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Power Rangers: Deck-Building Game

Power Rangers: Deck-Building Game Rulebook

Table of Contents

Table of Contents

  • Contents
  • How to Win
  • Basics
  • Anatomy of a Character Card
  • Anatomy of a Main Deck Card
  • Setup
    • Additional Notes on 2v1
  • Playing the Game
    • Start Phase
    • Main Phase
    • End Phase
  • Start Phase in Detail
  • Main Phase in Detail
    • How to Play
    • Status Trackers
    • Playing Cards
    • Buying Cards
    • Attaching Cards
    • Activating Abilities
    • Ability Source
    • Attacks
    • Blocks
    • Battling Adversary Cards
  • End Phase in Detail
  • Sample Turn
  • Other Card Types
    • Signature Item Cards
    • Master Cards
    • The Lair
    • Zords
    • The Zord Bay
    • Megazord and Mega Dragonzord
    • Locations
    • Basic Cards
    • Stun Cards
    • Blade Blasters
  • Miscellaneous Rules
    • Discarding Attached Cards
    • Discarding Cards
    • The Main Deck Discard Pile
    • Destroyed Pile
    • Healing
    • Shuffling Your Deck
    • Control vs Own
    • Adding Cards to the Game
  • Tips on Playing
  • The Golden Rule
  • Specific Card Clarifications
  • Credits
  • Gameplay Reference
    • Start Phase
    • Main Phase
    • End Phase

Contents

  • 70 Main Deck Cards
  • 40 Starter Cards
  • 12 Oversized Character Cards
  • 12 Signature Item Cards
  • 12 Stun Cards
  • 12 Blade Blaster Cards
  • 6 Zord Cards
  • 6 Master Cards
  • 4 Turn Order Tokens
  • 2 Hit Point/Energy Status Trackers
  • 1 Megazord/Mega Dragonzord Card
  • 1 Zord Bay Tile
  • 1 The Lair Tile

How to Win

Reduce the opposing team's Hit Points from 30 to 0 (abbreviated as "HP" on cards). In the unlikely event that a player attempts to add a new card to The Grid and the main deck is empty, that player finishes their turn and then the game ends. The team with the highest Hit Point total wins. If that is tied, the team with the most Energy wins.

Basics

Each player starts with a character card and 10 Starter cards in their personal deck, seven of which generate 1 Grid Shard when played. Grid Shards (abbreviated as "Shards") are used to buy or Battle cards in The Grid. The Grid is a line-up of 6 cards in the middle of the table. The main deck that supplies The Grid contains Heroes, Villains, Equipment, Maneuvers, and Locations. There are 2 copies of each card, except for Locations which are unique, and all Grid cards have a cost of 2-5 Shards.

As a deck-building game, cards gained through buying or other means are added to your personal discard pile. When your discard pile is reshuffled into your deck, the new cards are incorporated into your deck, improving it each round.

Anatomy of a Character Card

Character cards have a Teenager Side (or Scheming Side for Villains) and a Ranger Side (or Empowered Side for Villains). These oversized cards feature colored edges, referred to as "slots." These slots match up with the colors of the various card types.

When you have a card in your hand, you may choose to attach it to a slot of the same color on your character card instead of playing that card for Shards and/or Energy. Attaching a card to your character allows you to use the activated ability on the card.

When your character's four slots are filled, flip from their Teenager/Scheming side to their Ranger/Empowered side. If attaching the fourth card triggers an effect on your character, resolve that before flipping your character. Once flipped, a character card never flips back to its Teenager/Scheming side, even if cards become detached.

Character cards also feature abilities that your character can use. The starting side of each character has either a triggered ability that generates an effect when a certain condition is met or a static ability that is always in effect (until you flip your character). A trigger could be playing a certain card type, attaching a card, or performing some other act. The effect could be anything from drawing a card to dealing some damage to the opposing team. Static abilities are bonuses that never turn off (until you flip your character), though they may only be applicable during certain times. It is important to read both sides of your character card during setup so you can plan accordingly: Your character might need a lot of a certain card type to make the most of their abilities.

Each Hero and Villain character comes with a Signature Item and either a Zord (for Heroes) or Master (for Villains). These cards have the character's name on them and only you may buy your character's cards. Your character card, Signature Item, and Zord/Master will help your character's strategy during the game.

Anatomy of a Main Deck Card

  1. Name: This is the name of the card. Hero cards have an icon next to their name to show which series they are from.
  2. Shard Cost: This is how many Shards you need to buy this card. A card's Shard cost appears in the hexagon in the upper left of the card.
  3. Shard Value: The number of Shards generated by the card when played. Shards are the "currency" you spend to buy and Battle cards.
  4. Energy Value: The Energy a card provides when you play it appears inside the downward facing blue/white arrow. This Energy is immediately "deposited" into your team's Energy reserves on your Status Tracker.
  5. Ability: Most cards have an activated ability that you must spend Energy to use. The number in the sideways blue/white arrow is the Energy cost to activate the ability (paid from your Status Tracker).
  6. Battle Icon: This is the Shard cost to Battle and discard an adversary card in The Grid. The reward for doing so is in the black bar next to the icon.
  7. Card Type: This is the card type of the card. Each card type has its own color, which makes it easy to see which cards work best with your character card.

Setup

Follow these steps for 1v1, 2v1, and 2v2 games. When the setup varies for a specific player count, it will be noted.

