E. Scoring Phase

In this Phase, you’ll resolve your attack by comparing your Strike number with your opponent’s Block number, then your opponent gets to resolve an attack against your Fighter the same way.

Attack: The attacking player resolves his attack first, comparing his Strike result against the defending player’s Block result. To get a Strike or Block result, check your Fighter’s combat meters. One of the numbers will have a red arrow under it – this is your base Strike or Block. Add or subtract the matching Power Draw modifier from your Power Draw card to this number to get your final Strike or Block result. The number on the colored strip next to it is your Strike number (for your Strike meter) or Block number (for your Block meter).

Example: Here you can see a Fighter card and a Power Draw card, showing the Strike meter of the Fighter card and the Strike modifier of the Power Draw card. This Strike meter starts at 6 (the number on the red arrow) and the Power Draw modifier is -2, so the final Strike result is 4 (6-2=4), which gives a final Strike number of 85.


Damage: If your Fighter’s Strike number was higher than your opponent’s Block number, your attack hit and your Fighter damages your opponent’s Fighter. Your attack deals 1 point of damage per point of your Fighter’s Rank (so a Rank 3 Fighter deals 3 damage), plus any bonus damage or damage penalties from card effects.

Overscoring: A Fighter’s combat meters only range from 2 to 12. If your Strike or Block result would be reduced to 1 or less, treat it as a 2. If the result would be a 13 or higher, treat it as a 12, but you also score what’s called Overscore Damage: you automatically deal 1 point of bonus damage to your opponent, even if you got a 13 or higher on your Block (this represents a Fighter counterattacking after a really great defense).

Taking Damage: When you take damage, you get to decide which of your card(s) at that Location actually take the damage. Any Fighter or Enhancement that was involved in the Battle can take damage. For every point of damage your opponent deals, you have to assign one Damage Counter (remember the pennies from earlier?) to one of your cards. You can’t give a Damage Counter to a card if that would give it more Damage Counters than its Rank (this means you can’t give Damage Counters to Rank 0 cards at all!). If all of your cards at a Location are full and you can’t assign any more Damage Counters to them, any further Damage Counters are wasted.

Remember, when a Fighter takes Damage Counters, he will have fewer Power Points for his next Battle, so you might want to put some Damage Counters on Enhancements instead of on the Fighter if you can.

Counterattack: Once the attacking player has resolved his Strike attempt against the defender’s Block, the defending player resolves a Strike against the attacking player’s Block in the same way.

Boster Studios 2006