Street Fighter: The Miniatures Game
Street Fighter: The Miniatures Game Rulebook
Table of Contents
Table of Contents
- Game Components
- Versus Mode
- Movement
- The Attack Sequence
- Combo Action System
- Performing an Ultra Attack
- Attack "Whiffs"
- Counter-Attacking
- Throw Cards
- Collisions
- Attack Card Movement
- Projectiles and Line of Sight (LOS)
- EX Attacks
- Terrain Types
- Multiplayer Rules
- Team Mode
- Free-for-All Mode
- Power-Up Mode
- Tag Team Mode
- Classic Arcade Mode
- 3-on-3 Mode
- Game Variants
- Designer Notes
- Glossary
- Stage Diagrams
- Build Your Game!
Game Components
- 1x Rulebook
- 6x Miniatures: Ryu, Ken, Chun-Li, Sagat, Zangief, Vega
- 6x Battle Decks (41 cards each): Ryu, Ken, Chun-Li, Sagat, Zangief, Vega
- 6x Player Boards
- 1x Double-Sided Game Board: Dojo Stage, Air Force Stage
- 7x Terrain Punchout Boards: Dojo Stage Terrain, Air Force Base Stage Terrain
- 24x Tokens: 8x Power-Up Tokens, 6x Turn Order Tokens, 6x Tag Team Tokens, 3x Continue Tokens, 1x Guard Token
- 8x Red Battle Dice
Character Cards & Stats
Each Street Fighter Character comes with their own Character card. These cards have information about the Character as well as their in-game stats. On the front of the card are the Character's Move and Health stats, along with their unique Ultra Attack. The back of the card displays a full portrait of the Character, as well as some background information about them. The back of the card is not used for gameplay.
Player Boards
At the beginning of the game, each player takes a Player Board, which uses two dials to track the current Health and Meter values of their Characters.
- Health Bar. At the start of each Round of a match, each player sets their Character's Health dial to the value indicated on their Character card. During the game, Characters may take damage after resolving cards. Damage is tracked by simply turning the dial to reduce the current Health value to the new value. A Character is KO'd and taken out of the fight when their Health dial reaches 0.
- Meter Gauge. Each Character has an 8-point Meter dial that can be increased by card effects or when their player rolls the Meter result on the Battle Dice. Each time a Character gains Meter, turn the dial on their Player Board to reflect this gain. If a Character ever earns more than 8 points of Meter, excess points are ignored and lost. Meter is stored and used for various card abilities, Enhancements (EX's), Supers, and Ultras.
Character Battle Decks & Discard Pile
In addition to having a single Character card, each fighter in the game has a 40-card deck which is broken down into two card categories: Attacks and Events. Both categories have multiple types of cards, which are detailed in the sections below.
All discarded cards form a face-up pile next to the Battle Deck. A card can be discarded from play or from a player's hand.
Anatomy of an Attack Card
- A. Printed Dice Value — the number of Attack Dice rolled for the attack.
- B. Range of the Attack — the range at which the attack can be played.
- C. Linkers — the icons showing which Attacks can follow this one in a Combo.
- D. Type of Attack.
- E. Name of Card.
- F. Card Text and Effects.
- G. Counter-Attack Type and Effect.
Attack Cards
These are a Character's main Attacks. When anything in-game refers to an "Attack Card" it applies to any of the following three types of cards:
- Strike Attack Cards are the close-ranged Attacks in a Character's move set. Most Strike Attacks typically only hit other Characters that are adjacent, but a few may extend to 2 or even 3 spaces away. Knowing who can Strike from 2 to 3 spaces away can greatly help a player correctly Counter-Attack.
- Special Attack Cards are a Character's iconic close-range and mid-ranged Attacks. They usually hit from 1 to 5 spaces away and are typically the Attacks that have the Charge and Dash Special movement trait on them. Players should be wary of these Attacks when they are near Objects and Walls.
- Projectile Attack Cards are long-ranged Attacks that Characters use to hit opponents from a distance. They typically hit from 2 to 5 spaces away; however there are Projectiles executable anywhere from 1 to 8 spaces away, covering the entire map! Thankfully, Projectiles are easy to predict at longer ranges since Strikes and Specials have clear range limits.
NOTE: In the Street Fighter video game certain Characters do not have ranged Projectile Attacks, however in Street Fighter: The Miniatures Game some physical Attacks are considered "Projectiles" for in-game Counter-Attack mechanics.
Event Cards
These are a Character's Special moments and powerful unique abilities. Most Characters have 14 Events, 6 of which are unique to that Character, with 8 common utility Events that exist in every Battle Deck. Character Event cards can also be discarded to add more dice to a Block roll. This can be a great help in a desperate situation.
Character Event Cards (6 cards) — Every Character has unique Character Event cards in their deck. These usually provide special gameplay functions, while helping to tell a story, and add gameplay variation. These Character specific Events will either be Free Actions, Actions, or Responses. All Character Event cards can also be discarded to add 2 dice (per card) to a Block roll.
Utility Event Cards
Every Character in the game shares 8 common utility Event cards. These Events cost an Action to play and provide some universal abilities.
Bait! (4 cards) — The Bait! card is a great bluffing tool to use against opponents who prefer to block. It is played facedown and treated as an Attack until it is revealed. It is not considered an "Attack Card" for any card text once it is revealed.
Three things happen when you reveal a Bait! card against a blocking opponent:
- They roll no Block Dice.
- You gain 2 Meter.
- You move their figure up to 1 space.
If the opponent Counter-Attacks or played an Event card, the opponent's card is discarded and you draw 1 card.
Counter-Attack Ability — Alternatively, you may play the Bait! card for the ability at the bottom of the card. If this card is played against your opponent's Bait! card then you gain 2 Meter, deal 2 Unblockable damage to them, and draw 1 card. (See Countering a Bait, page 13.)
Focus Attack (2 cards) — A powerful tool in all decks that allows a player to punish opponents who abuse Blocking too often. The Focus Attack card deals 4 damage if the opponent chooses to Block. The opponent still rolls for their Block. However, a player must set up a Focus Attack card at a range of exactly 2 spaces away, which may tip off the opponent. Players should be aware that if their opponent decides to do anything other than Block, the Focus Attack card is canceled. Although these Event cards are named "Focus Attacks", they are not considered "Attack Cards" for any card text.
Response Ability — Alternatively, a player may play the Focus Attack card as a Response to when their opponent "Whiffs" (see page 13) to deal an immediate 2 Unblockable damage to them.
Supers (2 cards) — Supers are Character-specific unique Attacks that require a player to spend 4 Meter. Count all Meter results as Attack damage during a Super. Only dice gained from discarded Events can be rolled against a Super. These Event cards are not considered "Attack Cards" for any card text purposes. Super cards can also be discarded as a Free Action to help charge a player's Meter gauge faster by gaining 2 Meter.
Event Card Golden Rule — Once the Battle Dice are rolled, the defending player can no longer play an Event card against that Attack Action.
