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INTRODUCTION CARD TYPES - CHARACTERS (Continued) CARD TYPES - MONSTERS CARD TYPES - MONSTERS (Continued) CARD TYPES - ATTACK

CARD TYPES - MONSTERS CARD TYPES - MONSTERS (Continued) CARD TYPES - ATTACK CARD TYPES - ATTACK (Continued) CARD TYPES - ATTACK (Continued)
MONSTER CARDS show the following information: ATTACK CARDS show the following information:
RedaKai, the fast-paced game of Kairu battles, uses
CHARACTER NAME MONSTER NAME
three differeent card types. CHARACTER VERSION This is the amount of KAIRU you must spend MONSTER VERSION This is the amount of KAIRU you must spend ATTACK POWER This number shows how ATTACK NAME
CARD TYPES - CHARACTERS to play this card in the Advanced Game. to play this card in the Advanced Game. powerful the attack is. When an Attack is played ATTACK COLOR

CHARACTER CARDS show the following information: 3 DAMAGE ZONES MONSTER NAME This is the name of the Monster. 3 DAMAGE ZONES ATTACK NAME This is the name of the Attack. against an opponents Character, compare its Power
MONSTER VERSION This is used to tell apart to the Characters total Defenses that match the color 3 DAMAGE ZONES
ATTACK COLOR The COLOR of the Attack is of the Attack. If the Attack Power is higher than the
CHARACTER NAME This is the name of the different Monster cards with the same name. shown behind the Name. Characters relevant Defense, the Attack hits, and
Character. A team may only have one Character DAMAGE ZONES On most Monster cards, these
DAMAGE ZONES These contain a red space to Stacks on top of the Character.
with a particular name. will be clear. Sometimes, the Monster will have a
3 DEFENSE ZONES 3 DEFENSE ZONES indicate that the Attack is damaging that zone. In ATTACK ABILITY This tells you what
VERSION This is used to tell Characters and yellow Damage Zone, which indicates that the
some cases, Attacks may deal no damage, or may special abilities the Attack has, if any, 3 DEFENSE ZONES
Monsters apart from those with the same name, for Character has been healed in that zone, and your
deal damage to multiple zones. in the Advanced Game.
example: Metanoid Plasma Machine and opponent will have to damage it again to Defeat that
Metanoid Gold Machine. Character. DEFENSE ZONES Usually these will be clear on
ATTACK ART
DEFENSE ZONES These will either be clear or Attacks, but sometimes they will cover up the zone
DAMAGE ZONES - These show how much damage behind it, which means the Character the Attack hits
ATTACK ABILITY
your character has taken. Yellow indicates health. have a Defense Value and Color. If a Monster has a
Defense Value, it covers up the Defense Value below loses whatever defenses were in that zone. ATTACK
When all of your Damage Zones are filled in red, MONSTER ABILITY POWER
your Character is Defeated! CHARACTER ABILITY it in that zone. ATTACK ART If the art of an Attack covers up a
MONSTER ABILITY - This tells you what special Defense Zone or Monster Ability, that Defense Zone NOT USED IN
DEFENSE ZONES These show your Characters GAME PLAY
abilities the Monster has, if any, in the Advanced or Monster Ability is considered to be blank.
Defense against different colored Attacks.
CHARACTER ABILITY This tells you what NOTE: Some Attack cards cover the Character/ Game. Abilities are active unless they are made NOTE: Some Attack cards cover the Character/
special Abilities the Character has, if any, Monster Ability area, preventing that ability from blank by another card, or the Character is Defeated. Monster Ability area, preventing that ability from
in the Advanced Game. being used. being used.
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BASIC GAME SETUP BASIC GAME SETUP (Continued) BASIC GAME GAMEPLAY (Continued) BASIC GAME GAMEPLAY (Continued) ATTACK CARDS (Continued) ATTACK CARDS (Continued) BASIC GAME GAMEPLAY (Continued)
Before battle, each player places one CHARACTER Each player also builds a deck of MONSTER CARDS ATTACK CARDS ATTACK HITS!
If the Attack Cards power number is lower, put it into When all three of your opponents DAMAGE ZONES are
CARD in front of them. CHARACTER CARDS represent ATTACK CARDS and MONSTER When you draw a MONSTER CARD, put it on your own Play ATTACK CARDS on top of your opponents your discard pile. damaged and red, you win the game!
CARDS. Basic Game decks can be 1 DAMAGE ZONE RED DEFENSE
heroes and villains with the power to harness Kairu CHARACTER. They often increase your DEFENSE CHARACTER CARD, to deal damage in DAMAGE FILLED YOUR ATTACK CARD ZONE 300 If a player runs out of cards in his DRAW PILE and is
energy. Each of these cards has up to 3 different anywhere from 10-40 cards. ZONES and sometimes can even heal DAMAGE ZONES ZONES. unable to draw a card at the start of his turn, that player
DEFENSE ZONES. Each DEFENSE ZONE has a number Shuffle the cards together to make that ATTACK CARDS have Hit. loses the game.
a DECK. When you play an ATTACK CARD, compare the Another example of an attack that Hits:
and color. Every card also has 3 DAMAGE ZONES. MONSTER CARDS are never discarded. ATTACK POWER and COLOR to the opposing RED DEFENSE
CHARACTER NAME YOUR ATTACK CARD ZONE 300
CHARACTER VERSION YOUR CHARACTER CARD characters defense in that color. GAME OVER!
CHARACTER CARD YOUR MONSTER CARD (WITH 1 DAMAGE ZONE FILLED)
If your Attack Cards Power Number is greater than the
defenders combined Defense Zones of your Attack ALL THREE
3 DAMAGE ZONES DAMAGE ZONES
Card Color, the attack Hits and is laid on top of your ARE FILLED RED
opponents CHARACTER.
RED DEFENSE RED ATTACK 250 OPPONENTS HERO CARD
YOUR ATTACK CARD ZONE 300

