FIGHTING HEARTS OVERDRIVE RULEBOOK V0.2 (Spread)
FIGHTING HEARTS OVERDRIVE RULEBOOK V0.2 (Spread)
FIGHTING HEARTS OVERDRIVE RULEBOOK V0.2 (Spread)
ARTWORK
The character illustrations used in this document come from
Jewel Saver FREE [ジュエルセイバーFREE].
Some of the artworks were adapted or altered.
You can find more information here: https://jewel-s.jp/
LICENSE
The rules contained in this document are licensed under the
Creative Commons Attribution-ShareAlike 4.0 International
(CC-BY-SA 4.0) License.
To view a copy of this license, visit https://creativecommons.
org/licenses/by-sa/4.0/
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CHANGELOG
LAST UPDATED (0.2)
General Rules Changes:
m During the Recovery Phase, recovered Pressure is equal to the
round number, instead of 2 + round number.
m Block Command of all Styles now cost Pressure. The cost is 3 for
Heavy and 4 for all other Styles.
Style Changes:
m Bait & Punish: Grab gains its combo field only if the opponent
selected Attack.
m Mixup: Bull Rush beats Block under the new rules, but only if
your Speed is higher than the opponent’s.
Overdrive Changes:
m Overdrive Triggers are now called Reveal Triggers.
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TAB L E O F C O N T E N T S
6 7
D E S
SECTION X:
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the match
SECTION X:
10 11
SECTION X:
X.4. COST
X.1. COMBO
Commands always have a cost, listed as a number, “Input”,
After you resolve a Command that lists any Attack Commands or “Input +/- a certain value”. Input is the total of a Fighter’s
in its “Combo” section, if your opponent did not resolve a Speed Die and Command Die during a given round.
Block Command during this round, you may immediately re-
The cost of Commands causes Fighters to gain Pressure du-
solve one of those Attack Commands by suffering Pressure
ring the Pressure Phase (page XX).
equal to its Cost.
You may keep the Combo going by resolving Commands, up
to a maximum of 3 resolved Commands in the same round X.5. DAMAGE
(this includes your initial Command for that round). Damage is the main way a Fighter wins matches. Whenever
For instance, if a Rushdown-style Fighter (page XX) inputs a a source deals Damage to a Fighter, the corresponding Player
Cartwheel Command while their opponent inputs a Block must take note of how much Damage was suffered.
Command, only the Cartwheel is resolved (because Dash has Normally, a Fighter starts the match with 0 Damage.
priority over Block).
Since the opponent did not resolve their Block, the Rush- X.6 DAMAGE LIMIT
down Fighter is able to Combo into Launch, but to do so they
must pay its cost in Pressure. This number represents each Fighter’s tolerance for Damage.
If a Fighter’s accumulated Damage is equal to or higher than
If they want, they might even end the Combo with a Take-
their Damage Limit, that Fighter is Knocked Out and their
down, once again paying the cost in Pressure.
opponent immediately wins the match.
For instance, if a Fighter with Damage Limit 18 has accu-
X.2. COMMAND mulated 17 Damage during the current match, even a single
Commands are the actions a Fighter can perform during a point of Damage will be enough for a K.O.!
match. Each Command is tied to a number (1 to 6), used in
combination with the Command Die.
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X.7. “extra” X.10. PRESSURE
Some effects in the game cause Fighters to deal “extra Da- Pressure represent a Fighter’s stress and exertion. Fighters suf-
mage”, suffer or recover “extra Pressure”, and so on. “Ex- fer Pressure when performing Attack Commands and when
tra” means that the original amount (if present!) is increased; Blocking Damage, and Pressure may also be suffered or reco-
however, the total is still considered a single source. vered due to a variety of effects.
For instance, if a Fighter deals 3 Damage and an effect lets Normally, a Fighter starts the match with 0 Pressure.
them deal 1 extra Damage, they will deal 4 Damage and this
will be treated as a single source of Damage (instead of tre-
ating it as dealing 3 Damage and then separately dealing 1
X.11. PRESSURE LIMIT
Damage, which would be different). This number represents each Fighter’s tolerance for Pressure.