Versus Mode
For new players, we recommend playing with the following Versus Mode rules. This mode has two players facing off in a head-to-head match composed of two or three timed rounds, we recommend 25 minutes.
Setup Sequence for Versus (1v1) Mode
- Select! — Both players select a Character, take the corresponding figure, Character card, and Battle Deck, then agree on the stage they want to play on. If there is a dispute, randomly determine who will choose the stage. Then, both players shuffle their Battle Decks.
- Ready! — Both players roll 4 Battle Dice, with the player rolling more Meter results choosing who goes first. Players roll until there are no ties.
- Set! — The player going first places each piece of terrain in the location shown on the stage diagram. The first player places their figure in one of the VS Start Spaces. The second player places their figure in the other VS Start Space. (See Stage Diagrams, page 28.)
- Draw! — Both players draw 5 cards to form their starting hands. Each player may take 1 mulligan by shuffling any number of cards from their hands into their deck, then drawing back up to 5 cards. Now the game is set up and ready to begin, starting with the player who was chosen to go first.
A Player's Turn Sequence
- Draw! — Draw 2 cards. Then discard down to 7 if you have more than 7 cards in your hand. (Skip this phase during both players' first turns.)
- Move! — Move up to your Character's Move stat. This movement does not cost any Actions. (See Movement, page 10.)
- Fight! — Take 2 Actions of your choice from the options below. The same Action may be taken multiple times.
- a. Move — Move your Character up to a number of spaces equal to their Move stat.
- b. Draw 2 Cards — If this Action or any card ability would have you draw more than your maximum hand size of 7, finish that Action. Then, you must immediately discard down to 7 cards before resuming play.
- c. Play 1 Card — Play any card from your hand. If you deal damage, you may continue playing Attacks as long as 1 of the linker button colors on the current Attack's left side matches 1 of the button colors on the right side of the last Attack. This is called a Combo Action and counts as a Free Action. You may continue using Combo Actions as long as at least one linker matches the last Attack's linker on the correct side. (See Combo Actions, page 12.)
- d. Ultra Attack Action — Spend 8 Meter to perform your fighter's Ultra Attack Action.
Once a player takes all of their desired Actions, play proceeds to the next player who resolves their Turn Sequence. This continues back and forth until a Character is KO'd.
Running Out of Battle Deck Cards
If a player ever runs out of cards to draw from their Battle Deck, they shuffle their discard pile to form a new Battle Deck and continue play.
TIME OUT Mechanic (Optional)
Time Out is only for 1v1 battles.
If players agree to this option, the 40-card Battle Deck can also serve as a timer for the round. When a player would draw from their deck when no cards remain there, the round is over and the player with the most Health is declared the winner of the round. If players are tied in Health, the player with the most Meter wins. If these are also tied, the round is declared a "draw" and all players are considered to have lost, and will continue to play additional rounds until one player is the sole winner.
Free Action/Response Cards
Players may use Free Actions before, between or after any of their 2 Actions. Free Actions may not be played during a Combo Action. (See Combo Action System, page 12.) Responses are used when the card text specifies. Refer to the individual card text for its timing. During Attacks, the attacking player must always give the defending player ample time to make their decision to Block, Counter-Attack, or play Event cards, before proceeding with the Attack roll.
Number of Game Rounds
The number of games, or Rounds, played in a row to determine the overall winner is decided by the mode being played:
- Versus, Classic Arcade, Power-Up: 3 Rounds
- Team, Free-for-All, Tag Team, 3-on-3: 1 Round
Round 2 & Round 3 Setup
When playing multiple rounds, before moving onto a new round, the following sequence must be performed:
- All destroyed objects are reset.
- Both players swap the Start Spaces of their figures.
- The player who lost the previous round decides who goes first in the next round.
- Any Meter gained is retained and carried over for use in the next round.
- Discard any Events in play and shuffle each player's discard pile and hand back into their Battle Deck.
- Begin the next round as normal. As soon as a player wins 2 rounds they are declared the overall Fighting Champion!
Double KO
If there is ever the very rare instance where both players are KO'd simultaneously, the round ends in a draw and the players play additional rounds until a winner is determined.
Movement
Here are some guidelines when you move a Character:
- Figures may move either orthogonally or diagonally.
- Figures may never voluntarily enter a space containing an Object.
- You are not required to move your figure, and may move less than your Character's Move stat.
- Figures may not move through or into a space containing any other opposing figure, but may move through allies as long as they do not end their movement in the same space as an ally.
- A figure is considered adjacent to another Character if they are in one of the 8 spaces surrounding the target.
- Figures may move diagonally between two obstructed spaces.
- If a card says to "move [Character name] X spaces" that is always referring to the Character that played the card and will not move any duplicate Characters of the same name.
The Attack Sequence
Attacking
In order to resolve an Attack, players perform the following steps in order:
- The attacking player, now called the Attacker, declares the target they are attacking and places a card facedown, or faceup if it is a Super.
- The target, now called the Defender, has the opportunity to either Block, Counter-Attack, or play an Event card that is treated as a reaction.
- If the Attacker played a Super or used an Ultra Attack, the Defender is limited to Blocking or playing an Event card.
If the Defender Blocks:
- They choose whether or not to Boost their Block by discarding Character Event cards from their hand. For each card discarded, they add 2 additional dice to the default 2 they get for Blocking. No more than 8 dice may ever be rolled during a Block. Unless noted otherwise, any card discarded in this way has its text ignored.
- The Attacker reveals their Attack Card. If it is an EX Attack, they may spend 1 Meter to add up to 1 die to the attack. (See EX Attacks, page 16.)
- Both players then roll their specified number of Battle Dice. The base damage the Defender takes is equal to the total number of Attack results minus Block results, along with any modifiers added from Events.
- Any Meter results rolled by a player are added to their Meter gauge, always respecting the "Golden Meter Rule." (See page 8.)
- If the Attacker deals damage, then they may use a Combo Action. Otherwise, both players discard their cards. (See Combo Actions, page 12.)
If the Defender Counter-Attacks:
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They choose an Attack Card to play faceup, looking at its Counter-Attack type at the bottom of the card.
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The Attacker reveals their attack and compares the Attack type to the Counter-Attack's type. If the Counter-Attack's type is the same as the Attack's type, the Defender wins. If it does not match, the Attacker wins.
If the Defender wins:
- a. They have successfully countered, resulting in the Attacker canceling and discarding the card played as an attack.
- b. The Defender resolves the listed ability at the bottom of the card next to the Counter-Attack type, interrupting the Attacker's turn. (See Counter-Attacking, page 13.)
- c. The Defender discards the card they used to Counter-Attack.
If the Attacker wins:
- a. The Defender discards the card they used to Counter-Attack.
- b. If the Attack is an EX Attack, the Attacker may spend 1 Meter to add up to 1 die to it. (See EX Attacks, page 16.)
- c. The Attacker rolls their specified number of Battle Dice. The base damage the Defender takes is equal to the total number of Attack results, along with any modifiers added from Events.
