Street Masters Rulebook 091918
Street Masters Rulebook 091918
Street Masters Rulebook 091918
OVERVIEW
Street Masters is a cooperative board game for 1-4 players. Each player takes on the role of a unique fighter facing off against a villainous
enemy faction led by a powerful boss. The object of the game is for the players to defeat the boss before the enemies’ sinister plan comes to
fruition. Players will also lose the game if any fighter is defeated.
GAME COMPONENTS
65 MINIATURES
8 CUSTOM DICE
4 FIGHTER DICE AND
4 ENEMY DICE 13 SNAP-ON BASES
Turkey Platter 20 LOOT
CARDS
Discard to heal
3 damage. Soda Comeback
BRANDON LIN
– HERO STORY
Discard to draw a card. Brandon sipped
PART 1 PROLOGUE
his macchiato,
stalker. Thinking waiting for any
back sign of his
feel oddly ashamed to what she said to him,
Soda
If Isabella is defeated: of he started to
watch, the ostentatioushis expensive sunglasses,
car parked nearby… his ridiculous
up, “What is himit that you want?”
of her accusations. All of it reminded
Brandon helped Isabella
“You’re not ato the camera.
rubbed her head, nodding real martial artist,”
She grinned as she
draw a card.
“You just pretend she spat at him
to be one. Have in passing.
Discard to
“Need a costar?” someone who’s you ever been
and the “Filmyou Crew” perk to the notstory
planned every in a fight with
Add “Isabella” (ally) to add
ever even
to the story pool.a
taken step ahead of
time? Have
cards hit?”
pool. Choose 2 upgrade He threw his
still-steaming
Cash
Advance to Part 2A. “What am I doing macchiato in HERO STORY – PERK
here?” he said the nearby trashcan.
to prove?” But to himself. “What
not defeated: even as he said
If Isabella isHe do I have
it, he knew he
PART 1 EPILOGUE
Film Crew token of your
and gain 1 defense
Setup: Draw 1 card
choice.
the game
remove this card from
If you are defeated,
and the story pool.
1
of your attacks, treat
Exhaust: During one
result.
guard result as a hit
4 DOUBLE-SIDED
MAP TILES Truck
12
Dmitri
Dmitri
SupplyEvent 14 3
Recruit Stage Rules
spaces
figures are treate
except d
fresh recrui as blocked space 3 2
Zane
ts. s for all
Each time
to the fresha fresh recruit
is defea 5
specifically recruit supply
Zane
ted, it is
removes (unless returned
it from a card 1
Activate: the game effect 2
).
Each fresh
toward
the neare recrui t advan 9ALLY
12 ALLY/RIVAL CARDS
place 1 st ces
fresh recrui fighter and then 2 spaces 2
t in each attack 1
Gone Ballistic
empty recrui s. Then
t space
Rival
Exhaust: Dmitri
attacks an enemy
moves up to 3
spaces. Then,
. Dmitri
Stage k within
Dmitiri attacks
2 spaces
up to 4 spaces
the nearest away. Each
pile bac s Activate: If unengaged, of spaces
Each fighter within 2 2 1 generalenemy
the target suffers
discard in play gain fighter within 4 spaces. damage.
enemy ion 1 general damage. Otherwise,then
in the each min of the target suffers him and
minion fighter engaged with
each deck. The
n, Dmitri attacks each
Shuffle enemy token. retreats 3 spaces.
into theom defense Stage
1 rand
Steel ALLY
RECRU Memor Rival
Exhaust: Each
IT SPACE
ies token of their
gainand
2 random
fighter adjacent
to
choice. Then Zane Zane gains 1 defense
deals andefense moves up
Activate: If unengaged, engaged enemy 1 general to 3 spaces
fighter,
toward the nearest damage.
tokens, advance 3 spaces
this enemy 2 general
and deal a fighter engaged with Zane
each fighter engaged
damage. Otherwise, 1 power.
