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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:
| The Attack Steps |
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Refill cards in hand (resolve Event, if drawn). |
TURN STEPS EXPLANATION
Before playing an Attack Card
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.
Playing an Attack Card
The Offensive player places 1 hidden (face-down) Attack Card to the first available Attack Slot on the Combo Board. Attack Slots are marked on the Combo Board with , and the cards should be played above them, consequently from the leftmost to right.
| 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. Read on to learn more. |
Defender’s Punish Attempt
The Defender is trying to anticipate which type of Attack Card the Offensive player chose to play 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 Attack Area on the played card. The Attack is not blocked. The Offensive player proceeds to Resolving the Attack Card step.
Successful Punish Attempt: If the declared Attack Area matches the Attack Area 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 to the discard pile face-down. Proceed directly to Refilling Attack Cards in Hand step and switch the roles (Exception: Heat, p. XX).
| Pro-tip: | |
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| 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. Try to track which cards your opponent played, which Extensions they have on the previous Attack Card, pay attention to their available Combos on the Combo Board, and look at your Characters Miniatures positions on the Stage to know what your opponent would like to play. |
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.
| MOVE
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Move your Character’s Miniature to an adjacent free Space (not onto Walls or the other Miniature).
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| 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.
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| 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.
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| 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.
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| 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.
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