Multiverse Melee: Official Rulebook
Introduction (0:00) - Go to Video
Welcome, Collector, to Multiverse Melee, an exhilarating 2-player strategy game set in a realm of shattered realities. You will summon powerful entities, maneuver them across a battlefield, and engage in thrilling combat to achieve victory. Your objective is to either capture your opponent's Summon Area or defeat all their entities. Prepare to immerse yourself in an intense strategic experience!​
Components for 1 Player​​
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Game Board (4 pieces): Four board pieces that connect to form your battlefield, which aligns with your opponent's board.
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Damage Tokens (8): Used to indicate damage on entities.
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Status Tokens (4): Double-sided tokens to indicate status effects (e.g., Poison, Burn).
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Exhaust Token (1): Used for specific abilities with the Key Word Exhaust.
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Entity Cards (10 per deck): Each card represents a unique entity with stats and abilities.
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Entity Markers (10): Used to represent entities on the game board.
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Die (1): Used for resolving combat and abilities.
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Energy Marker (1): Tracks energy in your energy storage (energy storage).
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Energy Storage: Located on the Game Board to keep track of available energy.
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First Player Decision: Both players roll a die to determine who goes first. The player with the highest roll decides whether they want to go first or second. The first player begins with 0 energy, while the second player starts with 1 energy in their energy storage.
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Battlefield Setup: Place your four board pieces adjacent to your opponent's pieces, ensuring both Summon Areas are positioned closest to their respective players. These Summon Areas are crucial for deploying your entities.
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Deck Preparation: Shuffle your deck of 10 entity cards. Then, each player draws 3 cards from their deck to form their starting hand. Important: Players do not look at your hand until turn order is decided.
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Note: In standard play, decks cannot be modified or combined with other decks. Always play with the original deck composition to maintain game balance.
Example: Let's say Player A rolls a 5 and Player B rolls a 3. Player A chooses to go first. Player A starts with 0 energy, while Player B starts with 1 energy in their energy storage.
Phases Overview
Each turn in Multiverse Melee consists of 3 phases: Energy Phase, Main Phase, and End Phase.
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Energy Phase: Gain energy and activate any of your entity's start-of-turn abilities.
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Main Phase: Summon entities, move them across the battlefield, attack, and activate abilities.
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End Phase: Resolve end-of-turn abilities.
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At the beginning of your turn, gain 2 energy by moving your energy marker up two spaces in your energy storage. The maximum energy you can hold is 6.
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Activate any start-of-turn abilities that your entities may have. Always do this after gaining energy.
Example: If you start your turn with 5 energy and gain 2, you would only have 6 energy, as this is the maximum allowed.
Note: Abilities that raise energy cannot raise your energy past 6. You can never, for any reason have more than 6 energy, unless an ability specifically states your max energy is increased.
During your Main Phase, you can perform four types of actions: Summon, Move, Attack, and Activate Abilities. You can choose to perform as many or as few of these actions as you want but remember that each entity must complete all its actions before moving to your next entity.
Pay the Energy Cost (Blue, Top Left) of the entity from your hand and place it in your Summon Area. Immediately after summoning, move the entity off the Summon Area, using its move action, to ensure it's ready for future arrivals. After summoning, draw a card to replenish your hand.
Important: You may only have 4 entities in play at a time, and if an enemy entity occupies your Summon Area, you may still summon.
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Example: If you have 4 energy, you could pay 3 energy to summon an entity with an energy cost of 3 from your hand, place it in your Summon Area, and then take its move action to move off of the summon area, saving the remaining 1 energy for another turn.
Move each entity up to its Speed value. Different types of terrain have varying movement costs:
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Normal Ground: Costs 1 movement point.
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Forest: Costs 2 movement points.
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Water: Costs 3 movement points.
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Mountains: Impassable, entities cannot move through or occupy this space.
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Thorns: Costs 1 movement point, and the entity takes 1 damage upon entering.
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Summon Area: Costs 1 movement point. You cannot move through or occupy your own Summon Area.
Note: Entities can move through spaces occupied by friendly units, but cannot end their movement in the same space as another entity. Enemy entities block movement.
Example: If an entity with a Speed of 4 wants to enter a forest tile, it must spend 2 points for that move, leaving it with 2 more points for further movement.
To attack, your entity must have the target within their Range (Rg) stat and must have a clear line of sight (Mountains and enemy entities block line of sight).
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Combat Resolution: Both players roll a die. The attacker adds their Attack (At) stat, while the defender adds their Defense (De) stat to their respective rolls to get their combat totals. The higher combat total wins, dealing damage equal to the difference between the two totals.
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Damage Markers: Place damage tokens on entities to track damage. If an entity’s damage equals or exceeds its HP (Green, Top Right), it is destroyed, its card is immediately placed in your discard pile and its marker is removed from the board.
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Ranged Attacks: If the attacker is outside the defender’s attack range, the defender cannot deal damage back, even if their combat total wins.
Example: If your entity with Attack 3 attacks an enemy with Defense 2, and you roll a 4 while your opponent rolls a 3, your total is 7 (3 + 4), and their total is 5 (2 + 3). You deal 2 damage to the defender.
End Phase
This is when you activate any abilities that trigger at the end of your turn. Then, pass the turn to your opponent.
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Capturing the Enemy Summon Area: To achieve victory by capturing your opponent's Summon Area, you must have one of your entities occupy the opposing Summon Area at the end of your opponent's turn.
