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Duo Purple (fan expansion for Mega Man Pixel Tactics) thumbnail

Duo Purple (fan expansion for Mega Man Pixel Tactics)

Expansion for Pixel Tactics

Duo Purple (fan expansion for Mega Man Pixel Tactics) Rulebook

Table of Contents

Table of Contents

  • Card Sheet 1: Mega Man Powered Up and Wily Wars
    • Time Man
    • Oil Man
    • Copy Robot
    • Bond Man
    • Kalinka
    • Buster Rod G
    • Mega Water S
    • Hyper Storm H
  • Card Sheet 2: Mega Man 7
    • Spring Man
    • Freeze Man
    • Reggae
    • Cloud Man
    • Junk Man
    • Turbo Man
    • Burst Man
    • Shade Man
  • Card Sheet 3: Mega Man 8
    • Astro Man
    • Duo
    • Sword Man
    • Grenade Man
    • Clown Man
    • Aqua Man
    • Tengu Man
    • Search Man
  • Card Sheet 4: Mega Man and Bass
    • Cold Man
    • Burner Man
    • Dynamo Man
    • King
    • Sakugarne
    • Ground Man
    • Pirate Man
    • Magic Man
  • Card Sheet 5: Mega Man and Bass 2
    • Stovetop Man
    • MegaMan Shadow
    • Bullet Man
    • Thermo Man
    • Komuso Man
    • Watch Men
    • Ra Thor
    • Compass Man

Card Sheet 1: Mega Man Powered Up and Wily Wars

Time Man

  • Hero: Attack 1, Life 2.
    • Vanguard: Spell: Draw 3 cards.
    • Flank: Spell: Draw 2 cards.
    • Rearguard: Spell: Draw 3 cards from your deck. Add 1 to your hand and put 2 on the bottom of your deck in any order.
    • Order: Draw cards until you have the same number as the Player with the most cards in hand.
  • Leader: Attack 4, Life 19.
    • Opponents may not play Orders or Operations against you.

Oil Man

  • Hero: Attack 1, Life 11.
    • Vanguard: +2 Life when in the Vanguard. Action: A Rival discards 3 cards at random.
    • Flank: Your Leader has a Ranged Attack.
    • Rearguard: Spell: A Rival discards a card at random.
    • Order: All players discard their entire hands and draw 2 new cards.
  • Leader: Attack 1, Life 19.
    • Action: Heal a Hero in your Unit by 1.
    • Action: Apply 1 damage to a Hero.
    • Action: Swap any 2 of your Heroes.
    • Limited Action: Steal a card from a Rival's Hand.

Copy Robot

  • Hero: Attack X, Life Y. X/Y = The Attack Strength and Life of your Leader's Hero side.
    • Vanguard: Copy Vanguard Ability of your Leader.
    • Flank: Copy Flank Ability of your Leader.
    • Rearguard: Copy Rearguard Ability of your Leader.
    • Order: Copy the Order effect of your Leader.
  • Leader: Attack 4, Life 20.
    • When any Rival plays an Order, you may discard a card from your hand to copy it.

Bond Man

  • Hero: Attack 1, Life 6.
    • Vanguard: The enemy character directly in front of Bond Man may not be utilized in any way by its owner.
    • Flank: Rival Flank character's abilities are disabled.
    • Rearguard: As long as Bond Man is in the Rearguard, Rival Leader cannot use any special abilities.
    • Order: Trap: If an enemy uses an Order or Operation, it is instead discarded.
  • Leader: Attack 4, Life 17.
    • Rivals cannot use the "clear corpse" action. They can still clear corpses by other means, such as Orders, Spells, etc.

