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12+ 1-4 20 Min.

OVERVIEW
16 Health Tokens 12 Parry Tokens 40 Coin Tokens 5 Time tokens
Cuphead and Mugman have gotten themselves into a real pickle this time! A wager with the Devil went sideways and now the
brothers have no choice but to travel the Inkwell Isles collecting soul contracts for the Devil himself. Elder Kettle and
Ms. Chalice are joining the cause as 1-4 players battle through 8 unique Boss battles. Each battle deck is packed in a separate
box, and must be unlocked by defeating all of the previous foes. Porkrind’s Emporium cards help players upgrade their
weapons and abilities to prepare them for the final battle. Simultaneous fast paced play and unlockable content along with the
performance grading system provide increasing challenges for experienced players.

COMPONENTS
8 Boss Battle Card decks in closed tuck boxes

CK PH A
OOT PA R THE RO S E 1 PHASE
1
THXE1 RPACKOUT ORDE OT PA
BO HP CK
6/8/
Card 10 / 12
aracter
ase 1 Ch rds
• 1 Ph tack Ca
ase 1 At
• 13 Ph
p Card
• 1 Sto r Card
ase 2 Characte
• 1 Ph rds
tack Ca
ase 2 At
• 9 Ph
p Card Card
• 1 Sto aracter
ase 3 Ch rds
• 1 Ph tack Ca
ase 3 At
• 19 Ph
p Ca rd
• 1 Sto Card
oc ko ut ’s
• 1 Kn Porkrind
eapon
read W
• 4 Sp rium Cards ’s
Empo Porkrind
Bo mb Charm
oke
• 4 Sm rium Cards

4 Player Boards (Cuphead, Mugman, Ms. Chalice and Elder Kettle)


’s ins.
Empo Porkrind s 4 Co .
arm Receive
Empo
art Ch
• 4 He rium Cards 13 ! Each
Player
Victory rn 1 Coin fo
r repe
at victor
ies

On ly ea

Cover Cards Character Cards Attack cards Stop Cards Knockout Cards
20 Action Dice 1 Boss Health Dial

Porkrind’s Emporium Cards

SAVE SHEET
Player:

Character:

Equip Cards: Coins:

1 A+ A A- B+ B B- C+ C C- D + D D- F
2 A+ A A- B+ B B- C+ C C- D + D D- F
3 A+ A A- B+ B B- C+ C C- D + D D- F
4 A+ A A- B+ B B- C+ C C- D + D D- F

4 EX Action Dice
5 A+ A A- B+ B B- C+ C C- D + D D- F

e
e

CUBES
be invincibl
6 A+ A A- B+ B B- C+ C C- D + D D- F

st still dodg

RTdie.
T GHOST
TY
7 A+ A A- B+ B B- C+ C C- D + D D- F

BOMER HAS ALL 3 PARRY CUBES


s on
8 A+ A A- B+ B B- C+ C C- D + D D- F

PER ign
PARRY
).
nd.

RPH
A3rd
Notes:

to be effective
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1 Dice and Pawn in box 7

Download the Free Timer & Scoring App


4 Super Art Envelopes, with 4 Super
Art Cards each
24 Wallop Cards 1 Boss Board
2 3
SET-UP
5. Next, gather the ‘Phase 1’ Attack cards from the deck. P!
STO
STOP!
STOP!
Stop when you reach the King Dice card and set the remaining deck off to the side. DO
DO NOT
DONOT
GO
GO
NOT
ANY
GOANY
ANY
ER
FURTH
FURTHER
FURTHER

Shuffle the Phase 1 Attack cards to create a draw pile for the first Phase
of the Boss battle. Place these cards in the space marked ‘draw’ beside the
Boss board.

Decide as a group if you will use a 10, 15, or 20 second timer. Using shorter timers will earn bonus points and a
potentially higher grade, but will make the game much more challenging.

Download the free Cuphead: Fast Rolling Dice Game timer and scoring companion app.

