Exceed: Street Fighter – M. Bison Box
Exceed: Street Fighter – M. Bison Box Rulebook
Table of Contents
Table of Contents
Components
4 Character Cards (M. Bison, Cammy, Ken, Guile) 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
M. Bison
Ability (Gauge Cost to Exceed: 3). As an action, you may add a card from your hand to your gauge and draw a card.
Exceed Ability. As an action, you may add up to 3 cards from your hand to your gauge and draw that many cards. When you Exceed, you may take this action immediately.
Head Stomp (Special)
Range 2~3, Power 5, Speed 5.
Critical: +1 Power and +1 Speed. After: Close 2. If the opponent is stunned, Push or Pull up to 2.
Boost — Unstoppable (Continuous, Force 1). Stun Immunity. Your attacks are Critical.
Devil Reverse (Special)
Range 1~2, Power 5, Speed 5.
Critical, Hit: Advance or Retreat 3. After: Retreat up to 2.
Boost — Bison Dollars (Force 0). If the opponent has more cards in hand than you, draw 3 cards. Add this card to your gauge.
Sliding Kick (Special)
Range 1, Power 4, Speed 5, Guard 3.
Before: Close 2. Critical, Hit: +2 Power and Push 2.
Boost — Quick Backdash (Force 0). Retreat 2. If you are at range 3, take another action.
Psycho Crusher (Special)
Range 1~2, Power 4, Speed 4.
Before: Advance 3. Critical, Hit: Advance or Retreat 3, then draw a card.
Boost — Psycho Power (Continuous, Force 1). +1 Power for each card in your gauge, to a maximum of +5.
Somersault Skull Diver (Special)
Range 1, Power 4, Speed 4.
Critical: +1 Power, +6 Guard, and Ignore Armor. Before: Advance 1 or 2. Hit: Push 2.
Boost — Shadaloo Intelligence (Force 0). Name a card. The opponent must discard a copy of that card or reveal a hand with none. If a card was discarded this way, Strike.
Nightmare Booster (Ultra — Gauge Cost 3)
Range 2~3, Power 6, Speed 6.
Critical, Hit: The opponent's attack does not hit you, and gain Advantage (you take the next turn, regardless of who initiated the Strike). After: Close 1 or 2.
Boost — Psycho Booster (Force 0). Reveal your hand. Add the top 3 cards of your discard pile to your gauge.
Psycho Punisher (Ultra — Gauge Cost 3)
Range 1~2, Power 7, Speed 4, Guard 4.
Before: Close 2. Critical, Hit: +2 Power and gain Advantage (you take the next turn, regardless of who initiated the Strike). After: Advance 2.
Boost — Bison Teleport (Force 0). Move up to 5.
Cammy
Ability (Gauge Cost to Exceed: 3). If you move past the opponent during a Strike, your attack's range includes them.
Exceed Ability. If you move past the opponent during a Strike, your attack has "Hit: +1 Power and gain Advantage" and its range includes them.
Cannon Spike (Special)
Range 1, Power 2, Speed 7.
Hit: Push or Pull 3.
Boost — Backflip (Force 0). Retreat up to 4.
Dive Kick (Special)
Range 1, Power 4, Speed 5.
Before: Advance 2. After: Attacks at range 1 do not hit you.
Boost — Slide (Continuous, Force 0). Your Normal Attacks have "Before: Advance 3." Cleanup: If you did not use a Normal Attack, you may sustain this card.
Spiral Arrow (Special)
Range 1, Power 5, Speed 4.
Critical: +1 Armor and +4 Guard. Before: Advance 4.
Boost — Ejection Kick (Force 0). If the opponent is at range 1, Push 3.
Cannonball (Special)
Range 1, Power 5, Speed 3.
Critical: Ignore Guard. Before: Advance 3. Hit: Pull 3 and gain Advantage.
Boost — Skip (Continuous, Force 0). +2 Speed. At the end of your turn, add this card to your gauge.
Razor's Edge Slicer (Special)
Range 1, Power 4, Speed 1.
Critical: Attacks at range 4 or 5 do not hit you. Before: Advance 4. Hit: If the opponent is at the edge of the arena, +2 Power.
Boost — High Jump (Force 0). Move 3.
Gyro Drive Smasher (Ultra — Gauge Cost 2)
Range 1, Power 5, Speed 2.
Attacks at range 4 or 5 do not hit you. Before: Advance as far as possible. Hit: Pull any number of spaces. +1 Power for each space pulled this way.
Boost — Hooligan Combination (Force 1). Retreat up to 3, then Strike.
CQC (Ultra — Gauge Cost 3)
Range 1, Power 6, Speed 2.