  1. Divide the players into 2 teams—Heroes and Villains. In 2v1, decide which team has the lone player.
  2. Choose which character you want to play as. Or for more variety, shuffle the oversized Heroes and Villains separately and deal each player 2 characters from their team. Each player chooses 1 of these characters to play. You can look at the corresponding Zord/Master and Signature Item of your 2 choices before deciding. Coordinate with your teammate for best results.

Note: If this is your very first play, we recommend learning with a 1v1 game: Jason Lee Scott vs Rito Revolto.

  1. When all players have chosen, place your character in the play area in front of you. A Hero character starts on the Teenager side, while Villains start on their Scheming side.
  2. Find your Zord/Master and Signature Item and place them slightly away from your play area, as only you can acquire these cards.
  3. Place all remaining characters and Signature Items back into the box.
  4. Place the Zord Bay tile near or between the Hero player(s) and keep the double-sided Megazord/Mega Dragonzord card near the tile.
  5. Place The Lair tile near or between the Villain player(s).
  6. Shuffle the main deck and place it towards one end of the central play area. Add cards one at a time (face up) from the top of the main deck to create The Grid: a single line of 6 cards extending out from the main deck. The initial Grid should not have more than 2 cards of any type. Any cards drawn past 2 of a given type should be set aside and replaced. In this way, the initial Grid will not have more than 2 cards of the same type—i.e., 2 Villains, 2 Maneuvers, etc. Once there are 6 cards in The Grid, shuffle any cards set aside back into the main deck.
  7. Place the Blade Blaster stack face down and Stun stack face up near the side of The Grid where the main deck is found. Then flip the top card of the Blade Blaster stack face up.
  8. Shuffle the remaining Zords and Masters separately and place them face down in 2 separate stacks on the side of The Grid opposite the main deck. Then flip the top card of each stack face up.
  9. Each player collects their starting deck:
    • Hero: 7 Teamwork, 1 Attitude, 1 Power Coin, and 1 Recovery.
    • Villain: 7 Mayhem, 1 Disposable, 1 Putty Clay, and 1 Rebuild.

Note: While the 2 sides have Starter cards with different names and art, they all have the same game effects.

  1. Each player shuffles their personal 10-card deck, then draws 5 cards to form their starting hand. In 2v1, the lone player draws 4 cards instead.
  2. Set your team's Hit Points to 30 and your Energy to 0 on your Status Tracker. In 2v1, set the lone player's HP to 15 instead.

The Villain side always goes first. If there are 2 Villain players, they choose which one goes first. Give that player Turn Order Token 1. Their foe across the table becomes player 2. In 2v2, player 1's teammate is player 3, and the player across from them is player 4. These tokens are colored to the 2 teams, so Villains should flip their tokens to the purple side while the Heroes should flip their tokens to the gold side. No matter the player count, the sequence of play is always Villain-Hero-Villain-Hero. Play does not move clockwise.

Additional Notes on 2v1

  • In a 3-player game, there will be 2 characters on one side and 1 character on the other.
  • Even though the lone player begins the game with 15 HP, they still have a maximum of 30 HP.
  • The lone player will draw 4 cards at the start of the game and at the end of each of their turns, instead of the normal 5.
  • The lone player collects both turn order tokens. Stack them so the turn you are taking is on top. That will clue the other side as to who is the next player. For example, when taking your turn after player 1, place your player 2 token on top of your player 4 token.

Very experienced players with no teammate could play 2 characters (each with their own hand/deck), and therefore turn a 1v1 or 2v1 into a completely standard 2v2 game. Just make sure all players are in agreement with this option before choosing characters.

Playing the Game

The game is played in turns. Your turn is divided into three phases, which are played in this order:

Pro Tip: Teammates may look at each other's hands and discuss strategy at any time!

Start Phase

  1. Refill The Grid to 6 cards.
  2. If the top card of the Blade Blaster, Zord, and/or Master stack is face down, flip it face up.
  3. Ready every card attached to your character.
  4. Resolve any "start of turn" effects in the order of your choosing.

Main Phase

Perform any number of the following actions, any number of times, in any order during your turn:

  • Play cards from your hand to generate their Shards and Energy.
  • Buy cards with a combined Shard cost equal to or less than your current Shard total.
  • Attach cards in your hand to matching empty slots (by color) on your character card.
  • Battle adversary cards in The Grid by paying the Shard cost inside the Battle icon.
  • Activate an ability by paying the Energy cost listed on your character or a ready attached card.
  • Discard a ready (upright) card attached to your character.

End Phase

  1. Perform any "at the end of your turn" actions in the order of your choosing.
  2. Take 1 damage for each adversary card in The Grid. For example, if you are a Hero player and there are 2 Villains in The Grid, you take 2 damage. This is not an Attack and therefore cannot be blocked.
  3. You may discard any number of cards attached to your character, whether ready or exhausted.
  4. Discard all non-Ongoing cards (see page 18) you played during your turn as well as all cards remaining in your hand.
  5. Refill your hand to 5 cards. The next player now starts their turn.

Start Phase in Detail

Before you play any cards or activate any abilities, you must first refill The Grid to 6 cards. Place cards from the top of the main deck face up into The Grid until there are 6 cards there. The "limit 2 of each card type" in effect during setup no longer applies.

Next, if the top card of the Blade Blaster, Zord, and/or Master stack is face down, flip it face up. Since only the top card of these stacks are face up, you may only buy one card from these stacks during your turn.

Next, ready all cards attached to your character. This means turning them from the sideways "exhausted" position to the upright, "ready" position. Do not ready Zords attached to the Zord Bay (see page 16).

Lastly, resolve any "at the start of your turn" effects. These are mostly found on the Masters. You are now ready for your Main Phase to begin!

