- Attacks show a 5x5 grid marking the hit zone - Attacks mark out zones they hit, player chooses one zone - Monster attacks must be relative to the torso (deck) - Hunter attacks are relative to the hunter Special effects - Move parts/hunter - Monster must obey specific rules (all cards touching torso 8 directions) - Some monster attacks move the hunters that get hit - Status effects - Put a token on a hunter or monster part - If N tokens would be placed, do different effects and clear - Effects - Poison (2): Damage when using that part/attack - Paralyze (2): Can't attack for a turn - Blast (3): 2 damage - Blight: Weakness from that type while token is on Damage - Defaults to 1 for all attacks - Have elements, but those only trigger weakness/immunity - Weakness should be used sparingly/as part of blight Monster Parts - Only have so many of a type out in play at a time - 2 claws - 1 fang - 1 tail - 2 special (breath, wings) - Identity card gives deck building restrictions (element, what kinds of specials) - Shows how many defeated cards are necessary to enrage Enraged - Deals extra damage but also takes extra damage Hunter cards - Prebuilt Deck Composition - Identity/Hunter card - 5 Items - 3 Weak Attacks - 3 Strong Attacks - 6 Special Attacks - Items get discarded on use, attacks don't - Healing - Take cards from top of discard - Movement - Can move one space before attacking - Some attacks move the hunter Buffs - Rotate to show timing Classes - Sword and Shield (Starter) - Defense/parry/counter cards - Slashing weapon - Katana - Stances add persistent buffs, but also weaknesses (movement speed, rage) - Slashing weapon - Chakrams - Highly mobile, most attacks allow movement "through" the monster - Slashing weapon - Hammer (Starter) - Slow, lay down self-buffs, but requires buffs to deal damage - Blunt weapon - Hunting Horn - Cue up to 3 buffs, then activate them all for whole team a round - Blunt weapon - Leaping Staff - Switch between ground and aerial combat - Cards launch you in the air for N turns (acts like a buff) - These same cards should be weak in the air, to prevent putting too many in there - Mobile while in the air - Blunt weapon - Bow - Ranged, but needs to aim (and thus get pulled in range) - Ammo as a buff? - Piercing weapon - Piercing Weapon 2 - Piercing Weapon 3