- d. Any Meter results rolled are added to the Attacker's Meter gauge, unless the Attack was EX'ed. (See the Golden Meter Rule, page 8.)
- e. The Attacker discards their Attack Card, unless they choose to use a Combo Action. (See Combo Actions, page 12.)
If the Defender plays an Event card:
- Resolve the Event played as a reaction. Discarding the card after resolving it, or leaving it in play if it has the Stays In Play keyword.
- The Attacker reveals their card. If it is an EX Attack, they may spend 1 Meter to add up to 1 die to the Attack. (See EX Attacks, page 16.)
- The Attacker rolls their specified number of Battle Dice. The base damage the Defender takes is equal to the total number of Attack results, along with any modifiers added from Events.
- The Attacker discards their Attack Card, unless they choose to use a Combo Action. (See Combo Actions, page 12.)
Brackets — Text in brackets [ ] are Play Conditions. Cards with Play Conditions cannot be played unless all conditions listed are met. The text after the brackets lists the card's effects.
Resolving an Attack Card
Perform the following steps in order to resolve your Attack:
- You reveal your card and check its range. If you are not in range, discard it and return any card played as a counter-attack to the Defender's hand. The Action ends without resolving the Attack. A Charge or Dash is considered in range if the Attacking Character can end adjacent to the Defender after resolving the movement.
- Perform any movement on the Attack Card, and apply any Unblockable damage that might result from Collisions. (See Collisions, page 14.)
- Decide whether or not you want to EX the Attack, if able. (See EX Attacks, page 16.)
- Based on the Defender's chosen reaction, you and/or the Defender roll Battle Dice and compare the results.
- Any Meter results rolled by you and the Defender are added to your respective Meter gauges, in accordance with the "Golden Meter Rule." (See page 8.)
- If you deal damage to the Defender, you perform any keyword abilities that trigger after dealing the damage listed on the card. You choose the order in which to apply multiple keywords. Multiple instances of the same keywords are cumulative.
Combo Action System
If an Attack successfully deals damage to the Defender, the Attacker may then choose to continue the same Attack Action with a valid Combo Action if they have the right cards in hand!
Some Attack Cards and Supers can be linked together. Linkers are symbols in the center left and right of Attack Cards and Supers displaying four variously-colored dots. To link two cards, the Linker on the right of the previous card must share a color with the Linker on the left of the following card. If 1 of the linker colors matches, the Attacker may play the card without using up 1 of their Actions. This is called a Combo Action. Not all of the linker colors have to match the colors on the right side of the previous card, just 1 of the colors.
Note: The Attacker may not use a Combo Action if the previous Attack did not deal damage.
Combo: Attacks with the Combo ability text will add additional dice to your Combo Action when correctly played as successive Attack.
Defending against Combo Actions
Since the next card in a Combo Action is played faceup, the Defender is only given the option to Block or play an Event. They may never Counter-Attack an Attack used in a Combo Action.
Attack Movement & Range During Combo Actions
- Any Special movement effects on the next card such as a Charge or Dash in a Combo Action must be used.
- The procedure is as follows:
- Check the linker on the next card.
- If it's legal, the Attacker must perform the Special movement on the card.
- Afterward, they may resolve the Attack listed, if within range.
If a player's next Attack in a Combo Action is ever out of range, that card is discarded and the Combo Action immediately ends.
Performing an Ultra Attack
During their turn, a player may take an Action to spend 8 of their Meter points in order to perform a Character-specific Ultra – a game-changing, powerful, unique Event. Ultras may not be Counter-Attacked, but may be Blocked. As an added bonus, any Meter results rolled during the Ultra provide 1 damage instead of Meter gain. Ultras are not considered "Attack Cards" for any card text purposes.
Ultra Attack Sequence
Perform the following steps in order to resolve your Ultra:
- Declare your Ultra Attack Action.
- The Defender may choose whether or not they are boosting their 2 default dice by discarding Event cards, adding 2 dice for each card discarded this way. No more than 8 dice may ever be rolled against an Ultra Attack.
- Perform any movement effects listed on the Ultra Attack such as Charge or Dash and apply any damage that might result from Collisions. If you are in range, perform the Ultra Attack listed on your Character card.
- You and the Defender roll your Battle Dice and add any modifiers in play to your respective results. The damage the Defender takes is equal to the number of Attack results minus Block results. Remember to count the Attacker's Meter results as Attack results.
- If the Ultra Attack deals damage, you perform any keyword abilities that trigger after dealing damage listed on the Ultra Attack. You choose the order in which to apply multiple keywords. Multiple instances of the same keywords are cumulative.
- Ultra Attacks may not be used as Combo Actions unless specifically stated on the Character card.
Attack "Whiffs"
If the Defender takes no damage after resolving an Attack, the Attack is considered a "Whiff". Movement from the Attack is always executed since it is performed before the roll. An Attack can still Whiff even if damage was caused through Collision. Many Events in the game respond to an opponent's Whiff by doing free, Unblockable damage (e.g. the Counter-Attack effect on a Focus Attack). Players should watch out for Whiffs so they can take advantage of such a poor Attack.
Example: Chun-Li uses her Spinning Bird Kick against Vega! This Charge Attack moves Chun-Li 2 spaces. When she contacts Vega, after moving 2 spaces, he moves 1 space causing a Collision with the lantern. Battle Dice are rolled for Chun-Li's Attack and Vega's Block. Chun-Li scores 1 hit, but Vega manages to Block and cancels her hit. This causes Chun-Li to Whiff the Attack! Even though Vega will still take 1 damage from the Collision, Chun-Li's Attack did not connect.
Counter-Attacking
Any time a player targets another player with any facedown card declared as an Attack, the Defender may attempt to Counter-Attack. This can help the Defender make a comeback if they are falling behind or to establish dominance over the Attacker if they can predict what they played!
Example: Sagat attempts to Counter-Attack! He guesses that since Ryu moved in so close his facedown card MUST be a Strike, and so using a card from his hand Sagat places a Strike faceup. He was correct! Ryu's card is discarded and the Counter-Attack text on Sagat's is resolved in full! If Sagat had been wrong, then he would have been defenseless against Ryu's Attack.
Countering a Bait!
Alternatively, the Defender may play the Bait! card as a Counter-Attack. If this card is played against an Attacker's Bait! card, the Defender gains 2 Meter, deals 2 Unblockable damage, and draws 1 card.
Example: Ken chooses to Attack, placing 1 card facedown in front of him. His opponent doesn't think it's going to do much and decides to Block the Attack. It worked! Ken flips over his card and it is a Bait! No Block Dice are rolled, Ken gains 2 Meter, and forces his opponent to move 1 square in the direction he chooses.
Throw Cards
Cards with the Throw X keyword work a bit differently in Attack sequences than other cards. If an opponent chooses to Block, and the card you reveal contains the Throw X keyword, they will not roll any Block or boosted Block Dice.
Resolving a Throw — If a Throw deals damage, move the defender exactly X spaces away from the attacker's space in any direction. This movement is stopped if the defender enters a space occupied by a Character, Object, or Wall.
