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2 The battle is on! In this fast-paced head-to-head card game, you will pilot a heavily-armed Mech in desperate combat against your opponent s Mech. Your deck of cards provides all of the ammunition you will need to throw hot lead and explosives at your opponent. Firepower usually wins the day, but careful maneuvering, heat management, and a quick mind can turn the tide of battle. Note: This rulebook covers both the Scout vs. Grenadier and the Bruiser vs. Sharpshooter matchups. If you see a card in the rulebook that you don t recognize, it s from the other set. The table will look something like this: Components 2-40 Card Mech Decks 2 - Mech Standees with bases 1 - Heat and Range Track 1 - Range and Heat Token 1 - FIRE! Button 6 - Shuffle Tokens Object of the Game Run your opponent out of cards three times. If you can do that to your opponent three times before he does that to you, you win! A typical game will take an average of 10 rounds to play. A round consists of both players quickly drawing and putting cards into play until one player grabs the FIRE! button. That starts the combat phase, where you get to resolve all of the cards that you played. When you deal damage to your opponent, he discards that many cards from his deck. Once both players have resolved all of their cards, the round ends and a new round begins. Setup Each player chooses one of the two decks provided. Unwrap your 40 card deck and familiarize yourself with the cards in it. Place the FIRE! button in the middle of the table between the two players. Place the Range and Heat Track off to the side, but within easy reach. Place the Range Token into the Medium Range space. Each player places their Mech s standee on the 0 5 section of the Heat Track. It acts as your Heat Token on the track so you can quickly find your Mech s current Heat. Each player positions three Shuffle Tokens next to their side of the Range and Heat Track. You can identify your Mech on the Heat Track as your Shuffle Tokens match the color of the base of your Mech standee. Once you ve looked at the cards in your deck, shuffle it thoroughly. Place your deck onto the table or, to draw cards quickly, into your hand. 1 Anatomy of a Card Most of the cards are Weapon Cards: Card Name ASSAULT RIFLE Art Damage Rating Card Type Heat Generated 2 Weapon Sub-type If this is your fourth or later Assault Rifle to resolve this round, it has -1 Damage. Game Text Turn-Based Basic Game To become familiar with the cards and rules, for your first game you might want to use the turn-based rules instead of real-time rules. The younger player should go first, drawing one card and playing it face up on his side of the table. 2

3 Then the other player draws one card and plays it face up on his side of the table. Play goes back and forth with each player playing one card at a time. Instead of drawing and playing a card during your turn, you may instead grab the FIRE! button to end the round and start the combat. To resolve the round, skip down to the Card Stacks section at the bottom of this page and then read on. In each round after the first, the player who did not grab the FIRE! button goes first. GRENADE LAUNCHER Card Stacks As you play cards into the area in front of you, you must place them into the proper stacks with other cards of the same name. Different card types have different colors. You should always stack cards with the same name and the same color into the same stack. Cards that share a color but not a name can be stacked together or separately. If you don t play your cards into the correct stacks, a penalty is assessed. See Stack Check rules below. HEAT CANNON HEAT CANNON 4 Discard a card from your opponent's Cover stack. Real-Time Standard Game Once your understanding of the game has strengthened, you are ready to play in real time. You can play your cards as fast as you can draw them. Both players will be drawing and playing cards at the same time. To start the real-time play, one or both players should count out loud a sequence like: 1-2--Go! or Ready, Aim, Go! Then both players may start playing their cards by placing them face up onto their side of the table. Most players find it helpful to hold their deck in one hand and peel cards from the top of their deck with the other hand. Draw one card at a time, and you must place that card onto the table before drawing another card. Once a card is drawn, you must play it. There is no limit to the number of cards you can play in a round. The minimum number you must play before you may grab the FIRE! button is three. If your deck runs out of cards, you may grab the FIRE! button immediately, or wait and allow your opponent to play more cards (not recommended!). While playing cards quickly is exciting, take the time to look at your cards and your opponent s cards. This will aid your cause more effectively than simply playing an extra card or two more than your opponent. You will always want to watch your Heat generation. Overheating a little bit to inflict extra Damage can be a sound