Main Phase in Detail

How to Play

Play cards from your hand to generate Shards and Energy or Attach cards to matching empty slots on your character (by color) so you can use their activated abilities by spending stored Energy.

Status Trackers

Your team's Energy is stored in the blue/white arrow at the top of the tracker (use the white dial), while your Hit Points are found in the heart at the bottom of the tracker (use the red dial). While it is your turn, your teammate should manage your team's HP/Energy Status Tracker and record all of the gains and losses—this will speed up your turn. When an effect causes you to gain or lose Energy or HP, call that out so your teammate and your foes can hear you. When you move a dial on the Status Tracker, follow the + and – guides on the edges. To add to the number drag your finger along the wheel towards the + sign. To reduce a number, pull your finger across the wheel towards the – sign. When not in hand, leave your tracker in an area that is visible to all players. It is always public information. Your maximum HP is 30 and your maximum Energy is 20.

Playing Cards

Playing a card generates Shards and Energy, but does not allow you to use the card's activated ability. Place cards you play face up in front of you. Activated abilities may only be used while the card is attached to your character. One exception is Block cards with the Hand icon (see page 11). Once played, you cannot change your mind and attach them instead. If a card has game text that does not have an activation cost (like Starter cards), they take effect when played. As you play your cards, call out Energy and Healing before playing additional cards.

Buying Cards

As you play cards, total up the Shards you've generated. This is your currency to buy as many cards as you have the Shards to pay for. When you buy a card, you then gain it at no additional cost. If an effect allows you to "gain" a card, you acquire it without paying Shards for it. You may buy cards from The Grid, from the Blade Blaster stack, or from the space where you have placed your Signature Item and Zord/Master. If you have already purchased/gained your Zord or Master, you may buy the top card of the Zord or Master stack. However, only Heroes may buy cards from the Zord stack and only Villains may buy cards from the Master stack.

When you gain (acquire) a card through buying it or other means (such as a card ability), place it into your discard pile unless a card says otherwise. Do not replace cards in The Grid until the Start Phase of the next player's turn. You may hold cards in your hand and play/attach them after buying cards, activating attached cards, etc.

Important: Heroes may not buy Villains and Villains may not buy Heroes. Instead, you may Battle adversary cards to remove them from The Grid. More on Battling later.

Attaching Cards

The edges of your character card ("slots") have colors that match the colors of certain cards. Cards in your hand may be attached to a matching color slot on your character card instead of being played. When you attach a card from your hand to your character, you don't generate the Shards/Energy values of that card. Attach the card to a slot that matches the card's color. Signature Items match all colors, so they may attach to any color slot. If you do not have an empty slot of the appropriate color on your character, you may not attach the card. See "Discarding Attached Cards" (page 19) for how to create space to attach new cards.

Activating Abilities

Use Energy stored on your Status Tracker to pay the cost of activating an ability. The required Energy (not Shard) cost is found on the sideways blue/white arrow in the text box of cards attached to your character. You may activate any number of your attached cards during your Main Phase, as long you have the Energy to spend. Once your character has flipped to their final form, you may also use your character's built in activated ability.

Activated abilities may only be used once per turn. When you activate an attached card, exhaust it (turn it 90° sideways to the "exhausted" position). Cards attached to your character ready at the start of your next turn, and then may be used again. You don't exhaust your character card when you use their activated ability, but the once per turn rule still applies. When you activate an ability, it generates an effect. Do what the ability says to do in the order in which the ability is written. Once one ability has finished resolving, you may activate another during your Main Phase if you wish, or perform other actions before activating another attached card.

Ability Source

If a triggered ability says "When you," that refers only to you and not your teammate. For example, Billy's "When you negate an Attack, draw 1 card" ability only triggers when Billy negates an Attack. When his teammate negates an Attack, his ability doesn't trigger.

Attacks

Attacks are abilities, usually activated ones, that allow you to disrupt and damage the opposing team. There are two types of Attacks: targeted and non-targeted. A targeted Attack asks you to choose a single foe when you activate the Attack. A non-targeted Attack is one that deals damage to the opposing team and doesn't use the phrase "target foe." Attacks that deal damage typically read, "Deal X damage." This is a non-targeted Attack that, if not negated, simply removes X Hit Points from the opposing team's HP total.

Playing a card with Attack text does not generate an Attack. Paying a card's activated ability Energy cost generates the Attack, which can only be done if the card is attached. Some character cards have triggered attacks, which means an Attack effect is generated when you perform the specific action listed prior to the Attack text.

When you make an Attack, the opposing team might be able to use a Block card to negate the effect of your Attack. Who can use a Block depends on whether the Attack is targeted or not:

  • A targeted Attack may only be Blocked by the foe that was targeted, even if the effect is damage.
  • A non-targeted Attack (which typically causes damage to your team) may be Blocked by either teammate.

When they are negated, some Attacks are discarded into your discard pile. They might also grant you a small consolation prize (or penalty for your foes) if they are negated. If an Attack card does not have "If negated" text, then there is no side effect if that Attack is negated.

If an Attack reads, "Each targeted foe," then the Attack is targeted against each foe separately. It is essentially two Attacks in one. Each of your foes may Block the Attack directed at them, but not the one directed at their teammate. If one player Blocks, that does not help their teammate avoid the Attack. If at least one foe Blocks, that triggers text on the Attack card that reads, "If negated…"

Blocks

Blocks are cards that allow you to negate an Attack. Negating an Attack negates its harmful effects. For example, if an Attack were to threaten 6 damage to your team, a single Block negates all of that damage. However, some Attacks have additional text that resolves if the Attack is negated. That part of an Attack is not negated, and cannot be negated with another Block card. For example, the Sword of Darkness attack deals 5 damage. It also reads "If negated, deal 2 damage, then discard this card." If you negate the 5 damage of the Attack, you still take 2 damage and cannot Block that damage.

