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If you are familiar with Japanese animation, you know you're in for a treat. If not, you are about to be introduced to a stunning art form. Ani-Mayhem was created and produced with love for anime. We've made the things that drew us to anime part of Ani-Mayhem. Manic hunts through its scrambled worlds give a taste of anime's magic and incredible variety. Each new game will plunge you into an Aniverse of your own creation. We hope you have as much fun playing Ani-Mayhem as we had creating it.
You will construct a playing Field using special Locations. Under the Location cards, you will hide Items and Disasters. Using teams of Characters, you will retrieve as many Items as you can. Special power cards can be used to strengthen your Characters and weaken your enemies. But the Disaster will try to stop you at every turn by destroying or stealing Items from your Characters, and by trying to kill your Characters. When playing with others, each player will use their own deck of cards. You will all play on a Field made up of the Locations and Items belonging to all of the players. You will also be fighting against the Disasters belonging to all of the players. When all the Items are taken or destroyed, the player with the most Items wins. Unless the Disasters retrieve the most Items, then they win, and all the players lose. That is why Ani-Mayhem is the first collectible card game to work with many players, or played as a solitaire — because the real enemies are the Disasters. It is also why in Ani-Mayhem it is important to know when to team up with your opponents against the Disasters you both are fighting…and when to stop.
These are the terms of Ani-Mayhem you will encounter throughout these rules and on Ani-Mayhem cards.
The sum total of all the Attack abilities, including all bonuses, of all Characters or Disasters attacking a single target.
A Character is Bonked when its Health is reduced to 0 or below, but not Killed. When a Character is Bonked, all of the Enhancements the Character had are Discarded, and any Equipment or Items are dropped below the Location. The Character must then be removed from play for 1 complete Turn. After a Bonked Character has been out of play for 1 Turn, it may be placed back in your hand during your Reload phase as one of your draws, completely healed.
To make invalid another card's effect; that card is Discarded.
Combat Disasters are not Bonked or Killed as Characters are. When their Health is reduced to 0 or below they are Defeated.
When a Non-Combat Disaster completes the actions described in its instructions, it is Defeated.
Defeated Disasters are Discarded.
Remove a card from play for the rest of the game.
Remove a card from play and place it in its owner's Discard pile.
Items and Equipment may be Dropped any time. They may go in a Haven or under a Location. If they go under a Location they must be Scavenged.
All Locations in play.
Running Away, but for Disasters. When a Disaster flees you do not get a final, unanswered attack.
A collection of parties belonging to any number of player that are cooperating.
The base Health of Characters and Disasters is equal to their base Defense ability. Bonuses to Defense do not affect Health.
All cards that are being used, those on the Field, and those that are Off Field (Global Effects and most Non-Combat Disasters) are considered to be In Play. Cards under Locations, Draw and Discard piles, and the cards in players' hands are not In Play.
When a Character's Health is reduced to the negative of their base Health, they are Killed. The difference between 1 Health and the negative of the base Health must be overcome in a single attack, otherwise the Character will only be Bonked. Killed Characters are Discarded and cannot be brought back into play during the Turn they were Killed.
Moving from 1 Location to another, which takes 1 point of Movement. A Character may move up to its Movement ability each Turn. Disasters will always take their full Movement.
(Paralyze, Incapacitate)
Primarily, the Character or Disaster cannot Move or Attack. See: List of Actions
Cards that are not played on Locations. Global Effects are played Off Field. Most Non-Combat Disasters are played Off Field. These cards are still in play.
Any other Character or Disaster your Characters are in Combat with. Or any other player in the game.
In Parlay, players may negotiate alliances against Disasters, agree upon non-conflicting Movement, etc.
The Characters belonging to one player that are traveling together. When a party is alone, it is its own group.
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. The opponent will get one final, unanswered attack upon your Characters. Move any remaining Characters 1 Location. This will end your Turn.
A Character or Disaster attempting to steal a card must be at the same Location as the Character or Disaster with the card to be stolen. The thief may take the card and get 1 full movement before anyone can attack, unless a Disaster is encountered.
