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Table of Contents

Introduction

Re;ACT is a 1 vs 1 dueling game where you step into the shoes of different masters of art.

Each have been blessed with incredible magical powers by competing artistry deities, and while some have used their powers to enhance their craft, others use them for their own self gain.

Conflict is inevitable. Choose your Artist and prove your worth in battle!

Win Condition

To win the game, be the first to deal 3 damage to your opponent!

 
 

Choosing Your Character

Each of the playable characters in Re;ACT is called an Entrant. Each Entrant will come in their own tuck box with all the components necessary to play that Entrant and generally comes with:

  1. A Deck of 30 Action Cards

  2. A Reference Sheet

  3. An Entrant Reference Card and Standee

  4. Other Unique components such as

    • Summon Reference Card(s) and Standee(s)

    • Tokens, Tiles, and Other Resources

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Each Entrant's Reference Sheet has 2 text boxes: Passive and Playstyle.

The Passive details the Entrant's unique abilities that will always be relevant when playing this Entrant.

The Playstyle describes how the Entrant fights in plain language, and even how certain cards and effects in their kits can best be used.

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Re;Act effects are building blocks!

Generally, each Entrant only has 4 different cards in their deck, 2 abilities on their Entrant reference card, and maybe a few summons with their own abilities.

Although this is a narrow selection of abilities, these effects are designed to be simple but highly flexible, designed for you to discover all the various ways they can be used to achieve victory and encourage mastery over repeated play.

Entrant Passives

An Entrant's passive abilities are ALWAYS in effect unless otherwise specified by another effect.

The Passive section will also describe any unique keywords the Entrant has, such as token names (like Scale tokens), mechanical keywords (like Jump), and how that Entrant's unique components behave.

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Table Setup

After both players have selected their Entrant, it's time to set up the board!

  1. Place your Entrant's standee on the starting zone on your side of the board.

  2. Follow any setup instructions on your Entrant's Passive.

  3. Set your 3 Masterpiece cards to the side of the Masterpiece Zone.

  4. Place the 5 React Chain marker tokens on the React Chain.

  5. Collect and organize your other standees, tokens, and components within reach.

  6. Shuffle your deck, set it within reach, and then draw 4 random cards.

    • (You will draw a 5th card at the start of the first turn)

    • Entrants without a deck skip this step.

    • For your first game with a Entrant, we recommend starting with 1 of each of your Entrant's 4 unique cards instead of 4 random cards.

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HOW TO PLAY THE GAME!

Pick a starting player, they are the first Turn Player.

You and your opponent will alternate taking turns as the Turn Player.

Each turn has 4 Phases

  1. Masterpiece Phase:

    • ​Unless it's the first turn, the Turn Player Progresses their Masterpiece.

  2. Draw Phase:

    • BOTH players draw 1 card from their deck. (Including on the first turn.)

    • You cannot draw a card if you are already at your hand limit (6 cards).

  3. Main Phase: 

    • Only the turn player may play intentions.

    • Both players can play reactions in response to intents or other reactions.

      • You can (and often should) play reactions to your own effects. (Make sure your opponent passes the opportunity to play a reaction first!)

    • The turn player may play as many intention abilities as they like.

    • Once the turn player no longer wants to play another Intention, they end their turn.​

  4. End Phase:

    • ​Both players refreshes every standee.

The general gameplay loop is playing cards to summon and move your standees around the board in order to use effects that can deal damage against your opponent's standees. Once you've dealt 3 damage to the opposing Entrant's standee, you win!

 

Phase 1: Masterpiece

Starting from the second turn onwards, the turn player Progresses their Masterpiece during this phase.

Masterpiece is like as an "super meter" that charges up during the game to grant you finishing moves. Each Entrant has 3 Masterpiece cards that line up to form a connected piece of art, like the Calligrapher's shown below:

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Progressing your Masterpiece means adding one of these 3 cards to Masterpiece Zone.

The Masterpiece Zone starts empty, and has 5 slots for masterpiece cards.

Once all 3 of your Masterpiece (MP) cards are in the Masterpiece zone in the correct order, your master piece is complete!

