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Exceed: Red Horizon – Kaden, Eva, Miska, and Lily thumbnail

Exceed: Red Horizon – Kaden, Eva, Miska, and Lily

Exceed: Red Horizon – Kaden, Eva, Miska, and Lily Rulebook

Table of Contents

Table of Contents

  • Components
  • Kaden
    • Chain Strike (Special)
    • Havoc Call (Special)
    • Calamity Bell (Special)
    • Fusion Bane (Special)
    • Double Charge Executioner (Special)
    • Dark Tide Summon (Ultra — Gauge Cost 2)
    • Rising Host (Ultra — Gauge Cost 1)
  • Eva
    • Cyber Destroyer (Special)
    • Upgrade (Special)
    • Riot Machine (Special)
    • Plasma Barrage (Special)
    • Enki Thresher (Special)
    • Shifting Technology (Ultra — Gauge Cost 1)
    • Harnessing Chaos (Ultra — Gauge Cost 3)
  • Miska
    • Silver Fang (Special)
    • Bear Rush (Special)
    • Knee Capper (Special)
    • Canine Strike (Special)
    • Fire In The Hole! (Special)
    • Savage Wildsider (Ultra — Gauge Cost 1)
    • Scorched Earth (Ultra — Gauge Cost 3)
  • Lily
    • Excessive Force (Special)
    • Hair Trigger (Special)
    • Double Tap (Special)
    • Mug Shot (Special)
    • Bullet Barrage (Special)
    • The Magic Bullet (Ultra — Gauge Cost 2)
    • The Wild Bunch (Ultra — Gauge Cost 3)

Components

4 Character Cards (Kaden, Eva, Miska, Lily) 2 Bear Marker Cards (Miska's Bear companion token: Basic side and Exceed side) 28 unique Character-Specific Attack Cards (5 Special Attacks and 2 Ultra Attacks per character), 2 copies of each in a full deck 16 Normal Base Attack Cards (shared with the core system: 2 copies each of Grasp, Cross, Assault, Dive, Spike, Sweep, Focus, and Block) Board Cards

Per the box's own contents line: 117 Standard Cards, 20 Foiled Cards, 1 Rules Sheet.

Kaden

Ability (Gauge Cost to Exceed: 3). Whenever Kaden uses an EX attack, he draws a card.

Exceed Ability. Whenever Kaden uses an EX attack, he has an additional +2 Power on that attack, and draws a card.

Chain Strike (Special)

Range 4~6, Power 1, Speed 7.

Hit: Pull the opponent up to 4 spaces and gain Advantage (you take the next turn, regardless of who initiated the Strike).

Boost — No Pain (Continuous, Force 1). Stun Immunity.

Havoc Call (Special)

Range 1~3, Power 3, Speed 5.

Attacks at range 4 or greater do not hit you.

Boost — Perfect Evolution (Force 0). Pick up the top 3 cards of your deck. Draw one, and put the rest on the bottom of your deck.

Calamity Bell (Special)

Range 1~2, Power 3, Speed 3.

Hit: Push the opponent 3 spaces.

Boost — Recall (Force 0). Reveal a card in your hand. Return a copy of that card from your discard to your hand.

Fusion Bane (Special)

Range 2~3, Power 6, Speed 1, Guard 4.

Hit: Push the opponent 1 space. After: Pick up the top 3 cards of your deck. Draw 1 and discard the rest.

Boost — Secret Weapon (Force 2). Search your deck for a card and add it to your hand. Shuffle your deck afterwards.

Double Charge Executioner (Special)

Range 1~2, Power 6, Speed 1, Guard 5.

After: You may return a card from your Discard to your hand.

Boost — Chain Extension (Continuous, Force 0). +0~2 Range.

Dark Tide Summon (Ultra — Gauge Cost 2)

Range 1~4, Power 3, Speed 6.

Hit: Name another card and return all copies of it from your discard to your hand.

Boost — Silence (Force 1). Name a card and return all copies of it from your discard to your hand.

Rising Host (Ultra — Gauge Cost 1)

Range 1~3, Power 1, Speed 6.

Hit: Put all copies of this card from your deck, discard, and in play into your hand.

Boost — Insurmountable (Continuous, Force 1). +3 Armor and +3 Guard.

Eva

Ability (Gauge Cost to Exceed: 3). After: You may return one of your in-play Continuous Boosts to your hand.

Exceed Ability. After: You may return one of your in-play Continuous Boosts to your hand. Eva may play up to 2 Continuous Boosts as a single action.

Cyber Destroyer (Special)

Range 1~2, Power 1, Speed 7.

Hit: You may keep one of your Continuous Boosts in play at the end of this Strike (any cumulative bonuses on those Boosts reset).

Boost — Emergent Technology (Continuous, Force 0). +0~1 Range.

Upgrade (Special)

Range N/A, Power N/A, Speed 6, Armor 3.

Before: Do not discard any of your Continuous Boosts in play at the end of this Strike (any cumulative bonuses on these Boosts reset).

Boost — Mandatory Upgrades (Continuous, Force 0). At the start of each of the opponent's turns, +1 Power (max of +3).

Riot Machine (Special)

Range 1~2, Power 1, Speed 5.

Before: +2 Power for each Continuous Boost you have in play.

Boost — Revoke (Force 0). Choose a Continuous Boost in play. It now affects you instead of its controller.

Plasma Barrage (Special)

Range 3~5, Power 4, Speed 4, Guard 4.

After: Move 1 or 2 spaces.

