Devastation Rulebook
Devastation Rulebook
2
Level 99 Games Team Designer’s Foreword
Lead Designer Hi there, thanks for trying out BattleCON!
D. Brad Talton Jr. BattleCON is probably a bit different than most
board or card games you own or have played before. It is
Lead Character Illustrator not intended to be taken off the shelf and taught and
Eunice Abigael Tiu (Nokomento) played on some select occasions. Instead, it is designed to
be an ongoing game played regularly by a group of
Design & Concept Artist experienced friends.
Fábio Fontes (Ranter Works) Each fighter requires a bit of work to master, and each
Arenas Artist matchup requires a new strategy to win. Each winning
strategy requires a new counter-strategy to defeat. By
Danny Hirajeta (Iron Clown Studios) playing regularly with an established group, BattleCON
Assisting Designers develops a meta-game where players begin to effectively
Andrew Hovanec, Peter Bemis, expect their opponents’ tactics and adapt their own
Noah Selzer, Joshua Jordan, Jessey Wright styles, creating a ‘living game’ that grows beyond just the
box.
Supporting Illustrators We’ve packed as many options, play modes, and
Christelle Hyunh, Victor P. Corbella, Yuting Lian, possibilities as we can into this box, so that you can have
Victoria Parker, Anika Różnowicz a new experience each time you play, even with (and
Technical Support especially with) friends who have the same level of
Yaron Racah, Maksim Penzin experience as you.
If this all sounds a bit daunting, don’t fear. We’ve
Playtesters
worked just as hard to make the game accessible as we
Evan Champie, Xavier Raabe-Manupule, Jason Lai,
have to make it deep. Every element from the characters
Aaron Mandible, Yannick Carriere, Martin Villemaire,
to the play variants has been marked with a difficulty
Daryl Chow, Manuel Alvarez, Vladislav Goldakovsky,
rating which will help you to start on a solid footing and
Dimitar Simidchiev, Trent Boyd, Maurício Souza, Arturo
advance towards more specialized characters, play
Cavari, Ty Arnold, Curt Warrington, Duan Bailey, Kiefer
modes, and strategies. So grab some friends and get
Bailey, Dan Sweetser, Arthur Seidman, Tommy Yeoh, Ori
ready to explore and experience BattleCON!
Avtalion, Jason Myers, Kathleen Edgington, Francisco
It is my sincerest hope that BattleCON brings you
Marchante, Francis Ramirez, Antonio Ferreiro, Brandon
endless hours of entertainment with friends and family!
Myers, Gille Molina, Daniel Kester, Brandon Blick, Rex
Happy gaming!
Wong, Nathan Nabeta, Augusto Rodrigues, Tatiana
Rocha Couceiro, Mickaël Garcin, Shane Murphy, Steven
Christopherson, Paul Elliot, Matthew Collier, Bradley
Collier, Jessica Miorin, Aiden Thayer, Jonathon Belanger,
Jayson Stevens, John Parmalee, John Kirk, John Celino,
Joseph Tenney, Bo King, Mark Hadley, Lorenzo
Ballatones, Ryan Lawrence, Andrey Trubitsin, Thomas
Woodruff, Sean Whetton, James Johnes, Bryan Graham,
Marco De Santos, Aaron Gresham, Matthew Locklin,
D. Brad Talton Jr.
Matthew Fournier, Dmitry Trubitsin, Danil Trubitsin, C.
Lead Designer
A. DuChane, Dennis Crenshaw, Mark Roberts, Ari
Tykkyläinen, Ryan Gerstein, Vladimir Perepelkin, Noah
Bogart, Steve Ripberger, Ar-j Castelo, Icon Ortega, Kiko
Santos, Travis Schneider, Nick Eglinton, Richard
Peppers, Ferdinand Andrew Capitulo, Helder Araújo,
Paul Ellison, Joseph Romero, John Hood, Joe Zabrowski
Special Thanks BattleCON, World of Indines, Logos, Characters, Cards, Box
Kevin Brusky, Kevin Bridgeman, Steven Pettit, Steven Design, and all other included materials are © 2013 by Level 99
Thompson, Tom Vasel, Lynda Yang, Brandon “Ragnar” Games, all Rights Reserved.
3
Johnson, Mac Ko, Mark Hadley, Alex Sieland, Redd
Cohen, Ben Klein, Mandy Goddard, Christopher Badell
Game Components If any components are missing,
• 1 Folded Game Board damaged or defective, you can visit
• 4 Life dials (which must be assembled) www.battleconnection.com to contact
• 1 Time dial (which must be assembled) Level 99 Games and acquire
• 6 Sheets of punch-out tokens replacements at no charge.
• 451 Game Cards, including:
• 24 Standard Bases
• 12 β (Beta) Bases
• 5 Lesson/Flight cards
• 4 Tag Bases
• 4 Special Action Styles
• 4 Reference Cards
• 6 Ex Bases
• 6 Almighty Bases
• 4 Scenarios’ worth of Boss cards (See scenarios
for card lists)
• 30 Fighters’ worth of additional cards (See
characters for card lists)
• 6 Dungeon Randomizer Cards
• 5 Plastic Stands
• 12 Oversized Arena cards with two sides
• BattleQUEST Dungeon Rulebook
• This rulebook
4
What is BattleCON? Learning the Game
Don't be intimidated by this rulebook or the
number of cards in the game! BattleCON is an
extremely simple game, and most of the cards and rules
in this book exist to allow you to play different variants
and to increase the replayability of the base game. In fact,
each player will usually only use 14 cards over the course
of a duel.
If this is your first time playing, use characters listed
as 'Novice' in the character guide (Shekhtur, Eligor,
BattleCON is a board game based on the principles of Pendros, Alexian, Marmelee, or Karin & Jager), and
intense action, direct confrontation, and tactical follow along with the graphic quick-rules comic. After
positioning present in fighting video games. Unlike its you feel comfortable with the basic mechanics and rules,
peers in console gaming, however, BattleCON provides you can gradually explore the more advanced characters
strategic elements and a more thoughtful pace–allowing and play variants.
the player to choose carefully his next moves and gauge
his opponents’ strengths and motives.
BattleCON is a standalone game that comes as a Flights
complete boxed set. There are no random packs to buy, The game has been divided into 5 separate Flights.
no exclusives, and no chase cards–you get the complete These Flights release more complex characters over time
game up front in the box. as you play and master the game.
While you can expand BattleCON with additional Follow along with the insert included in the game box
sets featuring new characters, there is no buy-in to collect to see the difficulty associated with the Flights, and
more powerful cards and no expensive rare cards to chase introduce new elements to the game at a rate you feel
down–when you get a box, you know exactly what you comfortable with.
are getting.
5
Selecting a Character to Match your Style
Choosing what character to master first is a big part of BattleCON. Pick one character and try them to see if their
style matches up to what you like. Once you find the one you want to play, stick with them and master how they fight, as
well as how they interact with the other characters. Not all matches will be as easy as others, and some will require
radically new strategies that use your kit in unconventional ways. See if you can master all 30 characters!
Here are some of the classes of fighters you’ll encounter...
Counterattacker
Counterattackers utilize defenses to deal more damage than their opponents, even while
trading blows. They typically possess superior defensive abilities. It’s not enough to hit these
types–you must think specifically about how to avoid their retaliation.
Fighters: Eligor, Rexan, Adjenna, Iaxus
Disruptor
Disruptors are fast and capable fighters who excel at shutting down enemy actions. This is
usually accomplished by going faster and stunning the opponent, but sometimes through
anticipatory use of special effects. Predicting and responding in kind is the key to victory.
Fighters: Shekhtur, Ottavia, Clinhyde, Aria, Byron
Specialist
Specialist fighters utilize extremely potent triggered effects and special powers. Opponents
must always be careful to keep track of what options are in their hands, because ignoring the
capabilities of these fighters can be deadly.
Fighters: Marmelee, Runika, Oriana, Lesandra, Lymn, Endrbyt
Heavyweight
Heavyweights are all about power. No matter how strong your counterattack is or how good
your disruption, they probably don’t care. The best thing to do is get out of the way, as missing a
powerful attack can be extremely costly for one of these fighters.
Fighters: Alexian, César, Mikhail
Brawler
Sometimes all you have to do to win is fight better than the other guy. Brawlers specialize in
well-rounded combat, and are typically quite mobile. Their abilities serve to boost their already
formidable combat skills and stats, rather than to overwhelm with flashy effects.
Fighters: Pendros, Arec, Joal, Gerard, Clive, Gaspar
Tactician
Tactical fighters use the setup of characters and markers on the board to their advantage,
typically by setting out markers and controlling the spacing of a fight. They require some setup to
get their best moves working, but once they get their attacks set up, many are unstoppable.
Fighters: Karin, Kajia, Voco, Kaitlyn, Malandrax, Tanis
15
Many characters fit into more than one category, and many can be played multiple ways
once you get used to their styles. Try them all and see who fits your gameplay the best!
Gameplay Overview Character Card Overview
Your primary goal in BattleCON is to win matches Characters are specific personas that you use on the
against other players in a head-to-head battle. Both you field of battle. Each player will select a different character
and your opponent will select one of the thirty fighters in at the start of the game and must use all of the styles and
the game and play a match. bases that are associated with that specific character.
A single match consists of two or three duels. A duel
is a complete game, beginning at 20 life points and Each character card has the following components:
ending with one player reaching 0 life. A single duel takes 1. Name – The name of the character.
between 10 and 20 minutes, so a match is typically 2. Unique Ability – One or more unique abilities that
between 30 minutes and an hour long. The player who this character possesses. These are staples of their
wins two out of the three duels is declared the winner of personal strategy and are used during gameplay.
the match.
In the course of a single duel, the goal of each player Each character also comes with a Reference card that
is to reduce their opponent's life total to zero or fewer you should give to your opponent. This helps both
points. The first to accomplish this is declared the winner players to understand the play style of your opponent
of that duel. more quickly and get to the heart of the game.
