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BUOUURY,Original game by Benjamin Pope and Bryan Pope |
Based on the redesign of scorpiusoka7
Combat Evolved is a cooperative combat game for 2-5 players
based on the Tabletop game
RWBY: Combat Ready, based on the RWBY@ series.
Your team of Heroes will battle evil Villains while driving back the
relentless hordes of Minions that seek to destroy the world.
Players choose to play as a Character of Numerous Shows, Series and Medias.
Then, they choose a Scenario to play from the Scenario Book, which includes a
Villain to battle and special Objectives to accomplish.
Battles are fast and intense, with tough tactical choices every Round.
During the Battle, players gain Experience which they can use to
upgrade their Cards and Money to buy Items and Spells.
Players can choose to play a string of Scenarios, known as a Campaign,
improving their combat prowess after each victory. They'll need to be at their
best, because each successive Scenario becomes more challenging. If they
defeat all of the Villains in a Campaign, their conquest is complete, and the
world may know peace once more.
CURRENT COMPONENTS
Rules
Scenario Book nsnisneay
Game Board
5 Player Boards
5 Heros
2 Villians
2 Minion Decks
8 Status Effect tokens
2 Marker Tokens
1 Objectiveeye
PLAYER DECKS
Every character has their own deck of cards. Each card represents an attack or action they can
take duriug a Battle, All cards have a Speed rating. Attacks with higher Speed have a greater
chance of hitting an opponent. TIER LEVEL
‘This card has a black ‘This card is Tier 2. It has a bronze
and is Tigr 1. border and says T2 in the top right corner.
Various cards and abilities may refer to
‘a card's subtype. For example, fiying
Minions can only be attacked by attacks
with the “Ranged” subtype.
EFFECT, : ee ime
ne cards cause additional effects eS
when they are played. some effects are
Conditionally triggered, for example, by
successfully hitting an Eney
z Se
ASSIST.
Some cards have an Assist All cards have a Tier Level: 1, 2, 3, 4, or 5. The higher the Tier level, the more powerful the card. Players start
ability printed at the bottom. the game using only their Tier l cards, Tier 1 cards are easy to identify because they have a black border.
An Assist is an alternate way Higher Tier eards have a Bronze, Silver, Gold and Diamond border respectfully, During a Battle, players eam
touuse the eard ta help your [Experience points and can plirchase upgraded cards of higher Tiers by paying thelr Experience cost,
allies during Battle.
CHARACTER SCROLL CKER
‘Max Life CARDZONES HERONAME ABBILITY
‘special power that a player can use. Iti tracked
Every Hero has their own’
Maximum amount of Lite using a Abbility marker-and refreshes differently for
they start with and can be every Hero,
healed to. you may place @
Perera oe R ‘ Ay MINIATURE
aes 02
as reminder to not go further
‘XP TRACK: 5
Track XP on this track XP can be ycOS! MARKERS & TOKENS
hised to upgrade cards for more
Por owerfil attacks.
‘A Zone to keep track of your
affs, Debufis and Abbility
LIFE TRACK:
Heroes track the amount of
Damage they take with the Lie
track. If they get to 0, they're
‘out of the Battle!
Fieres where you place your
Cards on that is drawn from
the Deck. Some Debuffs
require you to take those in
‘your hand or ip them on the
back 3.CHARACTER SETUP
1 Each player chooses a character to play and
takes the corresponding Here Board,
miniature, Abbilty marker, and card
2.Players place 2 Tokens on thelr Scroll Tra
Place a XP Token on the “0” space for their XB
d place a 1 the highest number
of their Life track, showing they have full Aura
3.All players take thelr Tier 2, 3,4 and 5 cart
(non-black borders) and place them in,
Upgrade Deck” to the side of thelr Scroll
Tracker,
4.All players place their Abbility marker face-up
(Ready) on the "Markers Tokens” Spot with the 6All players shutfle the 7.Decide which playe
Jeon showing, deckofTier Leardsand be the Active Player for
place them the first Duel and place
s place their Ultimate card face-up en ot their character
the Ultimate zone, miniature on the start
their hand can he Hero Fury
face-up
Villian Setup
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Scorpion starts with SO life by placing one Life Marker on "50" Gains Speed and Damage Bonuses from various cards, These
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‘The game board tracks the Villain's Life, Fury, Speed and Damage Bonuses, and cards.
