BattleCON Free Preview Game

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participating in duels to determine their fates and the fate of the world as a whole. Each duel is short and fast-paced, as two combatants move across the field attempting to strike one another and avoid being struck. Only the one whose wits are strongest and whose strategy is surest will be able to claim victory. BattleCON Free Preview Game Print and Play Rules version 1.3 2011 D. Brad Talton Jr. Art by K. Lin, Z. Crescent, D. Hirajeta, P. Butler, F. Fontes. This document may be reproduced for personal use only. This document may not be re-hosted or re-uploaded without written permission from Level 99 Games. What is BattleCON? BattleCON is a standalone game that comes as a complete boxed set. There are no random packs to buy, no rares, and no chase cards you get the complete game up front in the box. This preview is a small taste of the variety and possibility contained in the full game. This preview set features a set of characters from our upcoming base game, War of Indines. While you can expand BattleCON with additional sets featuring new characters, there is no buy-in to collect more powerful cards and no expensive rares to chase down when you get a box, you know exactly what you are getting. War of Indines Khadath Says: If you don't feel like reading the entire rulebook before playing, why not download the how-to-play comic at http://www.battleconnection.com Welcome to Indines, a land of mystery, magic, wonder, and war. In this game, you will take on the roles of several champions of each nation, Gameplay Overview A single match consists of two or three duels. A duel is a complete game, beginning at 20 life points and ending with one player reaching 0 life. A single duel takes between 10 and 20 minutes, so a match is typically between 20 minutes and an hour long. In the course of a single duel, the goal of both players is to reduce their opponents' life totals to zero or fewer points. The first to accomplish this is declared the winner of the duel. A duel consists of any number of turns, called beats. Each beat is a single pair of cards played from each side. These cards are played face-down simultaneously, then revealed and activated at once. Card Overview There are 3 primary kinds of cards in BattleCON games: Characters, Bases, and Styles. Characters Characters are specific personas that you use on the field of battle. Each player will select a different character at the start of the game, and must use all of the styles and bases that are associated with that specific character. Each character card has the following components: 1. Name The name of the character. 2. Classification This describes the style and general strategy of the character in very simple

terms, but has no effect on gameplay. 3. Unique Ability One or more unique abilities that this character possesses. These are staples of their personal strategy and are used during gameplay. 4. Overdrive Finish Attack A special attack described in the 'Special Actions' rules at the end of this document. In your first game or two, you won't use these. 5. Strategy A bonus strategy card is included with each character. Bases These cards are printed with their numbers aligned to the left and may be either unique to a character or generic. Those that are unique to a character have that character's picture on them. Bases are the foundations of an attack pair. All bases have the following parts. 1. Name The name of the base. 2. Range This is what distance the attack will strike at. Some ranges are expressed as two values (ie: 1~4). These ranges target all spaces included in the range (so 1~4 would target spaces at range 1, 2, 3, and 4). Attacks with a range of N/A will never hit. 3. Power This is how much damage the attack will do. Attacks with a power of N/A will not do any damage. 4. Priority The speed of the attack. Higher priority attacks have the advantage of going first in combat allowing you to stun or escape your opponent in many instances. 5. Effects Special effects that are part of the attack. These are explained in more detail later. Styles These cards are printed with their numbers aligned to the right and are all specific to a certain character. Each style can be paired with a base to form an attack pair. A style has the following parts: 1. Name The name of the style. This pairs with the name of the base to form the name of the attack. For example, a 'Clockwork' style and a 'Strike' base combine to form the 'Clockwork Strike' attack. 2. Range Modifier The range of the attack is modified up or down by this amount. 1. If the base has a variable range like (1~4), then the range modifier is added to both sides (so 1~4 plus 2 would be 3~6). 2. If the range modifier is also variable, it adds its highest and lowest parts to the highest and lowest parts of the base (so 1~4 plus 2~4 would be 3~8). 3. If the modifier is variable and the base is not, then the base becomes variable (1 plus 1~4 would be 2~5). 3. Power Modifier The power of the attack is modified up or down by this amount. 4. Priority Modifier The priority of the attack is modified up or down by this amount. 5. Effects These effects are added on to the effects of the base, giving the attack additional powers. Style effects work the same way as base effects.

