Exceed: Red Horizon – Alice, Zoey, Gabrek, and Ulrik
Exceed: Red Horizon – Alice, Zoey, Gabrek, and Ulrik Rulebook
Table of Contents
Table of Contents
Components
4 Character Cards (Alice, Zoey, Gabrek, Ulrik) 28 unique Character-Specific Attack Cards (5 Special Attacks and 2 Ultra Attacks per character), 2 copies of each in a full deck 16 Normal Base Attack Cards (shared with the core system: 2 copies each of Grasp, Cross, Assault, Dive, Spike, Sweep, Focus, and Block) Board Cards
Alice
Ability (Gauge Cost to Exceed: 3). When Alice's attack's Maximum Range is 3 or more, and her attack is at Maximum Range, she has +2 Power.
Exceed Ability. When Alice's attack's Maximum Range is 3 or more, and her attack is at Maximum Range, she has +2 Power and "Attacks do not hit you."
Soul Gazer (Special)
Range 1~3, Power 1, Speed 8.
Hit: Move 1 space and gain Advantage (you take the next turn, regardless of who initiated the Strike).
Boost — Bullet Time (Continuous, Force 1). Attacks at range 3 and 4 do not hit you.
Guardian Slasher (Special)
Range 3, Power 5, Speed 6.
Hit: +2 Power if the opponent has more cards in hand than you. After: Move 1 space.
Boost — Soul Eye - Diabolic (Force 0). Name a card then Strike. Your opponent must use the named card to Strike, or reveal a hand without it.
Sword & Cross (Special)
Range 2~3, Power 1, Speed 6.
Hit: Move 1 or 2 spaces, then move the opponent 1 or 2 spaces, then gain Advantage (you take the next turn, regardless of who initiated the Strike).
Boost — Grim Determination (Continuous, Force 2). Stun Immunity and +3 Armor.
Dark Corruption (Special)
Range 2, Power 4, Speed 6.
Ignore Armor.
Boost — Soul Eye - Divine (Force 0). Name a card. Your opponent must reveal their hand and discard all copies of it, then Strike.
Bloody Baptism (Special)
Range 1~4, Power 3, Speed 5.
Before: Retreat up to 2 spaces.
Boost — Hunter's Instinct (Continuous, Force 0). +0~1 Range and draw a card.
Surprise Punishment (Ultra — Gauge Cost 3)
Range 2, Power 9, Speed 6.
Hit: Advance 3 spaces.
Boost — Backflip (Force 0). Move 1 or 2 spaces, then draw a card.
Cross Blades (Ultra — Gauge Cost 4)
Range 3, Power 13, Speed 1.
Attacks at range 3 do not hit you.
Boost — Try Me If You Dare (Force 1). Move up to 4 spaces. Your opponent chooses one: You Strike, or you draw 3 cards.
Zoey
Ability (Gauge Cost to Exceed: 3). After: If your attack hit, you may add the top card of your Discard to your Gauge and return your attack to your hand.
Exceed Ability. After: If your attack hit, you may add the top card of your Discard to your Gauge and return your attack to your hand.
Sure You Can! (Special)
Range 1, Power 2, Speed 7.
Hit: Push the opponent 1 space. After: Move up to 2 spaces.
Boost — Household Chores (Force 0). Discard your Gauge. Add that many cards plus one more from the top of your deck to your Gauge.
Maori Defender (Special)
Range 1~2, Power 3, Speed 6.
Hit: You may play a boost that does not cause a Strike for free. If it is a Continuous boost, do not discard it after this Strike. After: Retreat 2 spaces.
Boost — Warm Wishes (Force 1). Draw until you have as many cards in hand as your opponent.
Gale Blade (Special)
Range 3~5, Power 3, Speed 5.
Hit: You may put a copy of this card from your discard into your Gauge. After: Move 1 space.
Boost — Returning Weapon (Force 0). Draw a card. Swap a card from your hand for a card in your Gauge.
Focus Charge (Special)
Range 1, Power 2, Speed 5.
Before: Close 3 spaces. +1 Power for each space you weren't able to close. After: Push the opponent 1 space per point of damage dealt with this attack.
Boost — Possession (Force 1). Add up to 3 cards from your hand to your Gauge.
Gut Shot (Special)
Range 1~3, Power 3, Speed 4.
Hit: Retreat 1 space and gain Advantage (you take the next turn, regardless of who initiated the Strike).
Boost — Focused (Continuous, Force 1). +2 Power and draw a card.
Tsunami Slicer (Ultra — Gauge Cost 2)
Range 1~4, Power 4, Speed 6.
