RulesPal
Chat
Rulebook
Iconoclash thumbnail

Iconoclash

Iconoclash Rulebook

Table of Contents

Table of Contents

  • Game Stats
  • Set Up
    • Choose Your Stage
    • Choose Your Fighter
    • Fighter Stats
    • Fighter Select Screen
    • Board Set Up
    • Player Set Up
    • HP Tracking
    • Determine First Player
    • Placing Fighter Tokens
  • Turn Phase Overview - Active Player Only
    • Upkeep
    • Combat Phase
    • Clean Up Phase
  • Environment Cards
    • Overview
  • Types of Effects - Area Effects, Items Crates, and Drops
    • Random Rolling
  • Item Crates & Item Cards
  • Drop
  • Combat Phase
    • Movement
    • Platforms, Hazards and Blocks
    • Special Movement
  • Attack & Shield Cards
    • Card Anatomy
    • Attack Card Only Elements
  • Special Ability Modifiers
  • Playing Attack Cards
  • Attacking
    • Melee Attacks
    • Ranged Attacks
    • Attack Example
  • Responding to an Attack / Defending
  • Launching
  • Edge-Off
  • Ability Timing
  • Clean Up Phase
  • Basic Cards
  • End of Game
  • Multiplayer Modes
    • Classic Mode - Last one standing wins!
    • Battle Royale
    • Team Mode 2-v-2 - Team up with a partner for the win!
  • Tournament Rules
  • Key Terms
  • Icons
  • Detailed Sequence of Resolution
    • Attacker Plays Their Attack Card
    • Defender Decides
    • Attacker Resolves
    • Blocking
    • Resolve Effects
    • Shield Ability Effects
  • FAQ
    • Boost
    • Movement
    • Drop
  • Quick Setup Reference
  • Play Order

Game Stats

Winning: Reduce your opponents' HP to 0 HP.

Set Up

Choose Your Stage

  • Choose which map to use!
  • Tournament style rules on page xxx.
  • Randomizer cards are provided for Fighters and Maps!

Choose Your Fighter

Choose your fighter! Take the corresponding deck box which will contain everything you need to play them.

Fighter Stats

Deck boxes give you information about each Fighter. Use them to help you find the character you want to play! Each Fighter also has a tagline giving a brief description of their playstyle.

The Fighter Stats on the deck box are six icon ratings. The rulebook describes them as:

  • How much damage a Fighter's base damage and strongest attacks can inflict.
  • How many ranged attacks a Fighter has access to.
  • How well a Fighter can block damage.
  • How easy a Fighter can pivot their strategy and their ability to generate resources.
  • How easily a Fighter can gain extra movement.
  • How easy a Fighter can pivot their strategy and their ability to generate resources.

Fighter Select Screen

Store your deck boxes in any direction. They work as a convenient character select screen.

Board Set Up

  1. Place the Map in the center of the play area where all players can reach.
  2. Find the matching Environment Reference Card and Environment Deck. Shuffle the Deck and place it near the board. Review the Environment Reference card for any special rules or board space information. Keep the Card handy for any in game questions.
  3. Shuffle the Item Deck and place it near the board as well.
    • The Environment deck and Item Deck each have their own discard pile.
    • When using multiple expansions, you may use any combination of Item decks or mix and match your favorite items to create a custom deck.
  4. Arrange the token pools near the board where all players can reach.

Fighters gain Power and Movement Tokens. These are placed in the players' play areas.

Environment Cards will place Item and Effect Tokens directly on to the board. The token pools hold Power Tokens, Movement Tokens, Item Tokens, Negative Effect Tokens and Positive Effect Tokens.

Tokens are considered to be infinite. If they ever run out use a placeholder token.

Player Set Up

  1. Start by grabbing:

    • Your Basic Card. Set it aside.
    • Your character's deck box, which has everything else you need to play.
    • Your HP Dial.
    • Your Fighter Token and Fighter Reference.

    Note: The back of this Rulebook has a Quick Reference Guide for set up and turns.

  2. Set Up Your Play Area:

    • Shuffle your Fighter Deck.
    • Make room for the Environment Card Discard.
    • Set your HP Dial to 25.

    All discard piles are always face up and open information for all players.

