Street Fighter V: Champion Edition Legends
Street Fighter V: Champion Edition Legends Rulebook
Table of Contents
Table of Contents
Overview
Street Fighter V: Champion Edition - Legends is a cooperative game of brawling action for 1–4 players. In each game, you will take on the role of your favorite Street Fighter characters and work together to defeat your rivals and overcome your nemesis. Build your combos, upgrade your abilities, and create your legend.
Components
- 12 Miniatures
- 28 Standees: 4 Nemesis Miniatures and 24 Minion Miniatures
- 4 Fighter Boards
- 4 Nemesis Boards
- 4 Stage Sheets
- 3 Minion Sheets
- 6 Stage Tiles: 4 double-sided small tiles and 2 double-sided large tiles
- 5 Dice
- 178 Cards:
- 84 Style Cards (6 decks of 14 cards)
- 48 Ability Cards
- 12 Fighter Cards
- 16 Rival Cards
- 18 Nemesis Cards
- 53 Tokens:
- 16 Fighter Health Tokens
- 24 EX Tokens
- 12 Objective Tokens
- 1 Nemesis Health Tracker
- 1 Rulebook
Setup
Stage Setup
- Choose a stage by gathering a stage sheet and the corresponding stage tiles (1 large and 2 small tiles). Create the map by placing the tiles in the center of the table, organizing them as shown on the "Stage Setup" side of the stage sheet.
- Choose a minion group, gathering the minion tokens and minion sheet for that group. Place the minion sheet and tokens near the map.
- Follow any setup instructions listed on the "Stage Setup" side of the stage sheet. Place minion tokens on the spaces indicated in the setup diagram.
- Follow the stage setup instructions as written on the stage sheet, then flip the stage sheet to the "Stage Rules" side.
Fighter Setup
- Each player takes a fighter board, placing it in front of them on the table. Fill the health bar with 4 health tokens.
- Each player chooses a fighter, gathering their fighter card, ability cards, and miniature. Place the fighter card in the designated space of the fighter board, Round 1 (R1) side up. Also, place ability cards on their designated spaces of the fighter board, standard side up.
- Each player will also choose a style deck. Shuffle the deck and place it near your fighter board, then draw 4 cards to create your starting hand.
- Each player may place their miniature on the starting space.
- Take the fighter dice from the box and place them within reach of all players.
Nemesis Setup
- Choose a nemesis from your available nemesis pool by gathering their nemesis board, miniature, and nemesis health track token. Place the nemesis board near the map, Round 1 (R1) side up.
- Place the nemesis miniature on the nemesis board. The nemesis will not begin the game on the map unless specified by stage setup.
- Take the nemesis cards from the box and remove the 3 Hard Mode cards. Shuffle the remaining cards. Then, deal 3 cards plus 3 cards per player to create the nemesis deck. Place the nemesis deck near the nemesis board.
- To ensure a more challenging game, do not remove the 3 Hard Mode cards. Instead, remove the 3 standard cards of the same name.
Rival Setup
- Each player is assigned a rival. They choose a rival from the available rival pool, gathering their miniature and rival card, and place the rival card above their fighter board, Round 1 (R1) side up.
- One at a time, each player places their assigned rival on any spawn location that does not already contain a rival.
Objective
The fighters win if:
- The nemesis is defeated
The fighters lose if:
- Any fighter is defeated
- A special loss condition on the "Rules" side of the stage sheet is satisfied
Game Flow
Each game of Street Fighter V: Champion Edition - Legends is played over a number of turns until the players either win or lose. Players take turns in clockwise order, beginning with a first player of their choosing. At any given time, the player taking their turn is referred to as the active player. During their turn, the active player will perform a Fighter Phase and then a Nemesis Phase.
Fighter Phase
- The active player plays 2 style cards.
- Then, the active player draws 2 style cards.
Nemesis Phase
- Activate each minion on the map.
- Activate all rivals above the active player's fighter board.
- Draw and resolve 1 nemesis card.
Fighter Phase
During the fighter phase, the active player must play 2 style cards from their hand. Each card must be fully resolved before another card may be played or an ability performed.
Each time a style card is played, the following steps must be performed:
- Resolve Effects: Place the card faceup on the table in front of you and resolve each action on it, in order from left to right.
