Card Actions
Resolve attacks, blocks, healing, damage and fighter-specific effects.
Attacks and Power
An
Attack makes its target lose
HP equal to the active Fighter’s
Power at the start of the Turn.
Power is not spent. An
Attack with 0
Power still counts as an
Attack, even though it causes no
HP loss. If multiple sources attack one Fighter in the same Turn, combine their
Power into one
Attack for that target.
Blocks and success
A
Block cancels
Attacks against your team for that Turn; it does not stop
Direct Damage or unrelated actions. The
Block succeeds if it cancels at least one
Attack. Its printed Bonus Action then happens once, even if it stopped several
Attacks. A
Block with no
Attack to stop does not succeed.
Healing and Direct Damage
Healing moves a marker up its track and
HP loss moves it down. When healing and
HP loss happen together, apply their difference.
Direct Damage is separate from an
Attack, so a
Block cannot prevent it.
Direct Damage and
Attack power combine into the same
HP loss if they occur together; if that combined
Attack is blocked, only the
Direct Damage remains.
Stops and track icons
A
Stop ends a health-marker movement as soon as the marker reaches it, whether moving up or down. When the marker moves onto or past another icon, resolve that icon after all markers finish moving. Passing several icons in one movement activates each one; leaving a space does not activate its icon again.
Transfer, Cancel and Then
Transfer as much of the stated amount as you can, up to what you hold; you cannot transfer something you do not have.
Cancel ignores the opponent’s entire revealed card. “Then” means the following action resolves after the earlier action, whether that earlier action succeeded or not.
Fighter-specific actions
Each Fighter can add a special track, token, target or KO condition. These rules are detailed in the Fighters’ Guide and summarised alongside their cards on Cards & Components. A Fighter’s own effect takes precedence over the general rule when they conflict.