huntik trading card game official rulebook

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Page 1: Huntik Trading Card Game Official Rulebook

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Page 2: Huntik Trading Card Game Official Rulebook

1TOC

Table of Contents 1. Welcome to the Huntik Trading Card Game!

12.TheMissionTimer...................................15 DrawingCards.......................... 16

13.Combat..................................................17 Star tingCombat....................... 17 ResolvingCombat..................... 19 KO’d........................................ 21 AdvancedCombat..................... 21

14.Missions..................................................25 ExpertMissions........................ 25 MutualMissions........................ 25 SoloMissions........................... 26

15.MissionFeatures.....................................28 Objects................................. 28 Obstacles............................. 29 Structures............................. 30

16.SpecialTerms..........................................31 Stun..................................... 31 GoAgain.............................. 33 Eliminate.............................. 34 Put....................................... 34 RemovedfromtheMap.......... 35

17.DeckbuildingRules.................................35 DeckbuildingTips..................... 36

18.LookforLegendaryHeroesinSet2!.......37

19.Glossary.................................................38

20.Credits....................................................41

1. WelcometotheHuntikTradingCardGame!.......1 What’sintheStar terBox?................. 1 HowtoWin....................................... 2 What’saTradingCardGame?........... 2

2. Setup...............................................................3

3. TheMissionMap...............................................4

4. TurnStructure...................................................5

5. WhatCanIDoonMyTurn?...............................5

6. PlayingHeroes.................................................6 MajorandMinorHeroes.................... 6

7. ReadyandExhausted........................................7

8. MovingHeroes..................................................8 Blocking....................................... 8 Unblockable.................................. 8

9. PlayingActionCards.......................................10 ExhaustActionCards...................... 10 FreeActionCards........................... 11 CombatActionCards...................... 12

10.UsingHeroPowers..........................................13 “AlwaysOn”Powers........................ 13 TriggeredPowers............................ 13 ActionPowers................................. 14

11.EndingtheRound...........................................15

Prepareyourself,apprenticeSeeker,toembarkonanexcitingadventureof strategyanddiscovery!IntheHuntikTradingCardGame(TCG),youandyouropponentwilleachleadateamof yourfavoriteSeekersandTitansfromtheHuntiktelevisionshow.YoucanteamupwiththeHuntikFoundationandtheCaster-wills,orjointheevilOrganizationinsteadasyouraceagainstthetimertocompleteyourMission.You’llsneakpastyourenemies,guardancienttempledoors,pickupmagicrings,andchargeintobattledeepbehindenemylines.Andthat’sjustthebeginning!

What’s in the Starter Box?

• 2HuntikTCGdecks,1Goodand1Evil.Eachdeckhas30cards.

• 2ExclusiveHuntikTCGcardswithSuperRarefoiltechnology!

• 1MissionPackwith7Missionsandtheirfeaturecards.ThePackincludes 4TrainingMissions,1ExpertMission,1MutualMission,and1SoloMission.

• 1HuntikTCGSeekerTrainingGuide(playusingthisbeforereadingthe HuntikTCGComprehensiveRules)

• 1HuntikTCGgamemat

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How to WinEachgame,oneplayer,thelead player,willrandomlychooseoneof theirMissionstosendtheirteamon.Theotherplayer,thedefending player,willtrytostoptheleadplayerfromcompletingthegoalsspelledoutonthatMissioncard.If theleadplayercompletesthesegoals,theywin.Buttheclockisticking!TheleadplayermustcompletetheMissionin7rounds,orelsethedefendingplayerwinsthegame.

What’s a Trading Card Game?Tradingcardgames(TCGs)aredifferentfromothergamesinacoupleof ways.First,cardsinaTCGcanchangethegame’sbasicrules.The card is always right.Thatmeansyoushouldalwaysdowhatthecardsays—evenif therulessaysomethingdif ferent.

Second,yougettochoosethecardsyouplayinyourdeckandtheMissionsyourteamwilltrytocomplete.Withlotsof Missionstochoosefrom,thegoalsof thegameareconstantlychanging,soconstructyourteamwithcare.Willyoubuildyourdeckaroundsubtletyandspeed,cunningcombinations,orbruteforce?WhichMissionsyoudecidetorunwilloftenchangewhatisthebestdeckstrategy,especiallyonceyougraduatetotheExpertMissions.Thefreedomtochooseboththecardsyouputinyourdeckandthegoalsof thegamethroughtheMissionsletsyoucreateyourownpathtovictory.

First,flipacointodecidewhoisgoingtobetheleadplayerforthefirstgame.Inthenextgame,youswitchwhoistheleadplayer.Thatmeansthedefendingplayerinthefirstgamewillbetheleadplayerinthenextgame.

EachplayerneedshisorherowndeckandtwoMissionsthatheorshewantstotryasleadplayer.Don’tforgettohaveyourMissions’featurecardsnearby.

TrycompletingtheTrainingMissionsfirst.Onceyou’vemasteredthem,moveontotheExpertMissions.

2. Setup

• Theleadplayerrandomlychoosesoneof hisorherMissions.• TheleadplayerfollowstheinstructionsonthatMissioncard,placingits featuresontotheMissionMaporsettingthemasideforlater.(Formore onthis,seetheMission Featuressection.)• Putamarkeronround1ontheMissionTimer.(Formoreonthis,see The Mission Timer.)• Eachplayershuffleshisorherdeck,thendraws5cardsfromthetop. Theseareyourstar tinghands.• Mulligan rule:Startingwiththeleadplayer,aplayermayputanynumber of cardsfromhisorherhandonthebottomof hisorherdeck,thendrawthat samenumberfromthetopof hisorherdeck.Thisiscalled“takingaMulligan.”

Strategy Tip

Try to complete Training Missions before moving on to Expert Missions.

When you take a Mulligan, try to keep at least 2 major heroes in your hand. If you don’t have 2, you may want to put more cards on the bottom of your deck to get a better chance of finding your major heroes.

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TheMissionMapisdividedintozonesnumbered1through5,with1beingtheclosesttoyouand5beingthefar thestaway.Thesameistrueforyouropponent,althoughforthem,thenumbersarereversed.Thismeansthatyourzone1istheirzone5,yourzone2istheirzone4,andsoon.

3. The Mission Map

Mission MapAll of the action in the game takes place on the Mission Map.

<If youplayacardthattalksaboutazonenumber,useyourzonenumber.

