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Exceed: Red Horizon – Reese, Heidi, Nehtali, and Vincent thumbnail

Exceed: Red Horizon – Reese, Heidi, Nehtali, and Vincent

Exceed: Red Horizon – Reese, Heidi, Nehtali, and Vincent Rulebook

Table of Contents

Table of Contents

  • Components
  • Reese
    • Ballista (Special)
    • Chivalry (Special)
    • Gallant Defender (Special)
    • Gauntlet Flurry (Special)
    • Knight Wave (Special)
    • Sovereign Glory (Ultra — Gauge Cost 2)
    • Checkmate (Ultra — Gauge Cost 3)
  • Heidi
    • Artillery Cannon (Special)
    • Dagger Strike - Install (Special)
    • Iron Knuckle (Special)
    • Mech Cannon (Special)
    • Steel Driver (Special)
    • Dagger Storm - Drei Install (Ultra — Gauge Cost 3)
    • Rail Driver (Ultra — Gauge Cost 3)
  • Vincent
    • Crimson Barrage (Special)
    • Gatling Punch (Special)
    • National Guard (Special)
    • Majority Whip (Special)
    • Phoenix Ascent (Special)
    • Phoenix Revival (Ultra — Gauge Cost 3)
    • Ballot Fixing (Ultra — Gauge Cost 2)
  • Nehtali
    • Azazel's Torment (Special)
    • Darkness Barrier (Special)
    • Hellfire (Special)
    • Soul Thresher (Special)
    • Volt Damnation (Special)
    • Heaven's Punishment (Ultra — Gauge Cost 3)
    • Hell's Salvation (Ultra — Gauge Cost 5)

Components

4 Character Cards (Reese, Heidi, Vincent, Nehtali) 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

Reese

Ability (Gauge Cost to Exceed: 3). Whenever Reese stuns an opponent, he may pay 1 Gauge to gain Advantage (he takes the next turn, regardless of who initiated the Strike).

Exceed Ability. Whenever Reese stuns an opponent, he gains Advantage. Whenever Reese initiates a Strike on the first turn after a Strike, he has +2 Power.

Ballista (Special)

Range 3~5, Power 0, Speed 5.

Before: +1 Power for each card in your Gauge (max 5). Hit: Close 4 spaces and gain Advantage (you take the next turn, regardless of who initiated the Strike).

Boost — Backstep & Lunge (Continuous, Force 0). Retreat 2 spaces. Before: Close 2 spaces.

Chivalry (Special)

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

Before: Advance 2 spaces. Hit: You gain Advantage (you take the next turn, regardless of who initiated the Strike).

Boost — Bracing (Continuous, Force 0). +1 Armor and +1 Guard at the start of each of the opponent's turns.

Gallant Defender (Special)

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

Before: Close 3 spaces. Hit: +1 Power for each point of damage you have taken this Strike.

Boost — Opportunist (Continuous, Force 0). +2 Speed and +2 Power. If your opponent declares a Strike, discard this card.

Gauntlet Flurry (Special)

Range 1, Power 1, Speed 7.

Before: Close 1 space. Hit: You gain Advantage (you take the next turn, regardless of who initiated the Strike).

Boost — Ambitious (Force 1). Draw 3 cards, then Strike.

Knight Wave (Special)

Range 1, Power 2, Speed 6.

Hit: +2 Power if the opponent has more cards in hand than you. After: Move 1 space.

Boost — Invitation (Continuous, Force 0). The opponent must move 1 space, then you may move 1 space, then Strike.

Sovereign Glory (Ultra — Gauge Cost 2)

Range 1~3, Power 4, Speed 5.

Before: Draw 2 cards. Hit: +1 Power for each card in hand you have more than the opponent.

Boost — Street Justice (Continuous, Force 0). +2 Power if you are in Exceed Mode. +2 Speed if an opponent is in Exceed Mode.

Checkmate (Ultra — Gauge Cost 3)

Range 1, Power 8, Speed 1.

"You just lost the game." Attacks at Range 1 do not hit you.

Boost — Mixup (Force 0). Your opponent must discard a card at random, then you Strike.

Heidi

Ability (Gauge Cost to Exceed: 3). Whenever Heidi resolves a Boost, she draws a card.

Exceed Ability. Heidi has +2 Power if she has a Continuous Boost in play. Whenever Heidi resolves a Boost, she draws a card.

Artillery Cannon (Special)

Range 4~7, Power 4, Speed 3, Guard 4.

Ignore Armor.

Boost — Iron Grit (Continuous, Force 1). You cannot take more than 4 damage (after applying armor), and Strike.

Dagger Strike - Install (Special)

Range 1~3, Power 2, Speed 6.

Hit: At the end of this Strike, play a Continuous Boost from your hand without paying its cost. Do not discard it after this Strike.

Boost — Mechanical Genius (Force 0). Put a Continuous Boost from your Discard into play (this does not count as resolving it).

Iron Knuckle (Special)

Range 1~2, Power 2, Speed 6.

Hit: Move the opponent 1, 2, or 3 spaces.

Boost — Switchbox (Force 0). Reveal a non-Continuous Boost from your hand and perform its effects.

