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The story so far...
Three hundred years ago, the World of
Indines was rocked by a great war, known as
the Centennial War. In this conflict, the dark
forces of Overlord Rexan rose up and fought
to contro! the world. Eventually, Rexan was
defeated by a coalition of four heroes, and
peace returned to Indines once mor:
Visions have haunted the nights of the
young priestess Magdelina Larington. In
her deepest dreams, she has seen forebodings
of Hepzibah Culotre, the legendary healer
of ndines, resurrecting Overlord Rexan and
plunging the world into conflict. Together
with her friends Kallistar Flarechild,
Vanaah Kalmor, and Seth Cremmul,
Magdelina has set off to the south on a
desperate crusade to stop the resurrection
of the overlord. Meanwhile, Demitras
Denigrande, the Overlord’s immortal
advisor, and Heketch, his diabolic master
assassin, stand ready to destroy anything that
stands in the way of their master’s return to
Indines...
... Asa trial before reviving Overlord
Rexan, Hepzibah resurrected Cherri Seneca.
After returning to life from the Afterworld,
Cherri has been haunted by dark visions
and waking nightmares, and the barriers of
reality seem to be breaking down around her.
‘The Planestalkers guard the world of Indines
against invasion from beyond the worlds, and
now agents Khadath Ahemusei, Hikaru
Sorayama, and Luc Von Gott search for —
some way to save Cherri before alien forces
led by Zaamassal Kett can lay their hands
on her...
In the far north, the technological
empire of Willat has deemed the research
of one of their top scientists to be illegal,
and has destroyed his laboratories. Now the
sole inheritor of Aaron Ross's research, his
assistant Lixis Ran Kanda, flees to the south
with Ross’s last creation, the homunculus
Kehrolyn Ross. Pursued by the mercenary
Rukyuk Amberdeen and Cadenza, they
search for sanctuary in the forests of the
continent, looking for a way to unlock the
last secrets of Aaron’ research...
...as forces gather for these three
conflicts that will change the fate of the world,
heroes must choose sides and destinies. Who
will you lead to victory in the coming war?
BattleCon, World of Indines, Logos, Fighters, Cards,
or Design, and all otherinchuded materials are
(©2014 by Level 99 Games, All Rights Reserved.
ZsLeet 99 Gre TeM
Lead Designer
D. Brad Talton Jr.
Assisting Designers
Steven Christopherson, Jared Roswurm,
‘Trang (Trish) Nhan, Bryan Graham
Lead Fighter Illustrator
Eunice Abigael Tiu
(Nokomento)
Design & Concept Artist
Fabio Fontes
(Ranter Works)
Arenas
Danny Hirajeta
(Iron Clown Studios)
Graphic Designer
Joshua Van Laningham
Project Manager
Christopher Smith
Playtesters
Michael Robles, Sam Tapper, Kevin
Bridgeman, Steven Pettit, Ernest
Stewart, Joe Dwyer, Nathan Lewis, Matt
May-Day, Ben May-Day, Daniel Castro,
Derek Brunet, Joma Celino, Chris Holm,
Guillermo Hernandez, Ken Andrews,
Tim Wilson, Greg Krywusha, Matthew
Fournier, Matthew Locklin, Brent Ur
Proofreaders
Sascha Parsa, Simon To, Mario
Karcher, Lou Lessing, Kevin Miller,
Dylan Thurston, Paul Ellison,
Ori Avtalion, Aaron Mandel
Special Thanks
Kevin Brusky, Lynda Yang, Chad
Krizan, Michael Mindes, Yaron
Racah, Justin Kamerer
Desqers Foreyore
It was over three years ago when we
launched War of Indines on Kickstarter. I
had been making board games all my life,
but this was my first attempt at bringing a
real product to life. BattleCON: War was the
culmination of years of development, as well
as the beginning of something far bigger than
L could have imagined at the time.
BattleCON has come to life and
flourished through the many fans who joined
us on that first Kickstarter project and who
have joined us in the years since. I consider it
asuccess, not because it’s been a commercial
blockbuster, but because it is a game that
people have embraced and enjoyed. It’s a
game that becomes a part of the people
who play it. L consider BattleCON a success
because it has made people happy.
Now, in 2014, we have the opportunity
to make a brand new edition of BattleCON:
‘War that encompasses everything we've
learned about delivering quality and style,
This new edition is true to the original, but
also involves new artistic talents and more
rigorous testing and balancing.
Lhope that whether you are opening
BattleCON for the first time, or a seasoned
veteran revisiting the past, that this game will
bring you limitless hours of excitement and
fun with your friends and family.
Thank you for your support, and Happy
Gaming,
fp
yo ae
- D. Brad Talton JrCOMPONENTS If components are missing, damaged
19 Fighter cards (1 blank) or defective, you can visit www.
19 Reference Cards (1 blank) battleconection.com to contact
95 Style cards (5 blank) Level 99 Games and acquire
19 Unique Base cards (1 blank) replacements at no charge.
4 Sets of 6 generic Base cards (24 total)
4 Special Action cards
4 Tag Bases
5 Paradigm cards (Zaamassal)
$ Dark Pact cards (Hepzibah)
1 Form card (Kallistar)
3 Level cards (Magdelina)
10 Arena cards
1 Game board
18 Fighter stand-ups
27 Circular tokens
9 Pentagonal counters
3 Square markers
4 Plastic stands
1 Rulebook
1 Fighter and Mode Guide
18 Fighter sleeves
2 Life Spinners (unassembled)
5 Sheets of Punch-out tokens
1 Flight Guide Sheet
‘To assemble the Life Spinners:
1. Take 3 interlocking spinner pieces.
2. Find the corresponding base and face of
each life spinner.
3. Punch out the holes in the center of the
face and base, and insert the spinner cap
into the base’s hole.