If an Attack is non-targeted, either teammate may Block it. If targeted, only the targeted player may Block it. Negating an Attack allows you (or your team) to avoid the harmful effects of the Attack.

To Block an Attack, pay the activation cost on the Block card. Block cards are unique in that most of them may also be used while in your hand. Block cards that may be used while in your hand have a shield symbol with a hand on it.

Whether a Block card is attached to your character or in your hand, almost all Block cards have text reading, "Discard this card" or something similar. This means that as part of the resolution of the Block, you must discard the Block card whether it is attached or activated from your hand. Perform the effects on a Block card in the order the text is written. Most Block text also grants you a reward for Blocking, like drawing 1 card, Healing some HP, giving the attacker a Stun, etc.

Only one Block card may be used per Attack. Using a Block to negate an Attack is not "playing" the card. You do not have to Block an Attack if you don't want to. It is rarely necessary to Block an Attack that deals 1 or 2 damage ... unless you have only 1 or 2 Hit Points!

Battling Adversary Cards

Heroes in The Grid are adversaries of the Villains. Villains in The Grid are adversaries of the Heroes.

These adversary cards in The Grid can take a toll on your team's Hit Points. During the End Phase of your turn, your team is dealt 1 unblockable damage for each adversary in The Grid.

Heroes can't buy Villain cards and Villains can't buy Hero cards, but you can Battle your adversaries instead. In the black bar at the bottom of each Hero and Villain, you will find the activation cost on a Battle icon. This is the Shard cost to Battle that adversary. Removing an adversary from The Grid in this way reduces the damage your team takes and also denies the card to your opponents. You may only Battle adversary cards, and Battling a card is not an Attack.

When you pay the Battle cost on an adversary in The Grid, two things happen:

  1. Resolve the text next to the Battle icon. This either gives you a reward for Battling the card or imposes a penalty upon your foes (which is not an Attack).
  2. The adversary card is removed from The Grid and placed into the main deck discard pile. A new card does not enter The Grid to replace it until the start of the next player's turn.

These effects happen before any other effects. For example, each player begins the game with a Starter card that allows them to destroy up to 2 cards they control when they Battle. You must resolve the Battle text before using this effect. If a Battle reward says "Draw 1 card," that draw happens before you are able to destroy 2 cards, but you cannot play that new card until all triggered effects have resolved.

End Phase in Detail

When you are done attaching, buying, and activating cards, you move into your End Phase. First, any unspent Shards are lost. Not the cards, just the Shards you generated through playing cards. You do not store any Shards from turn to turn.

Next, resolve any "at the end of your turn" effects. The Blade Blaster is one example. More on this later.

Next, check The Grid for adversaries. You take 1 damage for each adversary card in The Grid. For example, if you are a Hero player and there are 2 Villains in The Grid, take 2 damage. This is not an Attack and is therefore not blockable.

Then, you may discard any number of cards attached to your character, whether they are ready or exhausted. During your Main Phase, you may only discard cards in the ready position, so now is your chance to discard cards you activated during your turn. There are two main reasons to do this:

  1. You want to return the card to your deck so you can draw it and use its Shards/Energy.
  2. The card is no longer as useful. Some cards help you gain and/or attach cards, which aren't as useful once you have flipped your character.

Next, discard all non-Ongoing cards you played during your turn as well as all cards remaining in your hand. You can't save any cards in your hand. Cards with Ongoing, such as Locations, stay in play in front of you.

Lastly, refill your hand to 5 cards. Anytime you draw a card, only draw it from your personal deck and not some other deck. If your deck runs out of cards before you have refilled your hand to 5 cards, shuffle your discard pile and it becomes your new deck. Continue drawing from your new deck until you have 5 cards in hand. The next player may start their turn during this process.

Sample Turn

The game has gone on for several rounds and each player has gained several new cards for their deck. Here's how a turn might play out:

Kristin begins her turn by playing a Recover card, calling out "Heal us for 2, since our HP is at 20." Kristin notices that her team's Energy is at 19, so she decides to attach her Thunder Slinger card from her hand to a gray slot on her character, Zack Taylor, soon to flip to the Black Ranger side.

She then tells her teammate and foes: "Spending 6 Energy to activate Thunder Slinger, putting us at 13 Energy. That's an Attack for 4 damage to you Villains! If you negate it, you'll each gain a Stun, and then I'll have to discard it." Her foes decide against negating the Attack, despite one of them having a Parry in their hand, and reduce their HP by 4.

Looking at the Zack Taylor card, Kristin also announces: "OK! That was the first time I used an attached ability this turn, so my character ability triggers. It generates an Attack against a target foe to discard 1 card. I'll choose Rita Repulsa." Rita's teammate has a Parry in hand, but because this is a targeted attack, only Rita may negate it. She has no Blocks, so she chooses and discards a Mayhem from her hand.

Kristin now plays the rest of her hand instead of attaching any more cards, generating 5 Shards and 4 Energy. Her teammate raises their Energy from 13 to 17. She decides to buy the Command Center Location from The Grid for 4 Shards, and immediately places it in her play area since the text at the bottom of the card says to do that. Since she controls 2 different Starter cards (a Teamwork and a Recover), the text on the Command Center gives her 2 additional Shards. She has 3 Shards remaining and decides to use them to buy a Blade Blaster from the stack. The remaining 1 Shard is lost.