  3. Ready Your Hand:

    • Put your Basic Card in your hand.
    • Draw 6 cards from your deck.
    • Your starting hand will be a total of 7 cards: 1 Basic and 6 from your deck.

HP Tracking

  • Track your HP with the Fighter HP Dial.
  • As soon as your Fighter's HP total reaches 0, you lose.
  • You may heal above your starting HP, without limit.
  • If 2 players would reach 0 at the same time, the attacker's damage resolves first.
    • Unless the attack instructs the attacker to take damage from their attack first.

Determine First Player

If this is your first game:

  • 3 or More Players: See Multiplayer Variants. Page xxx.
  • 2 Players: Choose a player to go first. We suggest selecting the player to have last played a platform fighting game. The player who is going second starts the game with 1 Power Token.

Placing Fighter Tokens

Starting with the First player, select a Respawn and place your Fighter Token on that Space. The next player then selects an unoccupied Respawn to place their Fighter Token. Continue until all Fighter Tokens are in play when playing with more than 2 players.

Respawns may look different from map to map. The Map Reference Card will depict the Respawns for the associated map.

Turn Phase Overview - Active Player Only

Note: This is an overview of play used to provide context, feel free to skip this page for now and use it as a reference for later.

Upkeep

  1. Take 2 Movement Tokens from the pool.
  2. Draw a new Environment Card and place it on top of your environment card from last turn, which is no longer active.
  3. Resolve the effect of the new Environment Card.

Feel free to mix and match your favorite Items to create a custom deck. You must have a minimum of 10 Items in your game.

Combat Phase

  1. Take 2 Actions. Actions comprise of one of two following options:
    • Play 1 ability on 1 Attack Card.
    • Discard 1 Attack or Shield Card and gain Movement Tokens equal to its Boost. See page 18.
    • 95% of the time, the action you take will be playing an Attack card.
    • If you have no cards in hand that can be used for either of the above actions, take 1 damage and draw 1 card.
    • You may move before and after playing an Attack card. However, some Attacks provide extra movement as part of the attack. You cannot spend Movement Tokens while an Attack card is resolving.
    • Discard the used card to the corresponding discard pile. Fighter cards go into your discard pile. Item cards go to the item discard.
    • You may move after each card played, and before the cleanup phase. Example: Lilac starts her turn with 3 Movement Tokens. She spends 2 Movement Tokens, then plays an Attack Card as her first action. The card allows her to gain +2 Movement Tokens. She cannot spend the Movement Tokens to move additionally until the attack resolves. However, she now has 3 Movement Tokens. She then plays another Attack Card as her second action. After that action resolves, she spends 2 more Movement Tokens to move and pick up an Item. She ends her turn with 1 remaining Movement Token.

Clean Up Phase

  1. Resolve any end of turn effects from Fighter and Environment Cards.
  2. Return your Basic Card to your hand.
  3. Draw 2 cards from your Fighter deck.
  4. Discard down to a maximum of 8 cards (excluding your Basic Card) and 5 Movement Tokens.
  5. Move on to the next player's turn.

Environment Cards

Overview

  • Each Map has a matching Environment Deck.
  • Each player draws 1 Environment Card at the start of each of their respective turns. Announce its effect to all players.
    • For Items and environmental effects that cover only a portion of the map, use the Item and Effect Tokens from the Token pools. See the example below.
  • Environment Cards are kept in front of the player that drew them until the start of their next turn. That Environment card ends its effect when the player draws their next Environment card - when the next one is placed on top of the last. Each ongoing Environment card is in effect for 1 round, affecting all players.
  • If the Environment Deck ever runs out, the game ends at the point in which the next Environment card cannot be drawn. The player with the highest HP total wins.

Area Effect Example: The active player draws an Environment Card. There are 3 possible negative effect areas. The player rolls a 3 and places 2 Negative Effect Tokens in the 3/4 area as indicated. This area remains in play until the beginning of the player's next turn.

Types of Effects - Area Effects, Items Crates, and Drops

  • Many Environment cards create environmental conditions in the play area that will deal damage or offer bonuses to any player that enters the indicated areas for the first time.
  • Usually, you will have to roll a die to determine which area of the map is affected.
  • If the zone appears on a space you are in, you do not count as entering it.
  • Moving, respawning, dropping, or being launched into any space of the indicated zone counts as entering it.

