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Exceed: Red Horizon – Satoshi, Mei Lien, Morathi, and Baelkhor thumbnail

Exceed: Red Horizon – Satoshi, Mei Lien, Morathi, and Baelkhor

Exceed: Red Horizon – Satoshi, Mei Lien, Morathi, and Baelkhor Rulebook

Table of Contents

Table of Contents

  • Components
  • Satoshi
    • Shuriken Illusion (Special)
    • Sealing Strike (Special)
    • Yokai Fury (Special)
    • Paralyzing Dart (Special)
    • Demon Slayer Slash (Special)
    • Paralyzing Dust (Ultra — Gauge Cost 1)
    • Jigoku Banishment (Ultra — Gauge Cost 2)
  • Mei Lien
    • Raijin Knife (Special)
    • Cloud Rider (Special)
    • Fujin Drum (Special)
    • Halberdier (Special)
    • Dragon Thrash (Special)
    • Dragon Tempest (Ultra — Gauge Cost 2)
    • Raijin Oath (Ultra — Gauge Cost 3)
  • Morathi
    • Neck Snapper (Special)
    • Ivory Ghost Charge (Special)
    • Gyro Chain Gash (Special)
    • Ivory Ghost Impalement (Special)
    • Revenger (Special)
    • Shadow Of Death (Ultra — Gauge Cost 8)
    • God Of War (Ultra — Gauge Cost 3)
  • Baelkhor
    • Soul Ripper (Special)
    • Accursed Gaze (Special)
    • Storm Of Souls (Special)
    • Blade Of Souls (Special)
    • Desperate Might (Special)
    • From Hell (Ultra — Gauge Cost 3)
    • Desperate Gambit (Ultra — Gauge Cost 3)

Components

4 Character Cards (Satoshi, Mei Lien, Morathi, Baelkhor) 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

Satoshi

Ability (Gauge Cost to Exceed: 3). Whenever Satoshi initiates a Strike, he has +2 Power if he has more cards in hand than the opponent (before choosing his attack).

Exceed Ability. Whenever Satoshi initiates a Strike, he has +4 Power if he has more cards in hand than the opponent (before choosing his attack).

Shuriken Illusion (Special)

Range 3~5, Power 2, Speed 6.

Hit: Close 4 spaces.

Boost — Demon Slaying (Continuous, Force 1). +1 Power, draw a card, and Strike.

Sealing Strike (Special)

Range 1, Power 2, Speed 6.

Hit: The opponent must discard a card at random. After: Move 2 spaces.

Boost — Banishing Blade (Instant, Force 0). Discard a Continuous Boost from play and Strike.

Yokai Fury (Special)

Range 1~2, Power 3, Speed 5.

Hit: Push the opponent 1 space and you gain Advantage (you take the next turn regardless of who initiated the Strike). After: Close 1 space.

Boost — Swift Exorcism (Continuous, Force 1). +1 Speed, draw a card, and Strike.

Paralyzing Dart (Special)

Range 3~5, Power 3, Speed 4.

Ignore Guard. Hit: Your opponent must discard a card at random.

Boost — Mist Step (Instant, Force 0). Move 1 and Strike.

Demon Slayer Slash (Special)

Range 1~2, Power 9, Speed 2.

Ignore Armor. Before: -1 Power for each card in the opponent's hand.

Boost — Second Strike (Continuous, Force 0). "After: Gain Advantage" and Strike.

Paralyzing Dust (Ultra — Gauge Cost 1)

Range 1~3, Power 1, Speed 9.

Ignore Armor. Hit: Move 1 or 2 spaces and gain Advantage (you take the next turn regardless of who initiated the Strike).

Boost — Relentless (Instant, Force 0). Draw 2 cards and Strike.

Jigoku Banishment (Ultra — Gauge Cost 2)

Range 1, Power 7, Speed 4.

Hit: Your opponent discards at random until he only has 3 left, and you gain Advantage (you take the next turn regardless of who initiated the Strike).

Boost — Finishing Blow (Continuous, Force 3). +3 Power, +1 Speed, and Strike.

Mei Lien

Ability (Gauge Cost to Exceed: 3). If there is a copy of an attack in your Discard, other copies have +0~1 Range. If there is a copy of an attack in your Gauge, other copies have +2 Power.

Exceed Ability. If there is a copy of an attack in your Discard, other copies have +0~2 Range. If there is a copy of an attack in your Gauge, other copies have +4 Power.

Raijin Knife (Special)

Range 1, Power 1, Speed 8.

Hit: Push the opponent 3 spaces.

Boost — Gale Extension (Continuous, Force 1). +0~1 Range and Strike.

Cloud Rider (Special)

Range 1~2, Power 3, Speed 6.

After: Advance 4 spaces and draw a card.

Boost — Winds Of Change (Instant, Force 0). Draw 1 card for each card in hand. Discard that many cards.

Fujin Drum (Special)

Range 1~4, Power 2, Speed 5.

Hit: Push the opponent 2 spaces.

Boost — Tempestuous (Instant, Force 1). Switch your Discard and Deck. Shuffle your deck (this card is not discarded until after the switch).

Halberdier (Special)

Range 2~3, Power 4, Speed 5.

Opponents cannot move closer to you. Hit: Push the opponent 1 space.

Boost — New Horizons (Instant, Force 0). Draw 4 cards. Discard 2 cards.

Dragon Thrash (Special)

Range 1~2, Power 5, Speed 4.

Attacks at range 3 or greater do not hit you. Hit: Move the opponent 1 space.

