TURN SEQUENCE • Play cards from your hand. • Total up your

Transcription

TURN SEQUENCE • Play cards from your hand. • Total up your
TURN SEQUENCE
• Play
cards from your hand.
• Total
up your Power and purchase cards with total cost less than or equal
to that total.
•
As
soon as you buy or gain a card, place it into your discard pile,
unless instructed otherwise.
•You
may play additional cards even after making purchases.
END OF TURN
•
Resolve
any “at the end of your turn” effects.
•Place
all the cards you played and any remaining cards from your hand into your
discard pile, and draw a new hand of five cards.
•
Fill
•
If
each empty slot in the Line-Up with a card from the top of the main deck.
the top card of the Stage stack is face down, flip it face up.
Do not reshuffle your discard pile just because you have no cards in your deck.
Wait until you must draw, discard, or reveal a card from your deck. Then shuffle
your discard pile, and it becomes your new deck.
The game ends immediately when either of the following two conditions is met:
•
You
are unable to flip up to a new Stage on the stack.
•
You
are unable to refill all five slots of the Line-Up.
©CAPCOM. Licensed for use by Cryptozoic Entertainment.
©2014 Cryptozoic Entertainment.
25351 Commercentre Dr., 2nd Floor, Lake Forest, CA 92630
www.cryptozoic.com
Made in China.
OVERVIEW
In the Street Fighter Deck-building Game, you take on the role of Ryu, Chun-Li,
Vega or one of the other fierce combatants in a competition to determine who
reigns supreme! While you begin with only the ability to Punch your foes, you will
add new, more powerful cards to your deck. Defeating as many stage bosses as
possible is your goal. In the end, the player who has accumulated the most Victory
Points from the cards in his or her deck wins the game.
CONTENTS
221 Game Cards
• 36 Punch Starting Cards
• 16 Vulnerability Starting Cards
• 14 Ultra Cards
• 16 Kick Cards
• 8 Stage Cards
• 20 Weakness Cards
14 Oversized Super Heroes
1 Rulebook
SETUP FOR YOUR FIRST GAME
1. Your Super Hero and Starting Deck
You play one of 14 different Heroes or Villains from the world of CAPCOM.
For the purposes of this game, the playable Villains are Super Heroes as well.
After all, they’re a hero to someone! Shuffle the 14 Super Heroes and deal one
to each player or choose your favorite character. Place the remaining Super
Heroes face down in the middle of the table in a single stack. They will be used
later. Each player begins with a starting deck of seven Punch cards and three
Vulnerability cards. You will use your Punch cards to buy more powerful cards
to add to your deck, improving it as the game goes on. Vulnerability cards
represent things that occasionally cause a Super Hero to falter. They do nothing for
you when drawn or played.
PUNCH
PUNCH
PUNCH
PUNCH
PUNCH
PUNCH
PUNCH
VULNERABILITY
VULNERABILITY
VULNERABILITY
STARTER
STARTER
+1 Power
STARTER
+1 Power
STARTER
+1 Power
STARTER
+1 Power
STARTER
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+1 Power
STARTER
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+1 Power
STARTER
STARTER
STARTER
20
1
20
0 0
0 0
0 0
0
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+1 Power
20
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20
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20
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20
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20
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20
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20
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20
0 0
0
TYPES OF CARDS
RYU
Card Type
Counter-Attack: Put a non-Starter card in your discard pile or
in play with an even cost (other than a Location) under your
Super Hero.
PUNCH
VULNERABILITY
METSU HADOKEN
STARTER
STARTER
ULTRA
+1 Power
RYU
+2 Power
Attack: Each foe discards a card and an additional card for every 5
Power you have played this turn.
Defense: You may shuffle this card into your deck to avoid an Attack.
If you do, draw a card and Counter-Attack against the attacker.
0
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20
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20
0
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21
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Cost
SUPER HERO
STARTER CARDS
USA
STAGE 1
7
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51
ULTRA
WEAKNESS
SETH
URIEN
VILLAIN
VILLAIN
Play the top two cards of the main deck, then return
them in any order.
+2 Power
Defense: You may discard this card to avoid an Attack.
If you do, draw a card.
8
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1
3
When you play this card, return it to the Weakness stack.