<If youropponentplaysacardthattalksaboutazonenumber,usetheir zonenumber.

<WhentheleadplayerissettinguptheMission,alwaysusehisorherzone numberstoplacetheMissionfeatures.

PlayintheHuntikTCGisalotliketraditionalboardgameslikecheckersorchess.Whenitisyourturn,youmakeasingleplay,andafterthatitbecomesyouropponent’sturn.Playthengoesbackandfor thuntilbothplayerssay“done”or“pass”inarow.Whenthathappens,youadvancetheMissionTimerandstar tthenextround.

4. Turn Structure

Wheneveritisyourturn,thereareanumberof differentplaysyoucanmake.Thesedon’thavetohappeninanysetorderduringthegame,althoughitmightbeagoodideatogetsomeheroesdownonthemapbeforeyoudoanythingelse!

5. What Can I Do on My Turn?

<Youcanonlymakeaplaywhenit’syourturn.

<Wheneveryoudoanything,whetheritisputtingaherointoplay,moving ahero,playinganAction,interactingwithaMissionfeature,orsaying“pass,” ittakesyourwholeturn.Afterthat,it’syouropponent’sturn.

<PlayaherocardfromyourhandontotheMissionMap.

<Moveoneof yourheroesalreadyonthemap.If youstopinazone

withanenemyheroinit,youcanstar tafightinthatzone.

<PlayanActioncardfromyourhand.

<Useapowerononeof yourheroesonthemap.

<Say“done”or“pass.”

Let’slookattheseoptionsinmoredetail.

On your turn, you can:

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Power

Card Name

Flavor Text

Version

Power

Card Name

Flavor Text

Version

HeroesarehowyougetthingsdoneinHuntik—youusethemforjustabouteverything,frommoving,tofighting,tointeractingwithMissionfeatures.Beforeanyof thathappens,though,theyhavetogetoutof yourhandandontotheMissionMap.

6. Playing Heroes

<Whenitisyourturn,youmayplayaherocardfromyourhandontothemap.<Yourheroesalmostalwayscomeintoplayinyourzone1.<Playingaherotakesyourwholeturn.

MISSION MAP

Minor Hero Major Hero

Major and Minor HeroesSomeheroesaremuchmorepowerfulthanothers.Theseheroes,knownasmajor heroes,havealimitonhowmanycanbeplayedduringeachroundof theMissionTimer.

<Youmayonlyplay1majorheroeachround.<Youmayplayanynumberof minorheroeseachround.<Whetheritisamajororaminorhero,playingaherotakesyourwholeturn.

Onceyourheroesareinplay,wheneveritisyourturn,youcanmovethemaroundthemap,usetheirspecialpowers,star tfights,and/orgoafterMissiongoals.However,noone,noteventhemostpowerfulhero,candoitallatthesametime!Mostof thetime,eachof yourheroeswillbeabletodojustonetaskeachround.

Thepositionof eachhero’scardonthemaptellsyouwhichheroesarereadytoact.

7. Ready and Exhausted

Ready!

Exhausted

Areadyheroisuprightandfacingyou,tellingyouthatitcanbeused.Anexhaustedheroisturnedsideways,tellingyouthatithasalreadybeenusedthisround.

<Heroescomeintoplayready.<Exhaustedheroesready(turnupright)atthestar tof eachround.<OnlyreadyheroesmaymoveorbeusedtoplayExhaustActions.<Whenthereisacombatinazone,allheroestakepar t,whethertheyare readyorexhausted.

Strategy Tip

It is often a good idea to leave one hero ready as it gets close to the end of the round in order to respond to surprise moves by your opponent.

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BLOCKED!

Whenaheroisready,youmayuseyourturntomoveitaroundontheMissionMap.

8. Moving Heroes

<Yourreadyheroesmaymove0,1,or2zonesforward(awayfromyou)or backward(closertoyou).<Movingaheroexhaustsit,evenif itonlymoves0or1zones.<Wheneveryoustopinazonewithanenemyhero,youmaystar tacombatin thatzone.(SeetheCombatsectionformoredetails.)

BlockingYouropponent’sheroesaren’tjustgoingtositbackandletyourheroesstrollpastthem.Althoughyoucanmoveyourheroesintoazonethatisoccupiedbyanenemyhero,youcannotmovethemforwardpastit.Theenemyheroblocksyourheroesfrommovingforwardintothenextzone.

Blockingonlyaffectsheroesthataremovingforwardtowardyouropponent’ssideof themap.Youcanalwaysretreatyourheroesbacktoyoursideof themap,evenif thereisanenemyherointheirpath.Noself-respectingherowouldbothertostopsomeonewhoisjustrunningaway!

<Aherocannotmoveforwardpastazonethatcontainsanenemyheroorobstacle.<Aherocanalwaysmoveback,evenif thatmeanspassingthroughazonewithan enemyhero.

UnblockableSomeheroesarereallysneakyorfast,canfly,orhavesomeotherwayof gettingaroundtheiropponents.Theseheroeshavethespecialpowerunblockable.Justasyou’dthink,anunblockableherocannotbeblocked.Thisallowsittomovefreelythroughanyzone,evenif thatzonehasanenemyheroinit.

Example: Eckhart has two ready heroes in play, Lok Lambert and Lindorm, both in zone 2. Miranda, his opponent, has The Professor in zone 3. On Eckhart’s turn, he could move Lok into zone 3, but he could not move Lok into Zone 4, since Miranda’s hero is blocking. Lindorm, on the other hand, is unblockable! This means that Eckhart can move Lindorm to zone 4, right past Miranda’s hero.

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Inadditiontoherocards,youcanputActioncardsintoyourdeck.ManyActioncardsarespecialmagicalspellsyourheroescanperform,grantingthemtemporarybonuseslikesuperspeed,aforcefieldforprotection,orevenaspecialattack,likespewingacorrosiveblastof acid!OtherActioncardsaremoredown-to-ear ththingslikegoodplanning,extraeffor t,orcleverleadership.

Therearethreetypesof ActioncardsintheHuntikTCG:Exhaust Actions,Free Actions,andCombat Actions.

9. Playing Action Cards

<ExhaustActioncardsareplayeddirectlyfromyourhand.

<ExhaustActioncardsareplayedusingyourheroesontheMissionMap. WhenyouexhaustaherotoplayanExhaustAction,it’slikethatherois playingtheAction.

