Full manual text
UNMATCHED
SYSTEM
THETHE
is a miniatures dueling game featuring is a miniatures dueling game featuring
fighters of all kindsfighters of all kinds —— from the page to the from the page to the
screen to the stuff of legends. Each hero screen to the stuff of legends. Each hero
has a unique deck of cards that fits their has a unique deck of cards that fits their
fighting style.fighting style.
You can mix and match fighters from any You can mix and match fighters from any
Unmatched set. But rememberUnmatched set. But remember,, in the end in the end,,
there can only be one winner.there can only be one winner.
---
0504
Before you play for the first time, assemble the health dials by punching out
the two circles for each character and connecting them with a rivet.
4
HERO MINIATURES
5
HEALTH DIALS
4
SIDEKICK TOKENS
4
CHARACTER CARDS
All of your characters in the battle are All of your characters in the battle are
called your called your fightersfighters, but your primary , but your primary
fighter is called your fighter is called your herohero. Heroes are . Heroes are
represented by miniatures that move represented by miniatures that move
around on the battlefield. around on the battlefield.
HEROES&
SIDEKICKS
Your other fighters are called Your other fighters are called sidekickssidekicks. Most heroes have a . Most heroes have a
single sidekick, some heroes have multiple sidekicks, and still single sidekick, some heroes have multiple sidekicks, and still
other heroes have no sidekick at all. Sidekicks are represented other heroes have no sidekick at all. Sidekicks are represented
by tokens that move around on the battlefield.by tokens that move around on the battlefield.
Each hero has a Each hero has a special ability special ability noted on their character card.noted on their character card.
This card also lists your fighters’ This card also lists your fighters’ stats,stats, including the including the startingstarting
healthhealth of your hero and their sidekick. Fighters’ health is of your hero and their sidekick. Fighters’ health is
tracked on separate health dials. Fighters cannot gain health tracked on separate health dials. Fighters cannot gain health
higher than the highest number on their health dial. higher than the highest number on their health dial.
If your hero has multiple sidekicks, each sidekick only has one If your hero has multiple sidekicks, each sidekick only has one
health (unless otherwise specified). The character card instead health (unless otherwise specified). The character card instead
lists the total number of sidekicks.lists the total number of sidekicks.
HOW TO PLAY
Players take turns maneuvering their fighters on the battlefield, Players take turns maneuvering their fighters on the battlefield,
playing schemes, and attacking their opponent’s fighters. playing schemes, and attacking their opponent’s fighters.
To win, you must be the first to defeat your opponent’s hero, To win, you must be the first to defeat your opponent’s hero,
which happens when they are reduced to zero health.which happens when they are reduced to zero health.
CONTENTS
11
20
ACTION CARDS
11
DOUBLE-SIDED BOARD
WITH
2
BATTLEFIELDS
SHERLOCK HOLMES
30 action cards
1 Holmes hero miniature
1 Holmes character card
1 Watson sidekick token
2 health dials
DRACULA
30 action cards
1 Dracula hero miniature
1 Dracula character card
3 Sister sidekick tokens
1 health dial
DRACULA
DRACULA
BAPTISM OF BLOOD BAPTISM OF BLOOD
Recover 2 health. Return a defeated Recover 2 health. Return a defeated
Sister (if any) to any space in Sister (if any) to any space in
Dracula’s zone. Dracula’s zone.
2
DRACULA DRACULA
| | x 2 x 2
JEKYLL & HYDE
30 action cards
1 Jekyll & Hyde hero miniature
1 Jekyll & Hyde character card
1 transformation token
1 health dial
INVISIBLE MAN
30 action cards
1 Invisible Man hero miniature
1 Invisible Man character card
3 fog tokens
1 health dial
MELEE
THE SISTERS
13
DRACULA
2
MOVE
MELEE
X3
At the start of your turn,
you may deal
1 damage to a
fighter adjacent to Dracula.
If you do, draw a card.
