Unmatched Is A Miniatures Dueling Game Featuring Fighters .

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THE UNMATCHED SYSTEMLEGENDVSLEGENDUnmatched is a miniatures duelinggame featuring fighters of all kinds —from the page to the screen to the stuffof legends. Each hero has a unique deckof cards that fits their fighting style.You can mix and match fighters fromany Unmatched set. But remember, inthe end, there can only be one winner.

HEROES&3X3SINBAD30 action cards1 Sinbad hero miniature1 Sinbad character card1 Porter sidekick token2 health dialsKING ARTHUR30 action cards1 King Arthur hero miniature1 King Arthur character card1 Merlin sidekick token2 health dials7 HEALTH DIALSANYSNIPEAFTER COM1BAT: Draw1 card.MEDUSA x31 DOUBLE-SIDED BOARDWITH 2 BATTLEFIELDSSTARTHEALTHHARPIESMELEE16STARTHEALTHAt the start ofyour turn,you may deal 1damageto an opposingfighter inMedusa’s zone.SIDEKICKS36 SIDEKICK TOKENSMEDUSARANGEDMOVEHEROATTACKSPECIAL ABILITYATTACK SIDEKICK4 CHARACTER CARDS4 HERO MINIATURES1 20 ACTION CARDSCONTENTSMEDUSAAll of your characters in the battle arecalled your fighters, but your primaryfighter is called your hero. Heroes arerepresented by miniatures that movearound on the battlefield.Your other fighters are called sidekicks. Most heroes have asingle sidekick, some heroes have multiple sidekicks, and stillother heroes have no sidekick at all. Sidekicks are representedby tokens that move around on the battlefield.Each hero has a special ability noted on their character card.This card also lists your fighters’ stats, including the startinghealth of your hero and their sidekick. Fighters’ health istracked on separate health dials. Fighters cannot gain healthhigher than the highest number on their health dial.If your hero has multiple sidekicks, each sidekick only has onehealth (unless otherwise specified). The character card insteadlists the total number of sidekicks.30 action cards1 Medusa hero miniature1 Medusa character card3 Harpy sidekick tokens1 health dialALICE30 action cards1 Alice hero miniature1 Alice character card1 Alice size token1 Jabberwock sidekick token2 health dialsBefore you play for the first time, assemble the h ealth dials by punching outthe two circles for each character and connecting them with a rivet.HOW TO PLAYPlayers take turns maneuvering their fighters on the battlefield,playing schemes, and attacking their opponent’s fighters.To win, you must be the first to defeat your opponent’s hero,which happens when they are reduced to zero health.

SETUP1 . Choose a battlefield and place it on the table.SPACES AND ZONESThe battlefield is made up of circular spaces that thefighters will move between. Each space can only containone fighter at a time.Two spaces connected by a line are adjacent.Adjacency is used to determine targets of attacks andvarious card effects.2. Each player chooses a hero and takes the corresponding30 action cards, character card, hero miniature, sidekick tokens,health dials, and any other components for their hero.The spaces of the battlefield are divided into zones,which are indicated by different colored patterns. Allspaces with the same colored pattern are part of the samezone (even if they are in different parts of the battlefield).3. Each player sets their hero’s starting health and their sidekick’sstarting health on the matching health dials. (Sidekicks without ahealth dial have only one health each.)If a space has multiple colored patterns, it is consideredto be part of multiple zones. Zones are used to determinetargets of ranged attacks and various card effects.4. Each player shuffles their action cards to form a single deck andplaces it face down, then draws 5 cards as their starting hand.5. The younger player places their hero in the 1 space onthe battlefield. Then they place their sidekicksin separate spaces within the same zone astheir hero. If their hero is in a space thatis part of multiple zones, their sidekicksmay be in any of those zones. If youhave to make a decision about yourfighter at the beginning of the game(such as Alice’s size), make it now.6. The older player places their hero in the2 space on the battlefield, then placestheir sidekicks based on the same rulesas in step 5.7. The younger player takes the first turn.THE FIELD OF BATTLENOTEThese setup instructions and the following rules are for games with2 players. For rules on team play with 3 or 4 players, see page 15.