<WhenanExhaustActioncardsays“me,”“my,”or“I,”it’stalkingaboutthehero youexhaustedtoplaythecard.

<OnlyreadyheroesmayplayExhaustActions,andplayingonecausesthathero toexhaustfortheround.

<WhenyouplayanExhaustAction,firstexhausttheherothatyouareusingto playit.Then,followthedirectionsonthecard.Onceyouaredone,putthecard intoyourdiscardpile.

<Justlikemovingorplayingahero,playinganExhaustActioncardusesyour wholeturn.Afteryouplayit,itisyouropponent’sturn.

Exhaust Action CardsExhaustactionsareusuallythestrongesttypeof Actioncards.Assuch,theyrequirethefulleffor tof areadyherotobeplayed.

Example: Erin has Sophie Casterwill in play and ready, and the Exhaust Action card Research in her hand. On her turn, she decides to use Sophie to play Research. She exhausts Sophie, then looks at the top 4 cards of her deck. After selecting a card and putting the rest at the bottom, her turn ends. It is now her opponent’s turn.

To play an Exhaust Action card, you must exhaust a ready hero.

Free Action CardsFreeActioncardsaresimilartoExhaustActioncards.Themaindifferenceisthatyoudo nothavetoexhaustoneof yourheroestoplayone.

<FreeActioncardsareplayeddirectlyfromyourhand.<Theydonotrequiretheuseof ahero.Youdonotevenneedtohaveaheroon themaptoplayaFreeActioncard.<WhenyouplayaFreeActioncard,justfollowtheinstructionsandthenputitinto yourdiscardpile.<Althoughitdoesnotrequireyoutoexhaustahero,aFreeActioncarddoesrequire youtouseyourturn.Afteryouplayone,itisyouropponent’sturn.

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special power

Example: Ben has the Free Action card Get Back to Work! in his hand and 2 exhausted minor heroes in zone 3. When it is his turn, he plays the Free Action card directly from his hand, readying one of his minor heroes. He puts Get Back to Work! into his discard pile. It is now his opponent’s turn.

Combat Action CardsCombatActioncardsarespecialmovesandattacks,likeflyingkicksorenergyshields,thatimprovehowyourheroesfightincombat.

<CombatActioncardsaretheonlytypeof Actioncardsthatmaybeplayedduringcombat.<Theymaynotbeplayedatanyothertime.<JustlikeotherActioncards,CombatActioncards areplayeddirectlyfromyourhandandareputinto yourdiscardpileafteryoufollowthedirectionson thecard.<SinceCombatActioncardsareplayedduring combat,theydo nottakeyourwholeturn.<YoucanplayCombatActioncardsevenif you didn’tstartthecombat.

Here are the basics:

Manyheroeshavespecialpowers.Thesepowersarewrittenintheirtextbox.

10. Using Hero Powers

“Always On” Powers

Furoji has a special power written in his text box.

Somepowersare“always on”powers,whichmeanstheyarealwaysworkingandyoudon’tneedtodoanythingspecialtousethem.

Youdon’thavetodoanythingtouseKipperin’spower.Aslongasheisinplay,allof yourheroesareunblockable.

Triggered PowersOtherpowersonlyworkinspecificsituations.Thesearecalledtriggered powers.

LindormcanonlyusehisKnockbackpowerwhenhemovesintoazone.

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11. Ending the RoundAction PowersAction powersworkalotlikeActioncardsdo.

Therearethreetypesof Actionpowers:Exhaust Action,Free Action,andCombat Action.

YouuseDante’sMegapunchpowerinthesamewayyouwoulduseanExhaustActioncard.

Asyoumighthaveguessed,Breaker’sGrapplepowerworksalotlikeaCombatActioncard.

NowlookatIgnatius.HisBurnpowerisaFreeAction,whichmeans:

• Hemustbereadyinordertousethepower.• Usingthepowerexhaustshim.• Usingthepowertakesyourwholeturn.

• Hedoes nothavetobereadytousethepower.• Usingthepowerdoesnotexhausthim.• Usingthepowertakesyourwholeturn.

• Hedoesnothavetoexhaustorbereadytousethepower.• Thepowercanonlybeusedduringacombat.• Hecanusethepowerevenif hedidn’tstartthecombat.• Infact,Breakerdoesn’tneedtobeinthecombathimself to usehisCombatActionpower.• UsingaCombatActionpowerdoesnottakeyourwholeturn.

Anotherthingyoucandoonyourturnissay“done”or“pass.”However,therounddoesn’tendjustyet!Youropponentmaystillwanttomakesomeplays.If yousay“done”andyouropponentmakesanotherplay,likemovingahero,itbecomesyourturnagain.Youdonothavetosay“done”againjustbecauseyouweredonebefore!Sincethingshavechanged,youcanmakeadifferentplayinstead,reactingtoyouropponent’smove.

<Saying“done”or“pass”takesyourwholeturn,makingityouropponent’sturn.<Theroundonlyendswhenbothplayershavesaid“done”or“pass”inarow.<If yousay“done”andyouropponentmakesanotherplay,itbecomesyourturn again.Youdonothavetosay“done”again.<If bothplayersdosay“done”or“pass”inarow,theroundends.Movethe MissionTimertothenextround.

Strategy Tip

In the hands of an expert Seeker, passing can be a potent weapon! It is a lot easier to choose your strategy if your opponent commits first. Even if you plan on making some plays in a round, it is sometimes best to pass and see what your opponent does first. This is especially effective if he or she has not yet played a major hero. But be careful! A clever opponent might just pass behind you.

12. The Mission TimerOncebothplayershavepassed,theMissionTimeradvancestothenextround.

<Whenthetimeradvances,readyallheroesandMissionfeaturesonthe MissionMap.<If anyheroesorobstacleswerestunned,unstunandreadythem. (SeetheStunsectionformoreonthis.)

If thetimerisat7andcannolongermoveforward,thedefendingplayerwinsthegame!

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<Onoddrounds(1,3,5,and7),thedefendingplayergoesfirst.<Onevenrounds(2,4,and6),theleadplayergoesfirst.

Advancingthetimeralsodetermineswhogetstomakethefirstplayeachround!

You can see who gets the first turn each round by checking the timer.

Strategy Tip

Going first in a round can be a huge advantage, especially when it comes to choosing favorable combats. Expert Seekers will keep a careful eye on who will get the first turn next round, especially when moving their heroes.