Kalinka

  • Hero: Attack 1, Life 2.
    • Vanguard: Spell: Place a "hidden" token on Kalinka. While "hidden," she may not be attacked by or block Melee or Ranged attacks, but she may still attack. She may not move or swap. She stays "hidden" until this spell is used again, or she is defeated.
    • Flank: All characters in your unit have +1 Life.
    • Rearguard: Spell: Any Character in your unit now has a Ranged Attack. If this spell is used again, the Ranged Attack ability is moved to a different unit.
    • Order: Your Leader and all of your Heroes have Ranged Attack during your next turn.
  • Leader: Attack 4, Life 17.
    • Whenever you draw a card for any reason, draw an extra card. (If your hand size allows for it.)

Buster Rod G

  • Hero: Attack 2, Life 2.
    • Vanguard: Your Melee Attacks damage all Heroes and Leaders in the column your target is in.
    • Flank: Your Melee Attacks damage a Rival target and its supporter.
    • Rearguard: You may make Melee attacks against Rival Heroes in the enemy Vanguard, even if you are not in Melee range.
    • Order: Trap: Write down the name of one of your Heroes. When that Hero next takes damage from a Rival Hero, defeat the attacking Rival Hero.
  • Leader: Attack 3, Life 19.
    • Your Flank Heroes always have Ranged Attack.

Mega Water S

  • Hero: Attack 2, Life 4.
    • Vanguard: Intercept / Ranged Attack.
    • Flank: Supporter gains Ranged Attack.
    • Rearguard: Free Attack.
    • Order: Trap: When your Leader would take damage, apply half of it (rounded down) to the Rival Leader instead.
  • Leader: Attack 1, Life 15.
    • At the start of each of your Vanguard turns, draw until you have 5 cards in your hand.

Hyper Storm H

  • Hero: Attack 2, Life 9.
    • Vanguard: Intercept.
    • Flank: Forerunner and Supporter have +2 Life.
    • Rearguard: Forerunner has Ranged Attack.
    • Order: Make a Move or Switch action in a Rival Unit.
  • Leader: Attack 2, Life 35.
    • This leader is considered to occupy your entire Flank. You may not recruit or move Heroes to the Flank. This Leader may never gain Ranged Attack.

Card Sheet 2: Mega Man 7

Spring Man

  • Hero: Attack 3, Life 3.
    • Vanguard: When a Rival recruits a Hero, apply 2 damage to that Hero.
    • Flank: Spell: Draw 3 cards. Keep 1, discard 2.
    • Rearguard: You have 1 additional Flank action.
    • Order: Trap: If a Rival has more cards than you, draw up to your maximum hand size.
  • Leader: Attack 3, Life 18.
    • Action: Discard up to 4 cards from the top of your draw pile, inflicting damage equal to the number of cards you discarded amongst any of your Rival's Heroes.

Freeze Man

  • Hero: Attack 1, Life 3.
    • Vanguard: When Freeze Man is played in your Vanguard, all heroes in all Vanguards (except Freeze Man) are returned to their owner's hands. No more Vanguard Heroes can be played until Freeze Man is defeated.
    • Flank: +1 Attack Strength.
    • Rearguard: Spell: Move 1 damage from your Leader to Freeze Man, and move 1 damage from your Leader to a Rival Hero.
    • Order: Trap: Execute this trap when a Rival draws a card. Steal that card instead.
  • Leader: Attack 0, Life 8.
    • Rivals cannot play Heroes into their Vanguard. Their Leader is placed in the middle of their Rearguard, and their Flank has three open slots.

Reggae

  • Hero: Attack 1, Life 5.
    • Vanguard: Spell: Apply 2 Damage to this Hero to give it Intercept and immunity to all attacks until the start of your next Turn.
    • Flank: Spell: Apply 2 Damage to this Hero to apply 2 damage to each leader in play.
    • Rearguard: Long Spell: Apply 2 Damage to this Hero to draw the top 3 cards of your deck, play the Order effect of 1, and discard the other 2.
    • Order: When a Rival takes the Recruit Action, apply 3 damage to your Leader instead to recruit their Hero into any slot in your own Unit.
  • Leader: Attack X, Life 17.
    • This Leader's Attack is equal to the number of cards in your rival's Discard.
    • Long Spell: Apply 2 damage to this Leader to clear a corpse in your Rival's Unit.

