Fired Up
Fired Up Rulebook
Table of Contents
Table of Contents
- Components
- Setup
- Game Overview
- Influence Phase
- Fighter Mat and Highlight Card Breakdown
- Influence Dice Effects
- Morale Check (Influence Phase)
- Scoring Highlights
- Battle Phase
- Preparing for the Next Round
- Game End
- Battle Dice and Fight Examples
- Betting
- Fighter Abilities
- 2-Player Game
- Variants
- FAQ and Rule Updates
- Quick Reference
- FAQ
- Clarifications
Components
- 6 Plastic Miniatures
- 6 Fighter Mats
- 1 Betting Board
- 1 Arena Board
- 60 Highlight Cards
- 6 Bet Cards
- 30 Betting Cards
- 5 Wooden Scoring Tokens
- 5 Cardboard Speed Tiles
- 10 Red Markers for Stamina & Attack
- 10 Cardboard Social Tokens
- 10 Yellow Markers for Influence & Morale
- 10 Wooden Wound Tokens
- 5 Blue Markers for Defense
- 3 "No Bets Revealed" Variant Tokens
- 25 Influence Dice
- 8 Attack Dice
- 7 Defense Dice
- 1 First Player Token
- 1 Round Token
Setup
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Place the Arena board at the center of the table, within easy reach of all players.
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Randomly select 5 Fighter mats (4 in a 2-3 player game) and place them along the sides of the board, facing inwards. On each Fighter mat (ref. page 6), place a blue marker on the lowest Defense value, a red one on the lowest Attack value (Low Morale area), and a red one on the highest Stamina value. On the User side of each mat, place two markers (yellow beads), one on the Neutral Morale space and one on the leftmost number of the Influence Track.
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Place each Fighter's miniature on the Arena space in front of their mat. Rotate each so that its Target Arrow points to the miniature directly to its left. Place the "1" Speed tile on the Speed space of the miniature whose Fighter mat has the highest Starting Speed value (printed at the bottom right). Assign the remaining Speed tiles in descending Starting Speed order.
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Place the Betting board next to the Arena board. Shuffle the Early Bet cards and draw 1 to place on the Early space on the Betting board. Repeat the process for the Mid and Late Bet cards. Place the round token on the "1" space of the Rounds track.
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Shuffle the Highlight cards into a deck. Place the deck next to the Betting board, leaving space for a discard pile. Each player draws 4 cards from the deck.
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Each player takes:
- 6 Influence dice (5 in a 5-player game).
- 2 Social tokens, inactive (grey) side up.
- A score marker in the color of their choice and the active Fighters' Betting cards of that color.
All score markers are placed on the "0" space of the points track, on the Betting board. All Attack and Defense dice, Wound tokens, and remaining Influence dice are placed in a reserve next to the board.
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The player who most recently played a game online becomes the first player and takes the First Player token. You are now ready to begin!
Game Overview
The game lasts up to 4 rounds. Each round consists of the Influence phase and the Battle phase. The Influence phase is played in turns, where players use their Influence dice to try and set up the goals on their Highlight cards. The Battle phase is played and experienced by players collectively, where each Fighter performs an Attack, in Speed order. At the end of the 4th round, or when only one Fighter remains standing, the player with the most points is the winner!
Influence Phase
At the beginning of the Influence phase, each player secretly selects two of their Highlight cards to keep in hand (active cards) and places the rest face down in front of them. Only the cards kept in hand may score points this round.
Then, players take turns, starting from the first player and proceeding clockwise. At the beginning of your turn, roll all your available Influence dice. Subsequently, you may reroll once, any number of your dice. Then, you must use one or more dice, resolving their corresponding effect(s), or choose to discard one die to the reserve with no effect.
You can spend your Influence dice on a single Fighter each turn (exception: "Multitask", pg.7) and only if their Influence marker is not on the "0" space of their Influence track. At the end of your turn, if you used at least one die on a Fighter, move that Fighter's Influence marker down one space. For example, if the marker was on the "1" space it will move onto the "0" space (on the Arena board) signifying that this Fighter can't be Influenced again for the rest of this round.
After a player uses as many of their dice they wish, the next player will continue with their turn. Players keep taking turns rolling (and rerolling) their unused dice, until everyone passes.
A player must pass on their turn if they have no dice left or there are no Fighters left to Influence (all have their Influence marker on the "0" space), and they can not take any more actions this round.
Note: All dice used/spent in your turn are no longer available to you. When stated, they stay in various places on the boards, but most of the time they are just discarded to the reserve.