4, Place the face onto the cap, so that it can
rotate freely against the base and you can
see asingle number in the face's notched
area.*
5. Push the spinner spindle lightly into
the slot in the spinner cap, sealing the 3
together——,
BR wT LE
Bila
BattleCON is a board game based
on the principles of intense action, direct
confrontation, and tactical positioning
present in fighting video games. Unlike
its peers in console gaming, however,
BattleCON provides strategic elements and
a more thoughtful pace—allowing the player
to carefully choose his next moves and gauge
his opponents’ strengths and motives.
BattleCON is a standalone game that
comes as acomplete boxed set. There are no
random packs to buy, no exclusives, and no
chase cards-you get the complete game up
front in the box.
While you can expand BattleCON with
additional sets featuring new fighters, there is
no buy-in to collect more powerful cards and
no expensive rare cards to chase down—when
you get a box, you know exactly whatyou are
getting,
Wert oF Ipnes
Welcome to Indines (pronounced In-
dean-z), a land of mystery, magic, wonder,
and war. In this game, you will take on the
roles of the champions of each nation or
faction, participating in duels to determine
their fates and the fate of the world as a
whole.
The World of Indines is also the
backdrop for a series of games, not just
BattleCON. You can check out www.
level99games.com for more information on
the many games that take place in this world.
LEARING THE
Don'tbe intimidated by this.
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 ofa duel.
If this is your first time playing, use
fighters listed as ‘Basic’ in the fighter guide
(Cadenza, Hikaru, Kallistar, Luc, Magdelina,
Vanaah), and follow along with the graphic
quick-rules comic. After you feel comfortable
with the basic mechanics and rules, you can
gradually explore the more advanced fighters
and play variants.
-book
Fuais
The game has been divided into 3
separate Flights: Basic, Intermediate, and
Advanced. These Flights release more
complex fighters over time as you play and
master the game.
Follow along with the insert included in
the game box to see the difficulty associated
with the Flights, and introduce new elements
to the game at a rate you feel comfortable
with.
Ser He Ryescor!
Scanning this QR Code will take you to
www.battleconnection.com/rules/ where
you can watch a quick video tutorial of how
to play the game.
SHikaru and Khadath
‘Teach You
Well it's called BattleCON,
short for "Battle Connection"
Sounds fun to me. So how dowe get started? dee ahead to Head dsl
Detween two players.
a
Kit Setup
First, welll each pick a Fighter: In this example,
it seems natural that we each play as ourselves.
So the first thing to do is
assemble our Fighter kit
Regardless of who you play; every kit
uses the same 6 standard Bases.
‘Tell me about it.
f ———
So these are like basic
attacks, I guess.
‘Yes. Everyone has aheavy punch, a ‘What makes us unique is the Style
everyone has a fireball, etc. with which we fight. The way you and
Ithrow a punch will both be different,
You also get one Ui and that's brought out in our styles.
a signature move of sorts.
Some fighters have extra materials
In your case, they're these Elemental
Tokens. In my case, I get a Gate Trap
Marker that restricts your movement.‘You alsohave a Finisher Card with two
sides, This isa unique special move you
can use once during a duel. set it so that
the 'A' side is showing, off to the side,
Last but not least, take a second to trade Reference
Cards with your opponent, and to read over your Unique
Ability (UA). I recommend not worrying about the
Reference Card until your second of third game, but it will
definitely come in handy whea matches get intense.
Incase youre curious, Tokens are circular, Markers are
diamond-shaped, and Counters are pentagon-shaped.
Tokens are used during Ante, while Markers are placed
onthe board by your UA or effects. Counters usually
track specific things, and aren't manually used at all
Alright, [have all my stuff.
Whaat else do Ineed to do?
Set your Fighter's standup on the space
witha dot in the center of the board here,
so that you're on the left side of the track.
‘You also want to dial your life up to 20.
How about the center dial that goes up to 10?
‘That's to keep track of the Force Gauge.
Ifyou want to learn more about that,
you'll have to read up on it in the
Modes Section of the Fighter and
Mode Guide. Just ignore it for now.We should also keep track of time. A
duel lasts 15 beats, There are some
extra, generic tokens that we can use
to track time here in the box, orwe
can just ignore it for casual play.
A Beat is just a fancy term for round
ofplay’, Since there aren't really turns,
we track the time that passes in beats.
And what about these empty slots on the board edge?
‘Those hold your starting discard piles. Take
your yellow Style and Base and put them in
the closer pile, then take your green Style
and Base, and put them in the further pile
‘Those both have a'l' and a'2’
markin the corners too.
Indeed. Once you're experienced, I recommend
setting up your Bases specifically to deal
with your opponent. However, since we're
just learning, these defaults are fine.
Go ahead and put ll the remaining Styles
and Bases into your hand, You should have
5 Bases and 3 Styles in front of you now.Selection
Alright, 'm ready to fight!
Excellent. To begin a beat, we start by selecting attack pairs.
‘The attack pair is one style and
cone Base, lined up together.
Tl goahead and show you my
attack pair, Evacuation Burst.
So the numbers
here add together?
Yes. And in the case ofa wide range,
like this one, the first two and last
two numbers add up, so this attack
has a range of 2~4, a power of 3, and
a priority of 1. And of course, all
the effects of both sides as well.
Ok, I think I understand
‘We both pick attack pairs from
cour hands and place them face-
down, Are you ready?
‘Yep, I've played my attack pair. I
guess a legal pair always has one
red card and one blue card, right?
You've gotit‘Now, before we reveal what attacks we
picked, there's an Ante step. This is where
you can throw in your tokens to enhance
your attack, or use certain effects. Usually
your Unique Ability will tell you what
you can do during Ante. Some fighters,
like me, don't do anything hers.
SoT can use one token, whatever I like.
Jost keep in ming that, hit or miss, the
token will be gone after you use it.
