Power Showdown is a 1v1 turn-based tactical miniatures game. Build a team under a point cap, deploy on the map, and knock out the opposing team to win. Actions per turn equal the point cap divided by 100, so a 300-point match provides 3 actions.
Each costed action gives the unit a token. Two tokens make a unit exhausted and prevent further costed actions until tokens clear. Plan which characters act and which rest each turn.
Every unit has a stat dial. Damage advances the dial, changing stats and available powers until the KO click. Active powers must be selected; passive powers resolve automatically when their conditions apply.
Roll 2d6 and add Attack. If the total meets the required result against the target's Defense, the attack hits and deals Damage. Cover and powers can modify the final calculation; double six is a critical hit and double one is a critical miss.
Build to the selected point cap. Mix attackers with support characters such as Leadership, Change Stat, and Disable Power users instead of spending every point on one role.
Place each unit inside your colored starting zone. A highlighted tile previews placement; confirm the full team when every unit is ready.
Move up to the unit's Speed. Leaving an adjacent enemy with the same flight state requires Breakaway; grounded and flying characters do not pin one another.
Cover improves defense against ranged attacks. Elevated terrain affects positioning, while blocking terrain stops movement and line of sight. Water can slow grounded movement.
Win by knocking out the opposing team. Packs and match rewards add real character copies. Spend spare copies on percentage-based star upgrades to expand and strengthen your collection.
Open maps favor range; dense maps favor close combat and cover. Build teams whose movement, attacks, and support powers work together on different terrain.