STA R T
HEALTH
SPECIAL ABILITY SIDEKICK AT TAC K
STA R T
HEALTH
HERO AT TAC K
DRACULA
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THE FIELD OF BATTLE
0706
These setup instructions and the following rules are for games with
2 players. For rules on team play with 3 or 4 players, see page 118.
SETUP
SPACES AND ZONES
The battlefield is made up of circular The battlefield is made up of circular spacesspaces that the that the
fighters will move between. Each space can only contain fighters will move between. Each space can only contain
one fighter at a time. one fighter at a time.
Two spaces connected by a line are Two spaces connected by a line are adjacentadjacent. .
Adjacency is used to determine targets of attacks and Adjacency is used to determine targets of attacks and
various card effects.various card effects.
The spaces of the battlefield are divided into The spaces of the battlefield are divided into zoneszones, ,
which are indicated by different colored patterns. All which are indicated by different colored patterns. All
spaces with the same colored pattern are part of the same spaces with the same colored pattern are part of the same
zone (even if they are in different parts of the battlefield).zone (even if they are in different parts of the battlefield).
If a space has multiple colored patterns, it is considered If a space has multiple colored patterns, it is considered
to be part of multiple zones. Zones are used to determine to be part of multiple zones. Zones are used to determine
targets of ranged attacks and various card effects.targets of ranged attacks and various card effects.
NOTE
11. Choose a battlefield and place it on the table.
2. Each player chooses a hero and takes the corresponding
30 action cards, character card, hero miniature, sidekick
tokens, health dials, and any other components for their hero.
3. Each player sets their hero’s starting health and their
sidekick’s starting health on the matching health dials.
Starting health is found on the character cards.
(Sidekicks without a health dial have only one health each.)
4. Each player shuffles their action cards to form a single
deck and places it face down, then draws
5 cards as
their starting hand.
5. The younger player places their hero in the
11 space on the battlefield. Then they
place their sidekicks in separate spaces
within the same zone as their hero. If
their hero is in a space that is part of
multiple zones, their sidekicks may be
in any of those zones. If you have to
make a decision about your fighter at
the beginning of the game, make it now.
(There are none in this set.)
6. The older player places their hero in
the
22 space on the battlefield, then
places their sidekicks based on the
same rules as in
step 5.
7. The younger player takes the first turn.
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0908
AA overall card type: overall card type:
Attack Attack Defense Defense
SchemeScheme
Versatile Versatile
(attack or defense) (attack or defense)
BB attack or defense value (if any) attack or defense value (if any)
CC fighter allowed to use the card fighter allowed to use the card
DD name of the card name of the card
EE effect when played (if any) effect when played (if any)
FF BOOSTBOOST value value
GG deck that the card appears in deck that the card appears in
H H number of copies in the decknumber of copies in the deck
Each hero’s deck is different, though they may Each hero’s deck is different, though they may
share some cards with other heroes’ decks.share some cards with other heroes’ decks.
When you take the
maneuver action, you first draw the top card of
your deck, then you may move your fighters.
STEP
11: DRAW A CARD (MANDATORY)
Draw the top card of your deck and add it to your hand.
You can have more than
7 cards in your hand during your turn, but you
must discard down to
7 cards at the end of your turn.
ANATOMY OF A CARD
On your turn, you must take 2 actions; you cannot skip an action.
You may choose two different actions or the same action twice.
The possible actions are:
MANEUVER
SCHEME
ATTACK
You have a hand limit of 7 cards. At the end of your turn, if you have
more than
7 cards in your hand, you must discard down to 7 cards,
placing any discarded cards in your discard pile.
Then it is your opponent’s turn.
YOUR TURN
DRAWING CARDS
STEP 2: MOVE YOUR FIGHTERS (OPTIONAL)
Your character card lists your move value. During this step, you may
move each of your fighters
, one at a time, a number of spaces equal to or
less than your move value. You may also choose to
BOOST your movement
(see next page).
When you move a fighter, each space they move into must be adjacent
to their previous space. You
may move a fighter through spaces
occupied by other friendly fighters (i.e., your own fighters) but they
cannot end their movement in an occupied space. You may
not move
a fighter through spaces occupied by opposing fighters.