If, after stealing an Item, you move to a Location where there is a Combat Disaster, the Disaster will try to take the Item from you as in normal play.
If a thieving Character already has an Item, it won't get a move after stealing from a Disaster because the Disaster would automatically attack for the Item the Character had when it stopped to steal from the Disaster.
Power cards and Items that have a number uses may only be used once per round of Combat, or once per Turn.
Unless stated otherwise, Characters' special abilities, and abilities given by Power cards may only be used once per Turn.
Flash Effects, Global Effects, Haven abilities, and cards that say "Flash Effect" are the most fast acting cards. "Immediate" does not imply a card is as fast as a Flash Effect.
The time it takes for a player to go through all of their Phases.
The time it takes for a Disaster to make its way from where it entered the Field to where it exits the Field.
The time it takes for Disasters and Characters to attack and counter-strike once during Combat.
Unless stated otherwise, round refers to physical Combat.
The amount of time a card stays in play for the player that plays it. For cards that last a limited number of Turns, the first Turn is the Turn it was played. The card is Discarded at the end of its last Turn.
The five basic abilities:
These symbols appear in the upper left corner of Power cards.
These symbols will appear in top-left and lower-right corners of Combat cards.
These symbols indicate whether a Disaster is Minor or Major.
These symbols may appear below the image in place of the category being listed at the bottom of the card.
If 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 together they have Strength x4. If Character or other card has an 'anti-skill' it is listed as -1, -2, etc. Example: Akane Tendo has Cooking -1, for good reason, and Ukyo Kuonji has Cooking x2, 1 of the Cooking skills is negated by the 'anti-skill', and together they end up with a single Cooking skill.
Some skills lend their possessor to certain groups for the sake of terseness in the card text. A Character with the Student skill may be referred to as a student, a Character with the Teacher skill may be referred to as a teacher, etc.
See: List of Skills
Some cards have one or more categories listed between brackets, « », at the bottom of the card, however, the Dimensional, Haven, Planetary, and Science categories will appear as a small icon below the image.
When a card states it affects a certain kind of card, look for a matching category on other cards. Example: Desert Face Mask allows you to Scavenge any Desert Location, such as Desert of Bleached White Bones .
See: List of Categories
If a card has a Horde category, every other like card in play is +1 Attack & Defense. Look at the other cards' categories to see if a Horde will give it a bonus. Hordes will not give other Hordes bonuses unless they have another category in common. Multiple Hordes will give multiple bonuses. Example: With two Dr. Weelo's Bio-Men and a Ebi-Furiya in play, the Bio-Men would each be +1 Attack & Defense from the other, and Ebi-Furiya would be +2 Attack & Defense.
Food 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.
Some cards require certain skills, abilities, and categories in order to be used. Locations are a prime example.
The most basic requirements are skills, followed by categories. However, the items below are requirements that go beyond simple skills or categories.
A female Character. Example: Hot Springs House requires 3 Females.
A male Character. Example: Tank Police HQ requires 2 Males and a Police skill.
Air Element, Fire Element, or Water Element. Example: Ifurita's Tomb requires any one of the three elements.
A Movement ability of at least N. Example: Missile Walk requires a Movement of at least 4.
The Strength skill and an Attack ability of at least N. Example: King Kai's Planetoid requires an Attack of at least 4 and a Strength skill.
This card requires a special ability, namely the ability to pierce Illusions. Example: Nanami Jinnai has it, and I Like to Watch gives it.
This card requires another card in order to be used. The other card is usually a Character or an Item. Example: Tsunami requires Tenchi, The Master Key , which in turn requires the Royalty skill and allows additional Power Gem .
There are cards with requirements that are not listed above, and are not skills or categories. They are not listed here because the requirements are detailed on the card itself, and are not abbreviated as the items above are.
Characters have purple faces and purple backs. They have five Abilities listed in buttons on the lower left of the card, and two text boxes. The top text box lists the skills the Character possesses. The bottom box may have Instructions, Flavor Text, Quotes, or Categories. Characters are either male or female.
