Exceed: Shovel Knight – Hope Box
Exceed: Shovel Knight – Hope Box Rulebook
Table of Contents
Table of Contents
- Components
- Shovel & Shield
- Shield Knight (Additional Card)
- Buckler Blow (Special)
- Discovery! (Special)
- Shovel Drop (Special)
- Shield Gong (Special)
- Charge Slash (Special)
- Tandem Attack (Ultra — Gauge Cost 2)
- Shield Boomerang (Ultra — Gauge Cost 3)
- Grasp (Normal)
- Cross (Normal)
- Assault (Normal)
- Dive (Normal)
- Spike (Normal)
- Sweep (Normal)
- Focus (Normal)
- Block (Normal)
- Mole Knight
- Propeller Knight
- Tinker Knight
Components
4 Character Cards, each with a Basic side and an Exceed side (Shovel & Shield, Mole Knight, Propeller Knight, Tinker Knight) Additional Cards: Shield Knight (Basic and Exceed sides) and Burrow (Basic and Exceed sides) Per character: 7 Special and Ultra Attack Cards (5 Special Attacks and 2 Ultra Attacks) and 8 Normal Attack Cards (Grasp, Cross, Assault, Dive, Spike, Sweep, Focus, Block) with character-specific Boost and effect text
Shovel & Shield
Basic side (Gauge Cost to Exceed: 3). Begin with Shield Knight on your space. (Some of your attacks calculate range from her position.) As an action, you may place Shield Knight onto your space, or move Shield Knight 1 space.
Exceed side. When you Exceed, flip Shield Knight to her Exceed side and place her onto any space. As an action, you may place Shield Knight onto any space.
Shield Knight (Additional Card)
Basic side. During Strikes, your Advance and Close effects starting from this space may travel up to 1 space farther. (Shield Knight cannot be attacked. She may share her space with other characters.)
Exceed side. During Strikes, your Advance and Close effects starting from this space may travel up to 1 space farther. When you are hit (after Hit effects), you have +2 Armor if Shield Knight is on a space between you and the attack's source. (Shield Knight cannot be attacked. She may share her space with other characters.)
Buckler Blow (Special)
Range 0-1, Power 2, Speed 7.
This attack calculates its Range from Shield Knight instead of Shovel Knight. HIT: Push 2 from Shield Knight. (If the opponent is on Shield Knight, push either direction.)
Boost — Quick Switch (Instant, Force 1). If Shield Knight is on an unoccupied space, switch places with her. Then, take another action.
Discovery! (Special)
Range 1-2, Power 1, Speed 6.
BEFORE: Advance 1. Draw a card, then add a card from your hand to your Gauge.
Boost — Quick Step (Instant, Force 0). Advance or Retreat 1, then take another action.
Shovel Drop (Special)
Range 1-2, Power 4, Speed 4, Guard 3.
BEFORE: Advance 2. If you moved past an opponent, +2 Power.
Boost — Hop (Instant, Force 0). Move Shield Knight 1 or 2 spaces, then take another action.
Shield Gong (Special)
Range 0-1, Power 4, Speed 2, Armor 2, Guard 4.
This attack calculates its Range from Shield Knight instead of Shovel Knight. HIT: Push 2 from Shield Knight. (If the opponent is on Shield Knight, push either direction.)
Boost — Full Defense (Continuous, Force 0). Attacks from opponents on the opposite side of Shield Knight do not hit you.
Charge Slash (Special)
Range 1, Power 5, Speed 1, Guard 6.
+1 Power and Ignore Armor if you initiated this Strike. BEFORE: Close 1.
Boost — Charge Up (Continuous, Force 1). +2 Power and +2 Guard.
Tandem Attack (Ultra — Gauge Cost 2)
Range 1, Power 7, Speed 5.
BEFORE: Advance 1 or 2. If you did not move into or out of Shield Knight's space during this movement, this attack does not hit.
