Street Masters Rulebook 091918

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RULES OF PLAY

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.

MODES OF PLAY GOLDEN RULE


There are two main ways to play Street Masters. Arcade Mode is the core game, in which each
player chooses a fighter to control, and the players collectively choose an enemy deck to face If any card effect contradicts a rule found in
off against as well as a stage in which to battle. this rulebook, the card effect takes priority. If
there is ever any conflict in card effect timing
Story Mode plays similarly to Arcade Mode, but is played across several game sessions, linking when several effects would resolve at the
each game together to form a narrative campaign. All rules that govern Arcade Mode also same time, priority goes to stage cards, then
apply to Story Mode, with a few exceptions that are detailed in the “Story Mode” section of this enemy cards, then fighter cards, in that order.
rulebook (page 14). All rules in this book up until the “Story Mode” section assume players are
playing Arcade Mode.

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

108 STORY CARDS


pulled out his had to prove
a Minion a documentarher head. cell
“Such a “Mike.
phone. it.
Discard this card to exhaust
shaking Get the crew
Isabella stood over Brandon, SheI guess I’ll have y idea,toso where
gobring all the gear. And
ready. I have
were real. can have her fight,
shame. I thought you star…”but on my terms…” find the girl.
within 4 spaces of you. the real fighters are.
We’ll meet again, movie
ashamed of his
to the camera crew,
“Cut!” Brandon shouted documentary. It was
over.
a comeback
foolish idea of making Stage Setup:
Put “Isabella”
token“Something to Prove” penalty(rival)tointo play.
and the in any empty Place the Isabella
Add “Isabella” (rival) space to the story
to add within 6 spaces
ChoosePut1the “Film card
upgrade of a fighter
the campaign pool. Crew” perk into
play in your fighter start space.
2B.
pool. Advance to Part play area.

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

A New Challen ger


- Character
Objective

2
8 STAGE DECKS
21 CARDS PER STAGE,
TACTIC – TEMPEST

K
ATTAC is treated as
map, this objective
While active on the

168 CARDS TOTAL


a fighter.
is active,
Area): If this objective
Activate (Stage Play
it advances 3 spaces
attacks. Otherwise,
toward the nearest Stage
it gains 1 random defense
enemy and
token. Sudden Death
dice. If
Area): Roll 2 enemy
Activate (Enemy Play
this objective is executed.
both results match,

Riding Lightning
Kyoryu
Before each of your attacks, you may discard 1 power

Megan to gain +1 for that attack.


At the end of your turn, gain 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

25 CARDS PER FIGHTER,


150 CARDS TOTAL 243 TOKENS
Ying The Brot
Fall Back
Event
herhoo 81 DAMAGE TOKENS
, each Each fighter suffers
e. Then n of their
1 spac Anastasia in play. 1 direct damage for each

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

140 DEFENSE/POWER TOKENS


unengage each fight enemy withi direct damage. deals each fighter
2
If an
choice. may deal t damage.
way, you you 2 direc
of
spaces

Phasing Hook Punc 5 CRATE TOKENS


4 ENEMY DECKS
FIGHTER TURN
h
1

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

21 CARDS PER ENEMY +


B ACT PHASE:
You may perform
steps, in an order each of
of your choosing: the following
MOVE STEP:
Move up to 3
CARD STEP: spaces
Play 1 card from

1 KINGDOM REFERENCE CARD,


ACTION STEP: your hand
Perform 1 of

CARDS
SPRINT ACTION: the following
actions:

The Golden Dragons


Move up to 3
STAGE TURN
DEFEND ACTION: spaces
3 CARD ACTION:
Gain 1 random
defense token
in your play area
Resolve the Action
effect on a card Event - Heavenl
y Dragon

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

2. HEALTH VALUE: A fighter KYORYU 1 KYORYU


can suffer damage up to their 20 2 20 20
health before being defeated.

3. CHARGE VALUE: This value 3 6 6


indicates how much power a
fighter needs before becoming
6
“charged.”
4
4. DAMAGE TYPE INDICATOR: This is the type
of damage dealt by the fighter when resolving
their basic fighter action. If a fighter card does
7 Unleash the Storm
not have this damage type indicator, the damage 5 Channel Tempest
Action: Attack . This attack may target up
type will be described by the action ability. Action: Attack . After this attack, gain 1 power to 3 different enemies within 4 spaces of you. Then,
for each Tempest card you control. flip this card.

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

and thematic identifier. 5


2. UNIQUE ICON: This icon
indicates that the card is unique.
When a unique card is in 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.
1 Riding Lightning 2

3. CARD TYPE: This trait indicates what type


Before each of your attacks, you may discard 1 power
to gain +1 for that attack. Kanketsusen
of card it is (Attack, Ability, or Tactic). At the end of your turn, gain 1 power.
Feint: Move a number of spaces equal to
6 You may move 1 enemy up to 3 spaces toward you
and then attack . This attack targets
4. TRAITS: Any other traits listed here apply your power. each enemy engaged with you.

only to the deck to which the card belongs.