- Add to Combo Meter: Once the card is resolved, it becomes part of your combo meter, and can be spent to perform abilities found on your fighter board.
Combo Meter and Ability Cards
Each card has one or more combo icons that can be used to activate actions found on the ability cards of each player's fighter board. After you play a card, it is added to your combo meter and the icons on that card become available to use. Place the card below your fighter board to indicate that it is in your combo meter. A fighter may never have more than 4 cards in their combo meter.
Each ability has a combo icon cost associated with it. To perform an ability, a player must pay the cost by discarding cards from their combo meter with icons that match those of the ability's combo icon cost. Once the cost has been paid, they may resolve each action listed on that ability from left to right. An ability must be fully resolved before another ability or style card can be resolved.
During the Fighter Phase, only the active player may play style cards from hand. However, any player may perform abilities. There is no limit to the number of abilities a player may perform each turn, and they do not count as playing a style card.
Ability Tiles
Ability tiles are double sided, featuring both Standard and Upgraded sides. They begin the game with the Standard side up, but can be upgraded throughout the game in various ways. The Upgraded side of the tile has a yellow upgrade marker to differentiate it from the Standard side.
Each ability card shows its name, its combo cost (the combo icons that must be discarded to perform it), its ability actions, and sometimes a kicker.
Kicker
Some ability cards allow players to discard extra combo icons in order to perform additional actions or further modify existing actions on that card. These extra combo icons are found at the bottom of an ability card and are entirely optional. An ability may be activated without performing the kicker, but a kicker cannot be performed without activating that ability.
Card and Ability Actions
Each style card and ability card has one or more actions. When you play a style card or perform an ability, you resolve each action in its action row in order from left to right. Each action is optional, unless otherwise specified; a player may choose to skip an action, but the actions may never be resolved out of order.
Note: Some style cards and ability cards have more than one action row. In this case, each action row should be resolved from top to bottom.
Actions
The actions found on a style card or ability are as follows:
- Movement actions allow you to move your fighter a number of spaces. Fighters may only move into adjacent spaces. Adjacency is always counted orthogonally. The number in the move icon indicates the maximum number of spaces your fighter is able to move, though a fighter may always move fewer spaces than indicated. Fighters may move in and out of spaces occupied by other figures, unless otherwise specified by a stage or card effect.
- Melee Attack actions allow you to target enemies in your space. The number in the melee attack icon indicates the number of dice that will be rolled for that attack. To make a melee attack, choose a single enemy in your space to target, then roll the appropriate number of dice. Add up the number of attack symbols rolled and apply those toward your target's health value. If the number of successes matches or exceeds the target's health value, the attack is successful and the target is damaged. Otherwise, the attack fails.
- Short Range Attack actions allow you to target enemies in an orthogonally adjacent space. You may not target enemies in your current space with a short range attack. These attacks are otherwise performed in the same manner as melee attacks.
- Long Range Attack actions allow you to target enemies up to 2 spaces away, counted orthogonally. Like short range attacks, they may not be used to target enemies in your current space. These attacks are otherwise performed in the same manner as melee and short range attacks.
- EX actions allow you to charge your EX gauge. You may add 1 EX token to the EX gauge at the bottom of your fighter board. A fighter cannot hold more than 3 EX tokens in their EX gauge. If they would gain more than 3, they may immediately perform an upgrade (see below), and keep their remaining tokens, to a max of 3.
- Pull actions allow you to move 1 figure in an adjacent space to your space. Pulled figures will trigger stage and card effects for moving.
- Push actions allow you to move 1 other figure in your space to an adjacent space. Pushed figures will trigger stage and card effects for moving.
Note: A fighter may attack a rival that is not assigned to them. However, if they do, that rival will become assigned to them. They must move that rival's card above their own fighter board. In this way, a fighter can be assigned more than one rival at a time.
Sprint
Not enough movement actions on your cards? Not to worry. Any style card can be played for a Sprint icon. When playing a card for Sprint, ignore all other actions on that card. It is still added to your combo meter as normal.
