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Game Overv iew

WayoftheFighterisanexpandablecardgamethatpitstwofightersagainstoneanotherinan
arena,withathemereminiscentofclassicarcade-stylefightinggames.Eachplayermanagestheir
fightersmovements,actions,health,andenergytoachievevictoryandcomeastepclosertothe
ultimateprize.Aplayerwinswhentheopposingfightertakesmoredamagethantheyhavedice
remainingintheirlifepool,oriftheirownfighterhasthemostlifeattheendoftwelveturns.The
gameisquickandinvolvesbluffing,resourcemanagement,knowledgeofeachfighter'sstyle,and
sharptacticaldecisions.

Components
Thisboxcontains:
1Rulebook(thisbook)
1Gameboard
1Initiativecard

2Referencecards
3Statuscards
5Charactercards
225Actioncards
24Whitecoredice
6Redpowerdice
6Bluepowerdice
1Turncounter
5Characterpawns
5Double-sidedredblasttokens(highblastsideandlowblastside)
5Double-sidedblueblasttokens(highblastsideandlowblastside)
1Double-sidedredcrouching/jumpingpositiontoken
1Double-sidedbluecrouching/jumpingpositiontoken
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The Arena
Thearenaboardconsistsofmultiplezonesusedtoorganizetheaction.
1. TurnTrack:Twelvespacesusedtoindicatethecurrentturn.
2. ArenaTrack:Tenspacesthattrackbothfighterslocations.
3. LifePools:Twelvespacesthattrackthecurrentlifeofbothplayersfighters.
4. PositionIndicators:Spacesthatindicateafightersposturecrouching,standing,or
jumping.
5. BurnoutPools:Spacesthattrackalloftheburnedoutdice.
6. EnergyPools:Spacesthattrackdiceinreservethatmaybepoweredupforlateruse.
7. ActivePools:Spacesthattrackdicethatarereadyforuseduringthecurrentturn.
8. FighterA reas:Zoneswhereplayersplacetheircharactercards,theinitiativecard,status
cards,modecards,andblastcards.
9. ChallengeA reas:Zoneswhereactioncardsareplayedandresolvedduringthe
challengephase.
10. FighterDecks:Zoneswhereeachplayersdeckofactioncardsgofacedown.
11. DiscardPiles:Zoneswhereeachplayersdiscardedactioncardsgofaceup.

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Cards
WayoftheFighterusesfourdifferenttypesofcards.

Character Cards
Thesecardsprovideaquickreferenceforeachfighter.
1. Name:Thenameofthefighter.
2. Ability:Thefightersuniqueability.Someabilitiesprovideanongoing
passiveeffect,whileothersareusedinplaceofacommand.
(SeeStep1.UseCommandonpageXX.)
3. Styles:Thisareashowsthestylesfromwhichaplayermayselect
techniquepackswhenbuildingthefightersdeck.(SeeBuilding
aFighterDeckonpageXX.)

Action Cards
Actioncardsrepresenttheattacks,moves,
blocks,andmodesthatthefightersuse.
1. PriorityValue:Thebasepriorityofthe
action.Actionsareresolvedfrom
highesttolowestpriorityeachturn.
2. Name:Thenameoftheaction.
3. Type:Theactionstype:strike,grab,
move,blast,block,ormode.(See
ActionCardsbeginningonpageXX).
4. Fighter/Style:Showsthefighteror
stylethattheactionbelongsto.Each
charactercardshowsthestylesthat
maybeincludedinthefightersdeck.
5. Technique:Eachstyleincludes
multipletechniques.Techniquescome
inpacksofeightcards.
6. PrimaryEffects:Themainpurposeoftheaction.
a.
DamageValue(strike,g rab,b lastactionso nly):Showsthedamagedealtbya
strike,grab,orblastactionwhenithits.
b.MovementValue(moveactionso nly):Showshowmanyspacesthepawnis
movedbyamoveaction,andwhichdirectionitcanbemoved.
c.B lastValue(blastactionso nly):Showsthetypeofblasttokensplacedbyablast
actionandhowfartheymoveeachturn.
d.
DefenseValue(blockactionso nly):Showshowmuchdamageablockaction
preventswhenablockingfighterishit.

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7. SecondaryEffects:Listsanyadditionaleffectsthatmayresolveduringthechallengephase
andanyassociatedkeywords.
8. Grids:Gridsshowtheactionsrangewhenafighteriscrouching,standing,orjumping.(See
CheckingGridsonpageXX.)

Initiative Card
Theinitiativecardisaspecialcardthatplayersuseandexchange
throughoutthegame.Whenaplayerhastheinitiativecard,they
placeitintheirfighterareaandaresaidtohavetheinitiative.
Alwaysbreaktiesbetweenpriorityscoresinfavoroftheplayerwith
theinitiative.Theplayerwiththeinitiativeusesthefirstcommand
eachturn.

Aplayermayusetheinitiativecardimmediatelyafterrollingdiceto
dooneofthefollowing:J ump,Stand,K neel,Move(1),orgivetheir
actionPriorityB onus(2).(SeeKeywordsonpageXX.)

Theinitiativecardcanonlybeusedonceperturn.Aplayerstillhas
theinitiativewhileitisused.Whenafighterwiththeinitiativeisknockeddown,theinitiativecard
immediatelycountsashavingbeenused,butthefightergainsnobenefitfromit.

Aplayermustgivetheinitiativecardtotheiropponentduringtherecoveryphaseiftheyusedthe
initiativeorhaditcountasbeingusedduringtheirturn.Itisthenplacedintheotherplayers
fighterarea.

Status Cards
WheneverafightersufferstheCrippled,Dazed,orKnockdownconditions,itsplayerplacesthe
relevantstatuscardintheirfighterareaasareminder.Eachcardnoteshowtheconditionaffects
afighterandwhenitisremoved.

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Character Pawns
Thesestandeesareusedtotrackeachfighterslocationinthearena.Theimage
onthepawnalsotracksafighterscurrentfacing,eithertowardorawayfromthe
opponent.

Dice
Eachplayerhasnumerousdicethattheymayrollwhenperformingactionstoboosttheactions
totalpriorityscoresandeffects.Dicecomeintwosets,coreandpower.Thetwelvecorediceare
whiteandhavefacingsmarked1,1,2,2,3,3.Thesixpowerdicematchthecoloroftheir
respectivepawnsandhavefacingslabeled2,2,3,3,4,4.

Tokens
WayoftheFighterusestwotypesoftokens:positiontokensandblasttokens.

Positiontokensarethelargertokensthatareusedtotrackwhenafighteris
crouchingorjumping.

Thesmallerblasttokenstrackthelocationanddirectionoflowandhighblastsinthe
arena.

Game Setup
FollowthesestepstosetupforagameofWayoftheFighter.
1.
Setthegameboardonaflatsurfacebetweentheplayers.
2.
Placetheturncounteronthespacemarked1ontheturntrack.

Bothp layerst hen:


3.
Selectacharactercardandpawntorepresenttheirfighters.
4.
Buildafighterdeck.(SeeBuildingaFighterDeckinthefollowingsection.)
5.
Placetheircharactercardsintheirrespectivefighterareas.
6.
Selectoneactioncardfromeachofthefourtechniquepacksintheirfighterdeckand
combinethemwiththeblockactioncardtoformastartinghandoffivecards.
7.
Shuffletheirfighterdecksandplaceeachdeckbesidetheirsideoftheboard.
8.
Placetheblasttokensandpositiontokensmatchingtheirpawnscolorneartheirdecks.
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9.
10.
11.
12.

Placetheirpawninoneofthedesignatedspacesonthearenatrack,facingtowardtheir
opponent'spawn.
Placesixcorediceintheirburnoutpool.
Placeonecoredieineachofthelightenedspacesoftheirlifepool.
Placeonepowerdiematchingtheirpawnscolorineachofthesixdarkenedspacesof
theirlifepool.

NewPlayers
Insteadofselectingtechniquecards,youmaychoosetodrawcardsuntilyouhaveonecard
fromeachtechniqueinyourfighterdeck,alongwithyourfightersblockcard.Shuffleanyother
cardsbackintothedeck.Thisallowsforafastersetupandrequiresminimalknowledgeofthe
gamepriortoplaying.

Building a Fighter Deck

Afighter'sdeckconsistsof46cards,including:
1charactercard
1fighterpack,consistingofoneblockandtwocopiesofsixfighteractions
4Differentstylepacks,eachconsistingoftwocopiesoffourtechniqueactions

NewPlayers
Eachfightersdeckhasbeenpre-builtwitharecommendedsetoftechniquepacksforuse
straightoutofthebox.Westronglysuggestthatnewplayersusethesetechniquesbefore
buildingcustomizeddecks.TherecommendedtechniquepacksarelistedonpageXX.

How to win
Duringthegame,playerswillbattleuntilonefightertakesmoredamagethantheyhavedice
remainingintheirlifepooloruntiltheendofTurn12.Atthispoint,thefighterwhohasthemost
diceintheirlifepoolwins.Ifbothplayershavethesameamountofdiceintheirlifepoolsatthe

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endofTurn12,thegameisadraw.Inthefinesttraditionofarcadefighters,werecommendthat
youplaytothebestofthreegames.