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A EVENT CARDSSTRAINS caye ACeo) Se uINLtL I)
Se ee aed
into their deck prior to play
Event cards represent various power-ups
‘and special abilities gained throughout the
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Each Villain has their own custom card deck which represents all of
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surprises! The backs of these cards show various stances that hint at
‘what kind of action the Villain is about to perform. Remember, the
Villain’s stance gives you a clue as to how powerful or fast the next
Seo as
Reed
‘An Aggressive stance usually means
the Villain is going to make a powerful
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the Duol by Assisting the Active
Player, performing Combos, or
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Battles are fought in a series of Duels.
Each Duel is fought between one player, known as
the Active Player, and the Villain,
Duels are fought as a series of combat Rounds.
The Rounds are short and fast-paced, escalating to a
crescendo until one of the combatants 18 Bashed, the
Active Player runs out of cards, or the Villain Fury
marker reaches the end of the track.
The Active Player may not voluntary retire from the
Duel
When a Duel ends, the next player clockwise
becomes the Active Player, and another Duel begins
with the new Active Player fighting the Villain,
Duels continue until the players defeat the Villain or
are defeated themselves (see above: “How Do You
Win The Game?”),
Each Duel follows a set order of actions
1, REFRESH
» OBJECTIVE CARDS: At the start of each new Duel,
‘check each Objective card in play and update it. Some
Objectives bring Minions into play, while others may
advance a track. See the Scenario Book for more
etalls on Objectives,
» REFRESH ABBILITYS: At the start of each new Duel,
every player refreshes their Abbility marker by flipping
ito its ready side (the side showing their icon). Note
that some marker refreshes differently, look at your
heros Seroll for more Info.2, DUEL ROUNDS
‘The Duel is fought over a series of Rounds. For each Round:
A. EVENT CARDS: Event cards always take place atthe
>eginning of a Round. Ifthe top of the Vllain’s deck shows an
Event card, tum it over and play it now. Event cards power ap
the Villain in some way and remain revealed and in play for the
rest of the Battle, including all future Duels! Ifthe Villain’s deck
heeds to be reshuffled, do not shuffle any played Events back
into the deck
B. ACTIVE PLAYER ATTACKS: The Active Player must make an
attack against the Villain by choosing and playing one of the
‘ards in their hand. Place the card face-up on the "Hero Card”
Field on the Board but do not resolve combat until Step D.
Consider the Villains stance when choosing which attack to
‘make! These stances give a hint as to what the Villain Is going to
do next as well as the relative Speed of the action. Some cards
allow you to boost them by paying Life, discarding cards, etc
‘The decision to boost these cards must be made before the
Enemy's card is revealed and combat is resolved. These cards
‘may only be boosted by paying the cost a single time unless,
Stated otherwise on the card,
. SIDELINE PLAYERS ACT: Now each of the Sideline Players
chooses an action. Sideline Players may act n any order that
they choose. Each Sideline Player chooses one of the following
actions
* PLAY AN ASSIST CARD
+ COMBO WITH THE ACTIVE PLAYER
+ ENCOUNTER AN OBJECTIVE CARD
+ REST
For each of these actions (except for Rest), the Sideline Player
chooses and plays a card, and the actions are resolved
immediately. The cards they play are placed in their discard pile
‘These actions are described in detail later.
. VILLAIN ATTACKS: After all the Sideline Players have taken
‘an action, you can reveal the Villain’s card! Pip over the top
‘card of the Villan’s deck. Compare the Active Player's Speed
fd the Villain’s Speed. The higher Speed card hits If both
Cards have the same Speed, its called a Clash and neither one
hits unless a effect says otherwise!
‘When comparing Speeds, don't forget to comt any Speed
Bonuses! The Villain may have acquired Speed Honses from
various cards that have been played. This ls normally recorded.
by the Speed Bonus track on the game board, but it may also
‘come from any special Events currently in play.
EXAMPLE,
Holy’ Speed 10 beats Guard Scorpion's
Speed 5, sa he hits with Glaive Style,
Remember that other cards or bonuses may
Increase or decrease your Speed and must.
tbe factored in when comparing Speeds.
VILLAIN SPEED AND DAMAGE BONUSES.