EX Tokens
EX tokens can be spent to gain a number of effects. When an EX token is spent, discard it from the spending fighter's player board. EX tokens may be spent at any time to gain the effects. The effects that can be gained are as follows:
- Boost - Discard 1 EX token to boost an attack or move action (see below).
- Reroll - Discard 1 EX token to reroll a die after rolling an attack.
- Upgrade - Discard 3 EX tokens to upgrade an ability. To upgrade an ability, choose which ability you would like to upgrade and flip that card to its upgraded side. An upgraded ability may offer additional actions or increase the power of one or more actions.
Defeating Enemies
Each minion and rival has a health value indicated on their card (nemesis health is explained below), which is the number of successes you must apply in a single attack to damage that enemy. If you do not roll enough successes to match or exceed an enemy's health value, the attack fails. However, if you do roll enough successes to damage an enemy, additional successes may be applied to another enemy in the same space.
Successes cannot be carried over from one attack to the next. Any unused successes are lost at the end of the attack action in which they were generated.
When a minion is damaged, they are defeated. Remove their token from the map and gain the reward. When a rival is damaged and their card is on the Round 1 (R1) side, flip that card to its Round 2 (R2) side. When a rival is damaged and their card is on the R2 side, that rival is defeated. Remove their figure from the map and gain the reward. Rewards gained are as follows:
- Standard Minion: 1 EX token
- Elite Minion: 2 EX tokens
- Rival: 3 EX tokens
Modifying Cards and Actions
Some effects modify a card or action to make it more powerful. Most modifications are indicated using keywords under the icon of the action or the bottom of the card they are modifying. These modifications are as follows:
- Boost - Add +1 to the number within the action icon. For example a Movement 2 can be boosted to become a Movement 3, or a Melee Attack 3 can be boosted to become a Melee Attack 4. Each action may only be boosted once.
- Target X - Choose multiple targets within range for this attack. X indicates the number of targets that may be targeted with this attack. Excess successes may still only be applied to a single additional enemy at a time.
- Withdraw - Move in or out of a space without triggering a stage or card effect.
- Charge - If this is the second card you've played this turn, this action gains boost.
In some cases, unique modifications are used, which require more than a single keyword to explain. A row of text after an action or at the bottom of a card will explain how that modification is resolved.
Nemesis Phase
After you draw 2 cards, the Nemesis Phase of your turn begins.
First, each minion on the map is activated, beginning with Standard minions and followed by Elite minions. To activate a minion, resolve each icon in the activation window of the associated token's minion card from left to right. Once each minion has been activated, activate each rival currently above your fighter card. Like minions, activate a rival by resolving each icon in the activation window on the associated rival card from left to right.
After minions and rivals have been activated, the active player must draw 1 nemesis card from the top of the nemesis deck and resolve it. To resolve a nemesis card, match the nemesis icon with the corresponding ability on the nemesis board. Resolve the actions indicated in that ability's action row from left to right. In the case that more than one action row exists, resolve each row from top to bottom. Finally, populate the map with new minions by placing the minion tokens listed on the nemesis card in the indicated locations.
Minion and Rival Activations
When minions and rivals activate, resolve each icon in their activation window from left to right. Minions will always target the fighter nearest them. Rivals, on the other hand, will only target the fighter that has been assigned their rival card. Most enemy icons are resolved in the same manner as fighter icons. The rules for enemy icon activations are as follows:
- Movement: Move the enemy the number of spaces indicated toward their target, following the shortest possible route. An enemy will stop moving once it is in range of attacking its target. For example, a minion with a long range attack will stop moving once it is 2 spaces away from a fighter within line of sight. Additionally, an enemy with a long or short ranged attack that shares a space with a fighter will move to be in range of that fighter.
- Melee Attack: The enemy targets a fighter in its space. The enemy deals the indicated number of damage to the targeted fighter.
- Short Range Attack: The enemy targets a fighter in an adjacent space. The enemy deals the indicated number of damage to the targeted fighter.
- Long Range Attack: The enemy targets a fighter up to 2 spaces away. The enemy deals the indicated number of damage to the targeted fighter.
- Pull: The enemy moves a fighter in its space to an adjacent space. The fighter must move toward the nearest enemy not in their space.
- Push: The enemy moves a fighter in an adjacent space into their space.
