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Page 1: Ryan Richards, ani-mayhem.com - Fifth Edition · Example: Akane Tendo has Cooking -1, for good rea-son, and Ukyo Kuonji has Cooking x2, 1 of the Cooking skills is negated by the 'anti-skill',
Page 2: Ryan Richards, ani-mayhem.com - Fifth Edition · Example: Akane Tendo has Cooking -1, for good rea-son, and Ukyo Kuonji has Cooking x2, 1 of the Cooking skills is negated by the 'anti-skill',

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Editors:Ryan Richards, ani-mayhem.com - Fifth EditionJack B. Everitt, Silver Island - (Set Two)Jon Healy, AnimeCafe, Inc. - (Set 0)Keith Pinster, AnimeCafe, Inc. - (Set 0)Josh Ritter, AnimeCafe, Inc. - (Set 0)

© 2015 Ani-Mayhem 2010 「アニメイヘム.com」

Page 3: Ryan Richards, ani-mayhem.com - Fifth Edition · Example: Akane Tendo has Cooking -1, for good rea-son, and Ukyo Kuonji has Cooking x2, 1 of the Cooking skills is negated by the 'anti-skill',

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Table of ContentsIntroduction ................................................................... 5Game Objective ........................................................... 5Basic Terms ................................................................. 6Time ................................................................................ 11

Card Descriptions ....................................................... 12Symbols ....................................................................... 12Skills ............................................................................. 14Categories ................................................................... 15Card Requirements ................................................... 16Characters .................................................................. 18Enhancements ........................................................... 21Equipment .................................................................. 23Flash Effects ............................................................ 26Global Effects ........................................................... 27Havens ........................................................................ 29Items ............................................................................ 31Locations ................................................................... 33Disasters ................................................................... 36Combat cards ........................................................... 42

Deck Construction .................................................... 43Playing the Game ...................................................... 44Setting Up the Field ............................................... 44Setting Up the Decks ............................................ 46

Page 4: Ryan Richards, ani-mayhem.com - Fifth Edition · Example: Akane Tendo has Cooking -1, for good rea-son, and Ukyo Kuonji has Cooking x2, 1 of the Cooking skills is negated by the 'anti-skill',

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Play Phases .............................................................. 46Combat ......................................................................... 51Winning the Game ................................................... 60Miscellaneous Rules ................................................. 61

AppendicesList of Skills ............................................................... 62List of Categories .................................................... 64List of Actions .......................................................... 66

Page 5: Ryan Richards, ani-mayhem.com - Fifth Edition · Example: Akane Tendo has Cooking -1, for good rea-son, and Ukyo Kuonji has Cooking x2, 1 of the Cooking skills is negated by the 'anti-skill',

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IntroductionIf you are familiar with Japanese animation, you

know you're in for a treat. If not, you are about to beintroduced to a stunning art form. Ani-Mayhem wascreated and produced with love for anime. We've madethe things that drew us to anime part of Ani-May-hem. Manic hunts through its scrambled worlds givea taste of anime's magic and incredible variety. Eachnew game will plunge you into an Aniverse of your owncreation. We hope you have as much fun playing Ani-Mayhem as we had creating it.

Game ObjectiveYou will construct a playing Field using special Lo-

cations. Under the Location cards, you will hide Itemsand Disasters. Using teams of Characters, you willretrieve as many Items as you can. Special powercards can be used to strengthen your Charactersand weaken your enemies. But the Disaster will tryto stop you at every turn by destroying or stealingItems from your Characters, and by trying to kill yourCharacters. When playing with others, each player willuse their own deck of cards. You will all play on a Fieldmade up of the Locations and Items belonging to all

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of the players. You will also be fighting against theDisasters belonging to all of the players. When all theItems are taken or destroyed, the player with themost Items wins. Unless the Disasters retrieve themost Items, then they win, and all the players lose.That is why Ani-Mayhem is the first collectible cardgame to work with many players, or played as a soli-taire — because the real enemies are the Disasters.It is also why in Ani-Mayhem it is important to knowwhen to team up with your opponents against theDisasters you both are fighting…and when to stop.

Basic TermsThese are the terms of Ani-Mayhem you will en-

counter throughout these rules and on Ani-Mayhemcards.An Attack: The sum total of all the Attack abilities,including all bonuses, of all Characters or Disastersattacking a single target.Bonk: A Character is Bonked when its Health is re-duced to 0 or below, but not Killed. When a Charac-ter is Bonked, all of the Enhancements the Charac-ter had are Discarded, and any Equipment or Itemsare dropped below the Location. The Character must

Page 7: Ryan Richards, ani-mayhem.com - Fifth Edition · Example: Akane Tendo has Cooking -1, for good rea-son, and Ukyo Kuonji has Cooking x2, 1 of the Cooking skills is negated by the 'anti-skill',

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then be removed from play for 1 complete Turn. Aftera Bonked Character has been out of play for 1 Turn, itmay be placed back in your hand during your Reloadphase as one of your draws, completely healed.Bonking is a sub-type of Defeat that applies only toCharacters.Cancel: To make invalid another card's effect; thatcard is Discarded.Defeat: When a Character or Disaster has its Healthis reduced to 0 or below they are Defeated.A Defeated Character is either Bonked or Killed.A Combat Disaster is neither Bonked nor Killed, onlyDefeated.When a non-Combat Disaster completes the actionsdescribed in its instructions, it is Defeated.Defeated Disasters are Discarded.Destroy: Remove a card from play for the rest of thegame.Discard: Remove a card from play and place it in itsowner's Discard pile.Driver / Pilot: The Character that is in control of avehicle that requires a Driving or Pilot skill.