A duel consists of up to fifteen rounds, called beats. In Some characters are more difficult to learn than
a beat, both players act simultaneously as they play out others, or require a familiarity with the core gameplay
all of the steps of the beat. There are no 'turns' in that makes them difficult to learn first. We suggest
BattleCON–both players are constantly engaged in the starting with the ‘Novice’ characters from Flight 1 (Eligor,
conflict. Shekhtur, Alexian, Karin, Pendros, and Marmelee). The
difficulty rating of a character can be found in their
If you’re just learning the game, it is recommended to use strategy section at the end of this book, or on the Flight
the two characters ‘Shekhtur Lenmorre’ and ‘Eligor Guide sheet.
Larington’ and follow along with the introductory rules
comic on page 6. After following through the comic, you can
use the detailed rules here to answer any questions that
come up as you play the game.
16
Base Card Overview Style Card Overview
These cards are printed with their numbers aligned to These cards are printed with their numbers aligned to
the left and may be either unique to a character or the right and are all specific to a certain character. Each
generic. Those that are unique to a character have that style can be paired with a base to form an attack pair. A
character's picture on them. Bases are the foundations of style has the following parts.
an attack pair. All bases have the following parts. 1. Name – The name of the style. This pairs with the
1. Name – The name of the base. name of the base to form the name of the attack. For
2. Range – This is what distance the attack will strike example, a 'Magnificent' style and a 'Drive' base combine
at. Some ranges are expressed as two values (i.e.: 1~4). to form the 'Magnificent Drive' attack.
These ranges target all spaces included in the range (so 2. Range Modifier – The range of the attack is
1~4 would target spaces at range 1, 2, 3, and 4). Attacks modified up or down by this amount.
with a range of N/A will never hit unless they have some i. If only one side of the attack has a variable
special effect that says they do. Range can never be less range like (1~4), add the single number to both sides (so
than 0. 1~4 plus 2 would be 3~6).
3. Power – This is how much damage the attack will ii. If both sides of the attack range are variable,
do. Attacks with a power of N/A will not do any damage. calculate the complete range by adding the highest and
Power can never be less than 0. lowest parts of both sides (so 1~4 plus 2~4 would be
4. Priority – The speed of the attack. Higher priority 3~8).
attacks have the advantage of going first in combat– 3. Power Modifier – The power of the attack is
allowing you to stun or escape your opponent in many modified up or down by this amount.
instances. Priority may be negative on some attacks. 4. Priority Modifier – The priority of the attack is
5. Effects – Special effects that are part of the attack. modified up or down by this amount.
These are explained in more detail later. 5. Effects – These effects are added on to the effects
of the base, giving the attack additional powers. Style
effects work the same way as base effects.
1 1
2 2
3
3
4
4
5
5
17
Finisher Card Overview Special Cards
Each character has a Finisher card that they can make There are several kinds of special cards in the game,
use of during play. The finisher card looks just like a style, used by specific character kits. They are explained in
except that it has a white or black overlay and a complete complete detail on their respective characters’ Unique
border around the edge. A finisher is not half of an attack Ability cards. These are:
pair though–it replaces the entire attack pair and Runika Zenanen’s Artifacts (5)
whatever base you play does not modify it. Clinhyde Eight’s Stim Packs (3)
Lesandra Machan’s Familiars (5)
Malandrax Mecchi’s Traps (4)
Iaxus the Shattered’s Planes (5)
Clive Melmont’s Modules (9)
Gerard Matranga’s Mercenaries (8)
18
Dial to show 15 beats. After recycling at the end of each
Game Setup beat, you will reduce this count by one.
1. Character Selection - Each player chooses one 3. Initial Discards - Each player chooses two bases
character (choose secretly in a competitive game). They and two styles*. These will form two pairs that should be
take all of that character's cards (1 character card, 5 styles, placed in discard 1 and discard 2 respectively. These
1 finisher card, and 1 base), plus a set of generic bases (6 cards will not be available at the start of the game but
bases–Strike, Dash, Drive, Grasp, Burst, and Shot), to will become available soon. Make sure your two discard
form a starting hand. Each player should also find any piles are clearly separated and that you know which is
tokens, counters, markers, or extra cards that their which, as they both have very important functions (see
character uses and place them beside their character card “Recycle” for more information).
or into play as specified by their Unique Abilities. 3b. Character Setup - Some characters (particularly
Each character also has a quick-reference card that advanced characters) require some additional setup. The
details their styles and bases. Trade reference cards with character’s Unique Ability will tell you what extra setup
your opponent, so you have an idea of what his steps they may have to complete.
capabilities are. 4. Game Start - Once you have completed these
Each character’s complete kit is listed below their actions and filled both discard piles, you are ready to
portrait in the character guide later in these rules. The name begin the game.
of the character kit a card belongs to is always listed in the
bottom center of the card. * When learning the game or trying a new character, the
2. Board Setup - Place the players on the second and bases and styles marked with a ‘1’ and ‘2’ form the starting
sixth spaces respectively (as shown below), so that each discard piles. These are optional, but are intended to help
character is on its owner's left hand side of the board. you to set up the game and jump into a new character
Use the spinning life dials to keep track of each player's quickly.
life points. All players start with 20 life. Spin the Time
19
1 - Select Attack Pairs
Each player chooses one style and one base from his
hand, then places those cards face down in front of him
where their opponent can see the backs of the cards
clearly. A legal attack pair always has one red-backed
and one blue-backed card. Once both players have
attack pairs placed down in front of them, move on to the
next step.
Attack Pairs
An attack pair is formed by selecting one style and
one base from the player's hand and placing those face-
down in front of him.
An attack pair has the power, range, and priority of
the base, plus the modifiers specified on the style and all
the effects of both cards.
Since there are 5 styles and 7 bases, each character
has 35 possible attacks (and even more when you factor in 2 - Ante
Unique Abilities!)
A character's unique ability may provide that
character with tokens, markers, or other ante powers that
Objective are used during this step. Powers that can be used during
this step will instruct you to do something ‘as an ante...’
The objective of each duel is to reduce the opponent's
or ‘during ante...’
life points to zero before your opponent can do the same
The most common things to ante are Tokens. A
to you. The first player whose life points reach zero is
token's exact effect depends on the unique ability of the
eliminated, and the remaining player is declared the
character using it. Almost all ante options are granted by
winner of the duel.
Unique Abilities on your character card.
A duel has a time limit of 15 beats. At the end of the
Tokens are in a character's “token pool” area until
15th beat, if no player has eliminated the other, then the
they are used. After being used, they are typically moved
player with the highest life total is declared the winner.
to a “token discard pool.” You can use any space on the
board for these two pools. As long as you know which is
Play Sequence which, it doesn’t matter.
Unless otherwise stated by a character's unique
Every round of BattleCON follows a similar pattern. ability, tokens are discarded to their own separate discard
Each of these steps is done by each player simultaneously pool and cannot be retrieved except by the effects of that
(or in priority order, after the reveal step). character's styles and bases. Not all characters are able to
1. Select attack pairs retrieve their tokens, so pay attention to your options for
2. Ante recovery before you use them recklessly!
3. Reveal attack pairs Starting with the player who had higher priority
4. Execute attacks during the previous beat (or randomly, on the first turn),
5. Recycle players take turns anteing. Players may always ante more
(as far as their unique abilities allow), but antes can
never be taken back. Once both players have
consecutively elected to pass on anteing further, move on
20
to the next step.
characters are at range 1, and characters at the start of a
3 - Reveal Attack Pairs match are at range 4).
Both players simultaneously flip over their face-down
attack pairs. Any Reveal Effects occur at this time. Reveal
effects can occur in any order the players wish. * It is possible for some effects, such as Eligor’s Counter
After resolving all Reveal effects, check the priorities style, to stun the Active Player. If this happens, his attack is
of both attacks (considering any modifications provided skipped, and you should move straight to the next step,
by tokens, styles, and passive special abilities). If the Reactive Attack.
total priorities tie, then a clash occurs.
Reveal effects do not have any timing, and only serve to
improve the priority of the styles they are printed on.
Players can execute Reveal effects in either order, even
simultaneously. They continue to provide their benefits, even
after a clash, and are never activated more than once per Special Ranges
beat. Some attacks have special ranges of X or N/A. These
attacks are treated differently than normal.
Attacks with a range of N/A (on either side of the
Priority Tie? - Clash! attack pair) never hit opponents.
In a clash, both players must play a new base face- Attacks with a range of X (on either side of the attack
down from their hands. They simultaneously reveal the pair) have their range defined by some special passive or
played base and put it on top of the old one, hiding the triggered effect. Range boosts or penalties do not apply
effects and stats of the original base and forming a new to these special ranges–they can only hit or miss due to
attack. Players then check to see if another clash has their effects.
occurred. If it has, continue again as above.
If any player runs out of cards during the clash, then
both players skip directly to recycling their top attack
pairs (without activating any End of Beat effects) and a
new beat begins.
During the Recycle step, only recycle the top
attack pair (the one your character actually executed
after all clashes), and return all other cards to your
hand.
4B - Reactive Attack
If the Reactive Player is not stunned, then he may
activate his attack by following the same steps as the
Active Player. A stunned player skips activation entirely,
including any Before Activating and After Activating
effects.
Once the reactive player has resolved his attack (or
been stunned), move on to the next step.
5 - Recycle
Both players activate any End of Beat
effects they possess. If both players have
End of Beat effects, the Active Player
executes all of his effects first. End of Beat
effects will still be executed by the
reactive player even if he was stunned.
Finally, both players:
1. Pick up their second (outermost)
discard pile,
2. Move their first (innermost) discard
pile into their second discard pile, and
3. Move the attack pair they just
played face-up into their first discard
pile.
Once you have recycled your
discard piles, advance the turn timer
by one beat, and you are all set to start
the next beat!
22
of his End of Beat effects. You always perform these
Resolving Effects effects, even if stunned.
