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Unmatched: Jurassic Park – Dr. Sattler vs. T. Rex thumbnail

Unmatched: Jurassic Park – Dr. Sattler vs. T. Rex

Unmatched: Jurassic Park – Dr. Sattler vs. T. Rex Rulebook

Table of Contents

Table of Contents

  • Contents
  • Heroes & Sidekicks
  • How to Play
  • Setup
  • The Field of Battle
    • Spaces and Zones
  • Your Turn
    • Anatomy of a Card
  • Action: Maneuver
    • Step 1: Draw a Card (Mandatory)
    • Step 2: Move Your Fighters (Optional)
    • Boost
  • Action: Scheme
  • Action: Attack
    • Step 1: Declare Target
    • Step 2: Choose and Reveal
    • Step 3: Resolve Combat
    • Winning the Combat
  • Defeating a Fighter
  • Winning the Game
    • Combat Example
  • Special Rules for This Set
    • Dr. Sattler: Insight
    • T. Rex: Large Fighters
  • Team Play
  • Icon Reference
  • Credits

Contents

  • 2 hero miniatures
  • 60 action cards
  • 3 health dials
  • 2 character cards
  • 1 sidekick token
  • 1 gameboard

Dr. Ellie Sattler

  • 30 action cards
  • 1 Dr. Sattler hero miniature
  • 1 Dr. Sattler character card
  • 2 health dials
  • 5 Insight tokens & reference card
  • 1 Dr. Malcolm sidekick token

T. Rex

  • 30 action cards
  • 1 T. Rex hero miniature
  • 1 T. Rex character card
  • 1 health dial

Before you play for the first time, assemble the health dials by punching out the two circles for each character and connecting them with a rivet.

Heroes & Sidekicks

All of your characters in the battle are called your fighters, but your primary fighter is called your hero. Heroes are represented by miniatures that move around on the battlefield.

Your other fighters are called sidekicks. Many heroes have a single sidekick, some heroes have multiple sidekicks, and still other heroes have no sidekick at all. Sidekicks are represented by tokens that move around on the battlefield.

Each hero has a special ability noted on their character card. This card also lists your fighters' stats, including the starting health of your hero and their sidekick. Fighters' health is tracked on separate health dials. Fighters cannot gain health higher than the highest number on their health dial.

How to Play

Players take turns maneuvering their fighters on the battlefield, playing schemes, and attacking their opponent's fighters. To win, you must be the first to defeat your opponent's hero, which happens when they are reduced to zero health.

NOTE: These setup instructions and the following rules are for games with 2 players. For rules on team play with 3 or 4 players, see the Team Play section.

Setup

  1. Place the battlefield on the table.
  2. Each player chooses a hero and takes the corresponding 30 action cards, character card, hero miniature, sidekick tokens, health dials, and any other components for their hero.
  3. Each player sets their hero's starting health and their sidekick's starting health on the matching health dials. Starting health is found on the character cards.
  4. Each player shuffles their action cards to form a single deck and places it face down, then draws 5 cards as their starting hand.
  5. The younger player places their hero in the 1 space on the battlefield. Then they place their sidekicks (if any) in separate spaces within the same zone as their hero. If their hero is in a space that is part of multiple zones, their sidekicks may be in any of those zones.
  6. The older player places their hero in the 2 space on the battlefield, then places their sidekicks based on the same rules as in step 5.
  7. The younger player takes the first turn.

The Field of Battle

Spaces and Zones

The battlefield is made up of circular spaces connected by paths that the fighters will move between. Each space can only contain one fighter at a time.

Two spaces connected by a path are adjacent. Adjacency is used to determine targets of attacks and various card effects.

The spaces of the battlefield are divided into zones, which are indicated by different colored patterns. All spaces with the same colored pattern are part of the same zone (even if they are in different parts of the battlefield).

If a space has multiple colored patterns, it is considered to be part of multiple zones. Zones are used to determine targets of ranged attacks and various card effects.

Your Turn

On your turn, you must take 2 actions; you cannot skip an action. You may choose two different actions or the same action twice.

The possible actions are:

  • Maneuver
  • Scheme
  • Attack

You have a hand limit of 7 cards. At the end of your turn, if you have more than 7 cards in your hand, you must discard down to 7 cards, placing any discarded cards in your discard pile.

Then it is your opponent's turn.