their hand and discards
discards 1 card from
2
8 STAGE DECKS
21 CARDS PER STAGE,
TACTIC – TEMPEST
K
ATTAC is treated as
map, this objective
While active on the
Riding Lightning
Kyoryu
Before each of your attacks, you may discard 1 power
Kick
Vaulting
Feint: Move a number of spaces equal to
ged your power.
y enga
enem spaces
to an 2
damage move up to
grapple may
Deal 1 Then, you
with you. k .
and attac
ABILIT
Y
6 FIGHTER DECKS Extra Ammo
d
toke this
may move 2 defensense tokens
fighter er gains d defe 3 If no Anastasia
Each d fight is in play, Dmitri
er gaine n
2 ENEMY TURN
Each fighter performs
choosing. During
following order:
a fighter turn
your fighter turn,
in an order of
resolve each
the group’s
phase in the 5 OBJECTIVE TOKENS
12 ALLY/RIVAL TOKENS
AplayTHREAT
area, from
PHASE: Refresh
each card in the enemy area each card in
The group activates (not your fighter play
its Activate ability. enemy threat area) and then draw
left to right by resolving
4 TURN
card. and resolve 1
CARDS
SPRINT ACTION: the following
actions:
85 CARDS TOTAL
card in the
INTERACT
each
The group activates ACTION: Resolve If Ah Long is
1. ACTIVATION PHASE: anyits Activate the Interact effect engaged, he
left to right by resolving card in play on gains 3 punch
stage play area, from C REACT PHASE:
and attacks
each fighter defense tokens
ability. Activate each he moves into engaged with
left to right
card.by resolving
card in your threat the nearest him. Otherwis
and resolve a stage its Activate ability area, and attacks, empty space e,
2. DRAW PHASE: Draw D DRAW PHASE: dealing +1
punch damage.
adjacent to
you
“Fighter
card to itsDraw
fighter flips their turn 1 card and flip
3. END PHASE: Each this card
Turn” side.
2
CARD BREAKDOWNS
FIGHTER CHARACTER CARDS
1. NAME OF FIGHTER
CHARGING CHARGED
PUNCH KICK GRAPPLE SIDE SIDE
DAMAGE DAMAGE DAMAGE
5. BASIC FIGHTER ACTION: This is 6. CHARGED ICON: This 7. CHARGED FIGHTER ACTION: This is the
the action that is always available icon indicates that the signature action available to a fighter when
to the fighter. fighter is charged. they become charged.
FIGHTER CARD
3 4
1. NAME OF CARD: This is the card’s unique TACTIC – TEMPEST ATTACK
4
GAME SETUP
To set up the game, players perform the following steps in order:
Each fighter takes 1 turn card, placing it near their play area so the
“Fighter Turn” side is faceup.
STARTING
resolve the Channeled effect on a Chi card you with you. Then, you may move up to 2 spaces
Megan Action: Attack . After this attack, you may Megan Deal 1 grapple damage to an enemy engaged left to right by resolving its Activate ability
C REACT PHASE: Activate each card in your threat area,
Feet of Fury Vaulting Kick any card in play
INTERACT ACTION: Resolve the Interact effect on
HAND
Megan
FIGHTER PLAY AREA
in your play area
CARD ACTION: Resolve the Action effect on a card
DEFEND ACTION: Gain 1 random defense token
Megan
Megan
SPRINT ACTION: Move up to 3 spaces
ACTION STEP: Perform 1 of the following actions:
CARD STEP: Play 1 card from your hand
MOVE STEP: Move up to 3 spaces
steps, in an order of your choosing:
B ACT PHASE: You may perform each of the following
enemy card.
4 area (not threat area) and then draw and resolve 1
A THREAT PHASE: Refresh each card in your fighter play
following order:
16 choosing. During your fighter turn, resolve each phase in the
Each fighter performs a fighter turn in an order of the group’s
Megan ATTACK FIGHTER TURN 1
DISCARD
1 random defense token.
into the enemy deck. Then, each minion in play gains
Shuffle each minion in the enemy discard pile back
STAGE
Supply Truck
TOKEN POOLS
Event
Stage
STAGE
DECK
Stage
Stage
Stage
Gone Ballistic
Gone Ballistic
Gone Ballistic
Gone Ballistic
attacks each fighter engaged with him. Then, each target
of that attack must discard 1 grapple defense token; if at
Dmitri
REFERENCE
you may pick it up.