Random Rolling

There are 2 types of rolling:

  1. Zone: Roll a D6 to determine the area or type of effect.
  2. Random: Roll a D6 and a D4 to determine a random space. The D6 references the column and the D4 a row.
  • Columns are randomly indicated with the Red D6.
  • Rows are randomly indicated with the Blue D4.

In the example diagram, the Item Token would fall in space: Column 1, Row 2.

Item Crates & Item Cards

  • Some Environment Cards will either add 1 or more Item Tokens to the board.
  • Item Tokens persist until collected or removed from play by an effect, like drop.
  • Collect them by occupying the same space as an item during your turn. Return the token to the pool and draw the top card of the Item Deck, the card drawn is not shown to other players. However, you cannot collect an item from a space occupied by another Fighter.
  • Item cards are just like the Fighter cards in your deck and are played the same way.
  • When Item Cards are played or discarded, they go into the Item Discard pile in the center of the play area, not into your discard pile.
  • Note: Items can spawn in a space occupied by a Fighter. The Item may only be collected during the active Fighter's turn - at any point they occupy the Item's space.
  • If the Item deck runs out, reshuffle the discarded Item cards to form a new deck and continue.

Remember!

  • Items cannot be collected if it is not your turn.
  • You cannot collect an item from a space occupied by another Fighter.
  • Items and Fighters are both affected by Drop and environmental effects unless otherwise noted.

Drop

  • Drop is caused mostly by Environment Cards, but some attacks may also cause Drop.
  • If a Drop is indicated, move all Item Tokens and Fighters down in their columns until they land on a platform or fall off the bottom edge of the board. Other Tokens may be affected; these will be noted on the Fighter Reference Sheet.
    • Fighters may take damage for any hazards they pass through, as they count as entering each space.
    • Falling off the bottom counts as being Edged-Off. Edged-Off Fighters take 2 damage and respawn in turn order starting with the Active Player before the Combat Phase begins.
  • If 2 or more Fighters would end on the same space due to Drop, the Fighter closest to the platform when the drop occurs takes 1 damage and Launches each other Fighter dropping on top of them 1 space; those Fighters also take 1 damage.

Example: Lilac Everdawn lands safely on the Soft Platform. The Conquistotter falls all the way to the bottom edge of the board. The Conquistotter is Edged-Off and takes 2 damage. Before the Active Player starts their Combat Phase, Conquistotter respawns at the unoccupied Respawn Point of their choice.

Combat Phase

Movement

  • During the Combat Phase you may discard 1 Movement Token to move 1 space in any direction including diagonally. You may do this as many times as you want.
  • You may move at any point during your turn except during an attack. Once you have declared your attack, all associated effects must be resolved before you may move again.
  • If you have no Movement Tokens, you cannot move, unless a card effect grants you bonus movement.
  • A space occupied by another Fighter can be moved through, but you may not stop on that space.

Remember! You are allowed to move diagonally.

The Environmental Reference cards for each map will explain any other special rules or space types for that specific map.

Example: Lilac Everdawn can move in any direction of the arrows. The Hard Platform blocks her movement upward and the Conquistotter blocks movement diagonally up and to the right.

Platforms, Hazards and Blocks

  • Soft Platforms are thin and take less than a quarter of a space. They do not affect movement, but attacks cannot pass through them.
  • Hard Platforms are thicker and take up half of a space. They prevent movement up and down through them and cannot be attacked through, but the space may be occupied.
  • Hazards do not block movement. A Fighter takes 1 damage each time they enter this space. The appearance of Hazard spaces are described in a Stage's Reference card.
    • Moving, respawning, dropping, or being launched into a hazard space counts as entering it.
  • Impassable Blocks take up an entire space. They prevent all movement and attacks through that space. The space may not be occupied or crossed.

Special Movement

Movement Tokens are not required to be used when playing an attack that allows you to move as part of it. All other movement rules apply, so you may collect any Items you move through (except those with other Fighters occupying the same space). Take damage from environmental hazards, etc.

  • Teleportation: When Teleporting, you move a set number of spaces. This is distance you may travel, but does not count as moving through those spaces. That means you ignore any Blocks, Items, and Hazards during this movement.

