic Games&lt;br /&gt;
2&lt;br /&gt;
 Dugrun&#039;s Allies gain against&lt;br /&gt;
the target until the end of the turn.&lt;br /&gt;
&amp;quot;When Than-zud falls, so do his enemies.&amp;quot;&lt;br /&gt;
Knock Down&lt;br /&gt;
 Johannes Helgeson&lt;br /&gt;
DUG03 ™ &amp;amp; © 2020 Mythic Games&lt;br /&gt;
During a turn, players may activate Champions by&lt;br /&gt;
playing Action cards that belong to that Champion,&lt;br /&gt;
or by using standard Actions. Players may play cards&lt;br /&gt;
in any combination, and as many as they like, as long&lt;br /&gt;
as they have the matching Core ready in order to play&lt;br /&gt;
it. Most Action cards allow Champions to move and&lt;br /&gt;
resolve an attack or a skill explained in that card’s&lt;br /&gt;
text box. Champions may be activated more than&lt;br /&gt;
once per turn as long as the appropriate Core can&lt;br /&gt;
be exhausted to pay for it. An Action card must be&lt;br /&gt;
completely resolved before the same player may&lt;br /&gt;
play another.&lt;br /&gt;
Movement&lt;br /&gt;
Champions may move up to the&lt;br /&gt;
number of hexes indicated by the&lt;br /&gt;
 value on the Action card. Note&lt;br /&gt;
that they do not have to move the full distance,&lt;br /&gt;
or indeed move at all. Hexes containing Statues&lt;br /&gt;
or Enemies are blocked, and Champions cannot&lt;br /&gt;
normally move through or end their movement in&lt;br /&gt;
them. Champions may move through, but not end&lt;br /&gt;
on, hexes containing Allies. Champions can move&lt;br /&gt;
into hexes containing trap tokens, but this will&lt;br /&gt;
usually result in the trap being triggered and that&lt;br /&gt;
Champion suffering the trap’s effects (see Traps,&lt;br /&gt;
page 12). If a Champion has a movement bonus, it&lt;br /&gt;
is applied to each Action card and Standard Action&lt;br /&gt;
used to activate them, but only if the Action card&lt;br /&gt;
has a printed value.&lt;br /&gt;
9&lt;br /&gt;
When an effect requires a player to Place a Champion, it is removed from its current hex, and placed in&lt;br /&gt;
the new location. This is not considered movement.&lt;br /&gt;
Attacks&lt;br /&gt;
PRE-ATTACK AND POST-ATTACK&lt;br /&gt;
Pre-attack ( ) and post-attack ( ) abilities&lt;br /&gt;
are effects that take place when an attack&lt;br /&gt;
card with either symbol is played. Both abilities&lt;br /&gt;
are mandatory. If a card instructs a player to&lt;br /&gt;
resolve a or ability, then it must be&lt;br /&gt;
fully resolved before moving on to the next&lt;br /&gt;
step of the attack.&lt;br /&gt;
The key difference between the two is that a&lt;br /&gt;
player may play a card with a ability, and&lt;br /&gt;
then choose not to attack, whereas a&lt;br /&gt;
ability is only ever resolved after an attack&lt;br /&gt;
is made. Note that these abilities can be part&lt;br /&gt;
of a reaction card.&lt;br /&gt;
Note that many keywords have numerical&lt;br /&gt;
values, so can be legally resolved by choosing&lt;br /&gt;
0, effectively cancelling the effect.&lt;br /&gt;
Every Action card with the attack icon&lt;br /&gt;
in the upper left corner of the card is an&lt;br /&gt;
attack card. To resolve an attack, follow&lt;br /&gt;
these steps:&lt;br /&gt;
1. Use as much of the card’s movement as you&lt;br /&gt;
choose.&lt;br /&gt;
2. Resolve any abilities.&lt;br /&gt;
3. Choose if you will use the attack. If you choose&lt;br /&gt;
not to make the attack, the activation ends&lt;br /&gt;
immediately. Otherwise, continue to step 4.&lt;br /&gt;
4. Declare target(s).&lt;br /&gt;
5. Opponent chooses whether to play Reactions.&lt;br /&gt;
6. The target’s defence value is subtracted from&lt;br /&gt;
the current strength value of the attack.&lt;br /&gt;
7. Resolve attack damage.&lt;br /&gt;
8. Resolve abilities from Reactions.&lt;br /&gt;
9. Resolve abilities from the attack card.&lt;br /&gt;
Declare target(s)&lt;br /&gt;
Check the range and targeting icons to determine&lt;br /&gt;
which targeting rules apply for the attack. Some&lt;br /&gt;
attacks have a minimum range, and any Enemy&lt;br /&gt;
closer than that range is not an eligible target.&lt;br /&gt;
ACTION CARD ANATOMY&lt;br /&gt;
2-3&lt;br /&gt;
2&lt;br /&gt;
 If was dealt, deal 2&lt;br /&gt;
to another Champion within&lt;br /&gt;
2 hexes of the target.&lt;br /&gt;
&amp;quot;Come on now, child, it&#039;s like&lt;br /&gt;
you&#039;re not even trying.&amp;quot;&lt;br /&gt;
