Boardgames

Unmatched: Jurassic Park – InGen vs Raptors

A tactical two-player battle where raptors surround their prey while InGen uses traps, agility, and ranged attacks to survive.

40
minutes

2 - 2
player(s)

Medium

Unmatched: Jurassic Park – InGen vs Raptors board game cover

About this board game

Unmatched: Jurassic Park – InGen vs Raptors is a two-player miniature fighting game with 40-minute playtime, pitting clever raptors against InGen’s Game Warden and Security Team.

Robert Muldoon has hunted many dangerous predators, but this time the hunter may become the hunted. The raptors use speed and agility to surround their prey, growing stronger when they attack together and turning teamwork into a dangerous advantage.

InGen approaches the encounter differently. The Game Warden and Security Team can lay traps to slow their opponent, then strike from range. Every side has its own distinctive approach, creating a matchup built around contrasting tactics and abilities.

  • Asymmetrical play: Each hero is represented by a unique deck designed to evoke their style and legend.
  • Tactical movement: Positioning matters as both sides maneuver across the battlefield.
  • No-luck combat resolution: Players’ decisions and expertise shape the outcome of combat.

As part of the Unmatched system, the game is designed for two players and focuses on highly asymmetrical battles. One side must use coordinated attacks and agility, while the other relies on planning, traps, and ranged pressure.

Released in 2020, Unmatched: Jurassic Park – InGen vs Raptors delivers a matchup 65 million years in the making. Master one side, then discover how a completely different strategy changes the battle when you switch to the other.

Board Game Rules for
Unmatched: Jurassic Park – InGen vs Raptors

Download official rules (EN)

robert_muldoon_and_raptor_illustration
robert_muldoon_and_raptor_illustration

The Unmatched System

Unmatched is a miniatures dueling game featuring fighters of all kinds — from the page to the screen to the stuff of legends. Each hero has a unique deck of cards that fits their fighting style.

You can mix and match fighters from any Unmatched set. But remember, in the end, there can only be one winner.

game_contents
game_contents

Contents

Robert Muldoon

  • 30 action cards
  • 1 Robert Muldoon hero miniature
  • 1 Robert Muldoon character card
  • 1 health dial
  • 8 Trap tokens & reference card
  • 3 InGen Worker sidekick tokens

Raptors

  • 30 action cards
  • 3 Raptor hero miniatures
  • 1 Raptor character card
  • 3 health dials

Before you play for the first time, assemble the health dials by punching out the two circles for each character and connecting them with a rivet.

Heroes & Sidekicks

All of your characters in the battle are called your fighters, but your primary fighter is called your hero. Heroes are represented by miniatures that move around on the battlefield.

Your other fighters are called sidekicks. Many heroes have a single sidekick, some heroes have multiple sidekicks, and still other heroes have no sidekick at all. Sidekicks are represented by tokens that move around on the battlefield.

Each hero has a special ability noted on their character card. This card also lists your fighters’ stats, including the starting health of your hero and their sidekick. Fighters’ health is tracked on separate health dials. Fighters cannot gain health higher than the highest number on their health dial.

If your hero has multiple sidekicks, each sidekick only has one health (unless otherwise specified). The character card instead lists the total number of sidekicks.

Note: The Raptors are a group of three heroes and no sidekicks. Each of the Raptors is unique and has a matching health dial. When these rules talk about your “hero”, it applies to all of the Raptors.


setup_components_and_starting_spaces
setup_components_and_starting_spaces

Note: These setup instructions and the following rules are for games with 2 players. For rules on team play with 3 or 4 players, see page 18.

  1. Place the battlefield on the table.
  2. Each player chooses a hero and takes the corresponding 30 action cards, character card, hero miniature, sidekick tokens, health dials, and any other components for their hero.
  3. Each player sets their hero’s starting health and their sidekick’s starting health on the matching health dials. Starting health is found on the character cards. (Sidekicks without a health dial have only one health each.)
  4. Each player shuffles their action cards to form a single deck and places it face down, then draws 5 cards as their starting hand.
  5. The younger player places their hero in the Start space 1 space on the battlefield. Then they place their sidekicks in separate spaces within the same zone as their hero. If their hero is in a space that is part of multiple zones, their sidekicks may be in any of those zones. If your fighter has more than one hero (like the raptors), treat one figure as the hero and the remaining as sidekicks.
  6. The older player places their hero in the Start space 2 space on the battlefield, then places their sidekicks based on the same rules as in step 5.
  7. The younger player takes the first turn.