strategy, but if you overheat too much, your successes could be reversed. More on all of these concepts later Properly stacked up cards Cover If you draw a card you don t wish to play, you may place it face down and sideways as Cover. You have found a bit of Cover for the round that will protect you from incoming Damage from your opponent s Weapons. You may place any card type, color, or name into your Cover stack. You may only have one Cover stack. If you end up with more than one Cover stack, discard all but one of your Cover stacks. Each card in your Cover stack absorbs 1 incoming Weapon Damage. Cover cards are always lost first. For example, if you have 2 Cover cards and get hit for Damage, you discard your 2 Cover cards, then lose 1 card from the top of your deck. Rearranging Your Cards Before one of the players grabs the FIRE! button, you can rearrange your cards in play. However, you cannot place a card in play back into your deck. For example, if you have accidently placed a Primary Weapon into your Walk stack, you are free to move it onto the stack with your other Primary Weapons of the same name. You can even convert a card you have played to Cover by flipping it face down and placing it into your Cover stack. This avoids overheating if you have placed a lot of cards with Heat into play. However, you can t flip a face-down card face up. Note: With the turn-based basic rules, rearranging a single card or flipping it face down counts as your action for your turn. The FIRE! Button When a player grabs the FIRE! button, that signals the end of the current round. Firing first does not give you any advantage over your opponent other than dictating the end of the round. If both players seemingly grab it at the same time, the player that the button is closest to breaks the tie. So when you grab it, be sure to drag it towards your side of the board. 4

4 Both players must immediately stop playing cards. The player who grabs the FIRE! button may not have any cards in hand (other than his face-down deck). If the other player still has a card in hand (other than his face-down deck) he must play it or place it as Cover. He cannot put it back on top of his deck. If the player who did not grab the FIRE! button has less than three cards in play, he must draw and place cards until he has exactly three cards in play. If a player grabs the FIRE! button and has fewer than three cards in play, the round still ends, but the grabber discards his cards with no effect. The other player still plays the minimum three cards (and only three cards) and resolves his as usual. Resolution Sequence 1. Stack Check 2. Speed Check. Player 1 FIRE! Phase a. Heat Check b. Resolve Cards 4. Player 2 FIRE! Phase a. Heat Check b. Resolve Cards 5. Cleanup 1. Stack Check The minimum number of cards each player can play is three. If you grab the FIRE! button with fewer than three cards in play, your played cards are all discarded with no effect. There is no maximum number of cards you can play. If your deck runs out of cards, the only other action you may perform is to grab the FIRE! button. Each player must examine both players stacks of cards to make sure there weren t any misplays. If a card is in the wrong stack, remove the misplayed card from the stack and turn is sideways (but still face up). The misplayed card is the one that is in the minority in the stack. For example, if a stack contains two Walk cards and one Assault Rifle card, the Assault Rifle is in the minority and is removed from the stack. If there is no minority card(s), the player must choose and remove enough cards from his stack until it becomes a legal stack, turning the misplayed cards sideways as before. The sideways cards still generate Heat for the round, but they do not resolve. These sideways face-up cards are not Cover. 5 Cards can be similarly misplayed if there are two or more stacks of the same card by name. For example, if two TOW Rocket cards are in two different one-card stacks, one of them is a misfire and does not resolve. Both still generate Heat, however. TOW ROCKET TOW ROCKET 7 7 BLITZ ABILITY If your opponent's Speed is or greater, TOW Rocket has - Damage. If your opponent's Speed is or greater, TOW Rocket has - Damage. This card resolves during the Check. INC Speed METEOR ENTERTAINMENT, Your Walk cards each have + 2 Speed. One of the TOW Rockets must be turned sideways. The Blitz ability card must be removed from the Walk stack and turned sideways. Neither card will resolve this round. Cards with the same color but different names may be stacked together, or not. There is no difference in their resolution. 