Cloud Man

  • Hero: Attack X, Life 7. X = The amount of damage on this card.
    • Vanguard: Ranged Attack. Spell: Transfer damage from your Vanguard Heroes to this card in any manner. Then make an attack.
    • Flank: Ranged Attack. Spell: Transfer damage from your Flank Heroes to this card in any manner. Then make an attack.
    • Rearguard: Ranged Attack. Spell: Transfer damage from your Rearguard Heroes to this card in any manner. Then make an attack.
    • Order: Transfer up to 3 damage from your Leader to the Heroes in your Unit in any manner.
  • Leader: Attack 1, Life 19.
    • Put a lightning counter on this card after each one of your turns.
    • Action: Make a Ranged Attack equal to the number of lightning counters you discard +1.

Junk Man

  • Hero: Attack shown as a blank icon with no number printed, Life 8.
    • Vanguard: Rival hand sizes are decreased by 2, and they must immediately discard to their new hand size. Rivals cannot use the "Draw Card" action.
    • Flank: As soon as Junk Man is placed into the Flank, his Forerunner, Supporter, and Leader may immediately use their "Order" ability. They are not discarded.
    • Rearguard: Your hand size is increased by 1. If Junk Man is defeated, you may not draw more cards until you have reduced your hand to its new size.
    • Order: Shuffle your hand and discard pile into your draw deck. Draw 2 new cards. Return this card to the game box.
  • Leader: Attack 0, Life 30.
    • If your opponent runs out of cards in their Draw Pile, you win.

Turbo Man

  • Hero: Attack shown as a blank icon with no number printed, Life 2.
    • Vanguard: If you move into the Vanguard, all enemy Heroes in the Rival Vanguard take 1 damage.
    • Flank: If you move into the Flank, all enemy Heroes in the Rival Flank take 1 damage.
    • Rearguard: If you move into the Rearguard, all enemy Heroes in the Rival Rearguard take 1 damage.
    • Order: You may make 5 free move actions.
  • Leader: Attack 1, Life 17.
    • Turbo Man begins in Robot Form.
    • Spell: Change Form.
    • Robot Form: -1 to incoming damage.
    • Vehicle Form: +4 to Attack.

Burst Man

  • Hero: Attack 1, Life 3.
    • Vanguard: -3 to incoming Melee Attack Damage.
    • Flank: Spell: Apply 3 damage to any Hero to clear a corpse.
    • Rearguard: Spell: Choose a random card from a Rival's hand and place it in their Unit as a corpse.
    • Order: Draw a card. Playing this Order does not count as an action.
  • Leader: Attack 4, Life 26.
    • Rival Leaders may not deal damage directly to this Leader.

Shade Man

  • Hero: Attack 1, Life 11.
    • Vanguard: +2 Life when in the Vanguard. Spell: A Rival discards their entire hand.
    • Flank: +1 Life when in the Flank. Your Leader has a Ranged Attack.
    • Rearguard: Spell: A Rival discards a card at random.
    • Order: Operation: All attacks inflicted by a Rival are reduced by 1.
  • Leader: Attack 5, Life 19.
    • Heroes in your Unit are immune to "defeat" effects.

Card Sheet 3: Mega Man 8

Astro Man

  • Hero: Attack shown as a blank icon with no number printed, Life 5.
    • Vanguard: Astro Man may never occupy the Vanguard.
    • Flank: Spell: All Rival Heroes in 1 column or row take 2 damage.
    • Rearguard: Astro Man may never occupy the Rearguard.
    • Order: Defeat any one Hero.
  • Leader: Attack 2, Life 18.
    • Long Action: Deal 3 damage to this Leader to discard all Heroes and Corpses in all units.

Duo

  • Hero: Attack 3, Life 4.
    • Vanguard: You may attack twice in the same turn with this Hero.
    • Flank: Spell: Remove a total of 4 damage from Heroes in your Unit.
    • Rearguard: Long Spell: Defeat a Hero in Rival Unit that already has damage on it.
    • Order: Operation: No corpses in any Units can be cleared.
  • Leader: Attack 4, Life 19.
    • Long Spell: Move up to 3 damage from this leader to Heroes in your Unit.