When a Fighter suffers Pressure, if their accumulated Pressure
is equal to or higher than their Pressure Limit, they instead
X.8 INPUT suffer an equal amount of Damage.
This value is the total of a Fighter’s Speed Die and Command For instance, if a Fighter with a Pressure Limit of 20 is at 19
Die during a given round. Because of this, it will always be a Pressure and suffers 10 Pressure, they will simply reach 29
number between 2 and 12. Pressure; but if they suffer any more Pressure afterwards, it
For instance, if a Fighter selects a Speed of 4 and a Command will be converted into Damage. On the other hand, if that
of 2, their Input for that round will be 6. Fighter manages to reduce their Pressure to 19 or lower, they
can once again suffer Pressure without converting it into Da-
X.9. OVERDRIVE mage. It’s all about risk management!
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SECTION X:
CREATION
To create your Fighter, follow these steps:
X.3. CHOOSE OverdriveS
Choose a number of Overdrives based on the Scenario or
Tournament you will be taking part in.
X.1. CHARACTER DESIGN m Drive I: Choose 1 Overdrive from the list granted by your
Fighter’s Style.
First of all, imagine your Fighter: their appearance, their
name, the way they dress, talk, and fight. If you want, you m Drive II: Choose 1 Overdrive from the list granted by your
Fighter’s Style, plus 1 Overdrive from the list of Universal
can even choose a song that represents them.
Overdrives.
This is a core part of any fighting game: each character is
made unforgettable by their look and style. m Drive III: Choose 2 Overdrives from the list granted by
your Fighter’s Style, plus 1 Overdrive from the list of Uni-
versal Overdrives.
X.2. CHOOSE A STYLE
Choose one of the available Styles As a special rule, Mixup-style Fighters treat all Overdrives,
for your Fighter (they start on page including Universal Overdrives, as part of their list.
XX). The style determines your Fi- Note that Overdrives are kept hidden and revealed only
ghter’s Command options and also when you first make use of them during a given Scenario or
influences your choice of Overdri- Tournament; after that, they remain visible until the end of
ves (see next page). that Scenario or Tournament.
Note that your Fighter’s Style and Just like Commands, Overdrives can be renamed in order to
Commands are always public infor- better fit the character.
mation during the game (contrary
to Overdrives).
X.4. RECORD LIMITS
The name of each Command is
just a placeholder: feel free to Record your Fighter’s Damage Limit and Pressure Limit.
rename them to better fit your
m Damage Limit: This value is provided by your Style, but
character (but do not alter
may be modified by Overdrives.
any of the rules text
or effects). m Pressure Limit: This value is normally 20, unless modified
by Overdrives.
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fighter style:
18
Effect: Deal 2 Damage to your opponent; then, that opponent
suffers 1 Pressure.
GRAB
2 Cost: Input Combo: none BLOCK COMMAND
Effect: Deal 3 Damage to your opponent; then, if your op-
INTERCEPT
5
ponent revealed an Attack Command during this round, this
Command gains “Combo: 4” for this round. Cost: 4 Combo: none
Effect: Deal 3 Damage to your opponent; then, deal 4 Da- Effect: Reduce your Pressure by 10.
mage to that opponent; then, if you resolved this as the third
Command in a Combo, deal 5 Damage to that opponent.
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fighter style:
HEAVY
y of
soooo... how man
a
you PIGS do i gott
n
beat up before i ca
y
This style relies on simple combos and high-damage attacks
go home and enjo
that create Pressure or punish Blocks. a good book?
ATTACK COMMANDS
short-range bash
1 Cost: Input Combo: 1
DAMAGE
limit
22
Effect: Deal 3 Damage to your opponent.
UPPERCUT
2 Cost: Input +1 Combo: 1 3
Effect: None.
Effect: Deal 6 Damage to your opponent.
