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Gamehelptekken
TEKKEN – The Board Game: Rulebook
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.
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Key definitions
Possible positions
| 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 – 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.
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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.):
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. Deck Identification sign to make the preparation of your deck easier. |
Combo Board Anatomy
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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:

