CorE RULEBOOKDESIGNER'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.