Special: If you reveal this Attack Command and the opponent
reveals a Block Command, only this command is resolved. DASH COMMAND
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fighter style:
ATTACK COMMANDS
QUICK JAB
1 Cost: Input Combo: 1 2
DAMAGE
limit
18
Effect: Deal 2 Damage to your opponent.
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fighter style:
MIXUP
UHM, CAN WE TALK
D?
ABOUT THIS INSTEA
I’D RATHER NOT HURT
.
This style is simple and straightforward, with no specific
ANYONE, IF POSSIBLE
strengths or weaknesses; however, it is the most customizable
style thanks to its access to all Overdrives (page XX).
ATTACK COMMANDS
PUNCH DAMAGE
1 Cost: Input Combo: 1 2
limit
Effect: Deal 3 Damage to your opponent.
20
KICK
2 Cost: Input Combo: 2
Effect: None.
Effect: Deal 6 Damage to your opponent.
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fighter style:
RUSHDOWN
always a pleasure
ter.
to meet a new figh
just... don’t expect
This risky style revolves around combos and dealing damage
me to go easy on
as often and as quickly as possible. you, dear!
ATTACK COMMANDS
close the distance
1 Cost: Input Combo: 1 2
DAMAGE
limit
20
Effect: Deal 3 Damage to your opponent.
launch
2 Cost: Input +1 Combo: 3
Effect: Deal 8 Damage to your opponent; deal 10 Damage Effect: Reduce your Pressure by 10.
to that opponent instead if they revealed a Dash Command
during this round.
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fighter style:
ZONER
fascinating.
roro seems to
BELIEVE you will
This style relies on manipulating the opponent’s strategy whi-
prove a worthy
le slowly damaging them. opponent.
ATTACK COMMANDS
LIGHT ARROW
1 Cost: Input Combo: 1 2
DAMAGE
limit
18
Effect: Deal 2 Damage to your opponent; then, that opponent
suffers 2 Pressure.
SNARE
2 Cost: Input Combo: none
Effect: Deal 3 Damage to your opponent, and you choose BLOCK COMMAND
Block or Dash: during the next Pressure Phase, if that oppo-
misdirection
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nent reveals the chosen Command, they suffer 4 Pressure.
Cost: 4 Combo: none
HEAVY ARROW
3 Cost: Input +1 Combo: none
Effect: None.
Effect: Deal 6 Damage to your opponent; deal 8 Damage to Effect: Reduce your Pressure by 10.
that opponent instead if they revealed an Attack Command
during this round.
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OVERDRIVES
SECTION X:
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LIMIT BREAKER X.4. BAIT & PUNISH OVERDRIVES
Reveal Trigger: You resolve your
Dash Command while you are suf- crushing dive
fering from 15 or more Damage.
Reveal Trigger: You resolve your Dash Command while your
Effect: While you are suffering Speed Die is equal to or higher than your opponent’s.
from 15 or more Damage,you
Effect: While your Speed Die is equal to or higher than your
gain the following benefits:
opponent’s, your Dash Command gains “Combo: 3”.
m Your Dash Command
reduces your Pressure by GRUDGE
20 instead of the normal Reveal Trigger: You suffer Damage.
amount.
Effect: Whenever you suffer Damage, you gain 1 Grudge; you
m Your 1 and 2 Attack may never have more than 1 Grudge. Whenever you suffer
Commands deal 1 extra Pressure to resolve the second or third Command in a Com-
Damage.
bo, you may pay 1 Grudge to suffer no Pressure instead.
This Overdrive provides you with a beneficial effect when you
NEUTRAL BOOST can’t manage to pull off your Intercept + Grab Combo. Think
carefully before you reveal it.
Reveal Trigger: You resolve your 1 Attack Command.
Effect: Your 1 Attack Command deals 1 extra Damage. PERFECT CANCEL
Reveal Trigger: You resolve an Attack Command.