YOUR TURNACTION: MANEUVERWhen you take the maneuver action, you first draw the top card ofyour deck, then you may move your fighters.On your turn, you must take 2 actions; you cannot skip an action.You may choose two different actions or the same action twice.STEP 1: DRAW A CARD (MANDATORY)Draw the top card of your deck and add it to your hand.MANEUVERSCHEMEATTACKYou can have more than 7 cards in your hand during your turn, but youmust discard down to 7 cards at the end of your turn.You have a hand limit of 7 cards. At the end of your turn, if you havemore than 7 cards in your hand, you must discard down to 7 cards,placing any discarded cards in your discard pile.Then it is your opponent’s turn.DRAWING CARDSThe possible actions are:A overall card type:DefenseSchemeVersatileYour character card lists your move value. During this step, you maymove each of your fighters, one at a time, a number of spaces equal to orless than your move value. You may also choose to BOOST your movement(see next page).AB(attack or defense)CWhen you move a fighter, each space they move into must be adjacentto their previous space. You may move a fighter through spacesoccupied by other friendly fighters (i.e., your own fighters) but theycannot end their movement in an occupied space. You may not movea fighter through spaces occupied by opposing fighters.B attack or defense value (if any)C fighter allowed to use the cardD name of the cardE effect when played (if any)F BOOST valueWhen your deck is empty, your fighters are exhausted.If you need to draw a card while your fighters are exhausted,do not reshuffle your discard pile. Instead, each of your fightersimmediately takes 2 damage.STEP 2: MOVE YOUR FIGHTERS (OPTIONAL)ANATOMY OF A CARDAttackDrawing cards — whether via the maneuver action or due to acard effect — is mandatory, unless otherwise specified.DEYou may move your fighters in the order of your choice, but must finisheach fighter’s move before starting the next. You are not required tomove all of your fighters the same distance as each other; you get tochoose for each fighter. You are allowed to move a fighter zero spaces.FH number of copies in the deckEach hero’s deck is different, though they mayshare some cards with other heroes’ decks.G HNOTEG deck that the card appears inIf an effect ever lets you move your opponent’s fighters, you must respectall of the same movement rules, but from your opponent’s perspective.

When you take the maneuver action, youmay boost your movement. To do this, discard1 card from your hand and add that card’s BOOSTvalue to your movement value. Ignore any effect onthe discarded card.BOOSTACTION: ATTACKWhen you take the attack action, you must declare which of yourfighters is performing the attack; they are the active fighter.You may not take the attack action if you do not have an attack cardin hand or if none of your fighters have valid targets to attack.STEP 1: DECLARE TARGETCertain effects (like King Arthur’s special ability) allow youto boost other things, such as the value of an attack.Any fighter may target a fighter in an adjacent space, regardless ofwhat zone they are in.Cards that can no longer legally be played — because thecorresponding fighter or fighters have been defeated — maystill be discarded from your hand to boost.Fighters with melee attacks (indicated by thetarget a fighter in an adjacent space.icon) may onlyicon) mayFighters with ranged attacks (indicated by thetarget an adjacent fighter or they may target a fighter anywhere inthe same zone, regardless of adjacency.ACTION: SCHEMESTEP 2: CHOOSE AND REVEALYou must declare which of your fighters is playing the scheme card; theyare the active fighter. Each card in your deck indicates which fightersare allowed to play it. You may not play a schemecard if the listed fighters are defeated.As the attacker, you must choose an attack card from your hand andplay it face down in front of you; it must be a card that your attackingfighter is allowed to use. Then the defender may (but is not requiredto) choose a defense card from their hand and place it face down infront of them; it must be a card that their defending fighter is allowedto use. Once both players have chosen their cards, reveal them at thesame time.Resolve the card’s effect, then placethe card into your discard pile.ALICEVERSATILE CARDSDISCARD PILESMaintain your own discard pile. All cards, onceplayed and resolved, should be placed in thediscard pile. Keep your discard pile face up todifferentiate it from your deck. Both you andyour opponent are allowed to look through yourdiscard pile at any time.2DRINK MEDraw 2 cards. Change size. ALICE x2Cards with theicon are versatilecards. They can be used as attackcards or defense cards. Versatile cardsalso count as both attack cards anddefense cards for the purposes of othergame effects.3ANYWhen you take the scheme action, you choose a scheme card (indicatedby the icon) from your hand and play it onto the table, face up.MOMENTOUS SH1IFTDURING COMBAstarted this turnT: If your fighterthis card’s valu in a different space,e is 5 instead. SINBAD x3