Example of a player's 1st turn: Giorgos rolls his 6 available Influence dice and chooses to not reroll any, as he is happy with the result. As he can only Influence one Fighter each turn, he decides to use 3 dice on Marrow.
He spends 2 Buff dice to increase both the attack and defense by 1. Then, he uses 1 Morale die, placing it on the 'Thumbs Up' area, increasing Marrow's Morale from Neutral to High, as there are more dice in the influenced area than the opposite area.
Before ending his turn, Giorgos moves Marrow's Influence marker from space "3" to space "2". He keeps his 3 unused Influence dice and he will roll them again on his next turn.
Fighter Mat and Highlight Card Breakdown
Fighter Mat: each Fighter mat has an Attack Track, a Defense Track, a Morale State Track (Thumbs Up Area, Neutral, and Thumbs Down Area), a User Section with a Unique Ability, an Influence Track, a Stamina Track, a Wound Track, the Starting Speed (printed at the bottom right), the Fighter's name and art.
Highlight Card: each Highlight card has a name, art, a Scoring Timing (Start, Fight or End), Scoring Conditions, and Victory Points per Condition Level (three levels: the lowest, middle and highest reward).
Influence Dice Effects
Buff: Spend Buff dice to increase the Fighter's Attack and/or Defense by 1 for each die spent, moving the corresponding marker to the next higher value space. Markers can't move past the last space on their tracks.
Note that a Fighter's Attack and/or Defense values might decrease before the Battle Phase if their Morale isn't high enough! (Morale Check, pg.8)
Morale: Spend any number of Morale dice to place them on a Morale area (Up/Down). Morale areas have no dice limit.
If the area you Influenced (added dice to) now has more dice than the other area, immediately move the Morale marker one space towards the Influenced area, if possible. (Thumbs Up = 1 space up / Thumbs Down = 1 space down)
The Fighter's Morale state may decrease their Attack and/or Defense power before the Battle Phase (Morale Check, pg.8).
Sprint: Spend 1 Sprint die to exchange the Fighter's Speed tile with that of the next Fighter in Speed order. If the next Fighter in Speed order is marked with the Sprint icon, you must spend 2 dice instead of 1.
Then, if the Fighter's Sprint space is empty, place one of the spent Sprint dice on it. The Fighter is now marked with the Sprint icon.
Note: You can spend 1 Sprint die on a Fighter to only get them the Sprint icon if that wouldn't suffice to change their Speed order (they are already 1st or the next Fighter is marked with the Sprint icon).
Target: This side can be used in multiple ways on a Fighter:
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Change Target: If there is no die on its Lock space, spend 1 die to rotate its miniature so that it points at a different Fighter miniature on the Arena board.
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Lock: Spend 1 die to place it on that Fighter's Lock space (if it is empty).
That Fighter has "Locked" the Fighter it is targeting. Locking makes it more difficult for other players to change a Fighter's target and it's a requirement for many Highlights.
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Unlock & Change: Spend 2 dice to remove a die occupying its Lock space and rotate its miniature (as in the "Change Target").
Note: You can't spend 1 die to only "Unlock" a Fighter, or use only the "Unlock" part of an "Unlock & Change" action.
Social: Social sides (when rolled and/or flipped – see below) have 2 possible uses:
- Betting: Spend 1 Social die to place one of your available Betting cards face down on the Betting board. You can place it on any space in the same row as the active round, placing it on top of any cards (if any) present on the space (ref. Betting, page 12).
- Multitask: Spend 2 Social dice to take a die from the reserve and turn it to the side of your choice, except the Social or Double, and use it to Influence any not fully influenced Fighter. If you Influence a different Fighter than the one chosen for your main action this turn, reduce their Influence marker by one space normally (as they are Influenced this turn).
Instead of using a Social die for an action, you may store it for any future turn and/or round. To do so, spend the die to flip one Social token from its inactive (grey) side to its active (red) side. You can't exceed the limit of 2 active Social tokens.
To use an active Social token, flip it to its inactive side to use it as a Social Influence die.
Double: Spend 1 Double die to double another die's effect. You may use only one Double to an Influence die. In addition, you can spend a Double (even if it is your last die) to double a stored Social Token's effect, flipping it to resolve a "Multitask" or two "Betting" (see above). Thus, a Double die can't be used on its own.
If, at the beginning of your turn, you have no Influence dice left (even if you have active Social tokens), you must pass, and all your following turns are skipped until the end of the Influence phase.
Once all players have passed proceed to the Morale Check, the last step of the Influence phase.