Attack & Shield Cards

There are 2 types of cards:

  • Attack Cards: These are the cards you play during your turn in the Attack Phase.
  • Shield Cards: These are played in response to an opponent's Attack Card. Shields cannot be played against any attack that does not target you, environmental damage, Edge-Off damage, damage from other Shields, or any other source of damage that does not directly come from an attack card.

Card Anatomy

Attack Card parts: Type, Title, Damage, Launch, Boost, Card Abilities, Flavor Text, Card Count.

Shield Card parts: Type, Title, Boost, Card Abilities, Flavor Text, Card Count.

Attack Card Only Elements

  • Damage: Subtract this value from your target's HP.
  • Range: The distance in a line that you can attack from. Many attacks do not have a range. These are considered melee attacks.
  • Launch: The number of spaces your attack moves your target.

Special Ability Modifiers

Some card abilities have special conditions that affect how or when they can be played. These are indicated by an icon on the left of the ability text box. They may occur individually or in combination.

  • Power Token: To use this option you must first spend a Power Token. You cannot choose this ability if you do not have a Power Token to spend.
  • Play an Attack Card as a Shield: This icon is only found on abilities of Attack Cards and means that you may play this card as a Shield Card.
    • This Ability cannot be chosen if the card is played as an Attack Card.
    • Cards with such an Ability DO NOT count as a Shield Card despite this ability.
  • Reaction: These abilities allow cards to be played for that ability at a time specified on the card, such as 'anytime during your turn' or 'when you are attacked.' If you are the Active Player, playing a Reaction does not count as one of your 2 Actions.

Example: This attack can be played as a Shield Card if using it for its bottom ability.

Playing Attack Cards

Each turn you MUST take 2 Actions. There is no option to skip an Action. Each Action is independent and completely resolves before the next. You may move before, in between, and after any Action.

They can be any combination of these 2 options:

  • Play Attack Cards. Even if it wouldn't hit, cards may be played for their effect.
  • Discard any card from your hand and gain Movement Tokens equal to that card's Boost.

If you have 0 cards in your hand and still need to take an Action, you must take 1 damage and draw a card. This counts as one of the 2 Actions that you MUST take.

Attacking

Melee Attacks

  • If you are in a space orthogonally adjacent to an opponent, and there are no blocking platforms, you may attack.
  • Deal damage equal to the Attack Card's Base Damage plus any bonuses granted by the card effect you selected.

Ranged Attacks

  • You may attack a Target from a distance equal to the number indicated by the Range icon.
  • Ranged Attacks travel the indicated number of spaces along straight lines: orthogonally OR diagonally.
  • Ranged Attacks can pass through occupied spaces but are blocked by all platforms and impassable blocks.
  • Deal damage equal to the Attack Card's Base Damage plus any bonuses granted by the card effect you selected.

Remember! All platforms block attacks, even soft platforms.

Remember! Melee Attacks target Fighters in orthogonally adjacent spaces. They cannot attack through platforms without a special rule or ability. The platform prevents a melee attack from targeting a fighter on this space.

Remember! If you play a card and select an ability that occurs during an attack, your attack is considered declared and you can no longer move until the attack is resolved.

Attack Example

For Lilac Everdawn to attack the Conquistotter, she would first need to move to one of the squares marked in green. Other spaces are either too far for a ranged attack to be used, or are blocked by a platform. If she had an Attack Card with a Range of 3, in addition to any of the standard attack positions, she could also move to the spaces marked with the Range numbers.

Note: A few Fighters have special attacks that allow them to attack through soft and / or hard platforms. In either case the damage will be the Base Attack printed on the Attack card.

Responding to an Attack / Defending

Once an attack is declared (after the ability is chosen by the attacker), the opponent can respond with 1 Shield Card during the attack. The player who played the Shield Card chooses one of the 3 printed abilities on the card.

  • These abilities may prevent damage, Launch, or have other effects including damaging the attacker.
  • There is no way to prevent this effect from happening. If the attacker takes return damage, they may not play a Shield in response, since the Shield is not an attack.
  • Shields can only be used to respond to attacks and not any other effect or source of damage - such as environmental hazards or other shields.

Example: If Lilac played this Shield, she could:

  • Deal 1 damage to her attacker. There is no way to block this damage.
  • Or, reduce damage based on the discarded Boost.
  • Or, gain 1 Power Token. Sometimes playing a Shield, even against minor damage, can be beneficial in later turns.

