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= TEKKEN – The Board Game: Rulebook / Livret de Règles. =


== TEKKEN – The Board Game: Step-by-Step How to Play ==
=== Basics of the Game ===


=== Goal of the Game: ===
==== Introduction ====
Defeat your opponent by reducing their HP (Health Points) to zero, thus winning the Round. By default you win the game when you win three rounds.  
In TEKKEN – The Board Game, you step into intense head-to-head battles where every choice matters. Each opponent is unique, with a distinct fighting style, but the core rules apply to all. Your goal is simple – reduce your rival’s HP to zero – yet the path to victory is shaped by sharp thinking, reading your opponent, and precise timing.


__________________________________________________________________
On your turn, you will either:


During a round, players take alternating turns, called strings, in which one player attacks and the other defends. During a string, you’ll be playing Attack Cards and trying to make Combos, while your opponent will attempt to interrupt your String by guessing the card you played. Then you switch the roles and continue until either HP bar is depleted.
* Predict which attack your opponent is about to unleash and counter it.
* Choose one of the three cards in your hand, play it face-down, and try to catch your opponent off guard.


<please mark black points “0 HP” on the HP bar>
It may sound like guessing, but this is far from random. Skilled players piece together clues: the combos an opponent might trigger, their position on the Stage, extensions from their previous cards, how many cards remain in their deck, and the current HP of both fighters. These details – and many more you’ll discover with experience – separate victory from defeat. Those who learn to read the fight will win more often, making this a true competitive game.


______________________________________________________________
You can jump in and play right away, even with little experience, much like “button-mashing” in the video game. But the real satisfaction comes when you master the flow – chaining attacks into powerful combos, setting traps, and playing your cards in the perfect sequence.


At the beginning you’ll be asked to choose your character, let’s take Jin for this tutorial.
This is not a random guessing game. It’s a duel of wits, reflexes, and adaptability – a tactical fight where anticipation and insight decide the outcome.


______________________________________________________________
==== Goal of the Game ====
Defeat your opponent by reducing their HP (Health Points) to zero, thus winning the Round. By default you win the game when you win three rounds.  


And you’ll need to choose a Rage card at the beginning of the Round. Each Character has 2 Rage cards to choose from. Take the second one for now, you’ll learn how it works a bit later.
==== Introduction ====
Dans TEKKEN – Le jeu de société, vous vous lancez dans des combats intenses où chaque choix compte. Chaque adversaire est unique, avec un style de combat distinct, mais les règles de base s'appliquent à tous. Votre objectif est simple : réduire les PV de votre rival à zéro. Cependant, le chemin vers la victoire passe par une réflexion pointue, une bonne lecture de votre adversaire et un timing précis.


______________________________________________________________
À votre tour, vous pouvez soit :


Each player shuffles their deck and draws 3 Attack Cards, their Character Miniatures start at designated positions on the Stage – with one free space between them.
Prédire l'attaque que votre adversaire s'apprête à lancer et la contrer.


_______________________________________________________
Choisir l'une des trois cartes de votre main, la jouer face cachée et essayer de prendre votre adversaire au dépourvu.


Look at your cards in hand below the Stage. Each card has its color and represents one of three attack areas to strike at:
Cela peut ressembler à un jeu de devinettes, mais c'est loin d'être aléatoire. Les joueurs expérimentés rassemblent des indices : les combos qu'un adversaire pourrait déclencher, sa position sur le plateau, les extensions de ses cartes précédentes, le nombre de cartes restantes dans son deck et les PV actuels des deux combattants. Ces détails, et bien d'autres que vous découvrirez avec l'expérience, font la différence entre la victoire et la défaite. Ceux qui apprennent à lire le combat gagneront plus souvent, ce qui en fait un véritable jeu compétitif.


* High attacks deal two damage.
Vous pouvez vous lancer et jouer immédiatement, même avec peu d'expérience, un peu comme lorsque vous « martelez les boutons » dans un jeu vidéo. Mais la véritable satisfaction vient lorsque vous maîtrisez le déroulement du combat : enchaîner les attaques pour former de puissants combos, tendre des pièges et jouer vos cartes dans l'ordre parfait.
* Mid is an opportunity to move by two spaces and push the opponent away.
* Low attacks allow the challenger to strike once and move by one space.


<show 3 cards with different attack areas>
Ce n'est pas un jeu de hasard. C'est un duel d'esprit, de réflexes et d'adaptabilité, un combat tactique où l'anticipation et la perspicacité déterminent l'issue.


______________________________________________________________
==== But du jeu ====
Battre votre adversaire en réduisant ses PV (points de vie) à zéro, ce qui vous permettra de remporter la manche. Par défaut, vous remportez la partie lorsque vous gagnez trois manches.


You can apply effects that are affecting the opponent only while standing on adjacent spaces – in a Close Range. Otherwise you just punch the air and nothing happens. So, probably you wouldn’t play a card with High Attack Area on your first turn, unless you want to trick your opponent!
== Game components ==


______________________________________________________________
=== Attack Card Anatomy ===
[[File:Image (214) (1).png|alt=Attack Card Anatomy|thumb|Attack Card Anatomy|left]]Each '''Attack Card''' includes:
# '''An Attack Area''' – one of three lines, each one always contains the same set of Symbols – icons representing available actions (Find out more about each Symbol on p. XXX of this rulebook.):
## High – Strike 2 (fist icon, deals 2 damage)
## Mid – two Moves and Push (foot icon x2 and pushing hand, allows to move 1 Space twice and push opponent 1 Space)
## Low – Move and Strike 1 (foot and fist icons, move 1 Space and deal 1 damage)
# '''A color:''' Yellow and Green for punches with fists, Red and Blue for kicks with legs. Colors are used to make sequences of cards called Combos. For your convenience, each color is marked with its own sign.[[File:Image - 2025-08-06T155048.316.png|thumb|Cards Colors]]
# '''Extensions''' – may provide additional Symbols in specific Attack Areas for subsequent cards. You’ll find 1 Extension on each Common Attack Card and 3 Extensions on Special Attack Cards.
# '''Deck Identification''' sign to make the preparation of your deck easier.


When you click on a card you choose to play, the opponent won’t see it right away, their task in a position of Defender is to predict what you played: High, Mid or Low Area attack card. That process is called Punish Attempt.


________________________________________________________________


If guessed correctly, that means the attack is blocked, your card is discarded and turn ends. Moreover, your opponent gains a Punishment token placed over the first attack slot and plays the next attack card in that slot face-up, because you cannot block it. That would be quite unfortunate, ha?


_______________________________________________________________


Let’s try to outtrick the opponent and choose the Mid area attack card. Click on it and confirm your choice, probably the opponent will try to mitigate the damage and say “Low”, but we are here to play strategically.


_______________________________________________________________


Great, just as expected, your opponent wasn’t right, so now you can resolve symbols from the played card. You may freely choose the order of resolving those symbols. For each leg icon you may move by 1 space.  
[[File:TKN MS Common-Action-Cards FRONT 05.jpg|alt=Example of High Attack card|thumb|183x183px|Example of High Attack card|left]][[File:TKN MS Common-Action-Cards FRONT 01.jpg|alt=Example of Mid Attack card|thumb|190x190px|Example of Mid Attack card]][[File:TKN MS Common-Action-Cards FRONT 11.jpg|alt=Example of Low Attack card|thumb|181x181px|Example of Low Attack card|center]]
=== Combo Board Anatomy ===
[[File:Image - 2025-08-07T130429.158-min.png|alt=Combo Board Anatomy|thumb|441x441px|Combo Board Anatomy|left]]


<Please make accent on this:>
# Attack Slots
# Combo 1
# Combo 2
# Character’s portrait
# Deck
# Discard (face-down)


_______________________________________________________________
== Gameplay Overview ==
In TEKKEN – The Board Game, one Round is the act of playing until a single Health Bar is depleted.


Let’s move closer to push the opponent 1 space away from you. Click on the space you would like to move on and confirm.
Each Round consists of alternating turns called Strings – which include the flow of actions (Attack Cards, Combos, etc.) performed by the active player.


