You are on page 1of 26

Advanced Rulebook

ver 1.4.0
Clash of Champions logo by Uranorms
‘32 Kickup is © 2023 Silly Rookie. All Rights Reserved.
Resource and keyword icons by Game-icons.net under CC BY 3.0
Clash of Champion’s rules are under CC BY 4.0 International
Strike Engine’s rules and cardback are under CC BY 4.0 International
What is Strike Engine?
Strike Engine is a card game system where two or
more players build their own custom decks to battle
each other with various characters.
Strike Engine is an “open source” card game system
by Silly Rookie that anyone can create expansions for.
It’s rules and card back are under Creative Commons
Attribution 4.0 International.
Fantasy, sci-fi, western, whatever! If it involves
characters fighting, then it can be made into an
expansion for Strike Engine!
What keeps all the cards unified is a shared card back,
so that players can mix and match any characters and
worlds that they want!
Creators can download a free “dev kit” to get
templates and guidelines.

Strike Engine Variants


Strike Engine’s standard rules are not the only way to play the game. Play groups and creators are
encouraged to create their own variations that incorporate new rules or remove existing ones.
Variant rules change the style of gameplay and can add new spice.
Very drastic rules changes to Strike Engine can result in a completely distinct game, and this is very
much encouraged! Clash of Champions is one of those variants.

How to Win
The way to win a standard game is to be the last player standing.
A player is eliminated from the game if:
• They have zero or less endurance at the end of a turn.
• They try to draw a card without any cards in their deck.
If at any point two or more players have a draw (say they both have -5 endurance at end of turn or
both try to draw a card without any cards in their deck), then the game continues until there is no
longer a draw.

Golden Rule
Whenever a card contradicts the rulebook, the card wins. For
example, defenders normally cannot cause breakthrough, but
some effects allow them to do so.

2
“Clash of Champions” is Silly Rookie’s personal format with multiple changes to the base rules.
Each player has a champion card that leads them to victory with a specialized Talents deck and
Momentum!

Major Changes from Core


Champions and HQ (pg 4)
Momentum (pg 6)
Talents deck (pg 4)
Deckbuilding Points (pg 6)
Resource Pools (pg 5)
Expanded card types: Equipment, Build, and Recovery. They have specific rules in this format, but
can be ignored in other game types. (pg 12)
Phases have been slightly changed. (pg 16)
Frontline Row (pg 17)
Advantage Check during combat resolution. (pg 20)

Building a Deck

A Champion deck uses:


• 40 card main deck
• 7 Deckbuilding Points
• 1 Champion
• 3 Resource Pools
• 1 Momentum card
• 3 card Talents deck This example player built a deck
using Patricia-Marie as their
champion, and uses Chaos, Might,
and Unity as their resource pools.

You normally can’t have more than 3 copies of any one card in a deck. An individual card is defined
by it’s name and version.
Cards with different versions count as different cards, so you can have 3 copies each of “Calloway,
Polite Newsboy,” and “Calloway, Orderly Lad,” in a deck, for example.
It can have different artwork or come from a different pack and still be considered the same card as
another with the same name and version.
If a card has Generic in it’s card type, you can have any number of copies in your deck.

3
Champion
This allows players build decks specifically around a favorite unit card.
• During deckbuilding, players choose a regular* unique character card from their deck to be their
champion. It starts the game faceup in your HQ zone, which is outside of the field. You may play that
card as if it were in your hand.
*A regular card is any card that doesn’t cost points (pg 6) and can go into your deck.
• The rest of your deck cannot have copies of your champion.
• In gameplay your champion is referred to as your “avatar unit.”
• If your avatar unit gets removed from the field, exiled, or put into your deck or KO’d Pile, you may
instead put it back into your HQ. (Even if the card was leveled-up, only the original card goes to the
HQ.) It can’t be played from HQ this turn.