Various card effects grant the Villain Speed or
Bonuses which are recorded on his Bonus tr
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Villain’s card changes his Speed or Damage Bonus, it
at the end of the current Round, after the attack is resolved
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effects may alter the Villain’s Speed or Damage without
adjusting the Bonus tracks. For example, some Event cards
jer “permanent” honuses which are not recorded on the
Bonus tracks and remain in play boosting the Villain’
attac
The player may also have enhanced Speed from Sideline Player
assist cards or prior cards they have played. For example, Sonic's
Abbility increases his Speed.
The card which hits deals Damage to the target equal to the
‘number on Damage Jf symbols on the card. If the Villain hits the
Hero, don’t forget to add any Damage Bonuses from the Vilain’s
Damage Bonus track. Cards that do not normally deal Damage or
have no Damage value printed on them cannot have their Damage
enhanced, Additionally, Hero attacks that deal indirect Damage
are not able to have the Damage of their special effects increased,
‘Some attacks may have additional effects printed on them which
‘occur either when they are played, when they hit, or based on
‘ther conditions,
Uf, after revealing the Villain’s card, an Event is showing, do not
play it yet. Events are always played at the heginning of the next
Round (see Event cards, above). Ifthe Duel ended, the Event will
take place at the start of the first Round of the next Duel.
E. DISCARD: Discard any cards let in play. Each player has their
‘own discard pile, and the Villain’s discard pile is marked on the
{game board. Some cards may grant a bonus for the next Round. If
You need a reminder, you can always glance at the top face-up
Card of your discard pile.F.ADVANCE THE VILLAIN'S TRACK: Move the Villain marker
‘one space along the Villain Fury track, Follow any text on that
space. For example, the Villain may receive a Speed or
Damage Bonus (track this on the Speed and Damage Bonus
tracks). As the Duel progresses, the Villain continues to get
more powerfull
the player rans out of cards. Otherwise, continue a new Round
with Step A, as described above.
SIDELINE PLAYERS
‘The player may Rest by drawing 1 card and heal
19 1 Aura,
‘The player may optionally discard a card when Resting in order
tomake room for more cards to be drawn at the beginning of
3. END OF DUEL the next Duel
‘At the end of each Duel, some Objectives might have an effect
that takes place. For example, Minions will deal Attrition
Damage to the Active Player unless their Ultimate was used.
Note that cards offering bonuses on your “Next Attack” do not,
carry over between Duels
1. All players draw cards until they have 6 cards in hand, Ifa
player has more than 6 cards in hand at the end of the Duel,
EXAMPLE
Holy can play this card two
different ways. He can use i
to make his opponent weaker.
or he can make the current
Active Player advance on the
Try track quicker,
then they must discard down to 6 cards, Ifyou run out of cards,
imply reshuffle your face-up discard pile to make a new face
down draw pile
2. All players can Upgrade their cards using XP (see
‘Upgrading Cards") and buy cards using Money (see “The
shop"
3. The next player clockwise becomes the Acti
new Duel begins.
Player anda
OUT OF
VILLAIN CARDS?
Pra ne e eat
of cards, reshuffle the
Peete Tene)
deck, Do not reshuffle
Event cards!Just because they are not on center stage doesn’t mean Sideline Players aren't important,
In fact, they are crucial to team success!
PLAY AN ASSIST CARD
Some cards have an Assist ability printed at the bottom. This is
‘an alternate way to play the card to support the Active Player
for a Sideline Player Assists can boost an Ally's Speed or
Damage, heal their Life, shield them from attack, increase their
Fury, allow them to draw extra cards for fresh options, and much
Playing a card for its Assist ability can be a very tough decision
Docause you are forfeiting tho primary attack which is also
printed on the card, To play an Assist, choose an appropriate
target and play the card on the Assist Zone, Assists may only be
played on other player's Heroes,
Assisting Is a great way to lend support to your Allies when they
fare most in need. They offer a variety of situational boosts that
‘an tum the tide at a pivotal moment inthe Battle!
Holy is the Active Player and plays his Buster Style attack
against the Villain. Sonic decides to attack with Crescent
Strike, which gains +1 Damage when used in a Combo.
Vegeta decides to join in too. Holy’s card has a Speed of 10,
but because Vegeta's attack has a Speed of 8, that Speed is
used for the entire Combo to compare against the Villain. If
the Villain’s Speed is less, then the Heroes win and do a total
of 5 Damage.
+ You only have 6 cards in your hand at the start of a Duel
You must carefully consider the appropriate time to play.
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‘The Combo system allows players to double down on the Active
Player's attack in an all-ornothing gamble to take down the
Villain! When a Sideline Player decides to Combo with the Active
Player, they place their attack card with the Active Player's card.
