Power Rangers: Heroes of the Grid – Rangers United
Power Rangers: Heroes of the Grid – Rangers United Rulebook
Table of Contents
Table of Contents
- Icon Notes
- Ranger Character Cards
- Combat Cards
- Zord Cards
- Omega Red Zord (Omega Red Ranger)
- Omega Black Zord (Omega Black Ranger)
- Omega Yellow Zord (Omega Yellow Ranger)
- Solar Zord (Violet Solar Ranger)
- Racer Zord (Beast Morphers Red Ranger)
- Wheeler Zord (Beast Morphers Blue Ranger)
- Chopper Zord (Beast Morphers Yellow Ranger)
- Solar Megazord (Solar Rangers)
- Beast-X Megazord (Beast Morphers Rangers)
- Tronics Foot Soldier Enemy Cards
- Named Enemy Decks
- Triple Threat Card
- Location Boards
- Gaps in This Transcription
Icon Notes
These icons are printed on the cards in place of words. The names used below follow the base game rulebook.
- energy – the pencil-shaped energy icon. Energy is spent from the shared energy pool, gained, or drained as the base game describes.
- hit – the boxed-X icon. Where two hit icons appear together (for example "a [hit][hit] result"), the icons are printed as a pair.
- O result – the die face printed as a circled O. The base game's icon list includes a Miss icon; this file takes the O face to be that icon, which the photographs do not confirm.
- shield – the gold shield icon at the bottom right of each Ranger combat card, showing that card's shield value. On enemy and character text, the shield icon is printed in place of the word.
- die – a combat die, shown as a cube. A row of cubes after ATTACK shows how many dice the attack rolls.
- ★ – the star icon on Beast Morphers combat cards. It marks a special-defense ability that resolves only when the card is revealed for defense.
- X – the cost of a card whose energy cost is X. The value of X is the amount of energy spent to play that card.
- Type icons – the small emblems at the bottom left of each enemy card, and the emblem in each Ranger's name panel, identify which deck or Ranger the card belongs to. They are not explained on the cards.
Ranger Character Cards
Each Ranger character card has a named once-per-battle ability, which is written on the card and read as printed.
Jason Lee Scott (Omega Red Ranger)
Omega Fire Power: Once per battle, when any Ranger performs an attack, you may remove all O results from that attack. If you do, the next time any Ranger performs an attack in this battle, add that many dice to that attack.
Zack Taylor (Omega Black Ranger)
Omega Air Power: Once per battle, at the start of any Ranger turn, you may remove 1 hit token from an enemy card of your choice. If you do, place 1 hit token each on up to 2 other enemy cards.
Trini Kwan (Omega Yellow Ranger)
Omega Earth Power: Once per battle, when any Ranger plays an attack card, they may discard another card with the same name from their hand. If they do, add 2 dice to that attack.
Ellarien (Violet Solar Ranger)
A Light in the Darkness: Once per battle, when you add energy from your personal storage to the shared energy pool, gain 1 energy.
Devon Daniels (Beast Morphers Red Ranger)
Quick Wits: Once per battle, when any Ranger suffers damage, you may draw 1 card. If you do, reduce damage by the number of shields on that card.
Ravi Shaw (Beast Morphers Blue Ranger)
Grid Battleforce Training: Once per battle, when any Ranger reveals a card for defense, if that card has a ★ ability, that ability resolves twice.
Zoey Reeves (Beast Morphers Yellow Ranger)
Problem Solver: Once per battle, when any Ranger draws a card after the Preparation Step, gain 1 energy.
Combat Cards
Each Ranger's combat cards are listed below in the order of the photographed cards. Cost is the number in the top left corner of each card; shields are the gold shield icons at the bottom right. Each distinct card is transcribed once; the photographs show the cards in stacks, and copy counts are not checked against a printed list. Card types (ATTACK, MANEUVER, REACTION) are printed on each card.
Omega Red Ranger (Jason Lee Scott)
Ready Stance (cost 0) – Maneuver. Shields: 1. Gain 1 energy. Deal 1 hit to an enemy card of your choice. Place this card on top of your deck instead of discarding it.
