Play vs AI

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Difficulty

Your Champion
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How to Play

Each player has a character with a Power Source (PS) (your method for generating a number each round) and an Action Deck (30 cards that modify your number). Use your Power Source to generate your Base, then modify it into a Strike Score (SS). Subtract the lower Strike Score from the higher. Deal that as damage. Duel until someone hits 0 HP.

Every Round

1. DRAW: Draw until you have 5 cards. You may discard 1 card. Don't redraw until next round.

2. BEFORE ROLLS: Both players may play one "Before Rolls" Action Deck card face-down OR pass. Reveal at the same time and state the effect aloud. All card effects accumulate and resolve during Resolution unless a card specifically states otherwise.

3. GENERATE BASE: Both players use their Power Source to generate their Base (roll dice, draw cards, etc. as listed on your character sheet). Your Base + bonuses = your Strike Score this round. Whoever has the higher current Strike Score becomes the Aggressor. The lower player becomes the Defender.

4. AFTER ROLLS: Either player can spend Adrenaline for one Adrenaline Action per round at ANY time from when After Rolls begins until the Draw Phase of the next round.

  • Aggressor: plays their "After Rolls" card first. Aggressor card effects resolve now.
  • Defender: plays their "After Rolls" card after the Aggressor. Defender card effects resolve now.

5. RESOLUTION: Resolve in this order:

  • A. Healing applies first. Then Shield gains. Then Damage Reduction (DR).
  • B. Aggressor's True Damage is dealt. Execute bonuses apply now.
  • C. Clash Damage: Higher Strike Score wins. Damage = difference between scores.
  • D. If the Defender is still alive, the Defender's True Damage is dealt now.
  • E. Resolve Conditionals: Salvage and Revenge effects trigger and apply to this round's damage unless the card explicitly states otherwise.

6. CLEANUP: Discard played cards. Discard down to 4 cards in hand. Gain Adrenaline:

  • Gain 1 Adrenaline for every 5 damage you take from your opponent (Clash or True Damage). Self-damage does not count. 5–9 = +1 | 10–14 = +2 | 15–19 = +3 | 20–24 = +4 | 25+ = +5 (Max).
  • Minimum possible Base: +1 bonus Adrenaline.
  • Stalemate (tied Strike Scores): +1 Adrenaline to both players.

Critical Range

Each character has a Critical Range on their stat block. If your Base (before any Action Deck bonuses) lands in that range, the crit effect triggers. Action Deck cards don't affect whether you crit — only your raw Base.

Passives

Each character has passive abilities on their stat block that are always active. Read them! They're the heart of what makes each character unique.

Vocabulary Reference

  • POWER SOURCE (PS): Your character's method for generating a number each round (dice pool, personal deck, minion deck, etc.). Listed on your character sheet.
  • BASE: The unmodified natural number your Power Source produces. No crit, Action Deck, or passive modifiers added.
  • ACTION DECK: Your 30-card deck of Before Rolls and After Rolls cards (Signatures, Uncommons, and Commons). These modify your Base.
  • STRIKE SCORE (SS): Your Base + any bonuses or penalties from Action Deck cards, Adrenaline Actions, and passives. Highest Strike Score wins the Clash.
  • AGGRESSOR: The player with the higher current Strike Score after generating Base. Plays their After Rolls card first. Some effects trigger only for the Aggressor.
  • DEFENDER: The player with the lower current Strike Score after generating Base. Plays their After Rolls card after the Aggressor. Some effects trigger only for the Defender.
  • CLASH DAMAGE: Winner's Strike Score minus Loser's = damage dealt. Reduced by Damage Reduction. Blocked by Shield.
  • TRUE DAMAGE: Goes straight to HP. Ignores the Clash. Only blocked by Shield, not DR. Always resolved during Resolution regardless of when played, unless a card states otherwise.
  • DAMAGE REDUCTION (DR): Reduces Clash Damage only. Does not carry between rounds.
  • SHIELD: Blocks ALL damage (Clash and True). Stays between rounds until used. Each token blocks 1 damage.
  • TOKEN: Separate objects used to track various things: Shield, Adrenaline, Poison, Rage, Blood, Curses, etc.