3 DEFENSE ZONES
GREEN ATTACK 350 OPPONENTS
CHARACTER CARD
DECK DISCARD PILE ATTACK HITS! (NO GREEN DEFENSE)

YOUR NEW CHARACTER CARD


BASIC GAME GAMEPLAY RESTORED
1 DAMAGE ZONE
FILLED Once youve mastered the Basic Game, youre ready to
Flip a coin to determine who will go first. DAMAGE ZONE
Abilities on your cards are not used in the Basic Game. move on to the Advanced Game!
(YELLOW BARS)
CHARACTER ABILITY On each players turn they will draw the top card of their ADDITIONAL
RED ATTACK 650 OPPONENTS
Ignore the text in the Ability boxes on the bottom of
(not used in Basic Game) DEFENSE ZONES
deck, then play that card immediately. POWER NUMBER CHARACTER CARD CHARACTER CARDS. DECK DISCARD PILE
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ADVANCED GAME SETUP Each player puts his CHARACTER CARDS face up ADVANCED GAME GAMEPLAY TURN BREAKDOWN (Continued) TURN BREAKDOWN (Continued) ADVANCED GAME GAMEPLAY (Continued) ADVANCED GAME GAMEPLAY (Continued)
in front of him. The goal of the game is to defeat all Play: On your turn, you may play MONSTER CARDS End of Turn: When you choose not to play any more PLAYING MONSTER CARDS PLAYING ATTACK CARDS
The Advanced Game pits you against an opponent three characters on your opponents team before he TURN BREAKDOWN
in a strategic 3-on-3 battle! and ATTACK CARDS. You pay for their costs by cards, your turn ends. To play a MONSTER CARD, pay its KAIRU COST, then To play an ATTACK CARD, you pay its KAIRU COST,
defeats yours. Start of Game: Each player begins the game with spending KAIRU. When you spend KAIRU, it becomes
Each player builds a deck consisting of at least 40 3 KAIRU. If it is your first turn, you will start with 3 Opponent's Turn: On your opponent's turn, you may choose a Character on your Team to turn into that then choose a Character on your opponent's Team to
Each player starts the game with 3 KAIRU energy. EXHAUSTED, which means you cannot use it until it only play cards if they have a special React Ability. Monster. Stack your MONSTER CARD onto that Attack. Compare your ATTACK POWER to that
MONSTER and ATTACK CARDS and 3 CHARACTER and move your counter up to 4 , then recharge all RECHARGES at the start of your next turn. See the
CARDS. A players deck can include no more than Randomly determine who will be going first, and then your KAIRU. New Turn: At the beginning of a new turn, advance Character. You can not play MONSTER CARDS on Character's DEFENSE NUMBER(S) in the SAME
each player shuffles their deck and draws three cards. PLAYING MONSTER CARDS and PLAYING ATTACK Characters that have already been defeated, though you COLOR by adding up the DEFENSE NUMBERS in the
three copies of any MONSTER or ATTACK CARD, and Start of Turn: On every new turn, gain 1 KAIRU and CARDS sections for more details. your MAXIMUM KAIRU to the next higher number and
each CHARACTER CARD on a players team must have reset your REMAINING KAIRU to match it. You may can play them on Characters that have already turned corresponding color.
KAIRU ENERGY - (KAIRU ENERGY) is used to recharge all your exhausted KAIRU. into a Monster earlier in the game.
a unique name. KAIRU COST have a maximum of 20 KAIRU, so if you already have If your ATTACK POWER is greater than his DEFENSE
play monsters and attacks. Each card has a
20 , you cannot gain any more. YOUR MONSTER CARD YOUR CHARACTER CARD NUMBER, you Hit and stack your Attack onto that
cost, and this cost is paid for with your charged . START WITH 3 KAIRU FOR YOUR FIRST TURN
DRAW THREE CARDS PLACE A MARKER AS SHOWN (NOT INCLUDED) Example - Play an ATTACK Character. If that Character has all three of his
At the start of each of your turns, you gain 1 maximum
MONSTER OR ATTACK CARDS CARD with a KAIRU COST of DAMAGE ZONES filled with red, that Character is
, and recharge all of your . 2 . Move your REMAINING defeated. When all three of your opponents
CHARACTER CARDS KAIRU MARKER to 1 (3-2=1). CHARACTERS are defeated you win the game!
MONSTER THREE DIFFERENT
MONSTER OR MONSTER CHARACTER CARDS ATTACK HITS!
OR ATTACK OR
ATTACK CARD ATTACK
CARD CARD
DISCARD PILE