_______________________________________________________________
During the game, players switch between two roles:


Then decide if you want to push the opponent 1 space away from you in a straight line. Pushing the opponent itself does not deal any damage, only changing the miniature’s position, unless there are any dangerous spaces or walls on the way. Those pink fluffy Blasting walls are twice more dangerous than usual ones dealing 2 and 1 damage respectively, when pushed onto.
* The active player, the one who is building the String at the moment, is the Offensive player.
* The other one who’s trying to interrupt the String and regain the initiative by foreseeing the Offensive player’s Attacks is the Defender. This process of guessing is called the Punish Attempt.


__________________________________________________________________
The Offensive player chooses an Attack Card and plays it face-down in the first Attack Slot. The Defender guesses which type of Attack Card is played and declares one of the three Attack Areas. Then the card is revealed. If successful – the Attack is interrupted and the Defender gains initiative, placing the Punishment token in the first available Attack Slot, guaranteeing one unblockable attack. Otherwise, the Offensive player resolves the Attack Card and the additional effects it triggers.


After pushing the opponent, come closer again to take a convenient position for the next attack – let's take the space "P2". Now your rival is at your mercy between you and the devastating blasting wall!
=== Turn Structure: The String ===
The String involves one or more Attacks by the Offensive player, broken down into these steps:
[[File:AD 4nXell6WEP3DM4zunjwtDDKFXC10gwR6ITQ5yIeC3LYpR9Dt2 8030Uw-bwwCH44SCol IGNZOBejDyduqjKa8aiWVXMpywLWsRizga8RQOaF3HeiepOZPyge-HTM95Sf9yY3rdBurQ.png|thumb|center]]'''The Attack Steps'''


# Optional: Before playing an Attack Card, use Heat, Dash, or Stance Change.
# Playing an Attack Card: Play an Attack Card face-down.
# Defender’s Punish Attempt: The Defender declares Attack Area.
## Attack defended – Successful Punish Attempt: Discard and switch roles.
## Attack succeeded –  Unsuccessful Punish Attempt: Resolve Attack (in any order):
# Resolving the Attack Types
## Symbols from Attack Card (and Extension, if Connected).
## Combo (if met conditions).
## Rage (once per Round, if revealed).
# Refill cards in hand (resolve Event, if drawn


_______________________________________________________________
==== STEP 1: Before playing an Attack Card (optional) ====
There are several possibilities to make your situation on the Stage slightly better. That’s not obligatory to do, but feel free to use them to prepare to fight.


When the attack is resolved, the last step is replenishing cards in hand. Here on BGA that is done automatically, and you may see which card you’ve just drawn in the game log on the right side of the screen.
* '''Stance Change''' – If the Offensive player has 3 Attack Cards of the same color or 3 Attack Cards with the same Attack Area in the hand before playing a card, they may reveal their hand to the opponent and then discard these cards to their discard pile face-down and draw 3 new Attack Cards from their deck.
* '''Dash''' – If the Distance is more than 1 Space between Characters, they may perform a Dash. Shorten the Distance to 1 Space between Characters’ Miniatures by moving the Offensive player’s Miniature as many Spaces as needed in the shortest possible way. ⚠️ '''NOTE:''' If you need to enter any special Spaces on the way, apply the effect.
* '''Heat''' – Once per Round, you may activate the Heat Token to gain an extra Attack Slot in the String. During that String, you will not lose initiative even if the Defender guessed the Attack Area correctly and blocked your Attack. Learn more on p. XX of this rulebook.


________________________________________________________________
==== STEP 2: Playing an Attack Card ====
The Offensive player places 1 hidden (face-down) Attack Card into the first available Attack Slot on the Combo Board. Attack Slots are marked on the Combo Board, and the cards should be played above them, from the leftmost to the right.


It’s time to play your second card. Each Attack Card has one of 4 colors, they are important to make Combos. Have a look at your Character’s Combo Board:
'''💡 Pro Tip:''' Choosing which card to play is a deeply strategic decision. Some cards can trigger powerful bonuses or devastating Combos, while others may offer minimal or no immediate benefit. Since your opponent will try to guess the Attack Area, avoid obvious moves. Always balance deception with your main objective – dealing damage to your opponent.[[File:AD 4nXclQlLiACL04qF1o0vXK5S70EoGXyZvATTH9sly2sz4DG2IzgqOlDDiRb tBu9-MnIs10rOalNl5JR2Dcx5weiUcJzq-B6xoMpOZ8NYXaQtpvrhUyyLtl-IinitxDMnpfnTZ69Isg.png|alt=Atack Slot|thumb|Attack Slot|center]]


_______________________________________________________________
==== STEP 3: Defender’s Punish Attempt ====
The Defender tries to anticipate which type of Attack Card the Offensive player has chosen and declares one of the three Attack Areas (High, Mid, or Low). Then the Offensive player reveals the Attack Card.


To activate Jin’s Combo 1 you would need to play a green or red card after a card in any color. Then you’ll have an additional fist icon – Strike symbol – the one that deals 1 damage while you are in a Close Range.
* '''Unsuccessful Punish Attempt:''' If the declared Attack Area does not match the one on the played card, the attack is not blocked. The Offensive player proceeds to the Resolving the Attack Card step.
* '''Successful Punish Attempt:''' If the declared Attack Area matches the one on the played card, the attack is blocked, the String is interrupted, and ends immediately. The Defender gains the Punishment Token and places it on their first available Attack Slot. The Offensive player discards all the cards from their Attack Slots face-down into the discard pile. Proceed directly to the Refilling Attack Cards in Hand step and switch roles (Exception: Heat, p. XX).


________________________________________________________________
[[File:AD 4nXdLTUV3E6Mj5YeXm4-65C2rd-cs4aa11E5x9CXdPTRcKKD8zCsEauV7m7RsTEMHJL-URBPjdrtTbi0CkQqyyAmxPkkBBo10if80ApYRNJg8GsO9eqQ78GmdO9dhxrs6Em7ntM7d1A.png|alt=Punishment Token|thumb|Punishment Token|center]]'''💡 Pro Tip:''' Punish Attempts are not just guesswork – they are calculated predictions. While guessing, try to analyze the situation on the Stage. You can find cards available in the Common deck on the VS tile and Character Special Attack Cards on their Character Cards. Track which cards your opponent has played, which Extensions they have on their previous Attack Card, and what Combos they could trigger based on their Combo Board. Also, study the positions of both Characters’ Miniatures on the Stage to anticipate the moves your opponent is most likely to make. Turning a well-read guess into a Successful Punish Attempt can shift the momentum entirely in your favor.[[File:AD 4nXdvy-DuBURrJ-juHLWAg9TtVYDRt9HQbFG Bq9WQn 79 Ou6J t4qFXnKflMoSOiZAxntm3YT4OIOzhDV4wlltqLJoD8-hBMUy2I7WPU0u-jhxPFbUIfO5tFeMuCaMoHpns7Vt-.png|alt=cards available in the Common deck|thumb|Cards available in the Common deck|center]]
{| class="wikitable"
|ATTENTION!
|-
|If the Offensive player has the Punishment Token on the Attack Slot, they play an Attack Card as Punishment in that slot face-up instead: it cannot be predicted and blocked. In this case, skip the Defender’s Punish Attempt step and proceed immediately to Resolving the Attack Card.
⚠️ '''NOTE:''' You can get the Punishment Token in a Successful Punish Attempt.
|}


Let’s do that and play a green Attack Card.  
==== STEP 4: Resolving the Attack Card ====
The revealed Attack Card contains a set of Symbols to be resolved and can trigger Combo and/or Rage if the player decides so.  


Luckily the opponent missed again in predicting your move, so you may choose which attack type to resolve first.
===== Available Attack Types =====
There are three possible Attack Types that could be activated in your string:


_____________________________________________________
* Attack Card - The Symbols from an Attack Card itself and a Symbol from Extension, if it’s Connected (see below).
* Combo - The Symbols from a Character’s Combo Board, if the condition is met (you’ve played at least two cards in one String in certain colors).
* Rage - The Symbols from a Rage card become available to use when your HP is in the red zone.


There are 3 Attack types in the game:
⚠️ '''NOTE:''' You may choose which Attack Type to resolve first, and the Symbols within each Attack Type may be resolved in any order. However, if you started resolving Symbols from a specific Attack Type (e.g. Combo), you cannot intermix them with Symbols from another Attack Type (e.g. Rage).