Fight!
BeforeTurn1,bothplayersrollthreecoredicefromtheirburnoutpool.Theplayerwiththe
highestrollplacestheinitiativecardintheirfighterareaandplacesoneofthedicethattheyrolled
intotheirenergypool.Theotherplayerplacestwoofthedicethattheyrolledintotheirenergy
pool.Bothplayersreturnallremainingdicetotheirburnoutpool.ThenTurn1begins!

CommonK eywords
Thefollowingtermsareusedthroughouttherestoftherules:
Draw(X):DrawXcardsfromthetopofyourdeck.Ifthedeckrunsout,shufflethediscardpile
andplaceitfacedowntoformanewdeck.
Energize(X):MoveXcoredicefromtheburnoutpooltotheenergypool.
Power-Up(X):MoveXdicefromtheenergypooltotheactivepool.
Burnout(X):MoveXdicefromtheactioncardtotheburnoutpool.

Turn Sequence
Ready Phase
Startingwiththeplayerwhohastheinitiative,eachplayerperformsthefollowing,inorder:
1. DrawonecardORdiscardthreecardsfromtheirhandanddrawthreenewcards.
2. MoveonepowerdieORtwocoredicefromtheirburnoutpooltotheirenergypool.
Next,bothplayersmoveallthediceintheirenergypooltotheiractivepool.

Challenge Phase
Thechallengephaseisseparatedintofivesteps:
Step1.UseCommand
Startingwiththeplayerwiththeinitiative,eachplayerusesonecommandfromthelistbelow:
Kneel:Theplayerplacestheirpositiontokenwiththecrouchingsidefaceuponthe
positionindicatorspaceontheirsideoftheboardandthenmovesonecorediefrom
theirburnoutpooltotheirenergypool.
Shift:Theplayerremovestheirpositiontokenfromtheboard,A dvancestheirpawn
uptoonespaceforwardorRetreatsituptoonespacebackward,andmaydrawone
cardaftermoving.
Leap:Theplayerplacestheirpositiontokenwiththejumpingsidefaceuponthe
positionindicatorspaceontheirsideoftheboardandthenA dvancestheirpawnupto
twospacesforwardorRetreatsituptotwospacesbackward.

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Inadditiontothecommandslistedabove,somecharactercardsandactionshavethe
Followingtext,AsacommandThesepowerfuleffectsarenotedonthecardandareused
duringthisstepinplaceofoneofthebasiccommands.
Step2.PlayA ctions
Bothplayerssimultaneouslyplayacardfromtheirhandfacedownintotheirchallengearea.
Step3.RollDice
Bothplayerstakealldicefromtheiractivepoolintotheirhand,secretlypickfromonetofourof
theminanycombinationofcoreandpowerdice,androllthemsimultaneously.Playersreturn
anydicethattheydidnotrolltotheiractivepool.Theplayerwiththeinitiativedecidesifthey
wanttouseit.
Step4.RevealA ctions
Bothplayersrevealtheiractionandplacethedicethattheyrolledontheactioncard,showing
theresults.Next,bothplayerscheckwhethertheycanperformtheiractionbasedontheir
currentposition.Theiractionisimmediatelycancellediftheycannotperformtheiractionin
theircurrentposition.Cancelledactionsareimmediatelydiscardedandtheirdicemovedtothe
burnoutpool.Everyplayerwithanactionthentotalsthenumbersrolledonthediceandadds
thatnumbertotheiractionspriorityvalue.Thisdetermineseachactionspriorityscore.
Step6.ResolveA ctions
Startingwiththeactionwiththehighestpriorityscore,includingblastactionsalreadyinplay,
eachplayerresolvestheiraction.Tiesgotothefighterwiththeinitiative.Whenresolvingan
action,checktheactionssecondaryeffectstoseeifanyresolvebeforetheprimaryeffect.The
primaryeffectmaybemodifiedbysecondaryeffects.(SeeResolvingActions,beginningon
pageXX.)

Someactionswillallowforaplayertobeginorcontinueacombo,whichletstheactingplayer
linkactionssolongastheycanrollahighenoughpriorityscore.(SeeActionCombosonpage
XX.)

Itisalsolikelythatanactionmaybecancelledbeforeitcanresolve.Inthiscase,thefighter
doesnotperformanactionthisturn.(SeeCancellingActions,beginningonpageXX.)

Recovery Phase
Duringtherecoveryphase,bothplayers:
PassUsedInitiative:Iftheplayerwiththeinitiativehasusedit,theinitiativemustbe
passedtotheopponent.
RecoverB locks:Diceremainingonblockactionsreturntotheenergypools,andblock
cardsreturntotheirplayershands.
CheckB lasts:Cancelanyblastcardsthatdonothavetokensinplay.Moveallremaining
blastcardstothefighterareaandburnoutanycorediceonthem,leavinganypowerdice.
CheckHandL imit:Discarddowntosevencards.Aplayermaynotdiscardtheblock
action.
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IfnofighterhasbeenKOd,andifthematchisnotonTurn12,movetheturncountertothenext
numberedspaceandrepeattheturnsequence.

Dice Pools
Therearefourdifferentpoolsfordice.Thedicerepresenteachfighterspotentialandlimitstheir
numbershavenomeaninguntilthedicearerolled.
LifePool:Diceinthelifepoolaresimplytokensthatrepresenteachfightersvitality.Ifthereare
nodiceinaplayerslifepoolwhentheyneedtoremoveadiefrombeingdamaged,theyare
knockedoutandimmediatelylosethegame.
BurnoutPool:Dicethatplayersrollforactionsgototheburnoutpoolduringtherecoveryphase.
Thisindicatesenergythefighterhasusedbutnotlost.
EnergyPool:Diceintheenergypoolrepresentthefightersreservesofstrengthandstamina.
TheymaybemovedtotheactivepoolbyeffectswiththePowerUpkeywordandduringthe
readyphase.
ActivePool:Diceintheactivepoolrepresenttheforceandfocusthatthefightercanimmediately
bringtobear.Thesedicemayberolledtoboostanactionspriorityscore.Theeffectsofcertain
actionsmaybemodifiedbasedonhowmanydicewererolledwiththem.

Position and Movement


Thearenatrackonthegameboardisbrokenintoarowoftenspaces.Thesespaces,alongwith
afighterspawnandpositiontoken,depictthatfighterslocationinthearena.

Pawnsmovebetweenthespacesonthearenatrack.WhenacommandoractionA dvancesa
fighterforward,movetheirpawninthedirectionthatitiscurrentlyfacing.Whenacommandor
actionRetreatsafighterbackward,movetheirpawninthedirectionoppositetoitscurrentfacing,
butdonotchangeitsfacing.(SeeFacingonpageXX.)

Playersusetheirdouble-sidedpositiontokentoshowwhentheirfighteris
crouchingorjumping.Onesideindicatescrouching,andtheotherside
indicatesjumping.

Whenafighterusesacommandoractionthatcausesthemtocrouchor
jump,placetheappropriatepositiontokenonthepositionindicatorspace
ontheirsideoftheboard.Thissupersedesthestandingiconthatisprinted
onthepositionindicatorspace.Simplyremovethepositiontokentoindicatewhenafighteris
standing.

Thepawnsofcrouchingandstandingfightersmayneveroccupythesamespace.Exceptfor
whenjumping,ifapawnmovesontoorthroughaspaceoccupiedbyacrouchingorstanding
fighter,themovingpawnstopsonthespaceinfrontoftheopposingpawn.Ajumpingfighters
pawnmovesnormallythroughacrouchingorstandingfighterspawn.
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Ajumpingfighterspawnmaynotenditsmovementonormovethroughaspaceoccupiedby
anotherjumpingfighterspawn.Ajumpingfighterspawnstopsonthespaceinfrontofan
opponentsjumpingpawn,becauseitcannotpassthroughthatspace.

Landing
Ajumpingfighterautomaticallystandsafterresolvingtheirnon-moveactionorattheendofthe
turn,whicheverhappensfirst.Theplayerremovestheirjumpingpositiontokenfromtheboardto
showthatthefighterisnolongerintheair.

Afterremovingthejumpingpositiontoken,ifthepawnoccupiesaspacethatanothercrouchingor
standingpawnoccupies,movethepawntothespaceinfrontoftheopposingpawn.

Facing
Pawnschangetheirfacingtofaceeachother:
1. Afteraplayerusesacommand.
2. Afterresolvinganaction.
3. Attheendoftheturn.

Donotchangethefacingofpawnswhentheyoccupythesamespace.Pawnsdonotchange
facinginthemiddleofanaction,butdochangefacingbetweentwoactionsofacombo.

Action Cards
Thissectiondescribeshowtoreadandresolvekeyfeaturesofanactioncard.

Checking Grids
Actionsusegridstodetermineiftheycanaffectaspaceonthe
arenatrack.Gridsarecomposedoftwelveboxes.Eachcolumnina
gridrepresentsaspaceonthearenatrackrelativetotheacting
pawn.Eachrowrepresentsthepositionforbothfighters.Thetop
rowisforthejumpingposition,themiddleforstanding,andthe
bottomrowisforcrouching.

Gridshaveagrayboxtoindicatehowtheactivefighterneedstobe
positionedtoaffectagivenspace.Somegridsalsohavecolored
boxesindicatinghowandwheretheopponentneedstobepositionedfortheactiontobe
effective,alsocalledthetargetzone.