[List of Characters] [Full text of Characters]
You may have any number of Characters in your Haven but no more than 6 on the Field at any time.
You may have no more than 4 Characters of your own per group.
Characters under your control cannot attack each other physically.
An opposing Character cannot be forced to use a card with a cost. Example: Your Characters charm Makoto Mizuhara , who has Ifurita's Power Key Staff and Interdimensional Teleport . Makoto cannot be forced to use the Interdimensional Teleport.
Characters are free to pick up, drop, and transfer accessible Items and Equipment during any phase.
A Character with a base Charm of 0 cannot increase their Charm ability.
Enhancements have blue faces and purple backs. They many have any number of Abilities listed on the lower left of the card. Costs are listed above Bonuses. Enhancements have one text box with any Instructions, Flavor Text, Quotes, or Categories.
[List of Enhancements] [Full text of Enhancements]
Once played on a Character, they can never be transferred to another Character and are only removed if the Character is Killed or Bonked or by a card that specifically removes an Enhancement.
If an Enhancement has a cost, it must be met in order to play the Enhancement.
If an Enhancement has a cost, it is paid as long as the Character has the Enhancement.
If the cost becomes unpayable, the Enhancement cannot 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, the Enhancement's ability replaces the Character's.
Pieces of Equipment have blue faces and purple backs. They many have any number of Abilities listed on the lower left of the card. Costs are listed above Bonuses. Equipments have one text box with any Instructions, Flavor Text, Quotes, or Categories.
[List of Equipment] [Full text of Equipment]
A Character may carry as many Equipment cards as you wish. A Character cannot use more than 1 piece Equipment to give a bonus to the same ability per Turn even if that Equipment gives a bonus to another ability.
If an Equipment has a cost or requirement, the Character using the Equipment must pay the cost or 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, the Equipment's ability replaces the Character's.
When an Equipment has its own Defense, not one that modifies Defense, treat it as having Health. Health is not automatically restored at the end of the turn. When Health = 0, Discard.
Unless stated otherwise, a Vehicle that can carry another Vehicle may only carry a Vehicle of a lower class. A Planetary Vehicle can carry a Flying Vehicle or a Vehicle. A Flying Vehicle can carry a Vehicle.
Unless stated otherwise, "Vehicle" applies only to Non-Planetary, Non-Flying Vehicles.
Characters in Vehicles cannot use their special abilities. Any Character that is in a Vehicle when it runs out of Health takes 1 Damage to their Health.
If a Vehicle is used in Combat, other Characters in the group cannot engage in Combat until the Vehicle stops.
Flash Effects have blue faces and purple backs. They many have any number of Abilities listed on the lower left of the card. Costs are listed above Bonuses. Flash Effects have one text box with any Instructions, Flavor Text, Quotes, or Categories.
[List of Flash Effects] [Full text of Flash Effects]
Flash 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 Discard an opponent's Wrath of the Eye of God before it takes effect.
If a Flash Effect has a cost or requirement, the Character using the Flash Effect must pay the cost or meet the requirement.
If a Flash Effect has a modifier before an ability (i.e. add (+), subtract (-), multiply (x), or divide(/)), it modifies that ability. If there is no modifier, the Flash Effect's ability replaces the Character's.
Global Effects have blue faces and purple backs. They many have any number of Abilities listed on the lower left of the card. Costs are listed above bonuses. Global Effects have one text box with any Instructions, Flavor Text, Quotes, or Categories.
[List of Global Effects] [Full text of Global Effects]
Global 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 cost or meet the requirement.
If a Global Effect has a modifier before an ability (i.e. add (+), subtract (-), multiply (x), or divide(/)), it modifies that ability. If there is no modifier, the Global Effect's ability replaces the Character's.
When a Global Effect with uses runs out of uses, it is removed from the game.
Havens have green faces and purple backs. Havens have one text box with the special ability that particular Haven gives. All Havens have the Haven special symbol to the bottom left of the picture window.