Throw 0 — Attacks with Throw 0 will not move the Defender, but still prevent them from rolling dice.
Example: Zangief throws Ryu directly onto a rock, dealing 1 damage and destroying the terrain in the process.
Example: Ken throws Ryu into a Wall, which stops any movement and deals 1 damage to Ryu.
Example: Chun-Li throws Sagat into an unsuspecting Vega. This stops Sagat's movement, but also deals 1 damage to both Sagat and Vega!
Collisions
When a Character involuntarily enters a space with an Object or Wall, they must stop at the Object or Wall's space and take 1 damage from the Collision.
If a Character makes contact with any other Character, their movement ends in the last open space they were moved into, and inflicts 1 Unblockable damage to both Characters. During a Throw, the Attacker places the thrown target in any open space within range of the Throw, instead of the last open space they occupied. The Character who was hit by the thrown Defender is not moved.
Knockback X — If the Attack deals 1 or more damage, move the Defender X spaces in a straight line away from the Attacker. This movement may cause Collisions.
Attack Card Movement
Some Attacks have a special movement value. The Attacker must be able to end their move adjacent to the Defender by the end of this special movement in order to count as a legal Attack.
Charge X
A Charge requires that the Attacker's path to the Defender be clear with no Object, special terrain type, or another Character blocking the path to the intended target. The Attacker moves X spaces (as listed on the card) in a straight line, making no directional changes while moving. Charges do not cause Collision damage. If the Attacker makes contact with the Defender before using all of their movement, they push the Defender along. This pushing continues until the movement is used up or hits any of the following:
- Wall: If the Defender is pushed into a Wall, the movement stops and they take 1 Unblockable damage.
- Object: If the Defender is pushed into a destructible Object, the Object is destroyed, the Character takes 1 Unblockable damage, and the push movement continues.
- Other Character: If the Defender is pushed into another Character by Charge, all Characters will continue the movement. If the last Character in the line hits an Object, all characters follow the above Object Collision rules, with only the character striking the Object receiving damage. If the last Character hits a Wall, then both the Defender and that Character take 1 damage and stop moving.
Example: Ken charges Zangief with his Hurricane Kick directly into a tree! This destroys the tree and inflicts 1 automatic damage on Zangief before dice are rolled.
Example: After lining up, Ken uses his Hurricane Kick on Zangief, knowing that Vega is behind him. This pushes Zangief into Vega. All Characters continue the movement which ends in Vega colliding with the tree. This destroys the tree and deals 1 damage to Vega!
Dash X
A Dash also requires that the Attacker's path to the Defender be clear with no Object, special terrain type, or another Character blocking the path to the intended target. The Attacker moves up to X spaces (as listed on the card) in a straight line making no direction changes while moving. The Attacker may only Dash if they can end their movement in any space adjacent to the Defender; this includes diagonals. Dashing does not move other Characters.
Example: Vega is able to use his Sky High Claw after checking to see that he is 3 spaces away and also within 3 spaces of at least one Wall or Object (a rock). He is, so he moves in a straight line toward Ken. After moving 3 spaces, as stated by the Attack Card, Vega is adjacent to Ken and can resolve the rest of the Attack.
Projectiles and Line of Sight (LOS)
The Attacker must be able to draw a line of sight after revealing a Projectile Attack. Check LOS by drawing an imaginary line from one corner of the space the Attacker occupies to two corners of the space the Defender occupies. If both of these lines can be drawn without crossing large objects, walls or another Character, then the Defender is said to be within LOS.
Note: Small objects do not Block LOS.
If the Projectile does not have LOS, the Attack may not occur and the Projectile Attack Card is discarded as a forfeited Action. Any card play as a Counter-Attack is returned to the Defender's hand.
Example: Ryu can easily see Sagat across this open ground. HADOKEN!
Example: Ryu can still see Sagat across this rock, because rocks are small objects and do not Block LOS.
Counting Diagonal Spaces for Projectiles
When counting diagonal spaces for range, the Attacker either counts in a straight line or diagonally with only 1 total change in direction. They may never "zig-zag" when counting to artificially inflate distance.
Example: Sagat counts Diagonal, Diagonal, Diagonal, Straight, Straight, hitting Ryu. TIGER!
EX Attacks
Each Character in the game has one or more specific Attacks that can be enhanced for additional damage. The Battle Dice indicator on the Attack Card will be yellow to denote an EX ability. After the Attacker flips the Attack faceup, if the Attack has an EX ability, they may spend 1 Meter to add 1 additional die to the Attack.
Ignore all Meter results for this special enhanced Attack as per the Golden Meter Rule.
Terrain Types
Objects — These are 3D terrain models that are placed on top of the map in specified spaces (see Stage Diagrams, page 28).
Small and Large Objects
Small Objects — Small Objects may be destroyed and do not block LOS. Figures may not voluntarily enter these spaces. However, they may be hit or Attacked into these spaces by opponents – or, unfortunately, by their allies! When a figure enters a Small Object's space, immediately remove the Object from the map and deal 1 Unblockable damage. These destructible objects remain destroyed for the rest of the round and are only reset at the start of a new round.
Large Objects — These are treated the exact same way as small destructible objects, only these are larger and taller objects that Block LOS.
Voluntarily Destroying Objects — A Character may never voluntarily destroy an Object.
Maps
Each Stage is a map grid of 9x9 square spaces.
Open — Open Terrain is denoted by squares with a white border. Characters may enter and move through these spaces normally for 1 movement point.
Walls and Wall Damage
Walls — Any edge of a space that touches an area of the stage without a grid is called a Wall. Hitting an opponent against a Wall ends movement, and deals 1 immediate Unblockable damage to the Character.
If a Character is ever knocked back, charged, or involuntarily pushed into a Wall, then any extra movement is ignored, the Character stays adjacent to the Wall and they take 1 Unblockable damage immediately, regardless of the number of spaces they were moved. If a separate effect, such as Knockback, pushes the Character into the Wall again, they take 1 Unblockable damage. Walls cannot be destroyed and are the permanent boundaries of the map.
Multiplayer Rules
Street Fighter: The Miniatures Game Multiplayer Mode can be played in a number of different ways. Certain rules must be considered when playing with more than 2 Characters on a single stage, and those special rules and clarifications are as follows:
Moving through Allies — Characters on the same team may move through each other, but may never end their movement on the same space as an ally.
Showing Cards — Allies are allowed to show each other their cards. This is especially useful in Tag Team games where unique Tag Team Combos can be made. Players may never touch or exchange each other's cards.
"Push-Back" — A simple term for the act of having your Character moved involuntarily due to another Character colliding with your own and continuing to move together. All push-back damage that is taken when a Character is not the target of the original Attack is treated as Unblockable damage.
"Friendly Fire" is "On" — If any Attack causes an ally to be pushed on the board, they are pushed as normal and take damage from walls or objects, they collide with and destroy as normal.