Ok, I'll throwin my Fire Token for +3 Power!
Excellent. Then it's my turn to ante. Since
Idon'thave Ante effects, Ihave to pass.
And then what?
‘We keep going back and forth until
we both pass in succession. You're
notallowed to ante any thing else,
so you have to pass too now.
Alright,
very well.
Reveal and Start of Beat
So, it’s time for the big reveal!
I'm excited! hope you're ready!
Teleport Burst!
Advancing Drive!So now that we've revealed, it's time
to leam about Triggered Effects.
All of the effects on your card have
two parts, a Trigger and an Effect.
So in "Before Activating: Advance
1 or2 spaces," "Before Activating"
is your trigger, and "Advance 1
or2 spaces" is your effect.
All of your triggers will activate
automatically whenever the time is right.
Ah, gotcha, So this is what you
meant when you said "no tums’.
Yes, exactly.
So the first trigger is always Reveal.
Reveal triggers are pretty rare,
so neither of us have any.
Before the next trigger though,
right after Reveal, we need to
decide who is the Active Player.
‘The one who is going to do his attack first.
Yes. This is decided by priority.
The higher priority goes first, so
it's clearly going to be you.
Go me! Time to bring the beatdown.
So the next trigger is Start of Beat,
For this trigger, and its complement,
End of Beat, the Active Player goes
first, then the Reactive Player.
So Ido my start of beat effect
first, advance 1 space.
‘And1Ill step back 2 spaces with Burst.Active Player Attack
So nowit's my time to shine.
Get ready for my best attack.
Keep in mind I'm letting you get away
with this for instructional purposes only.
Your entire attack is broken down into 6 steps:
1. Do your Before Activating effects.
So I'm going to advance 2 spaces now.
So now you've hit me, congratulations, No matter where I
move to or what happens next, I've already taken the hit.
3. You should activate any On Hit effects you have.
None forme
this time.
4, Then, ifyou landed a hit, you do
damage equal to your power.
My power is 7
in this case
So I take 7 damage.
5. Ifyou did at least 1 point of damage,
activate your On Damage effects.
Idon'thave any of those
either, at least not this time
And finally, whether or not you hit, you
use your After Activating effects.
So nothing on that front.‘And that’sall there is to executing your attack.
Most of the time you'll only do a few triggers.
Well, since you went first and hit me, I become
Stunned. Since I'm stunned, we skip over my
Attack, and go straight to End of Beat.
End of Beat and Recycle
Doyoustill use your End of Beat
effect, even if you're stunned?
‘Thankfully yes. Unlike other triggers,
you canstill use Start of Beat and End of
Beat effects, even if you're been stunned.
Stunning someone before Start of Beat seems really tough.
You'd be surprised what some people in this
‘world are capable of. Know your opponent!
Ysnext?
Hight So whatanext ll go ahead and use my Teleport
effect to get over tohere.
So after we finish our End of Beat effects, once again in player order, we both recycle.
To recycle, pick up your outer discard pile and put it in your hand (discard
pile2) and then slide your inner discard (discard pile 1) to the outside.
‘Now put the attack you played this turn into the empty spot.
And my token?
It-goes to its own special pile, and won't ever
come back, unless you use an effect to recover it.
Gott. And now we just go
on to the next bea
Yes. Now we go back to selection.
18Stun and Stun Guard
‘This Stun thing seems like a pretty sure gamble.
Thave way better priority on my Styles than you
do, so T can just keep you stun-locked forever.
Try itand see what
I'm ready. happens then.
Me too. Ante?
Wind, for +2 Priority.
‘rca ppp eo
pulsoypnspus yt ee
Sweeping Shot!
Looks like we have no Start of Beat
effects, and like usual, I'm way faster.
So Idon'thave any triggered effects,
and I hit you for 2 damage. Take that.
Itstings a bit, but I'm not
stunned this time.
See my Strike Base? Ithas Stun Guard
§. That means that you have to hit me
for more than § damage to Stun me.
‘Well that's unexpected.
So now I'll do my Reactive Attack. It works just like the Active Attack-Before
Activating, Hit, On Hit, Damage, On Damage, After Activating, So I'll do 6 damage (2
extra due to your Sweeping Style's passive effect) and pull you all the way over here.‘That's pretty lame.
Better not invest too much in pure speed then.
Alright, let's finish this fight!
Other Notes
Any other things I should keep in mind while playing?
‘Well, when moving, advance always brings you
towards your opponent, and retreat always moves
you away. Also, you hop over the opponent's
space when moving, without counting it.
Advance and Retreat only determine
the starting direction of your movement
though, so it's possible to advance when
you're right next to someone, and move
past them to actually be further away.
‘The other thing to take note of is the
new Base you just got back, Dash.
1 Dash isa pure defensive card. It won't
hit your opponent or do any damage.
However, it’s very fast, and ifyou move
past your opponent when you use
it, you'll be able to dodge his attacks
byiits effects. Even if you're still in
range of an attack, triggering Dashs
special effect will let you dodge it.
1sSo you said I can to use all my triggers
when they come up, but do Thave to?
Yes. Every trigger is mandatory. The only time you
‘won't use a trigger is when you can't, due to limitations
of the board, tokens, or other circumstances.
Sometimes an effect will say 'may' or'up to’ In this
case, you can optionally use that specific effect,
coryou can choose zero on an'up te! amount,
think I've got the basics down then.
Attack Wheel
Twas just thinking too, if know what's in your
discard pile, Talso know exactly what's in your hand
That's thinking like a winner. The
Bases by themselves have avery direct
relationship with each other. Knowing
‘what is in your opponent's cooldown
can tell you what your power Bases are.
Just beware, as Styles and your
opponent's unique Base will quickly
muddy up these relationships
ifnot accounted for.