DECK REMAINING KAIRU


MOVE TO LEFT AS YOU USE UP KAIRU RESULT FROM MONSTER CARD
MAXIMUM KAIRU Draw: Draw one card. If you have more than 6 cards
PLACE A MARKER AS SHOWN (NOT INCLUDED)
in your hand, you must discard a card immediately. If
you have to draw a card and have no cards left in your In this example, you still have enough KAIRU to play ADDITIONAL
REMAINING KAIRU DEFENSE ZONES
PLACE A MARKER AS SHOWN (NOT INCLUDED) deck to draw, you lose the game. another card with a KAIRU COST OF 1 . ATTACK POWER OF 650 RED DEFEATS DEFENSE NUMBER OF 300 RED
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PLAYING ATTACK CARDS (Continued) ADVANCED GAME GAMEPLAY (Continued) ADVANCED GAME GAMEPLAY (Continued) GLOSSARY GLOSSARY (Continued) GLOSSARY (Continued) Look for these other REDAKAI products!
Sold Separately.
REACT ABILITIES WINNING THE GAME ABILITIES - Character and Monster Abilities are special color played against a Character must have a higher opponent attacks you and will have effects that can
ATTACK DOES NOT HIT! RED DEFENSE
ZONE 300 Some cards have REACT Abilities on them. On ATTACK Whenever a CHARACTER CARD has all of its DAMAGE powers that affect the game as long as the Ability text is power number than the defense number in order to HIT. change what happens.
YOUR ATTACK CARD CARDS, REACT Abilities may be used while the card is ZONES filled with red, it is defeated. Defeated visible. An "Activated Ability" is an ability that you must Any attacks that don't have enough power are blocked RECHARGE - At the start of each of your turns you'll CHAMPIONSHIP TIN
in your hand. On MONSTER CARDS, REACT Abilities characters have no abilities and cannot transform into pay an additional cost to play. and put into the attacker's DISCARD PILE. RECHARGE all your KAIRU. Some other cards will Contains 43 X-Drives, Card
ATTACK CARDS - These cards are played on your allow you to RECHARGE KAIRU as well. Screen with Kairu Counter, and
may be used while the card is stacked on one of your monsters. When all three of your opponents DAMAGE EXHAUST - When KAIRU is used it's exhausted until
an Advanced Battlefield!
CHARACTER CARDS. ZONES are damaged and red, you win the game! opponent's Characters to deal damage to them. You may your next turn. Exhausted KAIRU can't be used to STOPPED - If your attack is STOPPED, it doesn't hit
play attacks on your turn by paying their KAIRU COST. pay for costs. and is put into your discard pile instead of on an
REACT Abilities may be used after any player plays an At the end of the game, don't forget to take back the
ATTACK CARD, but before the ATTACK CARD compares ATTACK CARDS you played on your opponent's ATTACK POWER - Each attack has a power that HIT - When an attack is played against an opposing opponent's character. An attack is STOPPED if the
its POWER NUMBER to DEFENSE ZONES. Each player Characters and to give back the ones that your consists of a NUMBER and a COLOR. The power Character and its power is higher than that Character's defense of the character is higher than the power of TM & 2011 Spin Master Ltd. All rights reserved.