When you complete your Masterpiece:

  1. Ascend your Entrant by flipping over your Entrant's reference card.

  2. Then remove all of your MP cards from the Masterpiece zone.

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Of course, there is a catch. There are only 5 shared spaces in the Masterpiece Zone, but 6 Masterpiece cards total between 2 players (3 per player.)

To Progress your Masterpiece:

  • Place a Masterpiece card into an empty space on the Masterpiece Zone.

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If all 3 of your Masterpiece Cards have been placed:

  • You may swap any 2 Spaces in the Masterpiece Zone.

    • You can swap 2 cards, or 1 card and an empty space​

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If there are no empty spaces:

  • You may replace an opponent's Masterpiece Card with your own.

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In addition to Progressing at the start of each turn, all Entrants have access to an effect that will allow them to Progress an additional time each turn, typically as an alternative to using a stronger ability instead.

 

For example, the Calligrapher has 2 Intention abilities that she can use, but can only pick 1 to use during the Calligrapher player's turn.

Knowing when and how to do this will decide whose Entrant accesses their Masterpiece Effect first, and in turn, greatly shape the flow of battle!

The back of each masterpiece card is a grayscale version of the card. Each time your Entrant's standee takes damage, flip one of your masterpiece cards over to mark damage taken. Flipped over masterpiece cards have no difference in their mechanical functions, it is purely a visual indicator of damage.

 
 

Phase 2: Drawing Cards (and how to read them)

  • Your maximum hand size is 6.

  • Anytime you would draw, if you already have 6 cards in hand, the draw is ignored.

  • If your deck is empty when you draw, you immediately lose the game!

You only ever draw Action Cards (the cards that are in your deck and go into your hand), but both Action Cards and Reference Cards read the same way:

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① Card Type:

  • Each card has an icon in its corner to show its use as either an Intention or Reaction.

  • Each ability also denotes if it is an Intention or Reaction with a text label

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② Card Name

③ Card Artist

④ Effect Cost

  • At the top of each effect is a space for that effect's Cost. An cost must be paid IMMEDIATELY when the effect is played onto the React chain.

  • If the cost cannot be paid, the effect cannot be played.

  • Costs that Target a Zone can be indicated by placing the React Chain Token on the targeted zone.

  • Costs that Choose a Direction can be indicated by turning the React Chain Token in the desired direction.

  • Not all effects have a cost. These simply enter the React Chain without any conditions.

⑤ Card Effect at resolution

  • The large textbox for each effect describes exactly what happens when this effect resolves.

  • The effect of a card always over-rides general game rules.

  • Effects are always resolved top down; in the order it is written.

⑥ Card ID & Deck Quantity

Reference Cards vs Action Cards:

Action Cards are discarded after they resolve). They cannot be used after they've been discarded.

Reference cards are always available to you. Once a reference card's effect is played and then resolved, it simply returns to your pool of reference cards.

 

Phase 3: Playing Cards and Using Effects

The main way players interact with the game is by playing cards from their hand or by using the effects of their reference cards.

Only the turn player can play Intention effects. Otherwise, there is no limit to the number of cards you can play or effects you can activate during a turn (as long as you can pay their costs).

Both players can play Reaction effects or cards in response to an Intention or another Reaction. Playing Reaction effects or cards builds up the React Chain. The opportunity to play a Reaction is always given to your opponent after you've played an effect, but if they pass, you can then play another Reaction effect to continue the chain.

Action Cards VS Reference Cards

Both Action Cards (cards you draw from your deck) and Reference Cards (cards that start in front of you) have Intention and Reaction effects that can be played in the same exact way. Their only difference is that Action Cards are single use, while Reference Cards are always available.

Cards from your hand are discarded after they are resolved and cannot be played again.

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Reference cards are returned to you after they are resolved and can be played again.

 
 

Playing Intentions

Only the current turn player can play Intentions. Intention effects are always played while there is nothing on the React Chain. They are played into the 1st space of the React Chain, and begins a chain.

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Example: a Sealbrush Spirit reference card is played for it's (B) Intention ability.

This intention has 2 Costs:

  1. EXHAUST ME: The corresponding standee is turned sideways.

  2. TARGET AN ADJACENT ZONE: The chain token is moved to the target zone.

When this intention resolves, it will deal 1 damage to the target zone (this Sealbrush Spirit is already Inked).