Boost — Inseparable (Continuous, Force 1). While you occupy the same space as Shield Knight, +3 Power, +3 Armor, and Opponents cannot move you.
Shield Boomerang (Ultra — Gauge Cost 3)
Range 2-4, Power 6, Speed 3.
This attack calculates its Range from Shield Knight instead of Shovel Knight. Attacks at Range 2, 3, or 4 from Shield Knight do not hit you.
Boost — Shovel Of Hope (Instant, Force 1). Draw 4 cards, then add this card to your Gauge.
Grasp (Normal)
Range 1, Power 3, Speed 7.
HIT: Push or Pull 1 or 2.
Boost — Fierce (Continuous, Force 0). +2 Power.
Cross (Normal)
Range 1-2, Power 3, Speed 6.
AFTER: Retreat 3.
Boost — Run (Instant, Force 0). Advance up to 3.
Assault (Normal)
Range 1, Power 4, Speed 5.
BEFORE: Close 2. HIT: Gain Advantage (you take the next turn, regardless of who initiated the Strike).
Boost — Backstep (Instant, Force 0). Retreat up to 4.
Dive (Normal)
Range 1, Power 5, Speed 4.
BEFORE: Advance 3. If you moved past the opponent, their attacks do not hit you.
Boost — Tech (Instant, Force 0). Choose and discard a Continuous Boost from play.
Spike (Normal)
Range 2-3, Power 5, Speed 3, Guard 4.
Ignore Armor, Ignore Guard.
Boost — Defend (Continuous, Force 0). +1 Armor and +3 Guard.
Sweep (Normal)
Range 1-3, Power 6, Speed 2, Guard 6.
HIT: The opponent must discard a card at random.
Boost — Light (Continuous, Force 0). +2 Speed.
Focus (Normal)
Range 1-2, Power 4, Speed 1, Armor 2, Guard 5.
Opponents cannot move you. AFTER: Draw a card.
Boost — Reading (Instant, Force 0). Name a Normal Attack, then Strike. The opponent must Strike with that card, or reveal a hand without any.
Block (Normal)
Range N/A, Power N/A, Speed 0, Armor 2, Guard 3.
When you are hit (after Hit effects), spend any amount of Force for +2 Armor per Force spent. AFTER: Add this card to your Gauge at the end of the Strike.
Boost — Parry (Instant, Force 0). Name a card. The opponent must discard a copy of that card, or reveal a hand without any.
Mole Knight
Basic side (Gauge Cost to Exceed: 4). Begin with your Burrow on your space. As an action, move your Burrow onto a space at Range 3 (exactly, in either direction) and draw a card.
Exceed side. When you Exceed, flip your Burrow to its Exceed side. As an action, move your Burrow onto a space at Range 2, 3, or 4 (exactly, in either direction) and draw a card.
Burrow (Additional Card)
Basic side. When you initiate a Strike, after setting your attack, you may have your attack gain: "BEFORE: If your Burrow is unoccupied, Advance or Retreat until you are in its space."
Exceed side. When you initiate a Strike, after setting your attack, you may have your attack gain: "BEFORE: If your Burrow is unoccupied, Advance or Retreat until you are in its space. If you did, +2 Power."
Burrow Dig (Special)
Range 1, Power 3, Speed 7.
HIT: Draw a card and Advance 2.
Boost — Lost Treasure (Instant, Force 0). Return a Special or Ultra Attack from your discard pile to your hand, then shuffle your discard. Do not draw at the end of your turn.
Headbutt (Special)
Range 1-2, Power 4, Speed 6.
HIT: Push 2, then choose one: Retreat 1, or Advance 2 and gain Advantage.
Boost — Come At Me! (Continuous, Force 1). +3 Power.
At the start of your next turn, add this card to your Gauge and draw a card.
Diving Dig (Special)
Range 1, Power 5, Speed 3.
Ignore Guard. HIT: Retreat 1. The opponent must discard a card at random.
Boost — Tunneling (Instant, Force 0). Advance or Retreat up to 3. Then, if you are on your Burrow, add this card to your Gauge.