Chain Lightning&lt;br /&gt;
GWA04 ™ &amp;amp; © 2020 Mythic Games&lt;br /&gt;
 Johannes Helgeson&lt;br /&gt;
2&lt;br /&gt;
One of Kilgore&#039;s adjacent&lt;br /&gt;
Allies may Jump 3.&lt;br /&gt;
What he lacked in technique, Kilgore more than&lt;br /&gt;
made up for with raw, unbridled power.&lt;br /&gt;
Throw&lt;br /&gt;
KIL04 ™ &amp;amp; © 2020 Mythic Games&lt;br /&gt;
 Christophe McLean&lt;br /&gt;
 The attacker suffers Fear 2.&lt;br /&gt;
Many sailors chose to throw themselves overboard&lt;br /&gt;
at the sight of The Grave Robber’s sails.&lt;br /&gt;
Intimidation&lt;br /&gt;
GOL05 ™ &amp;amp; © 2020 Mythic Games&lt;br /&gt;
 Didier Nguyen&lt;br /&gt;
5&lt;br /&gt;
6&lt;br /&gt;
3 4&lt;br /&gt;
7&lt;br /&gt;
1 Champion icon ( )&lt;br /&gt;
2 Action type ( )&lt;br /&gt;
3 Card name&lt;br /&gt;
4 Core of Magic ( )&lt;br /&gt;
5 Action movement&lt;br /&gt;
6 Action Range (min-max)&lt;br /&gt;
7 Action strength&lt;br /&gt;
8 Action effect&lt;br /&gt;
9 Defence modifier&lt;br /&gt;
10 Flavour text&lt;br /&gt;
11 Card number&lt;br /&gt;
12 Illustrator&lt;br /&gt;
1&lt;br /&gt;
2&lt;br /&gt;
8&lt;br /&gt;
10&lt;br /&gt;
11&lt;br /&gt;
12&lt;br /&gt;
Attack card Skill card Reaction card&lt;br /&gt;
9&lt;br /&gt;
10&lt;br /&gt;
&lt;br /&gt;
The dark grey hex in the targeting box marks the&lt;br /&gt;
relative position of the attacking Champion to the&lt;br /&gt;
targeted hex(es), marked on the card in yellow.&lt;br /&gt;
Melee Attack&lt;br /&gt;
A melee attack targets a single adjacent&lt;br /&gt;
Enemy.&lt;br /&gt;
Indirect Shot&lt;br /&gt;
An indirect shot targets a single Enemy.&lt;br /&gt;
The targeting value shows the maximum range of the Action. When one&lt;br /&gt;
figure is specified the targeting value shows the&lt;br /&gt;
maximum range of the Action. When two figures are&lt;br /&gt;
indicated, the first specifies the minimum and the&lt;br /&gt;
second the maximum range of the Action. To define&lt;br /&gt;
range, count the smallest possible number of hexes&lt;br /&gt;
to the target, including the target’s hex but not the&lt;br /&gt;
activating Champion’s hex. Indirect shots can target&lt;br /&gt;
Champions through Statues and other Champions.&lt;br /&gt;
Direct Shot&lt;br /&gt;
A direct shot works like an indirect&lt;br /&gt;
shot with some extra restrictions.&lt;br /&gt;
Direct shots may only target Enemies&lt;br /&gt;
on hexes in the same row of hexes as the attacking&lt;br /&gt;
Champion. Additionally, direct shots cannot target&lt;br /&gt;
Champions if there are any Statues, or other Champions (Enemy or Ally) in that hex row between the&lt;br /&gt;
activating Champion and target.&lt;br /&gt;
Area of Effect (AoE)&lt;br /&gt;
An AoE attack affects all Champions in the&lt;br /&gt;
yellow marked hexes shown in the targeting&lt;br /&gt;
icon of the Action card (including Allies).&lt;br /&gt;
The player playing the Action chooses the exact&lt;br /&gt;
orientation of the AoE.&lt;br /&gt;
Reactions are played&lt;br /&gt;
After targets are declared, the controller of an Enemy&lt;br /&gt;
target Champion may play one Reaction card on any&lt;br /&gt;
of their Champions targeted. The Core of the Reaction&lt;br /&gt;
card must be exhausted as normal. Only one Reaction&lt;br /&gt;
may be played per attack (see Reactions, page 11).&lt;br /&gt;
The target’s defence value is subtracted from&lt;br /&gt;
the current strength value&lt;br /&gt;
All Champions have a defence value. Even if a&lt;br /&gt;
Champion’s printed defence value is 0, it can still be&lt;br /&gt;
modified by card effects.&lt;br /&gt;
During this step, the current defence value of the&lt;br /&gt;
defender is subtracted from the current strength&lt;br /&gt;
value of the attack. Remember to include any&lt;br /&gt;
modifiers to strength and defence values in this&lt;br /&gt;
step. Defence values are always applied to every&lt;br /&gt;
attack made against the Champion, unless reduced&lt;br /&gt;
or bypassed by a card effect. The end sum of this is&lt;br /&gt;
the attack damage.&lt;br /&gt;
Resolve attack damage&lt;br /&gt;
The attack damage is dealt to all targets of the attack.&lt;br /&gt;
Place on the Champion card damage tokens equal&lt;br /&gt;
to the damage the Champion is dealt. Keywords that&lt;br /&gt;
affect damage such as Poison, Double, and Lifesteal&lt;br /&gt;
are resolved in this step (see page 15).&lt;br /&gt;
Skills&lt;br /&gt;