Leading Slash (cost 1) – Attack: 3 dice. Shields: 2. After rolling, you may remove any number of dice from this attack. The next time any Ranger performs an attack during this battle, add an equal number of dice to that attack.
Omega Forever (cost 0) – Reaction. Shields: 1. Play this card at the end of a battle. Roll 2 dice and deal that much hit to an enemy card of your choice.
Take the Initiative (cost 1) – Maneuver. Shields: 2. Play this card at the start of a battle. The Rangers may either ignore the FAST keyword to take the first turn in battle or ignore the GUARD keyword during their first turn in battle.
Fire Strike (cost 0) – Attack: 2 dice. Shields: 3. The next time any Ranger performs an attack during this battle, they may reroll any number of dice during that attack.
Omega Katana (cost 3) – Attack: 6 dice. Shields: 3. You may reroll any number of dice during this attack.
Omega Black Ranger (Zack Taylor)
Tricky Mix-Up (cost 0) – Reaction. Shields: 2. Play this card after another Ranger resolves an attack. Gain 1 energy. You may remove 1 hit token from the target and place 1 hit token each on up to 2 other enemy cards.
Can't Touch This (cost 1) – Reaction. Shields: 3. Play this card when any Ranger suffers damage to reduce that damage by 1 for each enemy card in this battle that has suffered hit or been defeated.
Omega Forever (cost 0) – Reaction. Shields: 1. Play this card at the end of a battle. Roll 2 dice and deal that much hit to an enemy card of your choice.
Fakeout Strike (cost 0) – Attack: 1 die. Shields: 2. Add 1 die to this attack for each enemy card adjacent to the target that has suffered hit or been defeated.
Air Slash (cost 1) – Attack: 3 dice. Shields: 1. You may remove up to 2 dice from this attack before rolling. For each die you remove, deal 1 hit to an enemy card that has not suffered any hit.
Omega Kamas (cost 3) – Attack: 3 dice. Shields: 3. Deal 3 hit, divided among any number of enemy cards adjacent to the target.
Omega Yellow Ranger (Trini Kwan)
Find Weakness (cost 0) – Maneuver. Shields: 1. Gain 1 energy. The next time any Ranger performs an attack during this battle, add 2 hit to that attack.
Tenacious Blow (cost 0) – Attack: 2 dice. Shields: 2. While this card is in your discard pile, its shield value is reduced by 1.
Omega Forever (cost 0) – Reaction. Shields: 1. Play this card at the end of a battle. Roll 2 dice and deal that much hit to an enemy card of your choice.
Earth Smash (cost 1) – Attack: 2 dice. Shields: 2. After you resolve this attack, you may choose cards with a total of up to 2 shields from your discard pile and place them on the bottom of your deck, in any order.
Avalanche Swing (cost 1) – Attack: 2 dice + 1 hit. Shields: 3. If you discard this card from your hand without playing it, you may spend 1 energy to deal 1 hit to an enemy card of your choice.
Omega Maul (cost 3) – Attack: 4 dice. Shields: 3. You may play this card as normal or immediately after another Ranger resolves an attack or maneuver with an energy cost of 1 or zero.
Violet Solar Ranger (Ellarien)
Stronger Together (cost 0) – Reaction. Shields: 2. Play this card after another Ranger uses an ability that is limited to once per battle. That Ranger may use that ability an extra time during this battle.
Nova Flare (cost 2) – Maneuver. Shields: 3. Roll 4 dice and deal that much hit, divided among any number of enemy cards. Remove all energy from the shared energy pool.
Solarix (cost 1) – Maneuver. Shields: 1. Any Ranger may immediately play 1 card without paying its energy cost.
Solar Strike (cost X) – Attack: Special. Shields: 2. Before you play this card, any Ranger may reveal an attack card with an energy cost of 1 or zero. This card gains the energy cost, attack value, and effect text of that card.
Desperate Measures (cost 0) – Attack: 2 dice. Shields: 1. If there is no energy in the shared energy pool, add 1 hit to this attack.
Void Chakram (cost 3) – Attack: 3 dice. Shields: 3. After you resolve this attack, if there is no energy in the shared energy pool, gain 3 energy.