Interact: If you are in a space with an objective token,
objective token.
defense token. If unable to, that figure drops a random
any amount of damage, that figure must discard 1
Each time a figure carrying an objective token suffers
STAGE
CARD
20p
Stage Rules
Brotherhood
TheBrotherhood
Brotherhood
ENEMY
Brotherhood
DECK
The
The
The
ENEMY LOOT
If no Anastasia is in play, Dmitri deals each fighter 2
ENEMY
direct damage.
Ky
Kyoryu oryu
CARD STEP: Play 1 card from your hand
Riding Lightning
SPRINT ACTION: Move up to 3 spaces
DEFEND ACTION: Gain 1 random defense token
Kyoryu
CARD ACTION: Resolve the Action effect on a card
in your play area
INTERACT ACTION: Resolve the Interact effect on Before each of your attacks, you may discard 1 power
yu
Kyor
any card in play to gain +1 for that attack.
C REACT PHASE: Activate each card in your threat area,
left to right by resolving its Activate ability
At the end of your turn, gain 1 power.
Feint: Move a number of spaces equal to
Kyoryu Channel Tempest
Action: Attack . After this attack, gain 1 power
D DRAW PHASE: Draw 1 card and flip this card your power. for each Tempest card you control.
GAMEPLAY OVERVIEW
Street Masters is played over a series of rounds, with each round consisting of the following turns completed in order:
1 FIGHTER TURNS: Each fighter takes a turn. At the end of the round, players begin a new
2 ENEMY TURN: After each fighter takes a turn, the players resolve the enemy turn. round with the first player’s fighter turn. This
continues until the players either win or lose.
3 STAGE TURN: The players resolve the stage turn.
WINNING AND LOSING T he players win the game by defeating the boss. The players lose if a fighter is
defeated or if a stage card effect causes them to lose.
DETAILED GAMEPLAY
1 FIGHTER TURN
During a single round, each fighter individually takes a fighter turn. The fighter currently taking a fighter turn is referred to as the “active
fighter.” A fighter turn must be fully resolved by the active fighter before the next fighter begins their fighter turn. Fighters may take turns in any
order. Turn cards track which players have already taken a turn that round. A fighter turn consists of the following phases, resolved in order:
A THREAT PHASE: The active fighter refreshes each exhausted card in their fighter play
area and then draws and resolves 1 enemy card. The active fighter does not refresh EXHAUSTED CARDS
exhausted cards in their threat area during this phase.
Some effects cause cards to become exhausted. When
B ACT PHASE: In any order, the active fighter may play 1 card, move up to 3 spaces, a card is exhausted, it is tilted sideways 90 degrees
and perform 1 action. to note that it is exhausted and cannot be exhausted
again until it is readied (returned to normal).
C R EACT PHASE: From left to right, the active fighter activates each card in their threat area.
If an enemy is exhausted, that enemy cannot
D DRAW PHASE: The active fighter draws 1 card from their fighter deck and then flips
activate. When it would activate, it instead readies
the turn card so that the “Fighter Turn” side is facedown, indicating that the active
and does not resolve its “Activate” keyword.
fighter has completed their turn for the round.
6
A THREAT PHASE
At the start of the threat phase, the active fighter readies each exhausted card in their fighter play area. Then, the active fighter draws and
resolves an enemy card. When an enemy card is drawn, that card’s type determines how that card is resolved:
rules governing them. The 2 standard types of enemy character cards are
you co stas ia is in play 1
If no Ana
age. BOSS
direct dam
tokens and
random defense
boss and minion. If a minion card enters play outside of a player’s threat attacks each fighter at
defense token; if
discard 1 grapple
of that attack must
Dmitri retreats 2 Minion
spaces.