Most Champions have one or more skill&lt;br /&gt;
cards, denoted by the skill icon in the upper&lt;br /&gt;
left corner of the card. Some skills affect&lt;br /&gt;
specific targets, and have targeting icons like&lt;br /&gt;
attacks. When a player activates a Champion using a&lt;br /&gt;
skill card, they resolve these steps in order:&lt;br /&gt;
1. Use as much of the card’s movement as you&lt;br /&gt;
choose.&lt;br /&gt;
2. Choose if you will use the skill. If you choose&lt;br /&gt;
not to, the activation ends immediately.&lt;br /&gt;
3. Declare target(s), if necessary.&lt;br /&gt;
4. Resolve the text box of the skill card.&lt;br /&gt;
NOTE THAT:&lt;br /&gt;
Defence values do not help against effects&lt;br /&gt;
that deal .&lt;br /&gt;
1&lt;br /&gt;
2-3&lt;br /&gt;
 Deal 2 to each Champion&lt;br /&gt;
adjacent to the target.&lt;br /&gt;
&amp;quot;I am your superior in every way. Like all&lt;br /&gt;
who came before, you shall kneel.&amp;quot;&lt;br /&gt;
Fireball&lt;br /&gt;
GWA02 ™ &amp;amp; © 2020 Mythic Games&lt;br /&gt;
 Johannes Helgeson&lt;br /&gt;
2&lt;br /&gt;
1&lt;br /&gt;
Pull 1.&lt;br /&gt;
&amp;quot;You believe yourself the strongest? Show me.&amp;quot;&lt;br /&gt;
Challenge&lt;br /&gt;
 Johannes Helgeson&lt;br /&gt;
TZU02 ™ &amp;amp; © 2020 Mythic Games&lt;br /&gt;
For example, with her&lt;br /&gt;
Fireball, Gwaien targets&lt;br /&gt;
1 Enemy Champion in a&lt;br /&gt;
range of min 2 and max&lt;br /&gt;
3 hexes from her.&lt;br /&gt;
For example, with his&lt;br /&gt;
Challenge Attack, Tzu Xiao&lt;br /&gt;
targets 1 Enemy Champion&lt;br /&gt;
that is up to 2 hexes away&lt;br /&gt;
from him in the same&lt;br /&gt;
row of hexes.&lt;br /&gt;
11&lt;br /&gt;
Standard Actions&lt;br /&gt;
In addition to using their hand of Action cards,&lt;br /&gt;
players may also activate Champions using the&lt;br /&gt;
Standard Actions shown on the player dashboard.&lt;br /&gt;
These Actions are intentionally weaker than Action&lt;br /&gt;
cards, but they offer some options when a player&lt;br /&gt;
does not draw the Cores and/or cards of Champions&lt;br /&gt;
they need.&lt;br /&gt;
Each Standard Action may only be used once per&lt;br /&gt;
Activation Phase.&lt;br /&gt;
1. Spend the Manipulation ( ) Core to Move 1 and&lt;br /&gt;
Plan 1 (see Plan, page 16).&lt;br /&gt;
2. Spend the Creation ( ) Core to Move 1 and&lt;br /&gt;
Heal 1 (see Heal, page 15).&lt;br /&gt;
3. Spend the Destruction ( ) Core to Move 1 and&lt;br /&gt;
Deal 1 damage to an adjacent Enemy. This&lt;br /&gt;
damage ignores defence.&lt;br /&gt;
4. Spend 1 Core, Manipulation or Creation&lt;br /&gt;
or Destruction , to Move 2.&lt;br /&gt;
Reactions&lt;br /&gt;
During an opponent’s turn, players can&lt;br /&gt;
react to their opponent’s attacks by playing&lt;br /&gt;
Reaction cards. Reactions may only be&lt;br /&gt;
played during the opponent’s turn and&lt;br /&gt;
only when at least one of that player’s Champions is&lt;br /&gt;
targeted by an opponent’s attack action.&lt;br /&gt;
NOTE THAT:&lt;br /&gt;
Reaction cards are played by players, not&lt;br /&gt;
Champions. Reactions can target any of a&lt;br /&gt;
player’s Champions,not just the Champion&lt;br /&gt;
whose card is being played.&lt;br /&gt;
Reactions can never be used to react to a skill action.&lt;br /&gt;
A player cannot play more than one Reaction card&lt;br /&gt;
per attack action, even if more than one Champion&lt;br /&gt;
is targeted by the attack. When playing a Reaction&lt;br /&gt;
during an AoE attack, a player must choose which&lt;br /&gt;
of their Champions will be targeted by the Reaction.&lt;br /&gt;
When Reaction cards cause effects like Push, Pull,&lt;br /&gt;
or , the target of the Reaction card is the Champion&lt;br /&gt;
causing that effect. The target of the effect itself is&lt;br /&gt;
noted on the Reaction card. Some Reactions may&lt;br /&gt;
cause an Enemy to be taken out of action. When this&lt;br /&gt;
happens, the Champion who played the Reaction card&lt;br /&gt;
will Level Up if possible, and the player will gain 1 VP.&lt;br /&gt;
1&lt;br /&gt;
2&lt;br /&gt;
3&lt;br /&gt;
4&lt;br /&gt;
2&lt;br /&gt;
Deal to each target until&lt;br /&gt;
they are Bloodied.&lt;br /&gt;
By the time Tzu Xiao&#039;s opponents saw&lt;br /&gt;
him, it was already too late.&lt;br /&gt;
Flash of Jade&lt;br /&gt;
TZU05 ™ &amp;amp; © 2020 Mythic Games&lt;br /&gt;
 Johannes Helgeson&lt;br /&gt;
For example, the player&lt;br /&gt;