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Drop: Items and Equipment may be Dropped anytime. They may go in a Haven or under a Location. Ifthey go under a Location they must be Scavenged.Field: All Locations in play.Flee: Running Away, but for Disasters. When a Disas-ter flees you do not get a final, unanswered attack.Group / Party: The Characters belonging to one playerthat are traveling together. For a Character to joina group they need only travel with other Charactersbelong to the same player. To leave a group a Char-acter must move to a different Location than theother Characters belonging to the same player.There is a limit of 4 Characters per group.Health: The base Health of Characters and Disas-ters is equal to their base Defense ability. Bonusesto Defense do not affect Health.In Play: All cards that are being used, those on theField, and those that are Off Field (Global Effectsand most non-Combat Disasters) are considered tobe In Play. Cards under Locations, Draw and Discardpiles, and the cards in players' hands are not In Play.Kill: When a Character's Health is reduced to thenegative of their base Health, they are Killed. The

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difference between 1 Health and the negative of thebase Health must be overcome in a single attack,otherwise the Character will only be Bonked. KilledCharacters are Discarded and cannot be broughtback into play during the Turn they were Killed.Killing is a sub-type of Defeat that applies only toCharacters.Movement: Moving from 1 Location to another, whichtakes 1 point of Movement. A Character may moveup to its Movement ability each Turn. Disasters willalways take their full Movement.No Action: (Paralyze, Incapacitate)Primarily, the Character or Disaster cannot move orattack. See: List of ActionsOff Field: Cards that are not played on Locations.Global Effects are played Off Field. Most non-Com-bat Disasters are played Off Field. These cards arestill in play.Opponent: Any other Character or Disaster yourCharacters are in Combat with. Or any other playerin the game.

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Parlay: In Parlay, players may negotiate alliancesagainst Disasters, agree upon non-conflicting Move-ment, etc.Run Away: Taking the cowards way out of Combat.If you want your group to Run Away from Combat,say so at the beginning of any Combat round. Theopponent will get one final, unanswered attack uponyour Characters. Move any remaining Characters 1Location. This will end your Turn.Steal: A Character or Disaster attempting to steal acard must be at the same Location as the Characteror Disaster with the card to be stolen. The thief maytake the card and get 1 full movement before anyonecan attack.If, after stealing an Item, you move to a Locationwhere there is a Combat Disaster, the Disaster willtry to take the Item from you as in normal play.If a thieving Character already has an Item, it won'tget a move after stealing from a Disaster becausethe Disaster would automatically attack for theItem the Character had when it stopped to stealfrom the Disaster.

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Uses: Power cards and Items that have a number us-es may only be used once per round of Combat, oronce per Turn.Unless stated otherwise, Characters' special abili-ties, and abilities given by Power cards may only beused once per Turn.

TimeFlash Effects, Global Effects, Haven abilities, and

cards that say �Flash Effect� are the most fast act-ing cards. �Immediate� does not imply a card is asfast as a Flash Effect.Turn: The time it takes for a player to go through allof their Phases.Cycle: The time it takes for a Disaster to make itsway from where it entered the Field to where it exitsthe Field.Round: The time it takes for Disasters and Charac-ters to attack and counter-strike once during Com-bat.Unless stated otherwise, round refers to physicalCombat.

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Duration: The amount of time a card stays in playfor the player that plays it. For cards that last alimited number of Turns, the first Turn is the Turn itwas played. The card is Discarded at the end of itslast Turn.

Card DescriptionsSymbolsAbilities

The five basic abilities:

Attack, and Dam-age

Defense, andHealth

Movement Charm

Energy

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Power CardsThese symbols appear in the upper left corner of

Power cards.

Enhancement Equipment

Flash Effect Global Effect

CombatsThese symbols will appear in top-left and low-

er-right corners of Combat cards.

Combat Charm Combat

DisastersThese symbols indicate whether a Disaster is Minor

or Major.

Major Disaster Minor Disaster

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Genders

Male Female

Special CategoriesThese symbols may appear below the image in place

of the category being listed at the bottom of thecard.

Haven Dimensional

Planetary Science

SkillsIf more than 1 of a skill is possessed by a Character,

or required by a card, it is listed as x2, x3, etc.Example: Ryoga Hibiki has Strength x2 and Mr.

Masamichi Fujisawa also has Strength x2, so togetherthey have Strength x4.If Character or other card has an 'anti-skill' it is list-ed as -1, -2, etc.

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Example: Akane Tendo has Cooking -1, for good rea-son, and Ukyo Kuonji has Cooking x2, 1 of the Cookingskills is negated by the 'anti-skill', and together theyend up with a single Cooking skill.

Some skills lend their possessor to certain groupsfor the sake of terseness in the card text. A Char-acter with the Student skill may be referred to as astudent, a Character with the Teacher skill may bereferred to as a teacher, etc.

See: List of Skills

CategoriesSome cards have one or more categories listed be-

tween brackets, « », at the bottom of the card, how-ever, the Dimensional, Haven, Planetary, and Sciencecategories will appear as a small icon below the im-age.

