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Table of Contents

Introduction

Re;ACT is a 1 vs 1 dueling game where you step into the shoes of a master Artist.

Each Artist has been blessed with incredible magical powers based on their unique art form.  While some Artists work to enhance their craft, others abuse their powers for 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!

Introduction
Win Condition

What makes an Artist?

Each of the playable characters in Re;ACT is called an Artist. Each Artist has their own unique play style and comes with their own unique components inside their own tuck box.

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Each Artist has a Reference Sheet with 2 text boxes: Passive and Playstyle.

The Passive details the Artist's unique abilities that are always in effect.

The Playstyle is a summary of how the character works. (This has no effect on gameplay.)

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Choosing your Entrant
Entrnt Reference Sheet

Setting up the Game

  1. Both players select a different Artist to play as.

    • (For your first game, we recommend Dancer vs Calligrapher.)​

  2. Place the Field, Reaction Chain, and Masterpiece boards according to the diagram below.

  3. Place the 5 React Chain tokens on the Reaction Chain board.

  4. Set your 3 Masterpiece cards to the side of the Masterpiece board.

  5. Place your Artist's Unit Card (or Standee in the Deluxe Edition) on your starting zone (marked by a star icon).

  6. Place your Artist's other components within your reach.

  7. The player who last created a piece of art goes first as the Active player.

  8. Follow any "I start the game" instructions on your Artist's Reference Sheet.

If your Artist has a deck, shuffle your deck and set it within reach, and then draw 4 cards.

  • Entrants without a deck skip this step.

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

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Table Setup

HOW TO PLAY THE GAME!

Re;ACT is played in turns, where each turn has an Active Player playing Intentions, and both players can play Reactions. The Active Player ends the turn by declaring they have no more Intentions they want to play.

Once you've dealt 3 damage to your opponent's Artist, you win!

Each turn has 4 Phases

  1. Masterpiece Phase:

    • ​The Active Player Progresses their Masterpiece. (Skip this on the first turn.)

  2. Draw Phase:

    • BOTH players draw 1 card from their deck.

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

  3. Main Phase: 

    • The Active Player plays Intentions.

    • Both players can play Reactions in response to Intentions or other Reactions.

    • The Turn does not end until the Active Player decides to stop playing Intentions.

  4. End Phase:

    • ​Refresh ALL Unit Cards on the field (or Standees in the Deluxe edition).

    • Your opponent becomes the Active Player for the next turn.

Gameplay Oveview

1. Masterpiece Phase

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:

Calligrapher_edited.jpg

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 Ability Card.

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

IF YOU ARE ALREADY ASCENDED when you complete your masterpiece, do not remove your MP cards from the Masterpiece zone. Instead they simply stay in the Masterpiece zone until you have descended. Then, if your Masterpiece Cards are connected in the correct order, immediately re-ascend your character and remove all MP cards.

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Ref Cards9.png
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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.

MP 1.gif

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.

MP 2.gif
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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.

To Progress Your MP
Phas 1 Mastrpiece

2. Draw Phase

During every Draw Phase, BOTH PLAYERS draw 1 card!

This includes the first turn of the game. Each player starts the game with 4 cards, and draws their 5th card during the first Draw Phase of the game.

A few rules regarding drawing:

  • 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!

  • The turn player draws first, then the non-turn player draws.

Phase 2 Drawing

3. Main Phase

The main way players interact with the game is by playing Action Cards from their hand or by playing the Ability Cards of their artist.

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.

Phase 3 Playing Cards
Reading Your Cards

Reading your Cards

Card Breakdown Rulebook copy.jpg
  1. Effect Type:

    • Each effect is either an Intention or Reaction.

  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 text for each effect describes exactly what happens when this effect resolves.

    • Effects are always resolved in the order it is written. If a particular effect cannot be resolved, it is skipped. It does not prevent the rest of the card from resolving.

  6. Card ID & Deck Quantity​​

Ability vs Action Cards.jpg
  • Action Cards are discarded after they resolve. They cannot be used after they've been discarded.

  • Ability Cards are always available to you. Once an Ability card's effect is resolved, it simply returns to sit in front of you. Ability Cards can never be discarded.

Action vs Ref Card

Action Cards VS Ability Cards

Both Action Cards (cards you draw from your deck) and Ability 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 Ability Cards are always in front of you.

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ReactCard.png
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Cards from your hand are Action Cards. These are discarded after they are resolved and cannot be played again.

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Ref Cards.png
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Cards sitting in front of you are Ability cards. These are returned to you after they are resolved and can be played again as long as it's cost can be paid.

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.

Ref Cards11.png
Play 1.gif

Example: a Sealbrush Spirit ability 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 Intentions

Playing Reactions

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

ReactCard.png
Play 2.gif

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.