Multiplayer Collision — Attackers can throw Defenders into other Characters which deals 1 damage to each of the Characters involved in multiplayer games. Do not move the Character that was hit by the thrown Character. Instead, place the thrown Character into any open space within range of the Throw.
Throwing in Multiplayer Games — Characters can be thrown into other Characters both friend or foe. Characters may never Throw their own allies into other Characters unless forced to do so via an Event card.
5-to-6 Player Games — We recommend only experienced players who have a few games under their belts play with this many players, as things can get absolutely intense with so many fighters in a single stage!
Team Mode
Team Mode – 2v2, 3v3, 2v2v2
Allows players to form up into cooperative teams against each other in 2v2, 3v3, or even 2v2v2 formats for an all-out melee brawl to determine who is the best group of Street Fighters! Team up once-hated rivals like Ryu and Sagat, longtime friends Ryu and Ken, or pit heroes Ryu, Ken and Chun-Li vs their rivals Zangief, Vega and Sagat! Put together your dream teams and see if you can take on all challengers!
Setup Sequence for Team Mode
- Select! — All players select a Character, taking the corresponding figures, Character cards, and Battle Decks, then agree on the stage they want to play on. Take a number of Turn Order tokens equal to the number of players. Ready! — Randomly determine a starting team by rolling 4 dice for each team. Continue rerolling as needed until there is no tie for 1st. The team that rolls the most Meter results chooses a Turn Order token. Then, teams alternate clockwise choosing Turn Order tokens until all tokens are chosen.
- Set! — Players place each 3-D Object in the location shown in the stage diagram. The last player in turn order chooses a side of the board for their team to start on and places one of their Characters on a Start Space. If playing 2v2, these spaces are the VS spaces. If playing 3v3, use both sets of VS spaces. If playing in 2v2v2, see the special deployment rules below. Teams alternate placing Characters only on their side of the team starting spaces.
- Draw! — Each player draws 5 cards to form their starting hand. Players may each take 1 mulligan by shuffling any number of cards from their hand into their deck, then drawing back up to 5 cards. All players are now ready to begin with Player One taking the first turn of the game.
Take turns in the order determined by the Turn Order tokens, following all of the normal rules for your Turn Sequence.
2v2v2 Team Deployment
In the case of a 2v2v2 game, each team sets up using the Free Placement Variant rules (see Variants, page 24). Set up the Characters at least 3 spaces away from any opponents. There is no restriction on placement near allies.
Winning a Team Game
Only one Round is played. The team with the last Character or Characters left standing is declared the collective winner!
Free-for-All Mode
Free-For-All Mode – 3 to 6 Players
Free-for-All Mode is definitely the most intense of all the modes, where multiple fighters compete on a stage each with their own interests in mind! Oftentimes, players will team up against one target, but quickly switch tactics when they see another opponent coming away with a Health advantage! Bargaining, table talk, temporary alliances, immediate betrayals, and pleading for your life are all highly encouraged and give an extra layer of fun to this frantic mode of play! Only one fighter can be left standing by its end!
Setup Sequence for Free-for-All Mode
- Select! — All players select a Character, taking the corresponding figures, Character cards, and Battle Decks, then agree on the stage they want to play on. Take a number of Turn Order tokens equal to the number of players.
- Ready! — Randomly determine a starting player by rolling 4 dice for each player. Beginning with the player that rolled the most Meter results and continuing clockwise, each player chooses a Turn Order token. Continue rerolling as needed until there is no tie for 1st.
- Set! — Players place each 3-D Object in the location shown in the stage diagram. Then, in reverse turn order starting with the last player and ending with the first player, place Characters at least 3 spaces away from each other, if able. If a player is unable to place their Character 3 spaces away, they place the Character as far as is currently possible and gain 2 Meter.
- Draw! — Each player draws 5 cards to form their starting hands. Each player may take 1 mulligan by shuffling any number of cards from their hand into their deck, then drawing back up to 5 cards. All players are now ready to begin with Player One taking the first turn of the game.
Guard Effect (Only in Free-for-All Mode)
Because of the nature of Free-for-All games, it's possible that a player will get ganged up on by multiple opponents. Not only is this no fun at all, but it's also extremely punishing for them, as they might spend cards to Counter-Attack against multiple Characters, exhausting their hand quickly. To counteract this, we give the player being ganged up on a Blocking bonus called the "Guard Effect".
Guard Token Activation — Place the Guard token on the last person attacked by a single Action or Combo Action after that Action resolves. If the Character with the Guard token is targeted by any effect in the game, they gain 1 additional default die for each new Attack targeting them.
Example: If a Character is targeted by a second Attack while they have the Guard token, they roll 3 dice against that new Attack. If a third Attack from an opponent targets them, they roll 4 dice against that new Attack, then 5 against a fourth Attack and so on, with a limit of up to 8 dice rolled against a single Attack.
A defending player may also further boost this Block by discarding appropriate cards as normal, as long as they do not exceed the limit of 8 dice rolled against a single Attack.
The Guard Effect changes to a new Defender if a new target is chosen for the next Action played by the current or any future Character. Move the Guard token to the new target Character after the resolution of that Action or Combo Action and begin the effect over again.
The Guard token is immediately removed from the game and is no longer available if there are only 2 fighters remaining in the game at any time.
Example: Ryu (1) just attacked Sagat (4), which gave Sagat the Guard Token. If Chun-Li (2) decides to Attack Sagat next, then he will have a starting dice pool of 3. Zangief (3) sees that Sagat is low on vitality and continues to Attack him, Sagat will now have 4 dice before boosting, making it much more difficult to get damage through. If Zangief decides to Attack another opponent instead, then after his Attack Action, that opponent will gain the Guard Token and Sagat will go back to having his standard 2 dice.
Power-Up Mode
Power-Up Mode (Add to any Game Mode)
Follow the Setup Sequence for the type of game being played, along with the normal Turn Sequence for gameplay.
- Power-Up! — After setup, but before the first turn of the game, players place the 8 Power-Up counters facedown, shuffle them, and then distribute them evenly amongst all of the players in turn order. Players are not allowed to look at these tokens.
- Placement! — Each player, in turn order starting from Player One, places a Power-Up token facedown in an open space at least 2 spaces away from their Character. Power-Up tokens may not be placed in spaces occupied by Characters or Objects. If this condition cannot be met, then they may be placed 1 space away from any Character. If this condition still cannot be met, the token is discarded and not set on the stage.
Power-Up Tokens
Players immediately collect the token when their Character enters a space with a Power-Up token. Players may either use that token for its effect immediately or may save it for later and use it as a Response Event, which can be played before an Action on their turn or an opponent's turn.
Types of Power-Up Tokens (2 Tokens Each):
- Gain 2 Health
- Get +1 Action
- Draw 2 Cards
- Force an Opponent to Discard 2 Cards
Tag Team Mode
Tag Team Mode – 2-on-2 and 3-on-3 Players
In this mode, players form Tag Teams to take on a rival team. Only one Character is allowed to be out on the stage at any given time. However, as a team you may decide at important moments to swap out the current fighter for another player's Character waiting on the sidelines. They can use this to extend Combo Actions, distribute unwanted damage, and take advantage of certain team weaknesses. In this mode, the Tag Team shares a single Meter gauge that increases when any fighter on a team rolls Meter results. Collectively, they must determine when it is the right time to tag in order to obtain victory! Find the best synergies with your Tag Teams and dominate your opponents!
