Power Rangers: Heroes of the Grid – Dino Thunder Pack
Power Rangers: Heroes of the Grid – Dino Thunder Pack Rulebook
Table of Contents
Table of Contents
Icon Notes
- die – a combat die (the cube icon on attack cards).
- hit – the four-point star icon. Where a card shows the hit icon twice together (for example, "all two-hit results"), it is printed as a pair.
- energy – the pencil-shaped energy token icon.
- shield – the gold shield icon at the bottom right of each combat card, showing its shield value.
- O result – the blank die face, printed as a circled O.
- ★ – a star marker printed on the bottom right of a card. It is an ability marker shown on the card's text line, not a separate keyword.
- X – a cost printed as the letter X; the amount is spent when the card is played, as the card text describes.
Ranger Character Cards
Each Ranger character card has a named ability. The ability is written on the card and read as printed.
Conner McKnight (Dino Thunder Red)
Swift Striker: If there is an enemy card in play with the FAST keyword, you may take the first turn of the battle. If you do, remove 1 die before rolling from the first attack you perform during this battle.
Ethan James (Dino Thunder Blue)
Clever Solution: Once per attack, when you roll a O result, any Ranger may draw 1 card.
Kira Ford (Dino Thunder Yellow)
Perfect Pitch: Once per attack, when you roll a two-hit result, gain 1 energy.
Trent Mercer (Dino Thunder White)
Fierce Impact: Once per battle, after you resolve an attack, if the attack dealt at least 3 hits, deal 1 hit to an enemy card adjacent to the target.
Zord Cards
A Zord card is summoned and used as described in the base game rulebook (Zord Cards). To use a Zord ability, exhaust the Zord card, as the base rules describe.
Tyrannozord (Dino Thunder Red)
Exhaust this card when any Ranger performs an attack. Add 1 die to that attack. That Ranger may reroll any number of dice during that attack.
Triceratozord (Dino Thunder Blue)
Exhaust this card when any Ranger suffers damage. Reduce that damage by 2. That Ranger may choose 1 card from their discard pile and place it on top of their deck.
Pterazord (Dino Thunder Yellow)
Exhaust this card during any Ranger turn in battle. Gain 1 energy. Reduce the health value of an enemy card that has not suffered any hits by 2 until the end of this turn.
Dragozord (Dino Thunder White)
Exhaust this card when an enemy card is defeated. Deal 2 hits divided as you choose among enemy cards adjacent to that card.
Thundersaurus Megazord (Power Rangers Dino Thunder)
When this card is summoned and at the start of each round, add 4 energy tokens to this card (max 4). Once per Ranger turn in battle, any Ranger may remove 1 energy token from this card to ready an exhausted Zord card.
Ranger Combat Decks
Each Ranger's combat deck contains the cards listed below. The energy cost is the number in the top-left corner and the shield value is the number of shield icons at the bottom right. Card names are shown with their copy count as printed in the photographs.
Red Combat Deck (Conner McKnight)
Outpace (2 copies)
Energy cost 0. Shield value 1. REACTION.
Play this card when an enemy card resolves. Reduce the damage that card deals by 1. If that card has the FAST keyword, gain 1 energy.
Tyranno Strike (2 copies)
Energy cost 1. Shield value 2. ATTACK: 3 dice.
You may reroll any number of dice during this attack.
Thundermax Saber (1 copy)
Energy cost 1. Shield value 1. ATTACK: 2 dice.
If any other effects add dice to this attack, add +1 die to this attack. You may divide the hit from this attack among any number of targets.
Extreme Speed (2 copies)
Energy cost 0. Shield value 2. MANEUVER.
Any Ranger may immediately play 1 card. If it is the first attack card played during this battle, add 1 die to that attack. Otherwise, place this card on the bottom of your deck and you may draw 1 card.
Corner Kick (2 copies)
Energy cost 0. Shield value 3. ATTACK: 2 dice.
After rolling, you may choose to deal the full hit from this attack to an enemy card adjacent to the target instead.
Tyranno Staff (1 copy)
Energy cost 3. Shield value 3. ATTACK: 4 dice + 1 hit.
You may divide the hit from this attack among any number of targets that have not yet resolved.
Blue Combat Deck (Ethan James)
Tricera Skin (2 copies)
Energy cost 0. Shield value 3. REACTION.
Play this card when any Ranger suffers damage. Reduce that damage by 3.
Low Kick (2 copies)
Energy cost 0. Shield value 2. ATTACK: 4 dice.
During this attack, all two-hit results are treated as O results.
Thundermax Saber (1 copy)
Energy cost 1. Shield value 1. ATTACK: 2 dice.
