Punch-A-Tron 3000 hero portrait

Punch-A-Tron 3000

Early thoughts. Based on the board, leaflet and the cards revealed so far in marketing material, not the finished product. The kit may change before release, a ? marks an unconfirmed detail, and every read here is provisional.

Face 1: Punch
Punch
Face 2: Punch
Punch
Face 3: Punch
Punch
Face 4: Juice
Juice
Face 5: Juice
Juice
Face 6: Fury
Fury

Status Effects

Fuel Cell Positive status effect, Stack limit 2

  • A player with this token may spend 1 to add 2 dmg to their Attack, or spend 2 to add 5 dmg to their Attack. Attack Modifier.

Suckerpunch Positive status effect, Stack limit 1

  • When Attacked, a player with this token may spend it to deal 2 dmg to the Attacking player.

Abilities

Turbo Fists Offensive (98.4% / 87.9% / 51.3%)

  • PunchPunchPunch Deal 5 dmg
  • PunchPunchPunchPunch Deal 6 dmg
  • PunchPunchPunchPunchPunch Deal 7 dmg

Tempered Approach Offensive (77.5%)

Needs PunchJuiceJuiceFury

  • Heal 2
  • Gain Fuel Cell and Suckerpunch

Bubbling Anger Offensive (55.7%)

Needs PunchPunchJuiceJuiceJuice

  • Gain Suckerpunch
  • Deal 7 dmg

Rage Bomb Offensive (26.8%)

Needs JuiceFuryFuryFury

  • Roll 3 dice
    • Deal dmg equal to the total roll value
    • If you did not roll any Fury, gain Fuel Cell

One-Two Punch Offensive (61.5%)

Needs Small straight

  • Deal 6 dmg
  • Roll 2 dice
    • On Punch, add 1 dmg
    • On Juice, add 2 dmg
    • On Fury, gain Fuel Cell

Cyber Uppercut Offensive (10.4%)

Needs FuryFuryFuryFury

  • Gain Fuel Cell
  • Deal 8 undefendable dmg

Powered Punch Offensive (26.1%)

Needs Large straight

  • Gain Fuel Cell
  • Deal 10 dmg

Guard Stance Defensive

Defense Roll 5 dice

  • Roll 5 dice
    • On Juice Juice, gain Fuel Cell
    • For each Fury, prevent 2 dmg

Radioaction! Ultimate (1.3%)

Needs FuryFuryFuryFuryFury

  • Gain Suckerpunch and Fuel Cell
  • Deal 13 dmg

Upgrades

Powered Punch II Hero Upgrade (2 CP)

Needs a large straight

  • Gain Fuel Cell. Then deal 12 dmg.

Maniacal Mech Same card

Needs PunchPunchFuryFury

  • Deal 3 collateral dmg to all opponents.

Bubbling Anger II Hero Upgrade (2 CP)

  • Needs PunchPunchJuiceJuiceJuice.
  • Gain Suckerpunch
  • Deal 9 dmg

Cyber Uppercut II Hero Upgrade (3 CP?)

Needs FuryFuryFuryFury

  • Gain Fuel Cell. Then deal 10 undefendable dmg.

Swinging Right Reeler (name partly cut off) Same card

Needs FuryFuryFury

  • Gain Fuel Cell. Then deal 3 undefendable dmg.

Two unnamed upgrades Hero Upgrade (cost ?)

  • ? (seven upgrades exist in the fan photo and five are named, so two have no readable title)

Guard Stance II Hero Upgrade (3 CP)

  • Roll 5 dice
    • On Juice Juice, gain Fuel Cell
    • Prevent 2 dmg per Fury
    • If you did not roll any Fury, deal 2 dmg

Tempered Approach II Hero Upgrade (1 CP?)

  • ? (only fragments are readable, among them Gain Fuel Cell)

Hero Cards

Top Off! Card

Roll Phase Action, 1 CP, Attack Modifier

  • Gain Fuel Cell

Stop Hitting Yourself! Card

Roll Phase Action, 2 CP

  • Play only after being Attacked.
  • Prevent 3 incoming dmg
  • Deal 2 dmg

Wires Crossed! Card

Main Phase Action, 1 CP

  • Roll 1 die
    • On Punch, receive 1 dmg and gain Fuel Cell
    • On Juice, draw 2 cards
    • On Fury, heal 2 and gain Fuel Cell

Jack'd Hammer! Card

Roll Phase Action, 2 CP, Attack Modifier

  • Your Attack becomes undefendable.

Tantrum! Card

Roll Phase Action, 1 CP?, Attack Modifier

  • Roll 1 die
    • On Punch, add 2 dmg
    • On Juice, gain Fuel Cell
    • On Fury, gain Suckerpunch

Winding Up! Card

Main Phase Action, 1 CP

  • Gain Suckerpunch

Inner Coolant! Card

Main Phase Action, 1 CP

  • Roll 1 die
    • On Fury, gain 2 Fuel Cell
    • On any other outcome, Heal 3