Setup Sequence for Tag Team Mode
- Select! — All players select a Character, taking the corresponding figures, Character cards, and Battle Decks, then agree on the stage they want to play on.
- Ready! — Randomly determine Team One, by rolling 4 dice for each team. Continue rerolling as needed until there is no tie for 1st. The side that rolls the most Meter results chooses a Turn Order token. The remaining teams choose a Turn Order token in clockwise order. All teams are then given 3 Tag Team tokens.
- Set! — Players place each 3-D Object in the location shown in the stage diagram. Team One chooses to start either on the VS or VS Start Spaces on one side of the stage map. The remaining team sets up on the remaining Start Spaces. If playing in 2v2v2, players set up their Characters at least 3 spaces away from their opponents with no restriction on placement near your allies.
- Draw! — Each player draws 5 cards to form their starting hands. They may each take 1 mulligan by shuffling any number of cards from their hand into their deck and drawing back up to 5 cards. All players are now ready to begin with Team One taking the first turn of the game and teams taking turns in clockwise order.
Tag-In Action
A new Action is added to the game in Tag Team Mode.
During a player's turn, as an Action, they may spend 2 Meter to Tag-In. The Character leaving battle regains 2 Health. The Character entering battle draws 2 cards. Swap the Character leaving the stage with the Character entering the stage. This Action does not cost a Tag Team Token.
Number of Actions on a Team
When taking a turn, a team is considered 1 Character and only gains 2 total Actions for the turn. Teams must share these 2 Actions during their team turn. As an example, a team may take 1 Action with 1 Character on the team, use a Tag Team Token, swap in a new Character, and that new Character can take only 1 more Action. Alternatively, a team may take 1 Action with 1 Character, then use their Tag-In Action and bring in a new Character. But, they are now out of Actions and may only use Free Actions.
Tag Team Tokens
Each team is given 3 Tag Team Tokens. Tag Team Tokens can be spent during any player's turn to interrupt any Action in the game.
A player may spend a Tag Team Token at any time to take a free Tag-In Action. Using a token in this way does not cost an Action or require the player to spend 2 Meter, and the swap interrupts play to happen immediately.
In most instances, this is used before the Attacker rolls their damage so that allies can take any potential damage instead. The team collectively makes these decisions; if there is a dispute, roll 4 dice to determine a winner.
In other instances, this is used in the middle of an Attack to have an ally continue a Combo Action that you started. The next Attack played by your ally must have the correct Linker and be at legal range. That ally may continue to use Combo Actions as Free Actions as long as they have legal Linkers. Return the cards to their respective owner's discard piles once the Combo Action is complete.
KO'ing Characters
When your Tag partner is KO'd, your Character immediately swaps in using a Tag-In Action for free as if you used a Tag Team token. Even if they have no remaining Tag Team tokens. You must KO all Characters on an opposing team to declare victory.
Classic Arcade Mode
This mode is played between two players. The stage restricts the Characters onto a classic arcade 2D stage of 9 spaces long and 1 space wide, much like the actual video games. This mode can be played on the standard game boards by restricting movement to a row of 9 spaces.
Setup Sequence
- Select! — All players select a Character, taking the corresponding figures, Character cards, and Battle Decks, then agree on the stage they want to play on.
- Set! — Use the special Classic stage map. This limits play to just a line of 9 spaces.
- Ready! — Both players place their figures so that they have 3 open spaces between them and 2 open spaces behind them.
- Draw! — Draw 5 cards to form your starting hands. You may each take 1 mulligan by shuffling any number of cards from your hand into your Battle Deck, then drawing back up to 5 cards. You are now ready to begin with Player One taking the first turn of the game.
Moving Through Opponents in Classic Arcade
Unlike in other modes, you MAY move through your opponent in Classic arcade as if the space was empty but you may never end your movement in the same space as your opponent.
Walls in Classic
Walls work differently in Classic. The only "real" Walls in the game are the two at either end of the 9x1 grid. Players may never throw or move Characters into the "walls" on either side of the stage. These are ignored for all in-game purposes and may never be moved or pushed into.
3-on-3 Mode
3-on-3 Team Swap Mode
Play the game in a two-player Versus Format, but with 3 Characters per side.
Select & Setup
Determine player order first. Then, in player order, select one Character and alternate selecting one Character until 3 Characters have been selected per player.
Follow the Setup Sequence and Turn Sequence for the Versus Mode.
KO'd Character Swap & Victory
The current round ends and the next round begins whenever your first Character is KO'd.
Do not swap Start Spaces with your opponent. Instead, replace all destroyed Objects, and begin in the same Start Space with one of your remaining Characters. Then, discard your previous Character's Battle Deck completely; it is removed from the rest of the game. Use the new Character's Battle Deck instead. Meter is carried over from the KO'd Character's gauge and added to the new Character's gauge.
The surviving character will reset to in their original Start Space on the board without resetting their Health and Meter dials.
Game Variants
There are a variety of different ways to play the game that we thought players might enjoy after they have tried all the standard modes!
Casual Variant — All games played in this set are assumed to be played casually amongst friends. This allows you to pick your own stages and Characters quickest based on predetermined preferences. This is the default mode of play.
Competitive Variant — If you would like to play with strict rules in place that govern Character selection and counter selection, stage selection, Character placement, and first turn rights, follow these steps below. This variant is used in tournaments and store events.
Setup Sequence for Competitive
- Order Select! — Take a number of Turn Order tokens equal to the number of players. Each player rolls 4 dice. The winner is the player that rolls the most Meter symbols, with the remaining players ranked in descending order of their rolls (reroll any ties).
- Character & Team Select! — Choose Characters in descending turn order from the last player to the first player, until all players have selected a Character. If playing in Team Modes, players must come to the table with their partners already selected.
- Ready! — The player (or players when playing Team Mode) that chose their Character last may now select the stage to be played on. They place their Character on the board first along with any teammates on a side with a Start Space – using the VS spaces for 2v2 or both sets of VS spaces for 3v3. If playing with 2v2v2 place your Characters at least 3 spaces away from any opponent with no restriction on placement of your allies. The remaining players place their Characters in the open Start Spaces. If playing with 2v2v2 place your Character at least 3 spaces away from any opponent with no restriction on placement near your allies.
- Draw! — Draw 5 cards to form your starting hands. Each player may each take 1 mulligan by shuffling any number of cards from their hand into their deck, then drawing back up to 5 cards. Players are now ready to begin with Player One taking the first turn of the game.
Free Placement Variant — Instead of using any of the color-coded Start Spaces on the board to place your Character, place them anywhere as long as they are at least 3 spaces away from any other opponent. Allies have no restriction on the amount of spaces they are placed away from each other.