* Attack cards with connected Extensions (if any). Will be explained in a moment.
Anytime you may skip resolving one or more Symbols played by you (i.e. you don’t have to Move anywhere, if you like your position on the Stage).
* Combos (if triggered with appropriate card colors).
{| class="wikitable"
* Rage (a special attack that you choose at the beginning and may activate once per Round when your HP marker is in the red zone).
|+SYMBOLS: Below you will find the most common Symbols in the game. You can also meet some other Symbols (i.e. on Characters’ components or Stage Boards).
!
!
!
!
|-
|[[File:AD 4nXfVitPu8NPU115ZgcQCmcWr nOJnwv11bT64IXgoMggEND3HoWFw9EokdAAkXUymVd3jLua3LNUhZFbo3jR7YMybkoW3w-djd8N5buNPZ1l0p3UAmgwgsYos-5mkYlGH-Aq0XapkQ.png|alt=Move symbol|thumb|Move symbol]]
|MOVE
{| class="wikitable"
|}
|Move your Character’s Miniature to an adjacent free Space (not onto Walls or the other Miniature).
{| class="wikitable"
|⚠️ '''NOTE:'''


Each Attack type should be resolved separately, that is why you will always be asked what to apply first.
Each Move Symbol allows you to Move by 1 Space.
|}
|
|-
|[[File:Image - 2025-08-07T131845.685.png|alt=Strike symbol|thumb|94x94px|Strike symbol (Deal 1 damage)]][[File:Image - 2025-08-07T131953.916.png|alt=Strike symbol 2|thumb|141x141px|Strike symbol 2 (Deal 2 damage)]]
|STRIKE
|Deal X damage (opponent loses X HP). Mark the received damage by moving the HP marker on the HP bar by X Spaces towards the centre.
{| class="wikitable"
|⚠️ '''NOTE:'''


____________________________________________________
A Strike Symbol without a number means Deal 1 damage.


In this case, your Combo and Attack Card are both Strike dealing damage and you are already in a Close Range to effectively resolve them. Click and confirm.
You can deal damage with Strike only in Close Range.
|}
|
|-
|[[File:Image - 2025-08-07T132225.953.png|alt=Push|thumb|99x99px|Push]]
|PUSH
|While in Close Range, Push your opponent away X Spaces from your Character in a straight line. If there is a Wall on the way, instead of moving further, they hit the Wall and take damage, depending on the Wall type:
1 damage for Regular Walls ,


________________________________________________________
2 damage for Blasting Walls .


See how the HP marker on your opponent’s HP bar is getting closer to the red zone with each damage you deal.
You’ll find additional information about the Stage-specific Wall types on the Stage Help Sheets.
{| class="wikitable"
|⚠️ '''NOTE:'''


________________________________________________________
A Push Symbol without a number always means Push by 1 Space.
|}
|
|-
|[[File:AD 4nXe wzJ4cj-WcZ82adMzi8Fn lEZOTLwrUO8tXukS6 Ex9sH6UKJT2yYhUxZRQvTsXmRxPpiEHME7u4KoU6fa06dYUbSaI3Xod0x0YfICza6FcWhAaaNSDh9BDstm1BSMJSmuhHETg (1).png|alt=Sweep|thumb|99x99px|Sweep]]
|SWEEP
|Knock down the adjacent opponent’s Miniature (lay it on its side on the current Space). While knocked down, they lose 1 additional HP for each Strike (count Strike Symbols, not damage dealt) received until their next String. At the beginning of their String, the Character gets up.
{| class="wikitable"
|⚠️ '''NOTE:'''


Time to play the third card in your String. Pay attention to the symbols on the right side of each card. They are called Extensions, and provide additional Symbols in specific Attack Areas for subsequent cards, if they match with the Attack Area.  
Knocked Down Characters can be Pushed as usual.
|}
|
|-
|[[File:AD 4nXfomSHgLjE8p0tWdbHIiZyc47WY qRadD9kmzcmuG7WFoQpyxqPV yPx0UqSgPMkMOnZ6qjZchUH4dFtE-jEab-Q5J6uR95SziwUZuLabzKskqfWlUKCRnhVPgkkZxf5EI7XTsX-Q (1).png|alt=Stun|thumb|106x106px|Stun]]
|STUN
|Stun the opponent by placing a Stun Card in their next available Attack Slot above their Character’s Combo Board.  
A player cannot play an Attack Card to a slot marked with the Stun card; therefore plays 1 Attack Card less for each Stun card during the next String. Return Stun Cards to the supply after that String.
{| class="wikitable"
|⚠️ '''NOTE:'''


You’ll find 1 Extension on each Common Attack Card and 3 Extensions on Special Attack Cards. If the Extension symbol on a previous Attack Card in a String matches the Attack Area on the current card, they form a Connected Extension and grant additional effects.  
Do not consider the Stun card as a played Attack Card.
|}
|
|}
⚠️ '''NOTE:''' Every Symbol in the game that affects an opponent only works when the opponent is in a Close Range (unless explicitly stated otherwise). That means your Characters’ Miniatures are standing on adjacent Spaces on the Stage.  


_______________________________________________________________
===== Attack Card - Extensions =====
[[File:AD 4nXeqgDprvFWaoyNlLhwio34ZzbLPf7YObC0BrON-27AZgb6jqomr9XpGqAxZgn9i4EoGnt61cXVypYa0MuOovIDHzZctPi0nNKfKwVHHm4OQ09WChS AYqUXLq5E6hLCmi9LZ2xs.png|alt=Extension|thumb|Extension|center]]Extensions grant additional Symbols in specific Attack Areas for subsequent Attack Cards. Extension Symbols are located on the right side of each Attack Card. You can apply their effect if the Extension Symbol on a previous Attack Card in a String matches the Attack Area on the card that is being resolved. If they do match, they form a Connected Extension.[[File:AD 4nXcyl-6fde6AJc6tjKKZ9QgOqVJxXg4r0QoQelAb0q-BYSqKS SaRfZSQYbC1heo ZxjeEVHJJTeSC9ci5wUvCABI8dwbJJgONA6eqYhY3vATs2W2omYgwJvYmNBS-b5DLqtW5YiVQ.png|alt=Connected Extension (apply the effect).|thumb|Connected Extension (apply the effect).|center]][[File:Disconected.png|alt=Extension not connected (no additional effect).|thumb|Extension not connected (no additional effect).|center]]⚠️ '''NOTE:''' Special Attack Cards have 3 Extension Symbols (one for each Attack Area), while Common Attack Cards have only 1. So if you’ve played a Special Attack Card in the first Attack Slot, that means that any card played on the next slot will create the Connected Extension.


Each Character has 4 unique Special Attack Cards. Which are they? See on the Character cards on VS tile.
===== Combo =====
[[File:Image - 2025-08-07T133025.358.png|alt=Combo|thumb|Combo|left]]The Offensive player may trigger an effect from the Character’s Combo Board if a just-played Attack Card fulfills the requirements.
COMBO STRUCTURE:


________________________________________________________________
'''1. Requirement'''


Now any card you’ll play would make a connected Extension (providing you with additional move or strike, depending on the attack area), if Defender’s Punish Attempt is unsuccessful. Let’s trigger Combo 2 by playing a yellow card and deal some more damage.  
Combo effect triggers each time the player fulfills the requirement presented in the upper part of the Combo (above the --v-- sign). Usually, it specifies the order and color of Attack Cards to be played in one String.    


________________________________________________________________
'''2. Effect'''


The foot icon is to Move, and the other one is Sweep – it knocks down the adjacent opponent. While knocked down, the opponent will lose 1 additional HP for each Strike (count Strike symbols - fists, not damage dealt) received until their next String. At the beginning of their String, the Character gets up and is no longer knocked down.
Symbols that can be resolved if the Combo is triggered. Players may resolve Symbols from the Combo effect in any order or skip them if needed. You need to finish resolving Combo before switching to resolving any other Attack Types (i.e. the Attack Card or Rage Card).


________________________________________________________________


Start with resolving the Combo 2. You don’t have to move, if you like your position on the Stage. You are already in a Close Range and may resolve Sweep on the opponent to knock Kazuya down. Knocked down Character will have this icon on them in the digital version. If you play Tekken “offline”, lay the miniature down on the same space.


 


_______________________________________________________________


Great, let’s resolve Strike from the Attack Card. Click and confirm. That way you deal 3 damage: Strike 2 from the High attack area +1 damage for Kazuya being knocked down.