Abilities
Ongoing: Once during each of your turns, put the top card
of the main deck under your Super Hero.
Card Type
Special Rules Text
LOCATION
When you play this card, leave it in front of you for the rest
of the game.
6
Weakness cards reduce your score at the end of the game.
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1
0
Victory Points
LOCATION
VILLAIN
ROSE
HUNDRED HAND SLAP
HERO
+1 Power
You pay 1 less to buy cards under your Super Hero this turn.
VILLAIN WITH ATTACK
WEAKNESS
CHUN-LI’S BRACELETS
SUPER POWER
EQUIPMENT
EQUIPMENT
Reveal the top two cards of your deck and draw one of
them. You may discard the other or leave it on top.
Play the top card of each foe's deck, and then return them.
Draw a card.
Defense: You may reveal this card from your hand to avoid
an Attack. If you do, discard any card from your hand.
Card Name
TANDEN ENGINE
Victory Points
HERO
2
3
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21
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21
7
Abilities
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1
3
Cost
SUPER POWER
EQUIPMENT
EQUIPMENT
DEFENSE
WITH
The different card types that you can play are: Starter, Villain, Location, Hero, Super
Power, Ultra, and Equipment. Weakness cards have no card type.
2
2. The Main Deck
Most of the cards that you will add to your deck as the game progresses come from
the main deck. Shuffle the main deck and place it in the middle of the table. None
of the following cards should ever be placed into the main deck: Stage, Punch,
Vulnerability, Kick, Ultra, Weakness, or the oversized Super Heroes.
The main deck is made up of every other card in the game (111 cards total).
3. Ultra Cards
Find your Super Hero’s Ultra move card and place it face up underneath your
oversized Super Hero. More on how to acquire that later.
4. The Stages
The 8 Stage cards are numbered from 1 to 8. Place them face down and in order
with Stage 8 on the bottom and Stage 1 on the top. Then flip the top card face up
so America can be seen.
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10
USA
STAGE 1
LOC ATI ON
front of you for the rest
When you play this card, leave it in
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Ongoing: Once during each of your Hero.
of the main deck under your Super
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+1 Power
You may destroy a card in your hand or discard pile for each
other Hero you play or have played this turn.
+2 Power
At end of game, this card is worth 1 VP for each different Attack
card in your deck.
21
©CAPCOM
2
+1 Power
Look at the bottom card of your deck. You may put it on
top of your deck or discard it.
SUPER POWER
1
©CAPCOM
5
+3 Power and choose a foe.
Attack: That foe puts a Weakness on top of his deck.
VILLAIN
USA
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of your turns, put the top
of the main deck undereach
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your Super Hero.
STAGE 1
When you play this card, leave
it in front of you for the rest
of the game.
LOCAT ION
7
Once you have arranged the main deck, the Line-Up, and the other stacks, it will look something like the
above. Your opening five cards in the Line-Up will vary. At the start of the game, there should be 16 Kicks,
8 Stages, and 20 Weaknesses in their respective stacks.
21
HERO
EQUIPMENT
©CAPCOM
+1 Power for each Super Power you play or have played this turn
(including this one).
51
SUPER POWER
GILL
33
YOGA TELEPORT
©CAPCOM
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KEN MASTERS
©CAPCOM
AKUMA’S GI
2121
HYAKURETSUKYAKU
+2 Power
+2 Power
Power
+2
THE LINE-UP
SUPER POWER
SUPE R POWER
POWE R
SUPER
MAIN DECK
THE STACKS
21
Next, place the Kick, Stages, the remaining face-down Super Heroes, and Weakness stacks at the
end of the Line-Up. You may want to turn these stacks perpendicular to the board so that everyone can reach them.
You will always use all 16 Kicks and all 20 Weaknesses each game. Kicks and Stages are always available to be
bought or defeated during your turn (while cards remain in their stacks). Weaknesses are never bought; they are
gained only through unfriendly card effects. The main deck and the four stacks of cards on the end are not part of
the Line-Up.
After shuffling the main deck, place the top five cards from the main deck into the Line-Up. No board is
necessary to play this game; just reserve space for each card.
5. The Line-Up
KICK
KICK
KICK
WEAKNESS
WEAKNESS
WEAKNESS
WEAKNESS
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4
GAMEPLAY
Randomly determine a player to go
first. Players take turns in clockwise
order.