However before it can resolve, both players must pass on the opportunity to play a Reaction card.

 

Playing Reactions

Immediately after your opponent plays an Intention or Reaction, you have an opportunity to play a Reaction.

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Example: The dancer now has the chance to play a Reaction. He responds by playing Pivoting Step.

This Reaction has no cost, so the chance to react passes back to the Calligrapher.

When this Reaction resolves, the Dancer will be able to swap spaces with the Sealbrush Spirit. This is terrible for the Spirit because it means it will end up damaging itself when it's original Intent resolves.

The Calligrapher must now either play another Reaction or pass the chance to react back to Dancer.

 

Building the React Chain

The React Chain continues to build until either

  • Both players passes on playing a Reaction back to back.

  • The React Chain reaches 5 effects.

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Example: The Calligrapher now has the chance to play a Reaction. She responds by playing Flowing Ink.

This intention has 1 Cost:

  1. CHOOSE A DIRECTION: The chain token is rotated to the chosen direction.

When this Reaction resolves, the Calligrapher will be able to shove her Spirit away from the Dancer, preventing Dancer from having any standees to swap spaces with. 

The Dancer must now either play another Reaction or pass the chance to react back to Dancer.

He decides to not react and passes the chance to react back to Calligrapher.

 

Resolving the React Chain

Both players must pass the chance to react back to back for the Chain to resolve.

If Player A passes and Player B plays a reaction to their own effect, Player A is given a new chance again to play a reaction.

When the React Chain resolves, it resolves in descending order, 5 to 1.

While the React Chain is resolving, it does so uninterrupted. New Intention and Reaction effects cannot be introduced while the chain resolves!

Example: The Calligrapher now has the chance to play a Reaction. She decides to pass this chance. Since this means both players have passed back to back, the React Chain now begins to resolve.

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This 3 stack React Chain resolves in reverse order:

  1. Flowing Ink: The Calligrapher adds an Ink to her Spirit, then moves it 1 space in the chosen direct (left)

  2. Pivoting Step: The dancer has no adjacent standees, so his reaction effect resolves without doing anything.

  3. Sealbrush Spirit (B): The Spirit is Inked, thus the target zone takes 1 damage. Since the Dancer's standee is in the target zone, he takes 1 damage.

    • To indicate the damage, the Dancer flips one of his 3 masterpiece cards to its grayscale side. If all 3 are flipped, the Calligrapher wins!​

 

Understanding the React Chain

The React Chain is the most integral core of Re;ACT. Understanding it properly is key to mastering and enjoying Re;ACT.

  • A React Chain is always started by an Intention.

  • Reactions can played in response to an Intention or another Reaction.

  • Intentions cannot be played as Reactions and vice versa.

  • The Chain only resolves once both players have chosen not to React BACK TO BACK.

  • The Chain resolves in descending order (5 -> 4 -> 3 -> 2 -> 1).

  • The Chain cannot be interrupted once it begins resolving.

    • This means no new Reactions can be played once the chain begins resolving.​

    • Unique passive mechanics still occurs during resolution.

      • Example: when a 3rd Scale Token is generated in a zone, the Dancer's passive to summon a Dancing fish in that zone immediately resolves before the Chain can continue resolving.

While your initial impression might be to use Reactions to respond to your opponent's cards, playing Reactions to your own effects to build a chain is just as important to victory!

React Chain Flowchart

The flow of reactions follows only 3 simple rules:

  1. Anytime your opponent plays an effect (intent or reaction), you get the chance to React.

  2. Anytime your opponent refuses the chance to React, you get the chance to React.

  3. If you refuse to react after your opponent just refused as well, the chain resolves.

If the React Chain hits 5 effects, no more Reactions can be played and the chain immediately begins resolving!

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Phase 4: Ending your Turn

The current Turn Player can keep playing Intentions until they declare they have ended their turn. (Your Entrant being exhausted does not prevent you from playing more intentions with Action Cards or using your other Standees!)

During the End Phase, all Standees for both players are refreshed. Turn any exhausted standees upright so that they can be exhausted again on the next turn.