Anatomy of a Card

  • A — Overall card type: Attack, Defense, Scheme, or Versatile (attack or defense).
  • B — Attack or defense value (if any).
  • C — Fighter allowed to use the card.
  • D — Name of the card.
  • E — Effect when played (if any).
  • F — BOOST value.
  • G — Deck that the card appears in.
  • H — Number of copies in the deck.

Each hero's deck is different, though they may share some cards with other heroes' decks.

Action: Maneuver

When you take the maneuver action, you first draw the top card of your deck, then you may move your fighters.

Step 1: Draw a Card (Mandatory)

Draw the top card of your deck and add it to your hand.

You can have more than 7 cards in your hand during your turn, but you must discard down to 7 cards at the end of your turn.

Drawing cards — whether via the maneuver action or due to a card effect — is mandatory, unless otherwise specified.

When your deck is empty, your fighters are exhausted. If you need to draw a card while your fighters are exhausted, do not reshuffle your discard pile. Instead, each of your fighters immediately takes 2 damage.

Step 2: Move Your Fighters (Optional)

Your character card lists your move value. During this step, you may move each of your fighters, one at a time, a number of spaces equal to or less than your move value. You may also choose to BOOST your movement (see below).

When you move a fighter, each space they move into must be adjacent to their previous space. You may move a fighter through spaces occupied by other friendly fighters (i.e., your own fighters) but they cannot end their movement in an occupied space. You may not move a fighter through spaces occupied by opposing fighters.

You may move your fighters in the order of your choice, but must finish each fighter's move before starting the next. You are not required to move all of your fighters the same distance as each other; you get to choose for each fighter. You are allowed to move a fighter zero spaces.

NOTE: If an effect ever lets you move your opponent's fighters, you must respect all of the same movement rules, but from your opponent's perspective.

Boost

When you take the maneuver action, you may boost your movement. To do this, discard 1 card from your hand and add that card's BOOST value to your move value. Ignore any effect on the discarded card.

Certain effects (like T. Rex's Thrash card) allow you to boost other things, such as the value of an attack.

Cards that can no longer legally be played — because the corresponding fighter or fighters have been defeated — may still be discarded from your hand to boost.

Action: Scheme

When you take the scheme action, you choose a scheme card (indicated by the scheme icon) from your hand and play it onto the table, face up.

You must declare which of your fighters is playing the scheme card; they are the active fighter. Each card in your deck indicates which fighters are allowed to play it. You may not play a scheme card if the listed fighters are defeated.

Resolve the card's effect, then place the card into your discard pile.

Discard piles: Maintain your own discard pile. All cards, once played and resolved, should be placed in the discard pile. Keep your discard pile face up to differentiate it from your deck. Both you and your opponent are allowed to look through your discard pile at any time.

Action: Attack

When you take the attack action, you must declare which of your fighters is performing the attack; they are the active fighter. You may not take the attack action if you do not have an attack card in hand or if none of your fighters have valid targets to attack.

Step 1: Declare Target

Any fighter may target a fighter in an adjacent space, regardless of what zone they are in.

Fighters with melee attacks (indicated by the melee icon) may only target a fighter in an adjacent space.

Fighters with ranged attacks (indicated by the ranged icon) may target an adjacent fighter or they may target a fighter anywhere in the same zone, regardless of adjacency.

Step 2: Choose and Reveal

As the attacker, you must choose an attack card from your hand and play it face down in front of you; it must be a card that your attacking fighter is allowed to use. Then the defender may (but is not required to) choose a defense card from their hand and place it face down in front of them; it must be a card that their defending fighter is allowed to use. Once both players have chosen their cards, reveal them at the same time.

Versatile cards: Cards with the versatile icon are versatile cards. They can be used as attack cards or defense cards. Versatile cards also count as both attack cards and defense cards for the purposes of other game effects.

Step 3: Resolve Combat

Most cards have effects, with labels indicating when they occur: IMMEDIATELY, DURING COMBAT, or AFTER COMBAT. Unless otherwise specified, card effects are mandatory (which can result in dealing damage to your own fighters or other negative effects).

If two effects would ever appear to resolve at the same time, the defender's effect resolves first.

After cards have been revealed, resolve any effects that occur IMMEDIATELY. Then resolve any effects that occur DURING COMBAT.

Then determine the result of the combat. The attacker deals combat damage to the defender equal to the value of their played attack card. If the defender played a defense card, subtract the value of their played defense card first. For each damage that the defender takes, reduce that fighter's health by one, adjusting their health dial accordingly.