2. Speed Check The faster your Mech is, the more control you have over the battlefield. Each player counts up the total Speed value on all of the cards he played during the round. Be sure to subtract 1 from your Speed for each Armor card you played this round. Your Speed cannot go below 0, however. The faster Mech can either move the Range Token one space in either direction on the Engagement Range Track or Outflank his opponent. The token starts the game at Medium Range. It does not reset at the start of each round. Instead, it stays where it is round after round unless moved by the player winning the Speed contest. So when you move it, it might stay where it is for a while. If your opponent has a Weapon that works better at Short Range, you are going to want to get the Range Token to Long Range, as it will take a few rounds for him to get it back to Short. If you don t wish to change the Engagement Range, you may instead Outflank your opponent. This tactical maneuver is your ability to get in behind the opposing Mech, even if the distance is great, to hit his lighter rear armor. The opposing Mech takes an immediate 2 Damage, which is never be reduced by Armor, Cover, or any other effects. You do not have to fire a Weapon to deal this Damage. If a Speed Check results in a tie, the Range Token is not moved, and neither Mech gets to Outflank the other. 6

5 . FIRE! Phase The player who grabbed the FIRE! button resolves his cards first. If a card refers to the start of your Firing Phase, it resolves before that player performs his Heat Check. Player 2 waits for the start of his Firing Phase to resolve his. Heat Check Count up all of the Heat icons on the face-up cards you played. If that number is 6 or greater, move your Mech up to the slot on the Heat Track that corresponds to that number. Then take the Damage indicated in that slot. If you generate the same amount of Heat as your current Heat, you do not move your Mech, but you still take the Damage indicated. Armor, Cover, and other effects do not protect against Heat Damage. If you generate 10 or more Heat during a round, move your Mech to the Heat 10+ slot. You have so severely overheated that you have damaged your weapons. You must remove one Primary and one Secondary Weapon card from your current play (if you played both types) from the game. Those two cards do not fire this round, and they will not be shuffled into your deck again this game. They are lost for the rest of the game. Dissipating Heat Mechs dissipate Heat much more slowly than they generate it. If a Mech generates less Heat than its current Heat slot, it dissipates 1 Heat. Move your Mech down 1 slot on the Heat Track. Then you take Damage based on your Mech s new Heat slot. Example: Last round you generated 7 Heat. You moved your Mech to Heat 7 on the Heat Track and took 2 Damage. This round you generated only 4 Heat. Since 4 is less than 7, you dissipate Heat, but only 1 Heat, not. You move your Mech down to 6, and then take 1 Damage. Card Resolution You may resolve your cards in the order of your choosing. When you choose a card to resolve, you must resolve all cards with that name at once. If you have any cards that can remove Cover from your opponent s side of the board, that is a good card to resolve first. Your Weapons will be responsible for dealing most of the Damage to your opponent s Mech. The Damage Rating of a Weapon is the number of cards your opponent loses from his deck when hit by that Weapon. For example, a Heat Cannon has a Damage Rating of, so it will cause your opponent to put the top cards of his deck into his discard pile. Cleanup Once both players have resolved all of their cards, both players now discard their cards in play, each to their own discard pile. Player 1 cannot discard his played cards during Player 2 s resolution. You must wait until after both players are done resolving. Reshuffling When your deck runs out of cards and you need to take Damage, you must reshuffle your deck. When you do, grab one of your Shuffle Tokens. Since Cleanup happens only at the end of the round after both players have resolved all of their cards, you might end up reshuffling when you still have cards in play. At the start of a round, if you have two or fewer cards in play, you will not be able to play the minimum three cards for the round. You must discard those two cards, and then reshuffle your discard pile to create your new deck. Grab a Shuffle Token as usual. Knocking your opponent down to just two cards in his deck is a great way to deliver some extra free Damage. In story terms, this forced reshuffle represents needing to reload your ammo or clearing a weapon jam. It takes time, and you are vulnerable during the procedure. 7 8

6 Sample Round Ready, Set, Go! You flip a card off of your deck and quickly put it face up into play. A Flak Cannon. The next card off of your deck is Thrusters. You start a new stack with it. Your third card is Walk. Glancing across the table, you see that your opponent has a single Walk in play. Your Thrusters already have you moving faster than your opponent, so you don t really need this Walk at the moment. You decide to turn it face down and sideways as Cover. You could grab the FIRE! button now, but you want a little more firepower. You peel another Flak Cannon off your deck and decide to play it, so you place it into the stack with the other Flak Cannon. Next comes TOW Rocket. This is what you were waiting for! +1 Damage for each Slug Rifle under this card in METEOR ENTERTAINMENT, INC the stack. Subtract 