User Manual

5in
(12cm)
GAME OVERVIEW
BATTLE MODE
BATTLE MODE
Players take turns until there is a winner. Each player's turn consists of 2 phases.
PHASE 1: GRAB
ACTIVE SPECIAL ABILITIES – Denoted by a blue ring under the
triggering jinlin icon on a beast card. The symbol indicates that a
special ability is active and ongoing as long as any triggering
Jinlins are sitting on the beast card.
BANISH – When specified by a card, temporarily remove
something from the game.
BEACON BREAK – An action that signals the start of a game. Both
players slide their closed BattleClaw at the Jinlins piled on the
field to break the Jinlins apart and scatter them across the field.
BLIND-GRAB – Grab one or more Jinlins with your BattleClaw
while your eyes are closed.
BUILD ZONE – The area outside the field where each player
places the beast cards they are creating.
DEFEATED BEAST PILE – The pile where a players defeated
beast cards are placed face-down.
DOUBLE-GRAB – Grab exactly two Jinlins with your BattleClaw.
This also counts as a multi-grab.
FIELD – Playing area defined by the boundary cards where Jinlins
are released and captured.
GRAB – Successfully capturing a Jinlin with your BattleClaw
grabber and dragging it completely off the field.
INSTANT SPECIAL ABILTIES – Denoted by an orange arrow
behind the triggering Jinlin icon on a beast card. The symbol
indicates that a special ability is activated the moment any
triggering Jinlin is placed on the beast card and only lasts for that
turn. It is not an ongoing effect.
MULTI-GRAB – Grab two or more Jinlins.
PERFECT BEAST – If you ever build a beast with the exact Jinlins
on the card (element and type), it is considered a "Perfect Beast."
RELEASE – Return a Jinlin to the field.
SACRIFICE – When specified by a card, swap one of your in-play
beast cards for one in your defeated beast pile. The returned card is
placed in your build zone and is no longer considered defeated,
while the sacrificed card is placed in the defeated beast pile and it
now counts as defeated.
SHOOT – The act of sliding your BattleClaw onto the field in an
attempt to grab a Jinlin.
STRIP – Release all Jinlins and remove all power-up tokens from a
beast card.
TAPPING – Turning a card sideways to indicate that it has taken
some kind of action, such as attacking. After resolving the event
that caused a card to tap, the card is considered to be temporarily
out of play.
UNTAPPING – Turning a tapped card right-side-up to indicate that
it is back in play.
WU-XING BONUS – The attack bonus a beast receives when
attacking a beast with the correct primary or secondary element.
ADVANCED BATTLE MODE
BONUSES & SPECIAL ABILITIES
Let’s take a quick look at the different ways bonuses can affect your beasts.
Active Abilities The blue ring indicates that
the special ability is active and ongoing as long
as one or more triggering Jinlins is sitting on the
beast card.
NOTE: Placing more than one triggering Jinlin on
the card does not double the effect.
“Instant Abilities The orange arrow indicates
that the special ability is activated the moment a
triggering jinlin is placed on the beast card and
only lasts for that turn. It is not an ongoing effect,
but it is activated each time a triggering Jinlin is
placed on the beast card.
Special Abilities Most beasts have a special ability that activates
under certain conditions. The icon beside it is the Triggering
Jinlin. When this Jinlin is placed on the beast card, the special
ability activates, even if the beast hasnt been completed yet. The
Triggering Jinlin still needs to match either the primary or the
secondary element color and counts towards the two elements
needed to build the beast.
There are two types of special abilities:
Wu-Xing Bonus The color of your Wu-Xing bonus indicates an
element that your beast is strong against. If this color matches
your targets primary or secondary element, you can add the
Wu-Xing bonus to your attack.
UNTAPPING BEAST CARDS
This beast card
gains a +20 attack
bonus vs. beast
cards that have
earth as their
primary or
secondary
element.
Your beast receives a +10 attack bonus for each placed
on its card.
WINNING THE GAME
You win the game when all 3 of the opposing beasts have been defeated!
The attacking beast card is also stripped (Jinlins released
and removed), and it goes back to your build area in
the tapped position.
ATTACK SEQUENCE
Pick one of your opponent’s beasts to attack.