Other Sideline Players may join in and Combo too, and it's even
possible to create an epic (player Combo attack!
‘The players involved in a Combo are attacking together as a
team so they all. slow down to match the lowest Speed attack.
Al players, including the Active Player, are considered to be
attacking at this Speed as part of a Combo. In other words,
‘when the Villan’s card is revealed, its Speed Is compared to the
lowest Speed attack amongst the players mvolved in the Combo.
If the Villain’s attack has an effect that Is activated when
attacked by a specific Subtype, stich as Melee or Ranged, then
the effect is activated as long there is at least one attack in the
Combo with that Subtype.
Combos are very exciting risk/reward plays - because either all
the players hit the Villain, or the Villain hits all of the players! If
the Villain hits, the attack’s Damage and effects apply to each
‘and every Hero involved in the Combo! If the players hit, they
‘each deal their attack’s Damage and effects to the Villain,
Combos can be risky moves to make, but the potential payoff is
huge! Players want to try to match their Speeds as closely as
possible to maximize the synergy of their attack, Combos are
‘easier to pull off when the Villain is ata lower Speed, but be
careful, the Subtle stance is filed with devious tricks that could
thivart the effort!
+ Sometimes it's better to play a lower Speed card. Infact,
you almost always want to play the lowest Speed card you
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‘The Fury system reinforces leveraging your combat momentum while preventing the Villain from gaining the upper hand. Sideline Players do
not use a Fury track. They are preoccupied with helping the Active Player defeat the Villain or are dealing with Objectives. There are 2 Fury
tracks on the game board, one for the Villain and one for the Active Player. The Fury tracks are a measure of the Villain’s or Hero's.
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Adaitional Damage from Sideline Players and Combo attacks does not increase. CO ance yaar
‘Active Player can gain various bonuses. When Fury reaches the "All Draw 1 Card”, allows the Active Player to choose a Route. it represents
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When reaching the Blue Feld (starting atthe +1 Spaed zones) the Active playenisallowodtoplagian Utinat attack! Once you ar abe to
play your Ultimate, you may continue to fight, and all of your attacks gain +1 Sper Seer ce eee
the track, all of your attacks deal +3 Damage, including your Ultimate! During a Duel, you will need to win Rounds, dealing as much Damage
8 possible, as quickly as possible, in order to climb your Fury track and be able to finish off the Villains you are in the Ultimate zone, you
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During the Duol, the Vllain’s Fury marker tracks his current Fury. At the end of each Round of the Duel, move the marker up one space on his
track. As the Duel progresses, the Villain gains Speed and Damage Bonuses which are recorded on the Speed and Damage Bonus tracks,
Once the Villain’s Fury marker reaches the red spaces marked, any attack that both hits and Damages the Active Player will Bash them away
and end the Duel! Ifthe Villan’s Fury track progresses on the “End Duel" Track, the Duel ends. However, ifthe player's Fury track is also in the
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Round in order to maximize Damage output. At the end of each Duel, the Fury tracks are reduced to zero for both the Villain and player.
‘new Duel begins with the next clockwise player and the Fury race begins again! Note that when you are hit or Damaged, you do not lose
‘ury. You keep your Fury until the Duel ends by playing your Ultimate or getting Bashed and losing all of it!
TenaPlayer has a Abbility marker which represents a spec
‘or ability. Their indwidual abilities and powers are
‘on each player's Hero Scroll. During each Duel, a
may use their Abbility by turning their Ability marker
its ready side to its inactive face-lown side, Once they
used their Abbility, they cannot use it again until it
5" (fips over to its ready side). At the start of each new
‘every plaver refreshes their Abbility marker by flipping it
ready side.
that some Hero's Abbiity marker refreshes differently
your Hero's Scroll,
‘Ultimate provides a spectacular and satisfying conclusion
if Duel, if you can pull it of! When you accumulate enough
‘on your Fury track, you are able to play your Ultimate
‘at the beginning of any Round in place of your normal
‘Ultimate attack is special card kept face-up on the
te spot of your Player Scroll Tracker, This attack is
available, like an extra card in your hand, but can only
fed once you reach the Ultimate zone on your Fury track,
es always hit, and the Villain does not draw or play a
that Round.
this discards the top card of the Villains deck
Sit is an Event)
fading the top card of the Villain’s deck can be useful to
"Aggressive attacks and ensure the next player doesn't
the next Duel on the back foot.
