Battlecon Devastation Of Indines Rules Pdf

While Styles and one Base are unique to each individual character, each character uses the same pair of six bases whenever they play. Several of these bases changed from War to Devastation , and the full log of changes can be seen in the BattleCon Changes History page.

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Furthermore, with the release of Trials , Dash was replaced with Dodge. If you moved past an opponent during this movement, that opponent cannot hit you during this beat. The five damaging bases are intended to form a Rock-Paper-Scissors-Lizard-Spock relation, with each one defeating two of the other Bases and losing to the remaining two, with Dash winning over all of them. A diagram illustrating this can be found below:. Before Activating: Move 1, 2 or 3 spaces.

Opponents do not hit you for the rest of this beat. When playing an EX match typically 2v1 , the six standard bases are switched out for six EX bases, which are more powerful.

It is also possible to upgrade to these using Armory cards.

When playing an Almighty match typically 3v1 or 2 EX vs 1 , the six bases are switched out for six Almighty bases, which are much more powerful again. Other opponents in the space where he comes to rest take 3 damage. If this attack has Even priority, opponents with Odd priority do not hit you. Otherwise, opponents with Even priority do not hit you.

The Delta Bases are a brand new set of Bases that will be released as part of the Armory.

On Hit: Push the opponent 1 or 2 spaces. If the opponent is at the edge of the board after this movement, this attack ignores Stun Guard.

Another brand new set of Bases released as part of the Armory. All 19 of them are the same color, Blue, and are special, extremely powerful bases that can't be ordinarely swapped, and must be bought. They all have exclusive artwork and are inspired by existing attacks in other fighting videogames, including quotes on each card that make almost direct reference to the original character that inspired each one who are not mentioned on the cards, but usually pretty obvious.

Opponents who did not move this beat cannot hit you. This attack does not hit an opponent who has moved this beat. Before Activating: Advance 2 spaces. The range of this attack is an opponent you switched sides with during this move. Start of Beat: Advance 1, 2, or 3 spaces, moving the maximum distance possible, without switching sides with an opponent. Yet another exclusive set of Bases in Armory.

Battlecon: Devastation of Indines

They are all the same color, Green, and all the 20 different one of them represent a different weapon a character can be equiped with. Each card also has its own quote. End of Beat: Return this attack pair to your hand, and do not recycle if you did not move during this beat.

X is the Marker's space and the spaces adjacent to it. Remove the Marker at the end of the beat. Players can replace bases in The Armory, trading a base for a matching base.

Switching to a matching base costs 5 gold more for EX and Almighty bases.

This table shows which bases match. Sign In Don't have an account? Start a Wiki. Contents [ show ].

How is BattleCON: Devastation of Indines in solo play

Categories :. Cancel Save. This attack does not hit opponents.

This attack wins priority ties. It does not hit opponents. Recycle: Switch places with a tag partner. Swap this card for Dash when playing Tag Teams. The range of this attack is the space occupied by an opponent you moved past during this movement. After Activating: Move 1, 2, 3 or 4 spaces. Opponents with 4 or lower priority do not hit you or do damage this beat.

This attack ignores Stun Guard. Stun Guard 2 On Hit: Push the opponent 1 or 2 spaces.

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Attacks at range 3 and 4 do not hit you this beat. X is the printed power of the nearest opponent's revealed Base. Stun Guard 2 Before Activating: Move 1 space. After Activating: Move 1 space. Attacks at range 1 do not hit you this beat. After Activating: Move up to 1 space. Reveal: This attack has -1 Priority for each space between you and the nearest opponent.

Start of Beat: Move the nearest opponent 1 or 2 spaces.

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On Hit: Pull the nearest opponent up to 3 spaces as far as possible without moving past you. Stun Guard 4 The range of this attack is an opponent you switched sides with. Before Activating: Advance 4 spaces. On Hit: Push the opponent 1 space. This attack hits an opponent who switched sides with you this beat.

BattleCON - How To Play

Stun Guard 3 This attack ignores Stun Guard. Attack at range 3 or greater do not hit you.

After Activating: Move 1, 2, or 3 spaces. On Hit: Retreat 2 spaces.

Stun Guard 3 Start of Beat: Advance 1, 2, or 3 spaces, moving the maximum distance possible, without switching sides with an opponent. On Hit: Move the opponent 1 space. On Hit: The opponent cannot hit you during this beat.

Start of Beat: Advance 1 space. This attack ignores Soak Before Activating: Retreat 1 or 2 spaces. Stun Guard 2 End of Beat: Return this attack pair to your hand, and do not recycle if you did not move during this beat. On Hit: The opponent cannot hit you for the rest of this beat. End of Beat: Move 1 or 2 spaces.

Battlecon devastation of indines rules pdf

On Hit: Your next attack ignores Stun Guard. On Hit: The opponent has -2 Priority next beat. On Hit: The opponent has -1 Power next beat. End of Beat: Move 1 space. Before Activating: Move 3 or more spaces. After Activating: Move 4 or more spaces.

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