These traits are referenced by other cards in
the deck, making that trait unique to the deck.

5. DAMAGE TYPE INDICATOR:


This is the type of damage dealt by the card.
UPGRADE CARDS
Unless otherwise specified, all damage dealt
PUNCH KICK GRAPPLE Upgrade cards are identified by gold borders and
by the card will be of this type. DAMAGE DAMAGE DAMAGE
the upgrade icon in the top right corner of
6. TEXTBOX: This text defines what the card does. the card. These cards belong in the associated
There will often be 1 or more keywords in the card effect. hero story deck and should not be shuffled into
the fighter’s standard deck.
3
BOSS CHARACTER CARD
1
1. NAME OF BOSS 4. ATTACK VALUE: This Dmitri
2 20p
2. HEALTH VALUE: A boss
indicates how many enemy
dice are rolled when that
4 3
can suffer damage up to his/
her health value before being 20 p card attacks. 4 4
defeated. The P next to a 5. TEXTBOX: This outlines how that card
numerical value represents functions in the game. Typically, a boss will
“per fighter.” When the health value has a P have an Activate ability in the textbox, as well
next to it, multiply that value by the number as any other rules that govern how the boss
BOSS
of fighters in the game. Likewise, when a affects the game.
P appears in any game effect, it always 5 Activate: Dmitri attacks; if unable to, resolve his Equip
effect. Then, Dmitri retreats 1 space.
represents the number of fighters in the game. Equip: Discard the top card of the enemy deck, then
put the topmost Gear card in the enemy discard pile
3. AFFILIATION: This indicates which faction into play. If no Gear enters play this way, Dmitri gains
1 random defense token.
the boss belongs to.

ENEMY MINION CARD 1


2
1. NAME OF MINION: Each enemy deck 4. ATTACK VALUE: A card’s Anastasia
contains multiple copies of minions with the attack value indicates how 3 4
same name. Because these names are not many enemy dice are rolled 1
unique, there can be multiple minions of the when that card attacks. 4 1
same name in play at the same time.
5. DEFENSE VALUE: When
2. COLOR INDICATOR: This a minion enters play, that 1 1 1
shows the correspondence minion gains a certain 5
between the card and the number of 1 or more types
minion figure of the card’s type of defense tokens. 1 1
with the matching color base. Minion
6. TEXTBOX: This outlines how that card
3. HEALTH VALUE: A minion can functions in the game. Typically, a minion will 6 Activate: If unengaged, deal the nearest fighter within
6 spaces 1 direct damage, then move up to 3 spaces
suffer damage up to its health 4 have an Activate ability in the textbox, as well to be within 6 spaces of the nearest fighter. Otherwise,
attack then retreat 3 spaces.
value before being defeated. as any other rules that govern how the minion
affects the game.

STAGE OBJECTIVE CARD


1
1. NAME OF OBJECTIVE 4. COLOR INDICATOR: Weapons Cache
2. TYPE OF OBJECTIVE: There are 3 standard
When a miniature is 2 Objective - Item
optionally used to represent
types of objectives: characters, items, and
the objective, this indicator
points. This trait indicates which type of
signifies that the chosen
objective this card represents.
objective figure with the
3. OBJECTIVE ICON: matching base corresponds to this card. 3
This icon indicates where
5. TEXTBOX: This outlines how that card 4
the matching objective
functions in the game. Typically, an objective
token is placed on the
map, and identifies the
will have an Activate ability in the textbox, as 5 A figure deals +1 direct damage during each attack
for each objective it carries. If the boss ever carries 3
well as any other rules that govern how the objectives, the fighters lose.
corresponding objective Objective: The boss moves 3 spaces toward this
objective affects the game.
token. objective. Then, if in this objective’s space, the boss
picks up this objective.