Everyactioncardhasthreegrids.Theleftgridisusedwhen
theactivefighteriscrouching.Themiddlegridisusedwhen
theyarestanding.Therightgridisusedwhenthefighteris
jumping.Oneortwoofthegridsmightbeblank,meaning
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thattheactioncannotbeusedifthefightersareinthosepositions.

Eachrowonagridhasfourspaces,representingtheactingpawnscurrentspaceonthearena
trackandthethreespacesinfrontofit.Anyredboxesintherowindicatethattheactioncanaffect
pawnsinthosespaces.Thetoprowofeachgridshowsiftheactioncantargetajumpingfighterin
anyofthespaceswitharedbox.Themiddlerowindicatesiftheactioncantargetastanding
fighter.Thebottomrowindicatesiftheactioncantargetacrouchingfighter.

Aplayerwillonlyusethegridonanactioncardthatcorrespondstotheirfightersposition.The
grayboxonthegridsandlabelsabovethemindicatewhichgridsapplytowhichposition.Ifthere
isntagridwithagrayboxcorrespondingtotheactivefightersposition,theactionisimmediately
cancelled.

NOTE:Thegridisshownasifthefighterisfacingtotheright.Whenapawnisfacingtotheleft,
itscontrollingplayerwillneedtoflipthegridtomirrorwhatisshown.

GridExample:
TheLightKickcardhasthreegridsatthebottom,indicatingthatitcan
beusedinanyposition.Playersreferencetheleftgridwhentheir
fightersarecrouching,themiddlegridwhenstanding,andtherightgrid
whenjumping.

Inthisexample,BeccahasalreadyusedtheLeapcommand,soher
fighterisjumping,andshedecidestouseaLightKick.Checkingthe
rightgridonthecard,sheseesthatalloftheboxesinbothofthenext
twocolumnsarecoloredred.ThismeansthattheLightKickwillstrike
anyothercrouching,standing,orjumpingopponentwithintwospaces
ofherpawn.Itwouldnothitatargetcrouchingorstandingonthesame
spaceorthree(ormore)spacesaway,becausethoseboxesareblank.

Ifherfighterwerestanding,Beccawouldreferencethemiddlegridandseethatthebottomrow
doesnothaveanycoloredboxes.ThismeansthatastandingLightKickwouldnothitacrouching
opponent,evenanadjacentone,orajumpingtargetinthesamespace.

Resolving Actions
Actionssometimesincludebothprimaryandsecondaryeffects.Whileprimaryeffectsalmost
alwaystriggerbeforesecondaryeffects,somesecondaryeffectsmaytriggerbeforetheprimary
effect.Whenresolvinganaction,alwayscheckthevarioustimingkeywordsandresolvethemin
order,assomesecondaryeffectsmaymodifytheprimaryeffect.Onceresolved,theaction
remainsinplayuntiltheendoftheturnoritiscancelled.

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Primary Effects
Allactionshaveaprimaryeffectthatvarieswitheachactiontype.(Seethecarddiagrams,page
XX.)Strikeandgrabactionshitanddealdamage.Blastactionsthrowprojectilesthathitanddeal
damage.Blockactionsreducedamagedealttoafighter.Moveactionsmoveafighteroutsideof
usingcommandsduringStep1.Modesstayinplayafterbeingresolved,makingtheirsecondary
effectalastingadvantage.

Someeffectsalsochangebasedonspecialconditions,asindicatedbythefollowingcodes:
:Thenumberofp owerdicerolledfortheaction.

:Thetotalnumberofdicer olledfortheaction(bothcoreandpowerdice).

:Theamountofd amagedealtbytheaction.

Secondary Effects
Secondaryeffectsappearastextbelowtheprimaryeffect.Secondaryeffectsincludeanumberof
keywordsthatdescribewhenandhowtoresolvethem.Timingkeywordsindicatetheconditions
orpointintheactionsresolutionwhentheeffectresolves.Iftheconditionsarenotmet,theeffect
doesnotresolve.AneffectwiththeHitorDamagetimingkeywordsdoesntdoanythingifthe
actionfailstohitordamagethetarget,forexample.Timingkeywordsalwaysappearbeforeany
otherkeywords,separatedbyacolon.Ifaneffectdoesnthaveanytimingkeywords,itsother
keywordsalwaysapplyatthestartoftheactionsresolutionandthetimingisirrelevant.(Seepage
XXforalistofallkeywords.)
Timing keywords
Block:Resolvethiseffectiftheactionreducesthedamagedealttoafighter.
Combo:Resolvethiseffectiftheactionbeginsorcontinuesacombo.
Damage:Resolvethiseffectaftertheactiondealsanydamagetotheopponent.
End:Resolvethiseffectafterresolvingtheactionsprimaryeffect.
Hit:Resolvethiseffectaftertheactionhitstheopponent.
Special:Resolvethiseffectiftheopponentisinthevalidgridandtheboxthatcorrelatestotheir
spacehasthespecialicon.

Start:Resolvethiseffectbeforeresolvingtheactionsprimaryeffect.

Reveal

SomecardsmayhavetheRevealtimingkeyword.Effectswiththiskeywordareresolved
immediatelyafterrevealingthecard,regardlessofpriorityscore.IfbothplayershaveaReveal
effect,theplayerwiththeinitiativeresolvestheireffectfirst.

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Combo Actions
Ifastrike,blast,orgrabactionhitstheopponent,oriftheactionhastheL inkkeyword,itmay
beginacombo.Tobeginacombo,theactingplayer(andonlytheactingplayer)followsthesame
sequenceasthechallengephase,beginningwithStep2.PlayActions.
1. PlayAction
a. Ifthecombobeginswithahit,theplayercanonlyplaystrike,grab,orblastactions.
b. IfthecomboarisesfromaL inkkeyword,theplayercanonlyplaytheactiondefinedby
theL inkkeyword.
2. RollDice(thenchoosetousetheinitiative)
3. RevealAction
4. ResolveAction

Ifthecomboactionspriorityscoreisequaltoorhigherthanthelastactiontheactingplayer
playedthisturn,thenewactionresolves.Atthistime,anyeffectswiththeCombotimingkeyword
alsoresolve.ShouldthenewactionalsohitorhavetheL inkkeyword,theplayermaycontinue
thecombobyrepeatingthesequence.

Ifthenewactionspriorityscoreisnotequaltoorhigherthanthelastactioninthecombo,the
actioniscanceled,andthecomboends.(SeeCancellingActionsonpageXX.)

Blastactionsmayonlybeginorcontinueacomboontheturntheyareplayed.

Cancelling Actions
Ifanactiondoesatleast1pointofdamagetotheopponent,orifithastheCancelkeyword,the
opponentsactioniscancelledanddoesnotresolveduringthechallengephase.Immediately
discardcancelledactioncardsandmoveanydiceonthecardstothefightersburnoutpool.
Actionsmayalsobecancelledbyothercircumstances,suchasplayinganactionwhilebeingin
thewrongpositionorfailingacombo.

Action Types and Primary Effects


Strike Actions
Thesearedirectattacks,whichusuallyresultindamagetotheopponent.Strike
actionsarethemostcommontypeofactionsusedduringthegame.

Hit:Whenresolvingastrike,theplayercheckstheappropriategridontheactions
card.Iftheiropponentisinthetargetzone,theyhittheopponent.Iftheiropponentis
notinthetargetzone,theydonothit,andtheiractioniscancelled.Iftheyhit,theymaycombo
withanystrike,blast,orgrabactionsoncetheirfirstactionresolutioniscomplete.

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Damage:Successfulstrikesdealanamountofdamageequaltothestrikesdamagevalue.For
eachpointofdamagethefightertakes,moveonediefromtheirlifepooltotheirenergypool.Ifthe
actingplayerdealsatleastonedamage,theiropponentsactioniscancelled.

Grab Actions
Grabactionshaveavarietyofeffects.Themostcommonarethrowingandknocking
downtheopponent.Grabactionsareslightlyslowerandshorterrangedthanmost
strikes.Theyresolveexactlylikestrikesbuthavethedistinctadvantageofbeing
unblockable.

Hit:Whenresolvingagrab,theplayercheckstheappropriategridontheactionscard.Iftheir
opponentisinthetargetzone,theyhittheopponent.Iftheiropponentisnotinthetargetzone,
theydonothit,andtheiractioniscancelled.Iftheyhit,theymaycombowithanystrike,blast,or
grabactionsoncetheirfirstactionsresolutioniscomplete.

Iftheyhit,theymaycombowithanystrike,blast,orgrabactionsoncetheirfirstactionsresolution
iscomplete.Ifthegrabhitsanopponentusingablockaction,theblockactionisimmediately
cancelled.

Damage:Successfulgrabsdealdamageequaltothegrabsdamagevalue.Foreachpointof
damagethefightertakes,moveonediefromtheirlifepooltotheirenergypool.Iftheactingplayer
dealsatleastonedamage,theiropponentsactioniscancelled.

Block Actions
Everyfighterbeginsthegamewithauniqueblockaction.Blocksaredefensive
actionsthatreducedamageandoftenprovideotheruniquecapabilities.Blocks
representafighterpreparingtodefendagainstincomingattacks,butattackswitha
higherprioritycanstillgetpastthisdefense.Ifanattackmanagestohitafighter
beforetheirblockactionresolves,theblockiscancelled.

