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 use their powers to enhance their craft, others abuse them for self gain.
Conflict is inevitable. Choose your Artist and prove your worth in Re;ACT - The Arts of War!
Overview
To win the game, be the first to deal 3 damage to your opponent.
To deal damage, you'll need to play cards to the React Chain. Some cards deal damage, while others help you maneuver around the board.
There are 2 type of Card Effects:
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Intentions, which can only be played on your turn to start a React Chain
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Reactions, which can be played on you OR your opponent's turn to build up a React Chain.
The React Chain resolves in reverse order (first in, last out). Once the chain begins resolving, it cannot be interrupted. Carefully play your cards to the React Chain to outmaneuver your opponent!
Review Videos
Overview Videos
How To Play Videos
Unboxing Videos
Photos
Playable Characters
Official Artbook
FAQs
Q: How does Painter descend?
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Painter does not descend. Once she ascends, she is replaced with Nathaniel for the rest of the game. Nathaniel has his own new ascension that just maxes our your available dice. When Nathaniel descends, your still play as Nathaniel.
Q: Is the Fortune Teller's facedown card revealed before or after the costs are paid for the card played previous to it?
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When a card is played to the react chain, the cost for it must be paid immediately. This happens BEFORE any additional effects would trigger from the card hitting the react chain.
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EX: There is a face down Fortune Teller card on Chain 4. The Calligrapher plays "Flowing Ink" on Chain 3. The Calligrapher must pay the cost of "Choose a Direction" BEFORE the face down Fortune Teller card on Chain 4 is revealed.
Q: Can I damage myself with my own cards?
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Yes! Damage that resolves on a zone does not care who or what is in that zone. Maneuvering your opponent into hurting themselves is a big part of Re;ACT!
Q: How many cards do I need for sleeving? And What is the card size?
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The core 8 characters need 260 sleeves! DJ and Storyteller will both need 41 each. All cards are standard game card sizes at 63 x 88 mm (so MTG, Pokemon, etc sleeves will all fit.)
Q: What do I do if something arrived broken or misprinted?
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Email me at brotherminggames@gmail.com. I am happy to ship you a replacement free of charge.
Q: If the cost for a card targets an adjacent tile, but they are then moved by an effect reacting to it, does the first card still target it's original target tile even if its no longer adjacent?
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Yes! Unless the effect checks if the unit is still adjacent during the effect's resolution, once the target is decided, that remains the target regardless of the board state when the effect resolves.
Q: If two Tagger mural tiles both have units on them and they are swapped, in what order does the Tagger Mural tiles resolve?
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The player who is the current turn player always resolve their effects first when there are multiple effects that resolve simultaneously and the order of resolution matters. The mural's effect is considered to belong to the player whose unit entered and triggered the effect.
Q: Can flipped Claybud tokens still be removed by it's zone taking damage?
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Yes! All Claybud tokens are removed when it's zone takes damage. Therefore it's possible to disrupt the target of Sculptor's "Expend the Expendable" attack.
Q: Do I have to animate a frame if I have frames available on the board with Animator?
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Yes, effects are never optional unless clearly stated as such. However you can purposefully target frames that would "fizzle", aka have no effect, to be animated. You do not have to animate only frames that have valid targets.
Q: Do Dancer's scales get immediately placed when he swaps spaces?
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Yes, if you swap with a unit while Dancer's space has 2 scales, then when you swap, the 3rd scale is placed and will immediately be removed to either deal 1 damage to the unit that just entered the Dancer's previous space, or you can attempt to summon a Dancing Fish (which would fail) to avoid damaging a friendly unit.
Q: Can you pass your turn without playing an intention?
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Yes. You can end your turn whenever you are ready. This includes playing all of the intentions in your hand and exhausting all of your standees or not playing a single one.
Q: What happens when you swap with Painter or her Armaments?
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While the Painter has not ascended, any movement effects that move her or her armaments will move ALL of her and her armaments as a large connected unit. However if this movement will result in an invalid board state for her and her armaments (all of her armaments must be touching her diagonally), then the entire movement effect fails (fizzles).
Q: Will the Storyteller become available for purchase for those who missed the Kickstarter Exclusive?
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Yes. During our next Kickstarter! There will also be a small inventory of extra KS Collector's Editions available for sale on my webstore.
Q: If the Tattooist is exhausted and removed from the board, does she come back to the board exhausted?
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All units enter the board refreshed. This is the case for both summons and artists.
Q: If a summon is exhausted and removed from the board, does it come back to the board exhausted?
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All units enter the board refreshed. This is the case for both summons and artists.
Q: I cracked my acrylic standee base! What do I do?
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Just email me (brotherminggames@gmail.com), I'm more than happy to ship you replacements. Please also watch this video on how to avoid breaking the bases.