Adrenaline

Your comeback resource. Max 5. You gain Adrenaline from taking damage from your opponent:

  • 5–9 damage: +1 | 10–14: +2 | 15–19: +3 | 20–24: +4 | 25+: +5
  • Minimum possible Base: +1 bonus
  • Stalemate (tie): +1 to both players

Spend Adrenaline during After Rolls. Your character sheet lists your Adrenaline Actions. Some cards have "Adrenaline Rush" — spend Adrenaline when playing a card to power up its effect.

Card Keywords

  • +X SS / –X SS: Gain or lose X toward your Strike Score.
  • DEAL: Do the stated effect to your opponent.
  • TAKE: Do the stated effect to yourself.
  • HEAL X HP: Gain X to your health pool.
  • IF: Conditional. Check the stated condition and apply the effect if met.
  • OR: Choose one of the listed effects, but not both.
  • AGGRESSOR: Only applies if you had the higher Strike Score when entering After Rolls.
  • DEFENDER: Only applies if you had the lower Strike Score when entering After Rolls.
  • SALVAGE: Triggers only if you LOSE the Clash. Your safety net.
  • REVENGE: Triggers if damage you TAKE exceeds a threshold. Punishes big hits.
  • EXECUTE: Triggers if damage you DEAL exceeds a threshold. Rewards big wins.
  • ADRENALINE RUSH: Spend Adrenaline when playing a card to power up the card's effect.
  • REGEN: Re-roll a die from the targeted Power Source. Non-dice characters: see their sheet for translation.
  • CHARACTER SPECIFIC: Many characters have personal keywords described on their character sheet.

Choose Your Champion

Click a champion to view their character sheet.

You: ...
Opponent: ...
Character art
Card List
Coach
Round 1
Before Rolls
Opponent
100/100
Deck: 25
Power Source
?
+
SS +/−
&
TD
OPP
Before
STRIKE
0
VS
STRIKE
0
YOU
Before
Power Source
?
+
SS +/−
&
TD
You
100/100
Deck: 25
Battle Log
📖 Key Words
Conditional Keywords
AGGRESSOROnly applies if you had the higher Strike Score when entering After Rolls (you play your After Rolls card first).
DEFENDEROnly applies if you had the lower Strike Score when entering After Rolls (you play your After Rolls card after the Aggressor).
SALVAGETriggers only if you LOSE the Clash. Your safety net.
REVENGETriggers if damage you TAKE exceeds a threshold. Punishes big hits.
EXECUTETriggers if damage you DEAL exceeds a threshold. Rewards big wins.
IFConditional. Check the stated condition and apply the effect only if it's met.
ORChoose one of the listed effects, but not both.
ADRENALINE RUSHSpend Adrenaline when playing a card to power up its effect.
Damage & Defense
CLASH DAMAGEWinner's Strike Score minus Loser's = damage dealt. Reduced by DR, blocked by Shield.
TRUE DAMAGEGoes straight to HP. Ignores the Clash. Only blocked by Shield, not DR. Resolved during Resolution unless a card says otherwise.
DAMAGE REDUCTION (DR)Reduces Clash Damage only. Does not carry between rounds.
SHIELDBlocks ALL damage (Clash and True). Stays between rounds until used. Each token blocks 1 damage.
Actions & Core Terms
DEALDo the stated effect to your opponent.
TAKEDo the stated effect to yourself.
HEAL X HPGain X to your health pool.
+X SS / –X SSGain or lose X toward your Strike Score.
REGENRe-roll a die from the targeted Power Source. Non-dice characters: see their sheet for the translation.
BASEThe unmodified natural number your Power Source produces — no crit, cards, or passives added. (Crit checks use Base only.)
STRIKE SCORE (SS)Your Base + all bonuses/penalties from cards, Adrenaline Actions, and passives. Highest SS wins the Clash.
ADRENALINEComeback resource, max 5. Gain from damage taken: 5–9 = +1, 10–14 = +2, 15–19 = +3, 20–24 = +4, 25+ = +5. Spend on Adrenaline Actions.
CHARACTER SPECIFICMany characters have personal keywords — check their character sheet.
Hand — Refills Clock Between Rounds

Victory!

You have emerged triumphant!

🎲 Please copy the Battle Data and paste it in the Fulcrux Discord server to help us better balance the game.