Kristin enters her End Phase and calls out: "It looks like there is 1 Villain in The Grid, so we take 1 damage."

Kristin decides that she would rather have the Shards and Energy of the Thunder Slinger in a future draw, so she discards the exhausted Equipment card. She also discards all of the cards she played that turn (but not the Ongoing Location), and then draws a new hand of 5 cards. After drawing 3 cards, her deck has been depleted. She shuffles her discard pile to make a new deck, and then draws the remaining 2 cards. Meanwhile, Rita has already started her turn with a 4-card hand and a chip on her shoulder...

Other Card Types

Signature Item Cards

Each character has a unique, multi-color Signature Item card. Only that character is able to buy their Signature Item card. It sits near your character card as a reminder that you may buy it if you choose to when you have enough Shards. Signature Item cards are unique in that they match any color, so they can be attached to any slot on your character no matter the color of that slot. This ability is spelled out on the card.

When you buy (gain) your Signature Item, it immediately attaches to any empty slot on your character, no matter its color. It cannot attach to the Zord Bay. If you don't have an empty slot, discard it instead. Once attached, you may use its activated ability or wait until later. If you feel that your deck would benefit from the Shards and Energy from this powerful item, discard this card: If it's ready, discard it anytime; If exhausted, discard it during the End Phase of your turn. When you draw it again in the future, you may play or attach it just like you would any other card.

The unused Signature Item cards are not available for purchase. Each player will only ever have access to one of these special cards.

Master Cards

Only Villains may buy these powerful cards, which represent a Villain at the height of their power. Each Villain player (and only that player) has access to their own character's Master. You must buy your own Master before you may buy other Masters. Masters have a Shard cost of "7*." The asterisk is explained by the text at the bottom of the card: If your teammate controls their personal Master (has the Master with their character's name attached), you pay 2 fewer Shards to buy Masters. That includes your own and Masters from the stack as well. For 1v1 games, you don't have a teammate, so all of your Zords/Masters will always cost the full 7 Shards to buy.

Each Villain has an orange slot at the bottom of their character card. The text inside that slot reads: "Attach when gained." That supersedes the text at the bottom of the Master card that tells you to attach it to The Lair. When you buy a card, you are also gaining it. As soon as you buy your own Master, immediately attach it to your character's orange slot unless your Signature Item is attached there (only your Signature Item can do this). Discarding your Master because the slot is occupied by your Signature Item will slow your character's progress considerably.

Most Master cards have an Ongoing "start of turn" ability. These are not activated abilities that you must pay a cost to use – they just happen. Goldar's Master card is the exception in that it is reactionary (Block) and has a cost to use (discarding 3 cards). If there are multiple "start of turn" effects to resolve, you choose the order in which they take effect.

Only you get to take advantage of the text on your own Master and only you control it. While your Master is attached, your teammate, if any, receives a discount of 2 Shards to purchase Masters (including their own).

Once you have bought your own Master, you are able to buy additional Masters from the stack next to The Grid. When you buy a Master other than your own, attach it to The Lair. The next card in the Master stack is face down and won't be revealed until the start of the next player's turn, so you cannot buy more than one Master from the stack per turn.

The Lair

This tile is where Villains place Master cards other than their own. When you attach a card here, it immediately triggers an attack against the opposing team. When counting Masters you control, include the Master attached to your character (if any) plus any Masters in The Lair, including the one you just attached there. Once a Master is in The Lair, they are controlled by both Villains. Each Villain player gets to resolve all of the Master abilities in The Lair during their turn (or may use the Block on Goldar's Master during a foe's turn). When all of the Masters are attached, each Villain controls 5 Masters (6 if you don't have a teammate). "Attaching" a Master to The Lair simply means placing the card below the tile. Don't place them on the tile, as that will obscure the Attack text on The Lair.

Zords

Only Heroes may buy/gain these powerful cards. A Hero player automatically gains their personal Zord when all 4 slots on their character card are filled and they flip to their Ranger side. A Hero player may buy their Zord prior to this if they wish, but they will not earn another Zord when flipping their character. In either case, when you buy or gain a Zord (buying a card is also gaining it), attach it to any unoccupied slot on the Zord Bay tile. Zords attached to the Zord Bay tile are always controlled by both Hero players.

Once a player has bought or gained their own Zord, they are free to buy additional Zords from the stack next to The Grid. Zords have a Shard cost of "7*." The asterisk is explained by the text at the bottom of the card: If your teammate controls their personal Zord, you pay 2 fewer Shards to buy Zords. That includes your own (if you choose to buy it early) and Zords from the stack as well.

Anytime you buy or gain a Zord, attach it to the Zord Bay. The next card in the Zord stack is face down and won't be revealed until the start of the next player's turn, so you cannot buy more than one Zord from the stack per turn.

The Zord Bay

The Zord Bay tile and its potential to build the Megazord is the ultimate weapon in the Ranger's arsenal. The Zord Bay has 6 slots, each of which may only be filled with a Zord. While a Zord is attached and in the ready position, its activated ability may be used by either teammate during their turn.

Important: Zords do not ready at the start of a Hero's turn. Instead, the activated ability printed on the Zord Bay tile must be used to ready the attached Zords. Just like any other activated ability, you may only use this ready ability once during each of your turns, even if you upgrade or downgrade to a new ready ability during your turn. As stated on the Zord Bay ability, your character must have flipped to its Ranger side to use this ability.