During the course of the game, you will need to
resolve many special effects that your attacks have. How Status Effects
to resolve these effects is explained in detail here. Some triggered effects will apply powers to the next
There are two kinds of effects, Passive Effects and beat of combat. These are called “Status Effects” and are
Triggered Effects. separate from the cards, tokens, or abilities that generate
Passive effects are always active from the time the them. The box contains some tokens that you can use to
attack is revealed until the end of the beat. For example, track status effects, but status effects are not tokens.
Shekhtur’s Combination Style states "This attack does not
hit opponents at range 3 or greater." This is a passive effect Movement
and should be followed as long as it is face-up on the Many effects will cause characters to move. The only
player's current attack pair. Its instructions should be way to move on the board is by these effects or by the
obeyed by both players at all times. unique abilities of characters.
Triggered effects have two parts: a trigger and an Movement will be specified by triggered effects or a
effect. An example of a triggered effect might be "Before character's unique abilities in the form of effects such as
Activating: Advance 1 or 2 spaces." This means that the “After Activating: Advance 1, 2, or 3 spaces.” When you
effect is triggered and resolved during the Before move, you move into and out of each space on the way to
Activating step (during step 4 of the turn). If a player has your destination.
multiple triggered effects with the same trigger, then he There are 6 kinds of movement:
chooses what order to activate them. All triggered Advance – This movement brings you closer to an
effects are mandatory–you must use them when they opponent. (ex : “Advance 1, 2, or 3 spaces”)
trigger.
If triggered and passive effects would conflict with
one another, the passive effects take precedence.
Triggers
Reveal: This effect happens as soon as cards are
revealed. There is no priority order on these effects, so Retreat – This movement takes you farther from an
they all happen simultaneously. opponent. (ex: “Retreat 1 or 2 spaces.”)
Start of Beat: This effect happens after priority is
determined. The active player performs all Start of Beat
effects, then the Reactive Player performs all Start of
Beat effects. You always perform these effects, even if
stunned.
Before Activating: This effect happens when a player
begins activating his attack. You will not perform your Pull – This movement brings an opponent closer to
attack (or these effects) if stunned. you. (ex: “Pull the opponent up to 2 spaces”)
On Hit: This effect happens immediately when you
confirm a hit against an opponent. Many On Hit effects
target ‘the opponent’, meaning the opponent that you
confirmed a hit against.
On Damage: This effect happens immediately after
you apply 1 or more damage (not life loss) to an
opponent. Many On Damage effects target ‘the Push – This movement puts an opponent further
opponent’, meaning the opponent that you damaged. from you. (ex: “Push the opponent up to 2 spaces”)
After Activating: This effect happens after your
attack finishes activating, regardless of whether or not it
hit. You will not perform this effect if you do not activate
your attack due to being stunned.
End of Beat: This effect happens before recycling
your discard piles. The Active Player activates all of his
23
End of Beat effects, then the Reactive Player activates all
Move – You may choose either direction for this
movement. (ex: “Move 1 space”) ‘Advance’ and ‘Pull’ just determine the initial
direction of the movement. It’s possible to pull
someone past you so that they are farther away
than when they started, and it’s possible to
advance far past someone in order to create
distance. These are just two examples of how
Move directly – Teleport immediately to the space these effects might be used to set up a ranged
specified. Any repercussions of the movement, such as position, even when they normally close distance.
triggers that state ‘if you switch sides’ or ‘if an opponent
switched sides’ still occur. All restrictions on movement
still apply to Direct Movement (ex: “you cannot move
past Eligor” would prevent the Direct Movement below).
When Direct Moving, you do not move into the
spaces between your destination and your position, as
with normal movement. Instead, you move out of your
current space and straight into the destination space (ex:
“Opponents cannot enter spaces adjacent to Eligor”
would not stop Shekhtur’s Direct Movement below).
24
Because Eligor has no Stun Guard or Soak effects, he
takes 1 damage and is stunned. He will not be able to use
any of his effects, since Before Activating is an Attack
trigger, and he will not attack this beat. Common Effects
Lose Life – Effects that say “lose life” do not ever
Example 2 - Taking no damage: Eligor uses cause stun. Only effects that “deal damage” can cause
'Chained Aegis' with 3 tokens (priority -1, Soak 3, Stun stuns. Soak does not prevent loss of life from these
Guard 6) and Shekhtur uses 'Jugular Grasp' (priority 7). effects. Loss of life can never reduce a player to below
Shekhtur will hit first, dealing 3 points of damage to 1 life.
Eligor. Eligor has Soak 3, which reduces the damage he
takes by up to 3 points. Thus, he takes 0 damage. Because Stun Guard – A number will be specified (ex.: Stun
he has not taken any damage, he is able to retaliate and Guard 5, Stun Guard 3). Whenever the player takes
score 2 damage on Shekhtur. damage this turn, he is not stunned unless the total
damage taken this turn is greater than his Stun Guard
Example 3 - Stun Guard greater than damage: rating. Stun Guard is always a passive effect. Attacks with
Eligor uses 'Vengeful Strike' (priority 3, Stun Guard 8) no Stun Guard specified have an implied Stun Guard of
and Shekhtur is using 'Spiral Drive' with 2 tokens zero.
(priority 6). Shekhtur will hit first, as usual, and deal 3 If a player would take damage multiple times in a
points of damage. Eligor takes the damage, but because turn, Stun Guard applies separately to each one. The
the damage is lower than or equal to his Stun Guard player must take damage higher than his Stun Guard in a
value, he is not stunned. He can hit Shekhtur back for 5 single attack for his Stun Guard to be broken.
damage.
25
Soak – A number will be specified (ex.: Soak 3, Soak Markers, Tokens, Counters
1, Soak 2). Whenever the player would take damage this There are three kinds of pieces in the game that are
turn, he reduces the damage taken by the amount governed by similar rules. A Character’s Unique Ability
specified. Multiple Soak effects stack together (so Soak 3 will typically grant them one or more of these kinds of
+ Soak 1 = Soak 4). Soak is always a passive effect. game pieces to use.
If a player would take damage multiple times in a
turn, his Soak applies to each individual time he would Tokens
take the damage. All Tokens are circular.
Tokens are typically either in an character’s Token
Stun Immunity – The character cannot be stunned Pool or Token Discard Pile. Tokens in the Token Pool
by any means or effects. Stun Immunity overrides any can be anted during the ante phase. Tokens with
effect or damage that would normally stun a character. It identical names (such as Gold or Magic Point) can be
does not prevent any damage. anted together as a stack of 1 or more tokens. Tokens
with different names (Fear, Mercy, etc) must be anted
Opponent is Stunned - The opponent becomes one at a time.
stunned. This ignores any soak and stun guard effects the Unless otherwise stated, a token goes to its owner’s
opponent may have, but will not bypass Stun Immunity. discard pile immediately once anted. The token’s benefit
is called a Status Effect. All such Status Effects go away
You/Opponent has +/- X Power/Priority/Range - during the recycle step unless otherwise noted.
Effects like this are called ‘status effects’. Unless a status Markers
effect says otherwise, it starts working right away, and
All Markers are diamond-shaped.
stops working when cards recycle after the end of the
Markers occupy spaces in the play area. Markers can
beat.
occupy the same spaces as characters and other Markers
If a status effect starts working later or works longer
without interference. A Marker does not count as
than the current beat, it will say something like “You
‘occupying the space’ the same way that a character
have +2 priority during the next beat” or “The opponent
standup does.
has -1 power until the end of the next beat.”
Two markers with the same name and controlled by
the same character cannot occupy the same space. For
Attacks at range X do not hit you - This is called a
example, Aria can have her ‘Turret’ and ‘Magnetron’
‘dodge’ effect, and typically lasts for as long as the cards
Markers in the same space, but Voco cannot place two
which revealed it remain in your attack pair. Dodge
‘Zombie’ Markers in the same space. Many Unique
effects prevent a hit from being scored against you, which
Abilities give specific rules for marker placement that
prevents all damage, On Hit, and On Damage effects
may supersede these rules.
from taking place. You are simply considered ‘out of
range’ of the attack. Counters
All Counters are pentagon-shaped.
Discard additional styles/bases - Some effects will cut Counters are used for keeping track of things that
down your options by making you discard more styles cannot be represented by Tokens or Markers, such as
and bases from your hand. These go to the discard pile Adjenna’s Petrification Ability or Kajia’s Infestation
specified and cycle around normally. If no discard pile is Ability. Counters work differently for each character who
specified, they go to the discard with your current attack controls them, so make sure to check out the characters’
pair this beat. individual abilities to see how their counters function.
During the set phase, if a player somehow has no
styles or no bases in his hand, then the beat ends Standups
immediately and discard piles recycle again, leaving one All Standups are tombstone-shaped.
pile empty temporarily. Each character has a Standup that they use during the
game to display their position on the board. Two
opposing standups can never occupy the same position
on the board. When a character is moved, pushed, or
pulled, it is always their standup that this applies to by
default, unless some other effect dictates otherwise.
26
Variant #1
Variants Ante Finishers
Now you know how to play the core BattleCON Difficulty: Novice
game, but that’s just the beginning! The Variants section Once you are familiar with the basic game, you can
will allow experienced players to incorporate arenas, try playing with finishers to add an exciting new element
finishers, alternate bases, and more into your games! to each game.
It will take many, many games to experience Before the duel begins, each player secretly decides
everything BattleCON has to offer, but that’s the fun of which side of his finisher card he wants to use. Together,
it! Keep exploring new play modes, and you’re bound to both players reveal their finishers at the start of the duel.
find new things to challenge you and your friends. The finisher cards sit off to the side of the board, near the
character cards for each player.
You can check your opponent’s finisher at any time. It
cannot be switched to its reverse face during the duel.
27
Variant #2 Action with a Grasp or Shot (or if you try to activate a
Finish and your life total is too high). A Cancel occurs
Special Actions before any reveal effects or passive effects begin working.
