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CorE RULEBOOK DESIGNER'S FOREWORD Thank you so much for taking the time to play BattleCON! This little game has been in constant development for many years now, released and re-released over three different versions and over twelve different games. With these rules, we hope to bring you a unique, strategic, and exhilarating tabletop dueling experience unlike anything you've played before. Thope that you have a great time exploring the world, the characters, the gameplay, and the strategies within BattleCON. It’s been my great privilege to bring them to you, and I hope to continue doing so for many years to come. As always, good luck, and Happy Gaming! - D. Brad Talton Jr. BattleCON, Lead Designer Leve. 99 Games TEAM Lead Designer D. Brad Talton Jr. Lead Fighter Illustrator Eunice Abigael Tiu (Nokomento) Design & Concept Artist Fabio Fontes (Ranter Works) Support, Service, & Production Joshua Van Laningham Special Thanks to our Playtesters, Backers, and Key Supporters Kier Arnold, Ty Arnold, Ferdinand Capitulo, Marco De Santos, Matthew Fournier, Aaron Gresham, Matthew Locklin Reagan McClellan, John Parmalee, Yaron Racah, Michael Robles, Christopher Smith, Samuel Tapper, and You! THANKS FOR PLayiNnc! LEARNING THE GAME You can skip the rulebook and watch a tutorial video at the link below: wwwlevel99games.com/BattleCON! PEE Game OVERVIEW In a game of BattleCON, each player will select a single Fighter and duel using that Fighter's unique skills in an attempt to knock out their opponent's Fighter before they are knocked out. Each Fighter possesses a Unique Ability (UA) that gives them access to something no other Fighter can do. Some UAs are simple, while others are complex. Learning and mastering both your own UA and your opponent's UA is the key to victory in BattleCON. Fighters in BattleCON create Attack Pairs in order to fight. All Fighters have two types of cards called Styles and Bases. ‘These cards are each half of an attack. You can form an attack by connecting a Style and’ a Base together, and the resulting attack has all the effects and stats of both cards. Attack Pairs are Recycled after use, locking up the cards in the pair for two complete Beats (rounds) of combat. After using an Attack Pair, you will be unable to access the cards in the pair for the next two rounds. Be wary of what cards you have access to and what your opponent can and. can’t do during their turns, and use their limitations to your advantage. With these in mind, let’s take a look at the cards you have at your disposal... ‘This attack does not Stun opponents. After Activating: Gain Soak 3. End of Beat: Advance 1 or 2 spaces. Style Card, with red reverse. STYLES AND BASES Each character has Style and Base cards. Styles are always unique to the character who owns them, while Bases are the same across multiple characters (though each character has a unique Base as well). Both Style and Base cards have the same stats and text, and their layouts mirror one another. Styles are recognizable by their right- aligned stat bars and titles, as well as their red-colored backs. Bases are recognizable by their left-side alignment, and their blue backs. 1. Name - The name of the card. Styles and Bases pair together to form the name of the attack. For example, the ‘Regulation’ Style and the ‘Grasp’ Base combine to form the ‘Regulation Grasp’ attack. 2.Range Modifier — The Range of Base Card, with blue reverse. the attack is modified up or down by this amount. i, Ifonly one side of the attack has a variable Range like 1~4, add the single number to both sides (so 0~1 plus 1 would be 1~2). ii, Ifboth sides of the attack Range are ~ variable, calculate the complete Range by adding the highest and lowest parts. of both sides (so 0~3 plus 2~3 would be 2~6). 3. Power — The Power of the attack is the, sum of the Style and Base Power. 4. Priority — The Priority of the attack is the sum of the Style and Base Priority. 5.Effects - The effects of both sides of the pair activate during specific parts of the Beat, as indicated by their colored timings. More on this later.

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