[List of Havens] [Full text of Havens]
Havens are where you store Equipment, extra Characters, and Items you pick up during the game.
To add an additional Haven to the Field, 3 Characters must remain at a Location for 2 Turns doing nothing except "building" access to the Haven. You may then place the Haven adjacent to the Location during the next Equip phase.
Certain Locations can become Havens, if you can bring the needed Characters and Items together at the Location. Required cards and bonuses are explained on the Location. Once a Location becomes a Haven, Disasters and Characters owned by other players cannot stop on it unless given permission by the owner.
You have complete control over who gets to enter your Haven. Another player may move their Characters over your Haven without asking you, but may not stop there without asking your permission. If you do allow another player to stop at your Haven, that player has free access to it and may take out any Items or Equipment there. If you have Characters there, you can Combat that player's Characters if they try to take something you don't want them to take, but if you have no Characters there, they can take whatever is there. They also don't have to leave until they want to or you force them out.
Havens with Attack and Defense can be used to attack adjacent Locations and to defend against unwanted intruders.
Items have tan faces and silver backs (previously purple). Items have one text box with any Instructions, Flavor Text, Quotes, or Categories.
[List of Items] [Full text of Items]
Item cards are kept face down until they are used.
If an Item has a cost or requirement, the Character using the Item must pay the cost or meet the requirement.
If an Item has a modifier before an ability (i.e. add (+), subtract (-), multiply (x), or divide(/)), it modifies that ability. If there is no modifier, the Item's ability replaces the Character's.
A Character does not need to pay a price or meet a requirement to carry an Item, only to use an Item.
A player must reveal which Characters have how many Items, but not the specific Items.
Discarded and Destroyed Items count towards the Disasters' total.
Discarded Items cannot be brought back into play. There are no exceptions.
Locations have green faces and green backs. Locations have one text box with the Requirements, and any Instructions, Flavor Text, Quotes, or Categories.
[List of Locations] [Full text of Locations]
A group of Characters cannot stop on a Planetary Location unless each Character in the Group has the Planetary symbol or is in a Planetary Vehicle.
A group of Characters cannot stop on a Dimensional Location unless all Characters in the Group have the Dimensional ability.
Locations cannot be Discarded, though some cards will specifically state they destroy Locations. If a Location is Destroyed, Discard all cards at the Location and turn the Location over and leave it where it is. Destroyed Locations still count for movement. Characters cannot stop on Destroyed Locations but Disasters can.
If a group of Characters, without the required skills, stops at a Location with Attack, the Location Attacks each Character. The Location attacks once per Turn. If the Characters are in Combat, the Location also attacks once per Combat round.
If a Location has Defense, you can Scavenge it without the necessary skills by attacking it. You get 1 attack per Turn. You must continue attacking it until the total of your attacks is greater than the Location's Defense. Example: Hot Legs has a Defense of 8. On the first turn your Characters' attack is 5. And the second turn 5 more. They can now Scavenge the Location. If you stop attacking, even to defend yourself against a Disaster, you must start over.
Disasters 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 or may not have a gender.
Disasters that have Attack, Defense and Movement abilities are Combat Disasters.
When Disaster that states that it "Moves Once." only moves when drawn from the Draw piles. If it turns up during Scavenging it does not move.
If a Non-Combat Disaster is drawn from the Draw pile it will affect the first group along the Disaster movement path.
Only Combat Disasters pick up Items, and they can only carry 1 Item at a time. If a Combat Disaster does not already have an Item, it will pick up an Item from the first Location it stops on that has an Item. Disasters will not reveal or use an Item.
If a Combat Disaster stops at a Location where there are Characters with Items, the Disaster will automatically attack a random Character having an Item.
If a Combat Disaster stops at a Location where there are Characters without Items, the Disaster will automatically attack a random Character.
If a Combat Disaster Bonks or Kills a Character with an Item, it drops the Item it was carrying beneath the Location, and takes the Item the Character had.