4
GAME SETUP
To set up the game, players perform the following steps in order:

1  CHOOSE FIGHTERS PLAYING & RESOLVING CARDS


Each player chooses 1 fighter deck, locates the chosen fighter’s
double-sided character card in that deck, and places that card so the When cards are played (or drawn from the enemy or stage deck)
Charging 6 symbol is faceup in their play area. Then, each player and resolved, the player resolving the card resolves each ability
shuffles their fighter deck and places it facedown next to their fighter’s on the card from top to bottom. Some card effects contradict
character card, leaving room for a discard pile. Each player draws a the game rules presented in this rulebook; in these cases, card
starting hand of 4 cards and collects their fighter’s figure. Each player effects take precedent.
may choose to perform one mulligan at this time by discarding any
cards from their opening hand and drawing replacements, shuffling
the discarded cards back in. MAP TILE BREAKDOWN
2  CHOOSE ENEMY DECK Stage Name: This indicates which
The players collectively choose an enemy deck to play against. Locate stage deck corresponds with this Stage Supply & Demand
the boss card and place it faceup in the enemy play area. Shuffle the map tile.
enemy deck and place it facedown near the enemy play area, leaving
room for a discard pile. Locate the figures for the chosen enemy deck
Boss Start Space: This is where the
and place them near the enemy play area. Place the colored bases on
boss figure is placed during stage setup.
the enemy minions so that each minion figure of a specific type has a
different colored base than any other figures of that type.
Fighter Start Space: Each fighter figure
must be placed on 1 of these spaces during
3  CHOOSE STAGE stage setup.
The players collectively choose a stage deck and locate that stage’s
double-sided reference card. Place this card (Setup side up) in the Crate Spaces: During stage setup, 1 crate
stage play area and shuffle the stage deck, placing it facedown near token is placed on each of these spaces.
the stage play area, leaving room for a discard pile.
Objective Spaces: These spaces are
4  SETUP MAP typically where objective tokens will enter
play. Objective tokens do not always
Place the chosen stage’s map tile (indicated by the stage’s name in start in play, and will enter play through
the corner of the map tile) in the middle of the table. Refer to the various stage card effects.
stage reference card for any special setup effects. After following the
stage setup rules, flip the reference card over to its Stage Rules side. Entry Spaces: When a minion enters play,
Then, place 1 crate token on each crate icon on the map. Place it always enters the map on the entry space
the boss’ figure on the boss start space, and each fighter places their nearest the fighter that drew that minion’s card
fighter figure on any fighter start space. (or the empty space nearest that entry space).

5 PREPARE TOKEN POOLS, DICE, Stage Specific Icons:


AND LOOT CARDS Many stages introduce unique
Create supply pools for the damage, defense, power, and icons that have specific
objective tokens. Place all the dice within easy reach of all the rules. The effects
players. Then, shuffle the loot cards into a deck and place it of these icons are
facedown near the board. explained on the cards
in the associated
6  DEAL TURN CARDS stage deck.

Each fighter takes 1 turn card, placing it near their play area so the
“Fighter Turn” side is faceup.

YOUR FIRST GAME


New players should begin learning the game in Arcade Mode, choosing “The
Brotherhood” enemy deck and the “Gone Ballistic” stage, and at least one fighter
should choose the “Kyoryu” fighter deck. Learning the game single player is also
recommended, but not required.
5
EXAMPLE SETUP OF A TWO-PLAYER GAME
CHARACTER FIGHTER FIGHTER TURN
CARD DECK DISCARD CARD
FIGHTER’S control. and attack . D DRAW PHASE: Draw 1 card and flip this card

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

ENEMY PLAY AREA FIGHTER THREAT AREA

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

Activate: Dmitri gains 2 random defense tokens and


CARD
BOSS

least 1 fighter cannot, Dmitri retreats 2 spaces.


BOSS

REFERENCE
you may pick it up.
Interact: If you are in a space with an objective token,

objective nearest the boss.


Activate: Resolve the Objective effect on the inactive

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

STAGE PLAY AREA


DICE
DISCARD

ENEMY LOOT
If no Anastasia is in play, Dmitri deals each fighter 2
ENEMY

Each fighter suffers 1 direct damage for each


Extra Ammo

FIGURES CARDS Stage Gone Ballistic


Event
Anastasia in play.

direct damage.

FIGHTER THREAT AREA


1 FIGHTER TURN TACTIC – TEMPEST
KYORYU
Each fighter performs a fighter turn in an order of the group’s
choosing. During your fighter turn, resolve each phase in the 20
following order:
A THREAT PHASE: Refresh each card in your fighter play
area (not threat area) and then draw and resolve 1
enemy card.
6
B ACT PHASE: You may perform each of the following
steps, in an order of your choosing:
MOVE STEP: Move up to 3 spaces

Ky
Kyoryu oryu
CARD STEP: Play 1 card from your hand

FIGHTER PLAY AREA


ACTION STEP: Perform 1 of the following actions:

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.