When a card states it affects a certain kind ofcard, look for a matching category on other cards.

Example: Desert Face Mask allows you to Scavengeany Desert Location, such as Desert of Bleached WhiteBones.

See: List of Categories

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HordeIf a card has a Horde category, every other like

card in play is +1 Attack & Defense. Look at the oth-er cards' categories to see if a Horde will give it abonus. Hordes will not give other Hordes bonuses un-less they have another category in common. MultipleHordes will give multiple bonuses.

Example: With two Dr. Weelo's Bio-Men and an Ebi-Fu-riya in play, the Bio-Men would each be +1 Attack &Defense from the other, and Ebi-Furiya would be +2Attack & Defense.

HungryFood cards given to Hungry Characters are eaten.

Discard the Food card.Only 1 Hungry Disaster may be Defeated for each

Food card that is Discarded.

Card RequirementsSome cards require certain skills, abilities, and cat-

egories in order to be used. Locations are a primeexample.

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The most basic requirements are skills, followedby categories. However, the items below are require-ments that go beyond simple skills or categories.Female: A female Character.Example: Hot Springs House requires 3 Females.Male: A male Character.Example: Tank Police HQ requires 2 Males and a Policeskill.Any Element: Air Element, Earth Element, Fire Ele-ment, Ice Element, Lightning Element, or Water Ele-ment.Example: Ifurita's Tomb requires any one of the six el-ements.Movement N+: A Movement ability of at least N.Example: Missile Walk requires a Movement of at least4.Strength & Attack N+: The Strength skill and an At-tack ability of at least N.Example: King Kai's Planetoid requires an Attack of atleast 4 and a Strength skill.Illusion Piercing: This card requires a special ability,namely the ability to pierce Illusions.

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Example: Nanami Jinnai has it, and I Like to Watch givesit.Another Card: This card requires another card in or-der to be used. The other card is usually a Characteror an Item.Example: Tsunami requires Tenchi, The Master Key, whichin turn requires the Royalty skill and allows addition-al Power Gem.

There are cards with requirements that are notlisted above, and are not skills or categories. Theyare not listed here because the requirements are de-tailed on the card itself, and are not abbreviated asthe items above are.

CharactersCharacters have purple faces and purple backs.

They have five Abilities listed in buttons on the lowerleft of the card, and two text boxes. The top text boxlists the skills the Character possesses. The bottombox may have Instructions, Flavor Text, Quotes, orCategories. Characters are either male or female.

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Name�

Image�

Abilities�

Skills�

Instructions�

Flavor�Text�Quote�

Gender�Categories

Rules for CharactersYou may have any number of Characters in your

Haven but no more than 6 on the Field at any time.You cannot attack opposing Characters under your

control if only to Bonk or Kill them.An opposing Character cannot be forced to use a

card with a cost.

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Example: Your Characters charm Makoto Mizuhara,who has Ifurita's Power Key Staff and Interdimensional Tele-port. Makoto cannot be forced to use the Interdimen-sional Teleport.

Characters are free to pick up, drop, and transferaccessible Items and Equipment during any phase.

A Character with a base Charm of 0 cannot in-crease their Charm ability.

Rules for Transforming Characters• 1-card transforming Characters only transform

when the conditions on the cards are met.• You must have both cards for 2-card transforming

Characters to use either in your deck.• One counts towards your deck, the other does not.• Keep the second card out of play.• You may transform a Character from one form to

another during the Movement phase by sacrificingthat Character's move.

• A Character that is transforming cannot be movedthat Turn except by a Disaster.

• Remove the card for the first form from play whenthe Character transform, and bring in the secondcard.

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• If a transforming Character is forced to transformit will not be able to transform back without a cardthat transforms it.

• A single player cannot have both forms of a trans-forming Character in play at the same time.

EnhancementsEnhancements have blue faces and purple backs.

They many have any number of Abilities listed on thelower left of the card. Costs are listed above Bonus-es. Enhancements have one text box with any In-structions, Flavor Text, Quotes, or Categories.

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Name�

Image�

Requirements�

Uses�

Instructions�

Bonus�

Categories

Rules for EnhancementsOnce played, they can never be transferred and are

only removed if the host card Killed, Bonked, Defeat-ed, or Discarded, or by a card that specifically re-moves an Enhancement.

Enhancements played on Vehicles can only alter ex-isting abilities (i.e. Attack, Defense, Movement, etc.).

Page 23: Ryan Richards, ani-mayhem.com - Fifth Edition · Example: Akane Tendo has Cooking -1, for good rea-son, and Ukyo Kuonji has Cooking x2, 1 of the Cooking skills is negated by the 'anti-skill',

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If an Enhancement has a cost, it must be met inorder to play the Enhancement.

If an Enhancement has a cost, it is paid as long asthe Character has the Enhancement.

If the cost becomes unpayable, the Enhancementcannot be used. Turn the card over.

If an Enhancement has a modifier before an ability(i.e. add (+), subtract (-), multiply (x), or divide(/)),it modifies that ability. If there is no modifier, theEnhancement's ability replaces the Character's.

EquipmentPieces of Equipment have blue faces and purple

backs. They many have any number of Abilities listedon the lower left of the card. Costs are listed aboveBonuses. Equipments have one text box with any In-structions, Flavor Text, Quotes, or Categories.

