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, 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
- 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. Resolve the cards together, following any special timing printed on a card. - Keep revealing cards in order until both Fight Decks run out or a Fighter is knocked out. Do not shuffle or reorder either deck.
- 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
| Icon | What it does |
|---|---|
| The target loses | |
| Cancels the | |
| Moves the Health marker up by the value shown | |
| Add or remove | |
| Move | |
| The opposing card is ignored completely | |
| A bonus that happens only if the card’s main action worked | |
| The action involves your teammate, or targets the other team’s waiting Fighter | |
| A Health-track space where the marker stops moving |
Ways to score
There is no point scoring. The result is a win, loss or draw.
| Result | How it happens |
|---|---|
| Win | An opposing Fighter is knocked out at the end of a Turn, with no opposing-team double KO that Turn. |
| Draw | Fighters on opposing teams are knocked out in the same Turn, or a player cannot draw three cards for a Build step. |
| Loss | One 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
| Resource | Why it matters | How to get it | How it is used |
|---|---|---|---|
| Keeps a Fighter in the match. | Start at the board’s indicated space; card effects may heal. | ||
| Sets the strength of that Fighter’s | Start at Base | ||
| Fight cards | Determine 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 cards | Give 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 markers | Track 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
- Start with the recommended first matchup: Joan and Ching Shih versus Bödvar and Wong Fei-Hung.
- Explain that each card reveal sets the active Fighter for that Turn; the other teammate is the
Partner. - Emphasize that the Fight Deck is never shuffled. The main decision is where to insert the card you chose.
- Before teaching a new Fighter, read its setup and Gameplay notes in the Fighters’ Guide.