controlling Tzu Xiao&lt;br /&gt;
decides to move him 2&lt;br /&gt;
hexes. They then choose&lt;br /&gt;
to activate his skill. They&lt;br /&gt;
declare 3 targets in melee&lt;br /&gt;
range, at an orientation&lt;br /&gt;
of their choice. They&lt;br /&gt;
resolve the skill box&lt;br /&gt;
and apply the effect on&lt;br /&gt;
the declared targets.&lt;br /&gt;
CHAMPION CARD ANATOMY&lt;br /&gt;
The Jade Claw&lt;br /&gt;
Tzu Xiao&lt;br /&gt;
0 9&lt;br /&gt;
™ &amp;amp; © 2020 Mythic Games TZU01&lt;br /&gt;
 Johannes Helgeson&lt;br /&gt;
Front&lt;br /&gt;
Basic side&lt;br /&gt;
Adjacent Enemies suffer .&lt;br /&gt;
0 9&lt;br /&gt;
Tzu Xiao&lt;br /&gt;
 Johannes Helgeson&lt;br /&gt;
Back&lt;br /&gt;
Levelled Up side&lt;br /&gt;
1 Defence Value&lt;br /&gt;
2 Total Hitpoints&lt;br /&gt;
3 Champion Icon&lt;br /&gt;
4 Champion Name&lt;br /&gt;
 &amp;amp; description&lt;br /&gt;
5 Card Number&lt;br /&gt;
6 Card Illustrator&lt;br /&gt;
7 Champion Ability&lt;br /&gt;
 (only in basic side)&lt;br /&gt;
8 Alternate art for the&lt;br /&gt;
 Levelled Up version&lt;br /&gt;
1&lt;br /&gt;
4&lt;br /&gt;
5&lt;br /&gt;
6&lt;br /&gt;
7&lt;br /&gt;
3&lt;br /&gt;
2&lt;br /&gt;
8&lt;br /&gt;
12&lt;br /&gt;
 3) Upkeep Phase&lt;br /&gt;
During their Upkeep Phase, players ready their&lt;br /&gt;
Cores so that they are available during their&lt;br /&gt;
opponent’s turn. This means that a player will always&lt;br /&gt;
have all their Cores available to play Reactions&lt;br /&gt;
against their opponent’s Actions. It is important to&lt;br /&gt;
note that any exhausted Cores will not be available&lt;br /&gt;
on the player’s next turn, so they won’t be able to&lt;br /&gt;
play cards of that colour.&lt;br /&gt;
They then discard any cards that remain in their&lt;br /&gt;
hand, and draw a new hand of 5 cards.&lt;br /&gt;
ADVANCE CHALLENGE TRACK&lt;br /&gt;
At the end of each game round (after all players have&lt;br /&gt;
taken a turn), all Challenge cards move one space to&lt;br /&gt;
the right, and a new Challenge card is drawn. This is&lt;br /&gt;
placed in the Cannot Be Scored space. Challenges&lt;br /&gt;
moving right from the rightmost space are discarded&lt;br /&gt;
(move them to the Challenge discard pile). If at any&lt;br /&gt;
point your Challenge card deck empties, shuffle the&lt;br /&gt;
discard pile to form a new Challenge deck.&lt;br /&gt;
OUT OF ACTION&lt;br /&gt;
A Champion is taken out of action as soon as they&lt;br /&gt;
suffer an amount of damage equal to or greater than&lt;br /&gt;
their hitpoint value (as printed on their Champion&lt;br /&gt;
card). If during their activation a Champion takes&lt;br /&gt;
an Enemy out of action, the attacking Champion’s&lt;br /&gt;
player gains 1 VP, and the attacking Champion&lt;br /&gt;
Levels Up. The out of action Champion is teleported&lt;br /&gt;
by the wizards out of harm’s way and is healed. All&lt;br /&gt;
damage is removed from the Champion, and if they&lt;br /&gt;
had Levelled Up, flip their Champion card back over&lt;br /&gt;
to the basic side. The out of action Champion is then&lt;br /&gt;
placed on their team’s Gate until they are activated&lt;br /&gt;
again.&lt;br /&gt;
Whilst Champions are on the Gate, they cannot be&lt;br /&gt;
affected by card effects, can never be targeted by&lt;br /&gt;
Actions or attacks, and cannot target Champions on&lt;br /&gt;
the hex grid.&lt;br /&gt;
To activate an out of action Champion, the player&lt;br /&gt;
must use an Action with to move that Champion&lt;br /&gt;
back into the arena. The first hex of movement must&lt;br /&gt;
be spent moving the Champion onto one of their&lt;br /&gt;
team’s deployment area hexes.&lt;br /&gt;
Out of action Champions may not be activated using&lt;br /&gt;
Action cards without . Once in the arena, they&lt;br /&gt;
may use any remaining movement to move further,&lt;br /&gt;
and complete the Action.&lt;br /&gt;
If during their activation a Champion takes themselves&lt;br /&gt;
or an Ally out of action, their opponent gains 1 VP.&lt;br /&gt;
If a card takes a Champion from each team out of&lt;br /&gt;
action simultaneously, both players gain 1VP and&lt;br /&gt;
Level Up the appropriate Champions. If this would&lt;br /&gt;
end the game in a draw (due to both players now&lt;br /&gt;
being tied with 5 or more VPs), the player who didn’t&lt;br /&gt;
play the card wins.&lt;br /&gt;
LEVELLING UP&lt;br /&gt;
When an Enemy is taken out of action, the Champion&lt;br /&gt;