Ultimate also Bashes the Villain and ends the Duel
tely without Sideline Players taking further actions.
player's Ultimate is different, but they always deal great
fe, give bonus Experience, and have powerful effects
‘You do not have to play your Ultimate attack if you don’t want to
‘You can continue ta hold onto it and overcharge! As you play
additional normal Rounds of the Duel, your marker continues to
move down your Fury track, gaining bonus Experience and a
large Damage boost if you manage to reach the end of the
track!
This bonus Damage applies to your Ultimate as well But he
careful: the Villain might gain the upper hand and your Duel
‘could end abruptly! Once the Ulimate is played, it still remains
‘ut tothe side of your Scroll Tracker, available again for a future
Duel.Experience represents growing in knowledge and capability through
combat and overcoming challenges. With each success, the character
further develops their combat prowess, enabling them to execute
increasingly more powerful attacks and abilities!
Every Round, each player takes one action, such as making an attack
or encountering an Objective. When these actions are successful
(your attack hits, or your attempt succeeds), the player gains 1 XP
(Experience Point). However, ifan action is not successful (for
example, their attack ties or misses), or if the player used a Rest
action, then they do not receive any XP Note that Ultimates already
have the total Experience gained printed on the card, which is much.
more then @ normal attack, and you should not add +1 to this amount.
‘The Active Player will earn 1 XP each Round they bit the Villain
Sideline Players earn 1 XP each time they:
‘Attack and hit something (ike a Villain, Sub-Boss, or Minion).
+ Play an Assist.
+ Successfully encounter a non-combat Objective.
‘Team Experience Bonuses: Players also gain Experience from
accomplishing Scenario Goals. These honuses are ustally given
equally to every member of the team. Some examples of team XP
bonuses are successfully completing Objectives or defeating Villains.
See more on this in the Scenario Book.
Each time you gain Experience, mark it by advancing your XP Marker
the appropriate amount on your Scroll’s Experience track
Hano Cards
MONEY
Even Heros need Items and Spells,
‘and those ean be bought in the shop. but they all require the
{golden colns. let the trinkets and spells help you in a pinch!
‘The Shop is found on the Board. it consists of 5 Spaces. the
display cases and the Shop Deck. At the start of a Game, shulle
the Shop deck and place 4 cards open on the Display cases. those
Cards will be for Sale. They can Range from Items, Quick Items
and Assists. they all have unique ways of being handled and,
played
‘Regular Items: Function the same as Sideline player Cands, cant
be used by the Active Player. Cant be used for Combos. and the
player using it can not play an additional Card. After use, shuffle
the card back into the Shop Deck.
+Quick Items: Can be used by both the Active and Sideline Players
as assist items, Cant be used for Combos or Active Player Card
Player using a Quick Item can additionally play their own Card
Only 1 quick item per turn can bo used. After use, shuffle the card
back into the Shop Deck
Spell Cards: Goes into the Deck and is played like a normal eard
from the Hand Zone, can be upgraded but only to its own next Tle,
‘other cards can not be upgraded to the next Tier of Spell Cards:
After use put In the discard zone of the player that used It. that
way it can be used again when drawn.
When purchasing a Spell card, place it on your hand zone and its
higher Tier Cards in your Upgrade Deck,
Spell cards have Tiers 1 to 4
‘There are 3 ways of getting Money.
‘Defeat a Minion. Defeating a Minion gives you the amount of
Money that is stated on thelr Money Icon,
*Complote a Objective. the Amount of Money get is stated on the
Objective Card,
‘Defeat the Villian. This will earn the highest amount of Money and
the amount given is written on the Villian Scroll.
Unlike XP, the Money collected is forall Players to use, so
‘completing a Objective only gives the Money stated om its
Objective Card once, not once for every player
There are 1, 5 and 10 Money Tokens to represent the wealth
accumulated. pile the tokens on a empty board spot as you see fit
@@Experience can be spent to improve your attacks and moves
by buying new cards!