Block Push (Special)
Range 3-6, Power 5, Speed 2, Guard 6.
HIT: Push 1.
Boost — Stockpile (Continuous, Force 1). +2 Armor and +2 Guard.
Belly Slide (Special)
Range 1, Power 4, Speed 2, Armor 1, Guard 5.
BEFORE: Advance 1. HIT: Draw a card.
Boost — Tunnel Vision (Continuous, Force 1). BEFORE: Advance 2.
Erupt (Ultra — Gauge Cost 3)
Range 2-4, Power 8, Speed 1, Armor 2, Guard 5.
Boost — Molten Armor (Continuous, Force 1). +0-1 Range. The first time this Strike you are hit (after Hit effects), deal 2 non-lethal damage.
Cave In (Ultra — Gauge Cost 2)
Range 1-3, Power 4, Speed 1, Armor 3.
Opponents within Range of this attack (when they begin moving) cannot move. AFTER: Draw 2 cards.
Boost — Undermine (Continuous, Force 0). At the start of your turn, choose one:
-
Discard this card. If you do, deal 4 non-lethal damage to the opponent on your Burrow.
-
Move your Burrow 1 space.
Grasp (Normal)
Range 1, Power 3, Speed 7.
HIT: Push or Pull 1 or 2.
Boost — Fierce (Continuous, Force 0). +2 Power.
Cross (Normal)
Range 1-2, Power 3, Speed 6.
AFTER: Retreat 3.
Boost — Run (Instant, Force 0). Advance up to 3.
Assault (Normal)
Range 1, Power 4, Speed 5.
BEFORE: Close 2. HIT: Gain Advantage (you take the next turn, regardless of who initiated the Strike).
Boost — Backstep (Instant, Force 0). Retreat up to 4.
Dive (Normal)
Range 1, Power 5, Speed 4.
BEFORE: Advance 3. If you moved past the opponent, their attacks do not hit you.
Boost — Tech (Instant, Force 0). Choose and discard a Continuous Boost from play.
Spike (Normal)
Range 2-3, Power 5, Speed 3, Guard 4.
Ignore Armor, Ignore Guard.
Boost — Defend (Continuous, Force 0). +1 Armor and +3 Guard.
Sweep (Normal)
Range 1-3, Power 6, Speed 2, Guard 6.
HIT: The opponent must discard a card at random.
Boost — Light (Continuous, Force 0). +2 Speed.
Focus (Normal)
Range 1-2, Power 4, Speed 1, Armor 2, Guard 5.
Opponents cannot move you. AFTER: Draw a card.
Boost — Reading (Instant, Force 0). Name a Normal Attack, then Strike. The opponent must Strike with that card, or reveal a hand without any.
Block (Normal)
Range N/A, Power N/A, Speed 0, Armor 2, Guard 3.
When you are hit (after Hit effects), spend any amount of Force for +2 Armor per Force spent. AFTER: Add this card to your Gauge at the end of the Strike.
Boost — Parry (Instant, Force 0). Name a card. The opponent must discard a copy of that card, or reveal a hand without any.
Propeller Knight
Basic side (Gauge Cost to Exceed: 2). Your Special and Ultra Attacks have "Hit: If the opponent is at this attack's maximum Range, +2 Power." (Before or after other Hit triggers)
Exceed side. When you Exceed, Advance or Retreat up to 2. Your Special and Ultra Attacks have "Hit: If the opponent is at this attack's maximum Range, +2 Power." (Before or after other Hit triggers) As an action, you may Advance or Retreat 1, then Strike.
Swoop (Special)
Range 1, Power 1, Speed 7.
AFTER: Advance up to 3. Cleanup: Add this card to your boost area as a Continuous Boost. Sustain it.
Boost — Rose Toss (Continuous, Force 0). +1 Power. NOW: If you are at Range 3, you may add a card from your hand to your Gauge.
