Click below for a MetaX sample match!



Though the Demo Decks are coming in the immediate future, and a tutorial video is in the works – today we’ll run through a few turns of a sample game to explain the engine’s mechanics. For a recap of terminology like “Push” and “Prep,” as well as an explanation of Characters, Events, and Battle Cards, see here.

Game Flow

1. Prep Step:

Prep any Pushed Characters that you have in play, then draw a card from your deck. The player that takes the first turn of the game must skip that turn’s Prep Step.

Prep any Pushed Characters that you have in play, then draw a card from your deck. The player that takes the first turn of the game must skip that turn’s Prep Step. 2. Planning Step :

During the Planning Step, you may play up to one Character card (to a maximum of three in play) and/or any amount of Events. To play a Character card from your hand, place it into play (Prepped) on the table and add its +MP to your Meta Point total. Characters cannot Push to attack nor use their Push effects on the same turn that they come into play. To play an Event from your hand, pay its -MP cost and use its effect. It is then discarded to the discard pile. You can also activate a Character’s Push effect during the Planning Step by Pushing it and using its ability (if it did not come into play that turn).

: During the Planning Step, you may play up to one Character card (to a maximum of three in play) and/or any amount of Events. 3. Battle Step:

The Battle Step is where you’ll be able to declare attacks and gain Victory Points. You’ll see an example of combat in the gameplay sample below, but also be sure to explore the “Attacking and Defending” section of the rulebook upon release! Your turn ends after the Battle Step, and your opponent then takes the next turn (beginning with the Prep Step). Continue alternating turns until a winner has been decided. Collect 7 Victory Points (“VPs”) to win the game! You also win the game the instant your opponent’s deck runs out of cards – but that is much less common.

Sample Turns

You and your opponent each have a 40 card deck, and after shuffling you randomly determine which player will take the first turn. Each player begins the first turn of the game with 5 cards in hand and 0 MP. At this time, you may decide to mulligan by placing your hand on the bottom of your deck (in any order) and drawing 5 new cards (once per game). You are going first, and the Prep Step is skipped on the first turn of the game. You move on to the Planning Step, where you may choose to play up to one Character card. You play Superman – Man of Steel.

Superman gains +2 MP when played, so you increase your MP total to 2. Superman’s “when played” effect then takes place, and you draw a card. You don’t have any Events to use at this time, and you cannot declare an attack – so you pass the turn.

Your opponent begins the Prep Step by drawing a card. During the Planning Step, your opponent plays Batman – Dark Knight.



Batman gains +3 MP, increasing your opponent’s MP total to 3. Batman also has a “when played” effect, which your opponent uses to Push Superman. (Not particularly useful at this point in the game, but this effect is a great way to clear blockers if played later on!)

Still in the Planning Step, your opponent then plays the Event card “Birds of a Feather” with an MP cost of -1, lowering their MP total to 2.



After using the Event’s effect and discarding it, your opponent passes the turn (no eligible attacks to make at this time).

On your turn, you begin the Prep Step by drawing a card (and if your Superman in play was Pushed, he would be Prepped). You play The Flash, gaining +1 MP (increasing your total to 3).

The Flash’s ability allows him to attack on the same turn he enters play. You have no Events to play, and move on to the Battle Step. As you’ll find out in more detail next week, the Battle Step revolves around a) declaring attacks (by Pushing a Character that did not come into play that turn and playing a Battle Card that is usable by that Character), b) assigning defenders (by sending a Prepped Character into the Battle Zone in front of an attacking Character and playing a Battle Card that is usable by that Character), c) dealing Damage, and d) and gaining Victory Points.

You begin your Battle Step by declaring an attack with The Flash, which requires you to Push him and move into the Battle Zone. For a full visual breakdown of the tabletop and its various zones, please refer to the rulebook.

You must also play a Battle Card usable by The Flash, so you play a Rank 4 Special Battle Card (usable by him due to his Rank 6 Special Stat).

This Battle Card gains +0 MP, so your MP total remains 3. Next, use the effects of the Battle Card. This Battle Card’s effect allows your Characters that entered play this turn to attack – no real use at this juncture, but you can already imagine the aggressive builds enabled by this card and The Flash!

Next, you decide to also declare an attack with Superman by Pushing him into the Battle Zone and playing a Rank 6 Strength Battle Card. This Battle Card also gains +0 MP, and thus your MP total remains 3. At this time, use the effects of the Battle Card. You are now finished declaring attackers.

Your opponent may now assign defenders (one at a time, and one defender per attacker). Your opponent decides to defend against Superman’s attack by assigning Batman as a defender. Batman moves into the Battle Zone in front of Superman and plays a Rank 7 Intelligence Battle Card.

The Battle Card has an MP cost of -2 (lowering your opponent’s MP total to 0). The effects of Battle Cards generally take place regardless of whether they are played to attack or defend. However, some Battle Cards have attacking icons (swords) or defensive icons (shields). The effect of this Battle Card only takes place when it is used as a defense – but note that it can still be played as an attack with no effect. Its effect is now used at this time, lowering your MP total to 0.

Your opponent is now finished assigning defenders. Next, Damage is dealt. Simultaneously, the attacking 6 Strength Battle Card is attached to Batman as Damage, and the defending 7 Intelligence Battle Card is attached to Superman as Damage. Characters are KO’d (discarded from play) by meeting one of two conditions (refer to the rulebook for several visual examples):

TKO: A Character is TKO’d when the Damage attached to a Character includes a number of different Stats (colors) equal to or greater than that Character’s total amount of Stats.

A Character is TKO’d when the Damage attached to a Character includes a number of different Stats (colors) equal to or greater than that Character’s total amount of Stats. HP KO: A Character is HP KO’d when the Damage attached to a Character has a combined value that is equal to or greater than the highest Rank on that Character.

Using Superman – Man of Steel as an example, he would be HP KO’d when the Damage attached to him had a combined value that is equal to or greater than his highest Rank – which is 7. Now that he has a value of 7 attached as Damage, he is HP KO’d! He also could have been HP KO’d by a combination of other Battle Cards that resulted in 7 or higher. For example, Battle Cards with these Ranks would also HP KO a Character with a maximum Rank of 7: “4 + 3”, “1 + 6”, “2 + 2 + 2 + 1”, etc.

Superman has all three types of Stats, meaning he requires all three Stat types (colors) attached as Damage for a TKO. Most Characters have two types of Stats (such as The Flash), meaning they would be TKO’d by any two different Stats (colors) attached as Damage.

Since Superman meets the threshold for HP KO, he is sent to your discard pile – then any Battle Cards that were attached as Damage are returned to their owner’s discard pile.

After dealing Damage, finish the Battle Step by claiming any Victory Points. For each undefended attack, you gain 1 VP.

The Flash was not defended, so the top card of your opponent’s deck is placed face down into your VP pile. You now have 1 VP, so you are 6 more VP away from victory. The end of the Battle Step completes your turn, and play would pass to your opponent to begin the Prep Step.

Now that you know the basics of gameplay, watch next for the Demo Deck info sheet (containing more sample turns and some “quick reference” general rule inserts) – followed by the full rulebook!

Finally, don’t forget that demos of MetaX are available this weekend at A-Kon!