Place the attack pair revealed by your opponent into
Difficulty: Novice Discard Pile 1 (in multiplayer, do this only for the
Special actions are powerful tactical maneuvers that nearest opponent). Then each player selects a new attack
can be used only once over the course of a duel. They are pair from their remaining cards and places it face-down.
recommended for all play modes once players are Any antes continue to apply to your new attack, but
comfortable with the basic game and add an extra layer there is not another ante step. Once both players have
of strategic options to any matchup. Special Actions are selected, reveal the new attacks. For the Cancel beat and
standard for tournament play, and all the characters have the beat after, your opponent will have one fewer style
been balanced against each other with Special Actions in and one fewer base than normal.
mind. If both players Cancel simultaneously, they must both
Each player takes one Special Action card at the start choose new attacks secretly, and only their Special
of the duel. The special action card looks identical to a Action cards go to discard pile 1 (rather than being removed
style on its reverse face. as normal).
During any beat, the player may play his Special
Action style in conjunction with a base from his hand, Finisher
just like a normal attack pair. During the Reveal step, but As in a normal game, you should select your
before any Reveal effects, the special action is executed. Finisher’s side during setup.
The effect that is executed changes depending on If Special Action is paired with a Strike, Drive, or a
which base is paired with the Special Action. For character's Unique Base, then the character's selected
example, pairing Special Action + Burst would activate Finisher is executed. A character must have 7 or fewer
the Pulse effect. Pairing Special Action + Grasp would life points to use a Finisher, otherwise the Finisher
activate the Cancel effect. becomes a Cancel instead.
After a Special Action is used, it is removed from the Continue the beat as normal, but with your
game until the end of the duel, and the card paired with character's Finisher move completely replacing your
it returns to the owner's hand. attack pair for the beat.
During a Pulse or Finish Special Action, your discard Finishers always win priority ties without clashing. If
piles will not recycle during the Recycle Step. two finishes clash, place both Special Action cards in
Special Actions return to your hand between duels. discard pile 1 (instead of removing them from the game)
Pulse and both players select new attack pairs (just like if they
had both canceled simultaneously).
Pulse is the ultimate defensive tactic and triggers if *Note: If you play with Ante Finishers (Variant #1)
you pair the Special Action with a Burst or Dash. and Special Actions together, the Special Action can only
Negate the opponent's entire attack pair. Treat it as be used to Cancel and Pulse, never to execute a Finisher.
though they played nothing at all. Rearrange all standups
on the board however you wish.
If multiple players Pulse simultaneously, the pulses
cancel out and positioning remains the same. The Special
Action cards go to discard pile 1 instead of being
removed from the game permanently.
Do not advance the Time Dial the beat that a Pulse is
revealed. Additionally, Unique Abilities that do
something ‘at the end of the beat’ stop working during
the beat a Pulse is revealed.
Cancel
Cancel allows you to block an opponent’s attack pair,
and is excellent when you feel overwhelmed by an
opponent’s options. It triggers if you pair a Special
28
Variant #3
Arenas
Difficulty: Beginner
The game box includes several double-sided arena
cards. These represent locations within the World of
Indines where the environment has specific effects on the
battle. Arenas can be used in conjunction with any other
game mode, but they are most interesting in one on one
duels.
After selecting characters, randomly select one of the
arena cards. If both players agree, the player who most
recently lost a duel (the challenger) may choose the
arena. Reveal the arena’s Green-bordered side before Variant #4
starting discard piles are selected, and follow any Entry
instructions the arena has. EX Duel
During gameplay, simply follow any instructions on
the Arena card as they become relevant. Difficulty: Intermediate
Each Arena in Devastation of Indines has a Turning EX Fighters possess a different set of bases and more
Point. When this condition is fulfilled, the arena flips powerful abilities than ordinary characters. Any
over, and its new rules replace the old ones. character can become an EX mode fighter by simply
Some Arena reverse sides have Entry triggers. These swapping out their six generic bases with the EX bases
effects take place at the point when the Arena flips to that (Grip, Riposte, Crush, Blitz, Slide, and Bolt) and by using
side. their EX ability listed in the rule book rather than the
one printed on their character card.
In addition, an EX Fighter’s Unique Base(s) has +1
power over its printed value.
EX Fighters are faster and stronger than ordinary
characters but not impossible to defeat. Consider letting
your opponent play EX to create a more challenging
game. A tag team of two characters also provides a close
matchup for a single EX Fighter. The base game box does
not contain additional tokens required for some of the
EX Fighter Unique Abilities, but these are easily
improvised by using any kind of generic counter.
If you have two copies of the game, both players may
play EX Fighters against each other for a more high-
powered duel.
29
Variant #5 Variant #6
Almighty Duel β Duel
Difficulty: Intermediate Difficulty: Advanced
Almighty Fighters possess a different set of bases and β (beta) bases (Counter, Parry, Jab, Feint, Throw, and
vastly more powerful abilities than ordinary characters. Wave) are an alternate set of standard bases that allow
Any character can become an Almighty Fighter by simply you to utilize an alternate move set for any character in
swapping out their six standard bases with the Almighty BattleCON. These six bases replace the normal set of six
bases (Slam, Blaster, Breaker, Rush, Roll, and Cannon) bases, and allow for more technical and strategic play. β
and by using the Almighty Unique Ability listed in the Characters use the same Unique Ability as Standard
rule book instead of the one printed on his character Characters.
card. You can play a β Character against a standard
In addition, an Almighty Fighter’s Unique Base has character with no special handicaps or setup, but this
+1 power and +1 priority over its normal printed values. vastly different set of standard attacks are bound to throw
Almighty characters are disproportionately faster and even advanced players for a loop and force you to explore
stronger than ordinary characters. A Tag Team of EX new strategies.
Fighters may stand a chance against an Almighty Fighter,
but it will be a difficult fight. Normal fighters should not
fight against Almighty Fighters (except in 3v1 Boss
Mode). The game box does not contain additional tokens
required for some of the Almighty Fighter Unique
Abilities. If you have two copies of the game, both
players may play Almighty Fighters against each other for
an epic-level duel.
Variant #7
Lesson Duel
Difficulty: Master
On the reverse of the 5 flight cards are 5 Lesson
Cards. These can be used in a duel to give a handicap to a
weaker BattleCON player. Just put all 5 Lessons face-up
in front of the player using them. When a Lesson Card
becomes relevant, flip it face down.
Lesson cards are failsafes that allow new players to
erase their mistakes and learn the ropes of a character
with less pressure. As a more experienced player, it may
be up to you to point out when Lesson Cards become
relevant, or to talk your opponent through the best move
for the situation.
Good luck teaching your friends BattleCON!
30
Mode #2
Modes Character Teams
Modes are new ways of playing BattleCON, and take Difficulty: Novice
the game in drastically different directions. You can play In this mode, players build a team of three characters.
Tag Teams, take on huge bosses, and even fight through Rather than using the same character in all three duels of
dungeons! a match, players will switch between members of their
teams for each duel.
Starting with the player who most recently lost a duel
Modes and variants can mix
(the challenger), players take turns selecting characters
together–sometimes. Check an individual
to add to their teams. If multiple copies of the game are
mode to learn about how the different
present, players may both choose the same character.
variants interact with it.
However, the same character may not appear more than
once on a single team.
At the end of each duel, both players must secretly
choose a different character to participate in the next
duel. Once a character has been used, regardless of
whether they won or lost, they cannot be used for the
remainder of the match.
Optionally, play the final duel of a Character Teams
game with EX characters (Variant #4) for a thrilling high-
power endgame!
Available Variants: Ante Finishers, Special Actions, Arenas,
EX Duel, Almighty Duel, β Duel
Mode #3
Tag Teams
Difficulty: Intermediate
In this mode, players build teams of two or three
characters to participate in a Tag Team duel. In a Tag
Team, players may switch characters dynamically during
Mode #1 the course of the game.
Players decide on how many characters will be in
Classic Duel both teams; then starting with the player who most
recently lost a duel (the challenger), players take turns
Difficulty: Novice
selecting characters to add to their teams. If multiple
This is the basic way to play BattleCON! If you follow
copies of the game are present, players may both choose
along with the quick-start rules comic earlier in the
the same character. However, the same character may not
guide, you’ll learn everything you need to know about
appear more than once on a single team.
how to duel in BattleCON.
Each character in the tag team will have their own set
Available Variants: Ante Finishers, Special Actions, Arenas,
of normal bases, their own discard piles, and their own
EX Duel, Almighty Duel, β Duel
hands. Each character on the team uses a separate life
total, and all start at 20 (or 30/40 when using EX and
Almighty characters)
When setting up, players add a Tag base to each of
their fighters’ hands and remove the Dash base. Players
secretly choose which member of their team will be their
starting character, as well as the Finishers for both
characters. They then reveal these together.
31
Mode #4
When the Tag base is played and triggers a swap the
player who used it must change characters. To do this, he
chooses the new character to 'tag in'. He sets the current
character’s hand aside, then picks up the new character’s
Multiplayer Modes
hand and continues play. Each character has their own Difficulty: Intermediate
Special Action card. Multiplayer modes allow 3 or 4 players to all
Since it can be confusing to have multiple sets of participate in a single duel at once. Players are
discard piles and hands, we recommend placing one set encouraged to play 2 vs 2 teams, or to try the “Boss
of discards on the left (and rotating left) and placing the Mode” scenarios included later in the book. Free-for-all
other on your right (and rotating it right). Making one play is not supported by these multiplayer modes.
character your ‘left character’ and another your ‘right In Multiplayer games, you will use all 9 spaces of the
character’ can make Tag Teams play much more game board (the 7 lighter spaces plus the 2 darker spaces
smoothly. at the end of the board).
When a character's life is reduced to zero or less, the Players begin on the 3 and 7 positions of either track
player may make a free 'Tag' action during the Recycle (marked with a red and blue dot). When playing teams,
step, if he has any characters remaining in his team. teammates should both begin in the same space. The
Additionally, if he already used his Special Action, he game is played just as normal, with each player keeping
receives a new Special Action card from outside the track of their own life points.
game. A player should never have more than one Special Available Variants: Ante Finishers, Special Actions, EX
Action card. Duel (see 2v1 boss mode), Almighty Duel (see 3v1 boss mode), β
When a player loses his final character, he loses the Duel, Arenas (player discretion advised)
game.