‘You're on!SEEING 4 FiqHER TO Mate pour SPE
Choosing what fighter to master first is a big part of BattleCON. Pick one fighter and try
them to see iftheir 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 fighters.
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 18 fighters!
Here are some of the classes of fighters you'll encounter...
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: Hikaru Sorayama, Zaamassal Kett, Kehrolyn Ross
CONTERATECEF ER.
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: Vaanah Kalmor, Lixis Ran Kanda, Rukyek Amberdeen
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: Cherri Seneca, Demitras Denigrande, Regicide Heketch,
Khadath Ahemusei, Luc von Gott
Srecu sr
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: Hepzibah Culotre, Magdelina Larington, Sagas Seities, Seth
Cremmul, Tatsumi & Juto
HeyelcHr
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: Cacenza, Kallistar Flarechild
‘Many fighters fitinto 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 garneplay the best!
LeGrey DEREY
Your primary goal in BattleCON is to
win matches against other players in a head-
to-head battle. Both you and your opponent
will select one of the 18 fighters in the game
and play a match.
A single match consists of two or three
duels. A duel is a complete game, beginning
at 20 life points and ending with one player
reaching 0 life. A single duel takes between
10 and 20 minutes, so a match is typically
between 30 minutes and an hour long. The
player who wins two out of the three duels is
declared the winner of the match.
In the course ofa single duel, the goal
of each player is to reduce their opponent's
life total to zero or fewer points. The first to
accomplish this is declared the winner of that
duel.
A duel consists of up to fifteen rounds,
called beats. In a beat, both players act
simultaneously as they play out all of the
steps of the beat. There are no ‘turns’ in
BattleCON-both players are constantly
engaged in the conflict.
If you're just learning the game, it
is recommended to use the two fighters
“Hikaru Sorayama’ and ‘Khadath Ahemusei’
and follow along with the introductory rules
comic. After following through the comic,
you can use the detailed rules here to answer
any questions that come up as you play the
game.
Each Fighter's Unique Ability is integral to
their strategy. Mastering both your ability
and how it interacts with the ability of your
opponent is key to achieving victory and
crushing all who oppose you.devi few zal
Hikaru ante uptoonetaken ech best
cop the feof that toe apie
ark,
ef tls and iq as allow hi
sorecver Hemet Tobens He anak
secon tek thes st
Ficttet Cp Oekvey
Fighters are specific personas that you
use on the field of battle. Each player will
select a different fighter at the start of the
game and must use all of the Styles and Bases
that are associated with that specific fighter.
Each fighter card has the following
components:
1. Name ~The name of the fighter.
2. Unique Ability — One or more
unique abilities that this fighter possesses.
These are staples of their personal strategy
and are used during gameplay.
Each fighter also comes with a Reference
Card that you should give to your opponent.
This helps both players to understand the
playstyle of their opponent more quickly and
get to the heart of the game.
Some fighters are more difficult to leam
than others, or require a familiarity with the
core gameplay that makes them difficult
to learn first. We suggest starting with the
fighters from the “Basic” Flight (Cadenza,
Hikaru, Kallistar, Luc, Magdelina, and
Vanaah). The difficulty rating of a fighter
can be found in the Fighter Guide, or on the
Flight Guide sheet.
Pace Carp OF RYE
These cards are printed with their
numbers aligned to the left and may be either
unique toa fighter or generic, Those that are
unique haye that fighter’s picture on them.
Bases are the foundations of an attack pair.
Bases have the following parts.
1. Name ~ The name of the Base.
2. Range — Thisis the distance theattack
will strike at. Some ranges are expressed as
two values (e.g.: 1~4). These ranges target all
spaces included in the range (so 1~4 would
target spaces at range 1, 2, 3, and 4). Attacks
with a range of N/A will never hit unless they
havea effect that says they do. Negative range
values are treated as if they were 0.
3. Power — ‘his is how much damage
the attack will do. Attacks with a power of
N/Awill not do any damage. Negative power
values are treated as iftthey were 0.
4. Priority — The speed of the attack.
Higher priority attacks have the advantage of
going first in combat-allowing you to stun
or escape your opponent in many instances.
Priority may be negative on some attacks.
S. Effects — Special effects that are part
of the attack. These are explained in detail
later.
1af Beate Your) spendan
etl Tskontahieamack
snot tn sfet)
These cards are printed with their
numbers aligned to the right and are all
specific to a certain fighter. Each Style can
be paired with a Base to form an attack pair.
A Style has the following parts.
1. Name — The name of the Style,
‘This pairs with the name of the Base to
form the name of the attack. For example,
the ‘Geomantic’ Style and the ‘Drive’ Base
combine to form the ‘Geomantic Drive’
attack.
2. Range Modifier - The range of the
attackis modified up or down by this amount.
i. If only one side of the attack
hhas a variable range like 1~4, add the single
number to both sides (so 1~4 plus 2 would
be3~6).
it IF both sides of the attack range
are variable, calculate the complete range by
adding the highest and lowest parts of both
sides (so 1~3 plus 2~3 would be 3~6).
3. Power Modifier — The power of the
attackis modified up or down by this amount.
4. Priority Modifier — ‘he priority of
the attack is modified up or down by this
amount.
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.
ont Regina Be
eset
FINGER Camp OFRVESY
Each fighter has a Finisher card that they
can make use of during play. The Finisher
card looks just like a Style, except that it
has a white or black overlay and a complete
border around the edge. A Finisher is not half
ofan attack pair, though-it replaces the entire
attack pair and whatever Base you play does
not modify it.
Finishers have two sides. During Setup,
but before initial discards, each player should
secretly select which Finisher they wish to
tuse, then reveal them simultaneously. The'a’
side is the more universally useful side, and
recommended for starting out with when
learning a fighter. If this is your first time
playing, it is reccomended that you leave
Finishers out of the game.
