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The Legend of Korra: Pro-Bending Arena

The Legend of Korra: Pro-Bending Arena Rulebook

Table of Contents

Table of Contents

  • Summary of Play
  • Game Components
  • Game Setup
  • Win Conditions
  • Turn Sequence
    • Keep Focused!
    • Play Hard!
    • The Active Bender
    • Using a Technique for Actions
  • Action Area Icons
    • Abilities
  • Bending
    • Adjacency, Spread, and Token Annihilation
    • Modifiers
    • Follow Ups
  • Team Board
  • Yellow Fans and Fouling Out
    • Fouling Out
  • Team Unique Abilities
  • Check Hits!
    • Knock Outs
    • Line Advance
  • Stay Sharp!
  • Referee Calls the Match
  • Advanced Rules
    • Custom Strategy Decks
    • Tricks
    • Key Terminology
    • Fantasy Team Building

Summary of Play

In Legend of Korra: Pro-bending Arena, players each control a team of 3 Benders competing in the Pro-bending League of Republic City. Use Bender abilities to manipulate the elements of earth, fire, and water—plus a few cunning tricks—to knock opposing Benders out of the Arena before they do the same to you!

You play the game in alternating turns, beginning with the Start Player. On your turn, you will play every card in your Hand in any order you wish to either take Actions with a Bender or increase your Chi. Then, if you are not able to defend yourself from your opponent's attacks, your Benders may be knocked back 1 or more Zones (possibly being knocked out of the Arena). Finally, you may spend Chi to add Techniques from your Strategy Row to your Main deck.

The game ends immediately if one team is entirely knocked out of the Arena. The game can also end at any time after all of a Player's Strategy decks are empty. In that case, the Player whose Benders are have advanced furthest into the opponent's Zone wins!

Game Components

  • 3 Wolfbat miniatures and 3 base clips (Tahno – Water Clip, Ming – Earth Clip, Shaozu – Fire Clip)
  • 3 Fire Ferret miniatures and 3 base clips (Korra – Water Clip, Bolin – Earth Clip, Mako – Fire Clip)
  • 1 Wolfbat Team board
  • 1 Fire Ferret Team board
  • 36 Wolfbat Technique cards
  • 36 Fire Ferret Technique cards
  • 18 Trick cards (2 sets of 9)
  • 2 Info cards
  • 30 Elemental tokens (10 Water, 10 Earth, 10 Fire)
  • 1 Arena board
  • 1 Referee die
  • 6 Yellow Fan tokens
  • 6 Daze tokens
  • 12 Hold tokens
  • 1 Momentum token
  • 2 Chi markers

Game Setup

  1. Place the Arena board in the middle of the table. The Arena board is divided into 2 sides, separated by a midline. Each side is comprised of 3 Zones, with each Zone being made up of several Spaces. Orient the board so that Players are seated on opposite sides of the midline.
  2. Sort all the tokens into separate piles and place them in a common supply within easy reach of both Players. Place the Referee die near the supply as well. Note: Trick cards are only used in advanced play (see "Advanced Rules").
  3. Select your team and take all of the required components. Each team is composed of a Team board, Technique cards for each Bender, and 3 Bender miniatures—1 Bender per element (Water, Earth, and Fire).
  4. Place your Bender miniatures in Zone A on your side of the board. You may choose your own order of placement if you wish. If this is your first game, put the Earthbender (green) in the middle Space, the Firebender (red) to their right, and the Waterbender (blue) to their left.
  5. Place your Team board in front of you. Then, take 1 of the Chi markers and place it on the "0" Space of the Chi Track of your Team board.
  6. Prepare the Main deck for your team by taking the 6 Basic Technique cards (i.e. the cards with a grey border and 0 Chi cost) with your team's logo and shuffling them together. Put your Main deck to the left of your Team board.
  7. Prepare your Strategy decks. If this is your first game, take 1 each of the 3 Advanced Technique cards (i.e. the cards that do not have a color border) and the Signature Technique card (i.e. the card with a gold border) for each Bender on your team. You will now have 3 separate stacks of cards, composed of 4 cards, 1 for each of your Benders. Shuffle each of these stacks separately, creating 3 Strategy decks—1 per Bender. Put your Strategy decks in a row in front of you. In future games, you may wish to build your own Strategy decks (refer to "Advanced Rules" for rules on creating your own team decks).
  8. Prepare your Strategy Row. Your Strategy Row has 3 slots, 1 for each of your Strategy decks. Draw the top card of each Strategy deck and place it face-up in the slot below that deck.
  9. Draw 3 cards from your Main deck to form your starting Hand. Leave space to the right of your Team board for a discard pile.
  10. Whoever most recently watched an episode of Korra or Avatar is the Start Player. Alternatively, you can play a quick game of Earth, Water, Fire (which is remarkably similar to the better-known game of Rock, Paper, Scissors) to determine the Start Player.
  11. If you are the Start Player, choose which side of the Double-Sided Elemental and Hold tokens you want to use to show that you control them. We will refer to tokens as being either "yours" (i.e. with your side face-up) or "your opponent's" (with the reverse side face-up).
  12. If you are the Start Player, set your Chi marker on the "2" position of your Chi Track. Your opponent sets their Chi marker to the "3" Space. Important: The Chi Track has a maximum of 8 Chi. If you ever have in excess of 8 Chi, place your marker on "8"; any extra Chi is lost.