Sword Man

  • Hero: Attack 3, Life 10.
    • Vanguard: Spell: 1 Damage to all Rival Characters in Melee.
    • Flank: Sword Man may never occupy the Flank.
    • Rearguard: Sword Man may never occupy the Rearguard.
    • Order: Place this card underneath a Hero. Until that Hero is defeated, they have +2 to Melee Attacks.
  • Leader: Attack 20, Life 14.
    • Sword Man may never have a Ranged Attack. If Sword Man attacks a Rival Leader, the attack is 6 instead of 20.

Grenade Man

  • Hero: Attack 2, Life 9.
    • Vanguard: Intercept. Immune to "Defeat" Effects.
    • Flank: Ranged Attack.
    • Rearguard: Ranged Attack. +2 Attack Strength. -7 Life.
    • Order: Trap: When your next Hero is defeated, also defeat the Rival Hero that defeated it and apply 2 Damage to the Rival Leader.
  • Leader: Attack 4, Life 24.
    • Whenever damage is applied to a Rival Hero or Leader from a source you control, that damage is increased by 1.

Clown Man

  • Hero: Attack 4, Life 4.
    • Vanguard: No ability.
    • Flank: +1 Attack Strength.
    • Rearguard: +3 Attack Strength.
    • Order: All Heroes in all units take 1 damage.
  • Leader: Attack 5, Life 10.
    • Each turn, take 3 actions instead of 2.

Aqua Man

  • Hero: Attack 3, Life 3.
    • Vanguard: Aqua Man may never occupy the Vanguard.
    • Flank: Aqua Man may never occupy the Flank.
    • Rearguard: Spell: Take the top card off of any player's discard pile. It is now yours to use.
    • Order: Your Leader and all of your Heroes have Ranged Attacks during your next turn.
  • Leader: Attack 3, Life 17.
    • Long Spell: Retrieve any card you wish from your discard pile.

Tengu Man

  • Hero: Attack 4, Life 2.
    • Vanguard: Spell: Discard 3 cards from the top of your deck to defeat a Rival Hero.
    • Flank: Spell: Discard between 1 and 3 cards from the top of your deck to heal your Leader by the same number.
    • Rearguard: +3 Attack Strength.
    • Order: Trap: When you Leader [sic] would take damage, prevent that damage and draw 2 cards.
  • Leader: Attack 7, Life 5.
    • Tengu Man cannot be damaged in any way from Rivals. Each time you pass your Flank wave (except during ceasefires), put a damage counter on this card.

Search Man

  • Hero: Attack 3, Life 4.
    • Vanguard: You may attack twice in the same turn with this Hero.
    • Flank: Spell: Remove a total of 4 damage from Heroes in your Unit.
    • Rearguard: Long Spell: Defeat a Hero in the Rival Unit that already has damage on it.
    • Order: Draw five cards. Keep two of them, and put the other three back on top of your draw deck in any order.
  • Leader: Attack 4, Life 19.
    • Long Spell: Move up to 3 damage from this leader to Heroes in your Unit.

Card Sheet 4: Mega Man and Bass

Cold Man

  • Hero: Attack 1, Life 4.
    • Vanguard: Supporter has a Ranged Attack.
    • Flank: All of your Vanguard Heroes take -1 Damage.
    • Rearguard: Long Spell: Turn this Hero into a Corpse to make all of the Heroes in your unit take 0 damage from all Ranged and Melee attacks for one turn.
    • Order: Push one Rival Hero to the furthest empty spot in its column.
  • Leader: Attack 3, Life 17.
    • All of the Heroes in your Rearguard have Ranged Attack.