Saber Lunge (Special)
Range 1-3, Power 2, Speed 6.
HIT: Advance 4, then choose one: -Gain Advantage. -After: Return this card to your hand.
Boost — Blade Flourish (Continuous, Force 0). +1 Power and +1 Speed.
NOW: If you are at Range 2, draw a card.
Headwind (Special)
Range 3-4, Power 1, Speed 5.
BEFORE, RANGE 1-2: Push 2 and gain +2 Power.
Boost — Wind Stream (Continuous, Force 0). +1 Power.
BEFORE: Push 1 or 2.
Cannonball (Special)
Range 4-6, Power 4, Speed 3, Guard 3.
Ignore Armor. HIT: Push up to 1, then draw a card. AFTER: Advance 1 or 2.
Boost — Quick Step (Instant, Force 0). Advance or Retreat 1, then take another action.
Propeller Pull (Special)
Range 1-2, Power 4, Speed 2, Guard 6.
BEFORE: You may Pull 2. If this moved the opponent past you, they must discard a card at random.
Boost — Jet Stream (Continuous, Force 1). +1 Speed.
BEFORE: Pull 1 or 2.
Launcher (Ultra — Gauge Cost 2)
Range 4, Power 3, Speed 7.
HIT: Pull 3 and gain Advantage.
Boost — Fly Up (Instant, Force 1). Move to any space.
Full Broadside (Ultra — Gauge Cost 3)
Range 2-4, Power 6, Speed 2.
Stun Immunity. BEFORE: If the opponent did not move during this Strike, Push or Pull up to 3.
Boost — Private Reserve (Instant, Force 0). Search your discard pile for a Continuous Boost. You may play it, paying all costs, then shuffle your discard pile.
Grasp (Normal)
Range 1, Power 3, Speed 7.
HIT: Push or Pull 1 or 2.
Boost — Fierce (Continuous, Force 0). +2 Power.
Cross (Normal)
Range 1-2, Power 3, Speed 6.
AFTER: Retreat 3.
Boost — Run (Instant, Force 0). Advance up to 3.
Assault (Normal)
Range 1, Power 4, Speed 5.
BEFORE: Close 2. HIT: Gain Advantage (you take the next turn, regardless of who initiated the Strike).
Boost — Backstep (Instant, Force 0). Retreat up to 4.
Dive (Normal)
Range 1, Power 5, Speed 4.
BEFORE: Advance 3. If you moved past the opponent, their attacks do not hit you.
Boost — Tech (Instant, Force 0). Choose and discard a Continuous Boost from play.
Spike (Normal)
Range 2-3, Power 5, Speed 3, Guard 4.
Ignore Armor, Ignore Guard.
Boost — Defend (Continuous, Force 0). +1 Armor and +3 Guard.
Sweep (Normal)
Range 1-3, Power 6, Speed 2, Guard 6.
HIT: The opponent must discard a card at random.
Boost — Light (Continuous, Force 0). +2 Speed.
Focus (Normal)
Range 1-2, Power 4, Speed 1, Armor 2, Guard 5.
Opponents cannot move you. AFTER: Draw a card.
Boost — Reading (Instant, Force 0). Name a Normal Attack, then Strike. The opponent must Strike with that card, or reveal a hand without any.
Block (Normal)
Range N/A, Power N/A, Speed 0, Armor 2, Guard 3.
When you are hit (after Hit effects), spend any amount of Force for +2 Armor per Force spent. AFTER: Add this card to your Gauge at the end of the Strike.
Boost — Parry (Instant, Force 0). Name a card. The opponent must discard a copy of that card, or reveal a hand without any.
Tinker Knight
Basic side (no Gauge Cost to Exceed). Your life begins at half its maximum. When your life would reach 0, Exceed at no cost instead (immediately, before resolving the rest of the Strike).