TURN FIGHTER FIGHTER CHARACTER


CARD DISCARD DECK CARD FIGHTER’S STARTING HAND

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:

 hen a character card (Boss or Minion) is drawn, the active fighter


W I f an enemy Event is drawn, the active fighter refers to the card text to
places that card in their threat area (to the right of the rightmost resolve the card’s effect. Typically, Event cards are discarded after the
card) and locates the figure with the colored base that matches the effect is resolved, unless they are played to a play area or threat area.
card’s color indicator (in the case of a minion). The figure is then
placed on the empty entry space ( ) nearest the active fighter. If THREAT AREA
no empty entry spaces remain, place the enemy in an empty space
adjacent to the nearest entry space. If it is a Minion, the active Each fighter has their own personal threat area (located directly above
fighter places defense tokens according to the type and quantity their fighter play area), where enemy and stage cards are typically
indicated by the minion card’s defense value. placed. When a card enters a fighter’s threat area, that card is always
placed so that it is the rightmost card in the threat area. This order is
I f an enemy Tactic or Gear card is drawn, it is placed in the enemy important to keep track of which cards came into play in which order.
play area.
aded
ENEMY CARDS Fully Lo
Extra Ammo
Dmitri
There are 4 main types of enemy cards: character (Boss and Minion), Tactic, While boss cards typically remain in the enemy 20p
Anastasia
Gear, and Event cards. play area, some special effects (such as enemy Tactic
itri de
ged, Dm ge. Oth
unenga ral dama
4
fighte
r withi
als a ise, shuffle
erw
rd pile
back
n5
4
ate: If ne ’s disca

decks with multiple boss cards) will cause a


Activ of him 3 ge rd in Dmitri
ca Event card 1
Enemy character cards are a special type of enemy card that have specific
spaces st Gear dis card 1
mo
the top deck. Dmitri
, for each
ent to damage
into his adjac 1 direct
you are rd Eac rd.ter suffers
ct: If thishcafigh
h fighter
2

boss card to enter play. When a boss card enters


.
Intera ol to disca Anastasia in play deals eac
ntr , Dmitri

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

play, it is treated similarly to a minion card.


gains 2
Activate: Dmitri Then, each target
engaged1with him.

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.

B ACT PHASE BLOCKED AND EMPTY SPACES


During the act phase, the active fighter may
BLOCKED SPACES: Some effects will cause spaces to be blocked. By default, a fighter
perform each of the following steps in any order:
treats each space containing an enemy figure as a blocked space. Likewise, minions treat
Move Step  Play Card Step  Action Step each space containing a fighter as a blocked space. Bosses are not affected by blocked
spaces, but must still end their movement in an empty space. Spaces that contain a figure
The active fighter must fully resolve each step before that is not treated as a fighter or enemy (such as an objective) do not block spaces for other
beginning a different step. (e.g., a fighter cannot move figures; however, such figures treat all spaces containing enemies or fighters as blocked.
1 space during its move step, perform its action step,
If an effect targets a blocked space and provides no alternative effect if the space is
and then continue its move step.) Each step is optional.
blocked, the players should choose the empty space nearest the blocked space to be
MOVE STEP the target of the effect.
A fighter may move up to 3 spaces when performing
a move step. This movement must be resolved all at EMPTY SPACE: An empty space is a space that contains no figure.
once (i.e., the active fighter may not move 1 space,
perform a different step, and then continue moving, unless a card effect allows
it). When moving, a fighter may not move through blocked spaces and must
PLAY AREAS
end their movement in an empty space (containing no other figure). If a game There are 3 distinct types of play areas in the game: fighter
effect would cause a fighter to stop moving, the fighter ends their movement in play areas, the enemy play area, and the stage play area. A
their current space (or nearest empty space) and loses any additional movement figure is considered to control each card in its play area.
they have remaining from the current game effect; that fighter may move again
if different game effect would allow them to move. Cards are kept in a row in each play area so that the
leftmost card is the “oldest” card in that play area, and
Any time a fighter is given the choice to move (either during a move step or from a the rightmost card is the “newest.” Any card that enters
card effect), that fighter may choose to move up to the number of spaces allowed by a play area is placed to the right of the rightmost card in
the effect; that fighter may also choose to not move at all. Forced movement effects that play area.
(such as retreat or other effects that forcibly move fighters) indicate how the fighter
should move, in which case the fighter must satisfy the entire movement cost, if able.
PLAY CARD STEP
The active fighter may play 1 card during the play card step. Attack and Ability cards are played, resolved, and then discarded. Tactic cards are played
into the fighter play area and remain in play. When a card is played into a play area, it is always placed to the right of the card most recently played
into that play area (i.e., the cards go oldest to newest, left to right). Some effects allow the active fighter to play additional cards. These effects occur
outside of the normal play card step, unless a card effect specifies otherwise. 7
ACTION STEP CARD KEYWORDS
During the action step of the active
fighter’s turn, they may perform 1 of the Some cards have 1 or more keywords, each one followed by a text effect. While there are
following actions: some special keywords that are unique to specific decks, below are the standard keywords
that may appear on various cards:
 efend Action: The active fighter gains
D
ACTION: This effect appears on fighter Tactic cards and can be resolved by the active fighter
2 random defense tokens.
using the card action during the act step. Fighters may only resolve the Action keyword on
cards that they personally control.
 ard Action: The active fighter may
C
perform the Action effect on 1 of the ACTIVATE: This effect instructs how a game element activates. When a player activates a
cards in their fighter play area. Each card, that player resolves the text effect that follows that card’s Activate keyword. If a card
action on a single card can only be has the Activate (X) keyword (where “X” would be a card’s current play area), that effect will
performed once per turn, even if an only be resolved if the card is currently in the specified play area; otherwise, it is ignored.
effect would allow the fighter to perform
EXHAUST: Exhausting a card means to tilt it sideways 90 degrees to remind the players
additional actions or if that card leaves
that it has been exhausted. This effect can be used at any point by the controlling fighter
and enters play again during that turn.
exhausting the card. A card that is exhausted cannot be exhausted again until it is readied.
While an Exhuast effect can be used outside of a fighter’s normal turn, it cannot be used to
 print Action: This action allows the
S
interrupt another card effect that has not fully resolved (unless an effect specifically says so).
active fighter to move up to 3 spaces in
For example, a fighter cannot use an Exhaust effect after (but before completing) an enemy
addition to their normal move step.
card’s Activation effect. Exhaust effects can be used before or after resolving another card’s
effect. When another effect exhausts a card with an Exhaust effect, do not trigger its Exhaust
I nteract Action: The active fighter may
effect.
resolve the Interact effect on any card in
play. Each interact on a single card can FEINT: This effect can be resolved at any time during the controlling fighter’s turn. This is an
only be performed once per turn, even optional effect that the fighter can choose to trigger, but after fully resolving the Feint effect,
if an effect would allow the fighter to the associated card must be discarded from the fighter’s play area. This effect is not triggered
perform additional interacts or if that if the card is forcibly discarded or otherwise removed from play. The fighter must voluntarily
card leaves and enters play again during discard the card during their turn in order to resolve this effect.
that turn.