Available Variants: Ante Finishers, Special Actions, Arenas, Note the changes below when playing with 3 or 4
EX Duel, Almighty Duel, β Duel players:
32
Multiplayer starting setup
Movement Changes
Opposing characters can be 'hopped over' during
movement, but friendly characters can occupy the same
space. However, when two opponents are on opposite sides
Enemy characters are hopped over as normal (even if of the attacker, the attacker chooses which direction to
there are multiple enemies in the same space). Two attack, and thus which target to hit.
enemy characters who are in adjacent spaces to one
another act like a wall. They cannot be 'hopped over'.
33
positions to start a new duel. Do not adjust the winner’s
Reveal Changes life, Markers, Counters, or Token Pool, but otherwise set
If there are priority ties between members of up as though a new match were beginning.
opposing teams, then the player whose teammate has As soon as a player’s final character is defeated, he
higher priority takes precedence. Only trigger a clash if loses the game!
both members of both teams are tied. Available Variants: Special Actions
If members of the same team are tied, they do not
clash. Instead, they may decide among themselves which Mode #6
order they wish to act.
Players execute attacks in priority order, starting with Tournament Mode
the highest priority down to the lowest. A player who is
stunned at any point during the beat will miss his Difficulty: Intermediate
opportunity to act later on. Tournament mode enables any number of players to
If a player has no teammates, he wins priority ties participate in a battle for the title of Champion of
without clashing. Indines. Optional tournament prize kits are available
*Notes: Teammates can talk freely, but anything they from Level 99 Games and contain posters, bonus
say must be said out loud to all present. You can make team characters, and other exciting prizes for running your
games more unpredictable, faster, and chaotic by tournament event. A prize kit is not necessary to play,
disallowing teammates from showing one another their but does turn an afternoon of gaming into a memorable
cards and forcing them to guess what moves will have the even with keepsakes for all.
best synergy with each other! Test your coordination! One player should act as the tournament organizer
and should not participate in the rankings of the
tournament. This player may be called on to mediate the
Nearest Opponent / the Opponent rules or resolve disputes between players impartially.
Typically the player with the most experience and rules
Many effects work on ‘the nearest opponent’. If
understanding should act as tournament organizer.
multiple opponents are equidistant, the player activating
For every 4 players participating in the tournament,
the effect should decide as he does so which one it will
you will need one box of the BattleCON: Devastation of
target. If an effect does not specify a specific opponent
Indines or another BattleCON base game (so a 32-man
and just says ‘an opponent’, then the player should
tournament would require 8 copies of the game).
choose which one it will affect.
Only characters which appear in the game box are
Many On Hit and On Damage effects target ‘the
valid choices for a sanctioned tournament. Promotional
opponent’. This always refers to the opponent who is
characters or characters from other BattleCON games are
affected by the hit or the damage.
not legal for official tournament play. In an unofficial
tournament among friends, the tournament organizer
Mode #5 may provide promotional characters as legal draft picks,
so long as one copy of the character is available for each
Variable Team Mode box included in the tournament (so in a 32 man
Difficulty: Advanced tournament with 8 boxes, you would need 8 copies of
Variable Team Mode is a more advanced character any promotional characters you wish to include).
team mode where different levels of characters are Standard Variants: Special Actions
played.
A player has 4 ‘slots’ worth of characters to play in
Tournament Setup
this mode. Divide the players into 8-man flights as evenly as
• A standard or β character takes up 1 slot on the possible. Each flight should take 2 boxes of the base game
team. (or 1 box for a flight with 4 or fewer players). Each player
• An Ex character takes up 2 slots on the team. should take turns drafting one character at a time until
• An Almighty character takes up 4 slots on the team. each has 3 characters from the contents of those boxes,
Players should build their teams and set up the board taking any necessary standups, tokens, markers, or cards
as normal. As soon as a character is defeated, swap in for those characters. Return all remaining characters to
another character from your team, and reset the board the box. They will not be used as part of this tournament.
34
challenge that requires near-perfect teamwork and
Tournament Matches planning to surmount should take on an Almighty
Tournament matches are conducted in the same way character.
as described in the Character Teams variant (each player Setup, range, and movement are otherwise identical
must choose and use one character per duel of a match to those in the multiplayer modes variant.
and cannot use the same one twice in a match). Available Variants: Ante Finishers, Special Actions, Arenas
(player discretion advised), β Duel
Tournament Prizes
Tournament prizes are typically distributed via draft.
All prizes are laid out in an array. First place gets first Mode #9
pick of the available prizes, second gets second, and so
on for as long as there are still unclaimed prizes. If there BattleQUEST Dungeons
are more prizes than players, you may either save the Difficulty: Intermediate
remaining prizes for a future tournament or continue the BattleQUEST is a cooperative or solo variant where
prize draft by returning to the first place player. players can take on autonomous opponents and fight
through a dungeon full of enemies. Each Dungeon is
You can play Tag Team, Character Team, Variable designed for a different party size (solo, 2-man tag, 2
Team, and Multiplayer Tournaments as well! player simultaneous, 3-man tag, 3 player simultaneous).
The Dungeons and their complete rules can be found in
the ‘BattleQUEST’ booklet contained in the game box.
Mode #7
2 v 1 Boss Mode
Difficulty: Intermediate Dungeons are a great way to test
Two Versus One “Boss Mode” allows a team of two your character’s capabilities, and play
normal characters to fight against one more powerful out more like puzzles than head-to-head
“Boss” character. The boss character has enhanced duels. Can you solve each dungeon with
statistics and abilities due to a new Unique Ability and your favorite characters?
improved bases.
The boss will be played as an EX character. Other
players use standard characters.
If you have two copies of the base game, the boss may
be an Almighty character, and the two other players may
use EX characters.
Setup, range, and movement are otherwise identical
to those in the multiplayer modes variant.
Available Variants: Ante Finishers, Special Actions, Arenas
(player discretion advised), β Duel
Mode #8
3 v 1 Boss Mode
Difficulty: Intermediate
Three Versus One “Boss Mode” provides an exciting
challenge for a team of three players to take on one
extremely powerful opponent. The boss character has
disproportionately powerful abilities, due to a new
unique Ability and improved bases.
The boss will be played by either an EX or Almighty
character. Teams playing Boss mode for the first time or
35
who want a more casual boss game should play against an
EX Boss character. Those who desire an intense
Scenarios
For example, a boss with Armor 12 is hit for 5, 6, and
4 damage. The first hit (for 5 damage) reduces armor to 7
and does no damage. The second hit (for 6) reduces
armor 1 and does no damage. The third hit (for 4)
Scenarios are semi-cooperative play modes where reduces armor to zero and does 3 damage.
multiple fighters team up against a massive boss Effects that ignore Soak also ignore Armor, but they
controlled by another player. Bosses can be fought by 2, don’t reduce Armor when they deal damage.
3, or 4 heroes at once!
Variants cannot be used together with Scenarios. The
exception is Variant #1, Ante Finishers, which is standard
Multi-Attack
for all Scenarios. Multiplayer Mode (#4) rules are in Bosses typically make one attack per enemy fighter
effect for all Scenarios, except for a few changes, which per turn. Except in the case of Larimore Burman, bosses
are explained below. have a priority on their attacks. Bosses always lose
In all scenarios, the teamed-up players are collectively priority ties with players. Each boss has different rules
called ‘the Fighters’, while the boss player is referred to for how they deal with being hit and stunned.
by name or as ‘the Boss’. First Aid and Defense are
Status Effects
extremely important in Boss Scenarios, so be sure to aid
your teammates as much as possible to gain an
advantage! Any effect that increases or decreases power or
In addition, there are a few special rules for priority to a boss is applied to one of the boss’s attacks
Scenarios... during the next beat. Players should keep these ‘negative
stats’ on hand in the form of Tokens, and ante them
Area-attack against one of the boss’s face-down attacks during the
next ante phase.
Unless an attack states otherwise, all boss attacks have
Other Stuff
the Area-Attack property. This means that they hit each
player in range. On Hit and On Damage effects for these
attacks trigger only once, no matter how many players If multiple players have a priority tie with each
they hit. However, many of these triggers say to do other, they decide among themselves who will
something ‘for each opponent hit...’ activate first.
Area-Attack means that although players can occupy Players still share Soak, Stun Guard, and Stun
the same spaces, they cannot decide which of them will Immunity by standing in the same place, just like in
be hit by a boss’s attacks. Team Mode. With four teammates, you can put up a
Boss attacks which do not have Area-Attack will say strong defense!
‘Single Attack’ instead. Bosses never clash. If a clash would be caused by a
special effect, players get to re-select their bases, but
the boss does nothing.
Immobile
Some bosses are Immobile. Immobile bosses are Unique Ability Interaction
immune to all outside movement effects, and can never
be moved except by their own effects. Whenever an Alexian & Rexan - Bosses apply Chivalry/Curse
Immobile Boss ignores a movement effect, the boss is Tokens to one of their attacks during Ante.
affected as if hit by a 1-damage attack that does not cause Adjenna - Bosses still gain Petrification Counters as
stun and has no triggered effects. normal. But can never be defeated by them.
Ottavia - Choose a single attack when declaring
Target lock. You lock based on that attack. Burman’s
Armor attacks always have a Priority of zero.
Kajia - Apply Insect Counters to Immobile Bosses by
Many bosses possess a new common effect called
standing adjacent to them during recycle and not being
Armor. Armor works just like soak, except damage
stunned.
against an armored foe reduces his armor.
Lymn - Choose an attack during ante to calculate
Disparity against.
36
Scenario Boss #1 Holds
Larimore Burman Burman places Holds onto empty spaces of the board.
These Holds cannot be occupied or entered by players
“I told you, Adjenna, I don’t kill heroes anymore. I have (but markers can enter them).
a good job, I’ve built a new life. The days of the empire are
long gone.”