1 from your Speed. Subtract 1 Damage from each opposing Weapon card. At the start of your Firing Phase, move your Heat Token down two levels on the Heat Track. ABILITY 1 Damage for each Slug Rifle under this card in METEOR ENTERTAINMENT, INC the stack Damage for each Slug Rifle under this card in the stack ARMOR SLUG RIFLE COOLANT SLUG RIFLE SLUG RIFLE FLAK CANNON THRUSTERS FLAK CANNON TOW ROCKET Medium Range: Damage -2 Long Range: At the start of your Firing Phase, discard this card. It does Heat. 7 not generate LIGHT: Speed 4 MEDIUM: Speed HEAVY: Speed 2 During your Firing Phase, discard a card from your opponent s Cover stack. Medium Range: Damage -2 Long Range: At the start of your Firing Phase, discard this card. It does not generate Heat. If your opponent's Speed is or greater, TOW Rocket has - Damage. ' Realizing that your opponent is getting a rather large stack of Slug Rifles going, you decide you can t afford to let him get another, so you grab the FIRE! button. You also notice that you are currently generating 7 Heat, and going any higher could be rather painful. Your opponent had a card in his hand when you grabbed the FIRE! button, so he must play it. It s a Weapon Coolant card. Since his Heat is currently at 9, he decides to play it face up. Looking over both players stacks, you both see that no one misplayed any cards into an incorrect stack, so you move on to the Speed Phase. Your Thrusters give your Scout (a Light Mech) Speed 4, while your opponent s Speed is 0. If your opponent had enough time or awareness, he would have been better off turning his Walk card face down as Cover, especially since his Armor reduced his Speed to 0 anyway. 9 You decide to use your Speed advantage to change the Engagement Range. You move the token from Medium to Short, which will help your Flak Cannons immensely. Next, you check your Heat and find that you generated 7. You were in the 0-5 slot, so you move your Mech up the 7 slot, and then take 2 Heat Damage. You choose to resolve your Thrusters first, as it discards your opponent s lone Cover card. That clears the way for your Flak Cannons to hit next. At Short Range, they each deal Damage, but your opponent s Armor reduces that to 2 Damage apiece. Your opponent discards the top 4 cards of his deck. Your TOW Rocket is your last unresolved card. Your opponent s Speed was 0 this round, so it will deal the full 7 Damage. After discarding the top cards of his deck, your opponent s deck is depleted. He reshuffles his discard pile, creating a new deck, and then discards the top 4 cards. He also grabs one of his Shuffle Tokens. Your Firing Phase is over, but you leave your cards in play. It s now your opponent s Firing Phase. Looking at his cards, he sees that his Weapon Coolant says to resolve it at the start of his Firing Phase. He slides his Mech from the 9 Heat slot down to the 7 Heat slot. Counting up his Heat, he is only SLUG RIFLE generating, so he will dissipate 1 Heat this round, moving his Mech from the 7 to the 6 Heat slot. He takes 1 Heat Damage this round. The only 1 cards your opponent has yet resolve this round are his Slug Throwers, 1 Damage for each Slug which deal more Damage the more Rifle under this card in the stack. he plays. The top card has two under it, so it deals Damage to you. You have 1 Cover, so you discard that card, and then 2 additional cards from the top of your deck. The second Slug Thrower has one card under it, so it deals 2 Damage to your deck. The last one has no cards under it, so it deals only 1 Damage to your deck. Since he has no other cards to resolve, the round is now over. Both players discard all of the cards they had in play and prepare for the next round. Place the FIRE! button back in the middle of the table. + Ready, Set, Go! 10

7 Starting Decklists Bruiser (Medium) 1 Assault Rifle 10 Walk 5 Hellfire Missiles 5 Aim Armor 2 Power Shot 1 Blitz 1 Repair Charge Grenadier (Heavy) 14 HEAT Cannon 8 Walk 5 Armor 5 Grenade Launcher Thrusters 2 Weapon Coolant 2 Artillery Turret 1 EMP Sharpshooter (Medium) 15 Slug Rifle 9 Walk 5 Sabot Rifle 4 Thrusters Armor 2 Weapon Coolant 1 Camouflage 1 EMP Scout (Light) 1 Flak Cannon 8 Walk 5 TOW Rocket 4 Aim 4 Thrusters 2 Fuel Reserves 2 Weapon Coolant 1 Armor 1 Camouflage Building Your Own Mech Once you have mastered all of the different Mechs, you might want to build a Mech of your own design. First, you must decide the type of Mech you want to build: Light, Medium, or Heavy. The biggest difference between weight classes is the maximum number of Armor cards you may use in your deck: Light: 2 Medium: 4 Heavy: 6 Keep in mind that Armor cards subtract from your Speed. Thrusters and Repair Charge also work better on lighter Mechs than on heavier ones. Use a Mech standee that matches your Mech s weight class, so your opponent knows what type of Mech you have designed. Weapons: Choose a single Primary Weapon. You may have a maximum of 15 Primary Weapon cards in your deck. Choose a single Secondary Weapon. You may have a maximum of 5 Secondary Weapon cards in your deck. Ability Cards: Maximum 2 of each