Hit: You may pay 1 Gauge to gain Advantage (you take the next turn, regardless of who initiated the Strike).
Boost — Rejuvenation (Continuous, Force 0). After: Regain 4 life.
Neo Cosmic Flare (Ultra — Gauge Cost 1)
Range 4~6, Power 1, Speed 4.
Before: Spend up to 12 Force for +1 Power per Force spent.
Boost — An Apple A Day (Force 0). Draw 3 cards. Add one to your Gauge.
Gabrek
Ability (Gauge Cost to Exceed: 3). Before choosing his attack during a Strike, if Gabrek is at range 1, he draws a card.
Exceed Ability. If Gabrek initiates a Strike at range 1, his opponent must defend with a Wild Swing. If an opponent initiates a strike at range 1, Gabrek draws a card.
Lunar Launcher (Special)
Range 1, Power 4, Speed 6.
Hit: Move the opponent up to 3 spaces. After: Move 1 space.
Boost — No Remorse (Continuous, Force 0). +5 Guard.
Perilous Descent (Special)
Range 1, Power 4, Speed 4.
Ignore Guard. Before: Advance 3 spaces.
Boost — Reach (Continuous, Force 1). +0~1 Range and Strike.
Choke Hold (Special)
Range 1, Power 4, Speed 4, Guard 5.
Before: +3 Power if your opponent used a Wild Swing. Hit: Your opponent must discard cards at random until they have 2 in hand.
Boost — Lumbering (Continuous, Force 0). +3 Guard and close 2 spaces.
Shrug Off (Special)
Range 1~2, Power 3, Speed 3, Armor 5.
After: Lose all Armor on this attack.
Boost — Continuous Research (Force 0). Spend up to 6 life to draw 1 card per life spent.
Rolling Ankle Grab (Special)
Range 1, Power 5, Speed 2.
Before: Close 4 spaces. Hit: Move the opponent 1 space.
Boost — Intimidate (Continuous, Force 0). The opponent must use a Wild Swing in the next Strike. If you are not at range 1 when you play this, discard it.
13th Story Oblivion (Ultra — Gauge Cost 5)
Range 1, Power 13, Speed 6.
Boost — Charge In (Force 0). Close up to 3 spaces.
Death Valley Face Plant (Ultra — Gauge Cost 3)
Range 1, Power 10, Speed 0, Guard 7.
Before: +3 Power if your opponent used a Wild Swing.
Boost — Monstrous Strength (Continuous, Force 1). +3 Power and Strike.
Ulrik
Ability (Gauge Cost to Exceed: 3). As an action, Ulrik may close or retreat 1 space, then Strike.
Exceed Ability. As an action, Ulrik may close or retreat 2 spaces, then Strike.
Lightning Javelin (Special)
Range 4~6, Power 3, Speed 6.
Ignore Armor. Hit: Advance as far as possible.
Boost — Overcharge (Continuous, Force 0). Hit: You may spend up to 3 Gauge for +2 Power per Gauge spent.
100 Million Volts (Special)
Range 1, Power 1, Speed 6.
Ignore Guard. Hit: Spend up to 5 Force for +1 Power per Force spent.
Boost — Charging Power (Continuous, Force 0). +1 Power for each card in your Gauge.
Blitz Hammer (Special)
Range 1, Power 3, Speed 5.
Before: Close 2 spaces. Hit: Move up to 2 spaces.
Boost — Thunderous Might (Continuous, Force 0). +3 Power.
Ionization (Special)
Range 2~4, Power 5, Speed 4.
Hit: Retreat as far as possible.
Boost — Speed Force (Continuous, Force 2). Move any number of spaces and +2 Speed.
Inevitability (Special)
Range 1, Power 3, Speed 1.
Stun Immunity, Ignore Armor. Before: Close 8 spaces.
Boost — Arc Impulse (Continuous, Force 2). Attacks at Range 1 do not hit you.
Second Strike (Ultra — Gauge Cost 2)
Range 3, Power 4, Speed 8.
Ignore Armor. Hit: Gain Advantage (you take the next turn, regardless of who initiated the Strike).
Boost — Thunderclap (Continuous, Force 1). Each time you move, for each space you move, +1 Power.
Atomic Bolt (Ultra — Gauge Cost 3)
Range 1, Power 8, Speed 5.
Before: Advance until you move past the opponent (or as far as possible, if the opponent is at an edge of the arena).
Boost — Static Charge (Continuous, Force 1). Each time you move, for each space you move, +1 Armor.