“Oh, Larimore, can’t you do it again–just this once, for Board Changes
old times’ sake?” The battle against Burman takes place on an extended
“Sigh... I suppose I could do the whole ‘testing’ thing. board that is 9 spaces long. Burman will advance slowly,
You know, ‘I must test your strength to see if you’re worthy and the spaces behind him are not accessible to the
to fight Greyheart’ and et cetera.” Fighters. This means that fighters cannot Dash past
“And if they fail, you kill them right? That’s the way it Burman to dodge his attacks. Burman is Immobile.
used to work.”
“Alright fine, since you insist. But this a one-time thing, I
want you to remember that.”
Difficulty: Intermediate
37
Burman only gets to act if he has attacks remaining
face-down at the end of the beat. For each attack
remaining at the end of the beat, do one of the following:
- Reveal the attack and execute it from his position.
Recycling
After Burman’s attacks all resolve, he must recycle. To
do this, he picks up cards from the right edge of his
Holds equal to his executed or broken attacks (those not
pressed), and returns the Holds to his hand. He then
slides all Holds to fill the empty space, and fills the new
Falling Back left-most empty spaces with the attacks he executed this
If Burman is unable to Press at least once during a turn. Even broken attacks will be recycled. His
beat (or if he just chooses not to do so at least once), he leftmost attack card goes into recycling first.
must Fall Back after executing his attacks. He chooses Due to the fact that Burman’s positioning determines
any of his Holds and returns it to his hand, executing its the length of his discard piles, it is possible that he will
attack as he does so. He then shifts all holds back to fill both play and recycle a card in the same beat.
the empty gap and moves himself back one space as well.
38
Burman wins if he can Press the fighters off of the
board or if all fighters are incapacitated.
Scenario Boss #2 Udstad’s life varies by the number of opponents being
fought:
Runika & Udstad 3 Fighters - 40 life.
4 Fighters - 60 life.
“Why do the bad guys get to have all the fun of being
final bosses? Let’s see how the Dragon Queen and her
minions stand up to my finished masterpiece!” Setup Changes
Randomly select two starting discards for Runika &
Difficulty: Advanced (for Runika); Intermediate (for Udstad from their available cards. A discard pile consists
others) of 1 left, 1 center, and 1 right side card. Players may
arrange themselves freely on the board once Runika is
Details of the Battle placed.
Udstad does not use standard styles or bases. Instead, Range Changes
he has 16 different cards that he arranges into attacks. Runika & Udstad’s ranges are printed at the bottom of
One card controls Udstad’s left hand, one controls his each of their attacks (the highlighted red spaces).
right, and one controls his body. The battle takes place on Opponents can target her by targeting the center space of
a 9-space extended track. Runika and Udstad are the arena (where she sits immobile). Runika is immune
immobile. to effects which alter range (such as those which Kaitlyn
and Arec can use).
Stunning
Each of Udstad’s hands has its own Stun Guard rating.
Hitting his body for damage applies that damage to each
39
Scenario Boss #3
hand’s stun guard. For example, if he is hit for 5 damage,
and his body has Stun Guard 5, his left hand as Stun
Guard 4, and his right hand has Stun Immunity, then
only the left hand’s attack is stunned out. When he is
Twilight Magdelina
targeted by an ‘opponent is stunned’ effect, the player “My eyes have been opened to the suffering of both the
should choose and stun out one of his 3 attacks. This living and the dead. I can’t let myself be controlled by
extra stun can occur in addition to a regular stun caused powers or prejudices any longer. From today forward, I fight
by damage. for what I believe in–a world of balance between light and
darkness.”
Setup
Magdelina places herself on any empty space on the
board, and sets all of her Spirits bound in front of her.
She randomly places two of her attacks into her discard
pile 1 and two more attacks into discard pile 2. After this,
other players may place themselves and arrange their
discards as they wish.
Attacking
Magdelina has two methods of attack–via her own
powers, or her unbound spirits.
During the Set Phase, Magdelina may place 1 of her
attack cards face-down on each of her bound spirits and
on her own character card. She reveals these during the
Reveal Phase, and will execute multiple attacks in
40 priority order. Her bound spirits will also provide passive
boosts to the attacks placed on them. Magdelina always own positions on the board. Remember that the space a
has the option to perform fewer attacks than she is able spirit occupies is range 0 for that spirit.
to, either to conserve cards, or because she doesn’t have
enough attacks left. Unbinding / Binding Spirits
Each of Magdelina’s unbound spirits will perform the At the end of each beat, Magdelina can unbind up to
attacks listed on their cards in priority order from their one spirit and bind up to one spirit.
When unbinding, she can deploy the spirit as a
marker to any space on the board, then flip its card to the
unbound side. Spirits behave just like normal markers
when on the board, and do not obstruct movement of
either party.
Whenever a spirit is bound, Magdelina removes its
marker from the board.
Stunning
Magdelina can be stunned when hit with an attack.
When she is stunned, she chooses one of her attacks that
has not yet activated to be discarded from play. These
canceled attacks still go to her discard pile at the end of a
beat.
Targeting
Unlike other bosses, Magdelina only hits one target
with each attack. This means normal team rules apply for
intercepting and blocking her attacks.
41
Scenario Boss #4
On a turn
Havoc
1. Havoc places all but one of his 3 or 4 attacks face-
Kajia looked out from the mountains, watching the down. Each attack is placed between two spaces on
storm draw closer across their peaks. She could see its face, the game board, and its range will be those two
and she knew its name from her dreams. spaces. After placing attacks, Havoc places a Priority
“So it starts. The Disasters have returned to Indines.” Counter on each of these attacks.
She turned her back to the billowing clouds, arced with fire, 2. Havoc then places his Core onto the table in a space
lightning, and frost. Before her stood the heroes she had unoccupied by a standup.
assembled to join her for this fateful moment. 3. Now all players select their attack pairs and place
“Whatever your motives for fighting, we’re all a part of them down.
this world, and we must all stand together against what 4. After this, Havoc places his last attack face-down, and
comes to destroy it. Everything is at stake–your land, your places a Priority marker on it.
glory, your freedom, and your lives. Who will stand with me 5. After this, players reveal their attacks and Havoc
and fight back against Devastation?” reveals all of his priority markers.
Recycle
Setup
Havoc’s attacks recycle at the end of each beat, and he
Players arrange themselves freely on the game board. has two discard piles. All attacks (both executed and
Havoc should discard 1 random attack per player to his stunned out) go to the discard and recycle at the end of
discard pile 1, then 1 random attack per player to his the beat.
discard pile 2. After this, the players can set their
discards as they wish.
42
Eligor Larington Shekhtur Lenmorre
“Now is the time for a new legend. I’ll be the “This power was meant for evil, but
hero they sing about for the next millennium!” maybe I can use it for good.”
Eligor acquires Vengeance Tokens as he takes damage, Shekhtur gains Malice Tokens as she does damage, and
and these tokens further increase his defensive potential and these tokens further increase her speed and damage-dealing
ability to effectively counterattack. He is a great choice for ability. She is a great choice for players who like to use
players who prefer to play defensively and make contingency reckless, unstoppable force as an alternative to a more paced
plans for their opponents’ options. combat style.
Ex Ability Ex Ability
Eligor’s Vengeance Tokens provide Soak 1 and Stun Shekhtur has a maximum limit of 7 Malice Tokens. She
Guard 1. He has a maximum limit of 7 of these tokens. loses 1 life when anteing her 6th or 7th tokens.
44
Marmelee Greyheart Karin & Jager Brandtford
“I won’t allow the world to fall under “I heard stories about the land across
my father’s rule again, no matter the cost.” the sea, but I never imagined this.”
Marmelee acquires Concentration Counters, which allow Karin and Jager fight as a team, with Karin as the only
her to utilize some of the most powerful and impressive vulnerable member of the team. Their coordinated attacks
triggered effects in the game. Her fragility makes her a good are fast and deal significant damage with proper setup,
pick for players who like to play defensively and set up making them a great choice for players who like a strong and
powerful single strikes. relentless offense.
Ex Ability Ex Ability
Marmelee gains an additional Concentration Counter At the end of each beat, all opponents adjacent to Jager
at the end of each beat if she did not take any damage lose 1 life. Opponents standing in the same space as Jager
during that beat. She has a limit of 7 Concentration lose 2 life.
Counters.
45
Pendros Schalla King Alexian XXXVII
“Don’t just sit there, we’ve “We are all that stands between this world
got a world to save, don’t we?” and Devastation. Stand beside me and fight!”
Pendros has 4 Environment Markers that can be placed Alexian gives opponents Chivalry Tokens which they can
down onto the arena secretly and provide various effects after ante to get additional power and priority. He is extremely
time. He is an excellent choice for players who like to control powerful and has high defense. Alexian is a great choice for
the pace and positioning of the fight. players who prefer overwhelming physical force to fancy
tricks.
Difficulty: Novice
Complete Kit: Difficulty: Novice
- 1 Character Card (Pendros Schalla) Complete Kit:
- 4 Environment Markers (Geyser, - 1 Character Card (King Alexian XXXVII)
Thunderstorm, Healing Breeze, - 3 Chivalry Tokens
Stonewall) - 5 Styles (Gestalt, Mighty, Regal, Stalwart, Steeled)
- 5 Styles (Arboreal, Ecomantic, - 1 Base (Divider)
Polymorphed, Tectonic, Wandering) - 1 Finisher (Empire Divider / Hail
- 1 Base (Haymaker) the King)
- 1 Finisher (Continental Divide / Avalanche Crush)
Ex Ability Ex Ability
Pendros can place Environment Markers into occupied Alexian gains +1 Power against an opponent each time
spaces as well. that opponent antes a Chivalry Token.
46
Runika Zenanen Mikhail Isen
“If it weren’t my job to arm the kingdom, “I am only a watcher–the choice between
I’d be keeping every one of these for myself.” Devastation and Salvation belongs to you.”
Runika controls 5 artifacts that grant her additional Mikhail has 3 Seal Tokens. He must ante a Seal Token
bonuses. Her artifacts may be damaged and repaired during during each ante phase, or his styles do not activate. Mikhail
combat. She is an excellent choice for players who like to do a regains styles by trading blows with opponents. He is a great
little bit of everything. choice for those who like to choose their battles, and win the
ones they choose to fight.