Attacks at range 1 do not hit you. Hit: Push or Pull any number of spaces.
Boost — Acrobatics (Continuous, Force 0). Attacks at range 1 do not hit you. At the end of your next turn, add this card to your gauge.
Ken
Ability (Gauge Cost to Exceed: 3). As an action, you may Close 1 and draw a card.
Exceed Ability. When you Exceed, draw a card and Close up to 2. As an action, you may Close 1 and draw a card. Then, you may Strike.
Shoryuken (Special)
Range 1, Power 4, Speed 5, Guard 4.
+2 Speed if you initiated this Strike. Critical, Before: Close 1.
Boost — Burning Passion (Continuous, Force 0). +1 Speed. Now: Draw a card.
Hadoken (Special)
Range 3~6, Power 4, Speed 4.
Critical: +2 Power. After: If you hit, you may return this card to the top of your Deck. If you do, add the top card of your discard pile to your gauge.
Boost — Overpower (Continuous, Force 0). +1 Power. Now: Strike.
Axe Kick (Special)
Range 1, Power 5, Speed 4.
Critical: +2 Speed. Ignore Armor. Before: Close 1.
Boost — Ki Charge (Force 0). Add this card to your gauge.
Tatsumaki Senpukyaku (Special)
Range 1~2, Power 5, Speed 3.
Before: Advance 2. Hit: If you moved past the opponent during this strike, Ignore Guard.
Boost — Quick Attack (Continuous, Force 0). +1 Speed. Now: Strike.
Knee Bash (Special)
Range 1~2, Power 5, Speed 2, Guard 5.
+0-1 Range if you initiated this Strike. Critical, Before: Close 2.
Boost — Custom Combo (Continuous, Force 0). Now: Draw 2 cards. Hit: Gain Advantage (you take the next turn, regardless of who initiated the Strike).
Shinryuken (Ultra — Gauge Cost 4)
Range 1, Power 7, Speed 6.
+4 Power if you initiated this Strike.
Boost — Rushdown Style (Force 1). Close 3, then Strike.
Guren Senpukyaku (Ultra — Gauge Cost 3)
Range 1~2, Power 5, Speed 4, Guard 4.
Before: Advance 2. If you did not move past the opponent during this movement, +3 Power.
Boost — True Master (Continuous, Force 1). +2 Power and +2 Speed.
Guile
Ability (Gauge Cost to Exceed: 2). When using a Change Cards action, the first Gauge spent generates 2 additional Force.
Exceed Ability. When using a Change Cards action, the first Gauge spent generates 2 additional Force. If you spent Gauge this way, you may then Strike (after drawing cards).
Double Sweep Kick (Special)
Range 1, Power 2, Speed 6.
Before: Advance 2. Hit: Gain Advantage (you take the next turn, regardless of who initiated the Strike).
Boost — Sonic Force (Continuous, Force 0). +0-1 Range. At the end of your next turn, add this card to your gauge.
Spinning Back Knuckle (Special)
Range 1~2, Power 5, Speed 4.
Critical: +2 Power. Hit: Move 1. The opponent must discard a card at random.
Boost — Roll (Force 0). Close 2. If you are not at range 1 after this, you may take another action.
Sonic Boom (Special)
Range 3~8, Power 4, Speed 3, Guard 5.
Critical: +2 Power. After: Move 1 or 2.
Boost — Military Discipline (Continuous, Force 0). +2 Speed. At the end of your next turn, add this card to your gauge.
Reverse Spin Kick (Special)
Range 1~2, Power 5, Speed 3.
Ignore Guard. Critical, Hit: The opponent must discard 2 cards at random.
Boost — Homeland Defense (Continuous, Force 0). +1 Armor and +3 Guard. At the end of your next turn, add this card to your gauge.
Flash Kick (Special)
Range 1~2, Power 4, Speed 3, Armor 1, Guard 4.
Critical: +2 Power. Hit: Push 2. After: Move 1.
Boost — Patience (Continuous, Force 0). +2 Power. At the end of your next turn, add this card to your gauge.
Sonic Hurricane (Ultra — Gauge Cost 3)
Range 2~5, Power 8, Speed 4, Guard 5.
After: Move up to 3.
Boost — Preemptive Strike (Continuous, Force 1). +2 Speed. Now: Strike.
Flash Explosion (Ultra — Gauge Cost 4)
Range 1~2, Power 9, Speed 3, Armor 2, Guard 5.
Hit: Push 3. After: Move 2.
Boost — Shades of Glory (Continuous, Force 0). +2 Guard and your attacks are Critical. Cleanup: If you were not stunned, you may sustain this Boost.
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