Power Rangers: Heroes of the Grid – Time Force Ranger Pack
Power Rangers: Heroes of the Grid – Time Force Ranger Pack Rulebook
Table of Contents
Table of Contents
Icon Notes
- die – a combat die (the cube icon on attack cards).
- hit – the four-point star icon. Where a card shows two hit icons together, it is printed as a pair (a two-hit result).
- energy – the pencil-shaped energy token icon.
- shield – the shield icon at the bottom right of each combat card, showing its shield value.
- O result – the blank die face, printed as a circled O.
- ★ – a star marker printed on the bottom right of a card. It is an ability marker shown on the card's text line, not a separate keyword.
- quantum die – the die that Eric Myers (Quantum Ranger) places on his character card at the start of each battle. Its result is written on the cards as "the hit result of your quantum die". No separate explainer for the quantum die was printed in the photographed material beyond the Quantum Power text on the character card.
Ranger Character Cards
Each Ranger character card has a named ability. The ability is written on the card and read as printed.
Wes Collins (Time Force Red)
Willful Strength: Once per battle, when any Ranger plays an attack card, you may reveal an attack card with the same energy cost from your hand. Treat the played card as having the attack value of the revealed card (if neither attack value is special).
Lucas Kendall (Time Force Blue)
Flexibility: Once per battle, when any Ranger reveals a card for defense, you may choose a card from your hand. Treat the revealed card as having the shield value of the chosen card.
Trip (Time Force Green)
Future Vision: Once per battle, you may look at the top card of any enemy deck. You may swap that card with a non-PASSIVE enemy card from the same deck that has not yet resolved in the combat sequence. Then shuffle that enemy deck.
Katie Walker (Time Force Yellow)
Heavy Force: Once per battle, when any Ranger gains energy, you may reduce the amount gained by up to 2 energy, then deal an equal amount of hit to an enemy card of your choice.
Eric Myers (Quantum Ranger)
Quantum Power: At the start of each battle, roll 2 dice and place 1 of them on this card. This is your quantum die. Once during each of your attacks, you may swap 1 die from the attack with your quantum die. The swapped die becomes your new quantum die.
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.
Time Flyer 1 (Time Force Red)
Exhaust this card during any Ranger turn in battle. Instead of playing a card, any Ranger may discard 1 attack card to perform an attack with 4 dice.
Time Flyer 2 (Time Force Blue)
Exhaust this card during a battle. Gain 1 energy. Any Ranger may swap their hand with their deck. If they do, they must then shuffle their deck.
Time Flyer 3 (Time Force Green)
Exhaust this card at the start of a battle. Swap the positions of any number of foot soldier cards in the combat sequence.
Time Flyer 4 (Time Force Yellow)
Exhaust this card during a battle. You may spend up to 2 energy. For each energy spent, deal 2 hit to a different enemy card.
Quantasaurus Rex (Quantum Ranger)
Exhaust this card during a battle. Roll 2 dice and place them on this card (max 2). When any Ranger performs an attack, they may swap any rolled dice with dice from this card. At the end of the battle, remove all dice from this card.
Shadow Winger (Any Time Force Ranger)
Exhaust this card at any time. Swap the positions of any 2 Rangers in outer locations.
Time Force Megazord (Power Rangers Time Force)
Exhaust this card to place the Megazord token in any location. At the start of each battle in that location, choose the FAST or GUARD keyword. Rangers may ignore the chosen keyword until the end of the battle.
Megazord Token
The Time Force Megazord token is placed in a location as described on the Time Force Megazord card. The token carries no printed rules text of its own.
Ranger Combat Decks
Each Ranger's combat deck contains the cards listed below. The energy cost is the number in the top-left corner and the shield value is the number of shield icons at the bottom right. Card names are shown with their copy count as printed in the photographs.
Red Combat Deck (Wes Collins)
Brazen Strike (2 copies)
Energy cost 0. Shield value 3. ATTACK: 3 dice.
After you resolve this attack, draw 1 card.
Chrono Break (2 copies)
Energy cost 1. Shield value 1. ATTACK: 3 hit.
If this attack defeats the target, discard the top card of your deck, then place this card on top of your deck instead of discarding it.
Chrono Blaster (1 copy)
Energy cost 2. Shield value 1. ATTACK: 3 hit.
You may divide the hit from this attack among any number of targets.
Pay It Forward (2 copies)
Energy cost 0. Shield value 2. MANEUVER.
Gain 1 energy. Another Ranger may immediately play an attack card. Treat that card's attack value as 3 dice (if it is not special).
Precise Shot (2 copies)
Energy cost 0. Shield value 2. ATTACK: 1 die + 1 hit.
Ignore the GUARD keyword when choosing a target for this attack.
V-1 Blaster (1 copy)
Energy cost 3. Shield value 3. ATTACK: 6 dice.
Any Ranger may discard 1 attack card from their hand with an energy cost of 1 or zero. This card gains the ability text of that card.
Blue Combat Deck (Lucas Kendall)
Switch It Up! (2 copies)
Energy cost 0. Shield value 3. MANEUVER.
Any Ranger may shuffle their hand into their deck, then draw any number of cards. That Ranger may then immediately play 1 card.
Chrono Thrust (2 copies)
Energy cost 1. Shield value 2. ATTACK: 3 dice.
If this attack defeats the target, the next time any Ranger reveals a card for defense during this battle, add 1 shield to that card.