As stated on the Zord Bay tile, a Hero player may only activate 1 ready Zord during each of their turns. You may use any Zord, whether you attached it or not. The Mastodon Zord is a Block card, so it may be used during a Villain's turn to block an attack. It is the only Zord that may be used when it is not your turn. Using the ability does not count against your future Zord usage on your next turn. Whichever player uses the card gets the bonus card draw.

Megazord and Mega Dragonzord

Building the Megazord (or the Mega Dragonzord on the other side), is a goal the Heroes should strive for. To upgrade the Zord Bay to the Megazord/Mega Dragonzord, you need to attach 5 or 6 Zords to the Bay respectively. The Mega card (both sides) has an 'Attach' requirement and 'Activate' value.

The Attach requirement is the number of Zords you need to have attached to the Zord Bay to attach the Megazord card. As soon as you have 5 Zords attached to the Zord Bay, place the Megazord card in the card space on the tile. This new card replaces the ability of the Zord Bay.

The Activate value is how many times a Hero player can activate ready attached Zords during their turn (1, 3, or 5). If the Zord Bay has 5 slots filled, for example, you attach the Megazord and may now activate 3 ready, attached Zords per turn instead of just 1. They still remain exhausted when used.

The Zord Bay, Megazord, and Mega Dragonzord "ready abilities" do not count against the "Activate" limit.

If you have 6 Zords attached, including the Dragonzord, flip the Megazord card to the Mega Dragonzord side! This increases your Zord activations to 5 per turn and gives you a new attack ability that deals damage equal to the number of attached Zords.

Attaching or flipping a Megazord card does not reset the Activation limit: Any Zords previously activated during this turn still count toward (and reduce) your new limit.

Note: Anytime you fail to meet the attachment requirements of either Megazord, you immediately revert to the previous one (if Mega Dragonzord, you flip back to Megazord; if Megazord, you remove the Megazord card and revert to the base Zord Bay). Set the detached Megazord card aside—do not discard it. You may reattach it again later when you have enough Zords attached.

When some Zord attacks are negated, the Zord is discarded as a side effect (the Dragonzord, for example). These cards have text to this effect in their attack text. If you were the player who activated the negated Zord attack, place the discarded Zord into your discard pile. When you later have the Zord in your hand during your turn, you may attach it again. Playing a Zord does nothing. Just like with a character card, a Mega activation to ready all Zords (and attack) may only be performed once during your turn, even if you upgrade or downgrade during the turn.

Locations

These cards have the "Ongoing" keyword. That means they stay in play and continue to work for you turn after turn. Most have a triggered effect or a start of turn ability instead of an activated ability. When the condition on the card is met, the game text triggers and you get an effect. An Ongoing ability can trigger multiple times during a turn. You may control any number of Locations and they only work for you, never for your teammate.

Several Locations require a choice be made when you play (or Battle) a particular card type. Make that choice before playing any additional cards. Note that attaching a card is not playing it and will not trigger a Location ability.

When you buy (gain) a Location, the text at the very bottom of the card tells you to place it into play. Put it in a space in front of you so that you won't forget about the card's bonuses, but not so close to your character card that it interferes with attaching cards. A good spot is near the area where you play your cards. Be sure not to grab your Locations at the end of your turn when you are discarding your played cards.

Basic Cards

Basic cards include Blade Blasters and Stun cards. There are 12 copies of each of these cards, and they are placed into 2 separate piles next to The Grid.

Stun Cards

A Stun is effectively a "dead card" that takes up space in your hand. They have a cost because some cards care about costs and Stun cards can be referenced in this way, but they cannot be bought.

Stuns are gained through harmful effects leveled at you by the opposing side. When you gain a Stun, place it into your discard pile. If you destroy a Stun, place it away from the play area in a destroyed card pile — do not return it to the Stun stack. If there are no cards in the Stun stack when an effect tells you to gain one, ignore that effect.

Stun cards can be played, but give no benefit when you do. However, to take advantage of the card text, you must play the card. The text on a Stun allows you to return it to the Stun stack if you Heal 2+ HP during the turn in which you play the Stun. If you play multiple Stun cards during your turn they will all be returned if you Heal 2+ HP, even from a single healing effect.

Blade Blasters

You may buy one of these cards during your turn (if everything in The Grid is too expensive or you just need some quick Shards during your future turns, for example). When you buy the top card of the Blade Blaster stack, do not reveal a new Blade Blaster. At the end of your turn, you may destroy any number of Blade Blasters you control. For each one destroyed this way, deal 1 damage to the opposing team OR put a card from The Grid into the main deck discard pile. This happens before taking damage from adversaries in The Grid. Since the word "Attack" does not appear with the 1 damage, this is unblockable damage.

Be careful when your HP gets down very low, as you could be wiped out by this trusty sidearm! As the text at the bottom of the card indicates, a Blade Blaster that is destroyed for any reason and by any effect is returned to the bottom of the Blade Blaster stack next to The Grid.

Miscellaneous Rules

Discarding Attached Cards

When you wish to discard a card attached to your character, detach it and put it into your discard pile. You may not voluntarily discard your Zords or Masters. Once you have cards attached to your character, you might want to switch them up and attach different cards. When you can do this depends on the state of the card you wish to remove:

  • During your Main Phase, you may discard a card in the ready position from your character.
  • During your End Phase, you may discard any number of attached cards you control, no matter their orientation.

Some attacks might tell you to "discard 1 attached card." That discard is made from your character. If you don't have any cards attached to your character, you must discard a Zord or Master you control. The Zord will be discarded from the Zord Bay, while the Master will be discarded from The Lair. You always choose which card to discard. When you later draw them, you may reattach them.