Each turn, you may buy cards
from the Line-Up, Kick cards,
and/or the top card of the Stage
stack to improve your deck.
Cards you buy or gain are
always immediately placed into
your discard pile unless you are
instructed otherwise. Discard
piles are always face up. Soon
they’ll be shuffled into your deck,
and then you’ll be drawing these
newer, more powerful cards into
your hand so you can play them.
Buying powerful cards builds up
the effectiveness of your deck.
That’s why it’s called a “deckbuilding game.”
VEGA
Counter-Attack: Put an Attack card from your discard pile or in
play under your Super Hero.
©CAPCOM
You can buy any number of available cards with cost less than or equal to the
amount of Power you have for the turn. For example, your Punch cards each
give you +1 Power. If you draw four of them and no other cards with any Power
bonuses, your total Power for the turn is 4. You can buy a single card with cost 2,
3, or 4, or even two cards each with cost 2, assuming these options are available.
Kick cards are (usually) available if the cards in the Line-Up are too expensive. You
may buy more than one during your turn if you wish. You may pass if you cannot
buy or do not wish to buy any cards.
Vulnerability cards provide no Power. Since they weaken your draws and deck, you
should try to destroy them as soon as possible. You may play them if you wish, but
they have no effect when played. They are not discarded until the end of your turn
when you discard all cards you have played and any cards that you have kept in
your hand.
Order of Playing Your Cards
On your turn, you get to play the cards in your hand in the order of your choosing.
When you play a card, its game text resolves immediately. After playing all the
cards you wish to play at that time, total up the Power you have accumulated. Then
choose to buy from the Line-Up or the face-up stacks. You do not have to play all of
the cards in your hand before you start making purchases if you don’t want to. You
may play additional cards even after making purchases.
Most cards you play have simple effects such as +Power, card drawing, or an
Attack. The order in which you play these cards typically does not matter.
5
Ending Your Turn
1.Resolve any “at the end of your turn” effects.
2.Place all the cards you played and any cards remaining in your hand into your discard pile. Any unspent Power from cards played during the turn is lost.
Draw a new hand of five cards and pass the turn to the player on your left.
3.If any of the slots in the Line-Up are empty, draw cards off the main deck and add them to the Line-Up. Do not replace empty slots as soon as you buy or gain a card from the Line-Up.
4.If the top card of the Stage stack is face down, flip it face up.
Sample Turn Sequence
VULNERABILITY
+
STARTER
PUNCH
PUNCH
PUNCH
PUNCH
=
STARTER
STARTER
+1 Power
STARTER
+1 Power
STARTER
+1 Power
+1 Power
©CAPCOM
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20
0
20
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20
©CAPCOM
20
0 0
0 0
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20
KEN MASTERS
HERO
+1 Power
You may destroy a card in your hand or discard pile for each
other Hero you play or have played this turn.
©CAPCOM
21
4
After shuffling up your starting cards, you draw a hand of four Punches and
one Vulnerability for your first turn. You may play the four Punches for a
total of 4 Power, which is enough to buy Ken Masters from the Line-Up. After
buying it, you put it into your discard pile. The Vulnerability provides you with
no additional Power. Once you have played and bought all the cards you want,
discard the cards you have played and any remaining in your hand and then draw
a new hand of five cards. Play proceeds to the player on your left.
END OF GAME
The game ends immediately when either of the following two conditions is met:
•You are unable to flip up a new Stage on the stack.
•You are unable to refill all five slots of the Line-Up.
Return all Locations you have in play, all cards in your hand, and all cards in your
on cards in their
discard pile to your deck. Then, players total up the Victory Points
deck. Weakness cards in your deck at the end of the game will subtract Victory Points
(VP) from your total. The player with the highest VP total is crowned the winner! In case
of a tie, the player with more Stage cards wins. If there is still a tie, the tied player with
the most cards in his deck is the winner.
After a winner has been determined, each player will need to take apart their deck,
placing all of the cards back into their proper stacks. Be sure to keep the Ultras and
Stages out of the main deck.
6
ADDITIONAL RULES
Attacks and Defenses
Some cards allow you to Attack one or more
other players in the game. When you play
a card with an Attack ability, each player
affected by the Attack has an oppor tunity to
avoid it with a card that has a Defense ability.