Chrono Blaster (1 copy)
Energy cost 2. Shield value 1. ATTACK: 3 hit.
You may divide the hit from this attack among any number of targets.
Stylish Strike (2 copies)
Energy cost 0. Shield value 2. ATTACK: 2 dice.
If there are more cards in your hand than in your discard pile, add 1 die to this attack.
Keep Your Cool (2 copies)
Energy cost 0. Shield value 1. REACTION.
Play this card when any Ranger reveals a card for defense. Add 2 shield to that card. If that card gets discarded for defense, gain 1 energy.
V-2 Blaster (1 copy)
Energy cost 3. Shield value 3. ATTACK: 4 dice.
Reveal 1 card from your hand. For each shield on that card, add 1 die to this attack.
Green Combat Deck (Trip)
Ambiguous Warning (2 copies)
Energy cost 0. Shield value 3. REACTION. Star marker ★.
Play this card at the start of a battle. Shuffle this card into another Ranger's deck.
★: When this card is revealed for defense, gain 1 energy.
Chrono Trigger (2 copies)
Energy cost 1. Shield value 2. ATTACK: 1 die + 1 hit.
If this attack defeats the target, any Ranger may take the top card from their discard pile and place it on the top or bottom of their deck.
Chrono Blaster (1 copy)
Energy cost 2. Shield value 1. ATTACK: 3 hit.
You may divide the hit from this attack among any number of targets.
Electro Booster (2 copies)
Energy cost 0. Shield value 2. ATTACK: 2 dice.
If the target of this attack drains energy, add 2 dice to this attack.
Brainstorm (2 copies)
Energy cost 1. Shield value 1. MANEUVER.
Reveal the top card of any Ranger deck. Gain an amount of energy equal to the number of shield on that card. Another Ranger may then immediately play 1 card with an energy cost of zero.
V-3 Blaster (1 copy)
Energy cost 3. Shield value 3. ATTACK: 3 dice + 3 hit.
You may remove any number of dice from this attack before rolling. For each die removed, any Ranger may take the top card from their discard pile and place it on the bottom of their deck.
Yellow Combat Deck (Katie Walker)
Ground and Pound (2 copies)
Energy cost 0. Shield value 1. ATTACK: 2 dice.
If the target of this attack has already been resolved, add 1 die to this attack.
Chrono Cross (2 copies)
Energy cost 1. Shield value 3. ATTACK: 3 dice.
If this attack defeats an enemy card with the GUARD keyword, deal 1 hit to an enemy card of your choice.
Chrono Blaster (1 copy)
Energy cost 2. Shield value 1. ATTACK: 3 hit.
You may divide the hit from this attack among any number of targets.
Competitive Strength (2 copies)
Energy cost 0. Shield value 2. REACTION.
Play this card when another Ranger performs an attack. Roll 3 dice. The attacking Ranger may ignore their roll and use yours instead.
All or Nothing (2 copies)
Energy cost 1. Shield value 2. MANEUVER.
Gain 3 energy. Another Ranger may immediately play 1 card. Remove all energy from the shared energy pool at the end of this turn.
V-4 Blaster (1 copy)
Energy cost 3. Shield value 3. ATTACK: 4 dice.
Gain 1 energy. You may remove any number of dice from this attack before rolling to increase the amount of energy gained by the same number.
Quantum Combat Deck (Eric Myers)
Solo Shot (2 copies)
Energy cost 0. Shield value 2. ATTACK: 2 dice.
If you are the only player with a Ranger in this location, add 1 die to this attack.
Focused Strike (2 copies)
Energy cost 1. Shield value 3. ATTACK: 2 dice.
After rolling, you may convert 1 O result to a hit result or convert 1 hit result to a two-hit result.
Silver Guardian (1 copy)
Energy cost 0. Shield value 1. REACTION.
Play this card when any Ranger suffers damage. Reduce that damage by an amount equal to double the hit result of your quantum die. You may then return 1 card from your discard pile to your hand.
Quantum Trigger (2 copies)
Energy cost 0. Shield value 1. MANEUVER.
Gain an amount of energy equal to the hit result of your quantum die. Reroll your quantum die and draw up to 2 cards. You may then immediately play 1 additional card.
Quantum Cut (2 copies)
Energy cost 1. Shield value 2. ATTACK: 2 dice.
Before rolling, add a number of dice to this attack equal to the hit result of your quantum die. Then reroll your quantum die.
Quantum Defender (1 copy)
Energy cost 3. Shield value 3. ATTACK: 3 dice.
After you resolve this attack, deal the hit result of your quantum die to each enemy card adjacent to the target.
Notes on Gaps
- No rules sheet was printed for this pack, or none was photographed. Its rules are the card text above; the base game rulebook covers the general rules (keywords, zords, energy and hits).
- The Quantum Ranger's quantum die is explained only by the Quantum Power text on Eric Myers' character card and the card text that refers to "your quantum die". The quantum die is not separately defined in the photographs.
- Two card texts were read at a resolution where a single line was hard to confirm: the Wes Collins "Willful Strength" parenthetical, and the wording of Brainstorm's energy line. They are transcribed as they appear in the photographs.
- Copy counts above are read from the visible card stacks. Each combat deck totals 10 cards, which matches the 50 combat cards given for the pack on the product page.
- The enemy side of this pack is not covered by these photographs.