Morale Check (Influence Phase)
Check the Morale state at the User section of each Fighter mat and decrease their Attack and/or Defense if necessary.
If a Fighter's Attack and/or Defense values correspond to a higher Morale than its User's, decrease them to the highest allowed value. That is the highest value in the same line as the Morale marker currently is. Keep in mind that if the Morale state is higher instead, the Attack and/or Defense will not increase.
Once you complete the Morale Check for all Fighters, the Influence phase ends. Proceed to the Battle phase.
Example of a Fighter's Morale Check: All players have passed and it's time for the Morale Check, starting with Abbel. His User had their Morale drop from High to Neutral during the Influence phase and now his Attack value will drop from 7 to 5 (the highest value the Neutral Morale can support). His Defense value will remain at 3 as the Neutral Morale can support up to a 4 Defense value.
Scoring Highlights
A Highlight card has multiple rows of conditions and if one or more are met during the Battle phase you can reveal it to score points. The exact timing you can reveal a card, once a condition is met, is indicated on the Highlight card:
- Start: At the beginning of the Battle phase, before any dice are rolled.
- Fight: At any point during the Battle phase, when a condition is met.
- End: At the end of the Battle phase, after all Fights are resolved.
Each condition row is harder than the previous one, with players scoring only the highest value condition met. If a condition has a "+" symbol at the beginning it means that all previous conditions (above it) have to be met as well in order to score it.
Conditions Tiebreaker
The tiebreaker for all conditions (faster, higher Attack, etc) is the Fighters' Speed, so there can never be a tie. Thus, the first Fighter in Speed order is the strongest and the last is the weakest.
For example, when two Fighters tie for the lowest/highest Attack, the one with the lowest/highest Speed between them is considered to have the lowest/highest Attack.
Battle Phase
In the Battle phase, each Fighter attacks its target Fighter once, in Speed order.
"Start" Highlights
All active "Start" Highlights with at least one completed condition are scored. Players reveal them, gain the points indicated by the highest-valued condition met, and discard them.
Fights Breakdown
The first player in turn order identifies the fastest Fighter (with the "1" Speed tile) who is the Attacker and follows its target arrow to identify the targeted Fighter who is the Defender.
The first player checks the Attacker's mat and rolls the appropriate number of Attack dice while the next player checks the Defender's mat and rolls the appropriate number of Defense dice, resolving the dice. This is considered a Fight.
After the fastest Fighter has attacked, repeat for the next Fighter in Speed order until all Fighters have attacked once (with players rolling the attack/defense dice consecutively, in turns).
ON EACH FIGHT:
a) The Attacker rolls Attack dice equal to its Attack value and the Defender rolls Defense dice equal to its Defense value.
b) Each Body Part Defense die cancels 1 Attack die showing the same Body Part, and this is considered Blocking.
After all Defense Body Parts are used, any Special Defense dice are used as wild Body Parts to any unblocked Attack dice, prioritizing the: i) least Wounds, ii) least Damage, iii) most Counterattacks.
A Special Attack die can't be Blocked, as it's not considered a Body Part.
c) The number of Attack dice that have not been Blocked is the Damage the Defender receives.
Each remaining (not used to Block) Defense die showing a Body Part that was also rolled on any Attack die count as Counterattack. The Attacker receives 1 Damage for each Counterattack.
Reduce the Stamina of the Attacker and the Defender equal to the amount of Damage they received.
d) For each Body Part hit with at least 2 Attack dice where they are not all Blocked, the Defender receives 1 Wound.
e) If a Fighter's Stamina is 0 or lower or if they have received Wounds equal to their Wound capacity, they are eliminated from the game (see below).
If a Fighter's target arrow is pointing at an eliminated Fighter's space prior to attacking, they won't attack this round.
Eliminated Fighters
When a Fighter is eliminated remove its miniature, mat and markers from the Arena board and return them to the box. If they did not perform an attack this round, they will not do so. All Fighters with a higher value Speed tile than the eliminated Fighter's receive the next lower in value Speed tile and the tile with the highest value is removed. At the end of the round, any Fighter not targeting an enemy targets the closest Fighter to their left in the circle (thus, clockwise).
Eliminated Fighters no longer affect conditions stated on Highlight cards, as they are no longer actively in the game.
Example of Speed adjustment after a Fighter's elimination: Abbel, with a Speed of 3, is the first Fighter to be eliminated. Mei, who had a Speed of 4, receives the "3" Speed tile and Keane, who had a Speed of 5, receives the "4" Speed tile from Mei. Speed tile "5" is removed from the game.