________________________________________________________________


Since you still have one Move from connected Extension, and it’s your last card in a String, let’s strategically go away from Kazuya.


________________________________________________________________
COMBO REQUIREMENTS EXAMPLES[[File:Image - 2025-08-07T133313.560.png|thumb|center|An Attack Card in a specified color played after any Card in one String.]][[File:Image - 2025-08-07T133231.372csczs.png|thumb|center|The Attack Card just played matches the color of the Attack Card in the previous Attack Slot.]][[File:Image - 2025-08-07T133229.699.png|thumb|center|3 cards played one after another in one String, each in a different color.]]⚠️ '''NOTE:''' Sometimes you may trigger more than one Combo at the same moment. In this case, resolve the effects of both Combos separately.


You just finished resolving a card, then (automatically) took a new card and...Oh, what’s happened? You just draw a card that is not an Attack, it’s an Event.  
===== Rage =====
There are two Rage Cards available for each Character. Players secretly choose one of them at the beginning of the Round. The chosen Rage Card is revealed and becomes available when the Character's HP drops to 6 or fewer (reaches the red section of the HP bar). From now on, the player may activate the effect of the Rage during their String. It can be resolved as one of the Attack Types when resolving the Attack. After activation, discard the Rage Card to the gamebox, it can’t be used again during this Round.[[File:Rage.png|alt=rage card|thumb|Some Rage Cards contain extra requirements like an exact position on the Stage or specific Attack Cards played to activate. If a player activates a Rage Card and meets its requirements, resolve the Symbols available on the Rage Card the same way as Combo Symbols.|center]]


_______________________________________________________________
===== Available Attack Types Sumary =====
Symbols from different Attack Types, such as Attack Card, Combo, and Rage, cannot be mixed! Note that the Extension Symbol is a part of the Attack Card effect.


Each Stage has its own gimmick and Event – when you draw an Event card, it immediately triggers the effect, depending on the chosen Stage, and goes to the discard pile. Draw another card to refill your hand to 3 Attack Cards.
Example:


________________________________________________________________
It’s the second Jin’s attack in the String. He has a blue Attack Card with Extension in the Mid Attack Area on the first Attack Slot.


On the Descent Into Subconscious each player, starting from the Offensive, takes 1 Cracked Floor token and places it on any Space without a crack on the Stage (also under another player’s Character Miniature).
1. Jin played a Mid Area yellow Attack Card, and Kazuya’s Punish Attempt failed.  
 
________________________________________________________________
{| class="wikitable"
|Cracked Floor: Whenever you successfully attack the opponent who’s standing on a Cracked Floor Space, reveal 1 Breakage token for each Strike symbol resolved.
{| class="wikitable"
|ATTENTION! Count Strike symbols, not damage dealt.
|}
There are 3 Breakage tokens with a Crack and 3 empty ones. When the 3rd Breakage token with a Crack is revealed, the floor breaks: reset all Breakage tokens (shuffle them face-down), place all Cracked Floor tokens at the side, and flip the Stage Board to the Underside. Both Characters land on the appropriate Spaces same way as they were standing on the Upperside. The Offensive player places the Punishment token on the next Attack Slot on their combo board (if there is no available slot, place the Punishment token next to the Combo Board, creating an additional slot). The next card played by this player is unblockable.
|}
________________________________________________________________


When you open the 3rd Breakage token, the Floor is broken and you fall down to the Underside.  
2. Jin decides to resolve his Combo first and performs Move and Sweep.


___________________________________________________________________
3. Jin starts to resolve his Attack Card. He sees the opportunity to push Kazuya onto the Stun Space. To do so, Jin performs a Move to stand in a straight line with Kazuya and Stun Space.


Each turn you will either play your Attack Cards or defend yourself by predicting your opponent’s actions. Heat is a powerful thing and can be used only once per Round, let’s leave it for the next time and end your String.
4. Jin uses a Strike Symbol from Connected Extension to deal 2 damage (+1 for the opponent being knocked down) before he Pushes the opponent away. Kazuya receives a Stun card and places it above the first available Attack Slot.  


________________________________________________________________
Jin decides not to use the second Move Symbol from the Attack Card and ends his attack.[[File:Image - 2025-08-07T133552.869-min 2.png|center|thumb|782x782px]]Each Character has their own unique set of components. The components and the Symbols on them introduce unique mechanics specific to that Character.


Kazuya played his first card in a String and it’s your turn to Defend. Let’s think, what it could be. High area attack cards will not deal you any damage as you are not in a close range and your opponent won’t have any means to move. Using Mid, Kazya may only push you, but there are no walls or dangerous spaces around you, and you’re safe. Try Low!
{| class="wikitable"
|+
!
!How to read schemes:
|-
|[[File:Adada.png|thumb]]
|Your Character’s Miniature on a Space on the Stage
|-
|[[File:AD 4nXfYaDjMnCf3l7AaGNlPQhjRxx91vh4ZxobJEbvLjkHB26r7B6AXJcEP-QkUOA99QKh8I-gYNnBM86k-ahfCqT3lEmg9wjwrqC3dPjzAZq6bNbAIFU6Pr2FjaLfXjwE1-nKYTwcC7w.png|thumb]]
|The opponent’s Character Miniature on a Space on the Stage
|-
|[[File:AD 4nXdL2CIfleiXPs1wLlkVtF-9a64jXejpcuSoIT7kDkRje7mcRnUiqpueVqClTAUIA07a0OWrT8zyEbA1OTeYPtAK50P-t4vJiEkN7WsF7dUiXoev4mBVwrI2K4PVk pSl2u8VtUEEg.png|thumb|75x75px]]
|Empty Space on the Stage, where you would need to move your Character’s Miniature.
|-
|[[File:AD 4nXdxfposSe5blqxl4 tEVwDlLCX8D3qTjQlKycHej0JqB5MHk6nj8dVIswv4FocVnNIkNUO0yXzF14-UvbjuIY R4J4BrJZLgxWSdDzg7rINna-yk4bJO2lcKxKwIxdrSOKJKa6O.png|thumb]]
|A Space between you and the opponent.
|-
|[[File:AD 4nXembrPv7a0oAJl8llp8y3ESNFaPOpvqDhTEWz7qdMbIMvFtaHqf8MYpKXdXs1tX2eEJB4pUaioabqHX2dYM9UqvjSIuqV3WJNT 5piVEpmMLqM1CQTkjYme41lQaBFH 5k6KCjbGA.png|thumb]]
|Spaces where the opponent should stand on to receive the indicated damage, depending on the positions on the Stage.
Note: This is not a Strike Symbol.
|-
|[[File:AD 4nXdTyzUBTIEBpDkH vFTYDEVyRfpVyFIZyggW7WzA6QPgH2DnMYNR0kNEL6XbhM94-VYpoXb82zpdTyoWr9hlIJAMeJ3PBIVw-ZoFU2DB2PQ1xVnaEYhgy3HTFxuRMfFN1N 0fFw.png|thumb]]
|Any distance in a straight line between Characters’ Miniatures, including Close Range.
|-
|[[File:AD 4nXc72LPWCPkkOLR9 L4YJCZvcnLaoiqzFbK-CUVE5IvznxejrV80zbjGwC7fMMvAA-7l9eGgkZtOjhCEQc3raXCbHamRO2twDhB7qd796XzmqxhVIenWhS1dDpl64v-7eDss41jM2w.png|thumb]]
|Blue arrow: Direction in which you have to move your Character’s Miniature in a straight line.