TIEBREAKER
Effect: Whenever you resolve an Attack Command you may
Reveal Trigger: At the end of the Pressure Phase, if you and
suffer 5 Pressure to have this single instance of that Command
your opponent both revealed the same Speed and same Attack
gain “Combo: 2”.
Command, and your Pressure is lower than your opponent’s.
Effect: If you and your opponent both reveal the same Speed
and same Attack Command during the Pressure Phase, and
if your Pressure is lower than your opponent’s, your Attack
Command will be resolved during the Resolution Phase.
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X.5. HEAVY OVERDRIVES X.6. HIT & RUN OVERDRIVES
CHARGED ATTACK BLINDSIDER
Reveal Trigger: You resolve your Block Command. Reveal Trigger: You resolve your Dash Command.
Effect: Whenever you resolve your Block Command, you gain Effect: Your Dash Command gains “Combo: 1”.
the following benefit: until the end of the next round, your 3
and 4 Attack Commands deal 2 extra Damage. BOMB TRAP
The cumulative Pressure costs of performing Blocks and hi-
Reveal Trigger: You resolve your Dash Command.
gh-value Attack Commands can quickly get out of hand. Do
not overdo it. Effect: Whenever you resolve your Dash Command, you may
create a Bomb. The Bomb will detonate at the end of the next
crushing dive Round, dealing 2 Damage to your opponent. If your opponent
resolves a Block Command during the next round, the Bomb’s
Reveal Trigger: You resolve your Dash Command while your detonation will deal no Damage but your opponent will suffer
Speed Die is equal to or higher than your opponent’s. 4 Pressure from it.
Effect: While your Speed Die is equal to or higher than your
opponent’s, your Dash Command gains “Combo: 3”. JUGGLE
Reveal Trigger: You resolve
WEAPON THROW your 2 Attack Command.
Reveal Trigger: You resolve your 1 Attack Command. Effect: Your 2 Attack
Effect: Whenever you resolve your 1 Attack Command, you Command gains
may have this single instance of that Command gain “Combo: “Combo: 1”.
3”. If you do, you lose the ability to resolve your 3 Attack
Command until you resolve a Dash Command.
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X.7. RUSHDOWN OVERDRIVES X.8. ZONER OVERDRIVES
ADRENALINE BOMB TRAP
Reveal Trigger: You resolve the third Command in a Combo. Reveal Trigger: You resolve your Dash Command.
Effect: Whenever you resolve the third Command in a Com- Effect: Whenever you resolve your Dash Command, you may
bo, you gain 1 Adrenaline; you may never have more than 2 create a Bomb. The Bomb will detonate at the end of the next
Adrenaline. Whenever you suffer Pressure to resolve the se- Round, dealing 2 Damage to your opponent. If your opponent
cond Command in a Combo, you may pay 1 Adrenaline to resolves a Block Command during the next round, the Bomb’s
suffer no Pressure instead. detonation will deal no Damage but your opponent will suffer
Overdrives like Adrenaline, Grudge (page XX) or Puppeteer 4 Pressure from it.
(see next page) let you gain various sorts of “currencies” that
you can then spend to generate special effects. Use coins, PUPPETEER
markers or tokens to keep track of them, and always make
Reveal Trigger: You resolve your first Command in a round
sure everyone at the table can see them.
and do not initiate a Combo.
PERFECT CANCEL Effect: Whenever you resolve your first Command in a round,
if you do not initiate a Combo, you gain 1 Synergy. Whenever
Reveal Trigger: You resolve an Attack Command. you deal Damage, you may spend 1 Synergy to deal 1 extra
Effect: Whenever you resolve an Attack Command you may Damage; whenever you suffer Damage, you may spend 1 Sy-
suffer 5 Pressure to have this single instance of that Command nergy to suffer 1 less Damage (to a minimum of 0).
gain “Combo: 2”. Note that this Overdrive also applies to Commands that do
not feature any Combo option, such as your Misdirection. You
JUGGLE may also immediately spend Synergy to improve the Damage
dealt by the same Command that let you gain it.
Reveal Trigger: You resolve your 2 Attack Command.
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