"Fight" Highlights
Throughout the Battle phase, "Fight" Highlight cards may be triggered during a Fight. Players can reveal them when one of their conditions is met during a Fight, scoring the highest-value condition met and then discarding them. Even if a condition is met, you can take the risk to not score it immediately in hope of scoring a higher level during one of the upcoming Fights.
End of a Round
After all Fights are resolved, players score any "End" Highlights fulfilled and the Battle phase ends.
If that was the 4th round or 1 Fighter is left alive, proceed to "Game End", otherwise, prepare for the next round.
Preparing for the Next Round
Return all dice on Lock and Sprint spaces, and on Morale areas, back to the dice supply.
Each player discards any remaining Highlight card(s) in their hand (not scored), picks up their 2 face-down cards, and draws 2 new Highlights from the deck. Then, takes 6 Influence dice (5 in a 5 players game) minus 1 per eliminated Fighter, with a minimum of 3.
Give the first player token to the player with the fewest points. In case of a tie, the tied player closest to the current first player, in player order, receives it.
Reset all active Fighters' Influence tracks back to space "3" (leftmost space).
Move the Round marker to the next space on the scoring board. You are ready to begin the next round!
Game End
At the end of the 4th round, or if all Fighters except one have been eliminated at the end of a round, the game ends. The Fighter with the highest Stamina is the winner of the battle (in case of a tie, the one highest in Speed order wins). The player with the most points is the winner. In case of a tie, the player that received the most points via the Bets, wins. If they are still tied, they share the victory, having all an epic time in the arena!
Scoring Highlights Example
Mary decides to keep "Devastating Hit" and "Crush the Armored" at the beginning of the Influence Phase.
At the beginning of the Battle Phase, players check to see if they can score their "Start" Highlight cards. Mary scores "Crush the Armored", since both Mei and Marrow have Locked FRD-5M1L3 who currently has the highest Defense value in the game. Thus, she scores 5 points as the second, more valuable, condition of the Highlight is met.
During the Battle Phase players check their "Fight" Highlight cards as each Fight takes place. In the first Fight, Marrow attacks FRD-5M1LE and deals only 3 Damage. Mary can score "Devastating Hit" (the first condition) for 4 points but she decides to not do so, and wait for a chance to score a higher condition.
In the next Fight, FRD-5M1LE attacks Abbel, dealing 4 Damage! She can keep waiting, but decides to score 6 points (the middle reward) for "Devastating Hit" now. While even more Damage could be dealt in a later attack, rewarding her with more points, there is the risk of scoring less points (even no points) if the Damage is less.
Battle Dice and Fight Examples
Dice faces:
- Attack Dice: four Body Parts (Torso, Leg, Hand, Head), one Special Attack face, and one Fail face.
- Defense Dice: four Body Parts (Torso, Leg, Hand, Head), one Special Defense face, and one Fail face.
Example 1: Attacker rolled 2 Torsos, and 1 Leg. Defender rolled 1 Torso, 1 Leg, and 1 Hand. 1 Torso was not Blocked, so it deals 1 Damage and as at least 2 Torsos were rolled, a Wound is inflicted. Result: 1 Damage, and 1 Wound to the Defender.
Example 2: Attacker rolled 1 Hand, and 1 Special Attack. Defender rolled 1 Hand, and 1 Special Defense. As the Special Attack can never be Blocked and the Hand was Blocked, the Special Defense is used as a Counterattack. Result: 1 Damage to the Defender and 1 Counterattack (1 Damage) to the Attacker.
Example 3: Attacker rolled 1 Hand, and 1 Head. Defender rolled 1 Hand, and 1 Special Defense. The Head was not Blocked, so the Special Defense Blocks it. Result: No Damage.
Example 4: Attacker rolled 1 Leg, and 1 Hand. Defender rolled 1 Torso, and 3 Legs. The Hand wasn't Blocked, so it deals 1 Damage. The Torso was not attacked, so the Torso Defense is ineffective. The Leg attack is Blocked but there are still 2 Leg Defense dice, which inflict 1 Counterattack each. Result: 1 Damage to the Defender and 2 Counterattacks (2 Damage) to the Attacker.
Betting
You can also score points by placing successful bets. When using the Social die's Betting effect (ref. page 7) secretly choose the Betting card picturing the Fighter you want to bet on. Then, place it, face down, in the row matching the current game round (1-4) and in the column of the Bet (condition) you want to make. If there are already cards in that space, the new card is placed on top. Thus, you bet on which Fighter will fulfill the chosen condition (Bet).
