Super Fantasy Brawl

2022 · Fantasy

Super Fantasy Brawl

Players draft a team of three unique champions pulled from across time and myth, then build a small action deck by combining each champion’s cards. Each round, players play cards from their hand to move, attack, displace opponents, and manipulate positioning on a tactical arena board while contesting objectives that score at the start of a player’s turn. The game is faction-free, allowing any champion combinations, and emphasizes fast, tactical exchanges as players disrupt opponents’ plans and maneuver to claim victory points. A 2v2 mode supports four-player team play.

Spillere
2–4 best 2
Spilletid
30–40 min
Alder
14+
Kompleksitet
2,3 / 5
7,5 på Ludoyafra 737,49 krKampMiniatyrerVarierende spillerkrefterHåndstyringSekskantet rutenett

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53m 54s
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Regelspørsmål

Besvart fra regelboka av Ludoyas regelassistent.

Do card texts override the rulebook if they conflict?

Yes — if a card’s effect directly conflicts with a rule in the rulebook, the text on the card takes precedence (page 3).

Can I target my own Champions with attack cards or will they always only hit enemies?

Unless a card says otherwise, Champions can only target Enemy Champions; AoE attacks are legal if they include an Enemy even when Allies are also in the area (page 3).

How do reactions work — when can they be played and how many per attack?

After targets are declared the defender may play one reaction card per attack (only one reaction may be played against an attack), the reaction’s Core must be exhausted, reactions are only available during an opponent’s turn and cannot be used against skill actions (pages 6, 8).

Does defence reduce all forms of damage?

No — defence is subtracted from an attack’s strength to determine attack damage, but effects that deal the damage icon bypass defence and are applied directly (pages 3 and 6).

What happens when a Champion is taken out of action — do they level up and how do they return to the arena?

When a Champion takes damage equal to or greater than their hitpoints they are placed out of action on their gate and all damage is removed; if an activating Champion took an Enemy out of action their player gains 1 VP and that activating Champion levels up after the action, and out-of-action Champions return only by using an action with a deploy/move icon into a deployment hex (page 7).

If a Champion is pushed or pulled onto a trap, who triggers it and who replaces the trap?

Traps trigger whenever a Champion enters the hex regardless of how they arrived; the controller of the Champion that activated the trap flips and resolves it, then that same player draws a new trap and places it facedown on a different empty trap hex (page 8).

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