2
After adding all bonuses, compare your beast card’s
attack to the opposing beast card’s defense. If your
attack is equal or greater than the opposing beast
card’s defense, you have
defeated
it. The defeated
beast is then
stripped
(Jinlins released and
removed) and moved face-down to the defeated
beast pile. If there are three beasts in your enemies'
defeated beast pile, you WIN!
3
4
5
PHASE 2: USING JINLINS
1) USE A JINLIN FOR A
2) USE A JINLIN TO BUILD A BEAST
CREATE THE BEAST
You may add a Jinlin to one of your beasts as long as it matches
the primary or secondary element and that element isn't already
represented.
If this is the second Jinlin, the beast immediately attacks. (See
"Attack Sequence.") Complete the attack before using any other
Jinlins you grabbed this turn.
NOTE: You may only have Jinlins on one beast at a time, so if you
already have a Jinlin on a beast and you add a Jinlin to a different
beast, you must release your Jinlin from the first beast.
Release a Jinlin you grabbed to put a on any of your beasts. Power-up tokens add +10 to the starting attack value of your beast.
NOTE: If you run out of during a game, use coins or another replacement.
LET'S PLAY
Anytime
you grab
two Jinlins.
Anytime you
grab two or
more Jinlins.
Grabbing with your
eyes closed before
and during the grab.
(You can open them
after the claw closes.)
SPECIAL GRABS
Sometimes special abilities on cards activate when you make specific kinds of grabs:
ILLEGAL GRAB
Any Jinlin that is pulled or
knocked across the boundary
line by anything but the
claw itself must be
released.
LEGAL GRAB
The Jinlin(s) must be
grabbed by the claw and
pulled completely off
the field.
RELEASING A JINLIN
There are many times in
the game when Jinlins
are released, including
whenever a Jinlin rolls
out of bounds. To
release a Jinlin, drop it
in the center of the field
from a height of
approximately 5in
(12cm).
When you combine two Jinlins, you create a beast – a powerful ally you can command to do battle for you.
Beast cards list everything you need to know in order to battle.
GLOSSARY
Primary & Secondary Elements -
The two elements (colors) of the
Wu-Xing that comprise the beast and
are required to create it.
These two Jinlins will create this beast!
Jinlin Pair - The two types of Jinlins associated with the beast.
Some special abilities reference beasts that are associated with
a specific Jinlin, e.g., any beast with "ape" as part of its Jinlin
pair. If this beast is built with both Jinlins, it is considered a
"perfect" beast.
Defense - The beasts starting defense value.
Card Type (NOTE): Power-Up and Action
Cards are only used in Advanced Battle
Mode.
Attack - The beasts starting
attack value.
Wu-Xing Bonus - The attack
bonus you receive when
attacking a beast whose primary
or secondary element matches
the color displayed here.
Special Ability - This ability is activated
when the triggering Jinlin shape is
placed on the card. If this special ability
ever contradicts the rules, follow what
the special ability says.
Triggering Jinlin - The shape, not
color, must match.
This icon indicates how the triggering
Jinlin activates the special ability.
Name
UNTAPPED
TAPPED
CARD TYPE
BLUE RING:
The special ability
is active as long
as the triggering
Jinlin is on the
beast.
ORANGE ARROW:
The special ability
happens when the
Jinlin is placed on
the beast and then
has no effect for
subsequent turns.
Beast Card Power-Up Card Action Card
Check out the BattleClaw Booster Packs for a more action-packed game!
In addition to discovering rare Jinlins, you will find Power-Up and Action
cards for Advanced Battle Mode.
RED - FIRE
YELLOW - EARTH BLUE - WATER
GREEN - WOOD
WHITE - METAL
JINLINS™ FIGURES
WU-XING
RhinoApe
Dragon
Squid
SpiderSnakeScorpion
Colors and decorations may vary, subject to availability.
BATTLE MODE
GAME MANUAL
BATTLE MODE
GAME MANUAL
2-PLAYER BATTLE PACK2-PLAYER BATTLE PACK
6 Beast Cards 2 Boundary Cards
6 Jinlins™
2 BattleClaw™
Grabbers
COMPONENTS
BATTLECLAW GRABBER
1
2
Push the button to open the claw.
Shoot and release. At the right moment, tug
the string to close the claw. Try capturing more
than one Jinlin in a single grab!
3
Carefully drag the Jinlin(s) straight back until
they cross the boundary line of the field. If a
Jinlin slips out of your grabber anywhere on
the field, it has escaped.