NOW YOU ARE READY TO PLAY!

Win Conditions

You can win the game in one of four ways:

  1. If you knock all of your opponent's Benders out of the Arena, you win immediately.
  2. If the referee calls the match (see "Referee Calls the Match"), and at least 1 of your Benders is in your opponent's territory, you win.
  3. If the referee calls the match, and neither team occupies their opponent's territory, you win if you have the most Benders still in play.
  4. If the referee calls the match, you win if you have the Momentum token.

Turn Sequence

Your turn is divided into 4 phases, which you must play through in order:

  1. Keep Focused!
    • Advance your Chi marker by 1.
  2. Play Hard!
    • Play a Technique card from your Hand for Chi or for Actions.
    • Repeat for each Technique card in your Hand.
  3. Check Hits!
    • If any of your Benders are in a Space with your opponent's Elemental tokens, they are knocked back.
    • Then, remove all of your opponent's tokens from the Arena.
  4. Stay Sharp!
    • You may spend Chi to add new Technique cards from your Strategy Row to the top of your Main deck.
    • Add a face-up Technique card to the Strategy Row.
    • Draw a new Hand of 3 cards.

Keep Focused!

At the start of your turn, advance your Chi marker on the Chi Track 1 position. Remember that you can have a maximum of 8 Chi!

Play Hard!

Next you will play all of the Technique cards in your Hand, 1 at a time, until you have no cards left.

When you play a Technique card, place it face-up in front of you. You have 2 options when you play a card. You may use it:

For Chi

When you play a card for Chi, immediately advance your Chi marker by 1 and then put the card in your Discard pile. Chi can be spent to buy new Technique cards later in your Turn (see "Stay Sharp!").

For Actions

When you play a card for Actions, you activate the Bender that card belongs to. That Bender becomes the "Active Bender" and performs the Actions shown on that card.

All Technique cards have a unique name (at the top), an elemental symbol (top left corner), and an Action area below the name. The Action area shows what the Active Bender does, and in what specific order, using the icons and numbers described below. There is also a Bender name (top left corner) and a team logo (bottom right corner) that shows which team the card belongs to and which Bender is activated when it is played. Finally, in the top right corner, the Chi cost for that Technique card is shown, which you must pay to purchase it from your Strategy Row (see "Stay Sharp!")—note that grey border Basic cards have a 0 Chi cost.

Card types, by frame color:

  • Water Technique, Earth Technique, Fire Technique — the element icon (top left) shows which Bender the card belongs to.
  • Basic Technique (grey frame), Advanced Technique (black frame), Signature Technique (yellow frame).

A card is made up of: the Element Icon, the Chi Cost, the Bender Name, the Card Name, the Action Area, the Technique Type Frame, and the Team Mascot.

The Active Bender

The Active Bender is the one that is named on the Technique card played for Actions. The Active Bender is the one who moves, blocks, and is the starting point for the Technique's effects when checking range.

Using a Technique for Actions

When you play a Technique card, you can use the icons in the Action area going from the left to the right, top to bottom. The icons that make up the Action area are described below. You must use all of the icons in the Action area you are using if possible, except any Modifiers, which are always optional.

Action Area Icons

Abilities

Abilities are Actions that the Active Bender performs.

Move

Move the Active Bender 1 Space within the Zone. A Bender can only cross into adjacent Spaces, and may not cross metal lines into a different Zone. A Bender can enter a Space occupied by other Benders of the same team. If the Technique card shows a Move icon, the Active Bender must move if possible.