Difficulty: Beginner
Complete Kit: Difficulty: Beginner
- 1 Character Card (Runika Complete Kit:
Zenanen) - 1 Character Card (Mikhail Isen)
- 5 Artifact Cards (Hover Boots, - 3 Seal Tokens
Spectral Sights, Autodeflector, Shield - 5 Styles (Apocalyptic, Hallowed,
Amulet, Battlefist) Immutable, Sacred, Transcendent)
- 5 Styles (Channeled, Explosive, - 1 Base (Scroll)
Impact, Maintenance, Overcharged) - 1 Finisher (Magnus Malleus / The Fourth Seal)
- 1 Base (Tinker)
- 1 Finisher (Udstad Beam / Autodestruct)
Ex Ability Ex Ability
During the ante phase, Runika can restore one artifact Mikhail has 4 Seal Tokens.
to active status by deactivating another one.
47
Ottavia Six Kajia Septie Salix
“I don’t need to waste words on dead men.” “Even death will not stop me from
standing against the darkness.”
Ottavia announces a priority each beat, and when her
opponents reveal that priority, Ottavia can shut down a great Kajia assaults opponents passively with her swarms of
many of their abilities. She is ideal for players who like to insects. Each time an opponent moves into a space adjacent
slowly and steadily dismantle opponents while hedging their to her, she gives an Insect Counter to that opponent. These
bets against surprise tactics. counters give her superior advantages in combat for a few
turns. She is an excellent choice for players who want to
Difficulty: Beginner control the pace and spacing of combat.
Complete Kit:
- 1 Character Card (Ottavia Six) Difficulty: Beginner
- 5 Styles (Anti-Personnel, Cover, Cybernetic, Complete Kit:
Demolition, Snapback) - 1 Character Card (Kajia Septie Salix)
- 1 Base (Shooter) - 7 Insect Counters
- 1 Finisher (Extreme Prejudice / Double Barrel) - 5 Styles (Biting, Burrowing, Parasitic,
Stinging, Swarming)
- 1 Base (Mandibles)
- 1 Finisher (Creeping Death / Imago
Emergence)
Ex Ability Ex Ability
An opponent affected by Ottavia’s Target Lock ability Opponents lose 2 life each time they discard an Insect
loses 2 life after Reveal. Counter during Recycle, instead of the usual 1.
César gradually gains Threat Levels as he fights, growing Rexan gives his opponents curses, then penalizes them for
stronger and stronger, until he eventually crashes and holding or removing these curses later on. He is effective at
becomes unable to fight for a beat. He is good for players who pinning opponents down under debilitating penalties, and a
like to set up power plays and decide matches on the edge of a great choice for players who are good at predicting enemy
few high-impact beats. actions.
Ex Ability Ex Ability
César’s Threat Levels grant different bonuses: When an opponent antes a Curse Token, he gains an
Level 1 - Power +1, Armor 1 additional penalty as described below:
Level 2 - Power +2, Armor 2 1st Token: Attacks ignore your Soak
Level 3 - Power +3, Stun Immunity 2nd Token: Attacks ignore your Stun Guard
Level 4 - Become Stunned, Armor 4 3rd Token: Your priority becomes zero.
Almighty Ability Almighty Ability
César’s Threat Levels grant Armor equal to twice their Rexan has his Ex Ability. In addition, opponents lose 1
Stun Guard, in addition to Stun Guard as normal. life each time they ante a Curse Token.
49
Oriana Vellopholetta Clinhyde Eight
“The time has come. The Prime World “I don’t care what I have to sacrifice–
is ripe for the taking.” I won’t let anything stand in our way!”
Oriana has a pool of magic points, and must decide how Clinhyde activates Stims to temporarily increase his
many she wants to commit to each attack she makes. She is a abilities by a great deal, then passively increase them as time
great choice for players who can weigh the odds and goes on. Clinhyde’s abilities often cost life to use. He is
speculate on the risks of their opponents’ actions versus the excellent for players who want to rush down and outpace
returns of their own. opponents, without regard for their own safety.
Aria is an extremely fast middle-range fighter who Lesandra summons a variety of familiars to gain special
possesses superior mobility and a collection of droids that bonuses, then sacrifices them during the ante phase for
will debilitate and damage her foes. She is a strong choice for powerful one-time effects once she is finished using them. She
players who like to put their opponents under pressure and is ideal for players who want to have a recourse for every
punish entrenched enemies. situation, even if it requires some setup.
Ex Ability Ex Ability
The passive effects of Aria’s droids are Lesandra can have two familiars active at a time.
doubled, and her Turret causes 2 life loss.
51
Lymn Byron Krane
“Close the World. Open the Mind.” “Why save the world if you can’t rule it?”
Lymn’s styles become stronger and stronger the more Byron is a fragile ranger who does not care about the
disparate her priority is from that of her nearest opponent. power of his opponents’ hits, but must avoid being hit
At especially high differences, her abilities become nearly entirely. His attacks give generous boosts when activated at
unstoppable. She is an excellent choice for players who want the correct ranges. He is an excellent pick for players who like
to force opponents to play at a different pace than they want to set up the perfect strike in advance.
to.
Difficulty: Intermediate
Difficulty: Intermediate Complete Kit:
Complete Kit: - 1 Character Card (Byron Krane)
- 1 Character Card (Lymn) - 5 Mask Counters
- 5 Styles (Chimeric, Fathomless, Maddening, Reverie, - 5 Styles (Breathless, Deathless,
Surreal) Faceless, Heartless, Soulless)
- 1 Base (Visions) - 1 Base (Smoke)
- 1 Finisher (Conceit / Megrim) - 1 Finisher (Soul Trap / Soul Gate)
Ex Ability Ex Ability
Once during each ante phase, Lymn can declare an Byron has 8 Mask Counters. He has Soak 2 on all
ante +1, 0, or -1 Priority. Her Priority is adjusted by this attacks.
amount. She loses 1 life if she declares +1 or -1.
52
Arec Russel Zane Joal Kalmor
“Only a true hero such as myself could “Even the immortal dragons can be
save Indines from the forces of darkness!” hunted – if you know their weakness.”
Arec’s tokens let him cut off movement and options from Joal possesses additional unique bases, and can swap out
the opponent, denying them the effects and actions they his starting selection of bases to put new strategies into place.
expect. He is perfect for wily players who can consider their He is a great pick for players who like to adapt their abilities
opponents’ plays and make good counter-plays. to match each opponent.
Ex Ability Ex Ability
After any beat in which Arec did not do damage to an Joal begins the duel with all bases from his stockpile.
opponent (life loss doesn’t count as damage), he regains a
token of his choice.
Gerard collects Gold Tokens, which he uses to bring his Adjenna has an alternate win condition which she can
Mercenaries into play. Once Mercenaries are in play, they activate by applying 6 Petrification Counters to opponents.
will passively do damage to the opponent under certain She is excellent for players who like a slow-start and an
conditions. Gerard is a great pick for players who like a escalating ‘comeback’ victory later.
fighter who develops over the course of a duel.
Difficulty: Advanced
Difficulty: Advanced Complete Kit:
Complete Kit: - 1 Character Card (Adjenna Callista)
- 1 Character Card (Gerard - 5 Petrification Counters
Matranga) - 5 Styles (Alluring, Arresting, Beckoning, Irresistible,
- 8 Mercenary Cards (Archer, Bookie, Pacifying)
Brawler, Gunslinger, Heavy Knight, - 1 Base (Gaze)
Lackey, Mage, Trebuchet) - 1 Finisher (Basilisk Gaze / Fossilize)
- 5 Styles (Avaricious, Gilded,
Hooked, Initiation, Villainous)
- 6 Gold Tokens (Four 1’s and two
3’s)
- 1 Base (Larceny)
- 1 Finisher (Ultra Beatdown /
Windfall)
Ex Ability Ex Ability
Gerard begins play with two Mercenaries of his choice Adjenna’s attacks all hit all targets in range. She has
already in play. Soak 1 on all attacks.
54
Clive Melmont Voco Astrum
“Don’t worry, I can handle it, boss!” “Sorry – I don’t do requests
– and especially not for the fans.”
Clive possesses nine different Module Cards, which he can
activate during ante to give himself increased abilities. Voco summons a horde of zombies who interfere with
However, being hit will deactivate all of these Modules for opponents and help him attack. He can control the board at
the rest of the game. Clive is an excellent pick for players who range, leaving opponents powerless as they try to wade
like to gamble on their success, and gain advantages to help through and fight him in melee. He is a great choice for
them win those bets. players who don’t mind trading speed and power for relative
safety and high mobility.
Difficulty: Advanced
Complete Kit: Difficulty: Advanced
- 1 Character Card (Clive Melmont) Complete Kit:
- 9 Module Cards (Afterburner, - 1 Character Card (Voco Astrum)
Atomic Reactor, Auto-Repair, Barrier - 7 Zombie Markers
Chip, Core Shielding, Extending Arms, - 5 Styles (Abyssal, Hellraising, Metal,
Force Gloves, Rocket Boots, Synapse Monster, Thunderous)
Boost) - 1 Base (Shred)
- 5 Styles (Burnout, Leaping, - 1 Finisher (Z-Mosh / The Wave)
Megaton, Rocket, Upgradeable)
- 1 Base (Wrench)
- 1 Finisher (System Reset / System Shock)
Ex Ability Ex Ability
Whenever Clive discards modules due to being Voco’s zombies cause 2 points of life loss to players in
stunned, he keeps his most recently activated module, their spaces during End of Beat.
returning it to his inactive pile.
Kaitlyn utilizes Wormhole Markers to extend the game Malandrax sets traps for opponents, activating them
board. These Markers increase the space between herself and instantly when the conditions are right, based on his
opponents, making movement and ranged attacks difficult. opponents’ movements. He is suitable for tricky players who
Kaitlyn is a good pick for players who like to set up elaborate like to induce paranoia in opponents to make them trip up.
board positions and use them to score guaranteed hits.