Talents Deck
Along with your 40 card main deck, players have a 3 card Talents deck that includes only regular
cards of certain types.
• Skill or Spell cards, that can be played if they share a subtype with your champion.
• Song cards, that can be played if your champion is a musician.
• Strategy cards.
Other limits still apply. If a card is in your Talents deck, you cannot have copies of that card in your
starting main deck. The cards in your Talents deck are hidden information from your opponent until
they are played.
If you control your avatar unit on the field, you may a card from your hand (reveal it, then
put it to the bottom of your deck) to play a card from your Talents deck.
After you play a card from your Talents deck, it. (It can no longer be played this game
until it’s .) At the end of each turn, if all of your Talents cards are in ,
them. (You may now play them again.)
Whenever a card from your Talents deck would be removed from the field, put into a KO’d Pile, or
exiled, instead return it to your Talents deck.

Patricia-Marie has access


to Winkler Apts, Power,
Koala, Brawler, and Toon
skills and spells.

4
Momentum
During deckbuilding, players choose a Momentum card that
exists outside the field.
During gameplay, your Momentum card gains you bars of
momentum. Four bars makes a full charge of momentum.
In Clash, players can have up to two full charges of
momentum.

Reserves - Resource Pools


At the start of the game, each player selects three resource types to turn into Resource Pools. Each
Resource Pool has a “threshold,” which starts at zero and can be represented by dice.
At the start of each turn, each resource pool gains a number of resource counters equal to it’s
threshold.
You may spend resource counters to gain RP of the assigned type.
During your main phases, you may pay 1 AP, then a card from your hand (pg 4 or 27) to
increase your reserves, which means to increase the threshold of one of your resource pools, then
gain a resource counter of that type. If that card could have been played as a resource, draw a card.
There are card effects that cause you to decrease your reserves, which means to decrease the
threshold of one of your resource pools. (Nothing else happens.)
Investment - At the end of each turn, remove each counter from your resource pools, then put a
counter on each resource pool that had counters removed this way.

This example player built a deck using Patricia-Marie as their


champion, and uses Chaos, Might, and Unity as their resource pools.

5
Deckbuilding Points
Some cards are deliberately designed to be more powerful than others, enough to limit the amount
of duplicates you can have in your deck, but sometimes it requires even more limitations to prevent
them from dominating gameplay.
Clash uses a point system during deckbuilding. Players have a limit of 7 points they can spend.
Elite - You can only have a maximum of two copies in your deck. - 1 Point
Epic - Only one copy per deck. - 2 Points
Legend - You can only have one Legend card per deck. - 3 Points

In this example, a player spends their 7 points on five cards total.

6
Card Anatomy
Cost. The amount of Name.
resource points you pay to Version.
play this card.
Universe.

Rules Text.

Card Type.

ATK. How hard they HP. The amount of


hit in a fight. wounds it takes to
KO this unit (pg 20).
DEF. How tough
a unit is to Sub-types.
wound.

Rarity and Set


C - Common
R - Rare
S - Super
U - Ultra

Effects and Abilities


Most cards have abilities that affect the game in different ways. Powers are inactive if a card is
facedown.
• Payment — These are powers that require paying a cost in order to activate it. They have an arrow
( ) separating the cost and the effect.
A symbol means that the card must become exhausted as a cost.
A symbol for a cost means that you must pay that many resource points. If it’s a symbol you
must pay that exact type.
• Triggered — These powers start with “when”, “whenever” or “at”. Once their trigger happens, you
follow the effect.
• Continuous — These are powers that are active without triggers or payments.

7
Units
Units have HP, which is the maximum amount of wounds they can have until they’re KO’d (pg 20).
These are the heroes, villains, and monsters of the game. Sometimes the vehicles and structures.

Carrying Units
During your main phases, a unit can carry another unit you control for that turn. By
default, a unit can only carry one unit.
When a unit is carried by another unit, it can’t attack or block, and can’t be attacked.
Whenever a unit you control is removed from the field, the unit it was carrying stays on
the field.
A unit that is carrying another unit cannot be carried by another unit.

In the example on left, a player has decided to have


Cagney carry Mr. Tierney this turn.
Mr. Tierney can’t attack or block or be attacked this turn
as long as Cagney is on the field.
On the right, Cagney is being carried by a Luxury
Automobile.

Inert
Some units, like vehicles and structures, are inert, which means they can’t normally attack
or block, or join the Frontline Row. However, some units like vehicles are able to lose their
inert status when they carry a character.

8
Sizes
From the likes of Frodo to Godzilla, units can come in various sizes, that affect how they interact
with each other.
• A unit can’t carry another unit of greater size.
• If they aren’t carrying anything else, a unit can carry any number of units of lesser size.

Size Description
Micro Amoeba
Tiny Bug
Small Pet
(Default) Human
Large Car
Huge Tank
Gigantic Kaiju
Colossal ???

Forming Squads
During the combat phases (pg 18), units can attack or block. When multiple units attack
or block the same target, they are considered to have formed a squad. Until the fight
resolves, all the units involved are considered a “squad.”

Items

Items go onto the field and have abilities and


effects. They can come in all shapes and sizes.
Sometimes they are Units and Attachments.

9
Attachments
Attachments attach onto cards on the field.
• If the attached card is removed from the field
in any way, any non-equipment or non-energy
attachments are KO’d.

Events
Event cards are the plot twists, combat tricks, and
spells of the game.
After you play an event, if it’s not Ongoing, it
resolves and goes to your KO’d Pile.
Ongoing Event cards represent long term plans
or enchantments. They stay on the field and have
permanent effects.

Domains
Domains represent the cities, planets, timelines,
or universes your units and other cards inhabit.

Instants
Normally you play most cards during your main
phases. Instant cards break this rule and can be
played during any phase.

10
Unique
In general, you can have any number of the same card on the field. However, some cards are
Unique. A player cannot control more than one unique card of the same name and universe
at a time. Whenever a unique card is under a player’s control, they must KO all other unique
cards they control of the same name and universe.

If you control a Patricia-Marie, you


can’t control another unique card of
the same name and universe, so if at
any point you control another unique
Patricia-Marie from the same universe,
you must KO any other cards so that
you control only one.

Tokens
Tokens are permanents that can be brought onto the field by effects. Tokens can represent anything,
from minions to hazards to status effects. They start outside of the game.

Multiple cards from


various sets are able to
create the same kind of
tokens, identified by their
name.

Tokens can only exist faceup on the field and cannot enter a hand, deck or discard pile. So if any
effect or rule makes them leave play or puts them facedown, they are exiled (removed from the
game) instead. However, they can be put underneath cards (pg 21), as long as they’re faceup.

11
Loadouts
Loadout cards also start outside of the game. They can be put into your hand, but are not hidden
information. Unlike tokens, they can only exist in your hand and are exiled if they go anywhere else.

Advanced card types


Clash uses additional rules for certain subtypes. These rules only apply while playing this
format. When used elsewhere, these rules do not apply.

*Equipment
Equipment cards are a type of Attachment that can persist in play and be
passed around.
• During your main phase, for no cost, you can transfer an equipment
between units you control, or unequip it.
• When a permanent is removed from the field in any way, equipment
attached to it may stay on the field.
• A permanent can only have one weapon equipment and one armor
equipment attached to it at a time.

*Build
Build cards can only be played during
your Build Phase (pg 17). After it resolves,
you may draw a card. If you do, discard a
card.

*Recovery
Recovery cards can only be played during your
Recovery Phase (pg 17). After it resolves, gain 2
endurance.
12
Card Positions
• Ready — Ready is the default position
of a card. It is ready to act.
• Exhausted — Cards in this position
have spent themselves for an action or
ability. They are turned onto their side.

Ready Exhausted

Playing Cards
In order to play cards, you must pay resource points (RP) or AP (Action Points). Some resource costs
require a type, while others are generic and can be paid with any type of RP.

Example: Winkler
Example: Calloway costs Apts costs 1 unity
1 unity and 2 generic plus 1 AP to play.
resource points to play.

Example: Break Open has a cost that requires two


resource points that can be any combination of
Chaos or Might, along with 1 generic.