You may move your fighters in the order of your choice, but must finish
each fighter’s move before starting the next. You are not required to
move all of your fighters the same distance as each other; you get to
choose for each fighter. You are allowed to move a fighter zero spaces.
If an effect ever lets you move your opponent’s fighters, you must respect
all of the same movement rules, but from your opponent’s perspective.
NOTE
ACTION: MANEUVER
Drawing cards — whether via the maneuver action or due to a Drawing cards — whether via the maneuver action or due to a
card effect — is mandatory, unless otherwise specified.card effect — is mandatory, unless otherwise specified.
When your deck is empty, your fighters are When your deck is empty, your fighters are exhaustedexhausted. .
If you need to draw a card while your fighters are exhausted, If you need to draw a card while your fighters are exhausted,
do not reshuffle your discard pile. Instead, each of your fighters do not reshuffle your discard pile. Instead, each of your fighters
immediately takes immediately takes 22 damage. damage.
A
B
C
D
E
G
H
F
---
1110
When you take the scheme action, you choose a scheme card (indicated
by the icon) from your hand and play it onto the table, face up.
You must declare which of your fighters is playing the scheme card; they
are the
active fighter. Each card in your deck indicates which fighters
are allowed to play it. You may not play a scheme
card if the listed fighters are defeated.
Resolve the card’s effect, then place
the card into your discard pile.
When you take the When you take the maneuvermaneuver action, you action, you
may may boostboost your movement. To do this, discard your movement. To do this, discard
11 card from your hand and add that card’s card from your hand and add that card’s BOOSTBOOST
value to your movement value. Ignore any effect on value to your movement value. Ignore any effect on
the discarded card.the discarded card.
Certain effects (like Dracula’s Look Into My Eyes card) allow you Certain effects (like Dracula’s Look Into My Eyes card) allow you
to boost other things, such as the value of an attack.to boost other things, such as the value of an attack.
Cards that can no longer legally be played — because the Cards that can no longer legally be played — because the
corresponding fighter or fighters have been defeated — may corresponding fighter or fighters have been defeated — may
still be discarded from your hand to boost.still be discarded from your hand to boost.
ACTION: SCHEME
BOOST
When you take the attack action, you must declare which of your
fighters is performing the attack; they are the
active fighter.
You may not take the attack action if you do not have an attack card
in hand or if none of your fighters have valid targets to attack.
STEP
11: DECLARE TARGET
Any fighter may target a fighter in an adjacent space, regardless of
what zone they are in.
Fighters with
melee attacks (indicated by the
icon) may only
target a fighter in an adjacent space.
Fighters with
ranged attacks (indicated by the
icon) may
target an adjacent fighter
or they may target a fighter anywhere in
the same zone, regardless of adjacency.
STEP 2: CHOOSE AND REVEAL
As the attacker, you must choose an attack card from your hand and
play it face down in front of you; it must be a card that your attacking
fighter is allowed to use. Then the defender
may (but is not required
to) choose a defense card from their hand and place it face down in
front of them; it must be a card that their defending fighter is allowed
to use. Once both players have chosen their cards, reveal them at the
same time.
ACTION: ATTACK
Maintain your own discard pile. All cards, once Maintain your own discard pile. All cards, once
played and resolved, should be placed in the played and resolved, should be placed in the
discard pile. Keep your discard pile face up to discard pile. Keep your discard pile face up to
differentiate it from your deck. Both you and differentiate it from your deck. Both you and
your opponent are allowed to look through your your opponent are allowed to look through your
discard pile at any time.discard pile at any time.
DISCARD PILES
VERSATILE CARDS
2
INVISIBLE MAN
COVERT PREPARATION COVERT PREPARATION
AFTER COMBAT: AFTER COMBAT:
Draw Draw 1 1 card. Move card. Move 1 1 fog token up to 2 spaces, then your fog token up to 2 spaces, then your
opponent moves a different fog token opponent moves a different fog token
up to 2 spaces. up to 2 spaces.
