In Rise of the Exiled, the object of the game is simple: destroy your enemy. When your team is the only team with at least one character still in play, you win. You can read a brief breakdown of the rules below, or view our accompanying gameplay video.
- Divide all players into two or more even teams
- Players each choose a character from the available twelve
- Make sure each player has their respective character, reference and weapon cards (more on that here)
- Each player chooses a starting location on the field of battle alongside your teammates
- While we suggest using a table, though any flat surface will do
- Opposing sides should be two to three feet apart and you cannot place your character more than two feet from the nearest ally
As each character has a unique ability to help them win the game, it can be helpful for everyone to read their reference card out loud before the game begins. For more information on each character’s weapons and abilities, consult our character guide video at the bottom of this page.
Playing the Game
Unlike other games that rely on dice rolls or random chance, Rise of the Exile’s combat is all about throwing cards. The game takes place in two phases, the Attack Phase and the Movement Phase.
The Attack Phase
On the attack phase, each player will simultaneously throw their character’s weapon card at the opposing team, an ally or another strategic objective. When making an attack throw, each player must keep their arm at least one foot above the playing area and must release their throw before their hand crosses the vertical plane created by the edge of their own card. Using your hand to block incoming throws from the enemy is not allowed. Keep in mind, you are not restricted to throwing from the side of the playing area where you started the game. You may move around to make your throw more natural as the game progresses.
All players make their attack throw at the same time. You may not choose to wait until others have thrown their cards before making your own attack. Have one player call out “One, two, three… Attack!” (or something similar) to signify when the throw should be made. Consult your reference card to know which weapon should be thrown if there is more than one.
Weapons and characters range in size, but if any part of the weapon art on the card overlaps with an enemy’s hit zone, damage is dealt. All parts of the weapon art count for damage, including weapon handles.
HEAD 3 Damage
BODY 2 Damage
ARM/LEG 1 Damage
Each character’s starting health is seven, and hit points are lost according to the damage chart shown above (unless otherwise stated on a character’s reference card). Players must keep track of their health total at all times.
Even if a weapon hits multiple damage zones on an enemy, it does not deal damage multiple times. Only the highest damage-yielding region is counted for a thrown weapon. For example, if a weapon overlaps both an arm and a head, only the regular headshot damage is dealt. Of course, it is possible—common even—to take damage from more than one source during a single turn.
While rare, a thrown weapon that overlaps with two enemy players will deal damage to both players. If you fight too close to your allies, you open yourself up to collateral damage. After all damage has been resolved, any characters that have zero remaining hit points are defeated and removed from the game (unless otherwise stated). Remove their cards from the table and return them to the game box.
Note: Allied attack throws do not count for damage (this includes your own attack throws).
The Movement Phase
After all damage has been dealt and any players with zero remaining hit points have been removed, the movement phase begins. Each player may slide his character up to one card length in any direction. Moving closer to your enemy makes the following attack throw easier, as you may now release your card at a distance that is closer to the enemy. Characters are not required to move.
In the event that only two players remain in the game, they must move closer toward one another or not move at all. Accidental throws during the movement phase do not count and are ignored. That player must throw again during the attack phase.
Similar to the attack phase, all movement must happen simultaneously. Consider selecting one player to call out “One, two, three… Move!” to unify all player movement. After all players have finished their movement, another attack phase begins, taking into account any abilities that were utilized during the movement phase.
Ending the Game
Play continues in this manner, an attack phase followed by a movement phase, until only one team is left standing.