Anna is playing Alice.STEP 3: RESOLVE COMBATKen is playing King Arthur.KING ARTHURAnna attacks King Arthur with the Jabberwock. Shecan’t play Snicker-Snack (it’s an Alice card only, andAlice is not adjacentto King Arthur) and43Looking Glass is2a defense card.She plays Jaws That442JAWS THAT BITEBite as her attackSNICKER-SNACKSASGLLOOKINGcard, face down.Finally, all played cards are placed in their respective discard piles.Some after combat effects check to see who won the combat.The attacker won the combat if they dealt at least one damageto the defender from the attack itself (i.e., not from any effects).The defender won the combat if they took no damage from theattack itself (even if they took damage from effects).ANYKING ARTHURUR2THE HOLYGRAILNOBLE SACRIFICE SKIRMISH3ER BOOSTthishas 4 orYouAFTmayCOMBATCOMBAT:DURING:g ArthurcomtobatKinboost fromIf you won theany, choadditionis inhised, setMBAT: If attack.eat(Thiscombat and ose either fighterAFTER COlth but is notKingdefArthur’sspecial ability.)in themove themless hea 8.up to 2 spaUR x1ces.KING ARTHUR x3KING ARTHhealth toKING ARTHU4JA4VSThere are no immediately orduring combat effects. Jaws ThatBite and Skirmish both have avalue of 4, so the attack deals nodamage. King Arthur wins thecombat (for taking no damage).2WS THAT BITEmageAT: Deal 2 da t to theenAFTER COMBghter adjacto any one fi .Jabberwock SKIRMISHALICE x2AFTER COcombat, chMBAT: If you won thcombat an oose either fighter ein thd move themup to 2 spacees.KING ARTWINNING THE COMBATKING ARTHALICEAfter card effects are resolved, resolve any other game effects that occurafter combat, such as a hero’s special ability.421AFTEANYAfter the result of the combat has been determined, resolve any cardeffects that occur after combat. Even if a player’s fighter is defeatedduring the combat, as long as that does not trigger the end of the game,any after combat effects of their played card still resolve.Ken plays Skirmishas his defense card,face down.COMBAT: Deal 2T: If you wonRtheAFTER COMBAdameffects: to any onent’sfihandghter adjacent age2 differ, entlook at your opponeoosecombatto theto discarderwothemMBAT: Ch and choose 1 card forJabbck. .AFTER CO cardslthALICE x1draw 2hea3rsx2oveALICE Alice rec in any other spaceALICE x2eplace AlicOCKKE JABBBBERERWWOCTHJAThen determine the result of the combat. The attacker deals damageto the defender equal to the value of their played attack card. If thedefender played a defense card, subtract the value of their playeddefense card first. For each damage that the defender takes, reduce thatfighter’s health by one, adjusting their health dial accordingly.2THEJABJABBERBERWOCWOCKKAfter cards have been revealed, resolve any effects that occurimmediately. Then resolve any effects that occur during combat.ALICEIt’s Anna’s turn, and she wantsto attack King Arthur.Most cards have effects, with labels indicating when they occur:immediately, during combat, or after combat. Unless otherwise specified,card effects are mandatory.If two effects would ever appear to resolve at the same time, thedefender’s effect resolves first.THE JABBERWOCKALICEACTION: ATTACK (CONTINUED)COMBAT EXAMPLE1 HUR x3THE JABBERWOCKBoth cards have after combateffects. The defender (Arthur)resolves first. Ken moves theJabberwock 2 spaces away.Now, Jaws That Bite resolves.Anna may deal 2 damage toany one fighter adjacent to theJabberwock. However, there isno adjacent fighter now, so theeffect deals no damage.4ALICE2KING ARTHUR R x31