- Stun: A fighter in this enemy's space is stunned. Lay that fighter's miniature on its side to indicate that it is stunned. The next time that fighter plays a card, they may not resolve any actions on that card (it is still placed in their combo meter). Then, stand their miniature upright to indicate that they are no longer stunned. At any time, a fighter may discard an EX token to stand their miniature upright to indicate they are no longer stunned.
- Poison: A fighter in this enemy's space must discard 1 EX token. If they cannot, they suffer 1 damage instead.
- Boost: Add +1 to the number within the action icon. Enemy actions can be boosted multiple times.
Note: In addition to icons that must be resolved when they activate, many enemies have passive abilities that are always in effect. Watch out for passive abilities found on certain minion and rival cards.
Minion Card
- Standard Minion: each minion card shows the minion's name, its health, an activation window, and any passive text. Standard minions are marked with the Standard minion symbol.
- Elite Minion: marked with the Elite minion symbol. Elite minions have their own activation window and their own passive text.
- Health: the number shown on the minion card is the number of successes required to damage that minion.
Minion Groups: Each minion group is made up of two different minion types: Standard and Elite. These each have their own unique abilities and are represented in game by their own minion cards and tokens.
Rival Card
- Rival Name: the name of the rival character.
- Round: the rival card's current round side, R1 or R2.
- Activation Window: the icons resolved when the rival activates.
- Health: the number of successes required to damage that rival.
Damaging a Fighter
When a fighter is dealt damage, remove 1 green health token from their fighter board for each damage dealt. For example, if a fighter is dealt 2 damage, that fighter must remove 2 green health tokens from their fighter board. When a fighter's 4th and final health token is removed, that fighter is KO'd.
If a fighter is KO'd when their fighter card has the Round 1 (R1) side up, flip that card to the Round 2 (R2) side and refill the fighter's health with 4 health tokens. Then, the game continues as normal. Any excess damage dealt to a fighter after their R1 health is depleted does not carry over once the card is flipped. They will always begin R2 with full health. If a fighter is KO'd when their fighter card has the R2 side up, they are defeated and the game is lost.
It is possible for a fighter to block incoming damage. A fighter may cancel 1 damage dealt to them by discarding 1 card from their combo meter. This may be performed multiple times to cancel more than 1 damage.
Nemesis Cards
After minions and rivals have activated, the active player must draw and resolve 1 card from the nemesis deck. To resolve a nemesis card, the active player must first match the nemesis icon on the card with the corresponding ability on the nemesis board. This ability must be resolved. Then, populate the map with new minions as indicated by the spawning window on the nemesis card.
Each nemesis card will spawn 1 or more new minions, placing them on the spawn locations found on the game map. The spawn window on each nemesis card will indicate which type of minion must be placed on the map, and in which spawn location. Minions are always placed on the map active side up, unless otherwise specified.
Advancing the Nemesis
If ever a minion is to spawn, but cannot because there are not enough tokens of that type in the supply, the nemesis advances. Discard the top card of the nemesis deck and resolve the nemesis ability associated with the nemesis icon on that card. Do not resolve its spawning window.
Nemesis Card Anatomy
- Card Name
- Nemesis Icon
- Minion Type
- Spawn Location
The Nemesis
Players win the game by defeating the nemesis. However, the nemesis begins the game off the map. Player cards and abilities cannot affect the nemesis while they are not on the map. To attack the nemesis, players must wait for them to spawn.
Nemesis Abilities
Each nemesis has 3 abilities that correspond to an icon found on cards in the nemesis deck. When a card is drawn from the nemesis deck and resolved, the nemesis ability matching the icon on the nemesis card is resolved. The abilities on the R1 side of the nemesis board are not the same as the abilities on the R2 side, so beware of evolving nemesis abilities after the nemesis spawns.
Nemesis abilities can be performed by the nemesis themself and/or by minions. An action listed with the Standard minion icon or Elite minion icon is to be performed by the indicated minion type. If no minion type is indicated, then the listed action is to be performed by the nemesis. Resolve each icon in the ability's activation window from left to right, in the same manner as activating a minion or rival. If multiple action rows exist, resolve them from top to bottom. When resolving a nemesis ability, a nemesis will always target the active player, unless otherwise specified.