Exceed side. When you Exceed, set your life to 4 times the number of cards in your Gauge up to a maximum of 20 life. (If you have no cards in your Gauge, you lose.) At the end of your turn or Cleanup, set Tinker Knight and your opponent in their starting positions and expand this card. (This is not a movement effect and is not affected by movement restrictions.) When resolving your Specials and Ultras, add the effects of its Boost to it.
Flail (Special)
Range 1, Power 3, Speed 6.
HIT: Draw a card. AFTER: Advance 2.
Boost — Armor Plating (Continuous, Force 4). +3 Armor and +3 Guard.
HIT: Push 3.
Mobile Gear (Special)
Range 1, Power 3, Speed 5.
BEFORE: Advance 3.
Boost — Force Feedback (Continuous, Force 4). +2 Power and +5 Guard. If you move past the opponent during a Strike, your attack's Range includes them.
Wrench Toss (Special)
Range 1-3, Power 2, Speed 4.
HIT: Push 1.
Boost — Pocket Fuel (Continuous, Force 4). +2 Power and +2 Speed. BEFORE: Advance 2.
Drill Arm (Special)
Range 1, Power 4, Speed 3, Guard 3.
HIT: If your opponent is at the edge of the arena, +2 Power.
Boost — Turbocharger (Continuous, Force 4). +0-2 Range and +3 Power.
Missiles (Special)
Range 1-3, Power 4, Speed 2, Armor 1, Guard 5.
AFTER: Push or Pull 1 or 2.
Boost — Arcing Projectiles (Continuous, Force 4). BEFORE: You may spend 2 Force. If you do, +1-2 Range and +2 Power.
Mech Charge (Ultra — Gauge Cost 3)
Range 1, Power 3, Speed 3, Guard 4.
BEFORE: Push 3, then Close 4.
Boost — Upgrade (Continuous, Force 2). +4 Power and +2 Guard.
Bomb Bounce (Ultra — Gauge Cost 3)
Range 1-3, Power 6, Speed 2.
Ignore Armor
Boost — Within My Reach (Continuous, Force 0). Stun Immunity, Ignore Guard. NOW: If you are not in Exceed Mode, play a Continuous Boost from your hand or Gauge for no cost, then discard this Boost.
Grasp (Normal)
Range 1, Power 3, Speed 7.
HIT: Push or Pull 1 or 2.
Boost — Fierce (Continuous, Force 0). +2 Power.
Cross (Normal)
Range 1-2, Power 3, Speed 6.
AFTER: Retreat 3.
Boost — Run (Instant, Force 0). Advance up to 3.
Assault (Normal)
Range 1, Power 4, Speed 5.
BEFORE: Close 2. HIT: Gain Advantage (you take the next turn, regardless of who initiated the Strike).
Boost — Backstep (Instant, Force 0). Retreat up to 4.
Dive (Normal)
Range 1, Power 5, Speed 4.
BEFORE: Advance 3. If you moved past the opponent, their attacks do not hit you.
Boost — Tech (Instant, Force 0). Choose and discard a Continuous Boost from play.
Spike (Normal)
Range 2-3, Power 5, Speed 3, Guard 4.
Ignore Armor, Ignore Guard.
Boost — Defend (Continuous, Force 0). +1 Armor and +3 Guard.
Sweep (Normal)
Range 1-3, Power 6, Speed 2, Guard 6.
HIT: The opponent must discard a card at random.
Boost — Light (Continuous, Force 0). +2 Speed.
Focus (Normal)
Range 1-2, Power 4, Speed 1, Armor 2, Guard 5.
Opponents cannot move you. AFTER: Draw a card.
Boost — Reading (Instant, Force 0). Name a Normal Attack, then Strike. The opponent must Strike with that card, or reveal a hand without any.
Block (Normal)
Range N/A, Power N/A, Speed 0, Armor 2, Guard 3.
When you are hit (after Hit effects), spend any amount of Force for +2 Armor per Force spent. AFTER: Add this card to your Gauge at the end of the Strike.
Boost — Parry (Instant, Force 0). Name a card. The opponent must discard a copy of that card, or reveal a hand without any.