ATTACKS AND DAMAGE

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

ATTACK TYPE DESCRIPTION

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.

Damage is both dealt and then potentially inflicted or suffered. Dealt


SUFFERING AND HEALING DAMAGE
damage can be blocked and reduced, but any damage that is not blocked
Each time a figure suffers any amount of damage, an equal number of
or reduced is either inflicted or suffered. This concept is important
damage tokens are placed on that figure’s card. If that figure has suffered
because effects that are triggered by figures actually suffering damage or
damage equal to or in excess of its health value, that figure is defeated;
inflicting damage will only trigger if that damage is not entirely blocked
its figure is removed from the board and its card is discarded. If a fighter
and/or reduced.
is defeated, the fighters lose. If the boss is defeated, the fighters win.
During an attack or an effect that deals damage, the timing of damage
Each time a figure heals any amount of damage, an equal amount of
types is resolved by player choice. However, general damage is always
damage is removed from that figure’s card.

DEFENSE TOKENS & BLOCKING


Blocking damage is an important term, and is defined by discarding 1 or more defense tokens of the appropriate type to cancel incoming damage.

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.

ATTACKING & DICE “ENGAGED WITH” AND “ADJACENT TO”


Typically, when a figure attacks, it must choose a figure engaged with
it to be the target of the attack. Unless a card effect specifies, a figure A figure is engaged with each figure it is adjacent to. In
may only attack engaged targets, and if the figure is unengaged, some instances, the terms “engaged with” and “adjacent
it is not able to attack. If a card effect indicates a specific target of to” are interchangeable. However, some effects will
an attack, the attacking figure does not need to be engaged. For target the current state of a figure. In this case, the
example, if an enemy card instructs the enemy to attack the nearest term “engaged” is used to signify that the target
fighter or each fighter, the enemy will attack even when unengaged. figure is adjacent to 1 or more opponents. Enemies
After rolling dice for the attack, the resulting damage is dealt to treat fighters as opponents and vice versa. The term
the target, and that target has the opportunity to block (or reduce) “adjacent to” is more broad, referring to any game
some or all of that damage. Any remaining damage is inflicted on component or space being next to another
the target (who in turn suffers that damage), placing that amount of game component or space.
damage on the figure’s corresponding character card.

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).

