Power Rangers: Heroes of the Grid – Ranger Allies Pack #3
Power Rangers: Heroes of the Grid – Ranger Allies Pack #3 Rulebook
Table of Contents
Table of Contents
Icon Notes
Icons that the cards show without a word are written out below as words. The names follow the Ranger icon list in the base game rulebook.
- energy – the pencil-shaped energy token icon.
- hit – the four-point star icon. Where a card shows two hit icons together, it is written as "2 hit".
- miss – the circle (O) icon on combat dice.
- shield – the gold shield icon in the bottom right of each combat card, showing its shield value.
- die – a combat die (the cube icon on attack cards). Where a card shows several cube icons, the number of cubes is the number of dice the attack rolls.
- special defense – the star icon on a combat card. It marks a card with a unique effect that only resolves when it is revealed for defense.
- X – the energy cost of an X card. The value of X is the amount of energy spent to play the card.
Ranger Character Cards
Each Ranger character card has a named ability. The ability is written on the card and read as printed.
Doctor K (Genius Scientist)
Mission Control: While your figure is in the Command Center, you may participate in battles taking place in outer locations. If you do, you are not considered to be in the battle for the purposes of enemy card effects.
Udonna (White Mystic Ranger)
Reserved Strength: Once per battle, during any Ranger attack, you may convert 1 hit or 2 hit result to a miss result. If you do, gain 2 energy.
Delphine (White Aquitar Ranger)
Honor of Aquitar: Once per battle, when any Ranger rolls a miss result during an attack, deal 1 hit to an enemy card of your choice.
Kendall Morgan (Dino Charge Purple Ranger)
Dig Deeper: Once per battle, any Ranger may search their deck for 1 card of their choice, then shuffle their deck and place that card on top of their deck.
Karone (Pink Galaxy Ranger)
Know Your Enemy: Once per battle, during any Ranger attack, if an effect allows the GUARD keyword to be ignored, you may gain 1 energy or deal 1 hit to an enemy card of your choice.
Combat Cards
Each Ranger's combat cards are listed below in the order of the photographed cards. Cost is the number in the top left corner of each card; shields are the gold shield icons at the bottom right. Copy counts were not checked against a printed list.
Doctor K (Genius Scientist)
It's Not Spandex! (cost 0) – Reaction. Shields: 2. Play this card when any Ranger reveals a card for defense. Add 2 shield to that card. Play this card when any Ranger performs the RECOVER action. Subtract 2 shield from any card.
Synchronized Attack (cost 0) – Maneuver. Shields: 3. Two different Rangers must each place 1 card from their hand on top of their deck. They may then, one at a time, each perform an attack with 2 dice.
Engine Cell (cost 2) – Reaction. Shields: 1. Play this card when any Ranger plays a card with an energy cost of X. Resolve that card as though they spent 5 energy to play it.
Necessary Risks (cost 0) – Maneuver. Shields: 3. Gain 1 energy. Any Ranger may discard 1 card to perform an attack with 3 dice.
Get In Gear! (cost X) – Reaction. Shields: 1. Play this card when any Ranger plays an attack card. Treat that card's attack value as 3 dice. Add 1 die to that attack for each energy spent to play this card.
Tech Maintenance (cost 0) – Maneuver. Shields: 1. Gain 1 energy. Ready 1 exhausted Zord card of your choice.
Udonna (White Mystic Ranger)
Cold Spell (cost 0) – Reaction. Shields: 2. Play this card after another Ranger resolves a card. If that card has a special defense effect, they may place that card on top of their deck instead of discarding it. Otherwise, gain 1 energy.
Mystic Frost (cost 0) – Maneuver. Shields: 2. Deal 2 hit to an enemy card of your choice.
Snow Staff (cost 3) – Attack: 4 dice. Shields: 3. After you resolve this attack, choose up to 2 cards from another Ranger's discard pile and place them on top of their deck, in any order.
Discipline (cost 0) – Reaction. Shields: 1. Play this card when any Ranger performs an attack. They may reroll any number of dice during that attack.
Winter's Guile (cost 1) – Attack: 3 dice. Shields: 3. If you roll at least 1 miss result during this attack, any Ranger may immediately play 1 card with an energy cost of zero.
Flash Freeze (cost 1) – Attack: 3 dice. Shields: 1. If you roll at least 2 miss results during this attack, the Rangers may take an additional turn after this one.
Delphine (White Aquitar Ranger)
Aquitian Knuckle (cost 0) – Attack: 1 die. Shields: 1. If you roll at least 1 miss result during this attack, deal 3 hit to the target.
False Swipe (cost 0) – Reaction. Shields: 2. Play this card when any Ranger performs an attack. Convert all 1 hit and 2 hit results to miss results. The Rangers may take an additional turn after this one.