Beast Morphers Red Ranger (Devon Daniels)
Lightning Reflexes (cost 0) – Reaction. Shields: 1. Play this card when any Ranger suffers damage. Before revealing any cards for defense, that Ranger may look at the top card of their deck and may swap it with a card in their hand. Gain 1 energy.
Flicker Jab (cost 0) – Attack: 1 die + 1 hit. Shields: 2. You may remove 1 die from this attack before rolling. If you do, place this card on top of your deck instead of discarding it.
Beast-X Blaster (cost X) – Attack: Special. Shields: 1. This attack deals an amount of hit equal to the amount of energy spent to play this card. Place this card on the bottom of your deck instead of discarding it.
Unleash the Beast (cost 1) – Attack: 2 dice. Shields: 3. After you resolve this attack, another Ranger may discard 1 card from their hand to perform an attack with 2 dice.
Accelerate (cost 0) – Maneuver. Shields: 2. Any Ranger may immediately play 1 card. If it is an attack, add 1 die to that attack.
Cheetah Claws (cost 3) – Attack: 5 dice. Shields: 3. After you resolve this attack, any Ranger may immediately play 1 card. If they do, skip the next Ranger turn in this battle.
Beast Morphers Blue Ranger (Ravi Shaw)
Overheat (cost 1) – Reaction. Shields: 3. Play this card when you perform an attack. Add 2 dice to that attack. If that attack defeats the target, a Ranger of your choice must suffer 3 damage.
Gorilla Smash (cost 1) – Attack: 3 dice. Shields: 1. ★: When this card is revealed for defense, deal 1 hit to an enemy card of your choice.
Beast-X Blaster (cost X) – Attack: Special. Shields: 1. This attack deals an amount of hit equal to the amount of energy spent to play this card. Place this card on the bottom of your deck instead of discarding it.
Heavy Throw (cost 0) – Attack: 2 dice. Shields: 2. Ignore the GUARD keyword when choosing a target for this attack. ★: When this card is revealed for defense, another Ranger may draw 1 card.
Battleforce Technique (cost 0) – Maneuver. Shields: 2. Choose 1 card each from 2 different Ranger discard piles. Place those cards on top of their respective decks. ★: When this card is revealed for defense, gain 1 energy.
Beast-X Cannon (cost X) – Attack: 2 dice. Shields: 3. 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, deal 1 hit to each enemy card adjacent to the target.
Beast Morphers Yellow Ranger (Zoey Reeves)
Rapid Metabolism (cost 0) – Reaction. Shields: 2. Play this card when an enemy card drains energy or deals damage. Prevent up to 3 drain and gain 1 energy.
Backflip (cost X) – Reaction. Shields: 3. Play this card when any Ranger suffers damage. Reduce that damage by twice the amount of energy spent to play this card. Then gain 1 energy.
Beast-X Blaster (cost X) – Attack: Special. Shields: 1. This attack deals an amount of hit equal to the amount of energy spent to play this card. Place this card on the bottom of your deck instead of discarding it.
Tornado Takedown (cost 1) – Attack: 3 dice. Shields: 1. If this attack defeats the target, place this card on top of your deck instead of discarding it. Another Ranger may draw 1 card.
Rabbit Punch (cost 0) – Attack: 2 dice. Shields: 2. After you resolve this attack, you may draw 1 card. If you do, you may perform a second attack with 1 die.
Beast-X Spin Saber (cost X) – Attack: 2 dice. Shields: 3. Add a number of dice to this attack equal to the amount of energy spent to play this card. If you spent at least 3 energy, return this card to your hand instead of discarding it.
Zord Cards
A Zord card is summoned and used as described in the base game rulebook (Zord Cards). Each Zord card's ability is written on the card and read as printed. Exhaust the card to use an ability that says so.
Omega Red Zord (Omega Red Ranger)
Exhaust this card when any Ranger performs an attack. Add 1 die to that attack. Any Ranger may exhaust another Zord card to add 3 more dice to that attack.
Omega Black Zord (Omega Black Ranger)
Exhaust this card when an enemy card is defeated. Gain 1 energy. Any Ranger may exhaust another Zord card to gain +3 energy.