Block:Whenblocking,aplayerreducesthedamagebytheblockactionsdefensevalueand
movesonedietotheburnoutpool.Unlikeotheractions,ablockactionisnotcancelledifthe
blockingfighterisdealtdamage.

Blockv sStrike:Whenafighterishitbyastrikeaction,andtheirattackerisintheirblockactions
targetzone,theyblockthataction.Iftheopponentisnotinthetargetzone,thefighterdoesnot
blockthestrike,andtheblockcanbecancellednormally.

Blockv sGrab:Whenafighterishitbyagrabaction,theirblockactionisimmediatelycancelled,
andallthediceontheblockaremovedtotheburnoutpool.

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Blockv sB last:Ifafighterishitbyahighblast,andtheirblockactionstargetzoneincludesany
boxesonthetoprow,theyblocktheblast.Ifafighterishitbyalowblast,andtheirblockactions
targetzoneincludesanyboxesonthebottomrow,theyblocktheblast.Otherwise,theblockcan
becancellednormally.

Recurring:Afterusingablockactiontoreducedamage,burnoutonedie,andresolveany
secondaryeffectkeywords.Iftheblockactioncardhasnodiceremainingonitafterresolving
secondaryeffects,theblockiscancelledandreturnedtotheplayershand.Thismeansthatthe
sameblockactioncanreducedamagefromasmanystrikesandblastsasthenumberofdice
assignedtoit,thoughwithreducedeffectivenesseachtime.

Duringtherecoveryphase,playersdonotburnoutthediceontheirblockactions.Instead,they
placethesedicebackintheirenergypoolandreturntheblockactiontotheirhands.Blockactions
canneverbediscarded.

Example:JunusesastrikeactionthathitsRenthreetimes.Rens
playeruseshisblockactionwithtwocoredice.Soonthefirsthit,he
preventstwodamage,movesonedietotheburnoutpool,and
Energizesonedie.Onthesecondhit,hepreventsonedamage,
moveshislastdietotheburnoutpool,andEnergizesonedie.Since
therearenodiceontheactionafterresolvingit,theactionis
cancelled.Heisdealtthefulldamageonthethirdhit.

Blast Actions
Blastactionsarerangedattacksthatbothdealdamageandallowaplayerto
controlthefightfromadistance.Blastactionsrepresentafighterthrowinga
projectile.Projectilesaredepictedwithblasttokensthatmovetowardanedgeof
thearenatrack.Theyremaininplayuntiltheycollidewithafighter,anotherblast
token,ortheedgeofthearenatrack.

Blasttokensaredouble-sided.Onesidedepictsahighblastandtheotherside
depictsalowblast.Highblastshitjumpingandstandingfighters,lowblastshit
standingandcrouchingfighters.

Aplayermayneverhavemorethanoneblastactioninplayatthesametime.Ifaplayeruses
anotherblastaction,theyimmediatelycanceltheirpreviousblastaction.Whenablastactionis
cancelled,removeanyassociatedblasttokensfromplay.

BlastIcon:Theprimaryeffectofblastactionshasaniconthatindicates
whethertheactionplaceshighorlowblasttokensandablastvaluenumberthat
showshowfarthetokensmoveeachturn.

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Ontheturnthattheblastactionisplayed,placeanappropriateblasttoken(highorlow)on
thepawnsspacefacinginthesamedirectionasthepawn.Placingatokendoesnothit
anyfighter.Onceplaced,movetheblasttokeninthedirectionitiscurrentlyfacinga
numberofspacesequaltotheblastvalueoftheaction.Followthemovementand
targetingrulesbelow.
Oneverysubsequentturn,andinpriorityorder,movetheblasttokeninthedirectionitis
currentlyfacinganumberofspacesequaltotheactionsblastvalue.Followthemovement
andtargetingrulesbelow.

Blasttokenmovementandtargeting:
Ifablasttokenmovesintoaspacewithanotherblasttokenthathasadifferentfacing,
discardbothtokens.
Ifablasttokenmovesbeyondthearena,discardtheblasttoken.
Ifablasttokenmovesintoaspacewithanotherofthesameplayersblasttokensthatis
currentlytravelinginthesamedirection,stackbothtokensinthesamespace.Continueto
moveandresolveeachtokenindividuallycorrespondingtotheactionthatplacedit.

Hit:Ifahighblasttokenisonthesamespaceasanopposingstandingorjumpingpawn,ithits
thefighter.Ifalowblasttokenisonthesamespaceasanopposingcrouchingorstandingpawn,
ithitsthefighter.Discardtheblasttokenafterithitsafighter.Iftheblasthitsduringtheturnthe
actionwasused,theactiveplayermaycombowithanystrike,blast,orgrabactionsoncethefirst
actionresolves.

Damage:Iftheblasthits,itdealsandamountofdamageequaltotheactionsdamagevalue.For
eachpointofdamagethefightertakes,moveonediefromtheirlifepooltotheirenergypool.Ifthe
actingplayerdealsatleastonedamage,theiropponentsactioniscancelled.

BlastTokenResolution:
LumisEssenceBarrage(picturedhere)hasablasticonshowingthat
itproducesonehighorlowblasttoken.Itsblastvalueof2indicates
thattheblasttokentravelstwospaces.ThetextboxhastheRepeat
(P)secondaryeffect,however.ThismeansthatLumisplayerplaces
oneadditionalblasttokenforeachpowerdierolledwiththisaction.
Theplayerplaces,advances,anddealsdamagewitheachblasttokenindividually.Onlyafter
completingallthesestepsdoestheactionresolutionend.

Lumisplayer(blue)rolledtwopowerdicewithEssence
Barrage,generatingatotalofthreeblasts.Theplayerplaces
onelowblasttoken(1)inherspace.Theplayermovesthe
tokenforwardonespace,butithastostoptherebecauseof
theotherlowblasttokenalreadyinthatspacetravelinginthe
oppositedirection.Bothtokensareremovedfromthearena.

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Theplayerplacesasecondlowblasttoken(2)andmovesittwospaces.Thisputsitinthesame
spaceastheopponentscrouchingpawn.SinceRen(red)iscrouching,andlowblastshit
crouchingfighters,theplayerimmediatelyresolvestheblastsdamage.Theplayerrepeatsthis
withthethirdtoken(3).Oncedone,allthetokensareremoved,theblastactioncarddiscarded,
andanyremainingdicemovedtotheburnoutpool.

Move Actions
MoveactionsallowfighterstomoveoutsideofStep2andcanprovideaplayerwith
surprisecomboattacksanddodging.Manymoveactionsalsoallowaplayertouse
certaintypesofcardsasafollow-uptobeginacombo.

Moving:Theprimaryeffectindicateshowmanyspacesapawnmovesforward
(A dvances)orbackward(Retreats)beforeresolvinganyothertextontheaction.

A>>iconnexttothemovementvaluemeansthattheactionA dvancesthepawn
forward,the<<iconshowsthatitRetreatsthepawnbackward,andfinally,the<>
iconshowsthattheactionallowsthepawntoA dvanceorRetreat.

Apawnmustmoveanumberofspacesequaltothemovementvalueinthedirectionindicated
andfollowsallmovementrestrictionsoutlinedonpageXX.

Mode Actions
Modeactionsprovidefighterswithpermanent,passiveeffects.Someeffectsmodify
thevalueslistedonactioncards.Otherscanbediscardedforinstanteffects.

Ongoing:Whenresolving,playersimmediatelyburnoutallthecorediceonthecard
andplacetheactionintheirfighterareaalongwithanyofitspowerdice.The
secondaryeffectoftheactionaffectsthefighterforaslongasthecardstaysinplay.

Eachplayercanonlyhaveonemodewiththesamenameoutatatime.Ifamodecardwiththe
samenamewouldberesolved,cancelitinstead.

Four Players Tag Team


IntheTagTeamvariant,fourplayersbreakintotwoteamsandfightatagteammatch.Players
canusethisvariantsimplybyaddingasecondsetofWayoftheFightercardstotheircollection.
Theactiveplayeroneachsidecontrolsthefighterinthebattlewhilethepassiveplayersfighter
remainsonthesidelines.Inthisvariant,eachteamneedstodevelopastrategy,sincebothactive
playerrolescouldchangebeforetheendofeachturn.

Setup
Followthestandardsetupruleswiththefollowingchanges:
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Theplayersdividethemselvesintotwoteamsoftwofighters.Teammemberssitnextto
eachother.
ThebackofeachWayoftheFightergameboardhasaversionofthearenaforfour
players.Eachplayerthushastheirownsetofpoolsandfighterarea.Fliptwogame
boardsoverandplacethemtogethertoformasinglearenatrack.
Eachteamchoosesoneactiveplayer.

Winning the Game


Whenafighterslifepoolisemptied,thefighterisKOdandeliminatedfromthematch.
Immediatelyremoveallofthatfightersdicefromplay.Ateamwinswhenbothopposingfighters
havebeenknockedout.If,attheendoftheTurn12,bothteamsstillhaveablefighters,theteam
withmorefighterswins.Ifbothteamshavethesamenumberofablefighters,addupthe
remaininglifepoolsofbothfightersontheteam,andtheteamwiththemostlifewins.Ifthe
numberisequal,thematchisadraw.