The actual usage of Finishers during
gameplay will be explained later in the rules,
under the ‘Variants’ section.
ZOStec_ Cares
‘There are a few kinds of special cards in
the game used by specific fighter kits. They
are explained in complete detail on their
respective fighters’ Unique Ability cards.
‘These are:
Hepzibah’s Dark Pacts (5)1. Fighter eine - Each player chooses
‘one fighter. (choose secretly in a competitive
game) They take all of that Fighter's cards (1
fighter card(A), 5 Styles(B),1 Finisher Card(C),
and 1 Base(D)), plus a set of generic Bases (6
Bases_Strike, Dash, Drive, Grasp, Burst, and Shot)
(B), to form a starting hand. Each player should
also find any tokens, counters, markers, or extra
cards that their Fighter uses (F) and place them
beside their fighter card or into play as specified
by their Unique Abilities.
Each Fighter also has a Reference Card (G)
that details their Styles and Bases. Trade Refirence
Cards with your opponent, so you haven idea of
what their capabilities are.
‘The discard pool (H) is where things such as
tokens gowhen anted. Until anted, they remain off
the board ina seperate pool.
Each Fighter's complete kit is listed in the
Fighter Guide. The name of the fighter kit a card
belongs to is always listed in the bottom center of the
card.
2. Board Setup - Place the Fighter's standups
con the third (1) and fifth (J) spaces respectively, so
that each Fighter is on its owner’ left hand side of
the board. Use the Life Spinners (K) to keep track
of each player'slife points. All playersstart with 20
life. Use paper and pencil to track 15 beats. After
recycling at the end of each beat, you will reduce
this count by one, from 15,
3. Finishers & Initial Discards
Each player chooses one side of their
Finishers to use and sets it off to the side with the
chosen side face up. This is done simultaneously.
Then, each player chooses two Bases and two
Styles’. These will form two pairs that should
be placed in discard 1 (L) and discard 2 (M)
respectively. These cards will not be available at the
start of the game but will become available soon.
Make sure your two discard piles are separated and
that you know which is which, as they both have
very important functions. (see “Recycle” for more
information)
3b. Fighter Setup - Some Fighters
(particularly advanced Fighters) require some
additional setup. The Fighter’s Unique Ability
will tell you what extra setup steps they may have
to complete.
4, Game Start - Once you have completed
these actions and filled both discard piles, you can
begin the game. The Beat Sequence list (N) shows
the stops in a beat to follow.
*When learning the game or trying a new
Fighter; the Bases and Styles marked 'l' and '2’ form
the starting discard piles. These are optional, but are
intended to help you to set up the game and jump into
anew fighter quickly.
ZAnattack pair is formed by selecting one
Style and one Base from the player’s hand
and placing those face-down in front of them.
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 fighter has 35 possible attacks (and even
more when you factor in Unique Abilities!)
Casein
The objective of each duel is to reduce
the opponent's life points to zero before
your opponent can do the same to you.
‘The first player whose life points reach zero
is eliminated, and the remaining player is
declared the winner of the duel.
A duel has a time limit of 15 beats. At
the end of the 15th beat, if no player has
eliminated the other, then the player with
the highest life total is declared the winner.
Fly
Every beat of BattleCON follows a
similar pattern. Each of these steps is done
by each player simultaneously (or in priority
order, after the Reveal Step).
1. Select attack pairs
2. Ante
3. Reveal attack pairs
4. Execute attacks
5.Recycle
1 ~ SeLecT ATK Pars
Each player chooses one Style and one
Base from their 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 Ante
2 Ae
A fighter’s unique ability may provide
that fighter with tokens, markers, or other
ante powers that are used during this step.
Powers that can be used during this step will
instruct you to do something ‘as an Ante...
‘during Ante.’
‘The most common things to ante are
‘Tokens. A token’ exact effect depends on the
unique ability of the fighter using it. Almost
all ante options are granted by Unique
Abilities on your fighter card.
Tokens are in a fighter’s “token poo!”
area until they are used. After being used,
they are typically moved to a “token discard
pool.” You can use any space on the board for
these two pools. As long as you know which
is which, it doesn’t matter.
Unless otherwise stated by a fighter’s
unique ability, tokens are discarded to their
own separate discard pool and cannot be
retrieved exceptbby the effects ofthat fighter’s
Styles and Bases. Not all fighters are able to
retrieve their tokens, so pay attention to your
options for recovery before you use them
recklessly!
Starting with the player who was Active
BBPlayer during the previous beat (orrandomly,
on the first turn), players take turns anteing.
Players may always ante more (as faras their
unique abilities allow), but antes can never
be taken back. Once both players have
consecutively elected to pass on anteing
farther, move on to the next step.
2 ~ FeeArnce Paes
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.
After resolving all Reveal effects, check
the priorities of both attacks (considering any
modifications provided by tokens, Styles, and
passive special abilities). Ifthe total priorities
tic, then a Clash occurs.
Reveal effects normally do not have any
timing, and generally 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 beat.
PRorty Te? — CL!
Ina Clash, both players must play a
new Base face-down from their hands. They
simultaneously show the played Base and put
it on top ofthe old one, hiding the effects and
stats of the original Base and forming a new
attack. Players then check to see if another
Clash has occurred. If ithas, continue again
as above.
Ifeither player runs out of cards during
the Clash, then both players skip directly to
recycling their top attack pairs (everything
before recycling is skipped) and a new beat
begins.
During the Recycle Step, only recycle
the top attack pair (the one your fighter
actually executed after all Clashes), and
return all other cards to your hand.
The player who has higher priority
after Reveal effects and any Clashes are
determined is called the Active Player,
and the one with lower priority is called the
Reactive Player. Later changes in priority do
not affect who is Active or Reactive player,
After Reveal effects and Active/
Reactive player are resolved (by Clashes if
necessary), Start of Beat effects take place.
