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Hero Wave

Two Families, One Game

Every card belongs to one of two families. They share the same frame and the same layout, so any card can duel any other, but they carry different stats because they do different jobs.

Not screen time. Hero time.

Squad character cards

The 17 Squad members, from Uncle Jamie to Pvt. Bodger. They score on the four pillars: Education, Health, Hygiene and Safety, each from 1 to 100. The Squad run camps, and those four pillars are the four things they teach.

Scenic Tours cards

Lobster Bob and the fleet: La Mula LAM-001-VE, Nellie PZ 1953 N and El Cóndor YV-528. They score on three Tracks, Land, Sea and Air, plus a Passport. Lobster Bob runs no camp. He is the guide who travels the world and reports it back, so his cards score on where they go, not on the four pillars. It is the one deliberate exception in the whole set, and it is what makes a cross-type duel interesting.

Not screen time. Hero time.
Hero Wave

Six things, in the same place, every time

Every card carries the same six slots in the same fixed positions. Five are numbers you can play in a duel. The sixth is the big journey number that only ever settles a tie.

Squad card

  • 1. Education
  • 2, Health
  • 3. Hygiene
  • 4. Safety
  • 5.Mission Score (the fair, neutral call)
  • 6. Tour Number (tie-break only)

Scenic Tours card

  • 1. Land Track
  • 2. Sea Track
  • 3. Air Track
  • 4. Passport
  • 5. Mission Score (the fair, neutral call)
  • 6. Tour Number (tie-break only)

The passport stamp

At the foot of every card, one stamp carries two numbers. The Mission Score is how much that mission mattered, and you play it.

The Tour Number is the journey count, the adventure, and it only ever breaks a tie. Two numbers, one stamp, told apart by where they sit so no child ever confuses them.



Plain character cards: the Seniority number

Most cards are mission cards, so slot 5 carries the Mission Score. A plain character card, with no mission on it, carries the character’s Seniority there instead: their place in the Squad’s chain of command, played like any other 1 to 100 number.

The Commander’s own card should be a strong one to hold, and it is.

The card back, and its QR code

Most cards are mission cards, so slot 5 carries the Mission Score. A plain character card, with no mission on it, carries the character’s Seniority there instead: their place in the Squad’s chain of command, played like any other 1 to 100 number. The Commander’s own card should be a strong one to hold, and it is.

Plain character cards: the Seniority number

Most cards are mission cards, so slot 5 carries the Mission Score. A plain character card, with no mission on it, carries the character’s Seniority there instead: their place in the Squad’s chain of command, played like any other 1 to 100 number. The Commander’s own card should be a strong one to hold, and it is.

Hero Wave

The look climbs. The score never does

Five rarity levels: four you pull from packs, plus the Chaser chase card. Each level looks more special than the last. What the card scores stays exactly the same.

Common

Plain white border

1 in 2

Settings

Rare

Silver foil border

Around  1 in 3

Settings

Epic

Holographic printed border

Around 1 in 7

Settings

Legendary

Gold foil border with a subtle emboss

Around 1 in 20

Settings

Chaser

The rarest finish of all, a full rainbow foil

The card every collector hunts for

The line we hold

A Legendary and a Common are played with the same numbers. A favourite Common can topple anyone's Legendary. Rarity buys beauty, and it buys richer content when you scan. It never buys a better number in a duel. That is the Fairness Rule, and it is the reason a parent can trust the whole set.

Hero Wave

The card every collector hunts

The Chaser tier sits above the four standard tiers, and outside the 863-card standard set: rare, special-issue cards with the most beautiful finish in the whole range. They are earned and found, never guaranteed by spending, and they carry the highest number in the game. But a chase card is still just one card in a hand, and the size of a collection still never decides a game.

Not screen time. Hero time.
Hero Wave
Hero Wave

Eighteen characters. Three vehicles. One universe

Uncle Jamie

Chief of Training Missions, the lead Sergeant

Uncle Jamie

Chief of Training Missions, the lead Sergeant

Uncle Jamie

Chief of Training Missions, the lead Sergeant

Uncle Jamie

Chief of Training Missions, the lead Sergeant

Uncle Jamie

Chief of Training Missions, the lead Sergeant

Uncle Jamie

Chief of Training Missions, the lead Sergeant

Uncle Jamie

Chief of Training Missions, the lead Sergeant

Uncle Jamie

Chief of Training Missions, the lead Sergeant

Uncle Jamie

Chief of Training Missions, the lead Sergeant

Uncle Jamie

Chief of Training Missions, the lead Sergeant

Uncle Jamie

Chief of Training Missions, the lead Sergeant

Uncle Jamie

Chief of Training Missions, the lead Sergeant

Uncle Jamie

Chief of Training Missions, the lead Sergeant

Uncle Jamie

Chief of Training Missions, the lead Sergeant

Uncle Jamie

Chief of Training Missions, the lead Sergeant

Uncle Jamie

Chief of Training Missions, the lead Sergeant

The set, by the numbers

863

Cards in the standard set

18

18, including Lobster Bob

Characters

03

Vehicles

50

Cards per Squad character

13

Lobster Bob Scenic Tours cards

98

then 85 more every month

Cards at launch