least 1 fighter cannot,
Activate: If unengaged, deal the nearest fighter within
phase, unless otherwise specified, the players choose which player’s threat Tactic and Gear cards are played in the enemy play area (to
6 spaces 1 direct damage, then move up to 3 spaces
to be within 6 spaces of the nearest fighter. Otherwise,
attack then retreat 3 spaces.
area that minion is placed in. When an enemy suffers damage equal to its the right of the rightmost card).
health value, that enemy is defeated: its figure is removed from the map Event cards are typically resolved and discarded, unless that
and its card is discarded to the enemy discard pile. The fighter that dealt the card’s textbox indicates an area in which it is put into play.
final damage resulting in the enemy’s defeat draws 1 loot card.
During the act step, fighters will typically attack and deal damage. the attack. The type of damage an attack deals is important because of
Fighters can deal damage to cards by performing the attacks listed in defense tokens (gained by both enemies and fighters). Defense tokens
the effect text of cards. Fighter attacks are resolved by rolling a number can block (cancel) matching types of damage. Here are the different types
of fighter dice indicated by the attack (appearing as on cards). Each of damage that can be dealt:
attack deals a certain type of damage determined by the card providing
Punch
Punch damage can be blocked by punch defense tokens.
Damage
Kick
Kick damage can be blocked by kick defense tokens.
Damage
Grapple
Grapple damage can be blocked by grapple defense tokens.
Damage
General damage can be blocked by any defense tokens. When a fighter deals general damage to
enemies, that fighter may choose which defense tokens the enemy uses to block. General damage
General Damage
cannot be suffered by an enemy that still has any type of defense token. General damage is always
applied to an attack last, after all other types of damage have been dealt.
When an enemy attacks, it deals random damage. To resolve an enemy attack, the target of the attack
Random Damage will roll enemy dice equal to the attacking enemy’s attack value. Random damage usually results in
more than 1 type of damage being dealt during an attack.
Direct damage completely bypasses defense tokens. Only specific card effects can reduce direct
Direct Damage
damage; defense tokens cannot be used to block it.
8
When a damage type icon appears on a fighter card, any attack that card applied last, after each different type of damage has been applied.
provides will deal the type of damage indicated by the icon. If no icon is Any effects that reduce or increase the amount of damage dealt are
present on a card, the textbox will indicate what type of damage is dealt. applied before damage is blocked.
Figures (both enemies and fighters) gain defense tokens through various game effects. Defense tokens come in
3 types, corresponding to the 3 main types of damage: punch, kick, and grapple. Defense tokens are spent to block
incoming damage of a matching type. Fighters have the option to spend defense tokens to block incoming damage;
however, enemies must spend defense tokens to block incoming damage—i.e., enemies cannot suffer damage of a
certain type unless they have no defense tokens of that type remaining.
Each time a fighter blocks a point of damage, that fighter gains 1 power by flipping the appropriate defense token to
its power side. This only applies to player-controlled fighters; tokens/miniatures that are “treated as fighters” do not
gain power this way unless allowed by a specific card effect. Some effects will cause a fighter to lose a defense token
which they just used to block damage. In these cases, the player should gain 1 power token from the supply for
each defense token they are unable to flip from such effects.
Some attacks target multiple targets. Unless otherwise specified, each single attack uses a single die roll that
affects all targets. Multiple attacks use multiple die rolls. When a single fighter attack targets more than one
figure, the attacking fighter will only resolve each guard effect once total (not once for each target).
1. CHOOSE TARGET: The attacking fighter chooses an enemy 3. ROLL & RESOLVE: The attacking fighter rolls the
engaged with them to be the target of the attack. If the attack targets gathered fighter dice, resolving each critical result
multiple enemies, all target choices are made now. first, followed by all remaining success results (see
“Fighter Dice” on the following page).
2. GATHER DICE: The attacking fighter gathers a number of dice
indicated by the attack. If a game effect would add or subtract dice 4. GAIN DEFENSE TOKENS: After all damage has
from the attack, resolve those effects now. been dealt, the active fighter gains defense tokens
provided by any guard results.