card, by name. Walk, Thrusters, & Aim: You may put any number of these cards in your deck. Finally, your deck must have exactly 40 cards in it. No more and no less. Variant Game: 2v1 If you want to try something different, custom build one of your Mechs with a different set of card restrictions. Build a 75-card deck. You may use up to four of any Ability card. You may use two different Primary Weapons and two different Secondary Weapons, with the usual limit of 15-cards and 5-cards per Weapon respectively. Armor restrictions are as follows: Light: Up to 4 Armor Medium: 5-8 Armor Heavy: 9-12 Armor Now take on two opponents, who are teaming up against you. Resolve your Speed Check against each opponent on a different Engagement Range Track, but utilize only one Heat Track. Aim only negates Armor for that player, not both players on the two-man team. The big-deck Mech must divide his Damage by Weapon name between his two opponents. So if you play 5 Assault Rifles and 1 TOW Rocket, you must fire them at different targets. Abilities and other effects resolve against only one opponent. The big-deck Mech may play his different Primary Weapons into the same stack and all of his Secondary Weapons into the same stack. The big-deck Mech must destroy both smaller Mechs to win the game. Specific Card Clarifications Aim: A negated Armor card is turned sideways and does not protect the Mech this round. The Armor s Speed reduction was applied during the Speed Check. The Speed reduction is not negated, as it already happened. Weapon Coolant: This card only drops your Mech s Heat on the Heat Track. It does not reduce the amount of Heat you generate during the current round. If you are not already overheated when you draw this, you should place it face down and sideways as Cover. Thrusters, Grenade Launcher: If your opponent has no Cover, you cannot discard one of their Cover cards. If your opponent has a Camouflage in play, this will still discard an entire Cover card, not just 1 point of Cover. Camouflage: If you play one copy of this card during your turn, each of you Cover cards will provide Cover for the turn

8 CREDITS Game Design Matt Hyra Cryptozoic Entertainment President & CCO CEO Chief Operating Officer SVP Sales & Business Development Game Design and Development Graphic Design Director of Operations Brand Management Business Coordinator Office Manager Marketing and Community Playtesters Cryptozoic Special Thanks Cory Jones John Nee Scott Gaeta John Sepenuk Phil Cape, Dan Clark, Matt Dunn, Matt Hyra, Kevin Jordan, Erik Larsen, Ben Stoll, Drew Walker, Chris Woods Larry Renac (Lead), Glen Llorin, Nancy Valdez, John Vineyard Leisha Cummins Adam Sblendorio Rumi Asai Vanessa Jimenez Javier Casillas, Sara Erickson, Drew Korfe Richard Brady, Tom Driver, Ryan Dromgoole, Robert Gasio III, Russ Greenwald, Herb Haneke, Kent Heidelman, Adam Hensch, Shannon Hunt, Adam May, Chris Nunn, Melody Nunn, Marcos Payan, Tom Twedell, Nathaniel Yamaguchi and many, many others. William Brinkman, Miranda Charsky, Kyle Heuer, Matt Hoffman, Michael Kirchhoff, Lacy Lodes, Matthias Nagy, Rachel Valverde, Lisa Villaire, MaryCarmen Wilber. YOU ARE FREE TO FIGHT. Enter the world of HAWKEN, an award-winning multiplayer first-person shooter that puts you in the pilot seat of a giant robotic war machine. Best of all, HAWKEN is free to play. Customize and upgrade your mech the way you want, then join your friends on the battlefield to rain destruction across the planet of Illal. For FREE. HAWKEN looks to be the king of free-to-play gaming. Destructoid.com, Best PC Game, E 2012 HAWKEN created by Khang Le and Adhesive Games. Published by Meteor Entertainment. PLAY NOW Register at to download HAWKEN for free and join the fight!

9 Each player must play a minimum of three cards each round. You cannot grab the FIRE! button before playing at least three cards (without severe penalty), nor can you prevent your opponent from playing at least three cards. At the start of a round, if you have two or fewer cards in your deck, you must reshuffle your deck and discard pile before proceeding with the round. Resolution Sequence 1. Stack Check 2. Speed Check. Player 1 FIRE! Phase a. Heat Check b. Resolve Cards 4. Player 2 FIRE! Phase a. Heat Check b. Resolve Cards 5. Cleanup Heat Dissipation: Remember that no matter how much less Heat you generate than the previous round, your Mech on the Heat Track will only drop down one space. Object of the Game: Run your opponent out of cards three times. If you can do that to your opponent three times before he does that to you, you win! If both players re-shuffle for a third time during the same round, the player with the smaller discard pile at the end of the round wins the game. Meteor Entertainment, Inc. All rights reserved. HAWKEN, Meteor Entertainment, Adhesive Games, and all associated logos and designs are trademarks or registered trademarks of Meteor Entertainment, Inc. Cryptozoic Entertainment Commercentre Dr. Suite 250 Lake Forest, CA All rights reserved. Made in China.

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