Aquitian Saber (cost 3) – Attack: 5 dice. Shields: 3. Gain 1 energy for each miss result rolled during this attack.
Encouraging Word (cost 0) – Reaction. Shields: 3. Play this card when another Ranger rolls at least 1 miss result during an attack. They may choose 1 card from their discard pile and place it on the bottom of their deck.
Feinting Slash (cost 1) – Attack: 3 dice. Shields: 1. If you roll at least 1 miss result during this attack, return this card to your hand instead of discarding it.
Aquitian Laser (cost X) – Attack: 1 die. Shields: 3. Add 1 die to this attack for each energy spent to play this card. You may reroll any number of dice during this attack.
Kendall Morgan (Dino Charge Purple Ranger)
Perfect Planning (cost 0) – Maneuver. Shields: 1. Gain 1 energy. Reveal the top card of your deck. The next time any Ranger performs an attack during this battle, add 1 die to that attack for each shield on the revealed card.
Rising Slash (cost 0) – Attack: 1 die + 1 hit. Shields: 2. After you resolve this attack, you and another Ranger may each draw 1 card.
Dino Morpher Blast (cost 3) – Attack: 4 dice. Shields: 3. After you resolve this attack, any Ranger with a once-per-battle ability may gain an extra use of that ability for this battle.
Reversal of Fortune (cost 0) – Reaction. Shields: 2. Play this card when any Ranger has 2 or fewer cards left in their deck. They may choose 1 card from their discard pile and place it on the top or bottom of their deck.
Rapid Blast (cost 2) – Attack: 2 dice. Shields: 3. Discard the top card of your deck. Instead of choosing a target, this attack deals its full hit to a number of enemy cards equal to the number of shields on the discarded card.
Dino Saber (cost 1) – Attack: 3 hit. Shields: 1. Any Ranger may draw 1 card. If they do, you may ignore the GUARD keyword when choosing a target for this attack.
Karone (Pink Galaxy Ranger)
Shatter Blast (cost 1) – Attack: 2 dice. Shields: 2. If this attack does not defeat the target, deal 1 hit to each enemy card adjacent to the target.
Lights of Orion (cost 0) – Maneuver. Shields: 1. Draw 1 card. Any Ranger may immediately play 1 card. If they do, reduce its energy cost by 2.
Quasar Saber (cost 3) – Attack: 2 dice. Shields: 3. Add 1 die to this attack for each enemy figure in this location.
Dark Insight (cost 0) – Reaction. Shields: 3. Play this card when any Ranger performs an attack. They may ignore the GUARD keyword when choosing a target for that attack. If the target has the GUARD keyword, gain 1 energy.
Beta Bow (cost 2) – Attack: 3 dice. Shields: 2. You may ignore the GUARD keyword when choosing a target for this attack.
Transdagger Pink (cost 0) – Attack: 2 dice. Shields: 1. You may ignore the GUARD keyword when choosing a target for this attack. If the target does not have the GUARD keyword, return this card to your hand instead of discarding it.
Zord Cards
A Zord card is summoned and used as described in the base game rulebook (Zord Cards). Each Zord card's ability is written on the card and read as printed. Exhaust the card to use an ability that says so.
White Battle Borg (White Aquitar Ranger)
Exhaust this card during any Ranger attack. Gain 1 energy and add 1 die with a miss result to that attack.
White Titan Form (White Mystic Ranger)
Exhaust this card during any Ranger attack. Convert 1 hit or 2 hit result to a miss result. If you do, immediately defeat 1 foot soldier card.
Project Go-Onger (Any RPM Ranger)
Exhaust this card at any time. Any Ranger may choose 1 card from their discard pile and shuffle it back into their deck, then draw up to 5 cards.
Wildcat Galactabeast (Pink Galaxy Ranger)
Exhaust this card during any Ranger attack. That Ranger may ignore the GUARD keyword when choosing a target for that attack, and they may reroll any number of dice during that attack.
Plesio Zord (Dino Charge Purple Ranger)
Exhaust this card after any Ranger plays a card. Place that card on top of their deck instead of discarding it. Another Ranger may then draw up to 2 cards from the bottom of their deck.
Megazord Cards
Orion Galaxy Megazord (Lost Galaxy Rangers)
At the start of each battle, add 5 energy tokens to this card (max 5). When any Ranger performs an attack, they may spend up to 2 energy tokens from this card to reduce that attack's energy cost by an equal amount.
Plesio Charge Megazord (Dino Charge Rangers)
At the start of each Ranger turn, any Ranger may draw 1 card from the bottom of their deck. Once per turn, when any Ranger draws 1 or more cards, they may deal 1 hit to an enemy card of their choice.