Example on Betting: Theo (blue) spends 1 Social die to bet on the Winner bet card and chooses to bet the Marrow card out of his available betting cards. He does so by placing his Marrow betting card on the active round's (2nd) row and Winner's column, face down and on top of any other previously placed cards.
When a Bet condition is met pause the game and reveal all Betting cards on that column. All players who guessed correctly receive the Round points, plus the points for being 1st, or 2nd, or 3rd (in order of Bets being placed).
Example on scoring a Bet: Sarah (green) & Theo (blue) both guessed correctly that Marrow would be the winner. They both placed their Bet on Round 2, so they receive 4 Round points. Sarah receives 4 points from the Bet (for a total of 8) for being the 1st correct bet, while Theo 2 (for a total of 6) for being the 2nd correct bet.
Fighter Abilities
Each Fighter has a unique ability that can alter a Fight's result, keep that in mind when planning for your Highlights! We recommend ignoring them for your first plays, until you are familiar with the game's flow and basic rules.
- Sigurd the Colonel: As a Defender, he deals 1 Damage to the Attacker for each Attack die he Blocks in the Fight.
- Marrow the Shadow: When in a Fight against a Wounded Fighter, he rolls 1 more die (either as the Attacker or Defender).
- Mei the Deceiver: Mei rerolls once all the Fails she rolls when attacking or defending in a fight.
- Rexus the Destroyer: Every Leg rolled by Rexus as the Attacker deals 2 Damage instead of 1 when it is not Blocked.
- Abbel the Protector: As the Defender, Abbel receives 0 Damage for every Hand that is not Blocked, instead of 1.
- FRD-5MIL3 the Bull: Each Torso rolled by FRD-5MIL3 as the Attacker needs 2 Defense dice (Torso / Special Defense) to be Blocked.
2-Player Game
During step 2 of Setup, place a marker on each Fighter's lowest Attack and Defense values of their Neutral Morale area, instead of the Low Morale area.
At the beginning of the game, and when preparing for each round, place 6 Influence dice next to the Arena board. Each should show a different action (Social, Target, Morale, Buff, Double, Sprint).
Each turn, a player can additionally use (and discard) one of these dice, as their own. Each player can use up to two of these dice each round.
Variants
The Big Reveal
This variant brings more suspense to the end of the game.
When a Bet's condition is satisfied, do not reveal its Betting cards. Instead, place the corresponding Bet token (Early, Mid, Late) on the respective Fighter's mat (who satisfied the condition).
At the end of the game, reveal and score the Bets in the usual way for a potentially game-changing finale!
Veteran Spectators
Experienced players can draw up to 5 Highlight cards each round (instead of 4, including setup) and then discard 1, adding to their Highlights choices.
Duplicate Highlights
Before choosing the round's Highlight cards, if you have two copies of a Highlight card (only "Fight" cards have a duplicate each), you can call it to discard one of these cards face-down, and then draw a new one from the deck.
FAQ and Rule Updates
The Rules and FAQ will be receiving updates according to your feedback, on the publisher's website (www.drawlab.com).
Quick Reference
Icons:
- Attack and/or Defense die: a die split red (Attack) and cyan (Defense).
- Attack die: red die.
- Defense die: cyan die.
- A Fail (blank) result on a Defense die.
- A Fail (blank) result on an Attack die.
- A Fighter that has a Sprint die on their Sprint space.
- A Special Defense result on a Defense die.
- A Special Attack result on an Attack die.
- Reroll.
- Damage, High Morale, Neutral Morale, Low Morale, Defense Value, Attack Value, Wound.
- A characteristic of the opposite Fighter in a Fight (purple).
- Body Parts: Hand, Head, Leg, Torso.
Terms:
- Target: A Fighter's target is the Fighter its miniature's base is pointing to.
- Locked: A Fighter targeted by a Fighter with a Lock die on their Lock space.
- Fastest: The Fighter with the highest Speed (#1 Speed tile).
- Slowest: The Fighter with the lowest Speed (lowest-valued Speed tile).
- Wound: When a Body Part is hit with at least 2 Attack dice while they are not all Blocked - the Defender receives 1 Wound for each such Body Part.
- Block: An Attack die (Body Part only) is Blocked when it is matched by a Defense die.
- Counterattack: A Defending Fighter deals a Counterattack for each remaining Defense die (not used to Block) that matches an Attack Body Part die rolled this Fight - the attacking Fighter receives 1 Damage per Counterattack.
