RulesPal
Chat
Rulebook
Fistful of Power thumbnail

Fistful of Power

Fistful of Power Rulebook

Table of Contents

Table of Contents

  • Throwdown (Multiplayer, 1-10 players)
    • Step 1
    • Step 2
    • Step 3
    • Step 4
    • Step 5
    • Step 6
  • Solitaire Challenge (1 player)
    • Step 1
    • Step 2
    • Step 3
  • Domination! (Battle Arena Game, 2-4 players)
    • Starting Up
    • Game Rules
    • Additional Rules for Advanced Players
  • All-Out War! (2-4 players)
    • Starting Up
    • Game Rules
    • Additional Rules for Advanced Players

Throwdown (Multiplayer, 1-10 players)

Aim: To be the last player with fighters remaining.

Step 1

Each player chooses up to 6 fighters with a total maximum point value of 15.

Example: the fighter values shown are 2, +4, +3, +1, +2 and +2, a total of 14.

Step 2

All players throw their fighters onto the table in front of them.

Step 3

Each player counts up the total points for their fighters that landed face up.

Scoring examples:

  • Team 1 (2UP): 2 fighters face up = total 6 points (the face-up fighters are worth 4 and +2).
  • Team 2 (3UP): 3 fighters face up = 8 points (the face-up fighters are worth 2, +4 and +2), +2 bonus points = total 10 points.

Step 4

The player with the most fighters that landed face up gets 2 bonus points.

* If two or more players have the most number of fighters face up, then nobody gets a bonus.

Step 5

The player with the lowest point total (and at least 1 face-down fighter) must remove 1 face-down fighter from the game.

* If two or more players have the equal lowest point total, both must remove a fighter from the game.

Step 6

Repeat these steps until only one player has fighters remaining.

Solitaire Challenge (1 player)

Aim: Complete the 10 challenges with the highest score.

Step 1

Take any 5 fighters and throw them down. After each throw you must match the way that your face-up fighters have landed to one of the challenges and enter a score.

Example: Five fighters are thrown: Shadow Skwall (Sub-0), Shadow Gregor (Portal), Crystal Frost (Sub-0), Shadow Tremmor (Azure) and Hyper Mantorr (Molobog). The example marks Shadow Skwall, Shadow Gregor and Shadow Tremmor as face up.

This throw could match Challenges 3, 6 and 7.

How to score the above throw:

  • Challenge 3: Skwall Face-up + Gregor Face-up + Tremmor Face-up = 3 face-up fighters = 6pts (add points on feet).
  • Challenge 6: Shadow Face-up + Shadow Face-up + Shadow Face-up = 3 face-up with same finish (10pts).
  • Challenge 7: SUB-0 Face-up + PORTAL Face-up + AZURE Face-up = 3 face-up from different lands (15pts).

(Choose carefully as there may be more than 1 challenge that matches your throw.)

Score sheet

Score points by adding face-up fighters (basic challenges):

No.ChallengePoints
11 Face-up FighterSum of face-up fighters
22 Face-up FightersSum of face-up fighters
33 Face-up FightersSum of face-up fighters
44 Face-up FightersSum of face-up fighters
55 Face-up FightersSum of face-up fighters

Basic Score (sub total)

Score points as indicated (super challenges):

No.ChallengePts
63 Face-up with same finish10
73 Face-up from diff. lands15
83 Face-up from same land20
94 Face-up, 2 pairs from same land25
10Same fighter face-up in 3 diff. finishes30

Super Score (sub total)

TOTAL SCORE

The sheet has columns for Game 1, Game 2 and Game 3 scores.

Step 2

You must repeat Step 1 ten times. If your throw does not match any of the remaining challenges, you must enter a score of 0 for a challenge of your choice.

Step 3

After you have completed 10 throws, add your total score.

Bonus Points: If a player throws a fighter that lands standing up, that player receives a bonus 50pts for that throw.

Domination! (Battle Arena Game, 2-4 players)

Official bonus game sheet, "Battle Arena Game: Domination! (2-4 players)".

Aim: To become ruler of Scar by defeating your opponents in the Battle Arena.

Starting Up

  1. The oldest player is the first defender and gets to choose two regional discs in the Battle Arena to turn to their colour. Each player, in turn, selects a regional disc and rotates it to their colour.
    • 2 player game = 6 regions each
    • 3 player game = 4 regions each
    • 4 player game = 3 regions each
  2. Choose any 15 fighters to be your army for the entire game. There is no point restriction on your army.

Game Rules

Step 1: Each player chooses a Fistful of Power of up to 6 fighters with a total maximum point value of 15.

Step 2: The youngest player is the first attacker and chooses an opponents region in which to battle.

Step 3: Players throw their Fistful of Power down at the same time from at least 20cm above the playing surface (you do not have to throw your characters into the arena).

Step 4: The defender can choose one face-down fighter from the region in which the battle has taken place to flip face-up. Example: if the battle is in Sub-0 the defender can flip face-up any one of their Sub-0 Fighters that landed face down.

See Region/Character Reference Table on page 1. (That table is not included; see the source note.)

Step 5: Players total the points of their fighters that land face-up.

Please note: Only fighters that land completely flat on their back or standing on their feet are counted as 'face-up'.

Step 6: The player with the most fighters face-up automatically gets 2 bonus points. If more than one player has the most number of face-up fighters, then nobody gets the bonus points.

Step 7: The player with the higher score wins the battle. ie: Team 2 in Step 6.