Drawing CardsStar tingwithround2,eachplayerbeginstheroundbydrawing2cardsfromthetopof hisorherdeckandaddingthemtohisorherhand.

<Youwilldraw2cardsatthestartof rounds2,3,4,5,6,and7.<Youalwaysdrawyour2cardsatthestartof theround,beforeanythingelsehappens.

13. CombatGoingonMissionscanbeadangerousjob,especiallywhenthere’sawholeteamof enemyheroestryingtostopyou!Soonerorlater,there’sboundtobeafight.

<Acombatalwaystakesplaceinasinglezone.<Whenthereisacombatinazone,allnon-stunnedheroesinthezonejoinin, evenif theyareexhausted.<If youstartacombat,nomatterwhowins,itisyouropponent’sturnafterthe fightresolves.

Here are some basic things to remember:

Starting CombatStar tingcombatisprettysimple.Whenaheromoves,itcanstar tafightinthezonewhereitstops.

<Whenyoumoveahero,if itstopsinazonethathasoneof youropponent’s heroesinit,youcanstartacombatinthatzone.<Youdon’thavetostartacombat.Yourherocanstopinazonewithanenemy heroanddonothingif youlike.<Youdonothavetomoveforwardorbacktostartacombat.If yourheroisinazone withanenemyheroatthestartof yourturn,youcanmove0zonesandstartacombat inthatzone.Remember,whenyoumoveahero0zones,itstillexhausts.<Becauseanexhaustedherocannotmove,itcannotstartacombat.

Side Note:

Zones are often big places like large caverns or hidden chambers. When heroes move 0 zones to start a fight, they’re running over to where the enemies are located in their zone.

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On his turn, Danny can move and start a combat with either of his heroes.

Strategy Tip

Sometimes it is better to move into a zone and not start a combat. Sometimes the first hero may not be strong enough to win, but if you move a second one in, you can use them both to defeat a larger enemy hero. Other times, it is better to force your opponent to start the combat, since it will use one of his or her heroes for the round, and after the fight, it will be your turn.

18 19

Side Note:

A hero’s ATK and DEF are a lot more that just its size and strength. Some of the tiniest heroes might be very hard to KO because they are expert at dodging, or might be offensive powerhouses due to a poison bite or the ability to cast powerful invocations. Seekers like Dante Vale or The Professor may not be as physically imposing as some of the Titans they can summon, but their magical abilities more than make up for it.

Example: Danny has Lok Lambert ready in zone 1 and Caliban ready in zone 3. Erika has DeFoe in zone 3 exhausted. On his turn, Danny can move Lok 2 zones into zone 3. Because there is an enemy hero there (DeFoe), Danny can start a combat after Lok moves. He could also move Lok into zone 3 and not start a combat—it is his choice. He could also choose to move Caliban 0 zones and start a combat in zone 3 that way. He just exhausts Caliban and starts a combat.

Resolving CombatSo,howdoyoufigureoutwhathappenswhenyourheroesfight?

ThefirstthingstolookataretheirATKandDEFnumbers.

Dantehas5ATKand4DEF.Thefirstnumbertellsyouhowmanyattackshewillmakewhenheisincombat.Thesecondnumbertellsyouhowmanyattackshavetobeaimedathiminordertoknockhimout(KOhim),forcinghimtoleavetheMissionMap.

ATK DEF

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Example: Lisa has King Basilisk, who has 5 ATK and 3 DEF, ready in zone 2. Adam has Lok Lambert (3 ATK/3 DEF) ready and Gareon (1 ATK/3 DEF) exhausted in zone 3. On Lisa’s turn, she decides to move King Basilisk into zone 3 and start a combat. Lisa totals up her attacks—5 from King Basilisk. Adam totals up his attacks—4, including 3 from Lok Lambert and 1 from Gareon. Lisa can split her 5 attacks any way she likes between Lok Lambert and Gareon. She decides to aim 3 at Lok Lambert, which is enough to KO him. She aims the remaining 2 attacks at Gareon, but since his DEF is 3, it isn’t enough to KO him. Adam aims all 4 of his attacks at King Basilisk. Since King Basilisk has 3 DEF, this is enough to KO it.

<EachplayeraddsupthetotalATK(attacks)of alltheheroesthatheorshehas inthecombatzone.<Eachplayerthenaimstheirheroes’attacksatanyenemyheroesinthecombat zone,splittingthemuphoweverheorshewants.<Allcombathappensatthesametime.Bothplayerswillgettoaimallof their attacksevenif someof theirheroesareeventuallyKO’dthroughcombat.<If attacksequaltoorgreaterthanahero’sDEFareaimedatitincombat,that heroisKO’dandputintoitsowner’sdiscardpile.<If attackslessthanahero’sDEFareaimedatit,thoseattackswilldonothing. Extraattacksgreaterthanahero’sDEFthatareaimedatthatherowillalso donothing.

Here are the basics for resolving combat:

5 total attacks 3+1 = 4 total attacks

KO’dAlthoughthemainwaythatheroesareKO’disthroughcombat,theycanalsobeKO’dbyActioncardsorevenheropowers!Nomatterhowithappens,theendresultisthesame.

<Whenoneof yourheroesisKO’d,takeitoff themapandputitinto yourdiscardpile.

Advanced CombatRememberthoseCombatActioncardsandCombatActionheropowerswetalkedaboutearlier?Nowwearegoingtoexplainhowtheyareused.

Inanycombat,eachplayerwillgetachancetoplayCombatActioncardsorpowersafterthecombatstar tsbutbeforeitresolves.Playgoesbackandfor thmuchliketheturnsinaregularround.

<Startingwiththeplayerwhowasattacked,eachplayercandecidetoplaya singleCombatActioncardorCombatActionpower,orpass.<Thepersonwhostartedthecombatnowhasachancetoplayasingle CombatActioncardorpower,orpass.<Thiscontinuesbackandforthuntilbothplayerspassinarow.Whenthis happens,thecombatresolvesasdescribedearlierinthissection.<Justlikeinaregularround,youcanpass,andthenif youropponentplaysa CombatAction,youcanchangeyourmindandplayoneof yourown.<If oneof yourheroesisremovedfromacombatwhileCombatActionsarebeing played(eitherbyleavingthezoneorbeingstunned),youremovethathero’s attacksfromyourtotal.<Similarly,if youaddaherotoacombatasaresultof aCombatAction,youadd thathero’sattackstoyourtotal.<OnlyCombatActionsmaybeplayedduringcombat.YoumaynotplayExhaust orFreeActions,moveheroes,orplaynewheroes.