If a Character Defeats a Disaster with an Item, the Item it was carrying is dropped beneath the Location.
Disasters always move their full Movement each Maintenance phase.
When a Non-Combat Disaster without Movement completes its actions it is Discarded.
If the instructions of a Disaster with Movement are not applicable then the instructions are ignored until they are applicable. A Disaster will attack even if it cannot perform its special ability.
See: Hungry for rules regarding Hungry Disasters.
When a Disaster allies with another Disaster, the two Disasters move as a group. The direction of the group's Movement is dictated by the primary Disaster, and is limited to the slowest Disaster. Allied Disasters attack with with their combined Attack abilities while each Disaster defends itself. When allied Disasters take an Item, it will go to the primary Disaster first if it does not already have one.
When a Disaster allies with your group of Characters, the Disaster moves with the group. The group's Movement may be lowered by the allying Disaster. The Disaster must be included in the pool of potential targets as though it were one of your Characters. While it is allied with you, no more than 2 opposing Characters may attack it at a time, the same limit as a Character. Aside from where it moves, you have no direct control over the Disaster.
[List of Major Disasters] [Full text of major Disasters]
When a Major Disaster reaches the end of the Field it will Destroy the Item it was carrying and re-enter the Field at the top-right.
[List of Minor Disasters] [Full text of Minor Disasters]
When a Minor Disaster reaches the end of the Field it will Destroy the Item it was carrying and is itself Discarded.
Combat cards have red faces and red backs. They have two halves, one for Physical Combat, and one for Charm Combat. Each half has its own icon in the top left corner. Combats have two text boxes containing Instructions, one for each half. They also may have any number of Ability modifiers.
You build your own deck using your own cards.
Text in parentheses in a card's name does not contribute to the uniqueness of a card, except for transforming Characters. Example: Kreper (Tan) and Kreper (Pink) are the same.
4 per deck. You may only have 1 of any particular Character.
Power cards are the following types of cards:
You may have as many Power cards as you want, with the following restrictions: You may only have 1 of any particular Character or Haven. No more than 3 of any particular Enhancement, Equipment, Flash Effect, or Global Effect.
Your Starting Characters and Haven are not counted as Power cards for determining the number of Disaster to use. You cannot double up a Character or a Haven, one as a starter, and another as a Power card.
1 per deck.
1 per Location. No more than 3 of any particular Item.
The number of Locations to use is your choice. It will affect most other aspects of deck construction. No more than 1 of any particular Location.
2 per Location. 1 for every 3 Power cards & Extra Characters & Havens. No more than 3 of any particular Disaster.
At least 1/2 must be Combat Disasters. At least 1/3 must be Major Disasters.
Minimum 21. However, there is no limit to the number of Combat cards you may have. No more than 3 of any particular Combat.
Some cards will say they have a different limit per deck. Follow the instructions on the card. Example: Water Kettle is limit 6 per deck.
The standard deck is 4 / 21 / 1 / 7 / 7 / 21 / 21.
If there is any conflict between what is written on a card and what is written in these rules, the card wins.
Decide who will go first. You will take turns placing Locations. Shuffle your Locations. Turn over, and place the first Location. The rest of the Locations must be placed adjacent to a Location already played, in any of the 8 compass directions. Havens are placed in the same manner as Locations, with the exception of shuffling. You may play your Haven instead of a Location only after all players have played at least 1 Location.
Place your starting Characters, or a token representing them, at your Haven.
Decide who goes first and skip to the Equip phase for the first Turn only.
Discard any cards in your hand that you do not want. Discard any Characters in your Haven that you do not want.
Draw 1 card at a time until you have 7 cards in your hand or until you Draw a Disaster that can affect the Field.
If you draw a Combat Disaster it enters the Field at the top-right Location. as you are looking at it. If you draw a Non-Combat Disaster that cannot affect the Field, discard it, and continue drawing cards. If you draw a Non-Combat Disaster that can affect the Field it will target the first group on the Disaster movement path. See Maintenance Phase for Disaster Movement diagram.