‘The Active Player executes all of their Start
of Beat effects, then the Reactive Player
executes all of their Start of Beat effects.
Once the Start of Beat effects are resolved,
attacks begin.4~ ATR.
The Ae is activates their attack
first by performing the following steps*:
1, They perform any Before Activating
effects listed on their cards. If there are
multiple effects, they choose in which order
to use them.
2. They check to see if the opponent
is within their range. Range is counted in
spaces, with the space occupied by the player
being space zero (so adjacent fighters are at
range 1, and fighters at the start of a match
are at range 2).
* It is possible for some effects, such as
Seths’s Omen Base, to stun the Active Player. If
this happens, their attack is skipped, and you
should move straight to the next step, Reactive
Attack.
3. If the opponent is in range, then the
Active Player resolves any On Hit effects.
4. Ifthe opponent was hit by the attack,
then the opponent takes damage equal to the
power of the attack, reducing the damage
taken by their own attack’s Soak value (ifhe
has this effect-see Common Effects on page
29).
5. [fany damage was done, On Damage
effects are resolved. Also, ifany damage was
done, the opponent may be stunned. This
stun can be prevented by an opponent with
Stun Guard (see the section on Stun, page
28).
6. If a player's life is reduced to zero
or fewer points (at any time), the game
immediately ends, with the remaining player
being declared the winner.
7. The Active Player resolves any After
Activating effects, regardless of whether or
not the attack hit or did damage.
FR ~ REACTS
If the Reactive Player is not stunned,
they may activate their attack by following
the same steps as the Active Player. A stunned
playerskips activation entirely, including any
Before and After Activating effects.
Once the Reactive Player's attack has
been resolved (or been stunned), move on
to the next step.
Stech Races:
Some attacks haye special ranges of X
orN/A. These attacks are treated differently
than normal.
Attacks with a range of N/A (on
either side of the attack pair) never hit
opponents.
Attacks with a range of X (on either side
of the attack pair) have their range defined
by some special passive or triggered effect.
Range boosts or penalties do not apply to
these special ranges—they can only hit or miss
due to their effects.
5 ~ Reocte
Both players activate any End of Beat
effects they possess (Note that UA’s that
activate at the end ofeach beat happen after
recycling). Ifboth players have End of Beat
effects, the Active Player executes all of their
effects first. End of Beat effects will still be
executed by the Reactive Player even if they
were 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
Zs3. Move the attack pair they just played
face-up into their first discard pile.
Once you have recycled your discard
piles, reduce the beat count, and you are all
set to start the next beat! When this count
reaches 0, the player with the most life wins.
‘Recycling means that each attack pair
‘you play will take 2 beats of cycling,
before it can be recombined into new
attacks. Be careful before you use your
strongest attack-it might be more usefil
as two parts instead of one!
“Resotue c1S
During the course of the game, you will
need to resolve many special effects that your
attacks have. How to resolve these effects is
explained in detail here.
There are two kinds of effects, Passive
Effects and Triggered Effects.
Passive effects are always active from
the time the attack is revealed until the end
ofthe beat or until the card that the effect is
on leaves play, For example, Seth’s Vanishing
Style states “Attacks at range 4 or greater
do not hit you this beat.” This is a passive
effect and should be followed as long as it
is face-up on the player's current attack pair.
Its instructions should be obeyed by both
players at all times.
Triggered effects have two parts:
a trigger and an effect. An example of a
triggered effect might be “Before Activating:
Advance 1 or2 spaces.” This means that the
effect is triggered and resolved during the
Bofore Activating step (during step 2 of the
attack). If a player has multiple triggered
effects with the same trigger, then they
choose what order to activate them. All
triggered effects are mandatory-you
must use them when they trigger. Already
triggered effects remain active even ifthe card
that triggered them leaves play. A player who
has multiple triggered effects chooses the
order they activate in.
If triggered and passive effects would
conflict with one another, the passive effects
take precedence.
TREGERS
Reveal: ‘this effect happens as soon
as cards are revealed. There is no priority
order on these effects, so they all happen
simultaneously.
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.
Before Activating: This effect
happens after a player activates their attack.
You will not perform your attack (or these
effects) if stunned (this negates the whole
activation and the effect before it resolves).
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 opponent’,
meaning the opponent that you damaged.
Some UA‘ effects may also activate when
“wedamage is dealt,
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 (this
negates the whole activation and the effect
before it resolves).
End of Beat: This effect happens
before recycling your discard piles. The
Active Player activates all of their End of Beat
effects, then the Reactive Player activates
all of their End of Beat effects. You always
perform these effects, even ifstunned.
Sus Brees
Some triggered effects will apply powers
to the current or next beat of combat. These
are called “Status Effects” and are separate
from the cards, tokens, or abilities that
generate them. The box contains some tokens
that you can use to track status effects, but
status effects are not tokens.
Moervenr
Many effects will cause fighter’s
standups to move. The only way to move on
the boardis by these effects or by the unique
abilities of fighters.
Movement will be specified by triggered
effects or afighter’s unique ability in the form
ofeffects such as “After Activating: Advance
1, 2, or 3 spaces.” When you move, you move
into and out of each space on the way to your
destination.
There are 6 kinds of movement:
Advance - This moyement brings you
closer to an opponent. (ex: “Advance 1, 2, or
3 spaces”)
Retreat — This movement takes you
farther from an opponent. (ex: “Retreat 1 or
2 spaces”)
Pull - This movement brings an
opponent closer to a (ex: “Pull the
opponent up to3 spaces”)
tS:
ob ESSh0
Push — This movement puts an
opponent further from you, (ex: “Push the
opponent up to 3 spaces”)
fia $
OMHOO0SO
Move — You may choose either
direction to adyance or retreat. (ex: “Move
1 space”)
Move directly - Teleport
immediately to the space specified. Any
repercussions of the movement, such as
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 Khadath” would apply to 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 Khadath” would not stop Hikaru’s Direct
Movement below)
VicSome effects (like Sagas’ Soul Mirror)
allow you to switch or swap places with an
opponent (or other things like markers).