currently being activated will Level Up after the&lt;br /&gt;
Action is fully resolved. Flip that Champion card, and&lt;br /&gt;
move any damage tokens to the Levelled Up side.&lt;br /&gt;
The Champion uses the stats and effects of the&lt;br /&gt;
Levelled Up side until they are taken out of action.&lt;br /&gt;
If the Champion was already Levelled Up before the&lt;br /&gt;
knock out, then nothing happens. Please note that&lt;br /&gt;
Level Up effects are always active.&lt;br /&gt;
TRAPS&lt;br /&gt;
Some hexes contain trap tokens. Traps&lt;br /&gt;
are always placed face down. A trap will&lt;br /&gt;
trigger as soon as a Champion enters the&lt;br /&gt;
hex in which it is placed. It doesn’t matter&lt;br /&gt;
if the Champion deliberately moved&lt;br /&gt;
there or was pushed, pulled, or otherwise displaced&lt;br /&gt;
onto that hex. The player controlling the Champion&lt;br /&gt;
that activated the trap flips the trap token and applies&lt;br /&gt;
the effect to the Champion. The Champion may then&lt;br /&gt;
complete any remaining movement they have&lt;br /&gt;
available, unless prevented from doing so by the trap&lt;br /&gt;
effect.&lt;br /&gt;
There should always be 4 trap tokens on the map.&lt;br /&gt;
As soon as a trap is triggered and its effects applied,&lt;br /&gt;
the player whose Champion triggered the trap takes&lt;br /&gt;
a new trap token from the supply. Without looking at&lt;br /&gt;
it, the player places it face down on a different empty&lt;br /&gt;
trap hex, then shuffles the old trap back into the trap&lt;br /&gt;
supply. If all trap hexes are blocked by Champions&lt;br /&gt;
and/or traps, the trap token may be placed anywhere&lt;br /&gt;
The Jade Claw&lt;br /&gt;
Tzu Xiao&lt;br /&gt;
9&lt;br /&gt;
0&lt;br /&gt;
™ &amp;amp; © 2020 Mythic Games TZU01&lt;br /&gt;
 Johannes Helgeson&lt;br /&gt;
Adjacent Enemies suffer .&lt;br /&gt;
9&lt;br /&gt;
0&lt;br /&gt;
Tzu Xiao&lt;br /&gt;
 Johannes Helgeson&lt;br /&gt;
 Basic side Levelled Up side&lt;br /&gt;
13&lt;br /&gt;
adjacent to a trap hex that is not blocked by a&lt;br /&gt;
Champion or Statue. In addition to the trap hexes on&lt;br /&gt;
the board, any hex that currently contains a trap is&lt;br /&gt;
considered a trap hex.&lt;br /&gt;
If the trap was triggered because of a card effect&lt;br /&gt;
(for example when a Champion uses an attack&lt;br /&gt;
that pushes the defender into a trap), the damage&lt;br /&gt;
is considered to be caused by the source of that&lt;br /&gt;
effect. This may result in Levelling Up Champions as&lt;br /&gt;
normal.&lt;br /&gt;
Trap Effects&lt;br /&gt;
The Champion suffers the amount of damage&lt;br /&gt;
indicated on the trap token. Remember, this&lt;br /&gt;
damage ignores the defence value.&lt;br /&gt;
The Champion&lt;br /&gt;
suffers Root.&lt;br /&gt;
The Champion&lt;br /&gt;
suffers Stun.&lt;br /&gt;
DISPLACEMENT AND ROOT&lt;br /&gt;
Fear, Force, Pull, and Push are all considered&lt;br /&gt;
displacement effects. Effects that negate displacement effects will negate any damage&lt;br /&gt;
those effects would cause.&lt;br /&gt;
It is important to note that while Root means&lt;br /&gt;
a Champion cannot be moved, it does not&lt;br /&gt;
negate movement. As the target cannot&lt;br /&gt;
move, any Push or Pull distance will cause&lt;br /&gt;
 as normal. Fear and Force cannot move a&lt;br /&gt;
Champion suffering root, but do not cause&lt;br /&gt;
, as neither keyword usually causes damage&lt;br /&gt;
for failing to complete the movement.&lt;br /&gt;
HEXES &amp;amp; HEX ROWS&lt;br /&gt;
The arena board is made up of a series of hexes.&lt;br /&gt;
A continuous line of hexes is called a hex row.&lt;br /&gt;
This is a hex row.&lt;br /&gt;
This is not a hex row.&lt;br /&gt;
Example:&lt;br /&gt;
Gold’arr makes a Dash 2. He can move along any of&lt;br /&gt;
the hex rows shown, but cannot move out of the hex&lt;br /&gt;
row due as the Dash keyword states he must remain&lt;br /&gt;
in the same hex row (see Dash, page 15).&lt;br /&gt;
14&lt;br /&gt;
&lt;br /&gt;
4-PLAYER VARIANT:&lt;br /&gt;
SUPER TEAM TORNADO&lt;br /&gt;
Requires at least 8 Champions to play&lt;br /&gt;
RULES OVERVIEW&lt;br /&gt;
Super Team Tornado is a variant that allows 4&lt;br /&gt;
players to take part in one game. In this variant,&lt;br /&gt;
players form two teams, with each player controlling&lt;br /&gt;
2 Champions. Super Team Tornado plays just like&lt;br /&gt;