  • If the attacker wins, the regional disc is rotated to the attacker's colour. Then, the attacker gets to choose a new region to attack.
  • If the defender wins, the regional disc remains with the defender's colour. The defender now takes over as the attacker and chooses one of the other player's regions to attack.
  • If 2 or more players have the equal highest score, the player with the highest point value face-up fighter wins. If there is still a tie, the players who are tied throw their fighters again until the tie is broken.

Note: After each battle, all players except the winner remove a face-down fighter which may not be used again this game. All players except the winner may then reselect their Fistful of Power for the next battle based on Step 1 above.

Step 8: Winning the Game. Repeat steps 3 to 7 until a player has enough regional discs to win:

  • 2 player game = 10 discs wins
  • 3 player game = 8 discs wins
  • 4 player game = 7 discs wins

NOTE: If a player either loses all their regions or all their fighters they are out of the game.

Step 9: The Ultimate Champion! The winner must then fight the 3 Battle Arena Warlords to become the Ultimate Champion. The winner chooses any 4 fighters to take on the Warlords (no point restriction applies). An opposing player takes on the role of the Warlords.

For the fight with the Warlords, the rules are:

  1. Players throw their Fistful of Power and total the points of their fighters that land face-up.
  2. The player with the most fighters face-up automatically gets 2 bonus points.
  3. The player with the higher score wins the fight.
  4. After each fight, the defeated player removes a face-down fighter which may not be used again this game.
  5. When only one player has fighters remaining they are the Ultimate Champion!

Additional Rules for Advanced Players

  1. Hero (when a fighter lands on its feet):
    • If the Attacker throws a Hero, they win and place a counter on the region in which the battle is taking place and any one other region of their choice.
    • If the Defender throws a Hero, they retain control of the region in which the battle is taking place and may also place a counter on any one other region.
    • If 2 or more players throw a Hero, the battle is a draw and the counter is removed from the game. The defender becomes the attacker.
  2. Slaughter (when a player throws all fighters landing face-up; must throw a minimum of 4 fighters): The player who throws the Slaughter adds a bonus 3pts in the next battle.
  3. Ambush (when a player throws all fighters landing face-down; must throw a minimum of 4 fighters): The opposition players may add a bonus Shadow fighter to their Fistful in the next throw.
  4. Team Victory (when a player throws 3 fighters landing face up from the region in which the battle is taking place): They get bonus 5pts.

All-Out War! (2-4 players)

Official bonus game sheet, "All-Out War! (2-4 players)". The region counters and map of Scar are taken from the Battle Box, which is not included; see the source note.

Aim: To become ruler of Scar by being the last remaining player with region counters on the Battle Map.

Starting Up

  1. Take the map of Scar and region counters from the Battle Box. Each player chooses 12 counters of one of the colours.
  2. Choose any 15 fighters to be your army for the entire game. There is no point restriction to your army.

Game Rules

Step 1: Each player chooses up to 6 fighters with a total maximum point value of 15.

Step 2: Decide who starts as the defender. Note: in games with more than 2 players all players except the defender become the attacker.

Step 3: The defending player places two counters down on any two regions on the board (map of Scar). Next, players take turns placing one counter at a time on the board. There should be an even number of counters for each player on the board when all 12 regions have counters.

Step 4: The defender chooses one of their own regions in which the first battle will take place.

Step 5: Players take their fighters and throw them down at the same time (from at least 20cm above the playing surface).

Step 6: In any battle, the defender can choose one face-down fighter from the region in which the battle has taken place in to flip face-up. Example: if the battle is in Sub-0 the defender can flip face-up any one of their Sub-0 Fighters that landed face down.

Note: Refer to character profiles on page 5 of this handbook to find out which regions your characters come from. (The handbook is not included; see the source note.)

Step 7: Players total the points of their fighters that land face-up.

Please note: Only fighters that land completely flat on their back or standing on their feet are counted as 'face-up'.

Step 8: The player with the most fighters face-up automatically scores a 2 point bonus. If more than one player has the most number of face-up fighters, then nobody gets the bonus points.

Step 9: The player with the higher score wins the battle. ie: Team 2 in Step 8.

  • If the Attacker wins the battle for the region, replace the defender's counter on the board with one of the attacker's colour. Then, the attacker gets to choose a new region to attack.
  • If the Defender wins, the counter with the defender's colour stays on the board. The defender now takes over as the attacker and chooses one of the other player's regions to attack.
  • If 2 or more players have the equal highest score, the counter is removed from the board and the game. For the remainder of the game no battles can be fought in this region. The defender becomes the attacker.

Note: After each battle all players except the winner with at least one face-down fighter must remove a face-down fighter from the game. All players except the winner may then reselect their Fistful for their next battle based on Step 1 above.

Step 10: Players throw the fighters and do battle again. The game continues until one player remains. If a player either loses all their regions or all their fighters they are out of the game.

Additional Rules for Advanced Players

  1. Hero (when a fighter that lands on its feet):
    • If the Attacker throws a Hero, they win and place a counter on the region in which the battle is taking place and any one other region of their choice.
    • If the Defender throws a Hero, they retain control of the region in which the battle is taking place and may also place a counter on any one other region.
    • If 2 or more players throw a Hero, the battle is a draw and the counter is removed from the game. The defender becomes the attacker.
  2. Slaughter (when a player throws all fighters landing face-up; must throw a minimum of 4 fighters): The player who throws the Slaughter adds a bonus 3pts in the next battle.
  3. Ambush (when a player throws all fighters landing face-down; must be throwing a minimum of 4 fighters): The opposition players may add a bonus Shadow fighter to their Fistful in the next throw.
  4. Team Victory (when a player throws 3 fighters landing face up from the region in which the battle is taking place): They get bonus 5pts.