Any Disasters you brought into play that are capable of Movement are moved. Disasters are moved a number of Locations equal to their Movement ability. Disasters are moved down a column of Locations, and upon reaching the bottom they move to the top Location of the next column to the left.
When a Disaster gets to the last Location of the leftmost column it moves Off Field. This is the end of a Disaster's cycle. Any cards the Disaster is carrying are Destroyed. Minor Disasters are Discarded. Major Disasters re-enter the Field at the first Location of rightmost column.
You may play 1 piece of Equipment into your Haven. You may play 1 Enhancement on a Character. You may play 1 Global Effect.
Move your Characters any number of Location up to their Movement ability.
To begin Scavenging, your Characters must 'attempt' the Location by trying to meet the requirements for the Location they are at. If they do, they have 'entered' the Location. They may now continue on to the next step.
Which is to turn over the first Disaster under the Location.
If it is a Non-Combat Disaster, you must Defeat it or endure its effects. If a Non-Combat Disaster cannot affect the Field, it is automatically Defeated.
If it is a Combat Disaster, you will have to fight it.
After Defeating a Disaster, you may stop Scavenging, or continue by turning over the next Disaster. If you stop, you must 'leave' the Location (you don't move anywhere) and must meet the requirements again if you wish to re-enter the Location.
If a Character with a required skill is Bonked or Killed during Scavenging, you may continue to Scavenge the Location that Turn so long as you do not leave the Location.
After all Disasters have been dealt with, you may retrieve any Items and Equipment from beneath that Location.
You may only initiate Scavenging once per Turn.
Combat consists of 1 round of Charm Combat followed by an unlimited number of rounds of Physical Combat.
Charm Combat may be optional. Discuss it with your opponents before you begin play.
During Combat, spent Energy is regained at 1 point per round of Combat. All expended Energy is restored at the end of Combat.
Damage to Health is accrued during physical Combat. The Health of any Characters or Disasters that are still alive at the end of Combat is immediately restored to full.
Characters may Charm Combat other Characters or Disasters who have a Charm ability listed. If Characters enter Combat with a Combat Disaster with Charm, the Disaster will automatically initiate Charm Combat first.
A Character can be in Charm Combat any number of times in a given Combat, but may only initiate it once per Combat. Characters cannot team up for Charm Combat.
Charm Combat lasts 1 round. Draw a Combat card for the Disaster. Draw a Combat card for the Character being attacked. Apply the Charm effects of the cards.
If the attacker has a higher total Charm, the defender is Charmed. If the defender has a total Charm twice that of the attacker, the attacker is Charmed. If not either, nothing happens, and Charm Combat is over.
The charmer can make the Charmed perform 1 action, or prevent 1 action. See: List of Actions
If a Character loses Charm Combat against a Disaster, that Character cannot attack the Disaster until the Disaster attacks that Character.
If all the Characters at a Location lose Charm Combat with a Disaster, the Disaster will take an Item from the Location if one is there and leave on the next Turn.
Any Character can break a Charm by charm attacking the Charmed Character with twice the amount it was Charmed by, or by Defeating the charmer in Charm Combat that round.
Total Charm cannot be less than 0 unless it starts below 0. Example: Zarbon has a base Charm of -1 in his transformed state.
In Physical Combat there is an attack by the attacker, and a counter-attack by the defender. Attack and counter-attack happen simultaneously in the same Combat round.
Start by noting the starting base Health for all Characters and Disasters involved. Health is equal to Defense excluding modifiers (Enhancements, training, etc.). Only modifiers specifically stating Health affect the base Health.
Attack - Defense = Damage.
Health - Damage = Health.
Total Attack and Defense cannot be less than 0.
Each Character in the Combat can either attack or protect another Character. Up to 2 Characters can protect another Character.
If a Character is protecting another Character, the player must declare which Character it is protecting. The Defense ability of the protecting Character is added to that of the Character it is protecting. A Character which is protecting another Character cannot attack. The protecting Character takes half the Damage that gets through the combined Defense, the target takes full Damage. The protecting Character will always take a minimum of 1 Damage per Combat round.