9
DICE
FIGHTER DICE
When attacking, fighters roll a number of dice indicated by the number of on the card that provides the attack. The dice generate the following results:
A success result generates For each guard result, the active A success/guard result provides A critical result provides
1 damage. The type of damage is fighter gains 1 defense token 1 success and 1 guard. 1 success and allows the
dictated by the card that provided after fully resolving the attack. attacking fighter to roll an
the attack. The type of defense token gained additional die, adding that result
matches the type of damage to the attack. There is no limit to
dealt. If the attack deals only the number of critical results that
general or direct damage, the can be resolved during a single
fighter may choose which type of attack.
defense token to gain.
ENEMY DICE
The enemy dice are used when enemies attack. For each result, the attacking enemy
deals 1 damage of the corresponding type. Enemy dice are also used to generate
random defense tokens.
PUNCH KICK GRAPPLE
C REACT PHASE
During their react phase, the active fighter activates each card in their threat area, from left to right, by resolving its Activate effect. When
an exhausted card in the active fighter’s threat area would be activated, the active fighter readies that card instead of activating it; exhausted
cards do not activate during a react phase in which they readied.
ACTIVATING ENEMIES
10
“RETREAT TOWARD”
When an enemy is instructed to retreat toward a destination, this
DIRECTIONS
type of retreat modifies the standard rules for retreat. Instead of
There are 6 different directions in
retreating directly away from an engaged fighter, an enemy that is
the game, determined by the lines
retreating toward a destination will attempt to retreat into a space
between each hex on the map. If
that is both further away from an engaged fighter and closer to
there is ever confusion about a
the destination that it is retreating toward. If it cannot fulfill both
direction that the enemy should go,
conditions, the retreat is not resolved.
players will mutually decide what
direction most benefits the enemy,
If an effect causes an enemy to retreat toward a target (such as an
and use that direction.
inactive objective) and no valid target is in play, treat this effect as a
normal retreat.
ENEMY ADVANCING
“NEAREST” Advancing
When an enemy activation effect refers to the nearest target (fighter, enemies will 1
objective, etc.) this implies the nearest eligible target following the always try to
most eligible path. If the target nearest the activating enemy is for use the fewest
any reason inaccessible (an objective in the same space as a fighter, number of 2
an objective in a blocked space, etc.), the enemy will ignore that DIFFERENT
target for the activation and move toward the nearest eligible target directions when
1
that it could eventually reach using the quickest path and the least it moves. Either 1
number of directions. If all objectives are inaccessible for any reason green path is
(such as fighters occupying their spaces, for example), then the considered
enemy will target the nearest objective space occupied by a fighter. correct, where
the enemy is only changing
ENEMY ATTACKS & TARGET PRIORITY direction once.
When an enemy attacks, that enemy will automatically target an
engaged fighter. If more than 1 fighter is engaged to an attacking
enemy and none are directly targeted by the attack, the players ENEMY RETREATING
collectively choose which fighter becomes the target of the attack.
Unless otherwise specified, all enemies deal random damage when Retreating
they attack. enemies will only
ever use one
To resolve an enemy attack, the target of the enemy attack rolls direction.
dice equal to the attacking enemy’s attack value. Each die will deal
1 damage of the type matching the result. The target of the attack has
the opportunity to block this damage; otherwise, that target suffers
each unblocked result as a point of damage.
ENEMY CHOICES
When an enemy figure is forced to make a choice (such as discard
a defense token) in order to avoid a penalty (such as dropping
an objective), the enemy will always choose to suffer any penalty
before dropping or otherwise losing an objective. If the enemy
has multiple choices (such as discarding 1 of several defense
tokens of various types), the players collectively make the choice
for the enemy. For a more challenging experience, players are
encouraged to make these types of decisions in a way that most
benefits the enemies.
D DRAW PHASE
The final phase of a fighter’s turn consists of the active fighter
drawing 1 card from their fighter deck and then flipping their turn
card to signify that they have taken a turn this round.