13
Starting the Game
• Before the first turn of the game. Players decide who
starts with the initiative. This can be done with dice, rock-
paper-scissors, or even an app.
You can use any object to keep track of the initiative.
• Each player gains their starting endurance of 30.
• Each player shuffles their decks, then draws a starting
hand of five cards.
• Players are able to mulligan their hand once before the
first turn begins. To do that, they can put any number of
cards from their hand at the bottom of their deck, then
draw that many cards.
After set up has been completed, the first turn begins.

Initiative and phases


Strike Engine’s turns are “shared” by each player and split up into groups of phases that are
completed separately by each player before moving onto the next phase. The player who goes first
each group is the player with the Initiative, who then passes to the player on their left, and so on
until all players have completed their individual phase.
Example: It’s a 3-player game and a new turn begins. After each player draws their cards, the player
with the initiative starts the first group of phases. After they finish their phase, the player to the left
completes theirs, which then passes to the third player to complete theirs.
Once every player has completed a phase in order, the player with the Initiative starts a new group
of phases.

Resource points and AP between Phases


At the end of each phase, you lose any unspent resource points you gained that phase. In
this format, unspent AP is lost at end of turn.
Resource counters on resource pools are invested at end of turn (pg 5), but otherwise stay
until they are spent.

14
Turn Sequence and Phases
*Start of turn*
At the start of each turn,
• Each player gains three AP to spend on cards and abilities. This can be represented with counters.
• Each player gains resource counters on their Resource Pools equal to their threshold.

Build Phase (1st Main Phase)


• Play build cards. If it resolves, you may draw a card. If you do, discard a card.
• Play non-recovery cards.
• Draw a card. Spend one AP to draw a card from your deck.
• Transfer equipment you control from one character to another, or you can unequip it.
• Carry units they control (pg 8).
• Upgrade or Reinforce cards you control (pg 20-21).
• Increase your reserves. (Pg 5)

Deploy Phase
• Move ready non-inert units you control into your Frontline row. (pg 16)

Combat Phase
The Combat Phase is where most of the action of the game comes from. Where units can attack
players or other units and cause players to lose endurance (pg 17).

REcovery Phase (2nd Main Phase)


• Play recovery cards. If it resolves, you may gain 2 endurance.
• Play non-build cards.
Same actions as Build Phase otherwise.

*End of Turn*
At the end of each turn,
• First check to see if any player has lost the game. If a player has 0 or less endurance, they lose
the game and are eliminated. If more than one player is still standing and no one has won, continue
with the other steps.
• Any player with more than seven cards in hand puts the excess cards at the bottom of their deck.
• Each player removes any units from their frontline.
• The player with the initiative passes it to the player to their left.
• Each player their Talents deck if all the cards are in .
• Players invest any remaining resource counters on their resource pools. (pg 5)
• All exhausted permanents become ready, and the next turn begins.

15
Organizing the Board
Clash is more complex than core Strike Engine, but there’s no rigid way to organize your board. It’s
only important to keep all your information clear for opponents, particularly where your Frontline
row is.

Frontline
row
Momentum

Deck HQ

Discard Talents
Pile deck

Field

Frontline Row Resource


pools
Clash has one specialized zone in the field, the Frontline row.
Whenever a ready non-inert unit enters the field under your control, you may put it into you
frontline. Otherwise, you can move one into your frontline during your deploy phase.
While you have units in your frontline (that can be attacked), you and your other units can’t be
attacked.
If a player’s frontline is empty or only has units that can’t be attacked, then other units can attack
that player directly or attack their non-frontline units.
Only Frontline units are able to attack. All units able to block are able to block, regardless of the
zone they’re in.
Units are considered to be adjacent to the units at their left and right when in the frontline row.
When a unit is wounded, remove it from the frontline.

16
Combat Phase
Attacks
During each player’s Combat Phase, they’re able to declare attacks. They can declare any number of
attacks. When they are finished, the player to their left completes their combat phase. Attacks are
split up into three steps.