Each player selects a character and takes the Place the Parry, Time, and Coin tokens in a supply to
corresponding player board, 6 Action dice (5 regular one side of the playing area.
and 1 EX) and 3 Heath tokens. Place the Heath tokens Place the Boss board in the center of the play area. HOW TO PLAY
on the indicated spaces on the player board. Shuffle the Wallop cards and place them next to the
Boss board in the indicated space. Each Round the Boss will attempt to attack the players. The players must roll their dice to avoid the attacks and shoot
back at the Boss. Each Round is played simultaneously by all players using the following steps:

1. Reveal the Attack cards


BOSS DECK SET-UP 2. Set and Start Round Timer
3. Roll and Assign Dice
1. Select the Boss deck you would 2. Open the selected card box and 3. Remove the cover card(s) from
4. Resolve Boss Attack cards
like to play. If this is your first remove all of the cards. Do not the deck and review any additional
5. Clear Attack cards
game start with box #1. After you shuffle them. Place the deck on the rules printed on it. Some Boss decks
PHASE
successfully defeat this Boss you may table with the cover card face up. will introduce new rules and play 1

1. REVEAL THE ATTACK CARDS


fight it again, or move to box #2 and patterns to the game, which apply in
Reveal the top 3 Attack cards of the Boss deck, placing them into the empty spaces on the Boss board in
so on. addition to the rules found here.
the order drawn. If at least one of the revealed cards shows the Wallop image, reveal a 4th card
card..
THE ROOT PAC
BOX 1 PACKOUT K
ORDE R

• 1 Phase 1 Charac
ter Card
• 13 Phase 1 Attack
Cards
• 1 Stop Card DR AW
1 WAL
• 1 Phase 2 Charac
ter Card LOP CA
• 9 Phase 2 Attack RD
Cards
• 1 Stop Card
• 1 Phase 3 Charac
ter Card
• 19 Phase 3 Attack PHASE 1 PHASE 1 PHASE 1
Cards
• 1 Stop Card
• 1 Knockout Card
• 4 Spread Weapo
Emporium Cards n Porkrin d’s
• 4 Smoke Bomb
Emporium CardsCharm Porkrind’s
• 4 Heart Charm
Emporium CardsPorkrind’s

1
PHASE

“In a 3-player
4. Next take the Boss character card Note the starting Health of the Boss game Root Pack has
off of the deck and place it into the based on your player count. There are 10 Health to start” The Boss Attack cards have icons that indicate actions the players must take to avoid these attacks. Each
standee base provided. Place the 4 increasing Health values on the Boss attack requires 1 or 2 actions to avoid. Players will rapidly roll their dice to get the required icons,
standee in the notch at the top of card. The lowest value is used for a solo which must be assigned to their player board using the following steps.
the Boss board. PH ASE 1
game, and the starting Health increases
THE ROOT PACK
HP 6 / 8 / 10 / 12

by one value for each player added. Set


1
2. SET AND START THE ROUND TIMER
PH ASE
the Boss Health Dial to the appropriate T PACK Once you have installed the Cuphead: Fast Rolling Dice Game on your smart device, follow the prompts to set your timer
THE ROO
8 10 / 12
value based on your player count, and /
HP 6 / for 10, 15 or 20 seconds. This amount of time will be used for all rounds of the Boss battle. Alternatively, you may use any
13

place it next to the Boss board. timer of your choosing with a 10, 15 or 20 second setting. The same timer length must be used for the entire
Boss deck.

4 5
A player can press their luck by assigning a shoot action to an Attack card first in the hopes that they will get the required
3. ROLL AND ASSIGN DICE
action on a future roll. But this does reduce the dice remaining in the pool!
Rolling Dice: As soon as the timer starts, players
Some Boss Attack cards require the ‘shoot’ icon. This means players will dodge an attack by shooting. This prevents the
simultaneously roll their dice. A player may reroll their
player from taking damage from the attack but does not also damage the Boss.
dice as frequently and as quickly as they like. When
rolling and rerolling the dice a player must roll all dice
that are not assigned to their player board. Thus, dice
must either be locked into a space on the player board
or remain in the dice pool. PHAS
E 3

Assigning Dice: After each roll, a player may assign as PHASE 1 PHASE 1 PHASE 1

many dice as they like to their player board. Each pair


of dice spaces on the player board corresponds to one
Attack card in play. If there are only 3 Attack cards, the GAIN 1 PARRY

4th pair of spaces is not used.

Dice are assigned using the following rules: For example, a player must roll a ‘duck’ icon to dodge an Attack card with only that icon showing. They can use the
second dice slot for that card to assign a ‘shoot’. Note that players must assign this ‘shoot’ icon before moving on to
• Players must assign their dice to the spaces on their player board in Attack card order from left to right.
assign dice to the next Boss Attack card. Once a player has moved on, they cannot go back and assign shoot dice to
• Once a die is assigned to the player board, it cannot be moved or changed. empty spaces they passed over on their player board.