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Defeating All Opponent Entities: Victory is also achieved if your opponent has no active entities on the battlefield and no entities left in their hand.
Status Effects
An entity can only be affected by one of the following pairs of status effects at a time: Poison/Burn or Stun/Sleep.
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Poison/Burn: If an entity is already Poisoned, it cannot be Burned or Poisoned again. Conversely, if it is Burned, it cannot be Poisoned or Burned again. However, an entity affected by either Poison or Burn can still be Stunned or put to Sleep.
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Poison: Place a Poison Token on the affected entity's card. Deal 1 damage at the start of your (the affected player's) turn to the affected entity. Then, roll a die; on 5 or 6, remove the token.
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Burn: Place a Burn Token on the affected entity's card. The entity takes double combat damage. Roll a die at the start of the turn; on 5 or 6, remove the token.
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Stun/Sleep: If an entity is Stunned, it cannot be Stunned again or put to Sleep. Similarly, if an entity is Asleep, it cannot be Stunned or put to Sleep again. However, an entity that is Stunned or Asleep can still be Poisoned or Burned.
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Stun: The entity cannot move on its next turn. Rotate the card upside down to indicate it is stunned. If your entity is stunned on your turn, during the End Phase of the following turn, rotate it back upright after being unable to move to show it is no longer stunned.
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Sleep: The entity cannot move or attack. The entity cannot deal combat damage when defending. Rotate the card on its side to indicate it is stunned. Roll a die at the start of your (the affected player's) turn; on even, it wakes up, rotate it to upright.
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​​Note: When applying a new status effect, check the entity’s current effect to ensure it can be affected. If it already has one status effect in the same category, the new effect cannot be applied.
Examples:
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Poison: Your entity is poisoned by an opponent's ability; you place a Poison Token on its card. At the start of your turn (before you gain energy), take 1 damage. Then roll a die. You get a 3. You remain poisoned. On your next turn, before you gain energy, you take 1 damage and roll a die. This time, you get a 6 and remove the poison token.
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Burn: Your entity is burned by an enemy attack; you place a Burn Token on its card. During your opponent's next attack, you take double combat damage. Your opponent deals 2 combat damage, you take 4 damage instead. At the start of your next turn, roll a die. You get a 5. The Burn Token is removed, and your entity returns to normal.
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Stun: Your entity is stunned by an opponent's ability on your turn. Rotate the card upside down to indicate the stun status. On your next turn, you want to move but cannot because the entity is still stunned. During the End Phase of that turn, rotate the card back upright to show that it is no longer stunned.
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Sleep: Your entity is put to sleep by an opponent’s ability. It cannot move or attack. At the start of your turn, roll a die. You roll a 3, an odd number, so the entity remains asleep. On your next turn, roll a die again. This time, you roll a 4, an even number, and the entity wakes up, allowing it to move or attack again.
Abilities
All entities have two kinds of abilities: a Passive Ability (always in effect, located on the left of the card) and a Trigger Ability (triggered by specific actions, such as before attacking, when summoned, etc., located on the right of the card). These abilities can bend or break the game rules, so always follow the card's effect instead of the general rules.
Conclusion
Multiverse Melee is a game of strategy, timing, and clever use of resources. Each battle presents a unique challenge, and by mastering the abilities of your entities and navigating the battlefield effectively, you can claim victory over your opponent. Remember that every action counts, and adaptability is key.
Now, head over to the online deck generator to create your personalized deck and prepare for battle!
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FAQ
1. When do I draw more cards?
After summoning an entity you draw a card to replenish your hand. Some abilities also let you draw more cards to your hand. you are not limited to the number of cards you can draw or have in your hand.
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2. How do I measure range?
Range is measured the same way as movement, by counting from one tile to the next adjacent tile along a path. Follow this method for both movement and determining if an entity is within range for an attack or ability.
3. What happens if I gain energy over the 6-energy cap due to an ability?
The ability can still activate, but your energy remains capped at 6 unless an ability specifically increases your maximum energy. Any additional energy would be forfeited.
4. What happens if I run out of cards in my deck?
If you run out of cards, you simply cannot draw any more cards. Continue playing with the cards you have left.
5. What happens if there is a tie in combat totals?
In the case of a tie, no damage is dealt to either entity.
6. Are there limits to how many abilities an entity can use in a single turn?
No, each entity has two abilities and can activate each as many times as the ability’s effects allow.
7. What happens if an ability would heal an entity above its maximum HP?
If an ability would heal an entity above its maximum HP, the entity remains at its maximum HP. Any healing beyond this limit has no effect.
8. Does the Burn status effect double all types of damage?
No, Burn only doubles combat damage dealt to the affected entity. Other types of damage, such as ability-based or environmental effects, are not affected by Burn and deal their usual damage.
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9. Can I look at my hand before deciding whether to go first or second.
No, you can only look at your hand after turn order has been decided.
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10. Does movement penalty -X stack past 1?
No, movement penalties cannot reduce an entity's movement below 1. The minimum or default movement is always 1.
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11. Can I look at my opponent's hand?
No, you cannot look at your opponent's hand.
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12. Can I look in my deck to check the order?
No, you cannot look through your deck to check the order of the cards.
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13. Can I change the order of the discard pile?
No, you cannot change the order of the discard pile.