A player using a Defense card’s ability avoids
the Attack only for that defending player. Any
players who don’t avoid the Attack are then
affected by the Attack card’s ability. Avoiding
an Attack does not negate any other abilities
(like +1 Power) of a card, unless an ability
specifically counts the players successfully hit by
the Attack. A player may only play one Defense
card per Attack.
DASH STRAIGHT
SUPER POWER
+1 Power and draw a card.
Defense: You may discard this card to avoid an Attack. If you
do, draw a card, and you may destroy a Weakness in your
discard pile.
BALROG’S GLOVES
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21
4
EQUIPMENT
+1 Power and choose a foe.
Attack: That foe puts a Weakness on top of his deck.
©CAPCOM
1
2
Challenging a Stage Boss
When you have accumulated enough Power
in a turn, you can choose to challenge a Stage
Boss. These are considered “Super-Villains.”
The amount of Power needed to defeat the
Stage Boss is found in the lower right corner
of the current Stage card. If you choose to
challenge the Boss and can meet or exceed its
cost, remove the top card of the oversized Super
Hero stack. Then flip it face up. That character
Counter-Attack: Put a Hero in your discard pile or in play under
your Super Hero.
is the Boss/Super-Villain of the current Stage.
On that character is a Counter-Attack that you
(and only you) must deal with immediately. You
have not yet acquired the Stage card during this challenge, so it cannot
be affected by the Counter-Attack. You can simply allow the CounterAttack to hit you, or you may play a Defense card from your hand to
avoid it. You cannot defend yourself with a Defense card that you have
already played this turn.
M. BISON
©CAPCOM
Remove the Stage you defeated from its stack and place it into your
discard pile. The next card in the Stage stack remains face down until
your turn is over. A player may only defeat one Stage per turn. Remove
the defeated Boss card from play and leave the next one face down. No
one will know who the next Stage Boss is until he is later challenged. 7
JAPAN
Stage Cards in Your Deck
LOCATION
STAGE 3
When you play this card, leave it in front of you for the rest
of the game.
Ongoing: Once on each of your turns, reveal the top card of the
main deck. If it's a Hero, gain it, and put it on top
of your deck.
©CAPCOM
61
Stage cards are also Locations. Like any other card
you acquire, the experience gained defeating a Boss/
Stage will aid you in your future turns. When you play
a Location from your hand, it will remain in play for
the rest of the game (unless a card says otherwise).
The word Ongoing is a reminder that this card keeps
working for you turn after turn.
9
Counter-Attacks & Ultras
Your own Super Hero’s Counter-Attack can be activated
by playing your Ultra card as a Defense when you
are Attacked by another player. Read the text of your
Counter-Attack to the player that you are CounterAttacking. It will be the attacker who suffers the effects
of your Super Hero’s game text, not you. Several
Counter-Attacks affect cards “in play” or in a discard
pile. The affected player does not choose either “in
play” or “discard pile.” They must look in both areas
and then choose card(s) to be affected. The cards an
attacker has played during his turn are in play.
SHINRYUKEN
ULTRA
KEN
+2 Power
Attack: Each foe discards a card and an additonal card for each
Hero you have played this turn.
Defense: You may shuffle this card into your deck to avoid an Attack.
If you do, draw a card and Counter-Attack against the attacker.
©CAPCOM
21
6
Counter-Attacks are Attacks. A Counter-Attack from a Boss or another player
may be avoided by utilizing a Defense card. A player may not use a Defense they
have already played to avoid a Counter-Attack. When you know you are going
to play an Attack, you may want to hold a Defense card in your hand if you wish
to avoid a potential Counter-Attack. Then feel free to play the Defense card from
your hand after your Attacks have all resolved. You may use your Ultra Defense to
avoid a Counter-Attack, in which case you will be the one Counter-Attacking your
foe instead! Your Counter-Attack may only trigger once per turn.
Weakness
Some Attack cards force the attacked player(s) to
gain one or more Weakness cards. These cards
come from the Weakness stack, not from the hand or
discard pile of the person playing the Attack card. If
the Weakness deck runs out, effects that would cause a
player to gain a Weakness do not do so, but any other
effects those cards have still resolve as usual. A player
may still play a Defense to avoid an Attack, even when
there are no Weaknesses available to be gained.