Difficulty: Master
Difficulty: Master Complete Kit:
Complete Kit: - 1 Character Card (Malandrax
- 1 Character Card (Kaitlyn Van Sorrel) Mecchi)
- 3 Wormhole Markers - 4 Trap Cards (Alarm Trap,
- 5 Styles (Axiomatic, Illimitable, Electroshock Trap, Smasher Trap, Wall
Mobius, Paradox, Telepresent) Spike Trap)
- 1 Base (Transposition) - 5 Styles (Calculated, Ingenious,
- 1 Finisher (Divide by Zero / Planar Leading, Plotting, Precision)
Disjunction) - 1 Base (Master Plan)
- 1 Finisher (Deathtrap / Plots Within Plots)
Ex Ability Ex Ability
Kaitlyn has a 4th Wormhole Marker. Whenever a trap is triggered, the player who triggered
the trap loses 2 life and Malandrax has +1 Power during
this beat.
56
Tanis Trilives Gaspar Geddon
“Ladies and gentlemen, tonight’s “We will not all disappear...
Grand Play is about to begin!” but we will all be changed.”
Tanis controls three puppets, which she swaps between Gaspar is able to ante clones which appear on the game
each turn. Combining maddening mobility with plenty of board and attack for him. His clones allow him to set up
combat tricks, she is ideal for players who want to be elaborate self-combos and take control of the match. He is an
everywhere–or nowhere–as the situation calls for it. excellent choice for players who like to take control of a duel’s
pacing.
Difficulty: Master
Complete Kit: Difficulty: Master
- 1 Character Card (Tanis Trilives) Complete Kit:
- 3 Puppet Markers (Eris, Loki, - 1 Character Card (Gaspar Geddon)
Mephisto) - 2 Clone Markers
- 5 Styles (Climactic, Distressed, - 5 Styles (Cascading, Gordian, Instanced,
Playful, Storyteller, Valiant) Recursive, Replicated)
- 1 Base (Scene Shift) - 1 Base (Bladestorm)
- 1 Finisher (Curtain Call, - 1 Finisher (Blank Infinity / Inception)
Empathy Strings)
Ex Ability Ex Ability
Tanis gains an additional bonus based on Gaspar has a full set of Normal Bases. These bases are
which puppet she controls: only used for anteing to his clones, and recycle with his
Eris: +2 Priority attack pairs.
Loki: Stun Guard 3
Mephisto: +1 Power
Almighty Ability Almighty Ability
Tanis has her Ex Ability. Tanis declares which puppet Gaspar has a full set of EX Bases. These bases are only
she is possessing during the ante phase instead of before used for anteing to his clones, and recycle with his attack
the beat begins. pairs.
57
Iaxus the Shattered Endrbyt
“I am the Ancient of the Gate, the Sentinel who “Just hand it over and make both of our
stands between our world and all the horrors beyond.” lives a little bit easier, won’t you?”
Iaxus creates localized Planar Intersections that work like Endrbyt is fully customizable, and has a large
small-scale arenas, affecting various aspects of the current compliment of styles and bases, only a limited set of which
duel. These planes grow more prevalent until they finally can be carried into combat. He’s an excellent choice for
collapse, giving way to the next plane. Iaxus is a great choice players who want to try their hand at creating a character of
for players who like an ever-changing set of their own!
strategies to adopt as the duel develops.
Difficulty: Master
Difficulty: Master Complete Kit:
Complete Kit: - 1 Character Card (Endrbyt)
- 1 Character Card (Iaxus the - 5 Energy Tokens
Shattered) - 5 Mode / Finisher Cards (Acquisition
- 5 Plane Cards (Infinity, Mode / Break, Suppression Mode / Dispel, Balance
Singularity, Rifting, Tidal, Sealing) Mode / Equilibrium, Reactor Mode / Expel, Analysis
- 5 Styles (Diffuse, Exemplary, Mode / Vanish)
Folding, Minimized, Seismic) - 10 Styles (Capturing, Collection, Containment,
- 5 Growth Counters Dispersal, Displacement, Forceful, Gripping, Levitation,
- 1 Base (Planestep) Sonic, Terrifying)
- 1 Finisher (Seize Control / - 4 Bases (Buster, Grapple, Slice, Vent)
Zone Eater)
Ex Ability Ex Ability
Iaxus can only be defeated by Planar Collapse (when Endrbyt has 1 extra style and 1 extra base.
all of his planes have been collapsed at the end of a beat).
58
Frequently Asked Questions Gameplay Tips
For a more complete and up-to-date FAQ, check out Start out by sticking with a single character and
www.battleconnection.com mastering them. The more you play a single character,
the better you’ll get. Only once you have all of your own
effects and capabilities mastered will you be able to find
Common Questions the ways to exploit an opponents’ weaknesses and to
Q: What do I do when the answer isn’t in the FAQ? compensate for your own.
A: The most important question of all comes first! It
will happen at some point that you have a question that Never give up. Except in a very few situations, there’s
doesn’t come up in the FAQ. In this case, house rule it almost always a winning move that will make a positive
and play on! After the game ends, we would appreciate it exchange (or at least avoid negative exchange). If things
if you could post the situation and your house-ruled get tough, buckle down and pay more attention to your
solution to our forums at www.lvl99games.com. This will opponent’s discards and play style to avoid bad positions.
let us add the question to the official FAQ.
Play best of three duels. Especially with new
Q: Can I die from a Life Loss effect? characters, a first match will rarely tell you anything
A: No. Life loss never reduces you below 1 life. about the depth and possibilities of your character. A first
However, you are still considered to have lost the full match lets each side know what the other is capable of,
amount of life. So for example, if Oriana loses 3 life with but the second match gives those possibilities time to
her Celestial Style, but only has 2 life, she drops down to sink in, so that the other side can effectively counter-play.
1, but is still considered to have lost 3 life by all game BattleCON plays the best with full information and
effects that might track this amount. mastery on both sides of the field. Playing a complete
match rather than just one duel gives you the
Q: Does damage cause life loss, and vice-versa? opportunity to correct mistakes made in the first duel
A: No. These are two different things. Damage is and experiment with new strategies that can deal with
usually caused by attacks based on their power. Life loss your opponent’s kit.
is typically caused by triggered effects. The primary
difference between these two are that life loss cannot Unconventional enemies require unconventional
reduce a character below 1 life, will never stun a play. Not all matches will be as easy as others, but all
character, and bypasses soak. matches are winnable. Sometimes a match will require a
completely different set of strategies from what you’ve
Q: What happens if priority changes after the Reveal? become accustomed to.
A: Nothing. Once priority order is resolved, changes Characters with extreme mobility, speed, defense, or
to priority do not alter that order later on in the beat. certain tricks can completely shut down the core
Triggered effects (like Marmelee’s Petrifying style) can strategies of your favorite character.
still alter the priority order, but only by affecting the Finding a new strategy to overcome these tactics is
order directly, not by increasing or decreasing priority. part of the fun of BattleCON, and one of the most
satisfying parts of mastering a character is when you can
Q: How long do status effects last, and when do they win a fight that your friends think is impossible for your
start working? character.
A: If an attack says you have a status boost or penalty,
such as “the opponent has -2 power,” these effects are “The threat of power is also power.” Don’t always
assumed to start working immediately, and last until the use your best move or your finisher as soon as it comes
end of the current beat (when cards are recycled). Status up in the rotation. These moves can be just as powerful
effects that last longer than this or start working later (or more powerful) as a threat rather than when used
than this will say explicitly “during the next beat” or immediately. Many finishers specifically exist to threaten
“until the end of the next beat” or something similar. the opponent into playing sub-optimally, rather than to
actually be used. Once used, the threat is gone.
Q: Can I use “Move Directly to any space” to stay
where I am?
A: No, you still have to choose an unoccupied space.
59
2v1 Boss Mode 35 Larimore Burman Boss 37 Token 26
3v1 Boss Mode 35 Lesandra Machan 51 Tournament Mode 34
Active Player 21 Lesson Duel 34 Triggered Effects 23
Advance 23 Lose Life 25 Udstad Boss 39
Ajenna Callista 54 Lymn 52 Unique Ability 16
Alexian XXXVII 46 Magdelina Boss 40 Variable Team Mode 34
Almighty Duel 30 Malandrax Mecchi 56 Variants 27
Ante Finishers 28 Marker 26 Voco Astrum 55
Arec Russel Zane 53 Marmelee Greyheart 45
Arenas 29 Mikhail Isen 47
Aria 51 Modes 31
Attack Pair 20 Move 24
Base Card 17 Movement Effects 23
BattleQUEST 35 Multiplayer Modes 32
Beta Duel 30 Oriana Vellopholletta 50
Byron Krane 52 Ottavia Six 48
Cairngort Rexan 49 Passive Effects 23
Cancel 28 Pendros Schalla 46
César Grist 49 Play Sequence 20
Character Card 16 Power 17
Clash 21 Priority 17
Clinhyde Eight 50 Pull 23
Clive Melmont 55 Pulse 28
Comic Rules 6 Push 23 Play Online
Components 4 Rally 28 http://www.battleconnection.com
Counter 26 Range 17
Credits 3 Reactive Player 22
Direct Movement 24 Retreat 23
Eligor Larington 44 Runika & Udstad Boss 39
Endrbyt 58 Runika Zenanen 47
Ex Duel 29 Scenarios 36
FAQs 59 Shekhtur Lenmorre 44
Finisher Card 18 Soak 26
First Time Setup 4 Special Action Finishers 28
Flights 5 Special Actions 28
Game Setup 19 Special Card 18
Gaspar Geddon 57 Special Ranges 21
Gerard Matranga 54 Standup 26
Play in live ranked matches
Havoc Boss 42 Status Effects 23
against players from around
Iaxus the Shattered 58 Stun Guard 24
the world and unlock exciting
Joal Kalmor 53 Stun Immunity 26
bonus content for your game!
Kaitlyn Van Sorrel 56 Style Card 17
Kajia Septie Salix 48 Tag Teams 31
Karin & Jager Brandtford 45 Tanis Trilives 57