11
2 ENEMY TURN 3 STAGE TURN
The enemy turn consists The stage turn consists of the players collectively resolving each of the following phases in order:
of the players collectively
activating each card in
1. STAGE ACTIVATION PHASE: The players activate each card in the stage area by resolving the
the enemy play area by
Activate ability of each card (left to right) in the stage play area.
resolving the Activate
effect of each card (from 2. STAGE DRAW PHASE: The players draw and resolve 1 card
left to right). Remember from the stage deck. Event cards are resolved and discarded,
that the boss’ character unless otherwise specified on the card. See below for resolving
STAGE CONDITIONS
card begins play in the Objective cards.
Some stage cards have the Stage
enemy play area, so there
3. STAGE END PHASE: Each player flips their turn card so that the Condition trait. These are a unique
will be at least 1 card
“Fighter Turn” side is faceup, and then play continues to the next round. type of card that cannot leave play
to activate during each
except through stage card effects.
enemy turn.
objective token is on a figure’s card, its active side indicates that the to the minion while that minion carries it.
While this objec r in this
turn, a fighte
during their
At any time pick it up.
space may or
tive is in its is blocked.
objective’s this objec active, space
this objecti rismay remove
r carry ing ve
the matching objective card moving to the carrying figure’s play area). When an item objective token is dropped,
figure in that space, thatduring their turn, a fighter in this
adjacent to a recruitAt anytotime the objective token
game place pick it up.
this card from the objective’s space, space may
moving any
in that recruit space. this objective is in or
(active side up) empty carrying
nearesatfighter
When
space Feint:
to the
figure in that that fighter may remove
Inactive item objective tokens can be picked up through different nearest empty space adjacent to the figure
stage effects. Unless otherwise stated, item objective tokens do not that dropped it (players break ties), and then its corresponding
block spaces and may be treated as empty spaces. When a figure card is returned to the stage play area. Unless an objective token
picks up an item objective token, that token is placed active side up is treated as a figure, there is no limit to the number of objective
on the figure’s card and the matching objective card is put into that tokens that can be in a single space.
OBJECTIVE CHARACTERS
ChalCharleactengr er
A NeObjew ctive -
The stage play area is the designated play results match, this objective3 spaces toward
both it advances
1 random defense token.
attacks. Otherwise, it gains
Activate (Enemy Play Area):
Roll 2 enemy dice. If
is executed. card effects that target “all fighters” or “each fighter” that would
area for each objective character figure.
both results match, this objective
figure is removed
reduce that damage by 1.
Activate: Advance 3 spaces toward the nearest
fighter and attack. Then, if unengaged, gain 1 random
REVEAL
from the map; the defense token. Some effects will instruct players to reveal cards. When a card is
fighter that dealt the revealed from a deck, it is revealed for all players to see. Unless
last point of damage to the defeated minion draws 1 loot card. otherwise specified, this card is then returned to the top of the
respective deck. When a card is revealed from a player’s hand, that
Character cards cannot be discarded from play unless they are card is shown to all players, and then, unless otherwise specified,
defeated, either by a card effect or by suffering damage equal to or that card is returned to its owner’s hand.
exceeding their health value.
It is important to note that while a card is revealed from a player’s
DOUBLE-SIDED CARDS AND FLIPPING CARDS hand, it is not part of that player’s hand while it is revealed. This
Unless otherwise stated, when a double-sided card is flipped, it retains is an important distinction. Additionally, a card that is already in
all tokens currently on it. In addition, a single card may only be activated play cannot be revealed.
once per turn, even if flipping it reveals a new Activation effect.
RUNNING OUT OF CARDS IN A DECK
DUPLICATE CHARACTERS At any time, if a player must draw a card from any deck and no
In situations where you have multiple bosses or fighters that share cards remain, shuffle that deck’s discard pile to create a new deck
the same name, note that card effects that target specific characters and draw the required card.
by name will only affect the figure whose deck the card belongs
to. For example, if you have a hero version of “Shadow” fighting SEARCHING DECKS
the boss version of “Shadow,” each enemy card that affects Shadow Any time a game effects allows or instructs a player to search
would only affect the boss. a deck, that player must then shuffle the searched deck unless
specifically instructed not to.
