Power Rangers: Heroes of the Grid – RPM Ranger Pack
Power Rangers: Heroes of the Grid – RPM Ranger Pack Rulebook
Table of Contents
Table of Contents
- Icon Notes
- Ranger Character Cards
- Zord Cards
- Ranger Combat Decks
- Red Combat Deck (Scott Truman)
- Blue Combat Deck (Flynn McAllistair)
- Yellow Combat Deck (Summer Landsdown)
- Green Combat Deck (Ziggy Grover)
- Black Combat Deck (Dillon)
Icon Notes
- die – a combat die (the cube icon on attack cards).
- hit – the four-point star icon. Where a card shows two hit icons together, it is printed as a pair (a two-hit result).
- energy – the pencil-shaped energy token icon. An energy cost of X means the card's cost is the amount of energy the player chooses to spend, as the card text describes.
- shield – the shield icon at the bottom right of each combat card, showing its shield value.
- ★ – 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.
- SPECIAL – an attack value printed as the word SPECIAL on Final Impact. Its dice are set by the card text.
Ranger Character Cards
Each Ranger character card has a named ability. The ability is written on the card and read as printed.
Ziggy Grover (Ranger Operator Series Green)
Erratic Teleportation: At any time, you may discard 1 card from your hand to move your figure to an outer location of your choice. (You may use this ability in battles you are not participating in.)
Dillon (Ranger Operator Series Black)
Defiant Defense: Once per battle, when any Ranger reveals a card for defense, you may choose 1 card from your hand and remove it from the game. If you do, add 5 shield to the revealed card.
Flynn McAllistair (Ranger Operator Series Blue)
Time Burst: Once per battle, after any Ranger turn in battle when the Rangers played exactly 1 card, they may take an additional turn. During that turn, Rangers may only play maneuver cards.
Summer Landsdown (Ranger Operator Series Yellow)
Energy Burst: Once per battle, when any Ranger spends at least 3 energy to play a card, you may deal 1 hit to an enemy card of your choice.
Scott Truman (Ranger Operator Series Red)
Assault Burst: Once per battle, before rolling dice for an attack, you may add 3 dice to that attack. Skip the next Ranger turn in that battle.
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.
Eagle Racer (Ranger Operator Series Red)
Exhaust this card when any Ranger performs an attack. That Ranger may add 1 die to that attack and ignore the GUARD keyword when choosing a target for that attack.
Lion Hauler (Ranger Operator Series Blue)
Exhaust this card when any Ranger plays a maneuver card. Gain 1 energy. That Ranger may place that card on top of their deck instead of discarding it.
Bear Crawler (Ranger Operator Series Yellow)
Exhaust this card when there is at least 5 energy in the shared pool. Gain 3 energy.
Tail Spinner (Ranger Operator Series Green)
Exhaust this card when any Ranger enters a new location during a battle. That Ranger may draw up to 2 cards and deal an equal amount of hit to an enemy card of their choice.
Wolf Cruiser (Ranger Operator Series Black)
Exhaust this card when any Ranger reveals a card for defense. If that Ranger has 3 cards or fewer in their deck, add 3 shield to the revealed card.
Megazords
The two Megazord cards are read as printed below. Their card text is the only rules text printed on them.
Valvemax Megazord (Power Rangers RPM)
Place 3 energy tokens on this card at the start of each battle (max 3). After any Ranger plays a card, they may remove 1 energy token from this card to place the played card on the bottom of their deck instead of discarding it and draw 1 card.
High Octane Megazord (Power Rangers RPM)
Exhaust this card at the end of any Ranger turn in battle. Gain 2 energy. The Rangers may take an additional turn after this one. The next time any Ranger performs an attack during this battle, add 2 dice to that attack.
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 as printed.
Red Combat Deck (Scott Truman)
Attack Sequence Mustang
Energy cost X. Shield value 1. REACTION.
Play this card at the start of any enemy turn in battle. For each energy spent to play this card, reduce all damage dealt to Rangers by 1 until the end of this turn.
Redline Slash
Energy cost 0. Shield value 2. ATTACK: 2 dice.
If there is no energy in the shared pool, add 1 die to this attack.
Nitro Blaster
Energy cost X. Shield value 1. ATTACK: 3 dice.
You may divide the hit from this attack among a number of targets equal to the amount of energy spent to play this card.
Condor Strike
Energy cost X. Shield value 2. ATTACK: 2 dice.
Deal 1 hit to a number of enemy cards, other than the target, equal to the amount of energy spent to play this card.
Rev the Engines
Energy cost 0. Shield value 3. MANEUVER.
Gain 1 energy. The next time any Ranger performs an attack in this battle, add 2 dice to that attack.
Street Saber Strike
Energy cost 3. Shield value 3. ATTACK: 3 dice.
Before rolling, if any effects add dice to this attack, you may choose 1 of those effects and apply it an additional time.