________________________________________________________________
Resolve all special Spaces on the way.
|-
|[[File:AD 4nXeNz7a0Z Jd7zYTPHL5D TFRp7j257CP-l0xvNpKFdsuIO6ueqmceHlSH0tflvQV09kzbdwTgH7 SdxbJ71spY5jPlUSD-xa3-5DG-gC47GaDfKiw9-Y7P4tUMji71nJCIkuq9o7A.png|thumb]]
|Red arrow: Direction in which the opponent’s Character Miniature must be moved.
Resolve all special Spaces on the way.
|-
|[[File:AD 4nXeQ5s5WiVq9jd-AhxBKt1WU1b5PUeMbiI5l75Wyl3AEdGk7Rlm5bfvaeyw22OIH2vkQHSSA0Fvdt-SrmnK2forPbORRG1pkt-F6XftIrcyFnAbp8MP--meE7Q5kl4htUzidEeB5Kg (1).png|thumb|136x136px]]
|Dotted arrow: move a Character’s Miniature to any of the indicated Spaces. Do not resolve special Spaces on the way.
|-
|[[File:AD 4nXet3IA6s208BoUJ9iFobatnwr6BPwLY6vGAknrdZwdznlnkp1Sttelq000PLOBtk051dJPg5d1Il7L4eZZDnGRcBEWhHfSUQBBaHlkCowwQCM3Xe5oRcMSQxT-ItsPLcIydz2e8PA.png|thumb]]
|Push the opponent by X Spaces. Unlike the basic Push Symbol (pushing hand), this one can be resolved while in Distance.
|}


Kazuya tricked you by playing High Area Attack, preparing to make a Combo.  
==== STEP 5: Refilling Attack Cards in Hand ====
The Offensive player draws as many Attack Cards from their deck as needed to restore the hand to 3 cards. If you need to draw a card and your deck is empty, shuffle your discard pile to form a new deck. If an Event Card is drawn, immediately reveal it and trigger its effect, then discard it to the discard pile.


________________________________________________________________
== Additional Mechanics ==


Before playing any attack card, the attacking player may decide to activate Heat.  The opponent decides to do it now.  
=== Heat ===
Each player begins the Round with a charged Heat Token. Once per Round, before playing an Attack Card player may decide to activate the Heat Token.


Heat Activation:  
Heat Activation:  


The Offensive player gains an additional fourth Attack Slot (marked by the Heat Token placed on the right side of the Combo Board), and their String does not end even if the Defender guessed correctly, it only blocks the current Attack Card (effectively guaranteeing the possibility to play 4 Attack Cards in this String).
* The Offensive player gains an additional fourth Attack Slot (mark it by placing the Heat Token on the right side of the Combo Board), and their String does not end if the Defender blocks an Attack Card (effectively guaranteeing the possibility to play 4 Attack Cards in this String).
 
** If the Attack Card is blocked while Heat is activated, the attacking player discards the played card to the discard pile and places a Stun card in that Attack Slot. Attacks are interrupted, but the String is continued.
_______________________________________________________
* The Defender does not gain the Punishment Token after a successful Punish Attempt.
 
If the Attack Card is blocked while Heat is activated, the attacking player discards the played card to the discard pile and places a Stun card in that Attack Slot. Attacks are interrupted, but the String is continued.
 
The Defender does not gain the Punishment Token after a successful Punish Attempt.  
 
After activation, the Heat Token can’t be used again during this Round.
 
<There should have been a green high attack area card>
 
Stun cards are not considered an Attack card, so even though Kazuya has 3 attack cards in different colors in one string, they are not in a row, so the second combo cannot be triggered.
 
________________________________________________________________
 
Kazuya’s string is over and it’s your turn to attack. Sometimes the game may ask you if you want to make an optional action.
 
There are 3 optional actions in the game. You are already familiar with Heat.
 
Dash allows you to shorten the distance between you and your opponent to 1 space.
 
___________________________________________________________________
 
Stance Change – if you have 3 cards of the same color or with the same Attack area, you may decide to discard them and draw 3 new ones instead.
 
________________________________________________________________
 
Cool, but your opponent will see what you discarded and it will be easier for them to predict what you have left in deck and hand.
 
________________________________________________________________
 
Let’s deal some more damage with a strike, while the opponent is standing on a Cracked floor.
 


_____________________________________________________________
After activation, turn the Heat Token to the discharged side. It can’t be used again during this Round.


Activate Heat to maximize the chances to win.
⚠️ Note! The Offensive player can also activate their Heat Token after resolving their 3rd Attack Card, to make a slot for the 4th card.[[File:Image - 2025-08-07T140700.186.png|alt=Heat Activation|thumb|Jin decided to activate Heat before playing the second Attack Card in the String.|center]][[File:Image - 2025-08-07T140702.357.png|thumb|Jin played the Attack Card face-down in the second Attack Slot. Kazuya guessed the Attack Area correctly, so his Punish Attempt was successful.|center]][[File:Image - 2025-08-07T140704.546.png|thumb|The attack is blocked, however, Jin does not end his String, because he has active Heat. Jin discards the Attack Card and places the Stun card on the second Attack Slot instead. |center]][[File:Image - 2025-08-07T140706.739.png|thumb|Jin continues the String and plays the third Attack Card. Kazuya’s Punish Attempt is unsuccessful, so Jin resolves the Attack Card. Even though it is yellow, Jin’s Combo 2 cannot be triggered, as the Stun card in the previous Attack Slot cannot be used to fulfill Combo requirements. |center]][[File:Image - 2025-08-07T140708.749.png|thumb|Jin plays the 4th Attack Card above the Heat token. Kazuya’s Punish Attempt is unsuccessful, so Jin triggers Combo 1, dealing 1 damage with Strike, resolves Attack Card along with Connected Extension, and ends his String. |center]]


_______________________________________________________________________
=== Events ===


Kazuya has no more Heat, so if you guess correctly, you’ll finally get the Punishment token.
Each Stage contains Event Effects. During the setup, players shuffle up to 2 Event Cards into their Attack Cards decks (depending on Stage special rules).[[File:AD 4nXcJroIHEiPBo-nTIPiIJLXfP30i2WKIpKF01R72NVpoVIptk6XJLwABidR8Nv-EZUGuJpw78eD 9K-fwR fCs5h9ZgGzYH91wtcKV4YeDgTUO0DOOeqEApT-dSQutQjwcCuV9ZmxQ.png|alt=Event Card|thumb|There is no way to have an Event Card in your hand. Whenever drawn, it immediately triggers its Effect, depending on the chosen Stage, and goes to the discard pile. Draw another card to refill your hand to 3 Attack Cards.|center]]
=== Determining the Next Offensive Player ===
The Offensive player continues the String (remains the Offensive player) and proceeds to Playing an Attack Card step if at least one Attack Slot remains available and either of the following is true:


_______________________________________________________________________
* The Punish Attempt was unsuccessful (the last Attack Card was not blocked).
* The player has activated Heat during the current turn (regardless of whether the last Attack Card was blocked).


It is placed on your first Attack Slot and now your opponent will not have a chance to block your next attack. Feel free to choose.
Otherwise, the players are switching roles. In that case, all cards placed on the Offensive player's Attack Slots should be discarded (move Attack Cards to their discard pile and Stun Cards back to the supply). Knocked down Characters stand up.


_______________________________________________________________________
Then the Offensive player’s String is over, and they become the Defender for the next String.


You both do not have much HP left, so you finally may activate the Rage. That one you chose at the beginning._______________________________________________
⚠️ '''NOTE:''' The discard pile should be hidden, preventing the opponent from seeing the cards in it. During the Round, players cannot look through the cards in their decks or discard piles.


The chosen Rage card is revealed and becomes available when the Character's HP drops to 6 or fewer – reaches the red section of the HP bar. From now on, the player may activate the effect of the Rage during their String. It can be resolved as one of the Attack Types when resolving the Attack. After activation, discard the Rage Card, it can’t be used again during this Round.
== End Of The Round ==
The Round ends immediately when at least one Character is Knocked Out – their HP is reduced to 0. The winner of the Round is the Character with any remaining HP. In case of a tie, both players are considered winners.


_________________________________________________________
== DESCENT INTO SUBCONSCIOUS ==
In TEKKEN – The Board Game, ignoring the Stage is a quick way to lose — even against a moderately experienced player.


Some Rage Cards contain extra requirements like an exact position on the Stage or specific Attack Cards played to activate. If you activate a Rage Card and meet its requirements, resolve the Symbols available on the Rage Card the same way as Combo Symbols.
Every Stage has its own gimmicks, and this one has two of them. Here, strategic planning is key: where you and your opponent stand matters. Being on cracked glass or close to a wall can give away your intentions — and help you predict your opponent’s next move. At the same time, you’ll need to account for these factors in your own actions to avoid being punished.