Active and Passive Fighter


Theactivefighteristheonecurrentlyinplay.Thepawnrepresentstheactivefighter.Thepassive
player'sfighterisoutsidethearenaandthereforenotrepresented.Eachteammayonlyhaveone
activefighteratalltimes.WhenanactivefighterisKOd,thepassivefightermustuseaJoinBattle
commandduringthenextturn.

Initiative
Teamscontroltheinitiativecard,butonlytheactiveplayermayuseit.Inaddition,theactiveplayer
mayusetheinitiativetobecomepassive.Whenaplayersfighterbecomespassive,their
teammatesfighterbecomesactiveinthestandingposition.

Duringsetup,bothplayersfromtheteamthathastheinitiativemoveonepowerdiefromtheir
burnoutpooltotheirenergypool.Bothplayersoftheotherteammovetwopowerdicefromtheir
burnoutpooltotheirenergypool.

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Turn Sequence
Thetagteamvariantexpandsthecommandsavailabletoplayersandaltersthewaythatactions
areresolved.

Use command
Inadditiontothenormalcommands,theactiveplayercanuseanewcommandthatallowstheir
fightertoleavethearena.Thepassivefighteralsohasanewcommandavailablethatallowsthem
toenterthearena.

Passivefightersmaynotusetheiruniqueabilityontheircharactercard.

Theactiveplayerontheteamwiththeinitiativeusesthefirstcommandeachturn,thentheactive
playerontheteamwithouttheinitiativeusesacommand.Thepassiveplayerontheteamwiththe
initiativethenusesacommand,followedbythepassiveplayerontheotherteam.

New Passive Fighter commands

JoinB attle:Aftertheactivefighterfinishesresolvingtheiractions,oriftheydonothave
anyactionstoplay,theybecomepassive.Theotherfighterimmediatelybecomesactive.A
passivefighterthatbecomesactivewiththiscommandmustplayanaction.Iftheactive
fightersactionhasapriorityscorethatisequaltoorgreaterthantheirteammateslast
action,resolvetheactionotherwise,cancelit.

New Active Fighter commands

LeaveB attle:Theactivefighterbecomespassive,andtheirteammateimmediately
becomesactiveandstanding.

Action Resolution
Ifthepassivefighterdoesnotresolvetheiractionduringaturn,anycardtheyplayedisnot
discarded,andtheirdicedonotgototheburnoutpool.Instead,attheendoftheturn,thecard
goesbacktotheirhand,andanydiceonitreturntotheirenergypool.

Keywords
Advance(X):MovetheactingfighterspawnforwardXspaces.
Burnout(X):MoveXdicefromtheactioncardtothefightersburnoutpool.
Cancel:Theopponent'sactioniscancelled.
Chain(X):Iftheplayercombosanaction,moveXofthehighestcoredicefromtheacting
fightersactioncardtotheiractivepool.
Cripple:Theaffectedfightermayonlyusetheblockaction.PlacetheCrippledstatuscardinthe
playersfighterareaasareminder.Thestatusisremovedaftertheyplayanaction.
Crouch:Placeacrouchingpositiontokenontheplayerspositionindicatorspace.
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DamageB onus(X):IncreasetheactionsdamagevaluebyX.
Daze:TheopponentsfightermaynotJump,Crouch,Advance,orRetreat.PlacetheDazestatus
cardintheplayersfighterareaasareminder.Thestatusisremovedaftertheplayerusesan
action.
Drain(X):MoveXdicefromtheenergypooltotheburnoutpool.
Draw(X):TheactingplayerdrawsXcards.
Energize(X):MoveXcoredicefromtheactingfightersburnoutpooltotheirenergypool.
Jump:Placeapositiontokenwiththejumpingsidefaceupontheplayerspositionindicator
space.
Knockdown:Theopponentsactioniscancelled,theydiscardoneoftheirmodecardsoftheir
choicefromplay,andtheinitiativeisused(iftheyhavetheinitiative)butgrantsthemnobenefits.
AknockeddownfightermaynotusetheLeapcommand.Knockeddownfighterscannotbe
targetedbyanyactions.Thestatuscardisremovedaftertheplayerusesacommand.Placethe
Knockdownstatuscardintheplayersfighterareaasareminder.
Link(actiont ypes):Theactingfightermaycombowiththespecificactioncardtypeafterthis
cardisresolved,regardlessofwhethertheactionhits.
Move(X):MovetheactingfighterforwardorbackwardXspaces.
Power-Up(X):MoveXdicefromtheactingfightersenergypooltotheiractivepool.
PriorityB onus(X):IncreasetheactionsprioritybyX.
Repeat(X):Resolvetheprimaryandsecondaryeffectsofthisactionanumberofadditionaltimes
equaltoX.DamageB onusisonlyappliedtothelastresolutionofthisaction.
Retreat(X):MovetheactingfighterbackwardXspaces.
Stand:Removethefighterspositiontokenfromtheboardifitiscurrentlyonit.
Stun(X):TheopponentmovesXcoredicefromtheirfightersactivepooltotheirburnoutpool.If
theopponentcannotmovetherequirednumberofdice,Dazetheirfighter.
Swap:Swapthespacesandfacingofbothfighterpawns.
Push(X):MovetheopposingpawnXspacesawayfromtheactingfighterspawn.
Pull(X):MovetheopposingpawnXspacesclosertotheactingfighterspawn.
Traverse:Theactingfightermaymovethroughtheopponentspawnandignoreblasttokens.
Trash(X):TheopponentmustdiscardXcardsoftheirchoice(excepttheblockaction).Ifthe
opponentdoesnothaveenoughcardstodiscard,Crippletheirfighter.

Credits
Way of the Fighter Created By: BenjaminYamada
Game Design
BenjaminYamada

AdditionalGameDesign
DavidFreeman,DavidHanold

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Creative Director
JohnCadice

Production Manager
OttoRehfeld

Project Manager
DavidHanold

LayoutandGraphicDesign
KrisAubin

Illustration
ElmerDamaso,GunshipRevolution,EinLee

Writing
JohnCadice,WayneRysavy,DekeStella,BenjaminYamada

Editing
ChristopherBodan,RaniKellock,DekeStella,RebeccaStella,CoreyWright,ElizabethYamada

Sculpting
DavidArberas,DanMelendez,BenMisenar

CommunityManager
SeanZern

Playtesters
CodyAmaya,SusanneAndersen,CarlAnderson,FedericoAngotzi,MartinAskjr,TonyBell,
DonavinBensmiller,KatherineBensmiller,JeremyBerven,VincentBoulanger,GandalfBrahm,
RobBrown,MattCanaday,TreavorCaraway,AlexandreCasanova,PedroCastao,Julien
Chafraix,MichelleCiach,GuillermoCle,ShaunConley,Pierre-LouisDavallon,MichaelDawson,
DavitaDick,DanielDiMeo,JohnDodds,DustinDoherty,RichardDubois,AntoineDulac,Michael
P.Drr,RyanFrederick,GilbertFontaine,RobertoSolivaGarcia,BryanGerding,BradGoddard,
ZachGoldsmith,DaveGosling,KimGosling,RJayGraham,LisaGuerra,SamyHaidar,TimHall,
SatoruHamada,DakotaHanson,KevinHislop,GlynHopkins,MatthewHowes,Titas
Kulikauskas,ChrisLawson,JaredLee,JustinLoRusso,JulienMariani,GordMatheson,Jason
Mackowiak,MickMarriott,JasonMcHargue,AdrienMirabells,BaptisteMoisson,JoshuaMoore,
MelindaMoss,SteveMoss,NancyO'Neill,EdwinOrtiz,ManuPasi,JamesPugh,AlexReed,
AaronRiggs,DavidSalazar,JaviSalazar,AdamSauter,PhilippSchfer,AdamRobertShaw,
AnnaSobczak,RobertSturtz,AustinTaylor,MichelleTaylor,MatthewThornton,JonathanTurner,
TonyTrunfio,TravisWalton,DanielWandrei,BenWilliss,DavidWilliss,AnjiWoods,Theo
Yamada
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Rules Summary
Turn Sequence
Ready Phase
Startingwiththeplayerwhohastheinitiative,eachplayer:
DrawsonecardORdiscardsthreecardsanddrawsthreecards.
Energizestwoormovesonepowerdietotheenergypool.
BothplayersPower-Upalldiceintheirenergypools.

Challenge Phase
1. UseCommand:Startingwiththeplayerwiththeinitiative,useonecommand:
Leap:Jump,andmayA dvanceorRetreatuptotwospaces.
Shift:Stand,andmayA dvanceorRetreatuptoonespace,thenDraw(1).
Kneel:Kneel,andEnergize(1).
2. PlayA ctions:Playacardsimultaneouslyfromhandsfacedowninthechallengearea.
3. RollDice:Takealldicefromtheactivepool.Secretlypickbetweenoneandfourdiceand
rollthemsimultaneously.Thenchoosetouseornotusetheinitiative.
4. RevealA ctions:Revealactioncardsandplacerolleddiceonthem.Checktoseeifthe
actionbeperformedintheircurrentposition.Addthetotalpriorityscoretotheactioncards
priorityvalues.
5. ResolveA ctions:Startingwiththeactionwiththehighestpriority,includinganyblastsin
play,resolvetheactions.Checksecondaryeffectsbeforeresolvingprimaryeffects.An
actionthathitsorhastheL inkkeywordmaybeginacombo.Cancelledactionsarenot
resolved.