IMMUNE
When an ability causes a figure to be immune to a type of damage TIES
(such as direct damage), that figure completely ignores that Whenever there is a conflict that results in a tie, players should
damage (treating it as if it were 0). For example, if a figure is always mutually resolve the tie as the group sees fit.
immune to direct damage, that figure may still be chosen as the
target of direct damage, but does not suffer any actual damage. UNIQUE CARDS
Since it would be treated as 0, a figure that is immune to a type of A indicates that the card is unique. When a unique card is in
damage does not have to block any incoming damage of that type. play, no other card of that name can be in play as well. If a unique
card enters play while a copy of it is already in play, the card that was
in play is discarded and the card that was just played stays in play.
13
POWER AND KYORYU KYORYU
CHARGED FIGHTERS 20 20
Each time a fighter successfully blocks a
damage, that fighter gains 1 power token
6
and places it on their fighter’s character
card. When a fighter has a number of
power tokens on their character card
equal to or exceeding that fighter’s charge
value, immediately discard a number
of power tokens equal to the charge
value and flip that fighter’s character
card to its charged side. That fighter is Channel Tempest
now considered to be “Charged” and Action: Attack . After this attack, gain 1 power Unleash the Storm
for each Tempest card you control.
has additional abilities. Fighters can Action: Attack . This attack may target up
retain any extra power they have when to 3 different enemies within 4 spaces of you. Then,
they become charged. If, after flipping In this example, because Kyoryu has 6 power flip this card.
back to their charging side, a fighter has tokens, the player must spend 6 power to
enough energy to become charged again, transform him into his “Charged version”.
immediately resolve that effect.
STORY MODE
A story in Street Masters is a series of several narratively linked stages that a fixed group of fighters play through. Each story is guided by a
story deck that contains story stage cards, perk/penalty cards, and other supplemental cards that could come into play during the story. The
following parameters apply to all stories:
Th
e group chooses a single story deck to play through. To O
nce players have chosen Cards that are added to the story pool are
avoid confusion and potential tracking issues, players should fighters for a story, players put into play at the start of each stage of
only have 1 story active at a time (this does not include must use the same fighters that story. See “The Story Pool” sidebar
“Hero Stories,” of which there can be 1 active per fighter). for each stage of that story. for more details on the story pool.
1.) NAME OF STORY: This is the unique name 2 BRANDON – HERO STORY PART 1 PROLOGUE 3 Brandon helped Isabella up, “What is it that you want?”
She grinned as she rubbed her head, nodding to the camera.
given to a story, and each card in that story will Brandon sipped his macchiato, waiting for any sign of his
stalker. Thinking back to what she said to him, he started to
“Need a costar?”
have this name at the top. feel oddly ashamed of his expensive sunglasses, his ridiculous
watch, the ostentatious car parked nearby… All of it reminded
5 Add “Isabella” (ally) and the “Film Crew” perk to the story
pool. Choose 2 upgrade cards to add to the story pool.
him of her accusations. Advance to Part 2A.
2.) TYPE OF STORY: Story deck is the standard “You’re not a real martial artist,” she spat at him in passing.
type of story, but additional types of story decks “You just pretend to be one. Have you ever been in a fight with If Isabella is not defeated:
someone who’s not planned every step ahead of time? Have Isabella stood over Brandon, shaking her head. “Such a
(such as Hero Stories) will be identified here. you ever even taken a hit?” shame. I thought you were real. I guess I’ll have to go where
6
He threw his still-steaming macchiato in the nearby trashcan. the real fighters are. We’ll meet again, movie star…”
3.) PROLOGUE: The front of each story card will “What am I doing here?” he said to himself. “What do I have “Cut!” Brandon shouted to the camera crew, ashamed of his
to prove?” But even as he said it, he knew he had to prove it. foolish idea of making a comeback documentary. It was over.
have a prologue side which is to be read before He pulled out his cell phone. “Mike. Get the crew ready. I have
a documentary idea, so bring all the gear. And find the girl. Add “Isabella” (rival) and the “Something to Prove” penalty to
starting that part of the story. She can have her fight, but on my terms…” the campaign pool. Choose 1 upgrade card to add to the story
pool. Advance to Part 2B.