Launching

After your target has had a chance to respond with a Shield and damage has been resolved, you may then Launch your target. Launching sends them out of the square they reside a number of spaces in a direction.

  • You must Launch them in a straight line. The line can be in any direction outward from the space the target resides in.
  • The target is Launched a number of spaces indicated on your card. Not all cards initiate Launch, but some abilities may grant bonus Launch effects as indicated by the Launch icon in the effect boxes.
  • During a Launch, move the target in the direction of your choice into a passable space. Any additional Launch from card effects moves your opponent in the same direction additional spaces.
  • Launching follows normal rules for passable spaces. A Launch is stopped if the affected Fighter were to move into an impassable space or if they would end their movement on a space occupied by another Fighter.

Remember! You can Launch in any direction, even toward you!

Example: With 1 Launch, Lilac can Launch Conquistotter to any of the Launch spaces marked with 1. With 3 or more Launch, she could Edge-Off him off the right or the top. He cannot end on Lilac's space.

Note: Launching occurs in a straight line, but the movement cannot take them into or through impassable spaces.

Edge-Off

  • If you Launch your target off the board it is called an Edge-Off. A Fighter Edged-Off immediately takes 2 damage and respawns at a Respawn of their choice after the Attack Card is fully resolved. Then, any "After the Attack" effects are resolved.
  • The attack is now fully resolved.
  • Dropping off the bottom of the board is considered an Edge-Off.

Ability Timing

Most abilities happen during the attack. Some cards specify special timing:

  • Shields: Shields respond to attacks. The attack may be modified, but other effects, like launching the attacker or moving via the Shield occur after the attack resolves its damage and effects.
  • Before Attacking: This happens before you deal damage, your Target can play Shields, or any other effects.
  • After Attacking / After the Attack: These effects occur after the attack has been fully resolved, which includes launch and respawning.
  • Partial Ability: Sometimes you can only complete part of a chosen ability on a card. If you cannot complete a part of the card, ignore the rest of the ability. If the ability says "must" then you can only play it if the condition can be met. Example: Discard a card to gain +1 Power Token. If you have no cards to discard you do not gain the Power Token.

Clean Up Phase

After a player has taken their 2 Actions, use the following steps to complete the turn:

  1. Any end of turn effect from cards take place.
    • If more than one would activate, they are considered to be simultaneous, but the active player decides which one to resolve first.
  2. Return your Basic Card to your hand from your discard pile if it was played or discarded.
  3. Draw 2 Cards from your deck.
  4. Discard down if you have more than:
    • 9 cards, counting your Basic Card and all your Action and Item cards.
    • You cannot discard a Basic Card for hand size.
    • 5 Movement Tokens.
  5. (Note: There is no limit to power tokens.)
  6. It is now the next player's turn.

Basic Cards

Your Basic Card may be discarded or played like any other card. Basic Cards have a red border, see page 5.

  • When it is played or discarded, it goes to your discard pile like any other card.
  • It returns to your hand from your discard pile at the end of your turn.
  • In this way, your Basic Card is limited to 1 use per round.

End of Game

The battle continues with players taking 2 Actions each turn (some abilities allow more than 2 Actions to be made) until only a single Fighter is left standing. That player is the winner of the Iconoclash. As soon as a Fighter is reduced to 0 health, they are eliminated.

In very rare circumstances ties occur.

Most of the time, damage will happen in the following order:

  • Attacks that damage the its own Fighter happen before the damage resolves against the target.
  • Next, damage from the attack resolves.
  • Damage from Launch, Edge-Offs, environments, etc. resolve next.
  • Lastly, Shields that damage or Launch the attacker occur.

In the rare case that both players lose their last HP simultaneously by dropping on top of each other or a card causes both to drop off the edge and lose their last HP then it is a true tie.

Multiplayer Modes

Classic Mode - Last one standing wins!

  • Players decide who goes first randomly, play goes clockwise. Place Fighter Tokens on the board in this order too.
  • Each Player discards cards equal to the number of players going after them.
    • E.g. in a 4 player game 1st player discards 3 cards, 2nd player 2 cards, etc.
  • In a 4 player game, the 3rd and 4th players each gain 1 Power Token.
  • Players play following all other rules as normal. The player who has HP when all others have 0 wins!