Omega Yellow Zord (Omega Yellow Ranger)
Exhaust this card when any Ranger suffers damage. Reduce that damage by 2. Any Ranger may exhaust another Zord card to prevent that damage entirely.
Solar Zord (Violet Solar Ranger)
Exhaust this card when there is no energy in the shared energy pool. Gain 3 energy.
Racer Zord (Beast Morphers Red Ranger)
Exhaust this card at the start of a battle. Roll 2 dice and deal that much hit to an enemy card of your choice.
Wheeler Zord (Beast Morphers Blue Ranger)
Exhaust this card at any time. Move up to 2 foot soldier figures from any location to an outer location of your choice.
Chopper Zord (Beast Morphers Yellow Ranger)
Exhaust this card to allow any Ranger to shuffle their hand into their deck. That Ranger may then draw up to 5 cards.
Solar Megazord (Solar Rangers)
Exhaust this card during a battle. Gain 7 energy.
Beast-X Megazord (Beast Morphers Rangers)
At the start of each battle, place 3 energy tokens on this card (max 3). Any Ranger may remove 1 energy token from this card to play 1 card from their discard pile as though it were in their hand. If they do, reduce its energy cost by 1.
Tronics Foot Soldier Enemy Cards
The Tronics enemy cards are foot soldier cards: each has a health value, and the skull emblem in the bottom corner. The photographs show these four cards.
Scatter Shots – Health 2. Keywords: FAST, GUARD. Deal 2 damage each to half of the Rangers in this battle (rounded up).
Energy Thieves – Health 2. Keyword: PASSIVE. While this card is in play, each time an adjacent enemy card resolves, drain 1 energy. When this card resolves, drain 1 energy.
Laser Raid – Health 3. Keyword: GUARD. Drain 1 energy. Deal 2 damage to the Ranger with the most cards in their hand.
Cyber Slash – Health 3. Keyword: FAST. Deal 3 damage, unless a Ranger discards 1 card from their hand to prevent it.
Tronics Deployment Cards
The photographs show the fronts of the Tronics deployment cards, each marked TRONICS and showing one, two or three Tronics figure tokens. The backs of these cards, which name the location each deployment goes to, are not in the photographs, so no deployment table is given here. See Gaps in This Transcription.
Named Enemy Decks
The cards below are grouped by the name printed on them. Some cards show only a portrait and a name, and the photographs do not say what type of card they are; these are marked as portrait cards. Each enemy card lists its name, health and keywords, then its effect text.
Dayne
Dayne (portrait card) – Each time an enemy card with the PASSIVE keyword resolves, deal 3 damage to the attached Ranger, then attach this card to any other Ranger in this battle.
Just As Planned – Health 5. Keywords: GUARD, PASSIVE. While this card is in play, Rangers cannot place hit tokens on Dayne cards that have not yet resolved.
Isolate Prey – Health 4. Keywords: FAST, PASSIVE. While this card is in play, Dayne's current nemesis is the only Ranger who can play combat cards. When this card resolves, deal 3 damage to each Ranger.
Plasma Whip – Health 4. Keywords: GUARD, PASSIVE. While this card is in play, each time the ability of Dayne's deployment card resolves, increase that damage by 1.
Bounty Breaker – Health 5. Keyword: FAST. Deal 5 damage. Attach Dayne's deployment card to the Ranger who suffers this damage.
Blinding Shot – Health 4. Keywords: FAST, PASSIVE. While this card is in play, each time a Ranger rolls a [hit][hit] result during an attack, change it to an O result.
Blaze
Blaze (portrait card) – No rules text is printed on this card.
Blaze & Roxy (portrait card) – No rules text is printed on this card. It shows the Blaze and Roxy portraits.
Crimson Sword – Health 6. Keyword: FAST. Each Ranger must search their deck for all cards with exactly 3 shields, then discard those cards and shuffle their deck.
Morph-X Raid – Health 4. Keyword: GUARD. Drain 2 energy. Deal an amount of damage to each Ranger equal to the number of undefeated foot soldier cards in this battle.
Spiteful Slash – Health 4. No keyword. Deal 2 damage to the Ranger with the most cards in their deck. Increase this damage by 1 for each card in their deck.