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Example: Jeff has an exhausted Neptunia in zone 3 (2 ATK/2 DEF), and Kreutalk (5 ATK/4 DEF) and Breaker (4 ATK/5 DEF) ready in zone 1. Marco has two ready heroes in zone 3: Dante Vale (5 ATK/4 DEF) and Lok Lambert (3 ATK/3 DEF).

Since it’s Jeff ’s turn, he decides to attack, moving Kreutalk from zone 1 to zone 3 and declaring that he is starting a combat. Each player totals up his team’s attacks. Jeff has 2+5 for 7 attacks, and Marco has 5+3 for 8 attacks.

Let’s look at an extended (if a bit unusual) example that shows most of these points in action:

5+3= 8 total attacks5+2=7 total attacks

Marco has the first chance to play a Combat Action, but he decides to pass. He wants to wait and see what Jeff does first. He would love to use Dante’s Megapunch to KO Kreutalk, but since it is an Exhaust Action power and not a Combat power, he cannot use it during a fight.

Too bad for Marco! Only Combat Action powers may be used during a combat.

Jeff decides to use Breaker’s Grapple Combat Action power, targeting Dante. This removes all of Dante’s attacks from Marco’s total. Marco’s total is reduced by 5, and is now 3. That’s not enough to KO Kreutalk, but it’s still enough to KO Neptunia.

8-5=3 Breaker’s Grapple power has taken Dante out of the fight.

8

Since Jeff made a play, it is now Marco’s chance to act. Although he passed before, he does not have to pass again. He decides to use Lok’s Combat Action power, which allows him to put Freelancer (3 ATK/3 DEF) directly into the fight. Not only does this add Freelancer’s ATK to the combat (for a new total of 6 attacks), but Freelancer also has a very strong “always on” power, Defender. When Freelancer is in a combat, the opponent must aim his attacks at no more than 1 enemy hero!

(0) + 3 + 3= 6 total attacks5+2=7 total attacks

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8

(0) +3 + (0) = 3 total attacks5+2=7 total attacks

But Jeff isn’t done! Since Marco just played, it is Jeff’s turn again. He decides to play the Combat Action card Poisonfang from his hand. This lets him put 1 enemy hero in this combat 1 zone back. He chooses Freelancer, moving it back a zone. Since it is out of the fight, its attacks are removed, and Marco won’t be able to use its special Defender power this fight.

Freelancer has been pushed out of the combat zone by Jeff’s Poisonfang!

Marco is out of Combat Actions, so he passes over to Jeff. Jeff decides to pass as well, and the combat resolves. Jeff has a total of 7 attacks, enough to KO both Lok and Dante. With only 3 attacks, Marco has to settle for just KO’ing the lowly Neptunia. A dark day for the Huntik Foundation!

pushedback!

14. MissionsGoingonMissionsiswhatdefinesthegameof Huntik.Thegoalsof thegamearecon-stantlychangingdependingonwhatMissionisbeingrun.Sofar,wehavefocusedonasingletypeof Mission,inwhichtheleadplayeristryingtocompletetheMissionandthedefendingplayeristryingtostoptheleadplayerandrunoutthetimer.Thisisthestyleof alltheTrainingMissionsintheStar terset,butitisnottheonlytypeoutthere!

Expert MissionsThereisoneExpertMissionintheStarterset,butmostof themcanbefoundinboosterpacks.

<ExpertMissionsareusuallymoredifficulttocompletethanTrainingMissions.<InordertocompleteanExpertMission,youmayneedtomakeaspecialdeck thattakesadvantageof thatMission’sfeatures.<SinceTrainingMissionsarenotallowedinofficialtournaments,these tournamentswillusuallyinvolveExpertMissions.

Expert Missions differ from Training Missions in the following ways:

Mutual MissionsUnlikeTrainingMissionsandExpertMissions,MutualMissionshavegoalsthatmaybecompletedbyeitherplayer!

<WhenplayingaMutualMission,youshouldstillrandomlydeterminewhowill betheleadplayer,sincethiswilldeterminewhowillplayfirstoneachround.<Thegameisstilloverafter7rounds.However,thedefendingplayerdoesnot automaticallywinatthatpoint.<If neitherplayerhasachievedthegoalsof theMissionbytheendof round7, orif therewaspointscoringandtheyhaveatiescore,thegameisconsidered adraw.

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Solo MissionsTherearealsosomeMissionsyoucanplaybyyourself !SoloMissionsusesomespecialrules.

4Pickadifficultylevelbetween1and5,with1beingthehardestand5being theeasiest.4Whenthegamebegins,draw5cardsplusanumberequaltothedifficulty levelyouchose.4Youdonotdrawcardsatthestartof thefollowingrounds.

<Drawing: Insteadof drawing5cardsonround1,yougettochoosehow manycardstodraw!

4InSoloMissions,youarealwaystheleadplayer,andtheMissionfeatures arethedefendingplayer.4Whenthetimerisat1,theMissionfeaturesmakeaplaybasedonthe instructionsontheircards.Whentheirturnisdone,advancethetimerto2.4Whenthetimerisat2,youtakeyourturn,afterwhich,movethetimerto3, andsoon.4Afteryouandthedefendingplayerhaveeachtaken3turns,thetimerwill beat7.Instead of taking a turn, the round ends.Readyall of yourheroesandputthetimerbackto1.ItisnowtheMissionfeatures’ turnagain.4Thelengthof eachroundismeasuredbythetimermovingfrom1to7. Otherwise,itisanormalround—youmayonlyplay1majorhero.4PlaycontinuesuntilyouwintheMissionorrunoutof playsandgiveup.

<Moving the Timer: Insteadof advancingthetimerattheendof each round,youadvanceitattheendof eachturn!

4WhenyougetinacombatwithMissionfeaturesinaSoloMission,theyhave aspecialwaythattheyaimtheirattacks.

<Combat

• ASoloMissionfeaturewillalwaysaimitsattacksfirstattheheroin thecombatwiththehighestDEF.If twoormorearetiedforthehighest DEF,youmaychoosewhichheroitaimsat.

• SoloMissionfeatureswillaimtheirattacksatthatherountiltheyhave aimedenoughtoKOit.

• Then,SoloMissionfeatureswillaimanyleftoverattacksatthehero withthesecondhighestDEF,andsoon.