Boost — Lightning Strikes Twice (Continuous, Force 0). After: Return your attack to your hand and put this card into your Gauge.

Dragon Tempest (Ultra — Gauge Cost 2)

Range 3, Power 3, Speed 7.

Hit: Push the opponent as far as possible. After: Advance 1, 2, or 3 spaces.

Boost — Tailwind (Instant, Force 1). (Errata) Close 2 spaces and Strike.

Raijin Oath (Ultra — Gauge Cost 3)

Range 4, Power 10, Speed 6.

Ignore Armor.

Boost — Falling Star Wish (Instant, Force 1). Search your deck for a card and put it on the top of your deck, in your Gauge, or in your Discard. Shuffle your deck afterwards.

Morathi

Ability (Gauge Cost to Exceed: 3). When you use a Wild Swing, look at the top card of your deck, you may draw it or put it back, then perform the Wild Swing.

Exceed Ability. When you use a Wild Swing, you may pick up 3 cards from the top of your deck. Choose one to be your Wild Swing, add one to your hand, and discard the remaining one.

Neck Snapper (Special)

Range 1, Power 4, Speed 5.

Before: Discard up to 3 cards at random. Close 1 space per card discarded this way. Hit: The opponent must discard 1 card per card discarded during this Strike.

Boost — Crushing Might (Continuous, Force 1). +1 Power and +1 Speed.

Ivory Ghost Charge (Special)

Range 1~2, Power 5, Speed 3, Guard 5.

Before: If you were hit during this Strike, close 3 spaces.

Boost — Ruby Pact (Continuous, Force 0). +2 Power.

Gyro Chain Gash (Special)

Range 1, Power 2, Speed 3, Guard 5.

Before: Close 2 spaces. Hit: Discard up to 3 cards at random. For each card discarded this way, +1 Power and the opponent must discard a card.

Boost — Casting Bones (Continuous, Force 2). Rearrange the top 3 cards of your deck. +1 Power and +1 Speed.

Ivory Ghost Impalement (Special)

Range 1~3, Power 4, Speed 2, Guard 5.

Before: If you were hit during this Strike, +3 Power.

Boost — Obsidian Pact (Continuous, Force 0). +2 Speed.

Revenger (Special)

Range 1~3, Power 5, Speed 1, Guard 7.

Hit: The opponent discards 2 cards at random, then add top card of your discard to your Gauge.

Boost — Fates Crossing (Instant, Force 3). Strike. Both players must declare Wild Swings.

Shadow Of Death (Ultra — Gauge Cost 8)

Range 1, Power 15, Speed 8.

If you do not have enough Gauge to use this attack after it is revealed during a Wild Swing, add it to your hand and add the top 2 cards of your Discard to your Gauge.

Boost — Intimidation (Instant, Force 4). If you are at range 1, both players must discard their hands.

God Of War (Ultra — Gauge Cost 3)

Range 1~2, Power 7, Speed 4, Guard 6.

Before: Close 2 spaces. Hit: Both you and the opponent discard 3 cards at random.

Boost — Power Overwhelming (Continuous, Force 3). +3 Power and +2 Speed.

Baelkhor

Ability (Gauge Cost to Exceed: 1). Whenever Baelkhor hits an opponent, he may pay 2 life to seal the opponent's attack after the Strike (it is removed from the game and doesn't go to the opponent's Gauge).

Exceed Ability. Baelkhor's attacks have +3 Power and +1 Speed if another attack with that name has been sealed. (As an action, Baelkhor may spend 1 Gauge to return to Normal Mode.)

Soul Ripper (Special)

Range 3~5, Power 3, Speed 6.

If you have used the Reshuffle Action during this game, this attack has +2 Power.

Boost — Devouring Souls (Instant, Force 0). Seal a card in your hand. Gain 2 life and draw a card.

Accursed Gaze (Special)

Range 2~3, Power 1, Speed 5.

Before: +1 Power for each card you have sealed this game (max of +7).

Boost — Warpath (Instant, Force 0). Spend up to 6 life to draw 1 card per life spent.

Storm Of Souls (Special)

Range 1~3, Power 2, Speed 5.

Before: Spend up to 5 life for +1 Power per life spent.

Boost — Face Of Fear (Continuous, Force 1). +3 Power. At the start of your next turn, add this card to your Gauge and draw a card.

Blade Of Souls (Special)

Range 1~3, Power 7, Speed 3, Guard 6.

Before: Lose 4 life.

Boost — Endless Power (Instant, Force 0). Seal 2 cards from the top of your deck. Add 2 cards from your hand to your Gauge.

Desperate Might (Special)

Range 1~2, Power 5, Speed 3, Guard 5.

If you have used the Reshuffle Action during this game, this attack has +2 Speed.

Boost — Change Of Strategy (Continuous, Force 3). +2 Power and +1 Speed. Discard your hand and draw 4 cards.

From Hell (Ultra — Gauge Cost 3)

Range 3, Power 13, Speed 7.

Boost — Apocalypse Seal (Instant, Force 0). Seal a card in your hand. Seal all copies of that card in your opponent's Hand, Deck, Gauge, and Discard.

Desperate Gambit (Ultra — Gauge Cost 3)

Range 2~4, Power 9, Speed 4.

Stun Immunity, opponents cannot move you. When you are hit during this Strike, take twice as much damage, but your life cannot drop below 1.

Boost — Dark Insight (Continuous, Force 1). +3 Speed. At the start of your next turn, add this card to your Gauge and draw a card.