A Weakness card is returned to the Weakness stack
when played, which immediately removes it from your
deck. At the end of the game, each Weakness still in your
deck subtracts 1 Victory Point from your VP total.
WEAKNESS
When you play this card, return it to the Weakness stack.
Weakness cards reduce your score at the end of the game.
©CAPCOM
1
0
8
Shuffling Your Deck
You don’t reshuffle your discard pile into your deck as soon as you run out of cards.
However, if at any point during the game if no cards are in your deck and you need
to draw, discard, or reveal a card from your deck, immediately reshuffle your discard
pile, and it becomes your new deck.
Destroying Cards
Some cards have an ability that allows you to
destroy a card from your hand, your deck, or even
the Line-Up. When playing a card with a destroy
ability, you may choose a card and place it into a
face-up pile of destroyed cards anywhere away from
the play area, removing it from your deck and the
game. Destroying Vulnerability and Weakness cards
will improve your deck greatly! When Weaknesses
and Kicks are destroyed, they do not go back to their
respective stacks.
SUPER POWER
+1 Power and draw a card.
You may destroy a card in your hand. If you do, additional
+3 Power.
©CAPCOM
2
6
Gaining Cards
BRAZIL
LOCATION
STAGE 5
When you play this card, leave it in front of you for the rest
of the game.
Ongoing: Once on each of your turns, reveal the top card of the
main deck. If it's a Super Power, gain it, and put it
on top of your deck.
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71
TIGER SHOT
10
A card may tell a player to gain a particular card or a
card of your choice. That card is taken and immediately
placed in that player’s discard pile, at no additional cost,
unless otherwise directed by the card. If a card tells you
to gain a card with a specific name, card type, or cost
and none are available, you simply don’t gain the card.
If you reveal the top card of the main deck and it is not
the appropriate card type or cost for you to gain, leave it
on top of the main deck..
Cards Underneath Your Super Hero
Your Super Hero’s Ultra card starts the game under your Super Hero. Other cards
may end up there through various means. You may buy or gain any cards that are
underneath your Super Hero as if they were in the Line-Up. They do not count as
Line-Up cards for purposes other than your ability to buy or gain them.
Other players may inspect these cards. However, they may not buy or gain the
cards underneath your Super Hero or affect them in any manner (unless a card
says otherwise). When you buy or gain a card from underneath your Super
Hero, it goes into your discard pile as usual. At the end of the game, any cards
remaining underneath your Super Hero are not part of your deck and you do
not count their Victory Points.
9
Resolving Card Abilities
If a card’s ability affects multiple players, and the order matters, resolve that
ability for each affected player in clockwise order, starting from the player who
played the ability. (For example, an Attack that has each of three opponents gain
a Weakness, with only two Weaknesses remaining.)
VARIANT GAMES
High-Powered Heroes: When you play your Super Hero’s Ultra card
(for +Power and the Attack), you may shuffle it into your deck at end
of turn instead of discarding it.
Secret Heroes: Shuffle the Super Heroes and deal one face down to each
player. Shuffle the Ultra cards and deal three face down to each player. Place
these Ultras under your face-down Super Hero. Place the remaining oversized
Super Heroes face down in their normal spot in the stacks. When a player wishes
to buy an Ultra, he buys the top card of his Ultra stack. A player may buy all
three of his Ultra cards. When a player uses his Ultra Defense to avoid an
Attack under this variant, discard it instead of shuffling it into your deck. Then flip
your Super Hero face up to reveal your Counter-Attack. Then that player receives
a new face down Super Hero. Discard the old one. When the Super Hero stack
runs out, shuffle the Super Hero discard pile and create a new face-down Super
Hero stack.
SPECIFIC CARD CLARIFICATIONS
Akuma’s Gi, Rolento’s Baton: A Defense card is a card with the bolded word
“Defense:” on it. An Attack card is a card with the bolded word “Attack:” on it. An
Ultra card is worth 1 VP to both of these cards.
Brazil and other Locations: You may use a Location ability in the same turn
in which you play it.
Soldier of Justice: Each card may have a cost of 7 or less, not 7 or less combined.