Shockwave Kick – Health 5. Keywords: FAST, GUARD. Deal 3 damage each to half of the Rangers in this battle (rounded up).
Roxy
Roxy (portrait card) – No rules text is printed on this card.
Sinister Sabotage – Health 6. Keyword: PASSIVE. While this card is in play, each time 1 or more energy is drained, 1 Ranger must discard the bottom card of their deck.
Morph-X Heist – Health 4. Keyword: GUARD. Drain an amount of energy equal to the number of undefeated foot soldier cards in this battle. Deal 2 damage to each Ranger.
Double Chain Guns – Health 4. Keyword: FAST. Deal 2 damage to 2 different Rangers twice.
Heartbreaker – Health 5. Keywords: FAST, GUARD. Drain 2 energy. Deal 2 damage to a single Ranger twice.
Darkonda
Darkonda (portrait card) – No rules text is printed on this card.
Nine Lives – Health 9. Keyword: PASSIVE. While this card is in play, all hit dealt to adjacent Darkonda cards is dealt to this card instead. At the end of each enemy turn, remove 1 hit token from this card.
Rending Slash – Health 4. No keyword. Two Rangers who do not have at least 9 shields total in their discard pile must each discard cards from their hand and/or the top of their deck until they do.
Brutal Pulse – Health 3. Keywords: FAST, GUARD. Deal 3 damage each to 3 different Rangers. This damage cannot be reduced.
Dark Blade – Health 4. Keywords: FAST, GUARD. Deal 9 damage, divided among the Rangers as they choose. This damage cannot be reduced.
Kiya
Kiya (portrait card) – No rules text is printed on this card.
Omega Trident – Health 6. Keyword: FAST. Drain 3 energy. Roll 6 dice and deal that much damage to the lead Ranger.
Grim Conviction – Health 7. Keywords: GUARD, PASSIVE. While this card is in play, each time Kiya rolls an O result, 1 Ranger must discard the top card of their deck.
Necessary Evil – Health 5. Keyword: FAST. Reveal 1 random card from the deck of each defeated monster. Deal an amount of damage to each Ranger equal to the highest health value among those cards.
Deep Scars – Health 5. Keyword: PASSIVE. While this card is in play, at the end of each Ranger turn, roll a number of dice equal to twice the number of defeated Kiya cards in this battle and deal that much damage to each Ranger.
Anointed Strike – Health 4. Keywords: FAST, GUARD. Drain 1 energy. Roll 4 dice and deal that much damage to each of half the Rangers in this battle (rounded up).
Triple Threat Card
Triple Threat – The card shows the name TRIPLE THREAT and three diamond-shaped "?" symbols, and prints no rules text. See Gaps in This Transcription.
Location Boards
Each location board is double-sided. The yellow-rimmed side of each board prints no effect text. The red-rimmed side prints the location effect below, which is transcribed as printed.
Research Lab (location 5)
Red-rimmed side: At the start and end of every round, each Ranger in this location who has no energy in their personal storage may add 1 energy to their personal storage.
Cyber Dimension (location 6)
Red-rimmed side: Rangers in this location cannot add energy to their personal storage.
Command Center Tile
The circular tile shows a building and car park on one side and a red ring with four arrows on the other. Neither side has printed text.
Gaps in This Transcription
- No rule sheet. The box rule sheet for this pack was not available. The rules that the new cards depend on, but that are not printed on them, are not transcribed: how the Tronics deployment cards place figures; how identity cards and deployment cards such as Dayne's, Blaze & Roxy, and Triple Threat function in play; what the Triple Threat boss card does; what the Command Center Tile's arrows mean; and what the yellow triangle numbers on the location boards (5 and 6) mean.
- Deployment backs. The Tronics deployment cards are pictured front only. The location each card deploys to is not shown.
- Copy counts. The photographs show cards in stacks. Each distinct card is transcribed once, and copy counts per deck are not confirmed.
- Icon reading. Shield and dice counts were read from the photographs and spot-checked on Omega Katana and Omega Maul. The "[hit][hit]" die face on Blinding Shot is transcribed as printed, as the photographs show it.
- Expansion rules. Where a card refers to a rule that the base game rulebook covers, that rule applies as written there.