Example: Antonio is attempting the Get the Hammer Mjolnir Solo Mission. He has 3 heroes in zone 1: The Professor (5 DEF), Bellona (4 DEF), and Akmen-Meo (1 DEF). Fenris (6 ATK / 5 DEF) is in zone 4. On Fenris’s turn, he rolls a 5, moving all the way forward to zone 1 and starting a fight! Fenris aims his attacks first at The Professor, who has the highest DEF with 5. He then aims his 1 remaining attack at Bellona, even though he could KO Akmen-Meo if he aimed it at him. Bellona has the second highest DEF, so Fenris has to aim his attack there. Fenris may be tough, but he certainly isn’t very smart! The Professor is KO’d, and Fenris is stunned for the round.

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Most Missions customize the Mission Map by adding Mission features. Thesefeatures can include objects that your heroes can pick up and interact with,likeringsorspeedboats.Theycanalsoincludeobstacles that you have to overcome,including powerful enemy Titans controlledby your opponent. They might even includestructures that you can interact with, likesecretcavesortraps.Whenyoudecidetoruna Mission, make sure you have the variousMissionfeaturecardsthatgowithit.

Let’slookateachtypeof Missionfeature.

<Mostobjectswilltellyouintheirtextboxhowtheyarepickedupand/orwhocan carrythem.If anobjectonlysaysthatahero“may”pickitup,simplytellyour opponentthatyourheroispickingthatobjectup.Thisactiontakesyourwholeturn.<Anobjectmayonlybepickedupbyaherothatisinthesamezoneasthatobject.<Whenaheropicksupanobject,putitunderthathero.Whenthatheromoves,the objectiscarriedwithit.<Onceaheroiscarryinganobject,nootherheromaypickitup.<If aherocarryinganobjectisKO’d,stunned,orleavesthemap,theobjectdrops intothezonetheherowasin.<Aheromaycarrymorethanoneobject.

15. Mission Features Example: Bridgette is the lead player and has Shinobi exhausted in zone 4. The Ring of Arc is also in zone 4. The Ring of Arc says, “A lead hero in this zone may pick up the Ring of Arc.” Since Shinobi is a lead hero, it can pick up the Ring on Bridgette’s turn. It doesn’t matter that Shinobi is exhausted. Bridgette puts the Ring under Shinobi, and it is now her opponent’s turn.

Shinobi can pick up the Ring of Arc on Bridgette’s turn

<Anobstaclewillusuallysaywhichplayercontrolsit.<AnobstaclehasATKandDEFnumbersandwilljoinincombatinanyzoneontheside of theplayerwhocontrolsit.<If noonecurrentlycontrolsanobstacle,itwillnotfight.<Obstaclescanmove,block,beblocked,andstartcombatsexactlylikeheroes.<Theyalsoexhaustexactlylikeheroesandreadyatthestartof eachround.<Incombat,aplayermayaimattacksatanyparticipatingenemyobstacle. TheyareKO’dinthesamewayasheroes.<Youcannotuseoneof yourobstaclestoplayActioncards.<Actioncardsthattargetheroesmaynottargetanobstacleunlessitspecificallysays theycan.

ObstaclesareusuallyenemiesoralliesthatwilleitherneedtobeovercomethroughcombatorassistyouincompletingtheMission.Theyareoccasionallyattackablestructures,likeagateyoucanbreak.Inmanywaystheyworkjustlikeheroes,buttherearesomekeydifferences.

ObstaclesObjectsareMissionfeaturesthatmaybepickedupbyheroesandcarriedfromzonetozone.

Objects

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Example: Bernard is the defending player on the Defeat Ymir: Frost King Expert Mission. He controls not only Ymir: Frost King, but 2 Frost Minions. Whenever it is his turn, he can move and start fights with a Frost Minion as if it were a hero. However, he cannot use the Minions to play Exhaust Action cards. Ymir: Frost King’s card has a special rule that keeps him from moving and a power that lets him exhaust to start a combat. This lets him exhaust to start a combat in his zone, but not to go traveling about.

The defending player controls these obstacles.

Structuresareusuallyphysicalfeaturesof theMissionMap,likeadoororasecretpath.Theyarenotcontrolledbyeitherplayer,cannotbepickedup,anddonotengageincombat.Thepowerswrittenoneachstructurewilltellyouhowtointeractwithitandwhateffectsithas.

Somestructuresexhaust.If astructureisexhausted,itreadiesatthestar tof eachround,justlikeheroesandobstacles.

Structures

Example: Cate is running the Get the Argo out of the Water Mission. At the start of the Mission, she puts the Argo into zone 1. The Argo says, “All heroes in this zone get ‘Push the Argo — Exhaust Action: Put the Argo 1 zone forward.’ When the Argo is pushed by a hero with 3 DEF or less, , put 2 +1 ATK and +1 DEF counters on that hero.” On her first turn, Cate plays Lok Lambert. On her next turn, she uses Lok to push the Argo. Since it is an Exhaust Action, she exhausts Lok and follows the instructions. She puts 2 +1 ATK and +1 DEF counters on Lok and puts the Argo into zone 2. It is now her opponent’s turn.

Lok has pushed the Argo!

Thereareafewspecialtermsthatshowupinthetextboxesof bothheroandActioncards.Let’slookathowthesetermswork.

16. Special Terms

StunSomecardswillsaythatyoushouldstunaheroorobstacle.Astunningattackislikeabloworspellthattakesaheroentirelyoutof theactionforthatround.Itcouldbesomethinglikeaspiderweb,ajudothrow,oraparalyzingblastof force.

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<Whenaheroisstunned,exhaustitandturnitfacedowninitszone.<Thatherocannotmove,doesnotfightincombat,andcannotbetargetedbyeitherplayer.<If aheroisstunnedincombat,removeitsattacksfromthatcombat.<Attacksmaynotbeaimedatastunnedhero.<Astunnedheroinazonedoesnotcountasbeinginthatzoneatall.Theherois effectivelyremovedfromthemapforthisround.<Atthestartof eachround,allstunnedheroesbecomeunstunned.Tounstunahero, turnitfaceupandreadyit.<Eitherplayermaylookatanystunnedheroatanytime.

Example: Brian has The Professor ready in zone 2. Dave has Dante Vale and Lok Lambert in Brian’s zone 4. On Brian’s turn, he moves The Professor to zone 4 and starts a combat. He uses The Professor’s Mindblast power, which says that when he starts a combat, he can stun an enemy hero in that combat. Brian chooses to stun Dante, turning him face down and exhausting him. Dante will not add his attacks to this combat, and Brian won’t be able to aim any attacks at him.