Or, if there are Hold tokens in the same Space as the Active Bender, 1 Move icon cancels 1 Hold token—remove the Hold token from the Arena (a Bender cannot move out of a Space containing a Hold token—see "Hold").

Block

Remove a number of your opponent's Elemental tokens from the Space occupied by the Active Bender equal to the number on the shield.

Bending

Bending is the art of manipulating the elements. In Pro-bending, competitors use their Bending powers to attack their opponents—and protect themselves!

Attacks: When you attack, place Elemental tokens on the Arena board in an attempt to knock back the opposing team while defending your own Benders. Attacks have a Range (shown in the black arrow) and a Power (shown in the circle or burst).

To attack, first pick a Space within range of the Active Bender. Then, place the indicated number of Elemental tokens that match the Active Bender's element in that Space.

  • Range is always between 1 Space and the number shown in the black arrow. So, an attack with a Range of 1 can only target a Space adjacent to the Space the Bender is currently in, while a Range of 3 can target a Space 1, 2, or 3 Spaces away.
  • Range is determined by counting adjacent Spaces, starting from the Space the Active Bender currently occupies and ending in the target Space.
  • The Space that you place tokens in is "targeted" by the attack.

Adjacency, Spread, and Token Annihilation

There are a few general rules that apply to all Bending:

Adjacency: Any 2 Spaces that touch along an edge or at a corner are "adjacent". For example, the Spaces at the midline that are diagonal to each other are adjacent.

Spread: All attacks must obey 2 Spread rules.

  • You may not place Elemental tokens in a Space occupied by the Active Bender.
  • You may not place Elemental tokens in a Space containing any Elemental tokens that you control that match the Active Bender's element.

Token Annihilation: When you place Elemental tokens in a Space occupied by your opponent's Elemental tokens, those tokens "annihilate" each other. You must remove an equal number of both Players' tokens until one or both teams no longer have any Elemental tokens remaining in that Space.

NOTE: The type of Elemental token does not matter—all elements can annihilate each other. As the attacker, you choose which tokens to annihilate if there are several types in the same space. Annihilated tokens do not have to be the same type.

Example: Korra uses High Tide. It has a Range of 1 and a Power of 2. She wants to annihilate the Wolfbat's tokens in Mako's Space so he doesn't get knocked back, but she has to decide between the Fire tokens and the Earth token. She decides to use it to annihilate 2 Wolfbat Fire tokens in Mako's Zone, so those tokens come off the board and her tokens don't need to get placed.

Normal Attack (circle outline): Normal Attacks follow all the rules described above. If you play a Technique with a normal Attack icon, for example, you would target a Space up to the shown Range away from the Active Bender and place the shown number of that Bender's Elemental tokens there, performing Token Annihilation if necessary.

Pierce Attack (burst outline): Piercing attacks can penetrate your opponent's defenses, and ignore their Elemental tokens. Pierce attacks follow all of the Normal Attack rules (Range, Adjacency, and Spread) except Token Annihilation when you place your Elemental tokens. Your opponent is able to use Token Annihilation against these tokens on their turn, however.

Example: Korra targets Ming's Space with 2 Water tokens. However, there is 1 Fire token controlled by the Wolfbats in his space. Since Korra is using a Pierce attack no Token Annihilation occurs when the Water tokens are placed.

Modifiers

Modifiers add effects to an attack. You may choose whether or not to apply any Modifiers after the Attack icon is executed.

  • Modifiers can only be added to a successful attack - if you do not control any tokens in a Space that you attacked, you cannot apply a modifier there.
  • Modifiers cannot be used without an Attack icon.

Hold

You may choose to put a Hold token in the target Space. When a Bender in a Space with a Hold token tries to perform a Move Ability, they remove the Hold token instead. Additional Move Abilities would then allow that Bender to move as normal.

Example: Korra has a Hold token on her. She plays the Technique card, High Tide, which would normally let her move. Instead, it negates the Hold token. She will be able to move out of this space the next time she plays a Technique with a Move icon.

Follow Ups

Some Water Technique cards have "Follow Up" attacks that allow you to place additional Elemental tokens in 1 or 2 Spaces adjacent to the Space targeted by an attack or Follow Up. Follow Ups have a Power value that determines the number of Elemental tokens you get to place, following the normal rules for Adjacency, Spread, and Token Annihilation. If there are no legal Spaces to place a Follow Up, it is skipped and has no effect (for example, if you control Elemental tokens of the same type as the Active Bender in all of the Spaces that the Follow Up could target, the Follow Up is skipped). Follow Ups are always treated as Normal Attacks, even if they follow a Piercing Attack.