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Name�

Image�

Uses�

Instructions�

Bonus�

Quote�

Categories

Rules for EquipmentA Character may carry as many Equipment cards

as you wish. A Character cannot use more than 1piece Equipment to give a bonus to the same abilityper Turn even if that Equipment gives a bonus to an-other ability.

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If an Equipment has a cost or requirement, theCharacter using the Equipment must pay the costor meet the requirement.

If an Equipment has a modifier before an ability(i.e. add (+), subtract (-), multiply (x), or divide(/)),it modifies that ability. If there is no modifier, theEquipment's ability replaces the Character's.

When an Equipment has its own Defense, not onethat modifies Defense, treat it as having Health.Health is not automatically restored at the end ofthe turn. When Health = 0, Discard.

Unless stated otherwise, a Vehicle that can carryanother Vehicle may only carry a Vehicle of a lowerclass. A Planetary Vehicle can carry a Flying Vehicleor a Vehicle. A Flying Vehicle can carry a Vehicle.

Unless stated otherwise, �Vehicle� applies only tonon-Planetary, non-Flying Vehicles.

Characters in Vehicles cannot use their special abil-ities. Any Character that is in a Vehicle when it runsout of Health takes 1 Damage to their Health.

If a Vehicle is used in Combat, other Characters inthe group cannot engage in Combat until the Vehiclestops.

Page 26: Ryan Richards, ani-mayhem.com - Fifth Edition · Example: Akane Tendo has Cooking -1, for good rea-son, and Ukyo Kuonji has Cooking x2, 1 of the Cooking skills is negated by the 'anti-skill',

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Flash EffectsFlash Effects have blue faces and purple backs.

They many have any number of Abilities listed on thelower left of the card. Costs are listed above Bonus-es. Flash Effects have one text box with any Instruc-tions, Flavor Text, Quotes, or Categories.

Name�

Image�

Cost�

Requirements�

Instructions�

Bonus�

Categories

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Rules for Flash EffectsFlash Effects may be played at any time except the

Draw phase.Flash Effects work in last-in, first-out order.Example: You can use a Wrath of the Eye of God to Dis-

card an opponent's Wrath of the Eye of God beforeit takes effect.

If a Flash Effect has a cost or requirement, theCharacter using the Flash Effect must pay the costor meet the requirement.

If a Flash Effect has a modifier before an ability(i.e. add (+), subtract (-), multiply (x), or divide(/)), itmodifies that ability. If there is no modifier, the FlashEffect's ability replaces the Character's.

Global EffectsGlobal Effects have blue faces and purple backs.

They many have any number of Abilities listed on thelower left of the card. Costs are listed above bonuses.Global Effects have one text box with any Instruc-tions, Flavor Text, Quotes, or Categories.

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Name�

Image�

Uses�

Instructions�

Quote

Rules for Global EffectsGlobal Effects are played Off Field. Unless stated

otherwise, they affect all of your Characters.If a Global Effect has a cost or requirement, the

Character using the Global Effect must pay the costor meet the requirement.

If a Global Effect has a modifier before an ability(i.e. add (+), subtract (-), multiply (x), or divide(/)),

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it modifies that ability. If there is no modifier, theGlobal Effect's ability replaces the Character's.

When a Global Effect with uses runs out of uses, itis removed from the game.

HavensHavens have green faces and purple backs. Havens

have one text box with the special ability that par-ticular Haven gives. All Havens have the Haven spe-cial symbol to the bottom left of the picture window.

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Name�

Image�

Special�Category�

Instructions

Rules for HavensHavens are where you store Equipment, extra Char-

acters, and Items you pick up during the game.To add an additional Haven to the Field, 3 Charac-

ters must remain at a Location for 2 Turns doingnothing except �building� access to the Haven. Youmay then place the Haven adjacent to the Locationduring the next Equip phase.

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You have complete control over who gets to enteryour Haven. Another player may move their Charac-ters over your Haven without asking you, but maynot stop there without asking your permission. If youdo allow another player to stop at your Haven, thatplayer has free access to it and may take out anyItems or Equipment there. If you have Charactersthere, you can Combat that player's Characters ifthey try to take something you don't want them totake, but if you have no Characters there, they cantake whatever is there. They also don't have to leaveuntil they want to or you force them out.

Havens with Attack and Defense can be used to at-tack adjacent Locations and to defend against un-wanted intruders.

ItemsItems have tan faces and silver backs (previously

purple). Items have one text box with any Instruc-tions, Flavor Text, Quotes, or Categories.

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Name�

Image�

Special�Category�

Instructions�

Quote�

Categories

Rules for ItemsItem cards are kept face down until they are used.If an Item has a cost or requirement, the Charac-

ter using the Item must pay the cost or meet therequirement.

If an Item has a modifier before an ability (i.e. add(+), subtract (-), multiply (x), or divide(/)), it modifies

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that ability. If there is no modifier, the Item's abilityreplaces the Character's.

A Character does not need to pay a price or meeta requirement to carry an Item, only to use an Item.

A player must reveal which Characters have howmany Items, but not the specific Items.

Discarded and Destroyed Items count towards theDisasters' total.

Discarded Items cannot be brought back into play.There are no exceptions.

LocationsLocations have green faces and green backs. Loca-

tions have one text box with the Requirements, andany Instructions, Flavor Text, Quotes, or Categories.

