Unmatched
Keep the duel books tidy in a battle system where every
board, hero, and deck of cards changes how the fight plays out.
Position matters, resources are tight, and no two matchups feel
the same.
- Adjacent
- Two spaces connected by a single line. Melee attacks require the attacker and target to be adjacent.
- After combat
- An AFTER COMBAT effect resolves once damage from the combat has been dealt.
- Attack
- An action that pits an attack value against a defense value to deal damage. Can be melee or ranged.
- Boost
- Playing a card face down to add its boost number (top-left) to an attack, or to power a BOOST effect.
- Card type
- Each card is an attack, a defense, a versatile (either), or a scheme (non-combat) card.
- Character card
- The card identifying a hero — lists their move value, starting health, and special ability.
- Combat
- The exchange after an attack: both players play a card face down, reveal, resolve effects by timing, then compare values.
- Damage
- A successful attack deals damage equal to its value, reducing the target's health.
- Defeated
- A fighter at zero health is removed from play. Defeat your opponent's hero to win.
- Draw
- Take the top card of your action deck into your hand.
- During combat
- Resolves after immediate effects and before attack and defense values are compared.
- Errata
- Official corrections from Restoration Games that override printed card text. Errata beats card text, which beats general rules.
- Exhausted deck
- A deck with no cards left. You do not reshuffle — you simply cannot draw until an effect lets you.
- Fighter
- Any miniature or token you control on the battlefield — your hero plus any sidekicks.
- First player
- The player who takes the first turn, chosen during setup. Breaks ties on simultaneous effects.
- Hand
- The cards a player holds. Start with five, hold up to seven, discard down at end of turn.
- Health
- A fighter's life total, tracked on a health dial. At zero health the fighter is defeated.
- Hero
- Your primary fighter, with a character card, special ability, and unique deck. Lose if defeated.
- Immediately
- Resolves the moment combat cards are revealed, before the other timing windows.
- Maneuver
- Draw a card and move one of your fighters up to its move value — you may do either or both.
- Melee attack
- An attack that may only target an adjacent fighter.
- Move value
- The number on a hero card showing the maximum spaces that fighter may maneuver in one turn.
- One-way connection
- A board connection that may be crossed in one direction only.
- Ongoing effect
- A static effect that stays in play and applies continuously until it leaves.
- Passage
- A special board connection (such as a door or teleport) linking spaces that aren't otherwise adjacent.
- Placed
- A fighter set directly into a space by an effect. Placing ignores normal movement rules.
- Push
- Forced movement of a fighter caused by an opponent's effect. It still follows the printed lines.
- Ranged attack
- An attack that may target any fighter in the same zone, not just an adjacent one.
- Scheme
- Play a scheme (purple) card from your hand to resolve its non-combat effect.
- Sidekick
- A secondary fighter represented by a token. Can be defeated without ending the game.
- Space
- A single position on the battlefield. Fighters move between connected spaces along printed lines.
- Special ability
- The unique rule printed on a hero's character card. Always in effect unless stated otherwise.
- Timing
- The order simultaneous effects resolve in: errata, then card text, then general rules.
- Value
- The combat number on a card or fighter. Attack value is compared against defense value.
- Versatile
- A card that may be played as either an attack or a defense.
- Zone
- A coloured region of the battlefield. Ranged attacks and many effects care which zone a fighter is in.
These rulings are a curated sample. For the complete, sourced FAQ hub and the full glossary with hover
definitions, see
The Unmatched Club rules hub ↗.