Discarding Cards

When a card effect tells you to discard a card, this is from your hand as the default. For example, "Discard 1 card" means "from your hand." If a card effect means for you to discard a card from anywhere else, it will mention where in the text. "Discard 1 attached card" means choose one of your attached cards, and then discard it. When you discard a card, it is placed face up into your discard pile. Your discard pile may be inspected by your foes. If you are forced to discard cards when it is not your turn, you will start your next turn with however many cards you have left. Do not draw to refill your hand to 5 cards until the end of your turn.

The Main Deck Discard Pile

This is a face up discard pile on the other side of the main deck where cards are placed that have been Battled or otherwise removed from The Grid. This is not the destroyed pile. Players are free to peruse the cards in this pile and their order does not matter.

Destroyed Pile

When you destroy a card, place it away from the play area. It does not go into the main deck discard pile. When you destroy a Stun, do not return it to the stack. Destroyed Blade Blasters are returned (face down) to the bottom of their stack, as the text at the bottom of the card says. Destroying Starter cards is a great way to improve your deck!

Healing

There are several cards in the game that can Heal you, including activated abilities, Starter cards, Battle rewards, etc. These are typically written as "Heal X," which means "Heal that many Hit Points for your team." Your team's maximum Hit Points is 30. If you are at 30 HP and use a Heal effect, it does not resolve as healing since you had no Hit Points to heal.

Shuffling Your Deck

Only shuffle your discard pile to become your new deck when you need to draw a card and cannot. Do not shuffle your discard pile simply because there are no cards in your deck. You must wait until the very moment where you must draw, reveal, or discard the top card of your deck. Only then do you shuffle your discard pile and make it your new deck. Oftentimes, you will need to reshuffle at the end of your turn to draw your 5 new cards. Draw until your deck is empty, then set aside your incomplete hand. Shuffle your discard pile, then continue drawing until you are full up at 5 cards. Your discard pile is always public information.

Control vs Own

Cards you play during your turn, cards attached to your character, cards that are in play on an Ongoing basis in front of you, and Zords/Masters attached to your team's tile are all cards you "control." You do not control cards in your hand, deck, or discard pile. You "own" all cards that you control, plus all of the cards in your hand, deck, and discard pile.

Adding Cards to the Game

If you have any promo cards, you can add them to your game.

Zord: If you have 7 or more Zords, the Hero players choose 6 of them to use during the game (which must include their own Zords) and place the rest back in the box.

Master: This stack must contain 6 cards minus the number of Villain players. So 2 Villain players makes for a 4-card Master stack next to The Grid.

Main Deck: Feel free to add cards as long as the deck doesn't go over 80 cards. When expansions arrive, they will explain how to combine or customize your main deck.

Tips on Playing

  • The first 4 turns you take should be all about gaining cards and building up your deck with cards that you can eventually attach. Attaching cards too soon will diminish your buying power.
  • Don't worry too much about adversaries in The Grid early on. One of your Starter cards can Heal your team. The best time to Battle is when you play your Disposable/Attitude card.
  • After gaining some new cards, you should destroy Starter cards as often as you can so you will draw your new, better cards more often! Kimberly might be an exception to this, but even she would do well to destroy a few Teamwork cards.
  • When your team is at or near 20 Energy (the max), it might be worthwhile to attach and activate a card ability. Use some of your Energy before playing cards that give you more Energy. However, it might also be a good idea to discard the card during your End Phase so that you can draw it again and buy better cards.
  • Buying cards that match the 4 slots of your character is your best plan. You are free to buy cards that don't match your character's colors, but you'll only be able to play them for their Shards and Energy and never for their activated ability (unless it's a Block from your hand).
  • If you or your teammate have Block cards attached (or in hand), be sure to save some Energy for Blocking. That said, if you have plenty of Hit Points remaining, you might not need to worry about negating any Attacks.
  • When you are attacked and don't have any Blocks attached or in your hand, don't give away that you are defenseless. Instead, tell your teammate, "Let's wait for a bigger attack."

The Golden Rule

When a card's text contradicts these rules, the card takes precedence! Consider every rule in the game to also have the text: "unless a card says otherwise."

Specific Card Clarifications

Angel Grove High School, Moon Palace: These Locations are useful for either side. Even though it is unlikely you'll have any adversary cards to play, these cards are still useful when you Battle an adversary card. Note that you cannot Battle a card that is not an adversary to you.

Attitude, Disposable: Destroying "up to 2" cards means you may destroy 0-2 cards you control, which could include this card. You do not have to destroy any cards, but destroying Starters is almost always a good idea.

Baboo: You gain the top card of the main deck sight unseen unless you have used Squatt beforehand. Flip it face up as it enters your discard pile. It is possible that you might gain an adversary card and that is perfectly legal. Some Heroes have been forced to work with the bad guys temporarily! A Villain player won't be able to attach the card, but they can play it for its Shards and Energy. A Block may be used from your hand no matter what card type it is.

Command Center, Ernie's Juice Bar, Regenerate: The word "instead" indicates a replacement effect if the conditions are right. You don't get both effects. You only get the improved effect. For Command Center, "different" means having a different name (not a different effect). For example, 3 Teamworks and 1 Recover are 2 different cards.

Finster (Character): Don't forget that Putty Clay, a Villain Starter card, is a card "with 'Putty' in its name."

Goldar (Master): A single Villain must discard 3 cards from their hand to use this Block effect. This Master is a Block card.