1 Declare attackers and target.


2 Target (or it’s controller) declares blockers.
3 Resolve fights

Declare Attackers and target


To declare an attack, you must first choose what you’re attacking. You are able to choose an
opponent or a unit. Once you do that, you may exhaust any ready frontline units you control to
attack that player or unit.

Example: In the above example, Hevetia is attacking Cagney.

Declaring Blockers
Once all of the attackers have been declared, the defending player can exhaust units they control
(from anywhere, not just the frontline row) to block any attackers. When an attacker is blocked, it’s
now fighting those units sent to block it instead of the original target.

Example: The controller of Cagney wants to protect him from Vet, so they exhaust
two Uncouth Mooks they control to block Vet’s attack!

17
Advantage Check
After blockers are declared, Before the fight resolves, each player involved with the fight performs
an Advantage Check.
Each involved player rolls 1d6. The player with the highest roll may give a unit or squad they control
+2 ATK or +2 DEF this fight. (Ties nullify each other.)

Resolving Fights
After the advantage check, the fight resolves and each unit damages each unit it’s fighting at the
same time. To do that, they split up their ATK onto each character they’re fighting.
Units who receive damage can be wounded, and excess ATK from damage is dealt to their controller
as breakthrough. (pg 20)

Example: The Advantage Check ended in a tie. Vet (5/4) has enough ATK to wound both of the
Mooks blocking her and cause 1 breakthrough to the defending player, and the Mooks’ combined
damage of 4 ATK is enough wound to wound her.

18
Other Situations During Combat
The defender blocks for itself
When a unit is attacked, it’s able to declare itself as it’s own blocker. When it does this, it blocks
every attacker targeting it. You can add more blockers to assist in the fight, though they can still
only block a single attacker.

Example: Patty (3/3) and Calloway (2/2) try to attack Cagney (4/4.) Cagney blocks for himself, and a
Mooks (2/2) blocks Patty.
Each unit splits their combined damage among the units they’re fighting.
Calloway cannot hit the mooks because he is only fighting Cagney, but he and Patty’s combined ATK
of 5 is a big enough damage to wound Cagney.
Cagney splits up his ATK: Calloway takes 2 damage, enough to wound him, and 2 for Patty. The
Mooks hit Patty for 1, which is enough to wound her! (Defenders can’t cause breakthrough.)

Unblocked Attackers
When an attacker is left unblocked, they fight their target. If it was a player, they deal their damage
as breakthrough. But if the target was a unit, they have to fight that unit without the help of the
attackers that were blocked!

Example: Margaret and O’Brien try to attack Vet, but Margaret is blocked by Calloway, leaving
O’Brien as the only attacker fighting Vet, which without Margaret by his side, is alot more difficult...
19
Damage and Wounds
Units keep track of the damage they receive during each phase. At the start of each phase, remove
all previous damage that permanent received.
If at any time a unit has taken damage with combined ATK equal to or greater than their DEF, they
become wounded, and any excess damage is dealt to it’s controller as breakthrough.
When a permanent is wounded, remove all previous damage from the permanent, exhaust them,
they’re removed from the fight and from the frontline, and they gain a wound.
If the number of wounds on a unit is equal to or greater than it’s HP, that card is KO’d, and sent to
the Discard Pile.

At the moment Calloway has one wound from a


previous battle. He only has 2 HP, so if he gets one
more wound, he’ll be KO’d!

Upgrade
During your main phases, when you have permanent on the field, and you have another card in your
hand with the same name of equal or greater cost, you may choose to Upgrade that card on the field
into the card in your hand.
To upgrade a card, you pay the difference between each card’s costs, and put the old card
underneath (pg 22) the new one. It gains all of the previous card’s attachments and counters,
including wounds.

Example: It’s your main phase and you have Calloway, Orderly
Lad (cost 2) on the field with a +1/+1 counter.
You have a Calloway, Polite Newsboy (cost 3) in your hand, so
you have the option of upgrading the current Calloway you
have on the field.
If you choose to do so, you pay 1 resource points, the Orderly
Lad is put underneath the new card and Polite Newsboy takes
all of the previous card’s attachments and counters. It’s still
considered a new card entering play.