Follow Up Adjacent Space: Place the indicated number of Elemental tokens in 1 Space adjacent to the Space targeted by the preceding attack or Follow Up.

Follow Up 2 Adjacent Spaces: Place the indicated number of Elemental tokens in 2 different Spaces adjacent to the Space targeted by the preceding attack or Follow Up. For example, you might place 2 tokens in 1 Space, and 1 token in a different Space. Both Spaces must be adjacent to the Space targeted by the original attack.

Team Board

The Team board shows the Chi Track, the Team Unique Ability, the Team Icon, the Status Area, and the Trick Card Slots (used in advanced play).

Yellow Fans and Fouling Out

Some Techniques (and Tricks, in advanced play) have a Yellow Fan icon at the end of their Action Area. This means that the Technique breaks the rules of Pro-bending!

Yellow Fan

After you have completed all of the other Actions on a Technique card with a Yellow Fan icon, roll the Referee die. If the die shows a Yellow Fan, put 1 Yellow Fan token in the Active Bender's Status Area on your Team board. If that Bender already has a Yellow Fan token there, the Bender has fouled out.

Example: Ming uses his Titan's Throw Technique card. He blocks 2 Fire Ferret Water Elemental tokens, and places 4 Earth Elemental tokens in Korra's space, which also places a Daze token on her portrait on the Fire Ferret Team board. After performing all other Actions on the card, he now must resolve the Yellow Fan icon and roll a dice to see if he takes a penalty for playing the card. He rolls a Yellow Fan, which means he takes a penalty. To signify this, the Wolfbat's player must place one Yellow Fan on Ming's portrait on the Wolfbat's Team board, meaning he is 1 penalty away from fouling out of the game.

Fouling Out

If a Bender receives a 2nd Yellow Fan token, remove their miniature from the Arena board, Strategy deck, and any of their cards that are in your Strategy Row from the game. Return all tokens from their Status Area to the supply. Do not remove any of their cards from your Main deck. Do not gain Chi for losing the Bender.

Team Unique Abilities

Every Pro-bending team will have a unique Team Ability icon. These Abilities will be indicated on Bender's Technique cards, the same as a normal Technique icon. The core game features the Daze Ability and the Counter Bend Ability displayed by the Wolfbats and Fire Ferrets. Description of Team Abilities are provided below and on Team boards.

Daze (Unique to the Wolfbats)

You may choose 1 Bender in the Space targeted by the attack you just completed who is not already dazed. Place a Daze token on that Bender's Status Area of their Team board. A Dazed Bender ignores the first Ability or Attack icon plus any Modifiers or Follow Ups to that attack on the next Technique card they use for Actions. The Daze token is returned to the supply only after the Dazed Bender uses a Technique card for Actions.

Example: Korra has a Daze token placed on her Status Area. She plays Liquid Lash. She is not able to use the Block Ability this turn because of the Daze token, so she just uses her Piercing Attack and places a Hold token in the Space that Ming is in.

Counter Bend (Unique to the Fire Ferrets)

First, choose any 1 Space with your opponent's Elemental tokens that match the Active Bender's element and flip all those matching tokens to your side.

Then, you may move that stack of tokens to another space adjacent to its original position, following the Adjacency, Spread, and Token Annihilation rules. If the tokens remain in their original space, the Token Annihilation rule still applies.

Check Hits!

After you have used all of the Technique cards in your Hand, you must check if any of your Benders have been hit by your opponent's attacks. Check for hits Zone by Zone, starting with your Zone C and continuing towards your opponent's Zone C, by following these steps:

  1. Look at each Space containing your opponent's Elemental tokens. If the Space has no Benders in it, remove your opponent's tokens from that Space.
  2. If a Space with your opponent's tokens also has 1 or more of your Benders in it, they are hit. Benders suffer 1 hit for each of your opponent's Elemental tokens in their Space. If you have multiple Benders in a Space occupied by your opponent's Elemental tokens, all of those Benders suffer the full number of hits.
  3. For each hit your Bender suffers, you must move your miniature back 1 Zone, towards your own Zone C. Your Bender moves into any Space in that Zone of your choice, even into a Space already occupied by your own Benders. The Space you move to does not have to be adjacent to the one the Bender moved out of.