The Disaster will attack a Character from one of two pools. First, the Disaster will attack a random Character having an Item. However, if no Character has an Item, then a random Character will be attacked.
During each Combat round, up to 4 Characters can attack a Major Disaster, and up to 3 Characters can attack a Minor Disaster.
The Disaster chooses its target first. The player then chooses which Characters will counter-strike and any Equipment they will use, before Combat cards are drawn.
For each round of Combat you will draw 1 Combat card from your Combat pile for the Disaster, and 1 for each Character attaking or being attacked, in that order. If you run out of Combat cards, shuffle the the Combat Discard pile, it is now your Draw pile.
Add up all of the attacks against one Character or Disaster, including bonuses. Subtract the defender's total Defense. Any positive number left is the Damage the defender takes to its Health, and is subtracted from the defender's Health.
Combat continues until:
Example: Ryoko , Naomi Armitage , Akane Tendo , and Launch (Bad) enter into combat against Dracula .
Akane has an Item, Barbells , so Dracula will attack her.
Disasters are fought one at a time. If none of the Disasters at a Location states it attacks automatically, a player may choose which Disaster to Combat first. Attacking one Disaster does not necessitate Combat with another Disaster at the same Location. Disasters are solitary by nature and if a Disaster wasn't going to attack you anyway, it won't do so just because you are fighting with another Disaster at the same Location.
If Characters are carrying Items, or if more than one Disaster at a Location attacks automatically, Disasters attack in the order they arrived at the Location. If Disasters arrived simultaneously, the strongest one attacks first. Calculate by the Disaster's Attack, then Defense, then Movement, then Energy, then Charm if needed.
Each 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 can team their attacks against the same target. Up to 2 Characters can protect the same Character.
Players take turns declaring a target to attack or protect, with the attacking player going first.
The players must choose what Equipment the Characters will use before Combat cards are drawn.
Players use their own Combat cards.
For each round of Combat you will draw 1 Combat card for each Character that is being attacked. And 1 Combat card for each Character that is attacking. Declare who will receive it before drawing. If you run out of Combat cards, re-shuffle the the Combat Discard pile.
Add up all of the Attacks against one Character, including bonuses. Subtract the defender's total Defense. Any positive number left is the Damage the defender takes to its Health, and is subtracted from the defender's Health.
Combat continues until:
Example: Ryoko , Naomi Armitage , and Launch (Bad) will attack Leon McNichol , who is being protected by Dailey Wong . Leon will attack Launch.
The game ends when more than half of the Items have been retrieved by the players or captured by the Disasters.
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, the player with the most Items wins.
The following options may make for strategic games. As a group they are optional, so all players must agree before play begins.
With either Guru or Guardian of the Earth in play, bring 7 Dragon Balls to any one Location or Haven.
Rescue ( Captured! , Kidnapped , etc.) Akane Tendo and/or Defeat (Bonk, Kill) Ranma Saotome in Combat 4 times.
Rock / paper / scissors never ends in a tie, keep playing until someone wins. If you're playing a solitaire game, flip a coin instead.
Discarded cards always go into the card owner's Discard pile.
Card instructions pertaining to a specific card overrule conflicting card instructions pertaining to more than one card. Example: Kozo Karino "…may Scavenge any Police Location." Shinjuku Police Building , a Police Location, states "Kozo Karino cannot Scavenge this Location." Shinjuku Police Building overrules Kozo Karino.
If a player attempts to improperly use a card, the card is not Discarded or used—treat the card as if the player hadn't tried to use it in the first place.
Unless stated otherwise "All X" refers to all X at a Location or all of a player's X.
The following is a list of actions a charmer can make the Charmed do:
And here are a few more actions:
All of the above actions are prevented when a Character or Disaster "has no actions". In short, no actions means no actions.
Unless stated otherwise, Characters can always Run Away from Combat.
Defense is not an action, it is automatic.