‘This is considered a special form of direct
movement where your and your opponent's
fighters are placed in each other's respective
spaces.
Movement effects are mandatory. If
an effect says ‘advance 1 or 2 spaces, then
the player must move either 1 or 2 spaces
forwards. You cannot choose to remain
where you are.
For all moves except
movement, you must pass through the
spaces between your current position and
your final destination.
If an effect specifies ‘up to, such as
“Advance up to 2 spaces’, then the player
has the option of choosing a movement of
zero (which is less than 2) and remaining
stationary. You are not considered to have
moved if you choose zero, but this is still
considered a movement effect. Negative
movementis never allowed.
When moving, you hop over opponents
and do not count the spaces they occupy
against your movement.
S08 SESS
Ifa legal movement cannot be made,
then the movement is ignored entirely, (ex:
“advance 3 spaces” when there are only two
spaces left on the board).
direct
Ifa legal movement is possible given
the effect moving the fighter, then it must
be taken, (Example: Hikaru must move 1
space forwards or backwards, but the edge
of the board is behind him, In this case, he
is forced to choose the forwards movement,
since itis the only legal, available move).
‘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 these effects might be
used to set up a ranged position, even
when they normally close distance.
Suny, © MMuTy
All attacks have the potential to stun
opponents when they hit. A stunned
opponent is unable to react with an attack
of their own. Thus, in order to score hits a
player must be fast enough to strike first,
maneuverable enough to avoid damage, or
defensive enough to prevent stun.
‘A stun occurs whenever a player takes
damage greater than their Stun Guard value,
Stun is checked at all times, so stunning
may occur when damage is taken outside of
normal attacks. Attacks that have no Stun
Guard on them have a Stun Guard of zero.
Here are a few examples that you can follow
along with using your own cards. All of these
examples ignore range and movement.
Example 1 - Hit and taking damage:
Cadenza and Kallistar are dueling. Kallistar
uses a ‘Blazing Strike’ (4 priority) and
ZBCadenza uses a ‘Battery Drive’ (3 priority).
Kallistar will go first. She hits Cadenza for
4 damage. Because Cadenza has no Stun
Guard or Soak effects, he takes 4 damage
and is stunned. He will not be able to use
the movement effect on his Drive Base, but
he can still utilize the effect on his Battery
Style, since itis an End of Beat effect and not
prevented by stun,
Example 2 - Taking no damage:
Cadenza uses ‘Clockwork Drive’ (priority
1, Soak 3) and Kallistar uses ‘Ignition Grasp’
(priority 4). Kallistar will hit first, dealing 3
points of damage to Cadenza, Cadenza has
Soak 3, which reduces the damage he takes
by up to 3 points. Thus, he takes 0 damage.
Because he has not taken any damage, he
is able to retaliate and score 6 damage on
Rallistar.
Example 3 - Stun Guard greater than
damage: Cadenza uses ‘Mechanical Strike’
(priority 1, Stun Guard 5) and Kallistar uses
“Volcanic Grasp’ (priority S). Kallistar will hit
first, as usual, and deal 2 points of damage.
Cadenza takes the damage, but because the
damage is lower than or equal to his Stun
Guard value, he is not stunned. He can hit
Kallistar back for 6 damage.
Example 4 - Damage greater than
Stun Guard: Cadenza uses ‘Mechanical
Shot’ (priority 0, Stun Guard 2) and Kallistar
uses ‘Flare Strike’ (priority 5, in elemental
form). Kallistar will hit first, dealing 9 damage
to Cadenza. Cadenza takes the damage, and
since it is higher than his Stun Guard value,
he is stunned and will notactivate his attack.
Example § - Stun by effect: Cadenza
uses an extremely defensive ‘Clockwork
Strike’ (priority 0, Soak 3, Stun Guard 5),
Kallistar uses a ‘Caustic Grasp’ (priority 6,
in elemental form). Kallistar will go first,
dealing 5 damage to Cadenza. Cadenza’s Soak
absorbs 3 points of the damage, so he takes
‘You can still be stunned even after
youattack. It usually doesn’t have any
meaningful effect, since you've already
made your attack, but some fighters
who care about being stunned for any
reason will need to be careful about the
possibility of a Reactive Player stunning
them even when they gp first.
only 2, which is Jess than his Stun Guard of
5. However, Kallistar's Caustic Style has a
special effect “On Hit, Elemental Form: The
opponent is stunned.” Cadenza is stunned
because of the effect and will not activate his
attack. This is called an auto-stun effect and
can stun regardless of the opponent's Stun
Guard and Soak,
Example 6- Stun Immunity: Cadenza
uses the same ‘Clockwork Strike’ and
Kallistar uses her same ‘Caustic Grasp This
time, however, Cadenza decides to ante one
of his Iron Body tokens during the Ante
Step. This ante gives him the effect of Stun
Immunity due to his unique ability. Now
when Kallistar hits first, her Caustic effect
will attempt to stun Cadenza. Cadenza is
immune to stun, however, so no effect or
damage can prevent him from executing his
Clockwork Strike for7 damage.
a1Comvon ErEcs
Lose Life — Effects that say “lose life” do
not ever cause stun. Only effects that “deal
damage” can cause stuns, Soak does not
prevent loss of life from these effects. Loss
of life can never reduce a player to below
Llife.
Stun Guard - A number will be
specified (ex.: Stun Guard 5, Stun Guard 3).