Example: Korra and Mako are left on the Fire Ferrets team. First you check Zone C, and there are no Elemental tokens controlled by your opponent. In Zone B there are 2 Water tokens, along with Mako. But there are no tokens in Mako's Space, so Mako is not knocked back, and the Water tokens are removed. Finally, Korra is in your Zone A and there is an opposing Water token in her Space. Korra, unfortunately, takes 1 hit. She is knocked back 1 Zone, so you decide to move the Korra miniature into the Space beside Mako.

Knock Outs

A Bender who gets knocked back beyond Zone C is knocked out—place the miniature in the water area around the outside of the Arena board. This Bender is now out of Play. Remove their Strategy deck and any of their cards in your Strategy Row from the game. Return all tokens from their Status Area to the supply. Do not remove any of their cards from your Main deck—they can still be used for Chi for the remainder of the game.

Each time 1 of your Benders is knocked out:

  1. Advance your Chi marker by 3 (remember you can only have a maximum of 8 Chi).
  2. Give the Momentum token to your opponent to place on their Team board.

If all 3 of your Benders have been knocked out, you lose the game immediately!

Line Advance

After applying knock backs and knock outs, if there is at least 1 completely empty Zone between the Bender that is furthest forward on your team and the furthest forward on your opponent's team, your opponent immediately makes a Line Advance.

To make the Line Advance, first remove all tokens from the Arena board. Then, your opponent moves all of their Benders into the Zone that is adjacent to the Zone occupied by your Bender who is furthest forward. Your opponent chooses which Spaces in that Zone to place each of their Benders. They may put more than 1 Bender in the same Space.

Example: Now that Korra has been knocked back to the same line as Mako, there is an empty Zone in between the Fire Ferrets and Wolfbats. Every member of the Wolfbats must Line Advance to the orange Zone A.

After your opponent makes a Line Advance:

  1. Give the Momentum token to your opponent to place on their Team board.
  2. You may move your Benders to any Space within the Zone that they currently occupy without having to play any cards.
  3. Then, take an additional turn (at the end of your current turn). After this extra turn, play passes to your opponent.

Stay Sharp!

This phase has several steps that you must perform in order.

  1. Discard Cards
    • Put the 3 Technique cards that you played on your turn in a discard pile to the right of your Team board.
  2. Gain Technique Cards
    • You may gain Technique cards from your Strategy Row that are not covered by any other cards. You must reduce your Chi by the amount shown in the top right corner of each card you gain.
    • When you gain a new Technique card, put it on top of your Main deck.
    • You may gain as many Techniques as you can pay Chi for during this phase. You must pay the full amount of Chi shown on a card to gain it, and you cannot go below 0 Chi to gain a card.
    • When you gain a Technique card, you may reveal cards that were hidden beneath it. You may immediately gain the revealed card if you have sufficient Chi remaining.
  3. Update Strategy Row (or check for game end)
    • Whether or not you gained any cards in step 2, you must draw the top card from 1 of your remaining Strategy decks and place it face-up in the Strategy Row slot below that deck, possibly covering up a Technique card that was already in your Strategy Row.
    • REMEMBER: It is impossible to gain a covered card until you gain the card on top of it.
    • i. If there are no cards remaining in all of your Strategy decks when it is time to update your Strategy Row, you must see if the game ends: roll the Referee die. If you roll a Yellow Fan, the referee immediately ends the game (see "Referee Calls the Match"). Otherwise, keep playing!
  4. Refill Your Hand
    • Draw cards from your Main deck until you have 3 cards in your Hand.
    • If you ever need to draw a card but cannot because there are no cards left in your Main deck, follow these steps in order:
      • i. You may remove 1 card in your discard pile from the game.
      • ii. Then, shuffle your discard pile and create a new Main deck.
      • iii. Continue drawing cards until you have 3 in your Hand.
  5. Pass Play
    • If you just suffered a Line Advance (see "Line Advance"), then take another turn. Otherwise, play passes to your opponent.

Referee Calls the Match

If the match ends because the referee ends the match, the winner is determined by the following criteria, in order from top to bottom:

  1. If at least 1 of your Benders is in a Space on your opponent's side of the Arena board, Congratulations! You win the match!
  2. If neither team has advanced past the midline, the Player with the most Benders still in play wins!
  3. If you are still tied, the Player who has the Momentum token wins the match!
  4. In the extremely rare case that you are tied and neither Player has the Momentum token, the game ends in a true draw.

Advanced Rules

After you have played your first few games and have a good understanding of game play, you may wish to challenge yourself. You may use any or all of the rules in this section to enhance your play!