1 1
THE INVISIBLE MAN THE INVISIBLE MAN
| | x 3 x 3
HOLMES HOLMES
ELIMINATE THE IMPOSSIBLE ELIMINATE THE IMPOSSIBLE
Choose an opponent. Look at their Choose an opponent. Look at their
hand and choose hand and choose 1 1 card for them card for them
to discard. to discard.
2
SHERLOCK HOLMES SHERLOCK HOLMES
| | x 2 x 2
Cards with the Cards with the icon are icon are versatileversatile
cards. They can be used as attack cards. They can be used as attack
cards or defense cards. Versatile cards cards or defense cards. Versatile cards
also count as both attack cards and also count as both attack cards and
defense cards for the purposes of other defense cards for the purposes of other
game effects.game effects.
---
1312
STEP 3: RESOLVE COMBAT
Most cards have effects, with labels indicating when they occur:
immediately, during combat, or after combat. Unless otherwise specified,
card effects are mandatory (which can result in dealing damage to your
own fighters or other negative effects).
If two effects would ever appear to resolve at the same time, the
defender’s effect resolves first.
After cards have been revealed, resolve any effects that occur
immediately. Then resolve any effects that occur during combat.
Then determine the result of the combat. The attacker deals
damage
to the defender equal to the value of their played attack card. If the
defender played a defense card, subtract the value of their played
defense card first. For each damage that the defender takes, reduce that
fighter’s health by one, adjusting their health dial accordingly.
After the result of the combat has been determined, resolve any card
effects that occur
after combat. Even if a player’s fighter is defeated
during the combat, as long as that does not trigger the end of the game,
any after combat effects of their played card still resolve.
After card effects are resolved, resolve any other game effects that occur
after combat, such as a hero’s special ability.
Finally, all played cards are placed in their respective discard piles.
ACTION: ATTACK (CONTINUED)
WINNING THE COMBAT
SomSome e after combat ef effects check to see whofects check to see who won the combat won the combat..
The attacker won the combat if they dealt at least one damage The attacker won the combat if they dealt at least one damage
to the defender from the attack itself (i.e., not from any effects).to the defender from the attack itself (i.e., not from any effects).
The defender won the combat if they took no damage from the The defender won the combat if they took no damage from the
attack itself (even if they took damage from effects).attack itself (even if they took damage from effects).
When one of your fighters is reduced to zero
health, for any reason, they are
defeated.
If your hero’s sidekick is defeated,
immediately remove that sidekick token
from the battlefield. (A sidekick without a
health dial only has 1 health and is defeated
if they take any damage.)
If your hero is defeated, you immediately lose the game.
When When your opponent’s hero is defeatedyour opponent’s hero is defeated,, which happens which happens
when they are reduced to zero healthwhen they are reduced to zero health,, the game ends immediately the game ends immediately
and you win! and you win!
(In a team game, both opposing heroes must be defeated.)(In a team game, both opposing heroes must be defeated.)
DEFEATING A FIGHTER
WINNING THE GAME
DR. JEKYLL MR. HYDE
---
SISTER
DR. WATSON
DRACULA
HOLMES
1514
Harley is playing
Sherlock HolmesSherlock Holmes.
Deshaun is
playing DraculaDracula.
It
’s Harley’s turn,
and she wants to
attack Dracula.
Both cards have after
combat effects. The defender
(Dracula) resolves first.
Deshaun moves Dracula
3 spaces away
, next to Dr.
Watson. (That way
, at the start
of his turn
, he’ll be able to use
Dracula
’s special ability.)
Now
,
CounterpunchCounterpunch resolves.
Dracula is no longer adjacent
to Holmes
, so she can’t deal
any damage to him. One of
the Sisters is adjacent to
Holmes, but Counterpunch
only affects the fighter
involved in the attack, so
the card ends up having
no effect.
There are no
immediately or during combat effects. CounterpunchCounterpunch and
DashDash have the same value, so the attack deals no damage.