Hero decks include @ number of special higher Tier "Upgrade
cards” which can be purchased with Experience, Upgrade
cards do not start in your regular play deck at the beginning of
‘anew Campaign. Instead, they are kept in their own separate
eck, called your “Upgrade Deck”
‘These Upgrade cards offer the player a variety of improved
attacks and abilities. They may deal more Damage than your
starting attacks and/or provide new effects and actions not
available from the outset,
Before the game begins, separate your Tier 2, 3,4, and 5 cards
from all of your basic Tier { cards. Tier 1 cards have a black
border, while Tier 2-5 cards have bronze, silver gold and
Diamond borders respectfully. (except for purchased spell cards
{going only up to Tier 4) You start
‘your first Battle with only your Tier 1 cards.
Shuffle your Tier 1 cards and place them face-down as your
raw deck. Take all of your higher Ter (2, 3, 4, and 5) Upgrade
cards and place them to the side as your Upgrade Deck,
‘You can look at and examine the cards in your Upgrade Deck
at any time, During the course of Battle, players are able to
see the cards available to purchase in their Upgrade Deck,
‘and wil be thinking about which ones they wish to buy. Some
of these cards are unique and powerful improvements, and
players are encouraged to play well to earn the Experience
hecessary to purchase them!
[At the end of each Duel, afterall players have drawn cards to
replenish their hands to 6, players have a chance to purchase
one or more new Upgrade carts. The XP cost for an Upgrade
is printed on the card
Most of the time, you'l be able to buy a new card, but
after some Duels you will not. You can always save up your
Experience to buy new cards later in the Battle,
Players may browse through their entire Upgrade Deck,
choosing whatever cards they wish to purchase, as long)
as they have enough Experience to pay forall of them,
After choosing new cards from your Upgrade Deck, and
paying the total Experience cost from your Experience
point track, you must choose an equal number of cars to
Fomove from your hand, For each eard you purchase, you
must remove a card that is exactly one Tier level lower
Example 1: Ifyou wish to purchase a Tier 2 card. you will
choose and remove a Ter I card from your hand,
Example 2: Ifyou wish to purchase a Tier 4 card, you m
choose a Tier 3 card in your hand to remove, If you dom
have a Tier 3 card to remove, you cannot purchase the m
Tier 4 card at this time,
‘Thus, your play deck is always going to have the same
number of cards in it, but those cards are always i
and getting better!
‘When choosing which cards to remove,
players are also allowed to select new cards acquired d
the same Upgrade phase.
In this way, a Tier 1 card ean be transformed first into a’
card and finally into a Tier 3 card in succession by paying
appropriate XP costs.
‘When you are finished adding the new cards and removin
cards, you should have exactly 6 cards in your hand.
‘The cards you remove from your hand in this way are re
to your Upgrade Deck, Each time you buy a card from
Upgrade Deck, you are putting another card hack into I
exceptions to this rule are Tier 1 and spell cards, which
permanently removed and not returned to your Upgrade
‘The cards put into your Upgrade Deck are always ava
for purchase at a future time. For example, ifyou remove
2 card from your hand because you replaced i with a
‘card, you have added that Tier 2 card to your Upgrade D
which can be purchased later (replacing a Tier 1 card).
A player may also Upgrade his Ultimate card, even though
not part of their hand. The player pays the Experience co
normal and replaces the Ultimate card with the version fr
the next higher TierSND om eee Eo eee eS UD
current turn, nor does it boost his or the minions attacks.
‘but you notice that on the next turn...you cant talk?!
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Fee ere
“Thats right, Villans and Minions can hit with Negative Status
ice ee ec Ts
Peers eet ee eee te
‘we will enlighten here how they work, look and how you may
Beerreneritin’
en oa
When getting afflicted with a Status Effect, place the
appropriate number of Effect Token on your Marker/Token
Zone, the amount of tokens is written on the effect that dealt it
Roe eC ence
‘At the End of the turn after the effect resolved, remove a
Se Aenea eae ee ee EO
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Baca tt
Pewee eee pares ea oo
Peer ese rane PoC ance Cees esraen RCo ney
etree ee eeerkt
* Silencod: Take your Hand cards from the Hand zone to your
hhand, dont reveal the cards to your allys and dont
Ceo eee eT
Mini: Your cards only deal 1 Damage this turn, can stil be
Dee UTC
eTocs
Ee Sees
cee RA ee eS
Pee or eeBOARD GLOSSAR
rato iehiad
ROCURocoT
Oct
pats
peering
Shop Deck:
All Players
draw 1 Card
Assist Cards:
enn]
Eins
eenSeca?
Sat
Sector eat
Derr)
ag
oa
Oreo
NCTC Hien
Norge!
cen CtTn eS
Minion Health
Syne
Effect Card