________________________________________________________________
=== Stage Gimick:  Floor Brake ===


What does this mean at all? Those hexes are your positions on the Stage: Blue posture is always your Character, red is your rival. Solid blue hex is a space where you need to move in the direction of a blue arrow: behind the opponent in a straight line.
* When you attack an opponent standing on a Cracked Floor space, the system automatically reveals Breakage tokens equal to the number of Strike symbols in your attack (damage is not counted).
* There are 3 cracked tokens and 3 empty ones.
* When the 3rd cracked token is revealed, the Stage flips to the Underside — you’ll see a new layout on screen, with both Characters staying in the same relative positions.
* The Offensive player gains a Punishment token, making their next attack unblockable.
* Cracked Floor spaces marked in red show where the cracks are located on the other side of the Stage.
* Breaking the Floor Again
** If the 3rd cracked token is revealed again on the Underside, the Stage flips back to the Upperside.
** The Offensive player gains another Punishment token, and all tokens are reset.


___________________________________________________________


Look at the Stage: there is a perfect setup to resolve this Rage. If Kazuya would stand near the wall, you couldn’t meet conditions and gain the effect. Confirm rage and deal 3 damage to your opponent.
== Key definitions ==


_____________________________________________________________________
=== Possible positions ===
[[File:Image - 2025-08-07T122721.958.png|alt=Close Rage|thumb|Close Range|center]]'''Close Range''' – a situation on the Stage when two Characters’ Miniatures are placed on adjacent Spaces.


Just one more step resolve the Attack card, subtracting the last HP and defeating your rival. Congratulations, now you know how to play TEKKEN – The Board Game.
Each Symbol that affects your opponent can be resolved only when your Characters’ Miniatures are in a Close Range. Otherwise, you just punch the air and nothing happens. Learn more about Symbols further in this rulebook.[[File:Image - 2025-08-07T122913.171.png|alt=Distance Example 1|thumb|235x235px|a) A straight line of hexes, the Distance in this example is 1 Space away.|center]][[File:Image - 2025-08-07T123405.220.png|alt=Distance Example 2|thumb|237x237px|b) Not a straight line of hexes, the Distance in this example is 1 Space away.|center]]'''Distance''' a situation on the Stage when two Characters’ Miniatures are NOT standing on adjacent Spaces. Whenever you would need to count Distance X Spaces away, X will be the number of Spaces between Miniatures in the shortest way.
* a) A straight line of hexes, the Distance in this example is 1 Space away.
* b) Not a straight line of hexes, the Distance in this example is 1 Space away.

Latest revision as of 22:02, 1 September 2025

TEKKEN – The Board Game: Rulebook / Livret de Règles.

Basics of the Game

Introduction

In TEKKEN – The Board Game, you step into intense head-to-head battles where every choice matters. Each opponent is unique, with a distinct fighting style, but the core rules apply to all. Your goal is simple – reduce your rival’s HP to zero – yet the path to victory is shaped by sharp thinking, reading your opponent, and precise timing.

On your turn, you will either:

  • Predict which attack your opponent is about to unleash and counter it.
  • Choose one of the three cards in your hand, play it face-down, and try to catch your opponent off guard.

It may sound like guessing, but this is far from random. Skilled players piece together clues: the combos an opponent might trigger, their position on the Stage, extensions from their previous cards, how many cards remain in their deck, and the current HP of both fighters. These details – and many more you’ll discover with experience – separate victory from defeat. Those who learn to read the fight will win more often, making this a true competitive game.

You can jump in and play right away, even with little experience, much like “button-mashing” in the video game. But the real satisfaction comes when you master the flow – chaining attacks into powerful combos, setting traps, and playing your cards in the perfect sequence.

This is not a random guessing game. It’s a duel of wits, reflexes, and adaptability – a tactical fight where anticipation and insight decide the outcome.

Goal of the Game

Defeat your opponent by reducing their HP (Health Points) to zero, thus winning the Round. By default you win the game when you win three rounds.  

Introduction

Dans TEKKEN – Le jeu de société, vous vous lancez dans des combats intenses où chaque choix compte. Chaque adversaire est unique, avec un style de combat distinct, mais les règles de base s'appliquent à tous. Votre objectif est simple : réduire les PV de votre rival à zéro. Cependant, le chemin vers la victoire passe par une réflexion pointue, une bonne lecture de votre adversaire et un timing précis.

À votre tour, vous pouvez soit :

Prédire l'attaque que votre adversaire s'apprête à lancer et la contrer.

Choisir l'une des trois cartes de votre main, la jouer face cachée et essayer de prendre votre adversaire au dépourvu.

Cela peut ressembler à un jeu de devinettes, mais c'est loin d'être aléatoire. Les joueurs expérimentés rassemblent des indices : les combos qu'un adversaire pourrait déclencher, sa position sur le plateau, les extensions de ses cartes précédentes, le nombre de cartes restantes dans son deck et les PV actuels des deux combattants. Ces détails, et bien d'autres que vous découvrirez avec l'expérience, font la différence entre la victoire et la défaite. Ceux qui apprennent à lire le combat gagneront plus souvent, ce qui en fait un véritable jeu compétitif.

Vous pouvez vous lancer et jouer immédiatement, même avec peu d'expérience, un peu comme lorsque vous « martelez les boutons » dans un jeu vidéo. Mais la véritable satisfaction vient lorsque vous maîtrisez le déroulement du combat : enchaîner les attaques pour former de puissants combos, tendre des pièges et jouer vos cartes dans l'ordre parfait.

Ce n'est pas un jeu de hasard. C'est un duel d'esprit, de réflexes et d'adaptabilité, un combat tactique où l'anticipation et la perspicacité déterminent l'issue.

But du jeu

Battre votre adversaire en réduisant ses PV (points de vie) à zéro, ce qui vous permettra de remporter la manche. Par défaut, vous remportez la partie lorsque vous gagnez trois manches.

Game components

Attack Card Anatomy

Attack Card Anatomy
Attack Card Anatomy

Each Attack Card includes:

  1. An Attack Area – one of three lines, each one always contains the same set of Symbols – icons representing available actions (Find out more about each Symbol on p. XXX of this rulebook.):
    1. High – Strike 2 (fist icon, deals 2 damage)
    2. Mid – two Moves and Push (foot icon x2 and pushing hand, allows to move 1 Space twice and push opponent 1 Space)
    3. Low – Move and Strike 1 (foot and fist icons, move 1 Space and deal 1 damage)
  2. A color: Yellow and Green for punches with fists, Red and Blue for kicks with legs. Colors are used to make sequences of cards called Combos. For your convenience, each color is marked with its own sign.
    Cards Colors
  3. Extensions – may provide additional Symbols in specific Attack Areas for subsequent cards. You’ll find 1 Extension on each Common Attack Card and 3 Extensions on Special Attack Cards.
  4. Deck Identification sign to make the preparation of your deck easier.




Example of High Attack card
Example of High Attack card
Example of Mid Attack card
Example of Mid Attack card
Example of Low Attack card
Example of Low Attack card

Combo Board Anatomy

Combo Board Anatomy
Combo Board Anatomy
  1. Attack Slots
  2. Combo 1
  3. Combo 2
  4. Character’s portrait
  5. Deck
  6. Discard (face-down)

Gameplay Overview

In TEKKEN – The Board Game, one Round is the act of playing until a single Health Bar is depleted.

Each Round consists of alternating turns called Strings – which include the flow of actions (Attack Cards, Combos, etc.) performed by the active player.

During the game, players switch between two roles:

  • The active player, the one who is building the String at the moment, is the Offensive player.
  • The other one who’s trying to interrupt the String and regain the initiative by foreseeing the Offensive player’s Attacks is the Defender. This process of guessing is called the Punish Attempt.

The Offensive player chooses an Attack Card and plays it face-down in the first Attack Slot. The Defender guesses which type of Attack Card is played and declares one of the three Attack Areas. Then the card is revealed. If successful – the Attack is interrupted and the Defender gains initiative, placing the Punishment token in the first available Attack Slot, guaranteeing one unblockable attack. Otherwise, the Offensive player resolves the Attack Card and the additional effects it triggers.