Example Attack Pair: Lure Strike This attack pair will have 1~6 range, 3 power, and 2 priority. It also has all effects of both cards. Gameplay BattleCON duels take place in a series of turns, called beats. The first player to use his attacks and reduce his opponent's life to zero is the winner! Setup Khadath Says: Before a duel starts, both players are allowed to read all the cards their opponents possess, as well as take a moment to look over their own cards. Familiarity with your own and your opponents' capabilities is the key to victory. Both players choose a character. They take all 7 of that character's cards (1 character card, 5 styles, and 1 base), plus a set of generic bases (6 bases), and form a starting hand. Players should also find any tokens or markers their character uses and place them beside their character card or into play as specified by their unique abilities. Place the board between the two players make use of paper, a 20-sided die, or whatever else is at hand to track each player's life. All players start with 20 life. Place both players on spaces 2 and 6 respectively, so that each character is on its owner's left hand side of the board. Each player finds the two bases and two styles with the icons 1 and 2 in the bottom left and right. These will form two pairs (cards with the same number form a pair), that should be placed in discard 1 and discard 2 respectively. These cards will not be available at the start of the game, but will become available soon. Make sure your two discard piles are clearly separated and that you know which is which, as they both have very important functions (see step 5: Recycle for more information). Advanced players can choose which two cards they want to have in their discard piles at the game's start. The numbers are provided as suggestions to help new players start quickly. Once you have completed these actions and filled both discard piles, you are ready to begin the game.

of them where their opponent can see the backs of the cards clearly. Once both players have attack pairs placed down in front of them, move on to the next step. Objective The objective of each duel is to reduce the opponent's life points to zero while preventing your life from being reduced. The first player whose life points reach zero is eliminated, and the remaining player is declared the winner of the duel. The Base Mechanic An attack pair is formed by selecting one style and one base from the player's hand, and placing those face-down in front of him. An attack pair has the power, range, and priority of the base, plus the modifiers specified on the style, and all the effects of both cards. Since there are 5 styles and 7 bases, each character has 35 possible unique attacks (and even more for characters with tokens!) Turn Sequence Every turn of BattleCON is called a 'beat', and follows a similar pattern. Each of these steps is done by each player simultaneously. 1. Select attack pairs 2. Ante Tokens 3. Reveal attack pairs 4. Execute attacks 5. Recycle Step 1 Select Attack Pairs Both players choose one style and one base from their hand, then place those cards face down in front Step 2 Ante Tokens Many characters' special abilities provide them with tokens. These tokens are chosen and spent during the ante step, after both players have selected beats. A token's exact effect depends on the unique ability of the character using it. It is important to remember that some effects, such as Kallistar's elemental form and Khadath's Gate Trap are not tokens, even though tokens are used to track their state. Unless otherwise stated by a character's unique ability, tokens are discarded to their own separate discard pile, and cannot be retrieved except by the effects of that character's styles and bases. Players may ante tokens in any order, and may always ante more tokens (as far as their unique abilities allow) but tokens can never be taken away. Once both players have elected to pass on adding tokens, move on to the next step. Step 3 Reveal Attack Pairs Both players simultaneously flip over their facedown attack pairs, then activate any Reveal effects they have. At this point, check the priorities of both attacks (considering at any modifications provided by tokens, styles, and special abilities). If the total priorities tie, then a clash occurs. CLASH: In a clash, both players must play a new base face-down from their hands. They simultaneously reveal the played base and put it on top of the old one, hiding the effects and stats of the original base and forming a new attack. Players then check to see if another clash has occurred. If it has, continue again as above. If players run out of cards during a clash, then they pick up all bases in the attack (including the original base) and continue the clash. When a clash is resolved, only the top card of the clash remains in play, and all cards beneath it are returned to the players' hands. Once any clashes are resolved, the Start of Beat effects of both attacks trigger, with the higher priority character's effects triggering first.