HERO STORIES
Hero stories function very similarly to regular stories, with the exception that each fighter can undertake their own hero story within any
regular story. Most hero story stage cards do not dictate specific stage/enemy combination requirements, meaning several hero story stage
cards can be resolved during a single stage of the main story.
BONUS STAGES
Each hero story stage card that has the Bonus Stage keyword If a bonus stage story card is not undertaken, it is set aside and the
introduces a supplementary stage to the main story. When preparing players do not resolve that card until its stage is undertaken. It is
to set up the next stage in a story, the players may mutually agree possible to advance the main story without undertaking any bonus
to undertake a bonus stage from a single fighter’s hero story stage stages, but doing so means the hero story that bonus stage belongs
card. When undertaking a bonus stage, refer to that story stage to cannot advance until the players undertake that bonus stage. If
card’s setup rules to determine which stage deck and which enemy the main story is completed while there are unresolved bonus stages,
deck to use for that story stage. This information is presented as the those corresponding hero stories remain unresolved as well.
following effect on a story card:
Bonus Stage (NAME OF STAGE): NAME OF ENEMY DECK 15
ALLIES & RIVALS
While rivals and allies are treated differently, both types of characters share the following rules:
ivals and allies are figures that block spaces and use enemy dice
R If a story effect would add a rival/ally to the story pool when that
to attack. character’s rival/ally version is already in the story pool, ignore
that effect.
ivals and allies have health values, and when they suffer damage
R
up to or exceeding their health value they are defeated. hen an ally or rival enters play, they gain defense tokens
W
according to the type and quantity listed on their card.
hen a rival or ally is defeated, they are removed from the game
W
(but remain in the story pool during a story, unless a specific effect E ach time an ally would gain a loot card, the controlling fighter
removes them from the story pool). gains that loot instead. Any time a card effect would grant an
ally an additional for an attack, instead increase that ally’s
If a story effect would add a rival/ally to the story pool when that
attack value by 1 for each such effect.
character’s ally/rival version is in the story pool, that character’s ally/
rival version is removed and replaced by the rival/ally version.
ALLIES RIVALS
Allies are characters that assist the fighters during the game. Allies are treated Rivals are enemy figures that hinder the fighters during
as non-player-controlled fighters, meaning enemies will target them as if they the game. Rivals are treated as enemy figures that activate
were fighters. Since they are not player-controlled fighters, allies do not gain during the react phase of the fighter whose threat area its
power when blocking attacks, do not interact with crate tokens, cannot draw card occupies. When a rival is defeated, the fighter that
cards, and cannot gain loot cards. defeated it draws a loot card.
CREDITS
Publisher: Blacklist Games, LLC Art: The Creation Studio
Game Design & Development: Sculptors: Jin Wei, Jin Villa, Icarus Miniatures
Adam and Brady Sadler Game Development & Playtest Lead: Mitch Schroeder
Producer: Max Lei Playtesters: David Schneider, Jeff Russell, Nikki Flores,
Graphic Design: Chris Doughman Alex Faurote, Dan Ormond, Andrew Cleverley,
Writing & Story Development: Nicholas Kory Matthieu Oricelli, Brian Bergdall, Scottie Mick, Joey Brogan,
Sam Migues, Mitchell Gibson, Michel-Alexandre Larré, Koa Gasper,
Editing: Sarah Sadler Allyssa Perry, Etienne Bonnaud, Justin McNeil, Kendra McNeil,
Art Director: Max Lei Dustin Savage
BLACKLISTGAMESLLC.COM ©2017 Blacklist Games, LLC. Blacklist Games, the Blacklist Games logo, Street Masters, and
the Street Masters logo are registered trademarks of their respective owner. All rights reserved.
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