Turn Structure: The String

The String involves one or more Attacks by the Offensive player, broken down into these steps:

AD 4nXell6WEP3DM4zunjwtDDKFXC10gwR6ITQ5yIeC3LYpR9Dt2 8030Uw-bwwCH44SCol IGNZOBejDyduqjKa8aiWVXMpywLWsRizga8RQOaF3HeiepOZPyge-HTM95Sf9yY3rdBurQ.png

The Attack Steps

  1. Optional: Before playing an Attack Card, use Heat, Dash, or Stance Change.
  2. Playing an Attack Card: Play an Attack Card face-down.
  3. Defender’s Punish Attempt: The Defender declares Attack Area.
    1. Attack defended – Successful Punish Attempt: Discard and switch roles.
    2. Attack succeeded –  Unsuccessful Punish Attempt: Resolve Attack (in any order):
  4. Resolving the Attack Types
    1. Symbols from Attack Card (and Extension, if Connected).
    2. Combo (if met conditions).
    3. Rage (once per Round, if revealed).
  5. Refill cards in hand (resolve Event, if drawn

STEP 1: Before playing an Attack Card (optional)

There are several possibilities to make your situation on the Stage slightly better. That’s not obligatory to do, but feel free to use them to prepare to fight.

  • Stance Change – If the Offensive player has 3 Attack Cards of the same color or 3 Attack Cards with the same Attack Area in the hand before playing a card, they may reveal their hand to the opponent and then discard these cards to their discard pile face-down and draw 3 new Attack Cards from their deck.
  • Dash – If the Distance is more than 1 Space between Characters, they may perform a Dash. Shorten the Distance to 1 Space between Characters’ Miniatures by moving the Offensive player’s Miniature as many Spaces as needed in the shortest possible way. ⚠️ NOTE: If you need to enter any special Spaces on the way, apply the effect.
  • Heat – Once per Round, you may activate the Heat Token to gain an extra Attack Slot in the String. During that String, you will not lose initiative even if the Defender guessed the Attack Area correctly and blocked your Attack. Learn more on p. XX of this rulebook.

STEP 2: Playing an Attack Card

The Offensive player places 1 hidden (face-down) Attack Card into the first available Attack Slot on the Combo Board. Attack Slots are marked on the Combo Board, and the cards should be played above them, from the leftmost to the right.

💡 Pro Tip: Choosing which card to play is a deeply strategic decision. Some cards can trigger powerful bonuses or devastating Combos, while others may offer minimal or no immediate benefit. Since your opponent will try to guess the Attack Area, avoid obvious moves. Always balance deception with your main objective – dealing damage to your opponent.

Atack Slot
Attack Slot

STEP 3: Defender’s Punish Attempt

The Defender tries to anticipate which type of Attack Card the Offensive player has chosen and declares one of the three Attack Areas (High, Mid, or Low). Then the Offensive player reveals the Attack Card.

  • Unsuccessful Punish Attempt: If the declared Attack Area does not match the one on the played card, the attack is not blocked. The Offensive player proceeds to the Resolving the Attack Card step.
  • Successful Punish Attempt: If the declared Attack Area matches the one on the played card, the attack is blocked, the String is interrupted, and ends immediately. The Defender gains the Punishment Token and places it on their first available Attack Slot. The Offensive player discards all the cards from their Attack Slots face-down into the discard pile. Proceed directly to the Refilling Attack Cards in Hand step and switch roles (Exception: Heat, p. XX).
Punishment Token
Punishment Token

💡 Pro Tip: Punish Attempts are not just guesswork – they are calculated predictions. While guessing, try to analyze the situation on the Stage. You can find cards available in the Common deck on the VS tile and Character Special Attack Cards on their Character Cards. Track which cards your opponent has played, which Extensions they have on their previous Attack Card, and what Combos they could trigger based on their Combo Board. Also, study the positions of both Characters’ Miniatures on the Stage to anticipate the moves your opponent is most likely to make. Turning a well-read guess into a Successful Punish Attempt can shift the momentum entirely in your favor.

cards available in the Common deck
Cards available in the Common deck
ATTENTION!
If the Offensive player has the Punishment Token on the Attack Slot, they play an Attack Card as Punishment in that slot face-up instead: it cannot be predicted and blocked. In this case, skip the Defender’s Punish Attempt step and proceed immediately to Resolving the Attack Card.

⚠️ NOTE: You can get the Punishment Token in a Successful Punish Attempt.

STEP 4: Resolving the Attack Card

The revealed Attack Card contains a set of Symbols to be resolved and can trigger Combo and/or Rage if the player decides so.

Available Attack Types

There are three possible Attack Types that could be activated in your string:

  • Attack Card - The Symbols from an Attack Card itself and a Symbol from Extension, if it’s Connected (see below).
  • Combo - The Symbols from a Character’s Combo Board, if the condition is met (you’ve played at least two cards in one String in certain colors).
  • Rage - The Symbols from a Rage card become available to use when your HP is in the red zone.

⚠️ NOTE: You may choose which Attack Type to resolve first, and the Symbols within each Attack Type may be resolved in any order. However, if you started resolving Symbols from a specific Attack Type (e.g. Combo), you cannot intermix them with Symbols from another Attack Type (e.g. Rage).

Anytime you may skip resolving one or more Symbols played by you (i.e. you don’t have to Move anywhere, if you like your position on the Stage).

SYMBOLS: Below you will find the most common Symbols in the game. You can also meet some other Symbols (i.e. on Characters’ components or Stage Boards).
Move symbol
Move symbol
MOVE
Move your Character’s Miniature to an adjacent free Space (not onto Walls or the other Miniature).
⚠️ NOTE:

Each Move Symbol allows you to Move by 1 Space.

Strike symbol
Strike symbol (Deal 1 damage)
Strike symbol 2
Strike symbol 2 (Deal 2 damage)
STRIKE Deal X damage (opponent loses X HP). Mark the received damage by moving the HP marker on the HP bar by X Spaces towards the centre.
⚠️ NOTE:

A Strike Symbol without a number means Deal 1 damage.

You can deal damage with Strike only in Close Range.

Push
Push
PUSH While in Close Range, Push your opponent away X Spaces from your Character in a straight line. If there is a Wall on the way, instead of moving further, they hit the Wall and take damage, depending on the Wall type:

1 damage for Regular Walls ,

2 damage for Blasting Walls .

You’ll find additional information about the Stage-specific Wall types on the Stage Help Sheets.

⚠️ NOTE:

A Push Symbol without a number always means Push by 1 Space.

Sweep
Sweep
SWEEP Knock down the adjacent opponent’s Miniature (lay it on its side on the current Space). While knocked down, they lose 1 additional HP for each Strike (count Strike Symbols, not damage dealt) received until their next String. At the beginning of their String, the Character gets up.
⚠️ NOTE:

Knocked Down Characters can be Pushed as usual.

Stun
Stun
STUN Stun the opponent by placing a Stun Card in their next available Attack Slot above their Character’s Combo Board.

A player cannot play an Attack Card to a slot marked with the Stun card; therefore plays 1 Attack Card less for each Stun card during the next String. Return Stun Cards to the supply after that String.

⚠️ NOTE:

Do not consider the Stun card as a played Attack Card.

⚠️ NOTE: Every Symbol in the game that affects an opponent only works when the opponent is in a Close Range (unless explicitly stated otherwise). That means your Characters’ Miniatures are standing on adjacent Spaces on the Stage.

Attack Card - Extensions
Extension
Extension

Extensions grant additional Symbols in specific Attack Areas for subsequent Attack Cards. Extension Symbols are located on the right side of each Attack Card. You can apply their effect if the Extension Symbol on a previous Attack Card in a String matches the Attack Area on the card that is being resolved. If they do match, they form a Connected Extension.

Connected Extension (apply the effect).
Connected Extension (apply the effect).
Extension not connected (no additional effect).
Extension not connected (no additional effect).

⚠️ NOTE: Special Attack Cards have 3 Extension Symbols (one for each Attack Area), while Common Attack Cards have only 1. So if you’ve played a Special Attack Card in the first Attack Slot, that means that any card played on the next slot will create the Connected Extension.

Combo
Combo
Combo

The Offensive player may trigger an effect from the Character’s Combo Board if a just-played Attack Card fulfills the requirements.

COMBO STRUCTURE:

1. Requirement

Combo effect triggers each time the player fulfills the requirement presented in the upper part of the Combo (above the --v-- sign). Usually, it specifies the order and color of Attack Cards to be played in one String.

2. Effect

Symbols that can be resolved if the Combo is triggered. Players may resolve Symbols from the Combo effect in any order or skip them if needed. You need to finish resolving Combo before switching to resolving any other Attack Types (i.e. the Attack Card or Rage Card).