With Dante stunned, Dave had better hope he has Freelancer in hand . . .

Go AgainSomeActioncardsandheropowersallowyoutogo againwhenyouplaythem.Goingagainisexactlywhatitsoundslike.Insteadof itbecomingyouropponent’sturnlikeitnormallywould,yougettotakeanotherturnrightaway.

Strategy Tip

Stunning enemy heroes can be a very effective way of defeating heavily fortified enemy positions.

<Whenacardorpowersays“goagain,”youtakethenextturninsteadof youropponent.<Youcangoagainevenif therewasacombatasaresultof youplayingthecardorpower. Justresolvethecombat,thentakeanotherturn.

Example: Gregory has Dante Vale ready in zone 1, and Marcello has The Professor exhausted in zone 3. On Gregory’s turn, he uses Dante to play the Exhaust Action Hyperstride. This lets him move Dante up to 2 zones and draw a card. It also lets Gregory go again, so he will get to take the next turn. But Marcello’s problems are even worse! Dante is a Hyperstride master—he has a power that readies him when he plays Hyperstride. Gregory moves him to zone 3 and readies him. Because of go again, it is Gregory’s turn. He uses Dante’s Megapunch power to KO The Professor. It is now Marcello’s turn.

Because Gregory got to go again, he was able to move and use Dante’s Megapunch!

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EliminateSometimesacardwilltellyoutoeliminateoneof yourheroes.Thiscanbelikeoneof yourheroessacrificingthemselvestohelpothers,or,asisoftenthecasewithEvilcards,beingsacrificed!

EliminatingaheroworksinalmostthesamewayasKO’ingone.

<Youcanonlyeliminateyourownheroes.<Whenaheroiseliminated,takeitoff theMissionMapandputitintoitsowner’sdiscardpile.<EffectsthatpreventaherofrombeingKO’ddonotpreventaherofrombeingeliminated.

Example: When it is his turn, George decides to play Fan Dancer’s Exhaust Action, Lead the Charge. This allows him to put a hero from his hand directly into zone 1. He decides to put Derenzar into zone 1. This does not trigger Derenzar’s power, since George is not playing it from hand as normal.

PutSometimesacardwilltellyoutoputaherointoplayorintoadifferentzone.Thisisdifferentfromplayingaherofromyourhandormovingaheroinacoupleof ways.

<“Putting”aherointoplaydoesnottriggereffectsthatherohaswhenitisplayed fromyourhand.<However,itdoestriggereffectsthathappenwhenahero“comesintoplay.”<Whenaherois“put”intoanewzone,itcannotstartafight.<Whenaherois“put”intoanewzone,itignoresblockingrules.

Removed from the MapSometimesacard,usuallyaMissionfeaturecard,willallowyourheroestoberemovedfromthemap.Here is what happens:

<WhenyouremoveaheroorMissionfeaturefromthemap,setittothesideof theMissionMap.<Thesecardsdonotgotoyourdiscardpile.Treatthemasif theyareoutof thegame.<WheneveranobstacleisKO’d,itisremovedfromthemap.

ThereareafewrulesforbuildingadeckintheHuntikTCG.ThefirstandforemostisthatyoucannotbuildadeckthathasbothGoodandEvilcardsinit.ThereisnowaythatDanteValeisgoingtohangoutwithDeFoe!

YoucantellGoodandEvilcardsapar tbylookingattheirframes.

17. Deckbuilding Rules

Good Cards Evil Cards

Therearealsoafewotherrules.

<Youmusthaveatleast40cardsinyourdeck.<YoucannotputEvilcardsinthesamedeckasGoodcards.<Youcannothavemorethan3copiesof thesameversionof acardinyourdeck.

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Example: Lydia wants to build a deck around Grier and the Suits. She cannot put in a copy of Caliban, since Caliban is Good. However, she can run 3 copies of both Suit, Mr. Steel and Suit, Mr. MacTavish, since although they share a name, they have different versions.

Version

Card Name

Despite both being named “Suit”, Lydia can run 3 copies of each since they have different versions

Version

Card Name

Deckbuilding TipsBuildingyourowndeckisoneof themostfunaspectsof anyTCG.Itallowsyoutoshowoff yourcollection,yourcreativity,andyouringenuity.

Here are a few tips:

<Alwaystrytobuildyourdeckasclosetothe40-cardminimumaspossible. Thiswillletyouseeyourbestcardsmoreofteningames.<Aimforacarefulbalancebetweenmajorheroes,minorheroes,andActioncards. Allthreeareimportanttosuccess.<Althoughthespecificswilldependonyourplan,runningslightlyoverathird majorheroes,athirdminorheroes,andslightlyunderathirdActionsisa decentstartingbalance.<LookoveryourMissionscarefully.Often,Missionswillrewardspecificstrategies orprovidebonusesforspecificcardtypes.Thebestdeckswillbebuiltwithspecific Missionsinmind.<Manycardshavestronginteractionswithothers.Sometimesthisisdirect,asinthe caseof DanteandHyperstride.Othertimesitismoreindirect.Asyoulookthrough yourcollection,trytothinkof combosof cardsthatyoucouldusetobuildadeck.<GoonlinetoHuntik.com.There,youcanfindmanyarticlesaboutstrategyand deckbuilding,andyoumightbeabletofindhelpforbuildingyourdeckontheforums.

LegendaryheroesarethemostpowerfulTitansaSeekercansummon,andtheyaretherarestaswell!Theseheroesworkalotlikemajorheroesoncetheyareinplay,butthereareafewimportantdifferences.

18. Look for Legendary Heroes in Set 2!

<LegendaryheroesmaybeplayedineitheraGoodorEvildeck!

<If youplayalegendaryhero,itcountsasthe1majorheroyoucanplaythatround.

<Legendaryheroesaren’tshuffledintoyourdeck.Instead,theirmatchingAmulet cardsareshuffledintoyourdeckandyourlegendaryheroesarekeptfacedown inapilenexttotheMissionMap.

<Youcan’thavemorethan3Amuletcardswiththesamenameinyourdeck.

<Toplayalegendaryhero,onyourturn,revealtheAmuletcardfromyourhandand putthematchinglegendaryherointoplayinzone1.PuttheAmuletcardinyour discardpile.

