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BASIC ATTACKTIX RULES V 1.06.06

Object: To be the player with the last figure(s) standing.

Quick Battle:

Get Ready to Play

1. Choose any three (3) battle figures for your squad. Choose non-Mega figures with attack features.

2. Line up each squad of figures about three (3) feet apart. Example 1 shows you the basic playing area.

3. Youngest player goes first.

The Battle Begins

1. Move as many of your figures as you want. Example 2 shows basic movement. You do not need to move every figure. You can move in any direction, up to the number of "tix" shown on top of the base. Example 3 shows where the number of tix can be found.

2. After you have moved your figures you can attack with two (2) different figures. Once you have made your first attack you can no longer move your figures. Attacks come in many forms, Example 4 shows basic attacks.

3. If a figure is knocked over, it is defeated and taken out of the game. After you have made two (2) the other player may now move and attack.

4. At the beginning of each turn, reload your missiles before your movement phase. You load by inserting the missile into the launcher, pushing it until you hear it lock in place.

Ending the Battle

1. Keep playing until one player has no more figures standing. Last player with a figure standing wins.

Master Battle:

In the Master Game, your Attacktix squad figures get serious, with special powers and effects for battling. Because of their extra strength and abilities, these warriors can't be defeated so easily.

Get Ready to Play.

About the Figures.

In this game, you'll use all the information printed on your figure. Example 1 explains the information, and how it works in the game.

1. Decide on a total number of points for each squad. 100 points is the standard size, used in tournaments, but you can select any point value. Each player starts the game with a squad that's worth the same total number of points. Each figure's point value is listed on the base, as shown in Example 1.

2. Divide the squad value in half. This number is the point value of your backup squad. A standard 100 point squad will have 50 points in backup. These figures do not start on the playing field, but wait in reserves until called into play, through a special power or effect.

2. There is no limit to how many of each figure can be on the battlefield. You can play more than one of the same figure, and you can choose the same figure as your opponent.

3. Experienced players will learn which figures work best with which squads, and there are no restrictions about squad construction; you can mix good and evil figures on your squad. Figures from mutiple classes can be on the same squad.

4. The tix wheel also controls the special powers window, as shown in Example 1. Be sure to grind your figures (roll it forward a few tix) before putting them into play, and at any time they return to play (from defeated area or your backups). Example 2 shows how to grind a figure.

5. Pick a flat surface to play on that is about 3 feet by 3 feet. It does not need to be a table. Place your starting figures (projectiles loaded, if applicable), side by side, at the starting line which is two (2) tix away from the edge of the table (or battlefield border) as shown in Example 2.

6. Decide who goes first by covering the "window" on a figure's base next to the speed value, and grinding it. Your opponent calls "red" or "black", and then uncover the speed window. A correct guess wins the first turn. Example 3 shows how to grind a figure to decide who goes first.

The Battle Begins

Each turn consists of three phases, in this order:

Start of Turn. Activate any pre-movement special effects .

Movement Phase. Move as many figures as you like.

Attack Phase. Attack with up to two (2) different figures.

All three phases are explained in detail in the following sections. Some phases can be altered by special powers, special abilities and effects.

Start of Turn.

1. Some effects require activation at the start of each turn. Effects are powers that are active the entire time the figure is in play, but their activation is optional (see Effects, on page X).

2. If you have any launchers/shooters in play you must reload your missiles before your movement phase. You load by inserting the missile into the launcher, pushing it until you hear it lock in place.

Movement Phase.

You can move any or all of the figures on your squad if you want to. Follow these rules for moving each figure.

1. Check the speed value of each figure. You can move your figure up to that many tix forward or back. You can turn as you move, or turn without moving. You cannot move sideways (moving so the figure does not make the tixing noise). For example, a figure with a speed of 4 can be moved 1, 2, 3 or 4 tix. Once the fourth tix is heard, that figure must stop moving. Example 5 shows basic movement.

Example 5... 1.show moving forward, 2.show with arc and 3.show with a stop, full turn, and move

2. You may not push an opponent's figure, in order to move by. You may stand your figure so it is touching the base of another, but you cannot actually move your opponent's figure.

3. If you accidentally knock over your opponent's, or your own, figure stand it back up. Figures can only be defeated during the attack phase.

4. You are free to move figures in front of your own to act as shields.

5. If you are playing with the Battle Case, as additional terrain, you can only move up a level at the stairs. Once your figure's base has come in contact with the stairs, it may take one tix to move up. Once he is up a level, his full base must rest on the Battle Case. If you have more tix left, you may continue moving. Moving up is shown in Example 6.

Attack Phase.

After you have moved all the figures you desire, it is time to attack. The attack phase allows you to attack with up to two (2) figures, unless modified by a special power or effect.

1. There are three (3) types of attack.

Launcher - Your projectile should already be loaded at the start of the turn. Pressing the trigger releases the launcher. You can move the battle figure's arms and tilt it to fire. If your figure has multiple launchers, all of them may be used in an attack.

Striker - Twist and release your figure to hit a battle figure that is next to yours. Hold the figure's base with one hand, and pull back on the weapon, turning the base the opposite direction as you do so. Release the weapon to attack.

Possessor - The Emperor has a special type of attack that allows him to control other figures, known as possession. The Emperor may attack any figure that he, or his base, touches. The Emperor is then attached to the figure that it "possesses" by lifting and clamping its arms around the possessed figure. The Emperor now controls that figure for the remainder of the game (see Possess, on page X).

2. You may attack with any figure on your team, and you may target any figure on your opponent's team (or your own). Some special powers, like Evade, may prevent you from targeting a specific class for one turn.

3. You can turn your figure in a different direction to get better aim or leverage, before you attack. Once you attack, the figure cannot be moved.

If your attack was successful, you will have knocked over your opponent's figure, and it is defeated. If any part of the base is not touching the ground, the figure is considered knocked over. A figure that is partially knocked over (it supports itself by a weapon or limb) is still considered knocked over. When a figure is knocked over, it may activate a special power.

A figure may also be defeated if his tix wheel has left the playing area. If any part of the base is lifted up or the wheel is hanging over the edge, he is defeated. A good rule of thumb is that if his wheel is still fully functional he can still fight. Example 7 shows how leaving the playing field affects a figure.

Example 7 show tix wheel hanging off edge, or more than 50% "out of bounds"

1. The bottom of most figures will have a special power and Attacktix window. Look at the bottom of your defeated figure for its special power. Special powers take effect immediately after a figure is knocked over even if your opponent has not finished their attack phase. Special powers are activated when the Attacktix window on the bottom of the base shows white. If the window is not white, ignore the special power. Example 7 shows the Attacktix window.

2. Special powers can affect the battle figure that has been knocked over or another battle figure. The affected battle figure can be listed by name, Attacktix class, or Theme class (Star Wars or Transformers). If the listed figure is not available, then the special power does not happen (see Special Powers, on page X).

3. After you have used the special power, put the figure in your defeated area. The defeated area can any place you chose, as long as it is not on the battlefield.

4. If you knock over multiple opponent's figures during an attack, all of them are defeated. If you accidentially or purposefully knock over your own figure during an attack, it is defeated. The person whose figures were knocked over decides the order of special power activation.

Ending the Battle

1. Keep playing until one player has no more figures standing, after special powers have been considered. Last player with a figure standing wins.

   

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