BattleCON: Strikers
BattleCON: Strikers Rulebook
Table of Contents
Table of Contents
Setup
Each player draws five Strikers at random and selects one to keep, then passes the rest to his opponent. Continue drafting until each player has 4 Strikers. Before each duel in the match, each player simultaneously selects a different Striker to use for that duel. After being used in a duel, a Striker is removed from play, and cannot be selected in subsequent duels.
Do not use Special Actions when playing with Strikers.
Using Strikers
Strikers can be played from your hand in three ways:
Strike – They perform their own special move. To do this, play the Striker face-down as part of your attack pair (instead of a style). The base you played is ignored, and the Striker performs his Striker Attack instead. A Striker's attack cannot gain bonuses to power, priority or range, or any triggered or passive effects beyond what are printed on their cards. (For example, Magdelena doesn't apply her levels to her Striker's attack, Kehrolyn doesn't add her current form, Alexian's tokens have no effect, etc.) Striker Attacks always win priority ties, except against Finishers, which they lose. If two Striker Attacks tie, they downgrade into cancels and go to the discard pile in addition to your attack pair this beat.
Assist – They provide a bonus ante effect. Play the Striker from your hand face up as an ante. Its effects take place immediately unless they are triggered effects, in which card they are added to your attack pair as bonus effects.
Boost – They provide a boost bonus effect. Play the Striker from your hand face-up during selection (before cards are set). The opponent may respond to your boost with his own boost, or by altering the attack pair he has set down. The Boost effects take place immediately unless they are triggered effects, in which case they are added to your attack pair as bonus effects.
After a Striker is used in any of these ways, it goes to the discard pile with the attack pair it was played with (if you used your Striker's 'S' power, this means you'll have an extra style at your disposal for a few beats). The Striker can be used again once it returns to your hand after a normal cycle through your discards.
Finishers and Strikers
When playing with Strikers, you do not use special actions. Instead, to activate your Finisher, play your Striker together with your character's Unique Base. When you reveal your Striker + Unique Base and have 7 or fewer life, your selected Finisher replaces your attack pair this beat.
Using your Finisher in this way removes your Striker from the game – only the Unique Base will cycle around to the discard pile.
Emergency Boost
Every Striker can perform an Emergency Boost. An Emergency Boost can be used at the same time you could use a normal boost effect. Instead of activating your Striker's boost power, remove the Striker from the game and gain a Special Action card instead.
An Emergency Boost permanently swaps out your Striker for a Special Action.
The Special Action cards referenced are:
- Finish (Strike / Drive / Unique): Your character's Overdrive Finish activates this turn instead of a normal beat. You must have 7 or fewer life points, or this becomes a cancel instead.
- Cancel (Grasp / Shot): Before Reveal effects activate, place the opponent's revealed attack pair in his discard pile 1. Both players now set new attack pairs.
- Pulse (Burst / Dash): Negate an opponent's activation this beat. Do not advance the Time Dial. Rearrange the board however you wish.
Each Special Action card reads: "Reveal: Activate the special action corresponding to the base paired with this card. Remove this card from the game after use."
Character Team Strikers
You can use Strikers to add a new dimension to Character Team and Variable Team Matches.
A player receives all the Striker cards for the characters in his team. Before each duel, he then puts into his hand one of the Strikers that is not the character participating in the current duel.
Whenever a player would reclaim a Striker from the discard pile, he can choose to reclaim one of his other Strikers (replacing the one in the discard pile and removing it) or to keep the one previously used. He can never pick the Striker matching his currently active character.
Tag Team Strikers
Playing with Tag Team Strikers opens a new dimension of character synergy to explore. A player receives both of his Strikers for the tag team duel. There are additional ways to play a Striker in tag team mode.
The Striker card for each player on your tag team begins in the Discard Pile 1 of the other character on your tag team.
Cross Tag
If you play your Striker together with the Tag base as an attack pair (Striker + Tag), your Striker will tag in immediately during the Reveal step, then perform his Strike ability as listed on the Striker card.
Karin's Striker Attack (S) will be executed this beat. She tags in during the Reveal step, unless she clashes with another Striker Attack.
Cross Finisher
If you play your Striker together with your Unique Base as an attack pair (Striker + Unique), your Striker will tag in immediately during the Reveal step, then perform his Finisher. This option is only available if the Tag Partner's life is 7 or below. After this, the Striker card for the partner who performed the Finisher is removed from play.
Marmelee can execute this Cross Finisher when Karin's life is 7 or below.
Defeat
Emergency Boost cannot be used in Tag Team Strikers play. When your tag partner is defeated, remove both of your Striker cards from the game, then gain a Special Action card instead. This is the only way for a tagged-in character to use his or her Finish attack.
Contents
Contents: 56 Striker Cards.
Card Layout
The card layout key shows the following parts of a Striker card:
- Name
- Flavor Quote (no effect)
- Striker Attack Name
- Striker Attack Priority
- Striker Attack Power
- Striker Attack Range
- Striker Attack Effects
- Ante Power
- Boost Power