the base game, with the following rule changes; all&lt;br /&gt;
other rules remain the same.&lt;br /&gt;
1) Team Gameplay&lt;br /&gt;
During their turn, a player can activate their Champions and exhaust Cores as normal. Any Actions they&lt;br /&gt;
play affect their Champions or Allies, which include&lt;br /&gt;
Champions controlled by their teammate. During&lt;br /&gt;
an opponent’s turn, a player can play Reactions&lt;br /&gt;
as normal. As Reactions can be played on any of&lt;br /&gt;
that player’s Champions, in a Super Team Tornado&lt;br /&gt;
game, a player’s Reactions may be played on their&lt;br /&gt;
teammate’s Champions, too.&lt;br /&gt;
2) Hand Size&lt;br /&gt;
Each player has a starting hand of 4 cards, and&lt;br /&gt;
draws a hand of 4 cards during the Upkeep Phase.&lt;br /&gt;
3) Winning the Game&lt;br /&gt;
The first team to reach a combined total of 7 VPs&lt;br /&gt;
wins. A team wins or loses together.&lt;br /&gt;
4) Challenge Track&lt;br /&gt;
In games of Super Team Tornado, the Challenge&lt;br /&gt;
Track is adjusted by the Challenge Track overlay.&lt;br /&gt;
When the Challenge Track advances, each Challenge&lt;br /&gt;
card moves two spaces to the right instead of one,&lt;br /&gt;
and two new Challenge cards are drawn. When&lt;br /&gt;
checking scoring conditions during the Scoreboard&lt;br /&gt;
Phase, players count their teammate’s Champions as&lt;br /&gt;
their own.&lt;br /&gt;
GAME SET UP&lt;br /&gt;
1 Randomise which team will play first.&lt;br /&gt;
2 That team chooses one of their players to be&lt;br /&gt;
the first player and places the First Player&lt;br /&gt;
token in their play area. Their teammate will be&lt;br /&gt;
the third player.&lt;br /&gt;
3 The other team then chooses one of their players&lt;br /&gt;
to be the second player. Their teammate will be&lt;br /&gt;
the fourth player.&lt;br /&gt;
4 Players draft Champions using the agreed upon&lt;br /&gt;
process (see below). Place the base rings of&lt;br /&gt;
the colour of your choice to the Champions of&lt;br /&gt;
your team. After Champions are chosen, place&lt;br /&gt;
each Champion on their player Gate, and their&lt;br /&gt;
Champion cards on their respective player&lt;br /&gt;
boards.&lt;br /&gt;
5 Each player takes 2 Action decks for their Champions and shuffles them together to form their&lt;br /&gt;
draw deck.&lt;br /&gt;
6 Place the overlay onto the leftmost slot of the&lt;br /&gt;
Challenge Track, so it lines up with the background. The overlay will cover the Challenge&lt;br /&gt;
deck and offer a second empty slot. Shuffle the&lt;br /&gt;
Challenges deck. Draw a Challenge card and&lt;br /&gt;
place it in the leftmost 1 VP slot on the Challenge&lt;br /&gt;
Track. Then draw another Challenge card and&lt;br /&gt;
place it in the rightmost Cannot be Scored slot.&lt;br /&gt;
Finally, draw a third Challenge card and place it&lt;br /&gt;
in the leftmost Cannot be Scored slot.&lt;br /&gt;
a Place Challenge card 1&lt;br /&gt;
b Place Challenge Card 2&lt;br /&gt;
c Place Challenge card 3&lt;br /&gt;
a&lt;br /&gt;
c b&lt;br /&gt;
4 - player overlay&lt;br /&gt;
7 In player order, each player places one random&lt;br /&gt;
face down trap onto a free trap hex of their choice.&lt;br /&gt;
8 In player order, each player draws a hand of 4&lt;br /&gt;
cards. They may discard any number of those&lt;br /&gt;
cards and draw a new card for each card they&lt;br /&gt;
discarded. Then return the discarded cards back&lt;br /&gt;
to the Action deck and shuffle it.&lt;br /&gt;
9 In player order, each player places their Champions on unoccupied hexes in their team’s&lt;br /&gt;
deployment area.&lt;br /&gt;
HOW TO DRAFT&lt;br /&gt;
Like the base game, players will collectively decide&lt;br /&gt;
whether they wish to freely choose their favourite&lt;br /&gt;
Champions to play with, or draft Champions using the&lt;br /&gt;
casual draft or competitive draft rules (see below). &lt;br /&gt;
15&lt;br /&gt;
Casual Draft&lt;br /&gt;
1. Form a common pool of unique Champions&lt;br /&gt;
(or form a common pool of Champions which&lt;br /&gt;
includes duplicates. If you choose to do this,&lt;br /&gt;
duplicate Champions may not be drafted by the&lt;br /&gt;
same team).&lt;br /&gt;
2. The second player drafts 1 Champion.&lt;br /&gt;
3. The first player drafts 1 Champion.&lt;br /&gt;
4. The fourth player drafts 1 Champion.&lt;br /&gt;