Burner Man

  • Hero: Attack 4, Life 2.
    • Vanguard: Spell: All Rival Heroes in one column take 1 damage.
    • Flank: When this Hero defeats a Rival Hero, it is immediately discarded.
    • Rearguard: Spell: Apply 1 Damage to this Hero to make a Melee Attack, even if this Hero is not in Melee.
    • Order: Operation: Rival Units cannot use the Move or Swap actions.
  • Leader: Attack 3, Life 19.
    • Spell: Apply 1 damage each to 3 Heroes in a Rival Unit.

Dynamo Man

  • Hero: Attack 2, Life 5.
    • Vanguard: Long Spell: Remove all damage from this card.
    • Flank: Spell: Heal your Leader by 1.
    • Rearguard: Spell: Deal 1 damage to a Rival Vanguard Hero and the Rearguard Hero behind it, if possible.
    • Order: Revive a Corpse to its lowest health amount, or heal a Hero by 2.
  • Leader: Attack 4, Life 20.
    • Long Action: All Heroes in your Unit are fully healed, Corpses are fully revived, and all negative status effects are removed. Can only be used once per game.

King

  • Hero: Attack 3, Life 3.
    • Vanguard: Intercept.
    • Flank: Spell: Defeat a Rival Hero in Melee.
    • Rearguard: Long Spell: Draw 3 cards.
    • Order: Operation: The Flank Heroes adjacent to your Leader have an Attack Strength equal to the sum of the printed Attack Strength of those cards.
  • Leader: Attack 5, Life 13.
    • -4 to incoming Melee Attack Damage (to a minimum of 0).

Sakugarne

  • Hero: Attack 3, Life 3.
    • Vanguard: Spell: Clear a corpse from yours or your Rival's Unit and use its Vanguard ability.
    • Flank: Spell: Clear a corpse from yours or your Rival's Unit and use its Flank ability.
    • Rearguard: Spell: Clear a corpse from yours or your Rival's Unit and use its Rearguard ability.
    • Order: Clear a corpse from yours or your Rival's Unit and use its Order ability.
  • Leader: Attack 3, Life 18.
    • Action: Activate the Order Effect of the top card of your Rival's Discard Pile, then discard a card from your hand. If you can't discard a card, apply 4 damage to this Leader instead.

Ground Man

  • Hero: Attack 3, Life 3.
    • Vanguard: Intercept. Long Spell: This hero takes no damage form [sic] Attacks or Spells until the start of your next turn.
    • Flank: Spell: Make an Attack of strength 1 on up to 3 Rival Heroes or Leaders in Melee.
    • Rearguard: +1 Life to your Leader while Ground Man is in the Rearguard. Ground man may move to the Vanguard for free.
    • Order: 1 Damage to all Heroes and Leaders in play.
  • Leader: Attack 3, Life 20.
    • Long Action: Inflict 3 damage on this Leader to inflict 1 point of damage on all Rival Heroes and Leaders.

Pirate Man

  • Hero: Attack 2, Life 3.
    • Vanguard: Ranged Attack: Rival Heroes and Leader adjacent to your attack target take 1 Damage each.
    • Flank: Forerunner gains Intercept.
    • Rearguard: +2 Attack Strength.
    • Order: Make 3 Move or Switch actions.
  • Leader: Attack 4, Life 16.
    • Switch is not a Long Action for you. Long Spell: Recruit a Hero into any open slot in your Unit.

Magic Man

  • Hero: Attack 2, Life 5.
    • Vanguard: Ranged Attack.
    • Flank: If this Hero deals at least 2 damage to a Rival Hero, remove 1 Damage from this Hero.
    • Rearguard: Forerunner gains Ranged Attack.
    • Order: Take one card of your choosing from your Deck. Shuffle your Deck afterwards.
  • Leader: Attack 1, Life 18.
    • You may look at the top card of your deck at any time. Your Rivals may not see it.