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Name�

Image�

Special�Category�

Attack�&�

Defense�

Requirements�

Quote

Rules for LocationsA group of Characters cannot stop on a Planetary

Location unless each Character in the Group has thePlanetary symbol or is in a Planetary Vehicle.

A group of Characters cannot stop on a Dimension-al Location unless all Characters in the Group havethe Dimensional ability.

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Locations cannot be Discarded, though some cardswill specifically state they destroy Locations. If a Lo-cation is Destroyed, Discard all cards at the Loca-tion and turn the Location over and leave it whereit is. Destroyed Locations still count for movement.Characters cannot stop on Destroyed Locations butDisasters can.

If a group of Characters, without the required skills,stops at a Location with Attack, the Location At-tacks each Character. The Location attacks onceper Turn. If the Characters are in Combat, the Loca-tion also attacks once per Combat round. No Com-bat cards are drawn.

If a Location has Defense, you can Scavenge it with-out the necessary skills by attacking it. You get 1 at-tack per Turn. You must continue attacking it untilthe Location's Health is 0 or below.

Example: Hot Legs has a Defense of 8. On the firstturn your Characters' attack is 9. This brings theLocation's Health to 7. After getting a little morefire power, your Characters' second attack is 12. Thisbrings the Location's Health to 3. On the third turnyour Character's attack for 12 again. This brings the

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Location's Health to -1. They can Scavenge the Lo-cation.If you attack another target or leave the Locationyou must start over.

Certain Locations can become Havens if you canbring the needed Characters and Items together atthe Location after revealing all Disaters at the Lo-cation. Required cards and bonuses are explained onthe Location. Once a Location becomes a Haven, Dis-asters and Characters owned by other players can-not stop on it unless given permission by the owner.

DisastersDisasters have orange faces and purple backs. They

may have any combination of abilities or none at all.Disasters have one text box with any Instructions,Flavor Text, Quotes, or Categories. Disasters may ormay not have a gender.

Rules for DisastersDisasters that have Attack, Defense and Move-

ment abilities are Combat Disasters.

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A Disaster that states �Moves Once.� only moveswhen drawn from the Draw piles. If it turns up duringScavenging it does not move.

If a non-Combat Disaster is drawn from the Drawpile it will affect the first group along the Disastermovement path belonging to the drawing player. Ifcannot affect any group belonging to the drawingplayer it will affect the first group along the Disastermovement path belonging to any player. If the Disas-ter can not affect the Field, it is Discarded.

Only Combat Disasters pick up Items, and they canonly carry 1 Item at a time. If a Combat Disaster doesnot already have an Item, it will pick up an Item fromthe first Location it stops on that has an Item. Dis-asters will not reveal or use an Item.

If a Combat Disaster stops at a Location wherethere are Characters with Items, the Disaster willautomatically attack a random Character having anItem.

If a Combat Disaster stops at a Location wherethere are Characters without Items, the Disaster willautomatically attack a random Character.

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If a Combat Disaster Bonks or Kills a Characterwith an Item, it drops the Item it was carrying be-neath the Location, and takes the Item the Charac-ter had.

If a Character Defeats a Disaster with an Item, theItem it was carrying is dropped beneath the Loca-tion.

Disasters always move their full Movement eachMaintenance phase.

When a non-Combat Disaster without Movementcompletes its actions it is Discarded.

If the instructions of a Disaster with Movement arenot applicable then the instructions are ignored untilthey are applicable. A Disaster will attack even if itcannot perform its special ability.

If a non-Disaster card becomes a Disaster it istreated as a Minor Disaster unless stated other-wise.

See: Hungry for rules regarding Hungry Disasters.

Ally DisastersWhen a Disaster allies with another Disaster, the

two Disasters move as a group. The direction of the

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group's Movement is dictated by the primary Disas-ter, and is limited to the slowest Disaster. Allied Dis-asters attack with with their combined Attack abil-ities while each Disaster defends itself. When alliedDisasters take an Item, it will go to the primary Dis-aster first if it does not already have one.

Allying with CharactersWhen a Disaster allies with your group of Charac-

ters, the Disaster moves with the group. The group'sMovement may be lowered by the allying Disaster. TheDisaster must be included in the pool of potentialtargets as though it were one of your Characters.While it is allied with you, no more than 2 opposingCharacters may attack it at a time, the same limitas a Character. Aside from where it moves, you haveno direct control over the Disaster.

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Major Disasters

Name�

Image�

Abilities�

Instructions�

Quote�

Gender�Categories

Rules for Major DisastersWhen a Major Disaster reaches the end of the Field

it will Destroy the Item it was carrying and re-enterthe Field at the top-right.

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Minor Disasters

Name�

Image�

Transform�

Image�

Abilities�

Instructions�

Quote�

Gender�Categories

Rules for Minor DisastersWhen a Minor Disaster reaches the end of the Field

it will Destroy the Item it was carrying and is itselfDiscarded.

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Combat cardsCombat cards have red faces and red backs. They

have two halves, one for Physical Combat, and one forCharm Combat. Each half has its own icon in the topleft corner. Combats have two text boxes containingInstructions, one for each half. They also may haveany number of Ability modifiers.