may play any number of REACT Abilities starting with opponent played on you. number must be higher than an opponent's defense defense in that color, that attack hits. When an attack the attack or if a card tells you to STOP an attack. SPIN MASTER LTD., 450 FRONT STREET WEST, TORONTO,
the attacking player. Once no player wants to play any in that attack's color in order for the attack to hit Hits it's placed on that opposing Character. TURN - A turn consists of a player gaining a KAIRU, ON M5V 1B6 CANADA.
OPPONENTS HERO CARD Customer Service / Service Clientle 1-800-622-8339
RED ATTACK 250
more REACTs, the ATTACK will then hit or be STOPPED. GAME OVER! that Character. KAIRU - Each player gains 1 KAIRU each turn. KAIRU recharging their exhausted KAIRU, drawing a card and www.spinmaster.com / customercare@spinmaster.com
REACT Abilities have costs that must be paid to play CHARACTERS ABILITY BOX. These cards can be is exhausted to pay the KAIRU COST of your cards. playing Monsters and Attacks. Your KAIRU recharges Spin Master, Inc., PMB #10053, 300 International Drive, Suite 100, Williamsville,
NY 14221.
ATTACK POWER OF 250 RED LOSES TO them. For example: With COLD BEAM ATTACK, if you played when your opponent attacks you and will have MAXIMUM KAIRU - Your maximum KAIRU is the total only on YOUR turn. On your opponent's turn you can Spin Master Toys Far East Limited. RM # 1113,11/F, Chinachem Golden Plaza,
DEFENSE NUMBER OF 300 RED
want to use the REACT Ability, you must discard it and effects that can change what happens. number of KAIRU energy you can spend to play cards only play REACTS and only if you have enough KAIRU 77 Mody Rd., Tsimshatsui E., Kowloon, HK.

pay 3 KAIRU. Once you do so, Characters on your team DEFEATED - When a Character is damaged in each of and abilities. You increase your MAXIMUM KAIRU to do so. A player's turn ends when he can't or does not This product conforms to safety requirements of ASTM F963, EN71 and CHPA.
Please remove all packaging materials before giving to children. Children
will get bonus its three DAMAGE ZONES, it's defeated. Defeated by 1 each turn. Some cards will let you increase wish to play any more cards. That player declares his should be supervised during play. An adult should periodically check this toy to
Defense for that turn. Characters aren't considered to be in play any more or decrease that number as well. turn is over and it then becomes his opponent's turn. ensure no damage or hazards exist, if so, remove from use. The item inside this
package may vary from the photographs and/or illustrations.
and have no abilities. Cards can't be played on MONSTER CARDS - These cards are played on your Please retain this information for future reference.
Characters that are defeated. CHARACTER CARDS to make them more powerful. For TOURNAMENT RULES and FAQs, visit
YOUR DISCARD PILE DEFENSE NUMBER - These numbers are found on the REACT - Some cards have the word REACT in their www.REDAKAI.com
If your Attack doesn't Hit, it is considered STOPPED, and ALL THREE DAMAGE ZONES side of CHARACTER and MONSTER CARDS. There will ability box. These cards can be played when your
the ATTACK CARD is put onto your DISCARD PILE. REACT COST: 3 KAIRU ON ALL THREE CARDS ARE FILLED RED always be a COLOR of defense. Any attacks of that T00000_0000_NEM_IS_R1
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