This Cube focuses on Cards and Characters that start with the letters J and K.
Card size:
Starter Deck(per player)7
Kick Stack12
Weakness Stack16
Transformation Zone3
Super Moves3
Main Deck
130
Hero53
MV
C5
Base
TT
X5
C5
HU
JLD
MV
C5
TTG
TT
R3
RB
AASX
R5
Con
C1
Con
RBOS
R2
R5
R5
TTG
HU
X9
DNM
JLD
JLD
Base
TTG
R3
R3
R2
Base
R5
TT
R5
Con
RB
HU
R2
R3
Villain50
R1
R1
JLD
R1
R1
Inj
Inj
HU
AA
TT
JLD
FE
C5
C3
X7
X7
R2
HU
X11
R1
C1
AA
TTG
XC1
Con
AA
TTG
JLD
Con
X6
R2
R1
R1
R1
R1
R1
X11
RB
X8
R1
R1
R1
R1
Super Power8
Equipment14
Rules
2-Player Rivals game, with Injustice Mechanics on a Rebirth Board. Use any 5 Rebirth Locations. Place Locations 2 and 4 on Side B, placing Flying Kicks on Zone 2, and the other Kicks on Zone 4. Place the other 3 Rebirth Locations on Side A. Location 3's Effect is now: "+1 Power, +1 Move and charge your Meter for each different Kick played." Use 8 random Nemeses, shuffling them into the main deck per the Rebirth setup rules. Roll a die for each Hostage and place it on the Roll's Location. When a player releases a Hostage, roll a die to determine its new Location. Each player gains 3 of the Unique Starters and a random Super Move, along with the other 7 cards in the Starter Deck. Each player gets 3 random Character cards. If they get a Joker Character Card from Rivals 1, they must use that Character on its pre-assigned level only. All other Characters cards may be assigned any other level the owner chooses. If you are KO'd, you lose a turn, but may switch the order/costs of your remaining Characters. If a player declares a Confrontation, but fails to get enough Power to succeed, they may deal half their power (rounded up) as Unavoidable Damage to their opponent instead. Game Ends when a player gains all 3 of their opponent's Characters, or 3 consecutive rounds after a 5th Nemesis enters the Line-Up.