Khadath Says: If you can predict the priority of your opponent's moves well enough, you can set up a clash to cut off their best options! If a player has multiple effects to resolve with a single trigger (such as having 2 or 3 reveal effects), then he chooses which order he activates them. This is true for all triggers. Step 4 Execute Attacks The player who has higher priority after reveal effects are resolved is called the Active Player, and the one with lower priority is called the Reactive Player. The active player activates his attack first by performing the following steps: 1. He performs any Before Activating effects listed on his cards. If there are multiple effects, he chooses which order to use them. 2. He checks to see if the opponent is within his range. Range is counted in spaces, with the space occupied by the player being space zero (so adjacent characters are at range 1, and characters at the start of a match are at range 4). 6. Regardless of whether or not the attack hit or did damage, the active player resolves any After Activating effects. If the reactive player is not stunned, then he may activate his attack by following the same steps as the active player. A stunned player skips activation entirely, including any Before Activating and After Activating effects. Once both players have resolved their attacks, move on the the next step. Step 5 Recycle Both players activate any End of Beat effects they possess. If both players have End of Beat effects, the active player executes all of his effects first. End of Beat effects can be executed by the reactive player even if he was stunned. Finally, both players pick up their second discard pile, move their first discard pile into their second discard pile, and move the attack pair they just played face-up into their first discard pile. Range as calculated from red's position 3. If the opponent is in range, then the active player resolves any On Hit effects, then the opponent takes damage equal to the power of the attack, reducing the damage taken by his own attack's Soak value (if he has this effect see common effects). 4. If any damage was done, On Damage effects are resolved. Also, if any damage was done, the opponent may be stunned. This stun can be prevented by an opponent with Stun Guard (see the section on Stun, below). 5. If a player's life is reduced to zero or fewer points, the game immediately ends, with the remaining player being declared the winner. How discard piles shift after the recycle step Ending the Duel Khadath Says: It's possible to determine exactly what cards are in a player's hand by looking at his discard pile. Stay informed! You don't have to counter moves that your opponent isn't able to make! A duel ends when either player's life drops below zero as a result of damage (during step 4 of a beat). Other effects than damage cannot reduce a player to fewer than 1 life points. If you are playing a match, then winning the duel

provides the winner with 1 match point. The first to 2 match points wins a standard match (though you can play to higher point values if you desire). Resolving Effects During the course of the game, you will need to resolve many special effects that your attacks have. How to resolve these effects is explained in detail here. There are two kinds of effects, triggered effects and passive effects. Passive effects are always active from the time the attack is revealed until the end of the beat. For example, Khadath's Snare base states 'Your gate trap marker cannot be moved during this beat'. An effect such as this does not have any timing or activation. It is always considered to be active, and its instructions should be obeyed by both players at all times. Triggered effects have two parts, a trigger, and an effect. An example of a triggered effect might be 'Before Activating: Move 1 or 2 spaces forwards.' This means that the effect is triggered and resolved during the Before Activating step (during step 4 of the turn). If a player controls multiple triggered effects, then he chooses what order to activate them. All triggered effects are mandatory you must use them when they trigger. Movement Many effects will cause characters to move. The only way to move on the board is by these effects or by the unique abilities of characters. Movement will be specified by triggered effects or a character's unique abilities in the form of effects such as After Activating: Move 1, 2, or 3 spaces forwards or backwards. Movement effects are mandatory. If an effect says 'move 1 or 2 spaces forwards', then the player must move either 1 space forwards or 2 spaces forwards. He cannot choose to remain where he is. If an effect specifies 