Blue Combat Deck (Flynn McAllistair)
Weaponized Morph
Energy cost X. Shield value 2. MANEUVER.
Gain 2 energy. Deal 1 hit to a number of enemy cards equal to the amount of energy spent to play this card.
Push the Limit
Energy cost 0. Shield value 2. MANEUVER.
Gain 2 energy. Another Ranger may perform an attack with 2 dice.
Nitro Blaster
Energy cost X. Shield value 1. ATTACK: 3 dice.
You may divide the hit from this attack among a number of targets equal to the amount of energy spent to play this card.
Highland Strike
Energy cost 0. Shield value 2. ATTACK: 2 hit.
★: If this card is revealed for defense, you may add it to your hand instead of placing it on the bottom of your deck or discarding it.
I'm Scottish!
Energy cost 1. Shield value 2. MANEUVER.
Deal 2 hit to an enemy card of your choice. Deal +1 hit to that card if it has already resolved.
★: If this card is revealed for defense, you may add it to your hand instead of placing it on the bottom of your deck or discarding it.
Turbo Cannon
Energy cost 3. Shield value 3. ATTACK: 4 dice (verify count).
After you resolve this attack, any Ranger may immediately play 1 maneuver card.
Yellow Combat Deck (Summer Landsdown)
Power Surge
Energy cost X. Shield value 3. MANEUVER.
Gain an amount of energy equal to twice the amount of energy spent to play this card (max 5).
Loaded Strike
Energy cost 0. Shield value 2. ATTACK: 2 dice.
If there is at least 4 energy in the shared pool, add 1 die to this attack.
Nitro Blaster
Energy cost X. Shield value 1. ATTACK: 3 dice.
You may divide the hit from this attack among a number of targets equal to the amount of energy spent to play this card.
Flare Kick
Energy cost 0. Shield value 2. ATTACK: 1 die + 1 hit.
Gain an amount of energy equal to the number of hit results rolled during this attack.
Stunt Rider
Energy cost 1. Shield value 1. REACTION.
Play this card when any Ranger suffers damage. Reduce that damage by 2. The next time any Ranger performs an attack in this battle, they may divide the hit among any number of targets.
Zip Charger
Energy cost 3. Shield value 3. MANEUVER.
Place this card on your character card. Until the end of this battle, when a Ranger spends energy, place 1 energy token on this card. Discard this card at the start of a Ranger turn to deal 2 hit to an enemy card, +1 hit for every token on this card.
Green Combat Deck (Ziggy Grover)
Trickster
Energy cost 0. Shield value 1. REACTION.
Play this card when any Ranger reveals a card for defense. That Ranger may swap the revealed card with another card in their hand.
Chancey Chop
Energy cost 0. Shield value 2. ATTACK: 2 dice.
Before rolling, choose evens or odds. If the number of hit results you roll matches your choice, gain 1 energy and return this card to your hand instead of discarding it.
Nitro Blaster
Energy cost X. Shield value 1. ATTACK: 3 dice.
You may divide the hit from this attack among a number of targets equal to the amount of energy spent to play this card.
Sneak Attack
Energy cost 0. Shield value 2. REACTION.
Play this card after another Ranger performs a maneuver to immediately perform an attack with 2 dice.
Warped Strike
Energy cost 1. Shield value 3. ATTACK: 1 die + 2 hit.
★: If this card is revealed for defense, add it to your hand instead of placing it on the bottom of your deck or discarding it. Then move your figure to another outer location of your choice.
Turbo Axe
Energy cost 3. Shield value 3. ATTACK: 4 dice (verify count).
You may play this card in any battle, regardless of location. Move your figure to the location of that battle. If you were already in that location, add 2 dice to this attack instead.
Black Combat Deck (Dillon)
Final Impact
Energy cost X. Shield value 3. ATTACK: SPECIAL.
For each energy spent to play this card, add 2 dice to this attack. After resolving this attack, remove this card from the game.
Do or Die
Energy cost 0. Shield value 2. ATTACK: 2 dice.
If at least 2 Ranger Operator Series Black cards are removed from the game, gain 2 energy.
Nitro Blaster
Energy cost X. Shield value 1. ATTACK: 3 dice.
Divide the hit from this attack among a number of targets equal to the amount of energy spent to play this card.
Defy Fate
Energy cost 0. Shield value 2. MANEUVER.
Deal 1 hit to an enemy card of your choice. Then choose 1 combat card that is removed from the game and return it to the top of the corresponding Ranger deck.
Defiant Strike
Energy cost 1. Shield value 1. ATTACK: 3 dice.
★: When this card is revealed for defense, choose a resolved enemy card and deal it an amount of hit equal to this card's shield value.
Rocket Blaster
Energy cost 3. Shield value 3. ATTACK: 4 dice (verify count).
For each Ranger Operator Series Black card that is removed from the game, reduce the energy cost of this card by 1 and add 1 die to this attack.