You cannot “Downgrade” a card you control, but you may “Upgrade” a card into another version of
itself with the same cost. Because the difference in cost is zero, you pay no resource points to do
this.
While it usually occurs with unique units, you are able to Upgrade any permanent you control, even
non-unique ones, as long as the new card has the same name.

20
Reinforcing Units
Some effects say to reinforce a unit. When that happens, you choose whether to put a +1/+1
counter on it or remove a wound from it.
During your main phases, you can put a card from your hand with the same name as a unit
you control underneath that unit to reinforce it.

Counters
Counters can be put onto cards or players through different card effects.
Two common ones for units are +1/+1 and -1/-1 counters. If a unit with either counter gains the
opposite counter, both counters cancel each other out and are removed.

Cards Underneath Cards


Some actions or effects, like Upgrade, put one card underneath another.
• A card underneath is not considered to be on the field and can’t be targeted, but follow the top
card. If the top card is KO’d, exiled, returned to it’s owner’s hand, ect, the cards underneath also do
the same.
• A card is only considered to be underneath the top card, and doesn’t count any others it may
physically be under or over.
• Some effects can interact with cards underneath when the top card is targeted.

From the previous Upgrade example,


the previous version of Calloway is now
underneath the old one. If an effect were
to return Calloway to his owner’s hand, any
attachments would be KO’d, but Calloway
and the cards underneath him would all
return to their owner’s hand.

21
The Chain and Priority
During gameplay when players perform actions, like playing cards, activating effects, or letting
a phase end; those can then be responded to by other players using their own effects and cards
before those other effects resolve. This is called The Chain.
Interacting with The Chain is still turn-based, and the player who controls the current phase has
Priority whenever the chain is available, which means they’re able to act first before passing to the
player clockwise to them to add to the chain. Once it goes back to the priority player and they pass
without adding to the chain, the last card or effect on the chain resolves.
The Chain is a “first in, last out” system, where the most recent effect put on the chain resolves
first.

Here the Winkler player plays Jackass Smasher, but the Tierney player
responds with Bourbon to the Skull to negate the event. However, the
Winkler player then responds by using Django’s Sabotage ability to
negate the Skull card, canceling the attempted negation!

As long as you’re able to play the card or effect at that time, you can respond to The Chain with it.
Instant cards particularly useful, as they can be used during any phase. That also means if it is not
your build or recovery phase, you cannot respond to the chain with non-instant event cards.
If one needs a guide for the places once can start a chain, they are:
• After an effect is activated or a card is played.
• At the end of phases.
• After attackers are declared.
• After blockers are declared.
• After the advantage check.

Resource Abilities
Some activated abilities generate resource points, usually by exhausting a permanent. These
are called resource abilities and they don’t use the chain.

22
Misc Rules
• Do defenders cause breakthrough?
Normally, they cannot. However, some abilities and effects allow them to.
• Can a permanent with 0 ATK hit other cards?
If a card has 0 ATK, it can’t hit anything.
• Can a unit have negative ATK, DEF, or cost?
If an effect lowers a unit’s ATK, DEF, or cost; the values cannot go lower than zero.
• Can an effect that damages a unit be added to a fight resolution?
If played after blockers are declared, yes.
• A unit just entered the field in the middle of a turn? Can it go to the Frontline?
Whenever a ready non-inert unit enters the field under your control, you may put it into your
Frontline.