After the result of the combat has been determined, resolve any card effects that occur AFTER COMBAT. Even if a player's fighter is defeated during the combat, as long as that does not trigger the end of the game, any AFTER COMBAT effects of their played card still resolve.

After card effects are resolved, resolve any other game effects that occur after combat, such as a hero's special ability.

Finally, all played cards are placed in their respective discard piles.

Winning the Combat

Some AFTER COMBAT effects check to see who won the combat.

The attacker won the combat if they dealt at least one combat damage (i.e., damage to the defender from the attack itself, not from any effects).

The defender won the combat if they took no combat damage from the attack itself (even if they took damage from effects).

Defeating a Fighter

When one of your fighters is reduced to zero health, for any reason, they are defeated.

If your hero's sidekick is defeated, immediately remove that sidekick token from the battlefield.

If your hero is defeated, you immediately lose the game.

Winning the Game

When your opponent's hero is defeated, which happens when they are reduced to zero health, the game ends immediately and you win! (In a team game, both opposing heroes must be defeated.)

Combat Example

Jara is playing T. Rex. Sayid is playing Dr. Sattler. It's Jara's turn, and they want to attack Dr. Malcolm.

Jara attacks Dr. Malcolm with T. Rex. Although T. Rex is two spaces away from Dr. Malcolm, Jara can still attack because T. Rex is large. Jara picks Thrash, hoping to get some damage in on Dr. Sattler as well. Jara plays Thrash (value 2, usable by T. Rex only, x3 in deck: DURING COMBAT: You may BOOST this card. AFTER COMBAT: If you won the combat, deal 1 damage to each opposing fighter in T. Rex's zone.) as an attack card, face down.

Sayid plays Hey! Hey! Hey! (value 3, usable by any Dr. Sattler fighter, x1 in deck: AFTER COMBAT: Move your other fighter up to 4 spaces.) as their defense card, face down.

Thrash has a DURING COMBAT effect. Right now, T. Rex is losing the combat, so Jara decides to BOOST the attack. Jara discards Ripples in the Water (value 2, usable by T. Rex, BOOST value +2: Place T. Rex in any space in her zone. Then, each opponent with a fighter adjacent to T. Rex discards 1 random card.) and adds its BOOST value of 2 to the attack, for a total of 4. Dr. Malcolm's defense value is 3, so T. Rex deals 1 damage to Dr. Malcolm.

Both cards have an AFTER COMBAT effect. The defender (Dr. Malcolm) resolves Hey! Hey! Hey! first. Sayid moves Dr. Sattler away from T. Rex and, importantly, out of T. Rex's zone. Since Dr. Sattler moved to a new space, Sayid places an insight token in Dr. Sattler's new space.

Then the attacker (T. Rex) resolves Thrash's effect. Dr. Malcolm is in T. Rex's zone, so Dr. Malcolm takes 1 damage. Dr. Sattler is not in T. Rex's zone, so she takes no damage.

Special Rules for This Set

Dr. Sattler: Insight

Dr. Sattler and Dr. Malcolm study the battlefield to gain insight, giving them an advantage against their opponents. You have 5 insight tokens. At the start of the game, place them off the board near your character card.

You place insight tokens on the board by moving your fighters (and from certain effects on their cards). Whenever either of your fighters moves to a new space, place an insight token in their new space. You may place a token when they move for any reason — whether as part of a maneuver action or as part of an effect, whether yours or an opponent's. If only one fighter moves, place one token; if they both move, place one in each space. You do not place a token if you take the maneuver action but do not move them. You do not place a token if they are "placed" in a new space as a result of an effect instead of moving there.

Insight tokens may be placed in spaces with other tokens, including other insight tokens. You may not move an insight token once it is placed on the board. If you would place an insight token but don't have any in your supply, nothing happens.

Insight tokens have no effect themselves but many of your cards interact with them. When you remove insight tokens from the board, return them to your supply. You can place them on the board again in the future.

T. Rex: Large Fighters

T. Rex is a large fighter. Only fighters that are identified as "large" on their character card are considered large. (Other heroes that might normally be described as large, such as Bigfoot, are not large fighters.)

Being large has a number of effects.

T. Rex has a larger base on her figure and often occupies two spaces. When moving into a space, position her so the front of her base is centered on the space. The back of her base should point toward the last adjacent space she moved from. If her base overlaps any part of that space, she occupies both spaces. (If there is any doubt as to whether part of the base is in the second space, treat it as being in the space.) If T. Rex is in two spaces, she is in all zones on both spaces and is adjacent to all spaces that are adjacent to either space.