5. The third player drafts 1 Champion.&lt;br /&gt;
6. The second player drafts a second Champion.&lt;br /&gt;
7. The first player drafts a second Champion.&lt;br /&gt;
8. The fourth player drafts a second Champion.&lt;br /&gt;
9. The third player drafts a second Champion.&lt;br /&gt;
10.Each player should now have 2 Champions for&lt;br /&gt;
this game. Return any remaining Champions to&lt;br /&gt;
the game box.&lt;br /&gt;
Competitive Draft&lt;br /&gt;
1. Each player chooses 3 unique Champions&lt;br /&gt;
before the game or tournament. None of these&lt;br /&gt;
Champions may be the same as any of their&lt;br /&gt;
teammate’s Champions.&lt;br /&gt;
2. The first player chooses 1 of the second player’s&lt;br /&gt;
Champions. That Champion is not used in this&lt;br /&gt;
game.&lt;br /&gt;
3. The second player chooses 1 of the first player’s&lt;br /&gt;
Champions. That Champion is not used in this&lt;br /&gt;
game.&lt;br /&gt;
4. The third player chooses 1 of the fourth player’s&lt;br /&gt;
Champions. That Champion is not used in this&lt;br /&gt;
game.&lt;br /&gt;
5. The fourth player chooses 1 of the third player’s&lt;br /&gt;
Champions. That Champion is not used in this&lt;br /&gt;
game.&lt;br /&gt;
6. Each player should now have 2 Champions that&lt;br /&gt;
will be used in this game and 1 Champion that&lt;br /&gt;
will not be used.&lt;br /&gt;
GAME ROUND&lt;br /&gt;
1 First player’s turn.&lt;br /&gt;
2 Second player’s turn.&lt;br /&gt;
3 Third player’s turn.&lt;br /&gt;
4 Fourth player’s turn.&lt;br /&gt;
5 Advance Challenge Track.&lt;br /&gt;
KEYWORDS&lt;br /&gt;
BLOODIED: A Champion is considered Bloodied when&lt;br /&gt;
they have half of their hitpoints or fewer remaining&lt;br /&gt;
(rounding down). For example, a 7 hitpoint Champion&lt;br /&gt;
would be Bloodied when reduced to 1, 2, or 3 hitpoints.&lt;br /&gt;
CONTROL: A player is considered to control an area&lt;br /&gt;
when they have more Champions in that area than&lt;br /&gt;
their opponent.&lt;br /&gt;
DASH X: A Dash is a straight-line movement where&lt;br /&gt;
the dashing Champion must stay in the same hex&lt;br /&gt;
row of the hex grid.&lt;br /&gt;
DOUBLE: After completing the resolve attack damage&lt;br /&gt;
step of this attack, resolve this step a second time.&lt;br /&gt;
DRAW X: Draw X cards. A player may choose to draw&lt;br /&gt;
any number of cards fewer than X, including 0, but must&lt;br /&gt;
declare how many they will draw before they draw any.&lt;br /&gt;
FEAR X: If an Action or Reaction applies Fear, the&lt;br /&gt;
Champion who suffered the Fear effect must Dash X&lt;br /&gt;
in a direction of their choice, as long as it is away from&lt;br /&gt;
the source of the Fear. If multiple choices are available,&lt;br /&gt;
the Champion must choose the one that takes them&lt;br /&gt;
the furthest away from the source of the Fear, moving&lt;br /&gt;
the maximum Dash value they possibly can.&lt;br /&gt;
FORCE X: The player who played the card with the&lt;br /&gt;
Force effect may move the target up to X hexes in&lt;br /&gt;
any direction.&lt;br /&gt;
HEAL X: Whenever a Champion is healed, remove up&lt;br /&gt;
to X damage from that Champion. Unless the effect&lt;br /&gt;
says otherwise, the Champion being healed is the&lt;br /&gt;
activating Champion.&lt;br /&gt;
JUMP X: Jump is a type of movement that allows&lt;br /&gt;
the Champion to move up to X hexes, and move&lt;br /&gt;
through hexes containing Enemy Champions,&lt;br /&gt;
Statues, and traps without activating them. If the&lt;br /&gt;
Champion ends the movement on a trap token, the&lt;br /&gt;
trap is activated.&lt;br /&gt;
LIFESTEAL: During the resolve attack damage step&lt;br /&gt;
of this attack, the attacking Champion is healed for&lt;br /&gt;
an amount equal to the attack damage.&lt;br /&gt;
POISON X: During the resolve attack damage step of&lt;br /&gt;
this attack, if damage was dealt, deal X to the target.&lt;br /&gt;
PLACE: When a Champion or game element would&lt;br /&gt;
be placed, it is removed from its original location,&lt;br /&gt;
and put in a new location, as described by the effect&lt;br /&gt;
causing the Place.&lt;br /&gt;
16&lt;br /&gt;
&lt;br /&gt;
PLAN X: The controlling player may put up to X cards&lt;br /&gt;
from their hand onto the top of their deck.&lt;br /&gt;
PULL X: Target Champions are pulled X hexes in a&lt;br /&gt;
straight line directly towards the Champion causing&lt;br /&gt;