If any other effects add dice to this attack, add +1 die to this attack. You may divide the hit from this attack among any number of targets.
Shield Bash (2 copies)
Energy cost 1. Shield value 1. ATTACK: 3 dice.
After you perform this attack, you may discard 1 reaction card from your hand. If you do, return this card to your hand instead of discarding it.
Improvise! (2 copies)
Energy cost 0. Shield value 2. REACTION.
Play this card when any Ranger performs an attack. Reveal the top card of that Ranger's deck. If it is an attack card, add 1 die to that Ranger's attack. Otherwise, gain 1 energy.
Tricera Shield (1 copy)
Energy cost 3. Shield value 3. REACTION.
Play this card when any Ranger suffers damage. Reduce that damage by 3. The next time any Ranger performs an attack during this battle, add 3 dice to that attack.
Yellow Combat Deck (Kira Ford)
Rapid Spin (2 copies)
Energy cost 0. Shield value 2. ATTACK: 2 dice.
If you roll any O results during this attack, you may immediately perform a second attack with a number of dice equal to the O results.
Harmonize (2 copies)
Energy cost 0. Shield value 1. MANEUVER.
Another Ranger may immediately play 1 card. After that card resolves, choose 1 card from your discard pile with the same shield value as the played card and add it to your hand.
Thundermax Saber (1 copy)
Energy cost 1. Shield value 1. ATTACK: 2 dice.
If any other effects add dice to this attack, add +1 die to this attack. You may divide the hit from this attack among any number of targets.
Ptera Scream (2 copies)
Energy cost 1. Shield value 3. REACTION.
Play this card when any Ranger performs an attack. Before that attack resolves, reduce the health value of the target by 2 until the end of this turn.
Flying Kick (2 copies)
Energy cost 0. Shield value 2. ATTACK: 2 dice.
Gain 1 energy.
Ptera Grips (1 copy)
Energy cost 3. Shield value 3. ATTACK: 3 dice.
After you resolve this attack, any Ranger may immediately play 1 card. If it is an attack card, add 1 die to that attack.
White Combat Deck (Trent Mercer)
Misdirection (2 copies)
Energy cost 0. Shield value 2. REACTION.
Play this card when an enemy card deals damage. Gain 1 energy. You may divide that damage among any number of Rangers.
Dash & Slash (2 copies)
Energy cost 0. Shield value 3. ATTACK: 1 hit.
Before rolling, you may place 1 card from your hand on the bottom of your deck. If you do, add 2 dice to this attack.
Laser Arrows (1 copy)
Energy cost X. Shield value 1. ATTACK: 1 die.
Add a number of dice to this attack equal to the amount of energy spent to play this card. If this attack defeats the target, you may divide any excess hit among enemy cards adjacent to the target.
Drago Strike (2 copies)
Energy cost 2. Shield value 1. ATTACK: 4 dice. Star marker ★.
★: If this card is revealed for defense, the next time any Ranger performs an attack during this battle, add 1 die to that attack.
Arrow Shot (2 copies)
Energy cost 1. Shield value 2. ATTACK: 3 dice.
Ignore the GUARD keyword when choosing a target for this attack.
Drago Sword (1 copy)
Energy cost 3. Shield value 3. MANEUVER.
Choose 1 attack card from your discard pile with an energy cost of 2 or less. Play that card without paying its energy cost. Add 3 dice to that attack.
Evil Dino Thunder White (Enemy)
The Evil Dino Thunder White enemy set consists of one identity card (no printed rules text), one passive card, and the enemy cards below. Each enemy card lists its health and its keyword as printed.
Brutal Persona
Health: 6 Keyword: PASSIVE
Each time a Ranger discards a card for defense, drain 1 energy.
Dark Laser Arrow (2 copies)
Health: 5 Keyword: FAST
Roll 1 die for each energy in the shared energy pool and in the storage of Rangers in this battle. Deal damage to each Ranger equal to the total hit results.
Zord Control (2 copies)
Health: 4 Keyword: GUARD
Deal 3 damage. Repeat this effect once for each Zord card in play.
Drago Sword (3 copies)
Health: 4 Keyword: FAST
Deal 4 damage. The Ranger who suffers this damage reduces the shield value of each card they reveal for defense by 1.
Notes on Gaps
- No rules sheet was printed for this pack. Its rules are the card text above; the base game rulebook covers the general rules (keywords, zords, energy and hits).
- The Ranger character cards and the enemy identity card carry no further rules text in the photographs.
- No component list or Evil Dino Thunder White deployment card was photographed. Copy counts above are read from the visible card stacks and were not checked against a printed list.