Q: Does the Dancer's Diving Step trigger a Tagger's Mural when moving through it?
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No, Diving Step does not move the Dancer into the Mural's zone when he moves through it. It is a teleport that also leaves scale tokens. Murals are only triggered when a unit moves into it, not through it with a teleport style movement.
Q: Does DJ's "Spinback" trigger it's kicker effect if the beat that just ended was the result of a beat's effect, not from the advance effect of Spinback?
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Yes. For example, if you use Spinback to play Consumer Cathedral, and it's effect to progress your other beat ends it, Spinback still considers that as it ending a beat and you can then immediately start a beat.
ERRATAS
Sculptor
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Personal Ability Card Reaction should say "including mine and the target's zones", not "including mine and the sculptor's zones".
Fortune Teller
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Helper card's text for Wand's Uncertainty is incorrect. It should say "Move 1 space in a chosen direction. If 4th on the chain, move any unit up to 2 spaces instead."
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Helper card's text for Sword's Resolution should say "if she's in or adjacent to it" instead of just adjacent.
Tattooist
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Helper card's text for Menace should say "if she's in or adjacent to it" instead of just adjacent.
Painter
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Component List's text for Character & Summon Tiles should say 4, not 5
Painter
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Spinback's text should say "If a Beat just Ended, immediately Start a Beat" for increased clarity.
Living Glossary
Ability Cards:
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Ability Cards (right justified card names) sit face up in front of you and are never discarded.
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Ability Cards are played to the React Chain to use their Intention or Reaction effects.
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Once an Ability Card resolves, it is returned to you from the react chain and can be reused.
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Every Artist and most Summons have a corresponding Ability Card.
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Some Artists have additional Ability Cards that are not tied to a single unit but are just Ability Cards that they always have access to. (EX: Calligrapher’s Sheathing Respite).
Action Cards:
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Action Cards (left justified card names) are shuffled into a deck and drawn into your hand.
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Action Cards are played to the Reaction Chain to use their Intention or Reaction effects.
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Once an Action Card has resolved, it is discarded into your own discard pile.
Adjacent:
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Adjacency is ALWAYS orthogonal and NEVER diagonal.
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Moving to or targeting an adjacent space always refers to the 4 spaces orthogonally touching you
Artists:
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Artists are the characters you can play as.
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Each Artist is represented by a corresponding unit tile on the board, or an Acrylic Standee in the deluxe version.
Block Tokens:
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Block tokens are a specialized mechanic used by some characters, and can behave differently depending on the character.
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In general, a block token stays in the zone it is placed in until that zone takes damage, or until the end of the turn.
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When a zone with a block token takes damage, the damage is negated, and the block token is removed.
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In general, block tokens are NOT placed onto an Artist or Summon and do not follow them when they move.
Damage (to Artists):
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When your Artist takes damage, flip 1 of your 3 Masterpiece Cards face down to their grayscale side.
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You lose after you’ve taken 3 damage (all 3 of your Masterpiece Cards are face down).
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A MP card being face down has no mechanical significance. It is purely a visual tracker of damage. Face down and face up MP cards both behave identically.
Damage (to Summons):
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When a Summon takes damage, it is removed from the board.
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Functionally, this means every summon only has 1 HP. This is separate from the HP of your Artist.
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A removed Summon returns to your pool of available Summons and can be re-summoned in the future.
Deck:
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Most Artists have a pre-built deck of 30 Action Cards.
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If your deck is empty when you try to draw, you immediately lose the game.
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Some Artists do not have a deck and ignore this rule.
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Draw:
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When you draw, take an Action Card from your deck and add it to your hand.
- If you already have 6 Action Cards in hand, you cannot draw, and attempts to draw simply fail.
- If you attempt to draw but your deck is empty, you immediately lose the game.
Discard:
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Action Cards are discarded into your own discard pile after they resolve.
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Your discard pile is always face up and both players can look through it at any time.
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Ability Cards are never discarded.
Exhaust:
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An Artist or Summon is either Exhausted or it is Not Exhausted (aka Refreshed).
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Artists and Summons typically exhaust themselves as a cost for their abilities.
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To exhaust an Artist or Summon, rotate their unit tile on the board 90 degrees.
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Your artist being exhausted does not prevent you from playing cards.
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An Artist or Summon being exhausted does not prevent it from moving.
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All exhausted units are refreshed at the end of each turn.
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Attempting to exhaust an already exhausted unit fails and does nothing.
Hand:
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Your hand is the set of Action Cards drawn from your deck. It is hidden from your opponent.
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Your max hand size is 6 Action Cards. You cannot draw while you already have 6 Action Cards.
Jump:
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Jump is a unique keyword that is a special form of movement used by some Artists.
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When an Artist or Summon Jumps in a direction, they move in that direction until they enter an empty zone, skipping over all zones that were occupied by other units.