• Once a player has moved on and assigned dice to the next card they cannot go back to assign more dice to
EX Attacks: Each weapon has a special EX attack ability that can be triggered by shooting with the EX
a previous card.
die. These abilities are described on the player board and on weapon cards that players will encounter
• Players may assign as many dice as they wish from a single roll. If a player is lucky, and rolls all of the needed in the game. The starting weapon, the Peashooter, has an EX attack called ‘Mega Blast’. When the EX
action icons on their first roll, they may assign all of their dice immediately to all of the cards. die is used to shoot the Boss, Mega Blast deals 2 damage instead of one. Saving the EX die for an
attack rather than assigning it to dodge the Boss’s attack means dealing more damage, but it might
• For a single Attack card that requires two dice actions, players may assign the two dice from the same
be risky!
or separate rolls. The dice do not need to be assigned to specific slots on the card, as long as all of the
required symbols are assigned before moving to the next card. Wallops: The Boss will not deal damage if the Attack cards
have the Wallop image. Assigning no dice or the incorrect dice to
Remember, if an Attack card with
this space on the player board has no effect. However, assigning the
the Wallop image is revealed, a
Players may choose to skip a difficult card. This may be helpful if a player can’t seem to roll the symbols needed for the icon to this space will allow a player to draw a Wallop card when
4th Attack card is revealed for this
first card, but their roll that will complete the second, or even second and third card. Sometimes accepting the hit on the the Attack card is resolved. See Wallop Cards on page 11 for more round. If you assign dice to the
first card and moving on is better than risking getting hit by all 3 cards! See “Resolve Boss Attack cards” on page 8 for details. Wallop card, you will have fewer
more details.
dice left to complete any
If a player chooses to complete the optional Attack card to earn a
remaining Boss Attack cards!
Boss: Simply dodging attacks will not harm the Boss!
Attack the Boss: Wallop card, they may also assign a icon to attack the Boss.
If a player does not want to complete this Attack card, they must
To attack, players must assign extra dice showing the ‘shoot’ icon. Extra dice can be assigned to the player board remember to skip the corresponding spaces on their player board.
along with the die used to dodge an Attack card, if there is an open space for the die. Players cannot assign shoot dice to
Attack cards that require two actions to dodge, because both dice slots are needed to dodge the attack. 1
actions: Some Attack cards provide an opportunity to gain a Parry token. If a player dodges
Parry actions:
PHASE

these attacks, they gain a Parry token when the Attack card is resolved. Each player can hold up to 3
Shoot actions are only effective if the corresponding Attack card was successfully dodged. If a player assigns a shoot Parry tokens, which are stored in the spaces on their player board.
action die to a card, but did not roll the required action symbol before time ran out, or they assigned an incorrect action,
then the shoot action does not damage the Boss. A player may spend 1 Parry token to revive another player that has lost all of their Health (see Losing
GAIN 1
PARRY
All Health on page 8). Parry tokens may also be used for certain abilities as described on some
Porkrind’s Emporium and Super Art cards.
6 7
4. RESOLVE BOSS ATTACK CARDS DEFEATING A BOSS
At the end of the timer, all players may assign dice from their final roll, following the normal rules. Then players
simultaneously resolve the Boss Attack cards from left to right. Each card must be resolved by all players before moving When a Boss is reduced to zero Health, set aside the Boss card, and all of that Phase’s Attack cards. This happens
on to the next card. immediately after completely resolving the Attack card in which the Boss is defeated. Any remaining, unresolved Attack
cards for the current round are ignored, including any damage that would have been dealt to players, and any rewards,
• If a player assigned the correct dice to their player board to dodge an Attack card they do not take any such as Parry tokens and Wallop cards that the players would have received.
damage. If they failed to assign the required dice, or assigned the incorrect dice, they will take 1 damage for
To begin the next Phase; remove the King Dice ‘stop card’ from the top of the Boss Battle deck that was set aside during
that card (regardless of how many dice were needed). For each damage, a player removes one Health token from
set-up.
their player board.
• Place the Boss card for the next phase in the standee base.
• If an Attack card only has one icon, and a player assigns the correct die, as well as a second, unnecessary
non-shoot die, the player still dodges the attack using the correct die. The extra die that was not required is • Set the Boss Health Dial to the appropriate starting number.
simply wasted.
• Gather the new Phase’s Boss Attack cards from the top of the deck. Stop when you reach the King Dice
• If a player successfully avoided an attack and also assigned a shoot icon to that Attack card, the Boss takes stop card.
damage, which is tracked using the Boss Health Dial. A regular attack deals 1 damage, but the use of an EX die,
upgraded weapon, Wallop Card, Charm or Super Art may increase the amount of damage dealt. • Shuffle the Attack cards for the new Phase and reveal the top 3 cards (4 if a Wallop Attack card is revealed) and
continue the attack.