Recovery Phase

PassUsedInitiative:Iftheplayerwiththeinitiativehasusedit,passtheinitiativecardto
theotherplayer.
RecoverB locks:Returndiceonblockactionstotheenergypoolandreturntheblock
cardtotheplayershand.
CheckB lasts:Cancelanyblastcardsthatdonothavetokensinplay.Moveallremaining
blastcardstothefighterareaandburnoutanycorediceonthem,leavinganypowerdice.
CheckHandL imit:Playersdiscardtheirhandsdowntosevencards.Playersmaynever
discardblockactions.

Ifnofighterhasbeenknockedout,andifthematchisnotonTurn12,movetheturncounterto
thenextnumberedspaceandrepeattheturnsequence.

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HARD

STRIKE
REN

STRIKE
REN

BLAST
REN

HARD

CHI

P+1

2
P+1

Hit: Knockdown

Hit: Push (1) and Advance (1)

This blast cannot be blocked.

End: Repeat (P)

CHI
Your strike actions gain:

CROUCH

STAND

JUMP

CROUCH

STAND

CROUCH

JUMP

STAND

JUMP

Hit: Energize (1)


Ninja Division

BLOCK
REN

Ninja Division

Block: Energize (1)

Your strike actions gain:


Hit : Push (1) and Advance (1)

>> 2
Start: Stand
Link (blast, strike) and Chain (1)

Special: Stun (2)

Combo action gains:


Damage Bonus (1)

Your blast actions gain:


Hit: Pull (1)
CROUCH

STAND

JUMP

CROUCH

STAND

JUMP

CROUCH

STAND
S S

Ninja Division

Ninja Division

MOVE
REN

STRIKE
REN

MODE
REN

Ninja Division

Ninja Division

JUMP
S S
Ninja Division

CROUCH

STAND

JUMP

Ninja Division

HARD

STRIKE
REN

STRIKE
REN

BLAST
REN

HARD

CHI

P+1

2
P+1

Hit: Knockdown

Hit: Push (1) and Advance (1)

This blast cannot be blocked.

End: Repeat (P)

CHI
Your strike actions gain:

CROUCH

STAND

JUMP

CROUCH

STAND

CROUCH

JUMP

STAND

JUMP

Hit: Energize (1)


Ninja Division

BLOCK
REN

Ninja Division

Block: Energize (1)

Your strike actions gain:


Hit : Push (1) and Advance (1)

>> 2
Start: Stand
Link (blast, strike) and Chain (1)

Special: Stun (2)

Combo action gains:


Damage Bonus (1)

Your blast actions gain:


Hit: Pull (1)
CROUCH

STAND

JUMP

CROUCH

STAND

JUMP

CROUCH

STAND
S S

Ninja Division

Ninja Division

MOVE
REN

STRIKE
REN

MODE
REN

Ninja Division

Ninja Division

JUMP
S S
Ninja Division

CROUCH

STAND

JUMP

Ninja Division

STRIKE
HARD
PUSH

STRIKE
HARD
PUSH

STRIKE
HARD
BRAWL

CROUCH

STAND

Hit: Push (2) and Advance (2)

CROUCH

JUMP

STAND

Ninja Division

JUMP

CROUCH

MOVE
HARD
BRAWL

>> 1

>> 1

If your grab or strike action


pushes your opponent, the action
gains:
Chain (1)

STAND

JUMP

Ninja Division

CROUCH

STAND

JUMP

Ninja Division

CROUCH

JUMP

STAND

JUMP

Ninja Division

MODE
HARD
PUSH

CROUCH

STAND

Ninja Division

MOVE
HARD
PUSH

Start: Stand
Link (strike)
Combo action gains:
Push ( )

Damage: Push (2) and Advance


(2)

STRIKE
HARD
BRAWL

Ninja Division

STRIKE
HARD
BRAWL

Start: Stand
Link (strike) and Chain (1)
Combo action gains:
Damage Bonus (1)
Hit: Push (2) and Advance (2)
CROUCH

STAND

JUMP

Ninja Division

Damage: Chain (

Combo action gains:


Damage: Knockdown
CROUCH

STAND

JUMP

Ninja Division

STRIKE
HARD
PUSH

STRIKE
HARD
PUSH

STRIKE
HARD
BRAWL

CROUCH

STAND

Hit: Push (2) and Advance (2)

CROUCH

JUMP

STAND

Ninja Division

JUMP

CROUCH

MOVE
HARD
BRAWL

>> 1

>> 1

If your grab or strike action


pushes your opponent, the action
gains:
Chain (1)

STAND

JUMP

Ninja Division

CROUCH

STAND

JUMP

Ninja Division

CROUCH

JUMP

STAND

JUMP

Ninja Division

MODE
HARD
PUSH

CROUCH

STAND

Ninja Division

MOVE
HARD
PUSH

Start: Stand
Link (strike)
Combo action gains:
Push ( )

Damage: Push (2) and Advance


(2)

STRIKE
HARD
BRAWL

Ninja Division

STRIKE
HARD
BRAWL

Start: Stand
Link (strike) and Chain (1)
Combo action gains:
Damage Bonus (1)
Hit: Push (2) and Advance (2)
CROUCH

STAND

JUMP

Ninja Division

Damage: Chain (

Combo action gains:


Damage: Knockdown
CROUCH

STAND

JUMP

Ninja Division

BLAST
CHI
WAVE

BLAST
CHI
WAVE

3
1

STRIKE
CHI
YANG

2
1

BLAST
CHI
YANG

2
2

2
Start: Advance (1)

End: Repeat (1)

Hit: Energize (1)

Hit: Energize (1)


CROUCH

STAND

CROUCH

JUMP

STAND

Ninja Division

JUMP

STAND

JUMP

Ninja Division

STAND

JUMP

Ninja Division

Ninja Division

Hit: Energize (2)

CROUCH

JUMP

MODE
CHI
YANG

During Challenge Phase, when


you Energize (X), you then
immediately Power-Up (X).

Combo action gains:


Blast Bonus (2)
CROUCH

STAND

Ninja Division

Link (blast, strike) and Chain (1)

CROUCH

JUMP

GRAB
CHI
YANG

>> 2

STAND

Ninja Division

STRIKE
CHI
WAVE

MOVE
CHI
WAVE

CROUCH

CROUCH

STAND

JUMP

Ninja Division

CROUCH

STAND

JUMP

Ninja Division

BLAST
CHI
WAVE

BLAST
CHI
WAVE

3
1

STRIKE
CHI
YANG

2
1

BLAST
CHI
YANG

2
2

2
Start: Advance (1)

End: Repeat (1)

Hit: Energize (1)

Hit: Energize (1)


CROUCH

STAND

CROUCH

JUMP

STAND

Ninja Division

JUMP

STAND

JUMP

Ninja Division

STAND

JUMP

Ninja Division

Ninja Division

Hit: Energize (2)

CROUCH

JUMP

MODE
CHI
YANG

During Challenge Phase, when


you Energize (X), you then
immediately Power-Up (X).

Combo action gains:


Blast Bonus (2)
CROUCH

STAND

Ninja Division

Link (blast, strike) and Chain (1)

CROUCH

JUMP

GRAB
CHI
YANG

>> 2

STAND

Ninja Division

STRIKE
CHI
WAVE

MOVE
CHI
WAVE

CROUCH

CROUCH

STAND

JUMP

Ninja Division

CROUCH

STAND

JUMP

Ninja Division

SOFT

STRIKE
JUN

STRIKE
JUN

BLAST
JUN

SOFT

CHI

P+1

2
P+1

Hit: Knockdown

End: Repeat (P)

This blast will also hit a crouching


opponent.

CHI
Your strike and blast actions gain:

CROUCH

Reveal: Priority Bonus (1)

STAND

Ninja Division

BLOCK
JUN

JUMP

STAND

JUMP

Ninja Division

CROUCH

JUMP

STAND

Ninja Division

JUMP

Ninja Division

MOVE
JUN

STRIKE
JUN

CROUCH

STAND

Ninja Division

MODE
JUN

CROUCH

>> 3

Your strike and blast actions gain:

Start: Advance (1)

Start: Jump

Combo: Damage Bonus (1)

Special: Chain (1)

Link (blast, strike) and Chain (2)

CROUCH

STAND

JUMP

Ninja Division

CROUCH

STAND

S S

S S

JUMP

Ninja Division

CROUCH

STAND

JUMP

Ninja Division

SOFT

STRIKE
JUN

STRIKE
JUN

BLAST
JUN

SOFT

CHI

P+1

2
P+1

Hit: Knockdown

End: Repeat (P)

This blast will also hit a crouching


opponent.

