Ludexv2026.11.01-65114139Tag TeamOfficial rulebook ↗

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Card Actions

Resolve attacks, blocks, healing, damage and fighter-specific effects.

Attacks and Power

An attack Attack makes its target lose health point HP equal to the active Fighter’s power Power at the start of the Turn. power Power is not spent. An attack Attack with 0 power Power still counts as an attack Attack, even though it causes no health point HP loss. If multiple sources attack one Fighter in the same Turn, combine their power Power into one attack Attack for that target.

Blocks and success

A block Block cancels attack Attacks against your team for that Turn; it does not stop direct damage Direct Damage or unrelated actions. The block Block succeeds if it cancels at least one attack Attack. Its printed Bonus Action then happens once, even if it stopped several attack Attacks. A block Block with no attack Attack to stop does not succeed.

Healing and Direct Damage

heal Healing moves a marker up its track and health point HP loss moves it down. When healing and health point HP loss happen together, apply their difference. direct damage Direct Damage is separate from an attack Attack, so a block Block cannot prevent it. direct damage Direct Damage and attack Attack power combine into the same health point HP loss if they occur together; if that combined attack Attack is blocked, only the direct damage Direct Damage remains.

Stops and track icons

A stop 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 Transfer as much of the stated amount as you can, up to what you hold; you cannot transfer something you do not have. cancel 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.

Rules

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