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1101388671-DOM
FGL28
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7 kinds of Jinlins™
for you to collect!
Jinlins are creatures you capture and combine
to build powerful beasts. Most come in a
color/element, but there are also special rare
Jinlins with other abilities.
The Wu-Xing represents the various elements. Each element has
a corresponding color. Therefore, a red Jinlin represents fire.
Clear Jinlins can be used as
ANY element.
Dual-Color Jinlins can be used
as EITHER element they
represent (not both).
BEAST CARDS
Primary
Secondary
Elements
Each turn, you get one chance to grab Jinlins from the field. Position your BattleClaw anywhere on or off the field, as long as it is at
least one card length away from the Jinlin you are shooting for. If you miss, your turn is over.
Attacks happen right after you place the second Jinlin on an untapped beast card – before
you use any other Jinlins you might have. When a beast attacks, follow these steps:
1
If the beast is untapped, push the beast card forward to
show it is attacking.
Beasts must be untapped to attack.
There are two ways to untap a beast.
1. If a player starts a turn with all of their beasts tapped,
then they all untap before the player grabs.
2. If a player adds a second Jinlin to a tapped beast, it
untaps (instead of attacking). Those Jinlins are stripped
after untapping.
6 Power-Up Tokens
DOUBLE GRAB MULTI-GRAB BLIND GRAB
?
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DATE:
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COLOR PROFILE/LPI: Mag CCNB / 175lpi
CS DATE: 2/24/2017
ITEM NO.:
FGL28
LANG.: DOM
PART CODE:
FGL28-0970-G1
ITEM NAME: 2-PLAYER BATTLE PACK
TOY YEAR: 2017
PKG. SIZE: 91.44(W) x 13.55cm(H)
PKG. SPEC.: I/S VER.: G1
BLANK SIZE: 37.5’’ x 16’’
NOTES TO PRINTER: Proofs accurate for process color only. All spot colors must follow PMS Color
Formula Guide or color swatch specified.
If you don't grab Jinlins in Phase 1, your turn is over. If you grab one or more Jinlins, you can use them during this phase.
You use Jinlins, one at a time, during this phase. You can use a Jinlin to add a power-up token to one of your beasts or place them on
your beast card.
7+
2
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Spend any remaining Jinlins you captured in the grab phase
and then your turn is over.
Players take turns capturing
Jinlins with their BattleClaws
and use them to create
beasts or give them
more power. The first
player to defeat 3 of
their opponents'
beasts wins!
1
Shoot your BattleClaw and grab Jinlins.
Use Jinlins to
create the beasts
on a beast card.
2
Release a Jinlin to the field for a ,
which is a +10 attack bonus.
3
DefeatedDefeated
TOTAL ATTACK = 60TOTAL ATTACK = 60
Attack: 30Attack: 30
Bonus: 20Bonus: 20
Power-Up Token: 10Power-Up Token: 10
Defense = 40Defense = 40
Defeat an opposing player's beast
by having a beast with equal or
greater attack value than their
defense value.
OR
OBJECTIVEOBJECTIVE
SET-UP
Each player brings their BattleClaw grabber, at least 3 , a boundary card,
3 Jinlins and 3 beast cards to the game.
IMPORTANT: To make sure your combination of beast cards
and Jinlins work together, look at the primary and secondary
elements on your cards and make sure the Jinlins have
matching elements.
1
Set-up the field according to the diagram below.
2
Pile up all the Jinlins in the center of the Field.
4
Randomly choose a player to go first.
3
Now its time for the Beacon Break! Each player counts 1,
2, 3… BattleClaw and then slides their BattleClaw
grabbers (closed) at the pile of Jinlins to break the pile
apart.
NOTE: The purpose of the Beacon Break is to scatter the
Jinlins on the field before the game begins. Players are not
allowed to keep any Jinlins their BattleClaws captured
during the Beacon Break and must release them back
onto the field.
Boundary
Card
Boundary
Card
Jinlins
BattleClaw
BattleClaw
Defeated Beast Pile
Defeated Beast Pile
3 Beast Cards
3 Beast Cards
Token Pile
Token Pile
Field
Build Zone
Build Zone
Recommended Field Size: About 24in (60cm) square
1 2 3 4
65 7 8 9