Reading a Hero Rush Card: Level, Power and Range
by @deck-lab · 2026-08-20 · 6 min read
Every character card carries three numbers: Level, Power and Range. Level is the cost axis — Lv1-3 characters can be called directly from hand, while Lv4 and above require you to retreat characters whose total Level pays for the call. Power decides fights: when characters battle, higher Power wins and the loser goes to RETREAT.
Range is the positional axis. The battle area has four zones — FRONT, two WINGs and BACK — and a character's R value determines how deep into the opponent's formation it can attack. R1 bodies brawl the FRONT; R2-3 characters reach the WINGs and BACK, which is where under-defended weaknesses usually sit.
Attacking a zone your opponent left empty is an attack on a weakness — succeed and you place a RUSH POINT card on your timeline. Nine RUSH POINT cards wins the game, so every point of Range that lets you reach an open zone is direct win-condition math.
The numbers in this guide come from the official quick-start rulebook. The strategy conclusions are ours — test them and disagree.