'Move up to 2 spaces forwards or backwards', then the player has the option to choosing a movement of zero (which is less than 2) and remaining stationary. Negative movement is never allowed. Forwards movement brings you closer to your opponent. Backwards movement brings you further away. This means that 'forwards' and 'backwards' mean different directions, depending on which side of your opponent you are on. When moving, you hop over opponents, and do not count the spaces they occupy against your movement. See the example below. Example: Cadenza uses a 'Clockwork Dash' which moves him one, two, or three spaces forwards. He declares that he is moving three spaces, and begins his move one space away from Kallistar. His first move puts him adjacent to her. His second move causes him to switch sides, and his third carries him one more space past. He finishes his movement on the opposite side of her, at range 2. Khadath Says: Don't forget that your Dash prevents opponents from hitting you if you change sides! Use this to escape from bad situations and avoid unnecessary damage! If a player cannot complete a backwards move due to the presence of a wall, then he moves as far as possible and stops. The same holds true for a player is moving forwards against a player who is adjacent to a wall. The presence of walls may preclude movement entirely. In this case, movement is ignored. Stun and Stun Guard All attacks have the potential to stun opponents when they hit. A stunned opponent is unable to react with an attack of his own. Thus, in order to score hits a player must either be fast enough to strike first, maneuverable enough to avoid damage, or defensive enough to prevent stun. A stun occurs whenever a player takes damage greater than his Stun Guard value. Attacks that have no Stun Guard on them are understood to have a

Stun Guard of zero. Here are a few examples that you can follow along with using your own cards. All of these examples ignore range and movement (in many of the examples, Kallistar would be able to escape by moving Cadenza out of range, but this is ignored for the sake of explanation). Example 1: Cadenza and Kallistar are dueling. Kallistar uses a 'Blazing Strike' (4 priority) and Cadenza uses a 'Battery Drive' (3 priority). Kallistar will go first. She hits Cadenza for 4 damage. Because Cadenza has no Stun Guard or Soak effects, he takes 4 damage and is stunned. He will not be able to use the movement effect on his Drive base, but he can still utilize the effect on his Battery style, since it is an End of Beat effect and not prevented by stun. Example 2: Cadenza uses 'Clockwork Drive' (priority 1, Soak 3) and Kallistar uses 'Ignition Grasp' (priority 4). Kallistar will hit first, dealing 3 points of damage to Cadenza. Cadenza has Soak 3, which reduces the damage he takes by up to 3 points. Thus, he takes 0 damage. Because he has not taken any damage, he is able to retaliate and score 6 damage on Kallistar. Example 3: Cadenza uses 'Mechanical Strike' (priority 1, Stun Guard 4) and Kallistar in uses 'Volcanic Grasp' (priority 5). Kallistar will hit first, as usual, and deal 2 points of damage. Cadenza takes the damage, but because the damage is lower than or equal to his Stun Guard value, he is not stunned. He can hit Kallistar back for 6 damage. Example 4: Cadenza uses 'Mechanical Shot' (priority 0, Stun Guard 2) and Kallistar uses 'Flare Strike' (priority 4). Kallistar will hit first, dealing 7 damage to Cadenza. Cadenza takes the damage, and since it is higher than his stun guard value, he is stunned, and will not activate his attack. Example 5: Cadenza uses an extremely defensive 'Clockwork Strike' (priority 0, Soak 3, Stun Guard 4). Kallistar uses a 'Caustic Grasp' (priority 6, in elemental form). Kallistar will go first, dealing 3 damage to Cadenza. Cadenza's soak absorbs the damage, so he takes nothing. However, Kallistar's Caustic style has a special effect 'On Hit, Elemental Form: The opponent is stunned.' Cadenza is stunned because of the effect, and will not activate his attack. This is called an auto-stun effect, and can stun regardless of the opponent's Stun Guard and Soak. Example 6: Cadenza uses the same 'Clockwork Strike' and Kallistar uses his same 'Caustic Grasp'. This time, however, Cadenza decides to ante one of his Iron Body tokens during the Ante phase. This ante gives him the effect of Stun Immunity due to his unique ability. Now when Kallistar hits first, her Caustic effect will attempt to stun Cadenza. Cadenza is immune to stun, however, so no effect or damage can prevent him from executing his Clockwork Strike for 7 damage. Common Effects Soak A number will be specified (ie: Soak 3, Soak 1, Soak 2). Whenever the player would take damage this turn, he reduces the damage taken by the amount specified. Multiple soaks effects stack together (so Soak 3 + Soak 1 = Soak 4). Soak is always a passive effect. Stun Guard A number will be specified (ie: Stun Guard 5, Stun Guard 3). Whenever the player takes damage this turn, he is not stunned unless the total damage taken this turn is greater than his stun guard rating. (So a player with Stun Guard 3 who takes 3 or fewer points of damage this turn is not stunned). Multiple Stun Guards stack together (so Stun Guard 2 + Stun Guard 5 = Stun Guard 7). Stun Guard is always a passive effect. Attacks with no Stun Guard specified have an implied Stun Guard of 0. Glossary Forwards The direction that would bring you closer to the opponent. Backwards The direction that would carry you further away from the opponent. Stunned A state caused by taking damage or by specific effects. A stunned character cannot react to his opponent's attacks during step 4 of a beat. Jargon Khadath Says: Stun Guard is only useful if you are still alive to retaliate! Make sure you keep your life points high to make use of this defensive countermeasure! Fighting games use a very specific language to describe the kind of maneuvers that characters can make. While these terms don't appear in the rules text of cards, they are useful for discussing and analyzing

strategies. Advance An attack that closes distance between characters, creating a more favorable situation for close range fighters. Corner Trap When a character has his or her back to a wall, it is more difficult to perform escapes. Some characters are especially good at capitalizing on Corner Traps. Counterescape A move that is intended to predict an escape and prevent the opponent from escaping, or simply to punish the escape. Counteroffensive A move that is intended to respond to an opponent's offensive attack by utilizing a block-and-counter technique. Cadenza is a character who specializes in counteroffensives. Escape A move that brings the character out of his opponent's preferred range. The opposite of an advance. Off the Line Used to describe the first attack in a match. Some characters have a wide variety of options 'off the line' while others are more limited in what they can do. Set Up A situation that makes a certain attack possible or more likely to succeed. For example, using a Drive to move into close range would set up for a Strike during the next beat. Khadath Ahemusei Class: Trapper Difficulty: Basic Unique Ability: Gate Trap Khadath's ability to control terrain and alter his range give him the tools to evade opponents without moving. Meanwhile he sets traps in the form of his portals, which he lures enemies into and punishes them for crossing. Kallistar Flarechild Class: Opportunist Difficulty: Basic Unique Ability: Elemental Form Kallistar is a risk-return character that rewards high-stakes offensives with exceptional damage payoff. Because of her life loss while in elemental form, Kallistar's player is pressured to make a strong, relentless offensive, which can serve to make her predictable to opponents if not tempered well with her low-risk mode. A savvy player switches between modes often to accommodate the situation he finds himself in. Cadenza Class: Juggernaut Difficulty: Basic Unique Ability: Iron Body Cadenza is a heavy melee fighter who is able to wade through damage and wreck havoc at close range. His styles give him an unconditional opportunity to advance on enemies, as well as the chance to pull enemies in and to deal damage based on the amount of damage he absorbs in a turn. Hikaru Sorayama Class: Universalist Difficulty: Basic Unique Ability: Geomantic Assault Hikaru is not stellar in any single area of combat until he starts spending tokens. With his elemental tokens, Hikaru's attacks can stand up to the most potent abilities of opponents. Since tokens are limited, however, Hikaru must manage them carefully, and make efforts to recover them whenever possible. Because of his lack of defensive ability, Hikaru relies on priority to deal damage, and must be wary of enemies who stack defenses and counteroffensives. General Questions What happens when a character with Stun Immunity is hit by an automatic stun effect? When a character with stun immunity (such as Khadath using his snare) is hit by an auto-stun effect (ie: the opponent is stunned such as an elemental Kallistar with her Caustic style), then Stun Immunity prevents the stun. This is the only case where an autostun effect can fail. If I hit my opponent for 0 damage, but he does not have any Soak or Stun Guard effects, is he still stunned?