Deshaun plays
DashDash as his
defense card
,
face down.
Harley attacks Dracula with Holmes. She
doesn
’t want to use
Study MethodsStudy Methods because
Deshaun only has one card in his hand
, and Service RevolverService Revolver is a Dr. Watson card. She plays
CounterpunchCounterpunch as her attack card , face down.
HOLMES
DRACULA
DR. WATSON
SISTER
COMBAT EXAMPLE
HOLMES
3
HOLMES
COUNTERPUNCH COUNTERPUNCH
AFTER COMBAT: AFTER COMBAT:
If Holmes is adjacent If Holmes is adjacent
to the opposing fi ghter, deal 2 damage to the opposing fi ghter, deal 2 damage
to that fi ghter. to that fi ghter.
1 1
SHERLOCK HOLMES SHERLOCK HOLMES
| | x 3 x 3
ANY
3
ANY
DASH DASH
AFTER COMBAT: AFTER COMBAT:
Move your fi ghter up Move your fi ghter up
to 3 spaces. to 3 spaces.
1 1
DRACULA DRACULA
| | x 3 x 3
VS
HOLMES
3
HOLMES
COUNTERPUNCH COUNTERPUNCH
AFTER COMBAT: AFTER COMBAT:
If Holmes is adjacent If Holmes is adjacent
to the opposing fi ghter, deal 2 damage to the opposing fi ghter, deal 2 damage
to that fi ghter. to that fi ghter.
1 1
SHERLOCK HOLMES SHERLOCK HOLMES
| | x 3 x 3
DR. WATSON
5
DR. WATSON
SERVICE REVOLVER SERVICE REVOLVER
3
SHERLOCK HOLMES SHERLOCK HOLMES
| | x 2 x 2
ANY
3
ANY
STUDY METHODS STUDY METHODS
AFTER COMBAT: AFTER COMBAT:
If you won the If you won the
combat, look at your opponent’s hand. combat, look at your opponent’s hand.
2
SHERLOCK HOLMES SHERLOCK HOLMES
| | x 2 x 2
ANY
3
ANY
DASH DASH
AFTER COMBAT: AFTER COMBAT:
Move your fi ghter up Move your fi ghter up
to 3 spaces. to 3 spaces.
1 1
DRACULA DRACULA | | x 3 x 3
---
SPECIAL RULES
FOR THIS SET
1716
GAMEBOARD: SECRET PASSAGES
The Baskerville Manor map features a system of secret passages,
which can be used by fighters to move quickly across the map.
These passages are indicated by a symbol on certain spaces
with a white line leading away. A fighter can move from one space with a
secret passage to any other space with a secret passage as if they were
adjacent. Moving this way still costs 1 space of movement.
Spaces with secret passages are
not considered adjacent for any
other purpose, including melee attacks and other effects.
Large figures
cannot move through a secret passage.
(There are no large figures in this set.)
INVISIBLE MAN: FOG
Invisible Man has 3 fog tokens. At the start of the
game, he places all 3 fog tokens on separate
spaces in his zone as if they were sidekicks.
When Invisible Man plays a defense card while he is on
a space with a fog token, he adds 1 to the value of that
card. This is not a card effect and can not be canceled by
Feint or similar cards.
Invisible Man can move from a space with a fog token to another
space with a fog token as if they were adjacent. This movement
otherwise follows the regular rules for movement. For example,
Invisible Man could move from one space with a fog token to another
space with a fog token that contained an ally as long as he didn’t
end his turn there. However, he could not move through a space with
a fog token that contained an enemy fighter. Other fighters move
through spaces with fog tokens as if they weren’t there.
When moving fog tokens, count spaces like you would for moving a
fighter. However, you may move a fog token through any fighter
or other token, and may place a fog token on occupied
spaces (including spaces occupied by enemy
fighters or other types of tokens). There may only
be one fog token on any space.
Spaces with fog tokens are still considered to be in
the zones indicated on those spaces for purposes of
ranged attacks or other effects.