Battle Royale

  • Players decide who goes first randomly, play goes clockwise. Place Fighter Tokens on the board in this order too.
  • Play for 4 Rounds. Whoever deals the most damage wins!
  • Use the HP dial but start at 0 and increase it as you deal damage.
  • If on your turn, you cause extra damage to a player with spaces, Edge-off, environments add that damage to your counter.
  • If a player takes damage, but not due to another player's action (i.e. taking damage from an Edge-off caused by an Environment Card's Drop), the player subtracts that from their total instead. It is possible for a player to have negative points.

Team Mode 2-v-2 - Team up with a partner for the win!

  • Players team up with an ally with the following rules.
  • Players decide who goes first randomly, play goes clockwise. Place Fighter Tokens on the board in this order too.
  • But one team's players will go 1st and 3rd, the other 2nd and 4th.
  • Teams share a pool of 50 HP, thus no fighters can be eliminated during the game.

Tournament Rules

TBA

Key Terms

  • Discard: Remove a card from your hand and place it in the corresponding discard pile (yours or the item discard) unless otherwise indicated.
  • Draw: Take a card from your personal deck, unless otherwise indicated. If it says draw an Item, then take the top card from the item deck.
  • Move: Move the indicated number of spaces, this follows normal movement rules and is subject to environmental damage, item pick up, etc.
  • Teleport: Move to a space without moving through any other spaces.
  • Surrounding: Any space that is one space away, both orthogonal and diagonal.
  • May: This means that something is optional. If it does not say 'May' it is considered mandatory.
  • To: 'To' indicates that something MUST happen before the 'To' part. If the condition cannot be met, the 'To' part of an effect does not happen.

Icons

  • Attack Card: The card will do the indicated amount of damage when used for an attack.
  • Base Damage: Damage subtracts from your target's HP.
  • Boost: Played in 2 ways:
    • Play a card and gain a number of Movement Tokens equal to Boost.
    • Used in effects for abilities.
  • Card: This icon refers to cards including: drawing, discarding, etc.
  • Card Count: Designates the number of duplicates in the deck.
  • D4: Roll the Blue D4 Die.
  • D6: Roll the Red D6 Die.
  • HP: This refers to your hit points.
  • Item: An icon in the bottom corner that indicates it's an Item card.
  • Launch: The distance a Fighter is thrown in a straight line after an attack.
  • Movement: For each token spent, you can move 1 space, orthogonally or diagonally.
  • Power Token: Spending this token activates an ability on an Attack or Shield card.

Detailed Sequence of Resolution

Iconoclash can have some complex interactions occur, despite our best efforts to make it as streamlined and smooth an experience as possible. Below is a guide to the order that resolution occurs in. While 99% of the time it is not too important, 1% of the time it could really matter and change the outcome of the game.

Overall, the takeaway is that when 2 effects would resolve simultaneously, the attacker resolves first.

  • Red: Attacker
  • Blue: the Target

Attacker Plays Their Attack Card

  1. The attacker selects and reads the effect they will use.
  2. Any of the Attack's 'Before attacking' effects occur.

Fully resolve:

  1. The Attacker then selects the target of their attack.
  2. Even if a Fighter is in Range, you may always target an empty space (or no space). For example, this could be important because for an attack dealing 0 damage and 0 launch, you might want to not target a Fighter who then could get a benefit by playing a shield.
  3. The attacker also pays any costs, such as discarding a card or taking a damage. That way the Target will always know the full extent of the attack before they play their shield.
  4. Before the Target decides if they will play a Shield card or not, play any number of 'Anytime during an attack' cards that you want. They cannot play them at any other point during the attack.

Defender Decides

Now knowing both the effect of the attack and the target of the attack, the Fighter under attack may play a Shield card.

  1. However, while the player playing the Shield card knows the amount of launch, they do not get to know the direction before playing a shield.
  2. At this point the player playing a Shield card must play any 'Anytime when you are attacked' or 'Anytime when you play a card' that they would like to. They cannot play them at any other point during the attack.