23
Glossary - Clash
• Carry • “Roll 2d6+2”
How one unit attaches itself to another. (Pg 4) Roll two six-sided die and add 2 to the result.
• Exhaust • Increase/Decrease Reserves
Turn a card sideways. To increase, increase the threshold of one of your
• Exile resource pools. Then put a resource counter on
that pool.
Remove a card from the game.
To decrease, decrease the threshold of one of
• Frontline your resource pools. (Nothing else happens.)
A zone on the field where units protect you and • Transfer
your other permanents.
Move a card attached or equipped to a card onto
• Field another card. (Pg 5)
The area where permanents stay. • Upgrade
• Hit When a card is “leveled up” into a different
When a card deals damage equal to their ATK to version. (Pg 16)
other cards or players. • Wound
• HQ Exhaust a unit, remove it from the frontline,
A zone outside of the game where your champion and put a wound on it. (Pg 15) A unit can wound
begins the game and returns to when they’re another unit through combat.
removed from the field. •
• Inert Reveal the card, then put it to the bottom of it’s
Units with inert can’t attack or block. owner’s deck.
• KO •
Move from the field to it’s owner’s KO’d Pile. A It’s owner can’t play the card until it’s .
unit can KO another unit through combat if they •
cause enough wounds for them to be KO’d.
It’s owner may play the card.
• Negate
Cancel a play or ability from resolving. If it was a
played card, that card goes to the KO’d Pile.
• Mill
Put a card from the top of your deck into your
KO’d Pile.
• Permanent
Any card that stays on the field after it’s played.
Resources, Units, Items, and Ongoing Events.
• Ready
Turn the card right-side up.
• Reinforce
You may either put a +1/+1 counter on a unit or
remove a wound from it. (Pg 16)

24
Playgroup Issues
The “open source” nature of Strike Engine can result in some confusing instances that each play
group should decide what to do when issues arise.
There is no wrong answer, only what your play group decides is the most fair and fun for every
player involved.
• Keyword Confusion
Many expansions will define their own keywords for their games, and with enough mixing and
matching, there are bound to be conflicts at some point. If there’s confusion, players should
mutually agree on how they work out.
• Broken or problematic cards
Like other open source games, some designers can easily make up broken cards for the sake of
cheating or cheapening the core game, and no play group is obligated to allow every card made for
Strike Engine to be used.
Play groups are encouraged to ban individual cards, or entire sets of cards if need be.
• Duplicate card names
It’s always possible that different packs of cards from different designers can result in different
cards that have the same name despite being fundamentally different. (Such as two Handgun
equipment cards that have different costs and/or rules text from each other.)
Some groups might treat the two handguns as DIFFERENT cards, and making it possible to run 3
copies of each in their deck, while others might count them as the SAME card, limiting deckbuilding.
Another alternative is allowing a player to only run one example of the card at a time.
Or a play group to simply ban one of the cards entirely!

Credits
Core Game and Graphic Design
Silly Rookie
Game Designers
Sean Alu (AngtsyWonderland)
Jack Clark (Apilden)
Butterking
Talia Belser (@ gm_elli)
Neonriser
D. Ryan Clifford (WeirdingtonEsq)
Special Thanks
Kohdok
‘32 Kickup is © 2022 Silly Rookie. All Rights Reserved.
Resource icons by Game-icons.net under CC BY 3.0
Strike Engine’s rules and cardback are under CC BY 4.0 International
Clash of Champion’s rules are under CC BY 4.0 International
25
Alternate Rules
Clash of Champions can be customized even further, and it’s greatly encouraged. Maybe you want
to add Fortune cards. Increase the deck minimum or point limit, maybe mix in rules from completely
different Strike Engine formats!

Scale Up
Elite Champion - Skirmish Epic Champion - War
1 Champion: An elite unique unit. 1 Champion: An epic unique unit.
40 endurance 50 endurance
60 card main deck 80 card main deck
5 card Talents deck 7 card Talents deck
10 deckbuilding points 15 deckbuilding points

For higher level games, like Skirmish and War (pg 27), your Talents deck gets to have a number of
Strategy Event cards. Unlike skill cards, they don’t need to share a type with your champion.

Paradigm
Replacing the momentum card, players use a Paradigm card to build
their strategies. It starts the game with no abilities active.
During your main phases, you may spend a paradigm ability’s cost to
activate the ability for the rest of the game. You may activate only one
paradigm ability per turn.

Aspect
Instead of a momentum card, players use a normal Aspect non-
event card in your HQ alongside your champion. You can’t have any
duplicates of the card in your decks.
When you play your champion from your HQ, you must also play
your chosen aspect card alongside it. Like your avatar unit, if it
leaves play, return it to your HQ.

26

You might also like