Whenever the player takes damage this turn,
they are not stunned unless the total damage
taken from this attack is greater than their
Stun Guard rating. Stun Guard is always a
passive effect. Attacks with no Stun Guard
specified have an implied Stun Guard of zero.
Ifa player gains multiple instances of Stun
Guard, they stack. (ex.: Stun Guard 5 and
Stun Guard 3 become Stun Guard 8)
Ta player would take damage multiple
times in a turn, Stun Guard applies separately
to each one. The player must take damage
higher than their Stun Guard in a single
attack for their Stan Guard to be broken.
Soak — A numberwill be specified (ex.:
Soak 3, Soak 1, Soak 2). Whenever the player
would take damage this turn, they reduce
the damage taken by the amount specified.
Multiple Soak effects stack together (so Soak
3+ Soak 1 = Soak 4). Soak is always passive
effect.
Ifa player would take damage multiple
times in a turn, their Soak applies to each
individual time they would take the damage.
Stun Immunity — The fighter cannot
be stunned by any means or effects. Stun
Immunity overrides any effect or damage that
would normally stun a fighter and removes
any current stunned state. It does not prevent
any damage.
Opponent is Stunned - The opponent
becomes stunned. This ignores any Soak and
Stun Guard effects the opponent may have,
but will not bypass Stun Immunity.
You/Opponent has +/- X Power/
Priority /Range - Effects like this are called
‘status effects’ Unless a status effect says
otherwise, it starts working right away, and
stops working when cards recycle after the
end of the beat.
Ifa status effect starts working later or
works longer than the current beat, it will say
something like “You have +2 Priority during
the next beat” or “The opponent has -1 Power
until the end of the next beat.”
Opponents/Attacks at range X do not
hit you - This is called a ‘dodge’ effect, and
typically lasts for as long as the cards which
revealed it remain in your attack pair. Dodge
effects prevent ahit from being scored against
you, which prevents all damage, On Hit, and
On Damage effects from taking place. You are
simply considered ‘out of range’ of the attack.
Discard additional Styles/Bases -
Some effects will cut down your options by
making you discard more Styles and Bases
from your hand. These go to the discard pile
specified and cycle around normally. If no
discard pile is specified, they go to the discard
with your current attack pair this beat.
During the Set Step, ifa player somehow
has no Styles or no Bases in his hand, then
the beat ends immediately and discard
piles recycle again, leaving one pile empty
temporarily.
30Canes & Sepurs
‘Tokens, markers, and counters are kinds
of pieces in the game that are governed by
similar rules. A Fighter's Unique Ability will
typically grant them one or more of these
kinds of game pieces to use.
TOES
Welg
LHe,
All Tokens are circular,
‘Tokens are typically either in a fighter’s
‘Token Pool or Token Discard Pile. Tokens in
the Token Pool can be anted during the Ante
Step. Tokens with identical names (such as
Crescendo) can be anted together as a stack
of 1 or more tokens. Tokens with different
names (Explosive Shell, AP Shell, etc.) must
be anted oneat a time.
Unless otherwise stated, a token goes
to its owners’ token discard pile immediately
once anted. This discard pile is separate from
the normal discard piles. ‘Ihe token’s benefit
is called a Status Effect. All such Status Effects
go away during the Recycle Step unless
otherwise noted.
MARKERS
All Markers are diamond-shaped,
Markers occupy spaces in the play
area. Markers can occupy the same spaces
as fighters and other Markers without
interference. A Marker does not count as
‘occupying the space’ the same way that a
fighter standup does,
Two markers with the same name and
controlled by the same fighter cannot occupy
the same space. Many Unique Abilities give
specific rules for marker placement that may
supersede these rules.
COUNTERS
[Ore
All Counters aré pentagon-shaped.
Counters are used for keeping track
ofthings that cannot be represented by
Tokens or Markers, such as Magdelina’s
Divine Conduit Ability or Tatsumi’s Tidal
Bond Ability. Counters work differently for
each fighter who controls them, so make sure
to check out the fighter’s individual abilities
to see how their counters function.
All Standups are tombstone-shaped.
Each fighter 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 afighteris moved, pushed, orpulled, it
is always their standup this applies to, unless
another effect states otherwise.
aVARANTS
Now you know how to play the
core BattleCON game, but that’s just the
beginning! The Variants section will allow
experienced players to incorporate arenas,
Finishers, and more into your games!
Tt will take many, many games to
experience everything BattleCON has to
offer, but that’s the fun of it! Keep exploring
new play modes, and you're bound to find
new things to challenge you and your friends.
Note: The Special Actions Variant (#2)
is considered to be standard-once you've
mastered it, you should use it in all game
modes. (except those expressly telling you
not to)
Varun Hf
ATE Freer
DIFFICULTY: NOVICE
Once you are familiar with the basic
game, you can try playing with Finishers to
add an exciting new element to each game.
Before the duel begins, each player
secretly decides which side of his Finisher
card he wants to use. Together, both players
reveal their Finishers at the start of the duel.
The Finisher cards sit off to the side of the
board, near the fighter cards for each player.
This is done at the same time as choosing
discards.
You can check your opponent's Finisher
at any time. It cannot be switched to its
reverse face during the duel.
Vang He FINS
Once your life is at 7 or below, you are
able to use your Finisher, During the Ante
Step, after setting down your attack pair, you
canante your Finisher. When you do, retrieve
your attack pair—only the Finisher will be
executed this turn. No further antes can be
made by either player after a Finisher is anted,
Regardless of what happens (whether
you hit with it or not), if you anted your
Finisher it will be removed from the game at
the end of the beat.
During the turn you use a Finisher, you
do not cycle your discard piles as usual.
CLasHnG, witty Finsietes
Finishers always win priority ties
without Clashing. If two Finishers Clash,
then they both downgrade into Cancels
(see the Special Action section). They are
otherwise just like attacks and can be stunned
out, dodged, and retaliated against.