Power Rangers: Heroes of the Grid – Light and Darkness
Power Rangers: Heroes of the Grid – Light and Darkness Rulebook
Table of Contents
Table of Contents
Components
The following components are listed as printed in the compendium.
- 5 Ranger Figures
- 5 Character Cards
- 50 Combat Cards
- 7 Zord Cards
- 2 Megazord Cards
- 8 Foot Soldiers Figures
- 4 Elite Foot Soldiers Figures
- 3 Monster Figures
- 1 Nemesis Figure
- 1 Boss Figure
- 58 Enemy Cards
- 15 Deployment Cards
- 3 Location Boards
- 1 Megazord Token
Character Cards
Merrick Baliton – Lunar Wolf Ranger Lone Wolf: During each battle, until another Ranger's card is played, reduce the energy cost of all Lunar Wolf Ranger cards by 1.
Leanbow – Wolf Warrior For Honor: Once per battle, when any Ranger reveals a card for defense with no ability, you may reveal a card from your hand and use its ability as though it were revealed for defense.
Heckyl – Dino Charge Dark Ranger Dark Pride: When you would play a card from your hand, you may play the top card of your discard pile instead. If you do, you must then discard the top card of your deck.
Jarrod – Black Lion Warrior Ferocity: Once per Ranger turn, instead of playing a card, you may discard 1 card from your hand to perform an attack with 2 dice.
Combat Cards
Spinoblade – Wolf Warrior – energy cost 0 – REACTION Play this card when any Ranger suffers damage. Reduce that damage by 2. ★: If this card is revealed for defense, it gains +1 shield.
Lion Combo – Black Lion Warrior – energy cost 1 – REACTION Play this card when any Ranger defeats an enemy card with an attack. You may perform an attack with 2 dice.
A Dino Charge Dark Ranger combat card (name not legible in the printed thumbnail) – energy cost 3 – ATTACK You may ignore the GUARD keyword while choosing a target. While this card is in your discard pile, reduce its energy cost by 1.
Zord Cards
Catastros – Wolf Warrior Exhaust this card when any Ranger uses a ★ ability. That Ranger may use that ability two more times.
Spinozord – Dino Charge Dark Ranger Exhaust this card at any time. Any Ranger may return up to 3 cards from their discard pile to their hand. They must then discard an equal number of cards from their hand.
Lion Animal Spirit – Black Lion Warrior Exhaust this card before any Ranger performs an attack with 3 dice or fewer. Add 2 hits to that attack.
Megazord Cards
Flashpoint Megazord – Power Rangers Operation Overdrive Exhaust this card at any time to place the Megazord token in any location. Each time a Ranger in that location rolls at least 1 result, that Ranger may return 1 card from their discard pile to the bottom of their deck.
Predazord – Power Rangers Wild Force Once per turn, when any Ranger reveals a card for defense, they may choose to gain 1 energy, deal 1 hit to an enemy card of their choice, or add 1 shield to the revealed card.
Enemy Cards
Zen-Aku (Boss) Increase all damage Zen-Aku deals to any Ranger by 1 for each Zen-Aku card that has resolved (even if it is defeated).
Rinshi Counter – Rinshi – energy cost 3 – PASSIVE While this card is in play, after a Ranger performs a reaction, they must discard the top card of their deck.
Metal Hunter – Cursed Tyzonn – energy cost 4 – FAST, GUARD Each Ranger must reveal the card from their hand with the most dice in its attack value. Deal damage to each Ranger equal to the number of dice in their card's attack value.
Beast King Claws – Dai Shi – energy cost 5 – FAST, PASSIVE Once this card has resolved, deal 2 damage to each Ranger at the end of each enemy turn in this battle.
Liquid Form – Cursed Tyzonn – energy cost 6 – PASSIVE While this card is in play, Rangers cannot deal hits to an enemy card if another enemy card has more hit tokens than that card does.
Thunderbeam – Cursed Tyzonn – energy cost 4 – FAST Deal 8 damage, divided among the Rangers as they choose.
Empowered Lance – Cursed Tyzonn – energy cost 5 – GUARD Roll 1 die and deal twice that much damage to each Ranger. If the result is the ring symbol, deal 3 damage to each Ranger instead.
Transcription note: the ring symbol on Empowered Lance is a die face shown only as an icon on the printed card; it is written here as "the ring symbol" because the compendium does not name it. The Rinshi Counter card name and subtitle are taken from the compendium's text layer, since its thumbnail is partly covered by other cards. The Dino Charge Dark Ranger combat card's name and attack value are not legible in the printed thumbnail and are not transcribed.
Deployment Cards
Deployment cards for Zen-Aku and the Rinshi Beast are shown in the compendium. The Zen-Aku deployment card carries the same passive effect as the Zen-Aku enemy card above (see Nemesis Enemies). The Rinshi Beast deployment card's face carries no rules text in the printed pages.
Location Boards and Tokens
Jungle Karma Pizza is a new location board that is used in place of the Command Center (see its section below). The Megazord token is placed by the Flashpoint Megazord card.