FIGHTER ATTACK PROCEDURE


For each attack they perform, the attacking fighter resolves these steps in the following order:

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:

SUCCESS GUARD SUCCESS/GUARD CRITICAL

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

MOVING, ADVANCING, & RETREATING ENEMIES


When an enemy figure is moved by a card effect, it either moves, Advancing is the term used when an enemy moves toward a
advances, or retreats. Moving is a general term used when an enemy fighter to become engaged. When advancing, an enemy will
moves regardless of its current position. Enemies may move through follow the shortest path in the fewest directions possible so
spaces containing other enemies, but not fighters. Bosses, however, that each space it moves into is directly closer to the target it
can move through any space, no matter what figure is in that space. is advancing toward. An enemy that is already engaged with a
All enemies must end their movement in an empty space. Enemies fighter does not move when it is instructed to advance, even if
will only end their movement in an entry space if that is the only it is instructed to advance toward a different figure. If an enemy
valid space in which to end their movement. becomes engaged while advancing toward a destination, it will
not stop advancing unless it is engaged with the target it began
When a game effect moves an enemy, the effect will indicate what its advancement toward.
that enemy is moving toward (typically an inactive objective or
Retreating is the term used when an enemy moves away from a
another figure). Enemies will always take the shortest path to their
fighter to become unengaged. When retreating, an enemy will move
destination and will move up to their full movement until they reach
in a single direction (the opposite direction from the engaged fighter)
their destination. In the case of multiple paths that are equidistant to
so that each space it moves into is directly farther away from
the enemy’s destination, players choose which path the enemy takes.
an engaged fighter. In the case of multiple engaged fighters, the
However, enemies will avoid ending their movement engaged with
players collectively choose which fighter from which the enemy can
a fighter unless there are no other valid spaces in which the enemy
retreat the most spaces. An enemy that is already unengaged does
can end its movement.
not move when it is instructed to retreat. Retreating enemies cannot
move through spaces occupied by figures; this includes bosses.

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 TOKENS AND OBJECTIVE CARDS


Each stage deck contains 1 or more objective cards. Each objective card corresponds to an objective token. Objective tokens have 2 sides
(active and inactive) and a unique symbol on them that match certain spaces on the map.
When an objective card is drawn from the area. For example, when a figure loses control of an objective, its
stage deck (or otherwise put into play), the card is returned to the stage play area and the token is dropped (see
players place the objective card in the stage Objective Items below).
ACTIVE INACTIVE play area and place the matching objective
OBJECTIVE OBJECTIVE
token (inactive side up) on the matching Objectives can represent various things, such as items, characters, or
objective space on the map. Unless otherwise specified, when points.
objective cards are discarded they are returned to the stage play

OBJECTIVE ITEMS Crow bar


ctive - Item
Obje
Crowba- Itemr
When an objective token corresponds to an Item card, its inactive figure’s play area. If a minion would pick up Objective
Crowbar
Objective - Item
side indicates that it is on the map and can be picked up. While an an objective, that objective’s card is attached e, its space
is blocked.
tive is activ

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

figure corresponding to that card is carrying it (also represented by


a fighteWhile
Feint: When e, that fighte a fighter in this
a recruit spac turn,token
their tive
the objec
adjacent to At any time during
place
the game tove’s spacee,may it up.
ng any
pick
this card from objecti it spac movi
up) in that recru spac
ycarryine.g this objecti
is ve
active,
or space is blocked.
is in its
(active side neare
to theWhen ast empt
fighterWhile this objective
spaceFeint: fighter may remove

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

that token is placed inactive side up in the


adjacent to a recruit space,
place the objective token
this card from the game to
space, moving any
(active side up) in that recruit
nearest empty space.
figure in that space to the

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 -

A New Cha llenger


When an objective token corresponds to 2 Objective - Character
A New Challenger “Treated as a Fighter Figure”: Typically when a non-player
a Character card, that token is treated as a 2 Objective - Character

2ed as controlled element is treated as a fighter figure (such as an


figure. Stage effects may indicate that this on the map,
this objective
is treat

objective or ally), that game element will be targeted by the


While active
e,
a fighter. tive is activ
): If this objec

figure is treated as a fighter or an enemy


e Play Area st enemy and
Activate (Stag es toward the neare . ve is treated as
objecti
thistoken
3 spac on the map,se
m defen
it advances While active
1 rando

same effects that target player-controlled fighter figures, such as


rwise, it gains
attacks. Othe a fighter. Roll 2 enemy dice. If
): objective is active,
my Play Area uted. If this
execArea):

figure; if not, the figure is treated as neither.