No. A character can only be stunned by damage or automatic stun effects. A hit for zero damage is still a hit, but does not stun opponents or trigger On Damage effects. If I must move forwards or backwards, but my forward or backward movement is blocked, can I choose to move towards the wall so that I remain in the same place? No. If you can choose to make a legal, unblocked movement, then you must take that option. The only time movement is canceled is when there is no legal movement option granted by the effect. Will an attack with a range of 2 or more hit an opponent closer than that range? No. Attacks only hit the exact space or spaces listed. An attack with range 2 will ONLY hit the second space out from your character. Can stats be reduced below zero? Range and power cannot be reduced below zero, though Priority can. An attack with a range of 0 cannot hit anything, since it only reaches the space occupied by the attacker. An attack can still hit even with a Power of zero. Character-Specific Questions Khadath What happens to Khadath if he is standing on his own trap? Khadath is never affected by his own trap. His trap will only penalize opponents, as stated on his character card, and Khadath is not considered his own opponent. worry about anteing his tokens against Kallistar, as a preventative measure in case she uses her Caustic Style. In the full game, there are several other characters that have automatic stun effects. So in matches against Khadath and Hikaru, Cadenza only needs to spend these tokens at the moment he takes damage. Hikaru What happens if I use Hikaru's Geomantic style with my Wind token to create a priority tie during Reveal? In this case, the player who originally had the highest priority continues to have priority. If the priority boost causes priority to switch hands (ie: Hikaru's priority becomes higher), then this changes the order of execution and the Active Player. Kallistar What happens if I have 1 life at the start of a turn in elemental form? Normally, Kallistar loses life each turn in elemental form. However, characters can never die by their own effects, so Kallistar does not lose life in this case. What if I hit someone with Stun Guard or Soak using my Caustic Style? Are they still stunned? Yes. An effect that says 'the opponent is stunned' always stuns, except in the case that the opponent has Stun Immunity. Cadenza What is the advantage to Anteing Cadenza's tokens versus spending them when he takes damage? Cadenza can Ante a token to gain Stun Immunity, or spend one at the moment he takes damage to gain Stun Guard. The difference between these is subtle. See examples 5 and 6 in the section on Stun for an explanation of how Stun Immunity is better than Stun Guard. In this preview game, Cadenza will only need to

Special Actions The two special action cards are used in the complete game. They are slightly more complex than the rest of the game rules, and are best introduced once both players have played one or two duels and grasped all the basic concepts of the game. Setup Each player takes one Special Action card at the start of the duel. The special action card looks identical to a style on its reverse face. Usage During any beat, the player may play his Special Action style in conjunction with a base from his hand, just like a normal attack pair. During the Reveal step, but before any reveal effects, the special action is executed. The effect that is executed changes depending on which base is paired with the Special Action. For example, pairing Special Action + Burst would activate the Pulse effect. Pairing Special Action + Grasp would activate the cancel effect. After a Special action is used, it is removed from the game until the end of the duel. Pulse Pulse is the ultimate defensive tactic, and triggers if you pair the Special Action with a Burst or Dash. When a pulse is revealed, the opponent's entire action (even another special action) is negated immediately. They simply do not take a turn. After this, the player using the pulse pushes his opponent any number of spaces backwards, then moves himself any number of spaces backwards. If both players pulse simultaneously, they both push each other back as far as possible. Your discard pile does not cycle the turn when a pulse is used. The opponent still discards his attack pair as normal. Cancel Cancel allows you to choose your attack after looking at what your opponent has played. It triggers if you