Name�

Image�

Instructions�

Bonus�

Image�

Name

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Deck ConstructionYou build your own deck using your own cards.The standard deck is 4 / 21 / 1 / 11 (7) / 7 / 21 / 21

= 86 (82 used). See below.Text in parentheses in a card's name does not con-

tribute to the uniqueness of a card.Example: Kreper (Tan) and Kreper (Pink) are the same.

Starting Characters: 4 per deck. You may only have 1of any particular Character.Power Cards: Power cards are the following types ofcards:Starting Haven: 1 per deck.Items: You must have 1.5 times as many Items asLocations. Round up. The remaing Items after FieldSetup will not be used. No more than 3 of any par-ticular Item.Locations: The number of Locations to use is yourchoice, except that it must be an odd number. It willaffect most other aspects of deck construction. Nomore than 1 of any particular Location.

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Disasters: 2 per Location. 1 for every 3 Power cards &Extra Characters & Havens. No more than 3 of anyparticular Disaster.Combat: Minimum 21. However, there is no limit tothe number of Combat cards you may have. No morethan 3 of any particular Combat.

Some cards will say they have a different limit perdeck. Follow the instructions on the card.

Example: Water Kettle is limit 6 per deck.

Playing the GameIf there is any conflict between what is written on a

card and what is written in these rules, the card wins.

Setting Up the FieldDecide who will go first. You will take turns plac-

ing Locations. Shuffle your Locations. Turn over, andplace the first Location. The rest of the Locationsmust be placed adjacent to a Location alreadyplayed, in any of the 8 compass directions. Havensare placed in the same manner as Locations, with theexception of shuffling. You may play your Haven in-stead of a Location only after all players have playedat least 1 Location.

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Second�Location�Placement:

Key:

PlacedLocation

PossiblePlacing

Third�Location�Placement:

1. Shuffle your Disasters.2.Take turns placing Disasters face down under the

Locations, 1 or 2 at a time, until all Locations have2 Disasters.

3.Shuffle your Items.4.Take turns placing Items face down under the Dis-

asters, 1 at a time, until all Locations have 1 Item.Place your starting Characters, or a token repre-

senting them, at your Haven.

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Setting Up the Decks1. Shuffle your Power cards.2.Draw 7 cards for your hand.3.Shuffle the remaining Disasters and Power cards;

this is your Draw pile.4.Shuffle your Combat cards; this is your Combat

pile.Decide who goes first and skip to the Equip phase

for the first Turn only.

Play PhasesDiscard Phase

Discard any cards in your hand that you do notwant. Discard any Characters in your Haven that youdo not want.

Reload PhaseDraw 1 card at a time until you have 7 cards in your

hand or until you Draw a Disaster that can affectthe Field.

If you draw a Combat Disaster it enters the Fieldat the top-right Location. as you are looking at it.If you draw a non-Combat Disaster that cannot af-fect the Field, discard it, and continue drawing cards.

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If you draw a non-Combat Disaster that can affectthe Field it will target the first group on the Disastermovement path. See Maintenance Phase for Disas-ter Movement diagram.

Maintenance PhaseAny Disasters you brought into play that are ca-

pable of Movement are moved. Disasters are moveda number of Locations equal to their Movement abili-ty. Disasters are moved down a column of Locations,and upon reaching the bottom they move to the topLocation of the next column to the left.

When a Disaster gets to the last Location of theleftmost column it moves Off Field. This is the endof a Disaster's cycle. Any cards the Disaster is car-rying are Destroyed. Minor Disasters are Discarded.Major Disasters re-enter the Field at the first Lo-cation of rightmost column.

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Haven

Haven

Haven

Enter�(Player�1)

Exit

Enter�(Player�2)

Exit

Equip PhaseYou may play 1 piece of Equipment into your Haven.

You may play 1 Enhancement on a Character in yourHaven. You may play 1 Global Effect.

Move PhaseMove your Characters any number of Location up

to their Movement ability.

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Haven

Haven

Haven

Key:

Haven

Haven

Haven

Player�1

Player�2

Player�3

Scavenge PhaseTo begin Scavenging, your Characters must 'at-

tempt' the Location by trying to meet the require-ments for the Location they are at. If they do, theyhave 'entered' the Location. They may now continueon to the next step.

Which is to turn over the first Disaster under theLocation.

If it is a non-Combat Disaster, you must Defeat itor endure its effects. If a non-Combat Disaster can-not affect the Field, it is automatically Defeated.

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If it is a Combat Disaster, you will have to fight it.After Defeating a Disaster, you may stop Scaveng-

ing, or continue by turning over the next Disaster.If you stop, you must 'leave' the Location (you don'tmove anywhere) and must meet the requirementsagain if you wish to re-enter the Location.

If a Character with a required skill is Bonkedor Killed during Scavenging, you may continue toScavenge the Location that Turn so long as you donot leave the Location.

After all Disasters have been dealt with, you mayretrieve any Items and Equipment from beneath thatLocation.

You may only initiate Scavenging once per Turn.

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Retrieve�Items

Deal�with�Disasters

Enter�Location

Attempt�Location

Land�on�Location

Pass�Over�Location

CombatCombat consists of 1 round of Charm Combat fol-

lowed by an unlimited number of rounds of PhysicalCombat.

Charm Combat may be optional. Discuss it withyour opponents before you begin play.

During Combat, spent Energy is regained at 1 pointper round of Combat. All expended Energy is restoredat the end of Combat.