Activate (Ene h,Activa tive isPlay
te (Stage
objec nearest enemy and
matc this toward the
map, this objective is treated as
both results it advances 3 spaces While active on thedefens e token.
ise, it gains 1 random

enemy movement and attacks. However, there are more complex


attacks. Otherw a fighter. If
y Play Area): Roll 2 enemy dice.If this objective is active,
Activate (Enem Activate (Stage Play Area):
is executed. the nearest enemy and

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

not target non-player controlled fighters. For example, any effect


If a character objective has a health value, it can be defeated like a that would cause players to make a choice or suffer a penalty,
fighter or enemy figure. A character objective being defeated has no those effects exclusively target player-controlled fighters. Due to
inherent effect unless a stage effect refers to it. A character objective the modular nature of the game, there may be some ambiguities
with an attack value will deal random damage, unless otherwise in these situations, but players can use their best judgement
specified. A character objective can gain defense tokens, unless when agreeing on how to resolve these effects. As a rule of
otherwise specified, and will use these defense tokens to block as much thumb, if an effect requires a fighter to choose, discard cards/
damage as it can during each attack targeting it (similar to enemies). tokens, or suffer a penalty that only a player-controlled fighter
could have prevented, that effect would not target game elements
Some stage effects may allow character objectives to be picked up. In that are treated as fighter figures.
these cases, follow the same rules as picking up/dropping item objectives.
12
ADDITIONAL RULES
ATTACHING CARDS & CARD CONTROL ATTACHING CARDS TO ENEMIES WITHOUT CARDS
Some cards attach to other cards. When a card attaches to another Some enemies do not have cards, or have a single reference card for
card, place the card being attached underneath the card it is attached each enemy within that group. When a card is attached to an enemy
to, so the player can still either see the title of the card or the textbox like this, players should set the card aside for reference and place a
(whichever is easier for the players to reference). When a card is token to mark which enemy figure/token the card affects. When that
removed from play, the attached card is also removed; both cards are figure is defeated or leaves play, the attached card is discarded as usual.
discarded to their respective discard piles.

Some card effects target cards controlled by players or by enemies.


CRATES & LOOT CARDS
A crate token is placed in each crate space on the stage board during
A player controls each card in their fighter play area. An enemy
setup. The first time a fighter enters a space containing a crate token,
controls each card attached to it or, in the case of a boss, in the
that token is immediately discarded and that fighter draws one
enemy play area. Any time a figure discards an objective card it
loot card. This may interrupt the fighter’s movement, but does not
controls, that objective is instead dropped.
prevent the fighter from continuing their movement
CHARACTER CARDS & FIGURES Each time a fighter defeats a minion, that fighter immediately draws
Each figure in the game has a corresponding card. Fighter figures 1 loot card.
correspond to the character card from that fighter’s deck. Boss
figures correspond to the Boss card from the matching enemy deck. Loot cards represent minor items that fighters can discover during
the game. When gained, loot cards are placed near your play area,
Each enemy figure’s colored base but are not part of any specific play area. Each loot card has specific
corresponds to the Minion Drago instructions on how that card can be used. A fighter may use the
card with the matching 8 effects of a loot card at any time during their act phase, unless the
figure color indicator card itself specifically instructs when it may be used. If the loot deck
3
on it. When a is ever out of cards, reshuffle the loot discard pile to create a new loot
Minion is defeated, deck. Only player-controlled fighters may gain loot cards; tokens/
2
it’s corresponding miniatures that are “treated as fighters” do not gain loot cards and do
character card is Minion not interact with crate tokens unless a specific card effect allows.
discarded and the Each time this enemy would suffer direct damage,

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
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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.

CUSTOM ARCADE MODE AND HYPER MODE


When playing with the Custom Arcade Mode variant, players may choose to customize their chosen fighter’s decks using that fighter’s upgrade
cards found in their hero story deck. Players may choose to replace 1 copy of each of their fighter’s unique cards with a copy of its upgraded
version, or the players can choose to play Hyper Mode and simply add all upgrade cards to their fighter deck.

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.

STORY CARD BREAKDOWN


1
Comeback If Isabella is defeated:

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.

4.) SETUP: The bottom portion of the story card


details how the stage should be setup and any Stage Setup: Put “Isabella” (rival) into play. Place the Isabella

special rules that apply.


4 token in any empty space within 6 spaces of a fighter start space.
Put the “Film Crew” perk into play in your fighter play area.
7 PART 1 EPILOGUE