pair a Special Action with a Grasp or Shot (or if you try to activate a Finish and your life total is too high). Return the base played with cancel to your hand, remove cancel from the game, then select a new attack pair and play it. Any tokens you spent during the ante phase apply to your new attack. The pair played with cancel will trigger a clash if it ties your opponent's pair. If both players cancel simultaneously, they must both choose new attacks secretly. Finish If Special Action is paired with a Strike, Drive, or a character's unique base (Snare / Press / Spellbolt / Palm Strike), then the characters's Overdrive Finish is executed instead of a normal attack. A character must have 7 or fewer life points to use an Overdrive Finish. If a player attempts an Overdrive Finish, but his or her life total is too high, then the finish becomes a Cancel instead. The overdrive finish attack varies for each character, and is listed on the Character card. This attack replaces a character's entire attack pair (ie: the base played with the Special action has no effect except to trigger the Finish). Overdrive finishes always win priority ties without clashing. If two finishes clash, then they both downgrade into cancels. Your discard pile does not cycle the turn when a finish is used. Return the base played with the finish to your hand instead.

Special Thanks Thank you for checking out Battle Connection and for playing the game! If you have any comments, ideas, or bugs to report, please email them to me at level99games@gmail.com If you would like to report your play experience with the game and be listed as a playtester in the rules book, please send some play logs and reports to me as well. The more input I get on the game, the more I can tweak it to be balanced for the release. Check out www.battleconnection.com for information on how you can get the full version of the game, as well as strategies, forums, and additional print and play goodies! Thanks for playing, and I hope to hear from you soon! - D. Brad Talton Jr. BattleCON designer, Level 99 Games President Pre-Order Your Copy! BattleCON is coming out soon, and you can score special pre-order bonuses by getting a copy from the Level 99 Games Store! Check out www.battleconnection.com to links to pre-order the full game! The complete game features 18 characters, Multiplayer modes, the arenas variant, and more! A single game box is all you need to run a tournament! Check out www.battleconnection.com for even more character information and downloads! Character Teaser Here's a sneak peek at some of the characters in the full version of BattleCON: War of Indines. Magdelina Larington A priestess who channels spirits. As the battle goes on, she can strengthen her trance to gain more and more power, becoming an unstoppable force if not defeated fast enough. Demitras Denigrande A vampire who is extremely mobile and quick, and fights by gathering up power with each hit. Though his attacks are weak, they build up power to allow him to unleash devastating attacks. Lixis Ran Kanda A biomancer who uses poisons and a deadly spear in combat. Lixis is able to force opponents to discard extra cards, cutting off their options and negating their special powers. Vanaah Kalmor A scythe-wielding paladin who predicts an opponent's priority and takes advantage of it. She excels at using powerful single strikes at strategic intervals to cut down foes. Rukyuk Amberdeen A bounty hunter who utilizes a pair of pistols loaded with specialized custom ammunition in order to capitalize on his opponents' weaknesses. Kehrolyn Ross A shape-changing homunculus who alters her natural weaponry in order to adapt to the situation at hand and gain additional stats. Regicide Heketch A 300-year old assassin who gains power by retreating into the shadows, then unleashes it in a torrent of deadly strikes before vanishing again. Seth Cremmul As an oracle with the ability to see into the future and alter fate, Seth is able to predict his opponents' every move. With correct predictions, he is able to shut down enemy strategies and corner them. Disclaimer This print and play preview is of a work under construction the design and layout of these components is not indicative of the final product. This document, the attached cards, and all designs, rules, and illustrations therein are property of Level 99 Games LLC, and are not to be redistributed without express written permission of D. Brad Talton Jr.