When you start moving T. Rex, you may start from either space she occupies. You do not need to spend any movement to "turn around" and may rotate her direction at any point during her move.

T. Rex may make a melee attack against an opposing fighter in any space adjacent to her or up to 2 spaces away. When she occupies two spaces, she may attack from either space.

When placing T. Rex as part of setup or an effect, the player doing the placing decides which adjacent space she will occupy. T. Rex may not share either space she occupies with another fighter. When an effect targets multiple spaces, T. Rex may only be targeted once. Some effects state that they do not affect large fighters like T. Rex — such as the one-way paths on the Raptor Paddock battlefield in Jurassic Park InGen vs. Raptors.

Team Play

NOTE: You cannot use Team Play rules with just the Dr. Sattler vs. T. Rex set. You will need more figures and maps that have 3 and 4 spaces.

You can play Unmatched in teams of 2. Teammates sit next to each other on the same side of the battlefield, and they may communicate about their cards and tactics, but each player controls their own hero and sidekicks. Your teammate's fighters are considered friendly fighters. For team play with three players, one player will control both heroes and sidekicks for one team.

Choose a battlefield with four starting spaces. (Some battlefields have only two starting spaces and therefore cannot be used for team play.)

During setup, players place their heroes in alternating order:

  • First player on Team A places their hero in the 1 space.
  • First player on Team B places their hero in the 2 space.
  • Second player on Team A places their hero in the 3 space.
  • Second player on Team B places their hero in the 4 space.

When placing their hero, each player also places their sidekicks within the same zone, as normal.

During the game, players take turns in alternating order:

  • First player on Team A takes their turn.
  • First player on Team B takes their turn.
  • Second player on Team A takes their turn.
  • Second player on Team B takes their turn.

This order repeats for the rest of the game.

When a player's hero is defeated, immediately remove that hero miniature from the battlefield. That player still takes their turns as normal, as long as they have at least one sidekick left. If all of a player's fighters are defeated, they are eliminated and do not take any more turns.

When both heroes on one team have been defeated, the opposing team wins!

Icon Reference

  • Attack icon: This card can only be used to attack.
  • Defense icon: This card can only be used to defend against an attack.
  • Versatile icon: This card can be used to attack or defend.
  • Scheme icon: As an action, this card can be played for its effect.
  • Ranged icon: This fighter may make ranged and melee attacks.
  • Melee icon: This fighter may only make melee attacks.

Credits

Unmatched is a production by Restoration Games and Mondo Games from back when dinosaurs ruled the earth. It was restored from Star Wars: Epic Duels, designed by Craig Van Ness and Rob Daviau and published by Milton Bradley. Zone rules inspired by the Pathfinding System from Tannhäuser, designed by William Grosselin and Didier Poli and published by Fantasy Flight Games.

  • Game Restoration: Rob Daviau, Justin D. Jacobson, Brian Neff and Noah Cohen
  • Graphic Design: Chris Bilheimer, Jason Taylor, Lindsay Daviau and Tim League
  • Cover and Card Illustration: Florian Bertmer
  • Board Illustration: Simon Prades
  • Project Management: Jayme Boucher and Suzanne Sheldon
  • Licensing: Tim Wiesch
  • Miniature Creative Team — Art Direction: Brock Otterbacher
  • Art Direction/Conceptual Artist: Michael Bonanno
  • Sculpture: Bigshot Toyworks

Thank you to everyone who helped playtest the game! You're all wonderful people. We mean it.

Additional thanks to Peter Aoun, who helped make this game possible.

©2021 Restoration Games, LLC. The following are trademarks of Restoration Games, LLC: Restoration Games, the Restoration Games logo, Unmatched, the Unmatched logo, the "In Battle, There Are No Equals" tagline, and all associated trade dress. Mondo and the Mondo logo are trademarks of Mondo Tees, LLC and are used with permission. Restoration Games, LLC is located at 12717 W SUNRISE BLVD, #244, Sunrise, FL 33323.

Jurassic Park is a trademark and copyright of Universal Studios and Amblin Entertainment, Inc. Licensed by Universal Studios. All rights reserved.

Actual components may vary from those shown. Made in China. THIS PRODUCT IS NOT A TOY. NOT INTENDED FOR USE BY PERSONS 13 YEARS OF AGE OR YOUNGER.

www.restorationgames.com