Mech Cannon (Special)

Range 3~6, Power 3, Speed 4.

Before: +2 Power if you have a Continuous Boost in play.

Boost — Panzer Soldatin (Continuous, Force 1). +1 Power, +1 Speed, +1 Armor, and +1 Guard.

Steel Driver (Special)

Range 1~2, Power 2, Speed 4.

Hit: Push the opponent 4 spaces. +1 Power for each space the opponent cannot be pushed.

Boost — Destructor Beam (Force 2). Discard any number of cards; your opponent must discard the same number.

Dagger Storm - Drei Install (Ultra — Gauge Cost 3)

Range 1~3, Power 3, Speed 6.

Hit: Pick up the top 3 cards of your deck. You may play any Continuous Boosts among them without paying any cost, and discard the rest. Keep those cards in play after the Strike.

Boost — Boundless (Continuous, Force 4). +2 Power, +2 Armor, and +2 Guard.

Rail Driver (Ultra — Gauge Cost 3)

Range 1~2, Power 6, Speed 2.

"Full steam ahead!" Stun Immunity. Hit: At the end of this Strike, play a Boost from your hand without paying its cost.

Boost — Sturmwaffe (Continuous, Force 1). Move 1 or 2 spaces. +2 Speed.

Vincent

Ability (Gauge Cost to Exceed: 3). When choosing cards for a Strike, Vincent may pay up to 3 Force for +2 Guard per Force spent.

Exceed Ability. When choosing cards for a Strike, Vincent may pay up to 3 Force for +1 Armor and +2 Guard per Force spent.

Crimson Barrage (Special)

Range 2~5, Power 4, Speed 1.

Hit: Name 2 cards. Your opponent must discard all copies of those cards, then reveal their hand.

Boost — National Debt (Force 0). Draw until you have 3 cards in hand.

Gatling Punch (Special)

Range 1~2, Power 2, Speed 5.

Hit: Spend up to 7 Force for +1 Power per Force spent.

Boost — Fortress Frame (Continuous, Force 1). +5 Guard and Strike.

National Guard (Special)

Range 1, Power 6, Speed 3.

Before: Close 1 for each point of damage you have taken this turn.

Boost — Bunker Buster (Continuous, Force 0). Ignore Guard and draw a card.

Majority Whip (Special)

Range 1~2, Power 3, Speed 5.

Hit: Push the opponent as far as possible.

Boost — Rushdown (Continuous, Force 0). Close 2 spaces and +2 Speed.

Phoenix Ascent (Special)

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

Hit: Push the opponent 1 space.

Boost — Foundation (Continuous, Force 0). +2 Armor, and opponents cannot move you.

Phoenix Revival (Ultra — Gauge Cost 3)

Range 1~3, Power 6, Speed 1, Armor 4.

Hit: Regain 4 life.

Boost — A Moment of Reflection (Force 0). Spend up to 5 Force to regain that much life.

Ballot Fixing (Ultra — Gauge Cost 2)

Range 1~2, Power 4, Speed 8.

"Time for you to disappear!" Ignore Guard. Hit: Gain Advantage (you take the next turn, regardless of who initiated the Strike).

Boost — National Scar (Force 2). Draw until you have 5 cards in hand.

Nehtali

Ability (Gauge Cost to Exceed: 3). As an action, Nehtali may put the top card of each player's Discard into that player's Gauge.

Exceed Ability. As an action, Nehtali may put the top 2 cards of her Discard into her Gauge and the top card of the opponent's Discard into their Gauge.

Azazel's Torment (Special)

Range 1~2, Power 3, Speed 5.

Before: +3 Power if your opponent has 3 or more Gauge. Hit: Push the opponent 3 spaces.

Boost — Divine Harvester (Force 2). Retreat 2 spaces, then Strike.

Darkness Barrier (Special)

Range 3~5, Power 5, Speed 1.

Attacks at Range 4 do not hit you.

Boost — Soul Exchange (Force 0). Your opponent discards 1 Gauge. If he does, add this card to your Gauge.

Hellfire (Special)

Range 1~3, Power 0, Speed 4.

Hit: +1 Power for each card in your Gauge.

Boost — Gauge Boost (Force 0). Add this card to your Gauge area.

Soul Thresher (Special)

Range 1~7, Power 0, Speed 7.

Before: You may spend 1 Gauge for +2 Power.

Boost — Clutch of Evil (Force 1). Move the opponent 1 space, then Strike.

Volt Damnation (Special)

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

Ignore Armor.

Boost — Swift Destruction (Continuous, Force 2). +4 Speed.

Heaven's Punishment (Ultra — Gauge Cost 3)

Range 3~5, Power 0, Speed 5.

Before: +2 Power for each card in your opponent's Gauge. After: Move 1 space.

Boost — Begone! (Force 0). If you are at Range 1, push the opponent 3 spaces.

Hell's Salvation (Ultra — Gauge Cost 5)

Range 2, Power 12, Speed 7.

"You cease to amuse me."

Boost — Building Power (Force 0). Draw 2 cards. Add one of them to your Gauge.