• Players do not refill Health between Phases but do keep any Parry tokens and Wallop cards earned in the
5. CLEAR ATTACK CARDS previous Phase(s).
If the Boss has any remaining Health, move the current Attack cards to a discard pile and play another turn,
starting from Step 1.
KNOCKOUT!
• If players have depleted a Boss’s deck of Attack cards, but have not defeated the Boss, they must shuffle all of
If removing a King Dice stop card reveals the Knockout card the players completed the
that Boss’s discarded Attack cards for the current phase to form a new draw pile and continue the fight. They
final Phase of the Boss battle and successfully defeated this Boss. The knockout card will
must also take a Time token, which will count against their final grade score at the end of the fight.
indicate how many coins each player has earned for the victory. If you have previously
• If at any point the Boss has no Health remaining proceed to “Defeating a Boss” on page 9. defeated a Boss, as noted on your Save Sheet, each player will
only earn one coin for defeating the Boss again.
ins. Victory
s 4 Co . ! Ea
Only ea ch Player
Receive
Player victories rn 1 Co Receive
! Each repeat in for s
repeat 4 Coins.
Victory rn 1 Coin for victories
Only ea .

LOSING ALL HEALTH PORKRIND’S EMPORIUM


If a player loses all of their Health, they must discard any remaining Parry tokens on their player board. A teammate may Within each deck players may find Porkrind’s Emporium cards featuring equipment that each player may purchase using
then spend a previously earned Parry token to revive that player. The revived player returns to the game with one Health their coins. Players may equip one weapon card by placing it on their player board covering up the ‘Peashooter’ space.
and rejoins play at the start of the next round. Revived players cannot lose Health, gain Parry tokens, or Gain Wallop A player may also select and equip any one Super Art and one Charm they have previously obtained (see Super Arts and
cards from any remaining Boss cards to be resolved in the round. They will rejoin the action starting with the next dice Charms on page 11.) Weapons, Charms, and Super Arts must be equipped before starting a Boss battle and may not be
roll phase. changed at any point during a battle.

If a player has lost all of their Health and cannot be revived by a teammate the game is over and the players have lost. Players may keep any unspent coins to purchase additional upgrades that will
be unlocked throughout the game. Any unpurchased upgrade cards are set CH
LOSING ALL HEALTH aside to form a Porkrind’s Emporium deck. Once unlocked, these items will 3 WEAPOARM
N
• Discard all Wallop cards and Parry tokens. remain available for future purchase. Items with a zero cost may be taken and 4 Sta
r
refil t the r
l to ou
3. Y nd w
HEA
CHASE RT
R
of th our fir EXith: CH
4 H AOS O
used immediately, however they do fulfill the ‘purchased’ item prerequisite on Can as e boss st attac ealth - RBIT
sign a doe ko can
• Start over at the beginning of Phase 1 in the Boss battle. the last
card if
thirdsn dioedton each only
a ma P
ge. hase
some cards.
EX: W it is a
hen us
ing th .
deal 2
damag e EX die to
e inste
ad of 1.

• Players may choose to play a previously unlocked Boss, or to replay the same Boss, and if they have purchased
any weapons or equipment they may reconfigure these before playing again. Players should keep a record of their purchased weapons and items on their
Save Sheet. See Save Sheet on page 10 for details.
• All players restart the fight at full Health.