Playing Reactions

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.

ReactCard9.png
Play 3.gif

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 the Calligrapher.

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

Builing the Chain

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.

Play 4.gif

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!​

Resolving the Chain
Understanding the Chain

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!

React Chain.png
Rule for Resolving
Rules for Standees

Rules for Resolving Effects

The effects on cards are always resolved exactly as written, but there are a few general rules that are always assumed.

  • Effects are always resolved in the order they are written.

  • Effects are not optional unless it specifically says "may" or "up to".

  • Even if an effect can not be resolved, it can still be played onto to the reaction chain.​

  • If one part of the effect cannot be resolved, it simply does nothing. The rest of the effect still resolves.

    • Ex: Calling Step resolves when there are no other standees in the Dancer's row or column, the Dancer still jumps 1 in any direction.

    • Ex 2: Summoning Ink resolves when there are already 4 Ink Spirits on the board, the Calligrapher still Inks any 1 standee but does not summon anything.

  • If all parts of an effect cannot be resolved, it simply resolves without doing anything (aka: it fizzles).​

  • When a passive effect triggers, it immediately resolves independently of the reaction chain.

    • Ex: When a standee enters the Tagger's mural, it immediately triggers and resolves.

    • Ex 2: The Dancer places a 3rd scale down into a zone, they are immediately removed.

  • You can choose a target for an effect that would fail on purpose.​

    • Ex: You choose to move in a direction that is blocked and the movement fails.​

    • Ex 2: You choose to attack an empty zone and damage nothing.

    • Ex 3: You choose to summon in an occupied zone and summon nothing.​

Rules for Standees

Standee Health:

  • Every summoned standee has only 1 HP.

  • When a summoned standee takes any damage, it is removed from the board.

  • A removed standee returns to your pool of standees.

    • It is not removed from the game and can be re-summoned by your summoning effects.​

Summoning Standees:

  • A Summoned Standee is always summoned refreshed.

  • A newly summoned standee can be exhausted on the same turn.

  • When attempting to summon in a zone that already has a standee, the summon effect simply fails and does nothing.

Moving Standees:

  • Movement effects that move a standee 1 space simply moves that standee 1 space.

  • Movement is ALWAYS orthogonal, in the 4 cardinal directions, and NEVER diagonal.

  • When attempting to move into a zone that already has a standee, the movement simply fails and nothing happens.

  • Jump is a unique keyword for certain characters that is a special form of movement:

    • ​When a standee Jumps in a direction, it moves in that direction until it enters an empty zone, skipping over all zones that are occupied by other Standees."

    • Jumping in a direction where there are no empty zones will simply fail and do nothing.​​

4. End Phase

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 a Summoned standee immediately removes that summon, but does not deal damage to your opponent.

If a player runs out of cards in their deck and needs to draw, they lose immediately. Some artists do not have a deck so this rule does not apply.

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!

Ending the Game
Ending your Turn
Give Us Feedback
Glossary

Glossary

Ability Cards:

  • Each standee always has a matching Ability Card to list that standee's abilities.

  • Some Artists will also have Ability Cards for abilities they always have access to but aren't tied to a matching standee.

  • Once an Ability Card resolves, it is returned to you and can be used again.

Action Card:

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

  • You cannot have more than 6 Action Cards in your hand at any time. (Draws fail if you have 6 in 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.

Block Tokens:

  • Block tokens are a unique mechanic shared by multiple characters that can be placed into a zone by that character's abilities.

  • Block tokens stay in the zone they are placed in until that zone takes damage (negating the damage), or until the turn ends.

  • Block tokens are NOT placed onto a standee and do not follow standees when they move.

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.

 

Draw:

  • When you draw a card, add it to your hand.

  • If you already have 6 cards in hand, you cannot draw. Draw effects will simply fail.
  • ​If you draw but your deck is empty, you immediately lose the game.

     

Discard Zone:

  • This is where all of your discarded Action Cards are placed.

  • Action Cards are the cards drawn from your deck and played from your hand.

  • The Discard Zone is always face up and is open information.

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.

 

Jump:

  • Jump is a unique keyword for certain characters that is a special form of movement:

    • "​When a standee Jumps in a direction, it moves in that direction until it enters an empty zone, skipping over all zones that are occupied by other Standees."

  • Jumping in a direction where there are no empty zones will simply fail and do nothing, same as moving towards an occupied zone or a wall.

  • Jump can move past more than 1 consecutive occupied zone.

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 Artist by flipping over their ability 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.

 

Move / Movement:

  • You can attempt to move in any direction when moving.

  • If you would move off the board or into an occupied Zone, the movement simply fails.

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 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.

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