CHI
Your strike and blast actions gain:

CROUCH

Reveal: Priority Bonus (1)

STAND

Ninja Division

BLOCK
JUN

JUMP

STAND

JUMP

Ninja Division

CROUCH

JUMP

STAND

Ninja Division

JUMP

Ninja Division

MOVE
JUN

STRIKE
JUN

CROUCH

STAND

Ninja Division

MODE
JUN

CROUCH

>> 3

Your strike and blast actions gain:

Start: Advance (1)

Start: Jump

Combo: Damage Bonus (1)

Special: Chain (1)

Link (blast, strike) and Chain (2)

CROUCH

STAND

JUMP

Ninja Division

CROUCH

STAND

S S

S S

JUMP

Ninja Division

CROUCH

STAND

JUMP

Ninja Division

STRIKE
SOFT
PRECISE

STRIKE
SOFT
PRECISE

STRIKE
SOFT
COMBO

STRIKE
SOFT
COMBO

Hit: Chain (1)

CROUCH

STAND

CROUCH

JUMP

STAND

Ninja Division

JUMP

CROUCH

GRAB
SOFT
COMBO

>> 1

CROUCH

STAND

JUMP

Ninja Division

Each turn you may reroll the


priority of one of your actions
after actions have been revealed.
CROUCH

STAND

JUMP

Ninja Division

CROUCH

JUMP

STAND

Ninja Division

MODE
SOFT
PRECISE

Link (strike) and Chain (2)

STAND

Ninja Division

MOVE
SOFT
PRECISE

Start: Stand

Hit: Chain (1)

JUMP

Ninja Division

STRIKE
SOFT
COMBO

Hit: Cancel, Link (strike),


and Chain (1)

CROUCH

STAND

JUMP

Ninja Division

Combo: Damage Bonus (2) and


Knockdown

CROUCH

STAND

JUMP

Ninja Division

STRIKE
SOFT
PRECISE

STRIKE
SOFT
PRECISE

STRIKE
SOFT
COMBO

STRIKE
SOFT
COMBO

Hit: Chain (1)

CROUCH

STAND

CROUCH

JUMP

STAND

Ninja Division

JUMP

CROUCH

GRAB
SOFT
COMBO

>> 1

CROUCH

STAND

JUMP

Ninja Division

Each turn you may reroll the


priority of one of your actions
after actions have been revealed.
CROUCH

STAND

JUMP

Ninja Division

CROUCH

JUMP

STAND

Ninja Division

MODE
SOFT
PRECISE

Link (strike) and Chain (2)

STAND

Ninja Division

MOVE
SOFT
PRECISE

Start: Stand

Hit: Chain (1)

JUMP

Ninja Division

STRIKE
SOFT
COMBO

Hit: Cancel, Link (strike),


and Chain (1)

CROUCH

STAND

JUMP

Ninja Division

Combo: Damage Bonus (2) and


Knockdown

CROUCH

STAND

JUMP

Ninja Division

BLAST
CHI
BOMBARD

BLAST
CHI
BOMBARD

3
1

2
1

STRIKE
CHI
YIN

STAND

CROUCH

JUMP

STAND

Ninja Division

Hit: Draw (1)

STRIKE
CHI
BOMBARD

<< 2

CROUCH

STAND

JUMP

Ninja Division

JUMP

CROUCH

Hit: Draw (1)

STAND

Hit: Push (1)

CROUCH

JUMP

Ninja Division

STAND

MODE
CHI
YIN

<> 1

CROUCH

STAND

JUMP

Ninja Division

JUMP

Ninja Division

MOVE
CHI
YIN

Link (blast, grab, strike) and


Draw (2)

STAND

CROUCH

JUMP

Ninja Division

Ninja Division

MOVE
CHI
BOMBARD

Link (blast, strike) and Chain (1)

2
2

End: Repeat (1)

CROUCH

BLAST
CHI
YIN

When drawing cards, draw 1


additional card, then discard 1
card of your choice.
CROUCH

STAND

JUMP

Ninja Division

BLAST
CHI
BOMBARD

BLAST
CHI
BOMBARD

3
1

2
1

STRIKE
CHI
YIN

STAND

CROUCH

JUMP

STAND

Ninja Division

Hit: Draw (1)

STRIKE
CHI
BOMBARD

<< 2

CROUCH

STAND

JUMP

Ninja Division

JUMP

CROUCH

Hit: Draw (1)

STAND

Hit: Push (1)

CROUCH

JUMP

Ninja Division

STAND

MODE
CHI
YIN

<> 1

CROUCH

STAND

JUMP

Ninja Division

JUMP

Ninja Division

MOVE
CHI
YIN

Link (blast, grab, strike) and


Draw (2)

STAND

CROUCH

JUMP

Ninja Division

Ninja Division

MOVE
CHI
BOMBARD

Link (blast, strike) and Chain (1)

2
2

End: Repeat (1)

CROUCH

BLAST
CHI
YIN

When drawing cards, draw 1


additional card, then discard 1
card of your choice.
CROUCH

STAND

JUMP

Ninja Division

FLUID

BLAST
LUMI

BLAST
LUMI

BLAST
LUMI

FLUID

CHI

2
P+1

End: Repeat (P)

P+1
P+1

Hit: Push (P+1)

CHI
Your blast actions gain:

CROUCH

STAND

CROUCH

JUMP

STAND

JUMP

CROUCH

STAND

JUMP

Blast Bonus (2)


Ninja Division

Ninja Division

BLOCK
LUMI

Block: you may Burnout (1) to


Push (1)

CROUCH

STAND

JUMP

Ninja Division

You may reroll the priority of


blast actions after they have
been revealed.
CROUCH

STAND

JUMP

Ninja Division

Ninja Division

STRIKE
LUMI

STRIKE
LUMI

MODE
LUMI

R+1

Ninja Division

Hit: Knockdown

Hit: Push (2)

CROUCH

STAND

JUMP

Ninja Division

CROUCH

STAND

JUMP

Ninja Division

FLUID

BLAST
LUMI

BLAST
LUMI

BLAST
LUMI

FLUID

CHI

2
P+1

End: Repeat (P)

P+1
P+1

Hit: Push (P+1)

CHI
Your blast actions gain:

CROUCH

STAND

CROUCH

JUMP

STAND

JUMP

CROUCH

STAND

JUMP

Blast Bonus (2)


Ninja Division

Ninja Division

BLOCK
LUMI

Block: you may Burnout (1) to


Push (1)

CROUCH

STAND

JUMP

Ninja Division

You may reroll the priority of


blast actions after they have
been revealed.
CROUCH

STAND

JUMP

Ninja Division

Ninja Division

STRIKE
LUMI

STRIKE
LUMI

MODE
LUMI

R+1

Ninja Division

Hit: Knockdown

Hit: Push (2)

CROUCH

STAND

JUMP

Ninja Division

CROUCH

STAND

JUMP

Ninja Division

STRIKE
FLUID
FALLBACK

STRIKE
FLUID
FALLBACK

STRIKE
FLUID
AERIAL

STRIKE
FLUID
AERIAL

Special: Damage Bonus (1)

Damage: Chain (1)

Start: Jump and Advance (1)

End: Retreat (2)

End: Retreat (1)

Special: Damage Bonus (1) and


Knockdown

CROUCH
S S

STAND

CROUCH

JUMP

STAND

JUMP

CROUCH

STAND

S S
Ninja Division

Damage: Knockdown

CROUCH

JUMP
S S
S S
Ninja Division

Ninja Division

GRAB
FLUID
FALLBACK

MOVE
FLUID
AERIAL

MODE
FLUID
AERIAL

<< 2

<> 2

Hit: Push (2) and Retreat (2)

CROUCH

STAND

JUMP

Ninja Division

CROUCH

STAND

JUMP

Ninja Division

Traverse, Link (blast, strike), and


Chain (1)

CROUCH

STAND

JUMP

Ninja Division

JUMP

Ninja Division

MOVE
FLUID
FALLBACK

Start: Stand

STAND

While jumping, your actions gain:


Chain (1)

CROUCH

STAND

JUMP

Ninja Division

STRIKE
FLUID
FALLBACK

STRIKE
FLUID
FALLBACK

STRIKE
FLUID
AERIAL

STRIKE
FLUID
AERIAL

Special: Damage Bonus (1)

Damage: Chain (1)

Start: Jump and Advance (1)

End: Retreat (2)

End: Retreat (1)

Special: Damage Bonus (1) and


Knockdown

CROUCH
S S

STAND

CROUCH

JUMP

STAND

JUMP

CROUCH

STAND

S S
Ninja Division

Damage: Knockdown

CROUCH

JUMP
S S
S S
Ninja Division

Ninja Division

GRAB
FLUID
FALLBACK

MOVE
FLUID
AERIAL

MODE
FLUID
AERIAL

<< 2

<> 2

Hit: Push (2) and Retreat (2)

CROUCH

STAND

JUMP

Ninja Division

CROUCH

STAND

JUMP

Ninja Division

Traverse, Link (blast, strike), and


Chain (1)

CROUCH

STAND

JUMP

Ninja Division

JUMP

Ninja Division

MOVE
FLUID
FALLBACK

Start: Stand

STAND

While jumping, your actions gain:


Chain (1)

CROUCH

STAND

JUMP

Ninja Division

BLAST
CHI
BOMBARD

BLAST
CHI
BOMBARD

3
1

2
1

STRIKE
CHI
YANG

BLAST
CHI
YANG

2
2

2
Start: Advance (1)

End: Repeat (1)

Hit: Energize (1)

Hit: Energize (1)


CROUCH

STAND

CROUCH

JUMP

STAND

Ninja Division

STRIKE
CHI
BOMBARD

<< 2

CROUCH

STAND

JUMP

Ninja Division

CROUCH

STAND

GRAB
CHI
YANG

CROUCH

JUMP

Ninja Division

JUMP

Ninja Division

During Challenge Phase, when


you Energize (X), you then
immediately Power-Up (X).