Heavy Attack: If this is negated, discard Heavy Attack, not the highest-cost card in The Grid.

Mastodon: This is a Block card. While attached to the Zord, either teammate on the Hero side may activate the Block ability. It is the only Zord that may be used when it is not your turn. Using the ability does not count against your future Zord usage on your next turn.

Mighty Morphin Yellow (Character): Example – If you have 29 Hit Points, her activated character Attack would deal 2 damage, plus an additional 4 damage as you have 2 full multiples of 10 HP.

Pink Ranger: Use this card to steal or give away Starter cards. This is not an Attack. Note that opposing Starters have different names than your Starters.

Power Axe: If the target does not have a card with cost 4+ in hand, there is no effect.

Power Morpher: A "matching empty slot on your character" is a slot on your character that has the same color as a card in your discard pile.

Power Sword, Tyrannosaurus: You control Heroes that you have played this turn and that are attached to your character.

Pudgy Pig: The Shard value you are referencing is the Shard value of the card you destroy. So, if you destroy a Mayhem, that is a 1-value Shard card and the attack will deal 1 damage to the opposing team.

Putty Patroller: Even if no healing actually occurs (the team is already at 30 HP), the damage still happens. The second sentence is not dependent on the first. This is not an Attack.

The Telescope: This is a special Attack in that it targets both of your opponents with an Attack, which means that it's really 2 Attacks in one. Since it is targeted, a player may only negate the Attack coming at them; They cannot use a Block card to protect their teammate. However, if even 1 of the attacked players negates the Attack coming at them, this card is discarded. Each foe who does not negate it reveals the top card of their deck and may be forced to discard that card into their discard pile. That decision is up to the attacker.

Wrist Communicator: Use this ability to bring some of your forces back from the main deck discard pile. To "shuffle a card into the top 4 cards of the main deck," grab the top 3 cards of the main deck without looking at them. Add the card you are returning to the main deck to make it a stack of 4 cards. Give them a light shuffle and then place them back on top without peeking at their order. The card you chose will arrive in The Grid soon to either give you a needed card or to deal a little damage to the opposing team.

Credits

Game Designer: Matt Hyra Lead Developer and Additional Game Design: Dan Blanchett Illustrators: Joana Lafuente, Goñi Montes, Dan Mora, Daniele Di Nicuolo, Hendry Prasetya, Thony Silas Graphic Designers: Jeanne Torres & Anita Osburn Editor: William Niebling Production Artists: Gordon Tucker & Dan Wagner

Renegade Game Studios President & Publisher: Scott Gaeta Controller: Robyn Gaeta Director of Operations: Leisha Cummins Director of Sales & Marketing: Sara Erickson Creative Director: Anita Osburn Senior Producer: Dan Bojanowski Senior Producer of Roleplaying Games: Elisa Teague Senior Game Designer: Matt Hyra Senior Graphic Designer and Creative Lead: Jeanne Torres Creative Production Lead: Gordon Tucker Video Production Manager: Desiree Love Event Manager: Chris Whitpan Associate Game Designer: Dan Blanchett Customer Service: Jenni Janikowski

Hasbro Credits Team Hasbro: Elizabeth Artale, Paul Strickland, Shelby Bowman, Catalina Gomez, and Brian Casentini

Lead Playtesters: Eric Findlay & Brian Gill

For additional information or support, please visit us online: www.renegadegames.com and www.powerrangersgaming.com

© 2020 Renegade Game Studios. TM & © 2021 SCG Power Rangers LLC and Hasbro. Power Rangers and all related logos, characters, names, and distinctive likenesses thereof are the exclusive property of SCG Power Rangers LLC. All Rights Reserved. Used Under Authorization.

Gameplay Reference

Start Phase

  1. Refill The Grid to 6 cards.
  2. If the top card of the Blade Blaster, Zord, and/or Master stack is face down, flip it face up.
  3. Ready every card attached to your character.
  4. Resolve any "start of turn" effects in the order of your choosing.

Main Phase

Perform any number of the following actions, any number of times, in any order during your turn:

  • Play cards from your hand to generate their Shards and Energy. If they have both, you get both.
  • Buy cards with a combined Shard cost equal to or less than your current Shard total.
  • Attach cards in your hand to matching empty slots (by color) on your character card. Attaching cards is not "playing" them, so this does not generate the Shards and Energy shown on the card.
  • Battle adversary cards in The Grid by paying the Shard cost inside the Battle icon. When you do, gain the reward listed next to the icon, then place that adversary card into the main deck discard pile.
  • Activate an ability by paying the Energy cost listed on your character or a ready attached card, then "exhaust" the card by turning it sideways. "Ready" means upright and not sideways.
  • Discard a ready (upright) card attached to your character.

End Phase

  1. Perform any "at the end of your turn" actions in the order of your choosing.
  2. Take 1 damage for each adversary card in The Grid. For example, if you are a Hero player and there are 2 Villains in The Grid, you take 2 damage. This is not an Attack and therefore cannot be blocked.
  3. You may discard any number of cards attached to your character, whether ready or exhausted.
  4. Discard all non-Ongoing cards you played during your turn as well as all cards remaining in your hand.
  5. Refill your hand to 5 cards. The next player now starts their turn.

How to Win: Reduce the opposing side's Hit Points from 30 to 0!

These effects happen before any other effects. For example, each player begins the game with a Starter card that allows them to destroy up to 2 cards they control when they Battle. You must resolve the Battle text before using this effect. If a Battle reward says "Draw 1 card," that draw happens before you are able to destroy 2 cards, but you cannot play that new card until all triggered effects have resolved.