5.) WIN RESULT: The top half of epilogue


side of a story card details what happens if 6.) LOSE RESULT: The bottom half of the epilogue 7.) EPILOGUE: The back of each story
STORY_BG_Brandon.indd 1 10/17/17 11:24
STORY_BG_Brandon.indd
AM 2 10/17/17 11:24 AM
the fighters succeeded the story’s stage (not side of a story card details what happens if the card will have an epilogue side that is
necessarily won). fighters failed the story’s stage (not necessarily lost). resolved at the end of the stage.
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BEGINNING A STORY THE STORY POOL
To begin a story, the group, prior to standard game setup, chooses 1 story
deck to be the active story. Refer to the “Prologue” side of that story deck’s The group will accumulate cards during the course of the story,
“Part 1” card and read the narrative out loud for all players. Then, begin and these cards are kept in a collection called the “story pool.”
setting up the first story stage. The group uses a shared story pool, but it should be noted or
SETTING UP A STORY STAGE remembered which fighter earned which card in the story pool.
Refer to the Stage Setup card to see if a specific enemy deck or stage Cards in the story pool that were not earned by an individual
deck is required for the first story stage, and choose that combination for fighter are considered to have been earned by the group. When
game setup. Additionally, some setup effects will introduce new cards to starting a new story stage, each card in the story pool is put into
the stage, such as perk, penalty, rival, or ally cards. These concepts are play. Most cards instruct players how to put that card into play,
explained later. but the following guidelines explain how each card type is added
to play from the story pool:
After resolving the Stage Setup effect of the current story stage card, the
players put all cards from the story pool into play. Each card in the story  erk/Penalty card: If the Perk or Penalty card belongs to a
P
pool has a unique way it interacts with the game. See “The Story Pool” specific fighter’s “Hero Story” deck, that fighter will put the
sidebar for more information. card in either their threat area (penalty card) or fighter play
area (Perk card).
WINNING AND LOSING A STORY STAGE
Unless otherwise noted, all victory and defeat conditions apply to  ival card: Rival cards in the story pool are placed in the threat
R
story stages. Some story stages will introduce new victory and/or area of the fighter who gained that card. If no specific fighter
defeat conditions, and these should be adhered to as presented. After gained that rival, the players may choose which fighter puts
determining the outcome of the stage, the current story stage card is it in their threat area. The corresponding rival token is placed
flipped to its “Epilogue” side and the players read aloud the narrative and in the empty space adjacent to the boss if no empty space
resolution effects that apply to the outcome of the scenario. adjacent to the boss, use the empty space nearest the boss.
COMPLETING A STORY Ally Card: Ally cards in the story pool are placed in the
Players continue advancing through a story after each stage until a fighter play area of the fighter who gained that card. If no
specific story effect instructs the players to complete the story. This effect specific fighter gained that ally, the players may choose
will also instruct the players whether they won or lost the story. Ultimate which fighter puts it in their threat area. That player places
victory or defeat is usually based on a variety of elements, including the corresponding ally token in an empty space adjacent to
whether or not the fighters won the final stage. their fighter. If no empty space is adjacent to their fighter, use
the empty space nearest their fighter.
PERKS & PENALTIES
During setup, each fighter removes each perk card they have gained from F ighter Upgrade Card: Each fighter upgrade card can be
the story pool and puts it into play in their fighter play area. Similarly, each added to its corresponding fighter’s deck, replacing a card
fighter removes each penalty card they have gained from the story pool and of the same name. Each card removed from a fighter’s deck
puts it in their threat area. As usual, follow any Setup effects on these cards. this way is placed aside during the stage and then returned
to the deck at the end of the stage.
If a perk or penalty card was added to the story pool without a particular
fighter gaining it, that card was gained by the group. In the case of these E nemy Upgrade Card: Each enemy upgrade card is added to
cards, the fighters can choose which fighter play area or threat area to put the corresponding enemy’s deck, replacing a card of the same
the card into. name. Each card removed from an enemy’s deck this way is
placed aside during the stage and then returned to the deck
Perk and penalty cards cannot leave play except through an effect on the
at the end of the stage. If the enemy deck associated with an
card itself. If a perk or penalty card is discarded by a card effect, remove
enemy upgrade card is not in play, the enemy upgrade card
that story card from the game unless otherwise specified; the card will
remains in the story pool.
still remain in the story pool unless otherwise specified.

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.

USING ALLIES & RIVALS IN MIRROR RIVALS & MIRROR ALLIES


ARCADE MODE
When players choose to use 1 or more allies and/or When using either a rival or ally that shares a name with another character in play,
rivals in arcade mode, each fighter can choose up to that rival or ally is referred to as a “Mirror Rival” or “Mirror Ally.” Mirror Rivals and
1 ally and 1 rival to include in the game. The same Mirror Allies are unaffected by specific card effects that refer to that character by
rules apply to allies and rivals whether they are in name. For example, if an ally version of “Drago” is in play while the Brotherhood
story mode or arcade mode. enemy deck is in play, any Brotherhood card that refers to “Drago” figures in play will
not affect an ally or rival version of “Drago.”
ALLY/RIVAL ARCADE MODE Likewise, when a Mirror Rival/Ally card effect targets itself by name, any other named
SETUP RULES characters in play are not affected by that effect.
After standard setup, each fighter that chose an ally
to include in the game places that ally’s card in their
fighter play area and places its corresponding token
in an empty space adjacent to their fighter. Similarly,
each fighter that chose a rival to include in the game
places that rival’s card in their threat area and places
its corresponding token in an empty space adjacent
to the boss start space.

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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