Cammy, Delta Red: Defeating a Stage/Super-Villain will trigger her ability.
The Location does not need to be in your discard pile at the time you play her to get
the effect. You may place a Location into your hand at any time during your turn.
Electric Thunder, Sodom, Red Cylone: You may buy the card you place
under your Super Hero in the same turn in which you place it there.
Galactic Tornado, Electric Thunder, Shinku Hadoken: An attacker cannot
avoid the detrimental effects of these cards.
10
Mystic Yogi: Effects and Power generated the first time you play it remain.
Hugo: “Cannot avoid” means that foe may not
play a Defense card at all against the next attack
that occurs during that turn.
Psycho Punisher, Rekkashingeki: Foes must
choose whether or not to play a Defense card
before you have to name a type or cost.
Rose: If you buy multiple cards from underneath
your Super Hero, each of them costs 1 less to buy.
PSYCHO PUNISHER
ULTRA
M. BISON
+2 Power
Attack: Choose a non-Starter card type. Each foe reveals his hand
and discards all cards of the chosen type.
Defense: You may shuffle this card into your deck to avoid an Attack.
If you do, draw a card and Counter-Attack against the attacker.
©CAPCOM
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Ryu’s Headband: If you have already played
other cards and choose to play this, you must place your deck into your discard pile. If you don’t wish to play it, simply leave it in your hand and discard it at the end of your turn.
Agents of Shadaloo: If you play two copies of this card during your turn, the second one played will grant you +2 Power and a card draw. At the end
of the game, you effectively gain VPs equal to the number of Shadaloo cards in your deck squared.
Shinku Hadoken, Galactic Tornado: These cards may be revealed prior to playing a Defense card, as they are not Defenses.
Ultimate Atomic Buster: Any foe you don’t wish to give a card to cannot play
a Defense card against this. If a foe avoids the Attack, put the given card back
where it started. Name each foe and choose each card to give first. Resolve the
effects in clockwise order.
Yoga Catastrophe: The Weakness given to a foe in the first sentence
cannot be avoided.
FAQ
Q: Why are the terms Bosses, Stages, and Super-Villains used almost interchangeably?
A: This Cerberus: Heroes game is compatible with other Cerberus: Heroes games. The other games don’t use “Stages,” but we wanted to use them for Steet Fighter to
be as faithful as possible to the video game franchise.
Q: What does the term “defeat” or “defeated” mean?
A: That term is only used referring to Bosses/Super Villains/Stages. You “defeat”
a Boss/Super Villain/Stage when you buy or gain one. That Boss/Super Villain/
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CREDITS
Game Design
Game Engine Design
Erik Larsen, Matt Hyra, & Chris Woods
Matt Hyra & Ben Stoll
Cryptozoic Entertainment
President & CCO
CEO
Chief Operating Officer
SVP Sales & Business Development
Game Design and Development
Graphic Design
Director of Operations
Brand Management
Business Coordinator
Office Manager
Marketing and Community
Cory Jones
John Nee
Scott Gaeta
John Sepenuk
Matt Hyra (Lead), Phil Cape, Dan Clark, Matt Dunn, Kevin Jordan, Erik Larsen,
Ben Stoll, Drew Walker, Chris Woods
Glen Llorin (Lead),Larry Renac,
Nancy Valdez, John Vineyard
Leisha Cummins
Adam Sblendorio
Rumi Asai
Vanessa Jimenez
Javier Casillas, Sara Erickson, Drew Korfe
Playtesters Richard Brady, Tom Driver, Ryan Dromgoole, Robert Gasio III, Russ Greenwald, Herb Haneke, Adam Hensch, Shannon Hunt, Cory Jones,
Adam May, Chris Nunn, Melody Nunn,
Marcos Payan, Tom Twedell,
Nathaniel Yamaguchi and many, many others.
Cryptozoic Special Thanks William Brinkman, Miranda Charsky,
Kyle Heuer, Matt Hoffman, Michael Kirchhoff,
Lacy Lodes, Matthias Nagy, Rachel Valverde, Lisa Villaire, MaryCarmen Wilber
Capcom Special Thanks David Crislip, Brian Oliveira,
Noriko Matsunaga, Sakiko Takeuchi,
Susan Suarez
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NOTES
13
NOTES
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