DEFEATING A FIGHTERWhen one of your fighters is reduced to zerohealth, for any reason, they are defeated.If your hero’s sidekick is defeated,immediately remove that sidekick tokenfrom the battlefield. (A sidekick without ahealth dial only has 1 health and is defeatedif they take any damage.)If your hero is defeated, you immediately lose the game.WINNING THE GAMEWhen your opponent’s hero is defeated, which happenswhen they are reduced to zero health, the game ends immediatelyand you win!(In a team game, both opposing heroes must be defeated.)TEAM PLAYYou can play Unmatched in teams of 2. Teammates sit nextto each other on the same side of the battlefield, and theymay communicate about their cards and tactics, but eachplayer controls their own hero and sidekicks. Your teammate’sfighters are considered friendly fighters. For team play withthree players, one player will control both heroes and sidekicksfor one team.Choose a battlefield with four starting spaces. (Some battlefieldshave only two starting spaces and therefore cannot be used forteam play.)During setup, players place their heroes in alternating order:First player on Team A places their hero in thespace.First player on Team B places their hero in thespace.Second player on Team A places their hero in thespace.Second player on Team B places their hero in thespace.When placing their hero, each player also places their sidekickswithin the same zone, as normal.During the game, players take turns in alternating order:First player on Team A takes their turn.First player on Team B takes their turn.Second player on Team A takes their turn.Second player on Team B takes their turn.This order repeats for the rest of the game.When a player’s hero is defeated, immediately remove that herominiature from the battlefield. That player still takes their turnsas normal, as long as they have at least one sidekick left. If all ofa player’s fighters are defeated, they are eliminated and do nottake any more turns.When both heroes on one team have been defeated, the opposingteam wins!

ICON REFERENCEThis card can only be used to attack.This card can only be used to defend against an attack.This card can be used to attack or defend.As an action, this card can be played for its effect.This fighter may make ranged and melee attacks.This fighter may only make melee attacks.CREDITSUnmatched is a “wonder twins” production by Restoration Games and Mondo Games (we’re Jayna!),which was restored from Star Wars: Epic Duels, designed by Craig Van Ness and Rob Daviau, andpublished by Milton Bradley. Zone rules inspired by the Pathfinding System from Tannhäuser,designed by William Grosselin and Didier Poli and published by Fantasy Flight Games.Core Game Restoration: JR HoneycuttAdditional Restoration: Rob Daviau and Justin D. JacobsonGraphic Design: Jay Shaw, Jason Taylor, and Lindsay DaviauCover and Card Illustrations: Oliver BarrettBoard Illustration: Alexander WellsEditing: Dustin Schwartz and Andrew WolfThank you to everyone who helped playtest the game! You’re all wonderful people. We mean it.Additional thanks to Drew Dougherty for the rulebook design, Matt Taylor for Alice’s size tokenillustration, and Kyle Ross and Senshistock for illustration pose reference. 2019 Restoration Games, LLC. The following are trademarks of Restoration Games, LLC: RestorationGames, the Restoration Games logo, Unmatched, the Unmatched logo, the “In Battle There Are No Equals” tagline, and all associated trade dress. Mondo and the Mondo Games logo is a trademark of Mondo Tees,LLC and is used with permission. Restoration Games, LLC is located at 12717 W SUNRISE BLVD, #244,Sunrise, FL 33323. A ctual components may vary from those shown. Made in China. THIS PRODUCT IS NOT ATOY. NOT INTENDED FOR USE BY PERSONS 8 YEARS OF AGE OR YOUNGER.

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