Rivales: Capítulo 2 – Ciencia
Rivales: Capítulo 2 – Ciencia Rulebook
Table of Contents
Table of Contents
Components
Each fighter has 11 cards:
- 1 fighter card: contains a life bar, victory symbol, special ability and maximum combo with its bonuses.
- 10 movement cards: of 3 types:
- x4 basic (light-blue diamond): the same for all fighters, universal techniques.
- x5 unique (orange circle): special movements and techniques of each fighter.
- x1 ultra (pink hexagon): the fighter's most powerful technique. This card starts on the table face up.
Setup
Each player:
- Selects a fighter, takes their deck and places the character card on their side of the table, with the victory symbol in grey face up.
- Separates their ultra (pink hexagon) card and places it face up. It can only be picked up when the icon of this card is uncovered on the life bar.
- Shuffles the remaining 9 cards and forms their deck, left face down.
- Draws 5 cards from the deck and chooses one of them to use as a life marker (heart), which is placed fully covering the life bar.
- The 4 remaining cards are their starting hand.
How to Play
The goal is to win the fight by defeating the rival in 2 out of 3 rounds. Each round lasts a maximum of 7 clashes, and may end earlier if a K.O. occurs.
Clashes
Each clash begins with both players simultaneously playing 1 card from their hand, face down, adjacent to their last played card and facing each other. Players decide whether or not to boost Speed / Damage (see the Energy section), both cards are revealed at the same time and the immediate effects (stopwatch/lightning icon) are resolved.
If both have immediate effects, they are resolved respecting the priority order by type: ultra (pink hexagon), then basic (light-blue diamond), then unique (orange circle). If they are of the same type, whoever has more Speed resolves first. Once the immediate effects are resolved, the Speed values of the cards are compared.
NOTE: Some effects have a requirement (text in red) that must be met in order to execute them.
Speed
Calculated by adding the base value (printed on the card) + bonuses (from effects or combo). In case of a tie, the priority order by type is applied: ultra, then basic, then unique.
Equal Speed and Card Type
If both values are equal there is an exchange: both fighters flip their active card, each receives 1 Damage ignoring guard (Guard), and the clash is over.
Whoever has the higher Speed is the attacker, and their rival is the defender. LET THE FIGHT BEGIN!
Attack
The attacker's Damage equals its base value (printed on the card) + bonuses (from effects or combos).
Defense
If the defender's card has Guard points, they are subtracted from the attacker's Damage: if the result is 1 or more, Damage is dealt. If no Damage is dealt the clash ends immediately, leaving both cards face up.
Damage
If the defender receives 1 or more points of Damage, they must flip their card, cancelling its effect. They must also move their life marker to the right as many spaces as Damage received.
End of Round / Game
If a fighter uncovers K.O. with their life marker, they lose immediately, ending the round. If nobody is K.O. and 7 clashes have not been played, a new one begins, each player drawing 1 card from their deck as long as it is not exhausted, or otherwise playing with what is left in hand. If the ultra icon (pink hexagon) was uncovered on their life bar during the clash, they will also take their ultra card.
At the end of the seventh clash the round ends, and whoever has more life wins. In case of a tie the round is considered won by both fighters. The game ends when a player wins 2 out of 3 rounds. If after 3 rounds there is a tie, a final round is played and the first to cause 1 or more Damage is the winner.
Energy
Each flipped card is 1 energy, which can be used to boost Speed / Damage / Guard.
Illustration: active clash (before revealing the card), x2 energies available (turn 5).
Boost Speed / Damage
Before revealing the played card, if someone has energy they may decide to use it to boost that card. For each energy used, they must move one of their flipped cards down. They cannot reuse it unless some effect indicates so.
- x1 energy = +1 Damage
- x2 energies (*) = +1 Speed
- x3 energies (*) = +1 Speed and +1 Damage
- (*) The energies do not need to be adjacent.
Illustration: spend 2 energies to boost (+1 Speed).
NOTE: If both players have energy available, whoever has won a clash most recently decides whether to boost Speed / Damage or to pass. Then their rival does the same and the cards are revealed.
Boost Guard
Only the defender:
During the defense, the defender can increase their Guard by as many points as energy they wish to exhaust.
Illustration: active clash (after revealing the card): boost Guard +1.
Combos
Cards with links (chain link icon) are considered in combo if at least 2 of them are face up and adjacent. When the cards in a clash enter a combo, the bonus described on the fighter card is obtained.
Illustration: (A) a card with a link starts a combo; (B) the next card with a link in the clash receives the bonus.
Chained Combos
Some fighters can chain more than one link. When the cards in the clash enter a combo forming 2 or more links, the player adds the bonuses described on the fighter card.
Illustration: (A) + (B) chained combo bonuses of +2 and +1, the third card adding +3 in the example.
Maximum Combo
When a player executes their maximum combo (indicated on their fighter card), the last card of that combo is moved down, cutting it and indicating that the next card will start a new combo.
Illustration (C): the last card of the maximum combo is moved down.