<Legendaryheroesmove,fight,andexhaustthesameasbothmajorandminorheroes.

<Legendaryheroescanbetargetedbyeffectsthattargetahero,butnotbyeffectsthat specificallytargeteitheraminorherooramajorhero.

<If alegendaryheroiseverKO’d,itdoesn’tgotothediscardpile.Instead,putitback intoyourpileof legendaryheroes.

<If alegendaryheroiseverreturnedtohand,instead,putitbackinyourpileof legendaryheroes.

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Add X attacks:If acardtellsyoutoaddanumberof attackstoacombat,addthatnumbertoyourteam’sside.

Control, Controller:Youcontrolalltheheroesonyourteam,whichmeansyoucanmakeplayswiththemwhenit’syourturn.Youalsocontrolanyobstaclesthatsaytheyarecontrolledbyyou.Somecardsandpowerswillletyougaincontrolof youropponent’sheroes.Togaincontrolof anenemyhero,turnitaroundsoit’sright-sideupfromyourpointof view.

Counter:Acardmaytellyoutoputcountersonacardinplay.Itwillalsotellyouwhatthosecountersdo.Youcanuseanythingasacounter,suchasdice,beads,orothersmallitems,butyoushouldbecarefulnottogetdifferentkindsof countersconfusedwitheachother.

Deck:ThisiswhereyourheroesandActioncardsstar teachgame.Shuffleyourdeckanddraw5cardsfromthetopatthestar tof eachgame.Cardsinyourdeckarefacedown,andyoucan’tlookthroughthecardsinyourdeck.

Defender hero:Defenderheroesarecontrolledbythedefendingplayer.

Discard:Todiscardacard,removeitfromyourhandandputitintoyourdiscardpile.

Discard pile:ThisiswhereyourheroesgoaftertheyareKO’doreliminated.YoualsoputyourActioncardshereafteryouplaythem.Cardsthatyoudiscardfromyourhandalsogotoyourdiscardpile.Leaveenoughspacenexttoyourdeckontheplayareaforyourdiscardpile.

Draw:Todrawacard,takethetopcardof yourdeckandputitintoyourhand.

Eliminate:Whenaheroiseliminated,takeitoff themapandputitintoitsowner’sdiscardpile.Youcanonlyeliminateyourownheroes.

Enemy:Enemyheroesarecontrolledbyyouropponent.Enemyattacksareaimedbyyouropponent.

19. Glossary Friendly:Friendlyheroesarecontrolledbyyou.

Get:Somecardswillsaythatyourheroes“get”cer tainthings.If aherosays“Iget+1ATK,”youadd1totheATKthatalreadyappearsonthathero’scard.SomeAction,Mission,andfeaturecardssaythataherogetsanewpower.Forexample,theExplosivesays:

Major heroes in this zone get “Transport — Exhaust Action: Put the Explosive 1 zone forward.”

Whenyouseesomethinglikethis,justtakethequotedpowerandactlikeit’sbeenmovedontothedescribedcards(inthiscase,majorheroesintheExplosive’szone).Theseheroeskeeptheiroldpowers,buttheyalsogetthenewpowerwrittenontheExplosive.

Hand:Yourhandiswhereyouholdthecardsyoudrawfromyourdeck. Onlyyougettoseethecardsinyourhand.

KO:WhenaheroisKO’d,takeitoff themapandputitintoitsowner’sdiscardpile.WhenanobstacleisKO’d,justremoveitfromthemap.

Lead hero:Leadheroesarecontrolledbytheleadplayer.

My zone:Whenaherocardsays“myzone,”it’stalkingaboutthezonethatheroisin.WhenanExhaustActioncardsays“myzone,”it’stalkingaboutthezonewheretheherothatplayedthatActionis.

Owner:Youaretheownerof anycardthatstar tedthegameinyourdeck. If acardwouldbeputintoahandordiscardpile,itisputintoitsowner’shandordiscardpile.

Pick up:Whenaheropicksupanobject,putitunderthathero.Whenthatheromoves,theobjectiscarriedwithit.

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Printed:Thisreferstothewritingthatappearsonacard.

Reveal:If somethingtellsyoutorevealacard,youmustturnthatcardfaceupsothatbothplayerscanseeit.Onceacardisrevealed,youputitbackintoitsprevious(hidden)position.

Search:If somethingtellsyoutosearchyourdeckforacer tainkindof card,youlookthroughyourdeckforacardof thatkindandthenshuffle yourdeckafterward.

Stun:Whenaheroisstunned,exhaustitandturnitfacedowninitszone.Thatherocannotmove,doesnotfightincombat,andcannotbetargetedbyeitherplayer.If aheroisstunnedincombat,removeitsattacksfromthatcombat.Attacksmaynotbeaimedatastunnedhero.

Target:If acardtellsyoutotargetsomething,youmustchoosethetypeof targetthecarddescribes.Forexample,if acardsays“KOtargetmajorhero,”youmustchooseamajorherotoKO.YoucannotKOaminorheroinstead.

This zone:Whenafeaturecardsays“thiszone,”it’stalkingaboutthezonethatfeatureisin.

Huntik TCG designed by:UnchartedGamesforUpperDeckEnter tainment

Game Designers:BrianHackerandDavidSmith

Additional Game Design:MorganWhitmont,DavidHumpherys,DanScheidegger,

JustinReilly

Creative Content:JakeBales,OmeedDariani,QuintinMarcelino

Graphic Design:MarcoSipriaso(lead),GeorgeOlar te,GlenLlorin,MicheleMejia,

DavidLomeli,BrianBateman,ChrisBrunner,ChrisOrtega,AnitaOsburn,ScottReyes,

VonGlitschka

Illustration:ZakPlucinski

Editing:CateGary,KateSullivan

Production:RudyDiaz,MikeEggleston,KimForrai,AdamKelzer,JustinSchmunk,

AnitaSpangler,LuisSumano,KristaTimberlake,GordonTucker,ArmandoVillalobos,

MarshaWeddle

Product Development:SeanDillon,CaseyRoberts,PeterRoffe,RubyChien

European Brand Manager:Ar thurdeLange

Associate Brand Manager:AdamKey

Brand Manager:ErikaConway

Director of Entertainment & Brand:StephanieMascott

Vice President, Gaming, Entertainment, and Sports:BerndBecker

President, Upper Deck Company:RichardMcWilliam

20. Credits

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NOTES: NOTES:

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NOTES:

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