Quick Round Overview:
- Influence Phase: 1. Players choose 2 Highlight cards to be active for the round. 2. Players use their Influence dice on Fighters. 3. Morale Check is resolved, where Fighters' Attack and Defense are decreased if needed, according to their Morale state.
- Battle Phase: 1. Fulfilled "Start" Highlights are scored. 2. Fighters attack their target, in Speed order, and fulfilled "Fight" and/or Bets are scored during Fights. 3. Fulfilled "End" Highlights and/or Bets are scored. Prepare for next round.
FAQ
Can I use my dice on any number of Fighters on my turn?
No. Each turn, you can use any of your Influence dice on one Fighter of your choice. Note: Only the Multitask (2 Social actions) can let you use any action on an additional Fighter during your turn (moving their Influence track normally).
Can I use the Buff die to decrease a Fighter's Attack/Defense?
No. You can only increase them, and using Buff dice is the only way to do so.
Is there a way to decrease a Fighter's Attack/Defense?
Only indirectly, by influencing a Fighter's Morale. At the end of a Fighter's Morale check, if their Attack and/or Defense is higher than their Morale's level, they get decreased, up to their permitted limit.
Can a Special Attack side be Blocked?
No. No Defense die can block a Special Attack, which deals 1 Damage to the Defender. Clarification: Special Attack sides can never deal a Wound, as it can only be dealt by Body Parts by definition.
Are Betting cards discarded once scored and revealed?
Yes. Thus, you have one Bet card per Fighter for the whole game, use it wisely! There is also the "The Big Reveal" variant, where Bets are revealed and scored at the end of the game, as end-game scoring.
Can I place more than one of my Betting cards on the same Bet space and/or just the same Bet (column) during the game?
Yes. You are free to bet wherever you like as long as you take the action and still have at least 1 Bet card left. Beware, your cards are limited, as each card can be used once in the game - so you have as many bets as the Fighters in the game to play with.
If both the Attacker & Defender are eliminated during the same Fight, which Fighter is eliminated first? (For Betting/Highlights and placement purposes.)
The Defender is eliminated first, then the Attacker. While the whole "scene", with damages etc. are simultaneous, the Damage & Wound(s) dealt by the Attacker comes first, and then the Damage & Wound(s) by the Defender.
What happens when a Fighter has no Stamina left and receives their last Wound after a Fight?
For Highlights/Betting purposes, a Fighter is considered eliminated by BOTH Stamina and Wounds in such a scenario.
Can I apply 2 "Multitasks" (4 Social effects) on the same Fighter to use an effect that requires 2 of the same face (2 Sprint to get past a Hasted Fighter, or 2 Target to "Unlock & Change Target" to a Locked Fighter)?
Yes. The Multitasks will be applied at the same time, letting you use 2 Dice faces which you can choose to be identical (thus 2 Sprint or 2 Target in our question) so you can apply such actions that require 2 Dice at once.
Can I apply a "X2" face to a die created with a Multitask (using 2 Social)?
Yes. You can create any die face with a Multitask (apart from a x2 or a Social) and use a x2 face to it.
Clarifications
The "Feeble Strike" & "Unexpected Strike" Highlights refer to the Attacker of a Fight.
Speed is the universal tiebreaker among Fighters.
All Influence dice on the board are returned to the pool. No dice remain on the board (Sprint and Target (Lock) dice are returned), as the round resets.
The Special Defense side is a wild side, used in the most beneficial way for the Defender. Minimizing Wounds, then Damage, and lastly, maximizing Counterattacks.
While the "x2" side can be used with a stored "Social" token, it can't be used with it to "store it" or to copy the Social side and then keep one of them stored; Both "Social" (the stored and the "x2") must be used, as stated in the rules ("x2" section), for either a "Multitask" or for 2 "Bet" effects.
Marrow: Marrow's ability increases the number of dice rolled, not his Attack/Defense value! Thus, affecting only Highlights that refer to dice, and not ones that refer to the Attack/Defense.
The Mico: Special Defense behaves to Special Attack like a Body Part, being able to Block it, and in certain (rare) scenarios to even deal one or more Counterattacks by applying excessive Special Defense dice to the Special Attack!
Abbel: While Abbel doesn't receive any Damage from un-Blocked "Arm" Attack dice, they can still inflict a Wound to Abbel if they are 2 or more and not all Blocked!
Minor typographical errors in the printed FAQ and clarifications (for example "Figther" and "Defence") have been corrected in this transcription.