Like fighters, nemeses can gain and use EX tokens. Unlike fighters, there is no limit to the number of EX tokens a nemesis can hold at one time. Most nemeses have an EX ability to explain how they utilize EX tokens. When a nemesis with an EX ability performs an attack, discard 1 EX token from that nemesis to activate the EX ability on their nemesis board.
Nemesis Board
- Nemesis Ability
- Nemesis Icon
- Round
- Nemesis Name
- Health Track
- Critical Ability
Spawning the Nemesis
When a player must draw a card from the nemesis deck, but the deck is empty, place the nemesis miniature on the board in spawn location 2. Flip the nemesis board to its Round 2 (R2) side and place the nemesis health track token on the space indicated for your player count. Reshuffle the discarded nemesis cards to create a new nemesis deck. Then, draw and resolve the top card of the nemesis deck.
Defeating the Nemesis
Once the nemesis has spawned on the map, they may become the target of a fighter's attack just like any other enemy. When a fighter targets the nemesis with an attack, that attack must roll enough successes to equal or exceed the number indicated on the nemesis health tracker's current position. If the attack generates enough successes, the attack is successful, and the nemesis track token is moved one space to the right on the nemesis track. If the attack does not generate enough successes, the attack fails.
If the nemesis track is already on the rightmost space on the nemesis track when a successful attack is performed, the nemesis is defeated and the players win immediately.
Stage Rules
Each stage has a unique set of rules, found on the "Stage Rules" side of the stage sheet. These rules explain how the fighters may interact with the stage and various objectives found in it. These rules must be followed each game.
Points of Interest
Each stage has a point of interest that players can interact with. This point of interest is indicated on the map by the point of interest icon. A player in the same location as this icon can perform an Interact (see below) to resolve the point of interest effect listed on the stage "Stage Rules" card.
Features
Many stages contain features on the map. These are special spaces that can be identified by a white outline. Features are considered to be adjacent to any space they touch. They are to be treated as any other space for purposes of movement, attack range, and card effects.
Points of Interest
Editor's note: the printed page repeats the heading "Points of Interest" for this paragraph; the paragraph itself, and the stage diagram's labels (Door, Wall), describe walls and doors. The heading is transcribed as printed.
Each stage map contains walls that block movement and line of sight; spaces separated by a wall are not considered adjacent. Doors allow figures to move freely between spaces that would otherwise be separated by walls. A figure may move from one space with a door to an adjacent space with a connected door.
Additional Rules
Critical Arts
On the R2 side of each fighter card is that fighter's critical art. At the beginning of the game, this card is not active and the ability cannot be resolved. Once a player has flipped to their R2 side and upgraded all four of their ability cards, their critical art becomes active. To perform their critical art, a player may discard any icon from their combo meter as well as 3 EX tokens.
Interact
Various stage and card effects in this game will ask a player to perform an Interact. To perform an Interact, a player must discard a card from their combo meter. When interacting with a revealed objective token, the card discarded from the combo meter must contain an icon that matches the icon found on that objective token.
Objective Tokens
Each stage uses objective tokens in a unique way, as described on the "Stage Rules" side of each stage sheet. The back of each objective token displays the objective token icon, while the front will display one of the three combo icons. When placing objective tokens on the map, they are placed objective token icon side up, unless specified otherwise. When an objective token is revealed, flip it so the combo icon is up.
Quick Reference
Turn Sequence
Fighter Phase
- The active player plays 2 style cards.
- Then, the active player draws 2 style cards.
During the fighter phase, any player may discard cards from their combo meter to perform abilities.
Nemesis Phase
- Activate each minion on the map.
- Activate all rivals above the active player's fighter board.
- Draw and resolve 1 nemesis card.
EX Tokens
- Boost an action (Spend 1).
- Reroll an attack die (Spend 1).
- Upgrade an ability (Spend 3).
Enemy Rewards
- Standard Minion: 1 EX token.
- Elite Minion: 2 EX tokens.
- Rival: 3 EX tokens.
Icons
- Move
- Melee Attack
- Short Range Attack
- Long Range Attack
- Push
- Pull
- Stun
- Poison