Certain Entrants might also have an End of Turn effect (or even a Start of Turn effect). Make sure to read your Entrant's passive carefully to take note of any special steps they must take during the End Phase.​

Ending the Game

The game ends immediately when one player has dealt 3 damage to their opponent's Entrant standee. Damaging summon standees removes them from the board. Summon standees dying does not damage an Entrant.

Alternatively, If a player runs out of cards in their deck and needs to draw, they lose immediately.

Questions? Feedback? Want to help?

Please fill out this game log form after your games. Its very short and should only take a minute after your game to complete. This will help us collect precious data for balancing purposes.

If you have feedback, complaints, or suggestions of any kind, please join the Brother Ming Games discord and tag Brother Ming in the Re;ACT text channel!

 
 
 
 

Glossary

Each component and keyword defined and how they work within the game

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Action Card:

  • Cards you draw from your deck and keep in your hand.

  • You cannot have more than 6 Action Cards in your hand.

  • Once an Action Card has resolved, it is discarded to your discard zone.

Adjacent:

  • Adjacency is ALWAYS orthogonal and NEVER diagonal.

  • Movement and attacks are always orthogonal by default unless otherwise stated by that character.

Damage (Entrant):

  • When your character takes damage, flip 1 of your 3 masterpiece cards facedown.

  • You lose after all 3 masterpiece cards are flipped face down.

  • Face down masterpiece cards behave the same as face up ones.

Damage (Summons):

  • When a summon takes any damage, remove it from the board.

  • Summons are expendable.

Deck:

  • Most Entrants comes with a pre-build deck of 30 Action Cards

  • If your deck is empty when you draw, you immediately lose the duel.

    • Some Entrants do not have a deck and ignore this rule.

Discard Zone:

  • This is where all of your discarded cards are placed.

  • Action Cards are discarded after they resolve.

Entrant (Standee):

  • Your Entrant refers to your picked character, such as The Dancer or The Calligrapher.

Exhaust:

  • A standee is Exhausted if it is turned sideways.

  • Standee abilities typically require that standee to be Exhausted as a cost.

  • All Exhausted standees are refreshed (unexhausted) at the end of each turn.

Hand:

  • Your hand of Action Cards drawn from your deck.

  • Both players simultaneously draw a card at the start of each turn.

  • Your max hand size is 6. You cannot draw any cards while you already have 6 cards.

    • Entrants without a deck do not have a hand and ignore this rule.

Masterpiece (MP) Cards:

  • These 3 cards are an "Ultimate Skill" meter, that combine to form one large art piece.

  • When you complete your masterpiece, you'll Ascend your character by flipping over it's reference card and removing all of the masterpiece cards.

  • When you take damage, you'll flip a Masterpiece (MP) card over, but this is only done so to track damage, and has no mechanical influence on how the MP works.

Masterpiece Zone:

  • There are 5 slots on the Masterpiece Zone.

  • Each slot in the Masterpiece Zone can only hold 1 Masterpiece Card.

React Chain Tokens:

  • There are 5 slots on the React Chain and 5 React Chain tokens.

  • Each token has a pointed arrow in order to indicate Direction and can be placed on a zone in the board to indicate a Target Zone.

Reference Cards:

  • Each standee always has a matching reference card to list that standee's abilities.

  • Some Entrants will also have reference cards for abilities they always have access to.

  • Once a Reference card resolves, it is returned to you and can be used again.

Reference Sheet:

  • This shows your Entrant's Passive abilities and a Playstyle summary.

Refresh:

  • A standee is refreshed if it is upright.

  • You can only Exhaust standees that are Refreshed.

  • You can only Refresh standees that are Exhausted.

Standee:

  • Standees represent your Entrant and their Summons on the board.

Summon (Standee):

  • Summons refer to the standees your Entrant can summon.

  • Summons are always summoned refreshed and can be activated immediately.

  • If a Summon takes damage, it is removed from the board.

  • A removed Summon can still be re-summoned later in the game.

Tokens:

  • Many Entrants have unique tokens associated with their unique passives. If a token that's been placed on the board is removed, it is returned to you and can be used again.

  • You cannot place more tokens than you have in total.

 

Zone: ​

  • Only one (1) Standee can be in a zone.

  • Movement into an occupied zone fails and is ignored.

  • Summoning into an occupied zone fails and is ignored.