COMBO REQUIREMENTS EXAMPLES

An Attack Card in a specified color played after any Card in one String.
The Attack Card just played matches the color of the Attack Card in the previous Attack Slot.
3 cards played one after another in one String, each in a different color.

⚠️ NOTE: Sometimes you may trigger more than one Combo at the same moment. In this case, resolve the effects of both Combos separately.

Rage

There are two Rage Cards available for each Character. Players secretly choose one of them at the beginning of the Round. The chosen Rage Card is revealed and becomes available when the Character's HP drops to 6 or fewer (reaches the red section of the HP bar). From now on, the player may activate the effect of the Rage during their String. It can be resolved as one of the Attack Types when resolving the Attack. After activation, discard the Rage Card to the gamebox, it can’t be used again during this Round.

rage card
Some Rage Cards contain extra requirements like an exact position on the Stage or specific Attack Cards played to activate. If a player activates a Rage Card and meets its requirements, resolve the Symbols available on the Rage Card the same way as Combo Symbols.
Available Attack Types Sumary

Symbols from different Attack Types, such as Attack Card, Combo, and Rage, cannot be mixed! Note that the Extension Symbol is a part of the Attack Card effect.

Example:

It’s the second Jin’s attack in the String. He has a blue Attack Card with Extension in the Mid Attack Area on the first Attack Slot.

1. Jin played a Mid Area yellow Attack Card, and Kazuya’s Punish Attempt failed.

2. Jin decides to resolve his Combo first and performs Move and Sweep.

3. Jin starts to resolve his Attack Card. He sees the opportunity to push Kazuya onto the Stun Space. To do so, Jin performs a Move to stand in a straight line with Kazuya and Stun Space.

4. Jin uses a Strike Symbol from Connected Extension to deal 2 damage (+1 for the opponent being knocked down) before he Pushes the opponent away. Kazuya receives a Stun card and places it above the first available Attack Slot.

Jin decides not to use the second Move Symbol from the Attack Card and ends his attack.

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Each Character has their own unique set of components. The components and the Symbols on them introduce unique mechanics specific to that Character.

How to read schemes:
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Your Character’s Miniature on a Space on the Stage
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The opponent’s Character Miniature on a Space on the Stage
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Empty Space on the Stage, where you would need to move your Character’s Miniature.
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A Space between you and the opponent.
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Spaces where the opponent should stand on to receive the indicated damage, depending on the positions on the Stage.

Note: This is not a Strike Symbol.

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Any distance in a straight line between Characters’ Miniatures, including Close Range.
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Blue arrow: Direction in which you have to move your Character’s Miniature in a straight line.

Resolve all special Spaces on the way.

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Red arrow: Direction in which the opponent’s Character Miniature must be moved.

Resolve all special Spaces on the way.

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Dotted arrow: move a Character’s Miniature to any of the indicated Spaces. Do not resolve special Spaces on the way.
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Push the opponent by X Spaces. Unlike the basic Push Symbol (pushing hand), this one can be resolved while in Distance.

STEP 5: Refilling Attack Cards in Hand

The Offensive player draws as many Attack Cards from their deck as needed to restore the hand to 3 cards. If you need to draw a card and your deck is empty, shuffle your discard pile to form a new deck. If an Event Card is drawn, immediately reveal it and trigger its effect, then discard it to the discard pile.

Additional Mechanics

Heat

Each player begins the Round with a charged Heat Token. Once per Round, before playing an Attack Card player may decide to activate the Heat Token.

Heat Activation:

  • The Offensive player gains an additional fourth Attack Slot (mark it by placing the Heat Token on the right side of the Combo Board), and their String does not end if the Defender blocks an Attack Card (effectively guaranteeing the possibility to play 4 Attack Cards in this String).
    • If the Attack Card is blocked while Heat is activated, the attacking player discards the played card to the discard pile and places a Stun card in that Attack Slot. Attacks are interrupted, but the String is continued.
  • The Defender does not gain the Punishment Token after a successful Punish Attempt.

After activation, turn the Heat Token to the discharged side. It can’t be used again during this Round.

⚠️ Note! The Offensive player can also activate their Heat Token after resolving their 3rd Attack Card, to make a slot for the 4th card.

Heat Activation
Jin decided to activate Heat before playing the second Attack Card in the String.
Jin played the Attack Card face-down in the second Attack Slot. Kazuya guessed the Attack Area correctly, so his Punish Attempt was successful.
The attack is blocked, however, Jin does not end his String, because he has active Heat. Jin discards the Attack Card and places the Stun card on the second Attack Slot instead.
Jin continues the String and plays the third Attack Card. Kazuya’s Punish Attempt is unsuccessful, so Jin resolves the Attack Card. Even though it is yellow, Jin’s Combo 2 cannot be triggered, as the Stun card in the previous Attack Slot cannot be used to fulfill Combo requirements.
Jin plays the 4th Attack Card above the Heat token. Kazuya’s Punish Attempt is unsuccessful, so Jin triggers Combo 1, dealing 1 damage with Strike, resolves Attack Card along with Connected Extension, and ends his String.

Events

Each Stage contains Event Effects. During the setup, players shuffle up to 2 Event Cards into their Attack Cards decks (depending on Stage special rules).

Event Card
There is no way to have an Event Card in your hand. Whenever drawn, it immediately triggers its Effect, depending on the chosen Stage, and goes to the discard pile. Draw another card to refill your hand to 3 Attack Cards.

Determining the Next Offensive Player

The Offensive player continues the String (remains the Offensive player) and proceeds to Playing an Attack Card step if at least one Attack Slot remains available and either of the following is true:

  • The Punish Attempt was unsuccessful (the last Attack Card was not blocked).
  • The player has activated Heat during the current turn (regardless of whether the last Attack Card was blocked).

Otherwise, the players are switching roles. In that case, all cards placed on the Offensive player's Attack Slots should be discarded (move Attack Cards to their discard pile and Stun Cards back to the supply). Knocked down Characters stand up.

Then the Offensive player’s String is over, and they become the Defender for the next String.

⚠️ NOTE: The discard pile should be hidden, preventing the opponent from seeing the cards in it. During the Round, players cannot look through the cards in their decks or discard piles.

End Of The Round

The Round ends immediately when at least one Character is Knocked Out – their HP is reduced to 0. The winner of the Round is the Character with any remaining HP. In case of a tie, both players are considered winners.

DESCENT INTO SUBCONSCIOUS

In TEKKEN – The Board Game, ignoring the Stage is a quick way to lose — even against a moderately experienced player.

Every Stage has its own gimmicks, and this one has two of them. Here, strategic planning is key: where you and your opponent stand matters. Being on cracked glass or close to a wall can give away your intentions — and help you predict your opponent’s next move. At the same time, you’ll need to account for these factors in your own actions to avoid being punished.

Stage Gimick: Floor Brake

  • When you attack an opponent standing on a Cracked Floor space, the system automatically reveals Breakage tokens equal to the number of Strike symbols in your attack (damage is not counted).
  • There are 3 cracked tokens and 3 empty ones.
  • When the 3rd cracked token is revealed, the Stage flips to the Underside — you’ll see a new layout on screen, with both Characters staying in the same relative positions.
  • The Offensive player gains a Punishment token, making their next attack unblockable.
  • Cracked Floor spaces marked in red show where the cracks are located on the other side of the Stage.
  • Breaking the Floor Again
    • If the 3rd cracked token is revealed again on the Underside, the Stage flips back to the Upperside.
    • The Offensive player gains another Punishment token, and all tokens are reset.


Key definitions

Possible positions

Close Rage
Close Range

Close Range – a situation on the Stage when two Characters’ Miniatures are placed on adjacent Spaces. Each Symbol that affects your opponent can be resolved only when your Characters’ Miniatures are in a Close Range. Otherwise, you just punch the air and nothing happens. Learn more about Symbols further in this rulebook.

Distance Example 1
a) A straight line of hexes, the Distance in this example is 1 Space away.
Distance Example 2
b) Not a straight line of hexes, the Distance in this example is 1 Space away.

Distance – a situation on the Stage when two Characters’ Miniatures are NOT standing on adjacent Spaces. Whenever you would need to count Distance X Spaces away, X will be the number of Spaces between Miniatures in the shortest way.

  • a) A straight line of hexes, the Distance in this example is 1 Space away.
  • b) Not a straight line of hexes, the Distance in this example is 1 Space away.