the Pull. They must stay in the same row of hexes.&lt;br /&gt;
The activating Champion must Pull the target the&lt;br /&gt;
full distance. The target will stop before entering a&lt;br /&gt;
hex with a Champion (Ally or Enemy), a Statue, or the&lt;br /&gt;
edge of the arena, and will activate traps if they are&lt;br /&gt;
pulled over or onto them. If a Champion cannot be&lt;br /&gt;
pulled the full distance for any reason, they suffer&lt;br /&gt;
equal to the remaining distance. If the target is not in&lt;br /&gt;
the same hex row as the attacking Champion when&lt;br /&gt;
the Pull is resolved, the Pull is ignored.&lt;br /&gt;
PUSH X: Target Champions are pushed X hexes in a&lt;br /&gt;
straight line directly away from the Champion causing&lt;br /&gt;
the Push. They must stay in the same row of hexes.&lt;br /&gt;
The activating Champion must Push the target the&lt;br /&gt;
full distance. The target will stop before entering a&lt;br /&gt;
hex with a Champion (Ally or Enemy), a Statue, or the&lt;br /&gt;
edge of the arena, and will activate traps if they are&lt;br /&gt;
pushed over or onto them. If a Champion cannot be&lt;br /&gt;
pushed the full distance for any reason, they suffer&lt;br /&gt;
 equal to the remaining distance. If the target is&lt;br /&gt;
not in the same hex row as the attacking Champion&lt;br /&gt;
when the Push is resolved, the Push is ignored.&lt;br /&gt;
ROOT: A rooted Champion instantly loses any&lt;br /&gt;
remaining movement points of the current Action, and&lt;br /&gt;
may not move, Dash, Swoop, or Jump again during&lt;br /&gt;
this turn. The Champion may attack and use skills&lt;br /&gt;
normally. A Champion suffering Root cannot be&lt;br /&gt;
moved for the duration of the turn, but can be placed.&lt;br /&gt;
STUN: When a Champion suffers Stun, its controller&lt;br /&gt;
must discard a card belonging to that Champion&lt;br /&gt;
from their hand, or else reveal a hand showing no&lt;br /&gt;
cards belonging to that Champion.&lt;br /&gt;
SWOOP X: A Swoop is a straight-line movement of&lt;br /&gt;
X hexes where the swooping Champion must stay&lt;br /&gt;
in the same hex row. A swooping Champion may&lt;br /&gt;
move through Enemies, Statues, and traps without&lt;br /&gt;
activating them. Traps do still activate if the Champion&lt;br /&gt;
ends the Swoop on a trap token.&lt;br /&gt;
Action card anatomy (9)&lt;br /&gt;
Action cards (8, 9, 11, 12)&lt;br /&gt;
Activation of champions (8)&lt;br /&gt;
Activation phase (8, 9, 10, 11)&lt;br /&gt;
Allies (7, 8, 10, 14)&lt;br /&gt;
Area of Effect (8, 10)&lt;br /&gt;
Attacks (8, 9, 10, 11)&lt;br /&gt;
Away (7, 10)&lt;br /&gt;
Basic Concepts (7)&lt;br /&gt;
Bloodied (15)&lt;br /&gt;
Casual (6, 7, 15)&lt;br /&gt;
Casual Draft (7, 15)&lt;br /&gt;
Challenges (7, 8, 12, 14)&lt;br /&gt;
Challenge Track (6, 7, 8, 12, 14, 15)&lt;br /&gt;
Champion Card Anatomy (11)&lt;br /&gt;
Champions (6)&lt;br /&gt;
Competitive Draft (7, 14, 15)&lt;br /&gt;
Components (4)&lt;br /&gt;
Control (15)&lt;br /&gt;
Cores (4, 6, 7)&lt;br /&gt;
Damage (4, 6, 7)&lt;br /&gt;
Dash (15)&lt;br /&gt;
Defence (7, 8, 9, 10)&lt;br /&gt;
Direct shot (10)&lt;br /&gt;
Double (10, 15)&lt;br /&gt;
Draw (6)&lt;br /&gt;
Drawing Cards (8)&lt;br /&gt;
Enemies (7)&lt;br /&gt;
Fear (13, 15)&lt;br /&gt;
Force (13, 15)&lt;br /&gt;
Game Round (8, 15)&lt;br /&gt;
Game Set up (6, 14)&lt;br /&gt;
Heal (11, 12, 15)&lt;br /&gt;
Hitpoints (11, 12)&lt;br /&gt;
Hexes (6, 7, 13)&lt;br /&gt;
Hex rows (13)&lt;br /&gt;
Indirect Shot (10)&lt;br /&gt;
Jump (15)&lt;br /&gt;
Keywords (15)&lt;br /&gt;
Levelling Up (12, 13)&lt;br /&gt;
Lifesteal (10, 15)&lt;br /&gt;
Melee attack (10)&lt;br /&gt;
Out of action (7, 11, 12)&lt;br /&gt;
Place (6, 9, 10)&lt;br /&gt;
Plan (16)&lt;br /&gt;
Poison (10, 15)&lt;br /&gt;
Post-attack (9)&lt;br /&gt;
Pre-attack (9)&lt;br /&gt;
Pull (11, 12, 13, 16)&lt;br /&gt;
Push (11, 12, 13, 16)&lt;br /&gt;
Reactions (9, 10, 11, 14)&lt;br /&gt;
Root (13, 16)&lt;br /&gt;
Scoreboard Phase (8, 14)&lt;br /&gt;
Skills (10, 16)&lt;br /&gt;
Standard Actions (8, 11)&lt;br /&gt;
Stun (13, 16)&lt;br /&gt;
Super Team Tornado (14, 15)&lt;br /&gt;
Targeting (8, 9, 10)&lt;br /&gt;
Traps (6, 8, 12, 15)&lt;br /&gt;
Upkeep Phase (8, 12, 14)&lt;br /&gt;
Victory Points (4, 7)&lt;br /&gt;
INDEX&lt;/div&gt;</summary>
		<author><name>MAZ 2009 ZAM</name></author>
	</entry>
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