Theming: What’s the point?
Unmatched is a tactical duel: move fighters around a battlefield and use a character’s unique deck to defeat opposing heroes.
Source limitation
This teaches covers the general Unmatched system only. A current official Teen Spirit rulebook was not available online during research, so use the physical rulebook for its exact fighter roster, setup diagram, sidekick rules, and card-specific exceptions.
Setting up: How to get started?
General system setup
- Follow the Teen Spirit rulebook to choose fighters and the battlefield.
- Give each player their fighter deck, health dial, character card, and figures.
- Set every hero’s health to its character-card maximum.
- Shuffle each player’s deck and draw the starting hand specified by the physical rules.
- Place fighters in the indicated starting spaces and choose the first player as the box instructs.
Do not substitute another Unmatched set’s starting spaces or character powers: they may not match this product.
Rounds and Phases
Take two actions
On your turn, take any two actions, including the same action twice unless a rule says otherwise:
- Maneuver: draw one card, then move one of your fighters up to its move value. You may boost by discarding a card and adding its boost value.
- Scheme: play a Scheme card from hand, pay any printed requirement, resolve it, then discard it.
- Attack: choose one of your fighters and an eligible opposing fighter, then begin combat.
Resolve combat
- Confirm range: melee fighters attack adjacent opponents; ranged fighters attack within their zone.
- Attacker and defender each choose one combat card face-down. The defender may be unable to defend if they have no cards.
- Reveal together, resolve card effects in the rulebook’s timing order, then compare attack and defence values.
- Defender loses health equal to any remaining damage. Discard used combat cards unless an effect says otherwise.
Cards can move fighters, cancel damage, or trigger after combat. Follow their timing text over this overview. When a deck runs out, a player may still take actions but has no cards to draw or use.
Scoring
End of the game
There is no points total. When a hero reaches 0 health, that hero is defeated. The last player whose hero remains in the game wins. Consult the physical Teen Spirit rules if its multiplayer mode has a different team or elimination condition.
Terminology
Key terms
- Hero: a player’s main fighter.
- Sidekick: an allied fighter controlled with the hero.
- Maneuver: draw one card, then move.
- Scheme: play and resolve a Scheme card.
- Attack: combat between an attacker and defender.
- Boost: discard a card for its boost value while maneuvering, unless a card says otherwise.
- Zone: a connected group of spaces on the battlefield.
- Adjacent: spaces linked by a line.
Official rules
No title-specific official online rules source was available during research. The general system source is Restoration Games’ Unmatched collection.