Boost — Auto-Defense Engine (Continuous, Force 0). At the start of each of the opponent's turns, +1 Armor (max of +3).

Enki Thresher (Special)

Range 2~4, Power 3, Speed 1.

Stun Immunity.

Boost — Lost Memories (Continuous, Force 0). At the start of each of the opponent's turns, +1 Speed (max of +3).

Shifting Technology (Ultra — Gauge Cost 1)

Range 1~2, Power 2, Speed 4.

Hit: Do not discard your Continuous Boosts at the end of this Strike (any cumulative bonuses on those Boosts reset).

Boost — Liberation (Continuous, Force 2). At the start of each of the opponent's turns, add the top card of your Discard to your Gauge.

Harnessing Chaos (Ultra — Gauge Cost 3)

Range 1, Power 1, Speed 5.

Before: For each Continuous Boost you have in play, +1 Power and +0~1 Range.

Boost — Rejuvenation (Continuous, Force 1). At the start of each of the opponent's turns, draw a card.

Miska

Ability (Gauge Cost to Exceed: 3). As an action, you may place your Bear Marker onto the board in any space, or move it to any space if it is already in play.

Exceed Ability. Flip your Bear Marker to its Exceed Side. As an action, you may place your Bear Marker onto the board in any space, or move it to any space if it is already in play.

Bear Marker (Basic side). Bear may share a space with another character. When you place a Normal Attack to Strike, you may pay 2 Force to declare that you will calculate its range from Bear's position instead.

Bear Marker (Exceed side). Flip to this when Miska activates Exceed Mode. Bear may share a space with another character. When you place a Normal Attack to Strike, you may declare that you will calculate its range from Bear's position instead.

Silver Fang (Special)

Range 1~3, Power 3, Speed 5.

Hit: Push the opponent up to 3 spaces. After: Move your Bear Marker to any space.

Boost — On Patrol (Force 0). Add this card to your Gauge, then move your Bear Marker to any space.

Bear Rush (Special)

Range 0~1, Power 1, Speed 5.

This attack always calculates its range from your Bear Marker. Hit: +1 Power for each card in your opponent's hand and move them 1 space.

Boost — Iron Will (Continuous, Force 0). +1 Armor and +3 Guard.

Knee Capper (Special)

Range 2~4, Power 3, Speed 4.

Ignore Guard. Hit: Move up to 2 spaces.

Boost — Acrobatics (Force 0). Move 4 spaces.

Canine Strike (Special)

Range 3~7, Power 3, Speed 3.

Before: Retreat as far as possible.

Boost — A Helping Hand (Continuous, Force 1). +2 Power and +2 Speed. If you are not in the same space as your Bear Marker when you play this, discard it.

Fire In The Hole! (Special)

Range 3~5, Power 6, Speed 0.

Stun Immunity. Hit: Push the opponent as far as possible.

Boost — Protect Your Master (Force 0). If the opponent is in the same space as your Bear Marker, move him up to 3 spaces.

Savage Wildsider (Ultra — Gauge Cost 1)

Range 0, Power 6, Speed 6.

Stun Immunity. This attack always calculates its range from your Bear Marker.

Boost — Priority Requisition (Force 2). Search your deck for a card, add it to your hand, then Strike. Shuffle your deck afterwards.

Scorched Earth (Ultra — Gauge Cost 3)

Range 4~8, Power 10, Speed 0.

Stun Immunity. Hit: Push the opponent as far as possible.

Boost — Brilliant Tactician (Continuous, Force 0). +3 Speed.

Lily

Ability (Gauge Cost to Exceed: 3). Lily's Normal Attacks have +0~1 Range. Lily pays 1 less total Force when retreating.

Exceed Ability. Lily's Normal Attacks have +0~2 Range. Lily pays 1 less total Force when retreating.

Excessive Force (Special)

Range 1, Power 2, Speed 7.

Hit: Push the opponent 3 spaces.

Boost — Point Blank (Continuous, Force 0). -2~0 Range.

Hair Trigger (Special)

Range 2~6, Power 3, Speed 6.

After: Move 1 space.

Boost — Just Keep Shooting (Force 3). Discard your hand, then draw until you have 6 cards in hand, then Strike.

Double Tap (Special)

Range 1~2, Power 2, Speed 6.

Ignore Armor. Hit: Push the opponent 4 spaces.

Boost — Muzzle Flash (Force 2). If you are at range 1, push the opponent 4 spaces.

Mug Shot (Special)

Range 4~5, Power 4, Speed 4.

Before: Move 4 spaces.

Boost — Somersault (Force 1). Move 5 spaces.

Bullet Barrage (Special)

Range 3~6, Power 3, Speed 4.

Hit: You may discard up to 2 additional attacks that include your Range to the opponent for +2 Power each.

Boost — Reload (Force 2). Discard your hand, then draw until you have 6 cards in hand.

The Magic Bullet (Ultra — Gauge Cost 2)

Range 4, Power 7, Speed 7.

Before: If you used this as a Wild Swing or you have no other cards in your hand, the range of this attack becomes 2~6.

Boost — Taking Aim (Continuous, Force 0). +0~3 Range and +1 Speed.

The Wild Bunch (Ultra — Gauge Cost 3)

Range 3~6, Power 3, Speed 4.

Hit: You may discard up to 3 additional attacks that contain your range to the opponent for +3 Power each.

Boost — Suppressing Fire (Continuous, Force 0). Each time the opponent moves, they take 1 damage per space moved. This damage does not stun.