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Damage to Health is accrued during physical Com-bat. The Health of any Characters or Disasters thatare still alive at the end of Combat is immediatelyrestored to full.

Unless stated otherwise, you must be at the sameLocation as your opponent to attack or counter-at-tack.

Charm CombatCharacters may Charm Combat other Characters

or Disasters who have a Charm ability listed. IfCharacters enter Combat with a Combat Disasterwith Charm, the Disaster will automatically initiateCharm Combat first.

A Character can be in Charm Combat any number oftimes in a given Combat, but may only initiate it onceper Combat. Characters cannot team up for CharmCombat.

Charm Combat lasts 1 round. Draw a Combat cardfor the Disaster and a Combat card for the Charac-ter being attacked, in that order. Apply the Charm ef-fects of the card(s) drawn for the Character or Dis-aster in the order they were drawn, then apply any ef-fects from the cards drawn for the opponent that ef-

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fect the Character or Disaster, in the order in whichthey were drawn.

If the attacker has a higher total Charm, the de-fender is Charmed. If the defender has a total Charmtwice that of the attacker, the attacker is Charmed.If not either, nothing happens, and Charm Combat isover.

The charmer can make the Charmed perform 1 ac-tion, or prevent 1 action. See: List of Actions

If a Character loses Charm Combat against a Dis-aster, that Character cannot attack the Disasteruntil the Disaster attacks that Character.

If all the Characters at a Location lose Charm Com-bat with a Disaster, the Disaster will take an Itemfrom the Location if one is there and leave on thenext Turn.

Any Character can break a Charm by charm attack-ing the Charmed Character with twice the amountit was Charmed by, or by Defeating the charmer inCharm Combat that round.

Total Charm cannot be less than 0 unless it startsbelow 0.

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Example: Zarbon has a base Charm of -1 in his trans-formed state.

Physical CombatIn Physical Combat there is an attack by the at-

tacker, and a counter-attack by the defender. At-tack and counter-attack happen simultaneously inthe same Combat round.

Start by noting the starting base Health forall Characters and Disasters involved. Health isequal to Defense excluding modifiers (Enhance-ments, training, etc.). Only modifiers specificallystating Health affect the base Health.

Attack - Defense = Damage.Health - Damage = Health.Total Attack and Defense cannot be less than 0.

ProtectingEach Character in the Combat can either attack or

protect another Character. Up to 2 Characters canprotect another Character.

If a Character is protecting another Character, theplayer must declare which Character it is protect-ing. The Defense ability of the protecting Character

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is added to that of the Character it is protecting.A Character which is protecting another Charactercannot attack. The protecting Character takes halfthe Damage that gets through the combined De-fense, the target takes full Damage. The protectingCharacter will always take a minimum of 1 Damageper Combat round.

Combat with DisastersThe Disaster will attack a Character from one of

two pools. First, the Disaster will attack a randomCharacter having an Item. However, if no Characterhas an Item, then a random Character will be at-tacked.

During each Combat round, up to 4 Characters canattack a Major Disaster, and up to 3 Characters canattack a Minor Disaster.

The Disaster chooses its target first. The playerthen chooses which Characters will counter-strike orprotect and any Equipment they will use, before Com-bat cards are drawn.

For each round of Combat you will draw a Combatcard for the Disaster, and a card for each Characterbeing attacked or attacking, in that order. Apply the

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effects of the Combat card(s) drawn for the Char-acter or Disaster in the order they were drawn, thenapply any effects from the cards drawn for the op-ponent that effect the Character or Disaster, in theorder in which they were drawn.

If you run out of Combat cards, shuffle the the Com-bat Discard pile, it is now your Draw pile.

Add up all of the attacks against one Character orDisaster, including bonuses. Subtract the defender'stotal Defense. Any positive number left is the Dam-age the defender takes to its Health, and is sub-tracted from the defender's Health.

Combat continues until:1. The Disaster flees (most don't).2.The Disaster is Defeated.3.All Characters are Bonked or Killed.4.The Characters Run Away.Example: Ryoko, Naomi Armitage, Akane Tendo, andLaunch (Bad) enter into combat against Dracula.

Akane has an Item, Barbells, so Dracula will attackher.

Akane, Armitage, and Launch will attack Dracula.Ryoko will protect Akane.

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• Dracula gets an Assault for +2 Attack.• Akane gets a Spiked for -2 Defense.• Armitage (4) + Launch (3) + Akane (4) = 11 Attack.• Dracula's Defense is 5.• 11 Attack - 5 Defense = 6 Damage.• 5 Health - 6 Damage = -1 Health, Dracula is De-

feated.• Dracula's Attack is (6 + 2) = 8 Attack.• Akane's Defense is (4 - 2 + 4) = 6.• 8 Attack - 6 Defense = 2 Damage.• 4 Health - 2 Damage = 2 Health, Akane survives.• 2 Damage / 2 = 1 Damage, Ryoko also survives.

Combat with Multiple DisastersDisasters are fought one at a time. If none of the

Disasters at a Location states it attacks automat-ically, a player may choose which Disaster to Com-bat first. Attacking one Disaster does not necessi-tate Combat with another Disaster at the same Lo-cation. Disasters are solitary by nature and if a Dis-aster wasn't going to attack you anyway, it won't doso just because you are fighting with another Disas-ter at the same Location.