Note: This variant gives close-range fighters a small initial advantage.
Mirror Match Variant — Have two core sets or multiple expansion/Boss Sets? Feel free to fight mirror versions of yourself! Paint your minis to give them alternate color schemes to help differentiate between players, if you so desire!
Boss Fighter Variant — Each Boss Set includes a Battle Deck which depowers the boss into his normal fighter form and can be played in any of the game's other modes on more equal terms!
Multiple Stage Variant — Have multiple stages and table space? The first time a Character is knocked into a Wall, place a second stage in a way desired by the Attacker and continue the movement after taking the damage! Play then continues across these two maps with that single Wall determined to be breakable. Players can travel between maps by simply moving into them through destroyed sections of the Wall only. Mark that a Wall has been destroyed by a Power-Up token on the line of the Wall border. If you have room, additional maps can be added to each board edge – up to 4 additional maps for an epic stage experience!
Designer Notes
For the Universal Tactics System game engine employed by Street Fighter: The Miniatures Game, we wanted to go for a slightly more casual experience – quick, fun games for players of all experience levels, with strategy and depth aimed at fighting game fans. We wanted a system that results in close battles that players will enjoy playing again and again and can easily incorporate new IP's in the future! Since many people love free-for-alls, we looked to create a party-like atmosphere for multiplayer games, and we think we nailed that perfectly.
Like most things, video games are a combination of expertise and chance. We aimed for a ratio of around 60% skill and 40% luck for this system. In the future we may look to develop an even more hyper competitive version of the Miniatures Game and those players who enjoy that may want to try out our sister game the Universal Fighting System! To forge a more competitive environment, future iterations of UTS may involve less chance and give players more control over the action. But, for now, we wanted to include as many players as possible in the action! Below, we have some tips and suggestions to fast-track your learning curve into the universes of Universal Tactics System.
Players should note: this section partially deconstructs the game's mechanics and provides guidance on playing effectively. No rules are included below beyond what has already been stated above.
General Game Strategies
As the Attacker you want to KO your opponent as fast as possible. To do that you will need to:
- Play Attacks at an optimal distance for additional damage opportunities.
- Hold cards in reserve for larger damage-dealing Combos.
- Play cards that deal Collision damage when the Defender is adjacent to other figures, Objects, and Walls.
- Don't be predictable. Play Attacks outside of their most advantageous timing and optimal range.
- Use Combos when the Defender has few to no cards in their hand. This reduces the chance of them being able to prevent follow-up Attacks by countering the initial Attack.
As the Defender you want to avoid as much damage as possible. To do this, you will need information on the Attacker's Attacks.
- Be aware of the range the Attacker is Attacking from. Attackers that are Attacking from a greater distance need a Projectile or Special movement to hit from further away.
- Attackers will tend to use Attacks with pushing effects when you are near other figures, Objects, or Walls to take advantage of Collision damage.
- Each Attacker will have a play style which determines the number of Attack types found in their deck. Pay attention to which types your opponent plays most, then counter-attack those types.
- Learn the opponent's Attack bonuses and where they come from, such as Edge bonuses and Combo starters.
- Use Response Event cards to move out of the range of Attacks or to just outright stop Attacks. Look to end Combo starters, EX Attacks, and Supers prematurely with these Events.
- If you cannot decide how to defend, then you can take the "safe" path by using Block Dice. These Blocks may be boosted by discarding Event cards to make Blocking more effective. This method also helps you build Meter, but beware of players punishing excessive Blocking with Bait!, Focus Attacks, and other Event cards.
New-Player Tendencies
The following tendencies are most commonly used by new players:
- Players have more Health to risk at the beginning of the game, and often take risks that leave them vulnerable to Counter-Attacks and Bait! cards.
- In the later stages of the game, players have lower Health and tend to play less risky by Blocking more.
- Players at 1 or 2 Health usually attempt to Counter-Attack, as they will likely get KO'd if they Block anyway.
- Cautious types of players tend to hold on to Meter and EX Attacks too long while waiting for the perfect time to use them.
- Reckless types of players tend to spend Meter on EX Attacks as soon as they can afford one, leaving nothing to pay for Super or Ultra Attacks.
Counter-Attacking Strategy
Reading your opponent and the situation increases your odds of successfully Counter-Attacking. Ask yourself the following questions:
- Do I think the Attacker is actually playing an Attack?
- If I think they are, then are they playing a Strike, a Special, or a Projectile Attack?
- Finally, do I have the capability to Counter-Attack that specific type of Attack in my hand?
The following information will help you answer the above questions:
- How many copies of Bait! has the Attacker played?
- How far away are they?
- Do they have Attacks with Special movement? How many have they used and how many did they have available?
- Are you next to anything that causes Collision damage? How many Attacks does the Attacker have left that can result in Collision damage?
- How many cards are in their hand? What card types do they use to start Combos?
Character Play Styles & Deck Compositions
The distribution of each type of Attack in your Battle Deck will differ depending on your Character, their play style, and archetype. If your Character favors Projectiles and zoning your opponent, then Projectile cards should be more plentiful in their deck. If your Character favors aggressive rushdown play, then Strike cards - which deliver enhanced Combo potential - will be the heartbeat of their deck. The Characters were designed to operate as one of the following archetypes:
- Balanced — Balanced Characters do not favor a particular Attack type. Balanced decks have an even number of types.
- Rushdown — Rushdown Characters prefer to remain close to their opponents. Their decks feature Attacks with Special movement and Combo options.
- Cross-Up — Cross-up Characters attempt to remain just out of the range of Strike Attacks. They tend to favor Special Attacks that close the distance between their opponent, and then quickly move back to the safe distance until the next opportune moment.
- Zoner — Zoner Characters will stay further away than most Characters. They favor Projectiles and long-range Attacks.
- Grappler — Grappler Characters like to stay close to opponents because they favor Attacks with Throw to get around Blocks. These Characters rely on Collision damage to make up for a lack of damage from Combos.
- Defensive — Defensive Characters let the opponent come to them to empty their Attack hand as the Defender blocks each Attack. They have more Events than a typical Battle Deck to help with boosting Blocks.
- Specialist — Specialist Characters favor Attacks with keywords. Instead of focusing on an Attack type, they will favor a keyword, such as Edge, Combo, Stun, Mix-up, or Poke to determine their play style.
Part of the fun when choosing a Character is identifying their style and honing it to perfection, while also learning the styles of other Characters and exploiting their weaknesses.
Glossary
- Action — During each player's turn, they have the ability to use two Actions: Draw 2 cards, Move, Play 1 Card, or Use an Ultra.
- Attack — Players Attack each other using cards from their hand or by spending Meter to use their Ultra Attack.
- Attack Card — This refers to a Strike, Special, or Projectile attack played by the Attacker. Event cards and Ultras are not Attack Cards.
- Battle Dice — The dice that come with the game are called Battle Dice. The number of default dice rolled from a card is indicated in the card's top left corner. When being rolled by the Attacker, they are referred to as Attack Dice and only count Attack and Meter results. When rolled by the Defender, they are referred to as Block Dice and only count Block and Meter results.