8 9
ADDITIONAL RULES
THE RESULTS
After a Knockout, players will also determine the grade for their performance, using the scoring tool in the companion SOLO PLAY
App. After clicking on the knockout button in the App, answer the series of questions to receive your final grade.
When playing a solo game, follow all of the previous rules with the following changes:
Alternatively, you may calculate your score manually by using the chart on the back of the rulebook. To determine the
groups’ grade without the App, first add up the following for all players combined: 1. Between rounds (after resolving Attack cards, but before revealing new cards) a solo player may spend 2 Parry
tokens to gain 1 Health.
10 POINTS for each remaining Health token
5 POINTS for each remaining Parry token 2. If a solo player loses all of their Health, and they have 3 Parry tokens, they discard the Parry tokens, and any
remaining Attack cards in the current round. They then return to the fight, starting with a new round and
5 POINTS for all players’ unused Wallop cards
with one Health.
-10 POINTS for each Time tokens taken
0-20 POINTS Timer Bonus WALLOP CARDS
(20 seconds = 0, 15 seconds = +10, 10 seconds = +20).
Wallop cards may be used immediately when earned, or they may saved for later. Some Wallop cards show

Once the total score is determined, use the Results on the back cover to determine your final grade based on your dice icons. When resolving each Attack card, these Wallops may be used by any player in place of a

current player count. Players can record their progress on their Save Sheet. See Save Sheets at the bottom of this page missing die that matches the card. A Wallop card showing the shoot icon can also be assigned during

for more information. the Resolve Boss Attack cards phase to any space where a shoot die could have been assigned to do
damage to the Boss. This deals damage in the same way as a regular (non-EX) Action die, taking into All play
gain
ers

NEXT STEPS
HP.

account any applicable Weapon, Charm, or Super Art abilities. Other Wallop cards restore Health,
remove Time tokens, or provide Parry tokens.
Players may replay a Boss they have defeated, using upgraded equipment if desired, in order to try to improve their
grade score. Wallop cards are discarded after use. If the supply runs out, shuffle the discard pile to form a new draw pile. Unused
Wallop cards will earn players additional points at the end of the Boss battle. (See The Results on page 10.)
Additionally, after defeating a Boss, players may progress to the next Boss, opening the next numbered Boss deck and
reviewing any additional rules contained within. SUPER ARTS AND CHARMS
SAVE SHEETS

invincible
still dodge

CUBES

RTdie.
Four Super Art envelopes are included in the game. These can only be opened when the

ST
NCIBILITY

BOM HAS ALL 3 PARRY CUBES


actions on

you may assign


ALL 3 PARRY
ve).

GIANT GHO
d.

RPH
A3rd
ES

SUPER ART
roun

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to be effecti
SUPER ART

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2 rounds (must

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IF PLAYER HAS

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OPLRemove 1 Parry

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INVI

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requirements listed on the outside of the envelope have been met. Each player may have one

RT

but as Attack the boss


HAS

USED IF PLAYER

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those cards

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YER

Remove 2 Parry
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USED

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For the next
USED
In between battles players may elect to save their game progress.

SUPE

YER
r all

CAN ONLY
da

LY BE

PLA
dodg 2 Dama

signe
SUP

le the

D IF
Super Art equipped, which they must select before starting Phase 1 of a battle. Super Arts

ON

ed all

BE USE
AER
CAN
doub

Deal

ONLY
CAN
To do so, each player takes a Save Sheet, or continues a previously used Save Sheet.
cannot be changed at any point during a battle.
SAVE SHEET
Player CHAR
M
Charms may be purchased from Porkrind’s Emporium after they are revealed. Each player may
HEART
Player:
(Write your name here.) Character
3 with 4
Health
- can on
each Ph
ly
ase have one Charm equipped, which they must select before starting Phase 1 of a battle. Charms
Character: round ack on
Start the Your first att no damage
3. es
.
refill to the boss do

(Who did you play as?) cannot be changed at any point during a battle.
of

Equip Cards: Coins:

Equip Cards Coins


(Write the name of each (Record how much HOW TO RESET A BOSS DECK
Weapon, Charm and unspent money you have.)
1 A AA B B B C C C D D D F
+ - + - + - + -
Super Art card
you have collected.) 2 A+ A A- B+ B B- C+ C C- D + D D- F To reset a Boss deck, organize the cards from top to bottom as indicated on the Boss rules card.
3 A+ A A- B+ B B- C+ C C- D + D D- F

Grade Tracker
4 A+ A A- B+ B B- C+ C C- D + D D- F • The Attack cards for each Phase of a Boss can be organized randomly.
5 A+ A A- B+ B B- C+ C C- D + D D- F
(When you unlock a Boss, • If you plan to continue your journey with the same characters, set aside any revealed Porkrind’s Emporium cards.
circle the lock icon. Circle 6 A+ A A- B+ B B- C+ C C- D + D D- F

the grade you earned for 7 A+ A A- B+ B B- C+ C C- D + D D- F Players may purchase any revealed Porkrind’s Emporium card(s) between battles if they have enough coins. Once
each Boss. If you improve 8 A AA B B B C C C D D D F
+ - + - + - + -
purchased a player can save these cards and equip them before any Battle.
your grade, cross out the Notes:
Notes
old result and circle the (Use this space to keep • If you would like to reset the entire game from the beginning, return the Porkrind’s Emporium cards to their decks
new one.) notes on your favorite as indicated on the Boss rules cards.
item combinations.)
• A visual example for resetting the Root Pack deck is provided on page 12.