NOTE
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AVAILABLE AT YOUr
FINEST GAMES AND
ODDITIES PURVEYORS
18
You can play Unmatched in teams of 2.
Teammates sit next to each other on the same side
of the battlefield, and they may communicate about
their cards and tactics, but each player controls
their own hero and sidekicks. Your teammate’s
fighters are considered friendly fighters. For team
play with three players, one player will control both
heroes and sidekicks for one team.
Choose a battlefield with four starting spaces.
(Some battlefields have only two starting spaces
and therefore cannot be used for team play.)
During setup, players place their heroes in alternating order:
First player on Team A places their hero in the space.
First player on Team B places their hero in the space.
Second player on Team A places their hero in the space.
Second player on Team B places their hero in the space.
When placing their hero, each player also places their sidekicks
within the same zone, as normal.
During the game, players take turns in alternating order:
First player on Team A takes their turn.
First player on Team B takes their turn.
Second player on Team A takes their turn.
Second player on Team B takes their turn.
This order repeats for the rest of the game.
When a player’s hero is defeated, immediately remove that hero
miniature from the battlefield. That player still takes their turns
as normal, as long as they have at least one sidekick left. If all of a
player’s fighters are defeated, they are eliminated and do not take
any more turns.
When both heroes on one team have been defeated, the opposing
team wins!
TEAM PLAY
COME ONE, COME ALL!
---
ICON REFERENCE
This card can only be used to attack. This card can only be used to attack.
This card can only be used to defend against an attack. This card can only be used to defend against an attack.
This card can be used to attack or defend. This card can be used to attack or defend.
As an action, this card can be played for its effect. As an action, this card can be played for its effect.
This fighter may make ranged and melee attacks. This fighter may make ranged and melee attacks.
This fighter may only make melee attacks. This fighter may only make melee attacks.
©2020 Restoration Games, LLC. The following are trademarks of Restoration Games, LLC: Restoration ©2020 Restoration Games, LLC. The following are trademarks of Restoration Games, LLC: Restoration
Games, the Restoration Games logo, Unmatched, the Unmatched logo, the “In Battle There Are No Equals” Games, the Restoration Games logo, Unmatched, the Unmatched logo, the “In Battle There Are No Equals”
tagline, and all associated trade dress. Mondo and the Mondo Games logo is a trademark of Mondo Tees, tagline, and all associated trade dress. Mondo and the Mondo Games logo is a trademark of Mondo Tees,
LLC and is used with permission. Restoration Games, LLC is located at 12717 W SUNRISE BLVD, #244, LLC and is used with permission. Restoration Games, LLC is located at 12717 W SUNRISE BLVD, #244,
Sunrise, FL 33323. Actual components may vary from those shown. Made in China. THIS PRODUCT IS NOT Sunrise, FL 33323. Actual components may vary from those shown. Made in China. THIS PRODUCT IS NOT
A TOY. NOT INTENDED FOR USE BY PERSONS 8 YEARS OF AGE OR YOUNGER.A TOY. NOT INTENDED FOR USE BY PERSONS 8 YEARS OF AGE OR YOUNGER.
CREDITS
Unmatched is a production by Restoration Games and Mondo Games (two sides of the same coin),
which was restored from Star Wars: Epic Duels, designed by Craig Van Ness and Rob Daviau, and
published by Milton Bradley. Zone rules inspired by the Pathfinding System from Tannhäuser,
designed by William Grosselin and Didier Poli and published by Fantasy Flight Games.
Core Game Restoration: Rob Daviau and Justin D. Jacobson
Cobble & Fog Game Design: Chris Leder
Graphic Design: Jason Taylor, Lindsay Daviau, Courtney Rhodes, and Laura Durand
Cover and Card Illustrations: Andrew Thompson
Board Illustration: Ian O’Toole
Thank you to everyone who helped playtest the game! You’re all wonderful people. We mean it.
Additional thanks to Erik Ela and Drew Dougherty for their excellent work.
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