Ludexv2026.11.01-65114139Tag TeamOfficial rulebook ↗

Visitors

Loading…

Teach the Game

Build a two-Fighter team, then program a deck that plays itself in order.

How you win

“Two Fighters join forces, but only one card acts at a time. Predict the opponent’s sequence, insert cards where they will matter, and knock out a Fighter before your own team falls.” Each player controls two Fighters. You win when an opposing Fighter reaches the KO space at the end of a Turn, unless opposing Fighters are both knocked out during that same Turn, which is a draw.

The boards

Each Fighter has a board with a Health track, starting power Power, and any special track or token they use. Their ten-card deck has a star-marked Starting Card and nine cards that enter the shared Build Deck.

A round

  1. Fight! Both players reveal the top card of their Fight Deck at once. The revealed Fighter is active for this Turn; its teammate is the partner Partner. Resolve the cards together, following any special timing printed on a card.
  2. Keep revealing cards in order until both Fight Decks run out or a Fighter is knocked out. Do not shuffle or reorder either deck.
  3. Build! If the Fight continues, draw three cards from your Build Deck, secretly choose one, and insert it anywhere in your Fight Deck without changing the order of the cards already there. Put the other two on the bottom of your Build Deck in either order.

See Fight and Build for the full timing and Card Actions for what attacks, blocks, damage and track icons do.

How the game ends

The Fight ends when a Fighter reaches KO at the end of a Turn. If Fighters on opposing teams reach KO in that same Turn, the match is a draw. If a player cannot draw three Build cards at the start of a Build step, the match is also a draw. Fighter-specific effects can change what KO means, so check each Fighter’s entry before playing.

The icons on a card

IconWhat it does
attack AttackThe target loses health point HP equal to your power Power at the start of the Turn (Card Actions)
block BlockCancels the attack Attacks against your team this Turn; not direct damage Direct Damage
heal HealMoves the Health marker up by the value shown
direct damage Direct Damagehealth point HP loss that is not an attack Attack, so a block Block can’t stop it
power gain or loss Power gain or lossAdd or remove power Power cubes; it counts from next Turn
transfer TransferMove power Power (or an item) to another Fighter, as much as you have
cancel CancelThe opposing card is ignored completely
success SuccessA bonus that happens only if the card’s main action worked
partner Partner · opponent Opponent’s PartnerThe action involves your teammate, or targets the other team’s waiting Fighter
stop StopA Health-track space where the marker stops moving

Ways to score

There is no point scoring. The result is a win, loss or draw.

ResultHow it happens
WinAn opposing Fighter is knocked out at the end of a Turn, with no opposing-team double KO that Turn.
DrawFighters on opposing teams are knocked out in the same Turn, or a player cannot draw three cards for a Build step.
LossOne of your Fighters is knocked out at the end of a Turn and no opposing Fighter is knocked out in that same Turn.

What each resource is for

ResourceWhy it mattersHow to get itHow it is used
health point HealthKeeps a Fighter in the match.Start at the board’s indicated space; card effects may heal.attack Attacks and direct damage Direct Damage move the marker down; healing moves it up, stopping at printed stop Stops.
power PowerSets the strength of that Fighter’s attack Attacks.Start at Base power Power; some effects add or remove cubes.attack Attack strength uses power Power at the start of that Turn. power Power is not spent.
Fight cardsDetermine the fixed order of each team’s Turns.Start with each Fighter’s Starting Card, then add one card each Build step.Reveal from the top; new cards may be inserted anywhere without moving the others.
Build cardsGive you future options for programming your Fight Deck.The other nine cards from both Fighters are shuffled together.Draw three, insert one, and return the others under the deck.
Fighter tokens and special markersTrack an individual Fighter’s ability.Set up as each Fighter’s guide entry directs.Apply only the rule described for that token or track.

Teaching tips

Rules

↑↓ to move · Enter to open · Esc to close

Drag to move · tap to close