- Block — After being selected as the target of an Attack, the Defender may choose to Block. This allows them to roll 2 Block Dice by default.
- Block Boost — Any time a Defender chooses to Block, they may also discard Event cards from their hand to add 2 additional Block Dice for each card discarded. No more than 8 Block Dice may be rolled with a single Block.
- Charge X — Charging is a special kind of Attack movement. When an Attacker charges a Defender, they move X spaces making no directional changes, and push the Defender with them. The Attack is considered in range if they would end up adjacent to the Defender.
- Collision — Each time a figure is forced to move into a space containing another figure, Object, or Wall, by any effect other than Charge, that figure is dealt 1 Unblockable damage. Other figures are pushed out of their space. Objects in the space are removed.
- Combo (Ability) — A bonus for an Attack successfully played as a part of a Combo Action.
- Combo Action — A Free Action that allows the Attacker to play a follow-up Attack Card or Super with the correct Linkers after their Attack deals damage.
- Counter-Attack — After being selected as the target of an Attack, the Defender may choose to Counter-Attack. They play an Attack Card faceup and compare the Counter-Attack type with the revealed Attack's type. If the types match, then the Defender cancels the Attack and resolves the Counter-Attack ability listed.
- Dash X — Dashing is a special kind of Attack movement. When an Attacker dashes, they move up to X spaces making no directional changes. The Attack is considered in-range if they would end up adjacent to the Defender.
- Edge — Bonus dice awarded for meeting prerequisites upon Attack reveal, before special movement.
- Events — Cards that are played in addition to attacking and defending as a Free Action, Response, or Action.
- EX Attack — A special kind of Attack Card that may have 1 Attack Die added to it by spending 1 Meter. These Attacks are indicated with a yellow Battle Die.
- Focus Attack — A special kind of Event card that punishes a blocking opponent by dealing 4 damage to them. The Defender still rolls and applies Block Dice to the damage.
- Free Action — Free Actions are Actions that do not count against the usual Action limit of 2 a player is given during their turn.
- Guard Effect — This token is used in Free-for-All game modes. After a Character is Attacked, its player takes the Guard Effect token. The token grants the controlling player more default Block Dice after each successive Attack.
- Knockback X — If the Attack deals 1 or more damage, move the Defender X spaces in a straight line away from the Attacker. This movement may cause Collisions.
- KO — A Character is knocked out when their Health dial reaches 0.
- Line of Sight (LOS) — In order for an Attack to hit, the Defender must be in LOS of the Attack.
- Meter — A resource gained by rolling dice and playing cards that is spent to enhance EX Attacks, play Supers, or use Ultras.
- Meter Gauge — Meter is tracked with a dial on each Player Board. It may never rise above 8.
- Mix-Up X — After your opponent rolls their Block Dice, you may force them to reroll X dice of your choice.
- Mulligan — During Setup, each player is allowed to shuffle any cards from their hand into their Battle Deck and draw an equal number of cards.
- Objects — There are 2 types of Objects: Small and Large. A figure may never voluntarily enter a space containing an Object. Large Objects block line of sight.
- Poke — If the Attack deals 1 or more damage, discard 3 cards from the top of the Defender's deck.
- Projectile Attack — A type of Attack that has the most range of any type. These usually hit from 2-5 spaces away and may normally not be used while adjacent to a target.
- Response — An Event card that may only be played at the time specified on the card.
- Reveal — Turning over a card. A card is always resolved after it is revealed, unless it is canceled.
- Round — A round ends when a player or team wins or after 15 minutes. Each type of mode requires a certain number of rounds to be played in order to determine a winner.
- Special Attack — A type of Attack that tends to have Special Attack movements that can hit from varied ranges.
- Strike Attack — A type of Attack that tends to have ranges of 1-2 spaces.
- Stage Map — The board broken into spaces. Players use the stage map to maneuver their figures around and find advantageous positions.
- Stage Wall — The border surrounding the map.
- Start Space — A space with a VS marker on a stage diagram that indicates where to set up figures.
- Stun X — If the Attack deals 1 or more damage, the target must discard X random cards.
- Super — These powerful Actions are shuffled into the Battle Decks. They are played as faceup Attacks that cost 4 Meter. When rolling for damage count all Meter symbols as Attack results and do not gain meter. The defender may only roll boosted Block Dice to block damage.
- Tag Team Token — During Tag Team Mode, each team receives Tag In tokens which they may use to swap Characters as a Free Action.
- Throw X — If the Attacker deals 1 or more damage, move the Defender X spaces away from their space in a straight line. This movement may cause Collisions.
- Ultra — Every Character's card lists their Ultra Attack. These powerful Actions are used by spending 8 Meter.
- Unblockable Attack — Treat damage dealt by the Attack as Unblockable damage.
- Unblockable Damage — Block Dice and boosted Block Dice are not rolled against the source of the Unblockable damage. Effects which ignore damage may still be used.
- Whiff — When the Defender takes no damage after resolving an Attack.
Stage Diagrams
Dojo
The Dojo stage diagram uses a 9x9 grid. It features 4 Rocks (Small Objects), 5 Sakura Trees (Large Objects), and 2 Lanterns (Small Objects) arranged around a stream that runs along one edge with a small wooden bridge. Versus Character Start Spaces (2-player) sit on the inner columns of the left and right edges, while Multiplayer Character Start Spaces sit on the outer columns of the left and right edges.
Air Force Base
The Air Force Base stage diagram uses a 9x9 grid. It features 3 Small Crates, 4 Large Crates (both Small Objects), 2 Missile Racks (Large Objects), and 1 Boombox (Small Object) arranged on a tarmac with a fighter jet and cargo truck at the corners. Versus Character Start Spaces (2-player) sit on the inner columns of the left and right edges, while Multiplayer Character Start Spaces sit on the outer columns of the left and right edges.
Build Your Game!
Dojo Terrain
- Lanterns x2
- Rocks x4
- Sakura Trees x5
Air Force Base Terrain
- Boombox x1
- Small Crates x3
- Large Crates x4
- Missile Racks x2
Battle Dice
When Attacking or Blocking, players will need to roll Battle Dice and compare the results against the images below. Players only use the results useful to them when attacking and defending while ignoring the rest, unless instructed otherwise by a card effect. A special Meter icon is also printed on these dice. Players gain 1 Meter for each Meter icon rolled while attacking or defending. No more than 8 dice may be rolled for a single Attack, Block, or Event.
The six Battle Dice faces are:
- 1 Attack damage / Block 1 damage (two faces)
- Critical 2 Attack damage
- 1 Attack damage
- Block 1 damage
- Gain 1 Meter
The Golden Meter Rule — "Whenever a player spends Meter, they cannot gain Meter." Meter results are always ignored when a player spends Meter to play a Super, perform an Ultra, or Enhance an Attack via EX Enhancement. When rolling for these special types of enhanced Attacks, Meter results do not generate Meter.