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Jumping in a direction with an adjacent empty zone is just a normal movement.
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Jumping in a direction where all zones are occupied until the edge of the board fails and does nothing.
Masterpiece Cards:
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Every Artist has 3 Masterpiece (MP) Cards that combine to form a connected art piece.
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When you complete your masterpiece, you’ll Ascend your Artist by flipping over their ability card and removing all of your Masterpiece Cards from the Masterpiece Zone.
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When you take damage, you’ll flip one of your face up Masterpiece Cards over. This is ONLY to track damage, and has no mechanical influence on how the Masterpiece Cards work.
Masterpiece Zone:
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There are 5 slots on the Masterpiece Zone.
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Each slot in the Masterpiece Zone can only hold 1 Masterpiece Card.
Move / Movement:
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You can attempt to move in any orthogonal direction when moving, not diagonal.
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Sometimes, the direction of movement is decided as a cost for the effect.
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If you attempt to move off of the board or into an occupied zone, the movement fails.
Progressing your Masterpiece:
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You progress your Masterpiece once at the start of your turn during the Masterpiece Phase.
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After you complete your masterpiece and Ascend, you can still progress your Masterpiece as normal.
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You cannot complete your masterpiece while you are already Ascended.
React Chain Tokens:
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There are 5 slots on the React Chain and 5 React Chain tokens.
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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:
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This square card shows your Artist’s Passive abilities and setup instructions.
Refresh:
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If an Artist or Summon is not Exhausted, it is considered Refreshed.
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To refresh a unit, undo the rotation on their unit tile on the board from being exhausted.
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You can only refresh a unit that is exhausted.
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Refreshing a unit that is already refreshed fails and does nothing.
Standee:
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Standees represent your Artist and their Summons on the board in the Deluxe edition of the game
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In the base/retail version of the game, unit tiles are used instead of standees.
Start of Turn effects:
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If an effect says it happens at the start of a turn, that is a Start of Turn effect.
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Effects that happen at the start of YOUR turns only happen if you are the turn player that turn.
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Effects that happen at the start of every turn happen on both your turn and your opponent’s turn.
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If both players have a Start of Turn effect that need to resolve, the turn player resolves them first.
Summons:
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Summons refer to units that are unique to each Artist. Not all Artists have Summons.
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Summons are represented by a corresponding unit tile on the board.
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Acrylic standees in the deluxe edition.
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Summons are removed when taking any amount of damage.
Summoning:
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Summoning a unit places that unit onto the board in an unoccupied zone refreshed.
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You can exhaust a newly summoned unit on the turn they are summoned.
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A removed Summon can still be re-summoned later in the game.
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You can attempt to summon in an occupied zone, it fails and does nothing.
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You can attempt to summon when you have no available summons, it fails and does nothing.
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Summoning a unit into a zone is not considered as entering that zone. Effects that trigger when a Unit enters a zone are not triggered by summoning a unit into that zone.
Swapping:
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An effect to swap 2 units will switch the positions of those 2 units.
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Tokens that normally move with their Artist or Summon (EX: Ink Tokens) will move with those tokens during a swap as well.
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Swapping into a zone tile is considered entering that zone. Effects that trigger when an Artist or Summon enters a zone are triggered by swaps.
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If a swap would result in an invalid board state, the swap effect fails to resolve. (EX: Trying to swap with The Painter with an Armament summon that would end up outside of the board due to the swap.)
Ties:
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In a few rare cases, it is possible for a single action to deal damage to both Artists at the same time. (EX: Sculptor’s Expending the Expendable action card.) This kind of damage is always simultaneous, and therefore can result in ties.
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There are no tiebreakers. If a single effect would deal the final damage to both players at the same time, the game results in a tie.
Tokens:
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Many Artists have unique tokens associated with their personal passives.
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If a placed token is removed, it is returned to your pool of available tokens and can be used again.
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You cannot place more tokens than you have in total.
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An effect to place a token while you have no more tokens simply fails.
Occupied Zone:
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A zone is considered occupied if there is an Artist or Summon in that zone.
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Having tokens or tiles in a zone does not make that zone occupied.
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Movement into an occupied zone fails and is ignored.
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Summoning into an occupied zone fails and is ignored.
Unit:
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A Unit refers to an Artist or Summon.
Zone:
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A zone is a square on the Field Board.
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Only one Artist or Summon can be in a zone.
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Multiple tokens can share a single zone, unless the token’s effects say otherwise.
Zone Tiles:
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Some Artists have a special component known as a Zone Tile.
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Each zone can only have 1 Zone Tile.
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Moving a zone tile into a zone that already has a zone tile fails and is ignored.
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Placing a zone tile into a zone that already has a zone tile fails and is ignored.