10 11
RESET THE ROOT PACK
PH ASE 1

THE ROOT PACK


HP 6 / 8 / 10 / 12

1 Phase 1 Character Card


1 PHASE 1 PHASE 13
E1 PHASE 1 PHAS
PHAS E 1
PH
E1 AS
AS E1
PH
1 PHASE
E 1 PHASE 1 PHAS
PHAS E 1
PH
E1 AS
AS E1

13 Phase 1 Attack cards


PH

DR AW
1W
ALLO
P CA
RD

1 Stop Card 1 Stop Card


SE 2
PH A
CK
OT PA
THE RO5/ 7
/ 9 / 11
HP

1 Phase 2 Character Card 1 Knockout Card


9

2 PHASE 2 PHASE
PHASE 2 PHAS s.
E2 Receives
4 Coin

PHAS E ries.
2 Player repeat victo
ry! Each Coin for
PH
E3
Victo 1
AS earn
AS
Only
E2
PH PH
2 WEA

4 Spread Weapon Porkrind’s


E AS
AS E PON
PH 2
3
9 Phase 2 Attack cards
SPREAD
EX: EIG
Any HT-W
AY

Emporium Cards
acti
of each on on the
round last Atta
EX: A deals ck Car
on the 2 dam d
last AttacEX die does
age.
k Card 3 dam
each age on the
roun d.
RD
CA
OP
ALL
1W
W

4 Smoke Bomb Charm


DRA
CHARM
SMOKE BOMB
3
1 Stop Card Once per round
one
you may assign
in place of any
die.

Porkrind’s Emporium Cards


CHAR
M
3
PH A

THE RO
OT PA14
8 / 10
HP
/ 12 /
SE 3
CK
Start
the roun
HEAR
T 4 Heart Charm Porkrind’s
1 Phase 3 Character Card
refill
to 3. You d with 4

Emporium Cards
Hea
of the r first attack lth - can only
boss doe on
s no dameach Phase
age.

PHASE 3 PHASE 3 PHASE


3
E 3 PHASE 3 PHAS 19
PHAS E 3
PH
E3 AS
AS E3
PH
3 PH
SE SE 3 PHASE 3 PHASE AS
A E 3 PHA 3 PHAS E
PH PHAS E 3 3
PH
E3 AS
AS E3
3 PH PH
E AS

19 Phase 3 Attack cards


AS E
PH 3

RD DR AW
P CA 1W
ALLO ALLO
1W P CA
DR AW RD

DRA
W
1W
ALL
OP
CA
RD

THE RESULTS

POINT TYPE EACH GRADE SOLO 2P 3P 4P


HP 10 A+ 55 100 160 220
PARRY 5 A 50 95 150-155 200-215
A- 45 90 140-145 180-195
REMAINING
B+ 40 85 130-135 160-175
WALLOPS 5
B 35 80 115-125 135-155
TIME TOKENS -10 B- 30 75 95-110 110-130
C+ 25 70 75-90 85-105
C 20 60-65 55-70 60-80
TIME BONUS C- 15 50-55 35-50 35-55
20 SECONDS: +0 D+ 10 40-45 20-30 20-30
15 SECONDS: +10 D 5 30-35 10-15 10-15
10 SECONDS: +20 D- 0 20-25 5 5
F LESS THAN 0 15 OR LESS 0 0

Credits:
Game Design: Pat Marino, Illustration: Stephen deStefano, Graphic Design: Ian Clarke, Sam Barlin

Cuphead™ and StudioMDHR™ are trademarks and/or registered trademarks of StudioMDHR Entertainment Inc. throughout the world.
USAOPOLY is a trademark of USAopoly, Inc. Designed and manufactured by USAOPOLY, Inc. 5999 Avenida Encinas, Suite 150,
Carlsbad, CA 92008. MADE IN CHINA. Colors and parts may vary from those pictured.
WARNING: Choking Hazard - Contains small parts. Not intended for children under 36 months.

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