Nemesis Enemies
Nemeses, like Zen-Aku, are powerful enemies with unique effects on their deployment cards. Observe the following special rules for all nemesis enemies:
Nemeses are treated as monsters for all gameplay purposes, including the rules for deployment and panicked locations. Effects and abilities that apply to monster figures and monster cards also apply to nemesis figures and nemesis cards.
When a nemesis is deployed, keep the nemesis's deployment card nearby, as it will be needed when the Rangers face them in battle.
At the start of each battle against a nemesis, attach the nemesis's deployment card to the lead Ranger. Place it in front of that player, next to their character card. This occurs during the enemy preparation step.
During each battle against a nemesis, the passive effect of the nemesis's deployment card applies at all times. If the current lead Ranger is defeated or otherwise leaves the battle, attach the nemesis's deployment card to the new lead Ranger.
At the end of each battle against a nemesis, remove the nemesis's deployment card from the attached Ranger. Keep it nearby until the next time the Rangers face them in battle.
Zen-Aku (Nemesis Deployment Card)
Increase all damage Zen-Aku deals to any Ranger by 1 for each Zen-Aku card that has resolved (even if it is defeated).
Elite Foot Soldiers
Elite foot soldiers, like the Rinshi Beasts, are more dangerous than their normal foot soldier counterparts. Observe the following special rules for all elite foot soldiers:
Elite foot soldiers are treated as foot soldiers for all gameplay purposes. Elite foot soldiers still count toward the maximum of four foot soldiers per battle. Effects and abilities that apply to foot soldier figures and cards also apply to elite foot soldier figures and cards.
For each elite foot soldier involved in a battle, reveal a card from the corresponding elite foot soldier deck, instead of the normal foot soldier deck. Elite foot soldier cards are still placed in the same row as the other foot soldier cards.
Defeated elite foot soldiers count as two figures toward summoning the next Zord. When an elite foot soldier is defeated, place the figure on the experience track, along with one hit token, covering the next two spaces.
Lone Wolf
Merrick Baliton, the Lunar Wolf Ranger, has the Lone Wolf ability. When Merrick participates in a battle, until another Ranger's card is played, this ability reduces the energy cost of all Lunar Wolf Ranger cards by one.
This effect is limited to Lunar Wolf Ranger cards. It does not reduce the cost of any other Ranger's cards. This applies to modes where a player has a combined deck and to effects that might temporarily place another Ranger's card into Merrick's deck.
When a player controls both Merrick and another Ranger, as soon as they play a card belonging to the other Ranger they control, the Lone Wolf ability is no longer in effect.
Dark Energem
Heckyl, the Dino Charge Dark Ranger, has the Dark Energem combat card. When Heckyl plays this card in combat, he may play Dino Charge Dark Ranger cards directly from his discard pile until the end of that battle.
This effect is limited to Dino Charge Dark Ranger cards. It cannot be used to play any other Ranger's cards. This applies to modes where a player has a combined deck and to effects that might temporarily place another Ranger's card into Heckyl's deck.
Cards played from the discard pile follow all normal timing rules. When Heckyl plays a card from his discard pile, after it resolves, it returns to the discard pile.
Ranger Die Rolls
Tyzonn, the Mercury Ranger, has a number of abilities and effects that refer to specific die results. These effects can trigger from, and apply to, any Ranger die roll.
This includes both Ranger attacks and other Ranger effects that require die rolls (e.g., Tyzonn's Mercury Guard card). However, this does not include enemy effects that require die rolls (e.g., Cursed Tyzonn's Empowered Lance card).
The final results of a die roll can only be applied once. After the results have been applied, they can no longer be manipulated by other effects.
Liquid Form
Cursed Tyzonn has the Liquid Form enemy card. This card's passive effect prevents the Rangers from dealing hits to an enemy card if another enemy card has more hits. In other words, while this card is in play, it protects all enemy cards from hits except the enemy card (or cards) with the most hits.
In this example, Metal Hunter has more hits than any other card. Therefore, the passive effect of Liquid Form means that the Rangers must defeat Metal Hunter before they can deal hits to the other cards in the combat sequence.
In this example, Liquid Form and Thunderbeam are now tied for the most hits. The Rangers can deal hits to either of these cards, but as soon as one has more hits than the other, it will become the only card they can hit until it is defeated.
Passive Enemy Effects
Both Dai Shi and the Rinshi have enemy cards with passive effects that only apply "once this card has resolved." As with all enemy cards, these effects cease to apply as soon as the card is defeated; they do not last for the rest of the battle.
Jungle Karma Pizza
Jungle Karma Pizza is a new location board that can be used instead of the Command Center. It offers a different benefit to the Rangers.
- During setup, place two action tokens on Jungle Karma Pizza, in addition to any action tokens gained when playing with fewer than five Rangers.
- Any Ranger may flip an action token on Jungle Karma Pizza face down to perform a RECOVER action. During this action, they may recover +1 total shield value of combat cards from their discard pile. At the end of the Action Phase, flip all action tokens on Jungle Karma Pizza face up.
- Rangers cannot power up when they move to Jungle Karma Pizza; that benefit applies only to the Command Center.
Jungle Karma Pizza is treated as the Command Center for the purposes of all other game effects that refer to the Command Center.