If Characters are carrying Items, or if more thanone Disaster at a Location attacks automatical-

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ly, Disasters attack in the order they arrived atthe Location. If Disasters arrived simultaneously,the strongest one attacks first. Calculate by theDisaster's Attack, then Defense, then Movement,then Energy, then Charm if needed.

Combat Between PlayersEach Character in the Combat can either Attack

or Protect another Character.A player must declare target Characters for any of

their attacking Characters. Up to 3 Characters canteam their attacks against the same target. Up to2 Characters can protect the same Character.

Players take turns declaring a target to attack orprotect, with the attacking player going first.

The players must choose what Equipment theCharacters will use before Combat cards are drawn.

Players use their own Combat cards.For each round of Combat you will draw a Combat

card for each Character that is being attacked, anda Combat card for each Character that is attack-ing, in that order. Apply the effects of the Combatcard(s) drawn for each Character in the order theywere drawn, then apply any effects from the cards

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drawn for the opponent that effect the Character, inthe order in which they were drawn.

If you run out of Combat cards, re-shuffle the theCombat Discard pile.

Add up all of the Attacks against one Character,including bonuses. Subtract the defender's total De-fense. Any positive number left is the Damage thedefender takes to its Health, and is subtracted fromthe defender's Health.

Combat continues until:1. All Characters on one side are Bonked or Killed.2.One side Runs Away.Example: Ryoko, Naomi Armitage, and Launch (Bad) willattack Leon McNichol, who is being protected by DaileyWong. Leon will attack Launch.• Launch gets a In My Sights for +5 Attack.• Leon gets a Toss for +2 Attack & Defense.• Ryoko (4) + Armitage (4) + Launch (3 + 5) = 16

Attack.• Leon (2 + 2) + Dailey (2) = 6 Defense.• 16 Attack - 6 Defense = 10 Damage.• Leon takes 10 Damage and is Killed.

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• Dailey takes half of 10 for 5 Damage and is alsoKilled.

• Leon's attack is (2 + 2) = 4 Attack.• Launch's Defense = 3.• 4 Attack - 3 Defense = 1 Damage.• Launch takes 1 Damage and keeps on kicking.

Winning the GameThe game ends when more than half of the Items

have been retrieved by the players or captured by theDisasters.

If the Disasters get more than half of the Items,they win, and the players lose.

If the players get more than half of the Items, theplayer with the most Items wins.

Optional End Game ConditionsThe following options may make for a strategic

game. They are optional as a group, so all playersmust agree before play begins.

Make a Wish…With either Guru or Guardian of the Earth in play, bring

7 Dragon Balls to any one Location or Haven.

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Miscellaneous RulesRock / paper / scissors never ends in a tie, keep

playing until someone wins. If you're playing a solitairegame, flip a coin instead.

Discarded cards always go into the card owner'sDiscard pile.

Card instructions pertaining to a specific cardoverrule conflicting card instructions pertaining tomore than one card.

Example: Kozo Karino �…may Scavenge any PoliceLocation.� Shinjuku Police Building , a Police Location,states �Kozo Karino cannot Scavenge this Loca-tion.� Shinjuku Police Building overrules Kozo Karino.

If a player attempts to improperly use a card, thecard is not Discarded or used—treat the card as ifthe player hadn't tried to use it in the first place.

Unless stated otherwise �All X� refers to all X at aLocation or all of a player's X.

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List of Skills• Acrobatics• Archaeology• Blind Luck• Celebrity• Climbing• Computer• Criminal• Earth Element• Fashion• Flying• Green Thumb• Ice Element• Lawyer• Magic• Martial Arts• Medic• Music• Phase• Police• Pure Heart• Savoir-Faire• Shapechange• Speed

• Air Element• Artist• Bureaucracy• Chi• Communications• Cooking• Driving• ESP• Fire Element• Genius• Hunter• Investigation• Lightning Element• Marksman• Mech• Military• Peeping• Pilot• Priest• Royalty• Seduction• Shopping• Splitting

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List of Categories• Air• Alien• Animal• Battlesuit• Bronze Saint• Clothing• Cute• Demon• Dimensional• Dream• Fame• Fire• Food• Gift• Haven• Horde• Hungry• Illusion• Knowledge• Lightning• Magic• Medical• Missile

• Alcohol• Android• Artifact• Boomer• Bugrom• Computer• Cyborg• Desert• Divine• Earth• Fear• Flying Vehicle• Freeza• Gold Saint• Holding• Hot Tub• Ice• Juraian• Legal• Lingerie• Mecha• Military• Money

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• Move• Museum• Namek• Ogre• Phantom Tribe• Planetary Vehicle• Robot• Sanctuary• Science• Spell• Swamp• Undead• View• Weapon

• Muldoon• Music• Ninja• Paranoid• Planetary• Police• Saiyan• School• Silver Saint• Spirit• Tree• Vehicle• Water• Zeiram

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List of ActionsThe following is a list of actions a charmer can make

the Charmed do:• Hand over an Item• Attack• Defend another Character• Move• Perform special abilities• Use an Equipped card

And here are a few more actions:• Scavenge• Steal• Charm• Use cards• Equip cards• Exchange cards

All of the above actions are prevented when a Char-acter or Disaster �has no actions�. In short, no ac-tions means no actions.

Unless stated otherwise, Characters can alwaysRun Away from Combat.

Defense is not an action, it is automatic.

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