Hit: Energize (2)

STAND

STAND

MODE
CHI
YANG

Hit: Push (1)

CROUCH

JUMP

Ninja Division

Ninja Division

MOVE
CHI
BOMBARD

Link (blast, strike) and Chain (1)

JUMP

CROUCH

STAND

JUMP

Ninja Division

CROUCH

STAND

JUMP

Ninja Division

BLAST
CHI
BOMBARD

BLAST
CHI
BOMBARD

3
1

2
1

STRIKE
CHI
YANG

BLAST
CHI
YANG

2
2

2
Start: Advance (1)

End: Repeat (1)

Hit: Energize (1)

Hit: Energize (1)


CROUCH

STAND

CROUCH

JUMP

STAND

Ninja Division

STRIKE
CHI
BOMBARD

<< 2

CROUCH

STAND

JUMP

Ninja Division

CROUCH

STAND

GRAB
CHI
YANG

CROUCH

JUMP

Ninja Division

JUMP

Ninja Division

During Challenge Phase, when


you Energize (X), you then
immediately Power-Up (X).

Hit: Energize (2)

STAND

STAND

MODE
CHI
YANG

Hit: Push (1)

CROUCH

JUMP

Ninja Division

Ninja Division

MOVE
CHI
BOMBARD

Link (blast, strike) and Chain (1)

JUMP

CROUCH

STAND

JUMP

Ninja Division

CROUCH

STAND

JUMP

Ninja Division

WRESTLE

STRIKE
KASI

GRAB
KASI

BLAST
KASI

WRESTLE

CHI

P+1
Hit: Stun (

1
P+1

P+1
) and Knockdown

Reveal: Priority Bonus (P+1)

Damage: Daze

CHI
You may blast, grab or strike a
knocked down opponent, as if
they were crouched.

CROUCH

STAND

JUMP

Ninja Division

BLOCK
KASI

Block: you may Burnout (1) to


Stun (1)

STAND

JUMP

Ninja Division

JUMP

CROUCH

STAND

STAND

JUMP

Ninja Division

STRIKE
KASI

While your opponent is knocked


down, your actions gain:

CROUCH

Ninja Division

STRIKE
KASI

Damage: Drain (
CROUCH

STAND

Ninja Division

MODE
KASI

CROUCH

Hit: Knockdown

Hit: Daze

)
JUMP

Ninja Division

CROUCH

STAND

JUMP

Ninja Division

CROUCH

STAND

JUMP

Ninja Division

WRESTLE

STRIKE
KASI

GRAB
KASI

BLAST
KASI

WRESTLE

CHI

P+1
Hit: Stun (

1
P+1

P+1
) and Knockdown

Reveal: Priority Bonus (P+1)

Damage: Daze

CHI
You may blast, grab or strike a
knocked down opponent, as if
they were crouched.

CROUCH

STAND

JUMP

Ninja Division

BLOCK
KASI

Block: you may Burnout (1) to


Stun (1)

STAND

JUMP

Ninja Division

JUMP

CROUCH

STAND

STAND

JUMP

Ninja Division

STRIKE
KASI

While your opponent is knocked


down, your actions gain:

CROUCH

Ninja Division

STRIKE
KASI

Damage: Drain (
CROUCH

STAND

Ninja Division

MODE
KASI

CROUCH

Hit: Knockdown

Hit: Daze

)
JUMP

Ninja Division

CROUCH

STAND

JUMP

Ninja Division

CROUCH

STAND

JUMP

Ninja Division

BLAST
CHI
WAVE

BLAST
CHI
WAVE

3
1

STRIKE
CHI
YIN

2
1

STAND

CROUCH

JUMP

STAND

Ninja Division

Hit: Draw (1)

JUMP

>> 2
Link (blast, strike) and Chain (1)

STAND

JUMP

Ninja Division

STAND

CROUCH

STAND

JUMP

Ninja Division

CROUCH

JUMP

STAND

Ninja Division

MODE
CHI
YIN

<> 1

CROUCH

STAND

JUMP

Ninja Division

JUMP

Ninja Division

MOVE
CHI
YIN

Link (blast, grab, strike) and


Draw (2)

Combo action gains:


Blast Bonus (2)
CROUCH

CROUCH

Hit: Draw (1)

Ninja Division

STRIKE
CHI
WAVE

MOVE
CHI
WAVE

2
2

End: Repeat (1)

CROUCH

BLAST
CHI
YIN

When drawing cards, draw 1


additional card, then discard 1
card of your choice.
CROUCH

STAND

JUMP

Ninja Division

BLAST
CHI
WAVE

BLAST
CHI
WAVE

3
1

STRIKE
CHI
YIN

2
1

STAND

CROUCH

JUMP

STAND

Ninja Division

Hit: Draw (1)

JUMP

>> 2
Link (blast, strike) and Chain (1)

STAND

JUMP

Ninja Division

STAND

CROUCH

STAND

JUMP

Ninja Division

CROUCH

JUMP

STAND

Ninja Division

MODE
CHI
YIN

<> 1

CROUCH

STAND

JUMP

Ninja Division

JUMP

Ninja Division

MOVE
CHI
YIN

Link (blast, grab, strike) and


Draw (2)

Combo action gains:


Blast Bonus (2)
CROUCH

CROUCH

Hit: Draw (1)

Ninja Division

STRIKE
CHI
WAVE

MOVE
CHI
WAVE

2
2

End: Repeat (1)

CROUCH

BLAST
CHI
YIN

When drawing cards, draw 1


additional card, then discard 1
card of your choice.
CROUCH

STAND

JUMP

Ninja Division

STRIKE
WRESTLE
THROW

GRAB
WRESTLE
THROW

GRAB
WRESTLE
CRUSH

STRIKE
WRESTLE
CRUSH

Hit: change your opponent to the


jumping position

CROUCH

STAND

Special: Damage Bonus (1) and


Knockdown

JUMP

CROUCH
S

STAND

Damage: Knockdown

Combo: Damage Bonus (2)


Hit: Trash (2)

CROUCH

JUMP

STAND

CROUCH

JUMP

Ninja Division

GRAB
WRESTLE
THROW

GRAB
WRESTLE
CRUSH

MODE
WRESTLE
CRUSH

CROUCH

STAND

JUMP

Ninja Division

Each turn, your first grab action


gains: Damage Bonus (1)

Hit: Swap, Push (3), and


Knockdown

CROUCH

JUMP

Ninja Division

Ninja Division

Ninja Division

GRAB
WRESTLE
THROW

Hit: Push (4) and Knockdown

STAND

S S

STAND

JUMP

Ninja Division

CROUCH

STAND

JUMP

Ninja Division

CROUCH

STAND

JUMP

Ninja Division

STRIKE
WRESTLE
THROW

GRAB
WRESTLE
THROW

GRAB
WRESTLE
CRUSH

STRIKE
WRESTLE
CRUSH

Hit: change your opponent to the


jumping position

CROUCH

STAND

Special: Damage Bonus (1) and


Knockdown

JUMP

CROUCH
S

STAND

Damage: Knockdown

Combo: Damage Bonus (2)


Hit: Trash (2)

CROUCH

JUMP

STAND

CROUCH

JUMP

Ninja Division

GRAB
WRESTLE
THROW

GRAB
WRESTLE
CRUSH

MODE
WRESTLE
CRUSH

CROUCH

STAND

JUMP

Ninja Division

Each turn, your first grab action


gains: Damage Bonus (1)

Hit: Swap, Push (3), and


Knockdown

CROUCH

JUMP

Ninja Division

Ninja Division

Ninja Division

GRAB
WRESTLE
THROW

Hit: Push (4) and Knockdown

STAND

S S

STAND

JUMP

Ninja Division

CROUCH

STAND

JUMP

Ninja Division

CROUCH

STAND

JUMP

Ninja Division

TURN

BURNOUT POOL

ENERGY POOL

ACTIVE POOL

12

11

10

10

11

12

LIFE POOL
3
4
5
6
7
8

LIFE POOL

ACTIVE POOL

10

ENERGY POOL

BURNOUT POOL

11
12

1
3 2 3 2
1

1
3 2 3 2
1

1
3 2 3 2
1

1
3 2 3 2
1

1
3 2 3 2
1

1
3 2 3 2
1

1
3 2 3 2
1

1
3 2 3 2
1

2
4 3 4 3
2

2
4 3 4 3
2

2
4 3 4 3
2

2
4 3 4 3
2

2
4 3 4 3
2

2
4 3 4 3
2

2
4 3 4 3
2

2
4 3 4 3
2

2
4 3 4 3
2

2
4 3 4 3
2

2
4 3 4 3
2

2
4 3 4 3
2

2
4 3 4 3
2

2
4 3 4 3
2

2
4 3 4 3
2

2
4 3 4 3
2

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