Card Sheet 5: Mega Man and Bass 2

Stovetop Man

  • Hero: Attack 2, Life 5.
    • Vanguard: Intercept. Any Melee damage done to this Hero is done back to the attacking Hero.
    • Flank: Forerunner has Ranged Attack.
    • Rearguard: Ranged Attack: +5 damage to Rival Heroes in the Rearguard.
    • Order: For every corpse in your Unit, do equal damage to your Rival's Leader.
  • Leader: Attack 4, Life 18.
    • Negate all Damage from Rival Leader.

MegaMan Shadow

  • Hero: Attack 1, Life 6.
    • Vanguard: Intercept. Transfer all damage from this Hero to a Rival Hero in melee range.
    • Flank: Spell: Transfer any amount of damage from this Hero's Forerunner or Support to this Hero.
    • Rearguard: +6 Melee Attack Strength.
    • Order: Draw 2 cards. Recruit 1 for free and discard the other.
  • Leader: Attack 4, Life 20.
    • Spell: Take 2 Damage and cancel an Order.

Bullet Man

  • Hero: Attack 4, Life 4.
    • Vanguard: Ranged Attack. +2 Attack Strength against Heroes with Ranged Attack.
    • Flank: Ranged Attack. +2 Attack Strength against Heroes with Intercept.
    • Rearguard: Ranged Attack. +2 Attack Strength against Heroes in Melee.
    • Order: All Rival Heroes in 1 column or row take 3 Damage.
  • Leader: Attack 4, Life 20.
    • Ranged Attack. After attacking a Hero with Intercept, do half damage to the Hero behind it.

Thermo Man

  • Hero: Attack 3, Life 3.
    • Vanguard: Long Spell: Opponent may not trigger any Traps during this round.
    • Flank: Ranged Attack. Immune to Orders.
    • Rearguard: Spell: Move 1 corpse to an empty space and give it Intercept.
    • Order: Opponent may either take 3 damage to their leader or 2 damage to all Heroes in their Unit.
  • Leader: Attack 3, Life 21.
    • Spell: Take 1 or 2 damage. Draw 2 cards for each damage you take.

Komuso Man

  • Hero: Attack shown as a blank icon with no number printed, Life 5.
    • Vanguard: Spell: Transfer 2 damage from any Hero to a Hero in Melee in the same Unit.
    • Flank: At the beginning of the wave, remove 1 damage from your Leader.
    • Rearguard: Spell: Switch any 2 heroes in your Unit.
    • Order: Heal 2 Damage to all Heroes in your Unit.
  • Leader: Attack 4, Life 20.
    • Spell: Discard 3 cards from the top of your deck to revive 1 corpse.

Watch Men

  • Hero: Attack 3, Life 4.
    • Vanguard: Spell: Watch Men may make a Melee attack at 2 Attack Strength against 2 different Heroes.
    • Flank: Leader gains +2 Strength.
    • Rearguard: Spell: Swap with a corpse, then clear the corpse.
    • Order: Defeat any 2 Heroes that are wounded.
  • Leader: Attack 4, Life 19.
    • Ranged Attack.
    • Spell: This Leader may make an attack of 3 Attack Strength against 2 different Heroes.

Ra Thor

  • Hero: Attack 3, Life 4.
    • Vanguard: Intercept. Any lethal damage given to a Rival Hero turns them into a corpse instantly.
    • Flank: A Supporter with Ranged Attack can ignore Intercept on a Rival Hero.
    • Rearguard: Spell: Do 1 damage to all heroes in a Unit.
    • Order: 1 Heroes [sic] in the current wave may make a direct attack against the Rival Leader.
  • Leader: Attack 4, Life 19.
    • Ranged Attack. Can hit any Hero regardless of protection.

Compass Man

  • Hero: Attack 1, Life 5.
    • Vanguard: When lethal damage is applied, this Hero does not turn into a corpse until the beginning of its turn.
    • Flank: Every time your Leader takes damage, do 1 damage to the attacking Unit.
    • Rearguard: Ranged Attack. This Hero takes no Damage from Melee Attacks.
    • Order: All Players must discard cards until their hand size matches your hand.
  • Leader: Attack 5, Life 19.
    • Negate all Damage from Ranged Attacks.