Custom Strategy Decks

Create a custom Strategy deck for each Bender on your team by picking 4 cards from the set of Advanced and Signature Technique cards that have that Bender's name and Elemental icon on them.

Tricks

Tricks are unusual or clever moves that are often used by Pro-benders. By adding Tricks to the game, you open up new strategies and tactics for your Pro-bending competitions!

Tricks always have an Elemental icon (top right) indicating which Benders are able to activate it, a name (top), and an effect (middle). They may also have a Yellow Fan icon or a Remove icon (bottom right). Tricks come in 2 sets, 1 for each team in a match. Trick sets are the same, differing only in their color (use the set that matches your territory color—blue or orange).

To use Tricks, each Player takes all of the Tricks from 1 set (a set has all the same color border and no duplicate Tricks in it). Then, you each pick 3 Tricks to use with your team. If this is your first time playing with Trick cards, the recommended starting arrangement for the Wolfbats is Caught in the Crossfire, Ignite a Spark, and Gripping Stone. The recommended starting arrangement for the Fire Ferrets is Weave Through Air, Adrenaline Surge, and Determination. Once you are comfortable with Tricks, you may use any combination of Trick cards. You may even select multiple Tricks with the same Elemental icon, giving more options to 1 Bender at the expense of your other Benders.

Place your selected Tricks in the Trick slots of your Team board.

Activating a Trick

Tricks can be activated after you play a Technique card (see "Play Hard!"). After playing a card for Actions (but not for Chi), you may activate 1 Trick that matches the Active Bender's element (in other words, the element of the Technique you played for Actions).

When you activate a Trick, follow these three steps:

  1. Check Conditions: Many Tricks start with a block of bold text followed by a colon. This is called a "condition." You must meet all conditions in order to use the Trick's effect. Some conditions require you to spend Chi, remove tokens, or otherwise alter the board. You must do these things in the order listed to satisfy the condition (i.e., if the Trick card says "Remove 2 Fire tokens from your Space," then in order to use that Trick you must return 2 Fire tokens in your Active Bender's Space to the supply. If there are less than 2 Fire tokens in that Space, you cannot use the Trick. If the Trick has no bold text, it does not have any conditions and you can proceed to Step 2.
  2. Perform the Trick Effect: The effect is in non-bold text. Follow the instructions on the card. There may be some special terms used in Trick effects (see "Key Terminology").
  3. Check for Removal: Finally, if the Trick has a Remove icon, you must remove it from the game—that Trick can only be used once. If the Trick has a Yellow Fan icon instead, roll the Referee die and apply the results (see "Fouling Out"). Tricks with Yellow Fan icons always remain in the game, even after use.

A Trick card is made up of: the Activate Name, the Element Icon, the Effect, and the Remove or Fan Icon.

Key Terminology

In addition to the rules for Adjacency (see "Adjacency, Spread, and Token Annihilation"), some Tricks use the following terms:

Alone

A Bender is alone when there is no allied Bender in their Space.

Isolated

A Bender is isolated when there is no allied Bender in their Space or an adjacent Space.

Amplify X

Add X Elemental tokens of the Active Bender's element to any 1 Space that contains your tokens of that type. These tokens do not annihilate opposing tokens.

Deflect X

Move up to X Elemental tokens from the Active Bender's Space into an adjacent Space, ignoring the Spread and Token Annihilation rules. These tokens do not change ownership (so if you move your tokens they remain under your control, if you move your opponent's, they remain under your opponent's control).

Put ...

Place the indicated tokens (elemental or otherwise) in the indicated Space. This token placement ignores all regular token placement rules (such as Spread and Token Annihilation for Elemental tokens).

Fantasy Team Building

When you are ready to further explore Pro-bending, you can mix and match Benders to discover powerful combos and create your own fantasy Pro-bending team. After choosing your initial team, you may replace up to 2 Benders on your team with Benders from other teams that have the same elements. If you do, include the new Bender's Basic cards in your Main deck, and remove those belonging to the Bender you replaced. You also use the new Bender's Technique cards to build their Strategy deck (using the "Custom Strategy Decks" rules). You do not use any of the cards for the Bender that was replaced.

Benders are not able to use their new Team's unique icon, as they do not have it on any of their cards, but they can still perform their original Team's icon effects (e.g. Tahno can still use the Daze Modifier even if he is on the Fire Ferrets, but he could never Counter Bend).