Attacker Resolves

The attacker now resolves the effects of their attack that do not have the 'before attacking' or 'after attacking' clause. Use the order of:

  1. Move X spaces / Teleport.
  2. Launch.
    1. At this point, before attack damage, target gain damage from the environment or Edge-Offs.
    2. This damage is unblockable and not considered irreducible damage. Example: a card that says deal +2 damage if the target was Edged-Off will deal 2 blockable damage (the +2) and 2 unblockable (from the Edge-Off).
    3. Damage based on launch, e.g. 1 damage for each space launched, is reducible via a Shield card that blocks damage.
  3. After Launch effects, such as drop.
  4. Deal Damage.
  5. Gain any cards, power tokens, etc.

Blocking

Shield card effects that block damage, negate Launch, nullify certain effects, etc. are directly associated with whatever effect of the attack they prevent and do not have a timing independent of that.

  1. Shield cards never block effects that affect the attacker, like drawing cards, moving, etc. They can only negate effects that affect the Target.
  2. The effects of the Shield card that do not have the 'after the attack' clause take effect.
  3. Fighters that are Edged-Off respawn.
  4. The player whose turn it is respawns first, going clockwise afterwards.

Resolve Effects

After attacking effects resolve from the attack played.

Shield Ability Effects

  • After the ability effects resolve from shield played:
  • If this Launches the attacker off the Edge they then respawn immediately after taking 2 damage from being Edged-Off.

FAQ

Boost

  • Discarding Boost: If a card forces you to discard based on a number of Boost, you may discard any number of cards to equal or exceed the value required.
    • Example: An environment requires you to discard 3 Boost worth of cards:
      • 1 Card = 3 Boost
      • 2 Cards = 3 Boost
      • 2 Cards = 4 Boost
      • 3 Cards = 3 Boost

Movement

  • Moving to space with other Fighters: You may move through spaces with other Fighters but never stop on them. This is true for all cases involving Movement, Drop, and Launch.
  • Can You Move Diagonally? Yes.
  • Teleporting: Counts as moving 1 space. (i.e. Flame Sword (Level MAX Item + Teleport attack right before).)
  • Overhang Terrain Spaces: There are a few spaces that have a small amount of terrain that comes into them (see picture below). This graphical design does not affect drop or adjacent movement in any way. However, you cannot move diagonally across an overhang.

Drop

  • Dropping on to the Same Space: If two or more Fighters would end on the same space due to Drop, the player closest to the platform when drop occurs takes 1 damage and chooses a surrounding space (a space diagonally or orthogonally adjacent) for each of the other Fighters; those Fighters also take 1 damage.
  • Moving to Space with Other Fighters: You may move through spaces with other Fighters but never stop on them. This is true for all cases involving Movement, Drop, and launch.

Quick Setup Reference

  1. Review your Fighter Reference.
  2. Set aside your Basic Card.
  3. Set your Fighter's HP card to 25.
  4. Shuffle your Fighter Deck and draw 6 cards.
  5. Determine First Player.
  6. Second player gets 1 Power Token.
  7. The First Player places their Fighter Token on any respawn, then the Second Player places on any remaining respawn.

Play Order

  1. Resolve any Upkeep steps from a previous turn.
  2. Draw an Environment Card and place associated Items or Positive / Negative Tokens.
    • This replaces your previous Environment Card.
  3. Spend any number of Movement Tokens to move your Fighter Token.
  4. Play an Attack Card and choose 1 ability or discard to gain Movement equal to Boost.
  5. Spend any number of Movement Tokens to move your Fighter Token.
  6. Play an Attack Card and choose 1 ability or discard to gain Movement equal to Boost.
  7. Spend any number of Movement Tokens to move your Fighter Token.
    • Note: Some Attack Cards allow you to play additional Attack cards. You may spend Movement Tokens to move before and after as described in steps 3, 5, and 7.
  8. Draw 2 Attack Cards from your Fighter Deck.
  9. Discard Non-Basic Attack Cards down to 8 (maximum of 9 including your Basic).
  10. Discard Movement Tokens down to 5.
  11. Pick up your Basic Card (assuming you discarded it).
  • Ranged Attack: Indicates the number of spaces in a straight line (orthogonal or diagonal) that you can make an attack from your target.
  • Shield Card: Some cards are Shield cards by default, others have abilities that can be activated when a Shield might usually be played.
  • Special Timing: As specified in the text when it can be played.