the_field_of_battle_board_overview
the_field_of_battle_board_overview

Spaces and Zones

  • The battlefield is made up of circular spaces connected by paths that the fighters will move between. Each space can only contain one fighter at a time.
  • Two spaces connected by a path are adjacent. Adjacency is used to determine targets of attacks and various card effects.
  • The spaces of the battlefield are divided into zones, which are indicated by different colored patterns. All spaces with the same colored pattern are part of the same zone (even if they are in different parts of the battlefield).
  • If a space has multiple colored patterns, it is considered to be part of multiple zones. Zones are used to determine targets of ranged attacks and various card effects.
anatomy_of_a_card
anatomy_of_a_card

Anatomy of a Card

  • A – Overall card type:
    • Attack Attack
    • Defense Defense
    • Scheme Scheme
    • Versatile Versatile (attack or defense)
  • B – Attack or defense value (if any)
  • C – Fighter allowed to use the card
  • D – Name of the card
  • E – Effect when played (if any)
  • F – BOOST value
  • G – Deck that the card appears in
  • H – Number of copies in the deck

Each hero’s deck is different, though they may share some cards with other heroes’ decks.

Discard Piles

Maintain your own discard pile. All cards, once played and resolved, should be placed in the discard pile. Keep your discard pile face up to differentiate it from your deck. Both you and your opponent are allowed to look through your discard pile at any time.


Overview

Players take turns maneuvering their fighters on the battlefield, playing schemes, and attacking their opponent’s fighters.

To win, you must be the first to defeat your opponent’s hero, which happens when they are reduced to zero health. (The Raptors lose when all three of them have been defeated.)

Your Turn

On your turn, you must take 2 actions; you cannot skip an action. You may choose two different actions or the same action twice.

The possible actions are:

  • Maneuver
  • Scheme
  • Attack

You have a hand limit of 7 cards. At the end of your turn, if you have more than 7 cards in your hand, you must discard down to 7 cards, placing any discarded cards in your discard pile.

Then it is your opponent’s turn.


Action: Maneuver

When you take the maneuver action, you first draw the top card of your deck, then you may move your fighters.

Step 1: Draw a Card (Mandatory)

Draw the top card of your deck and add it to your hand.

You can have more than 7 cards in your hand during your turn, but you must discard down to 7 cards at the end of your turn.

Drawing Cards
  • Drawing cards — whether via the maneuver action or due to a card effect — is mandatory, unless otherwise specified.
  • When your deck is empty, your fighters are exhausted. If you need to draw a card while your fighters are exhausted, do not reshuffle your discard pile. Instead, each of your fighters immediately takes 2 damage.

Step 2: Move Your Fighters (Optional)

Your character card lists your move value. During this step, you may move each of your fighters, one at a time, a number of spaces equal to or less than your move value. You may also choose to BOOST your movement.

  • When you move a fighter, each space they move into must be adjacent to their previous space.
  • You may move a fighter through spaces occupied by other friendly fighters (i.e., your own fighters) but they cannot end their movement in an occupied space.
  • You may not move a fighter through spaces occupied by opposing fighters.
  • You may move your fighters in the order of your choice, but must finish each fighter’s move before starting the next.
  • You are not required to move all of your fighters the same distance as each other; you get to choose for each fighter. You are allowed to move a fighter zero spaces.

Note: If an effect ever lets you move your opponent’s fighters, you must respect all of the same movement rules, but from your opponent’s perspective.

Boost

When you take the maneuver action, you may boost your movement. To do this, discard 1 card from your hand and add that card’s BOOST value to your movement value. Ignore any effect on the discarded card.

Certain effects (like Muldoon’s Second Shot card) allow you to boost other things, such as the value of an attack.

Cards that can no longer legally be played — because the corresponding fighter or fighters have been defeated — may still be discarded from your hand to boost.

scheme_card_example
scheme_card_example

Action: Scheme

When you take the scheme action, you choose a scheme card (indicated by the Scheme icon) from your hand and play it onto the table, face up.

You must declare which of your fighters is playing the scheme card; they are the active fighter. Each card in your deck indicates which fighters are allowed to play it. You may not play a scheme card if the listed fighters are defeated.

Resolve the card’s effect, then place the card into your discard pile.

versatile_card_example
versatile_card_example

Action: Attack

When you take the attack action, you must declare which of your fighters is performing the attack; they are the active fighter.

You may not take the attack action if you do not have an attack card in hand or if none of your fighters have valid targets to attack.

Step 1: Declare Target

  • Any fighter may target a fighter in an adjacent space, regardless of what zone they are in.
  • Fighters with melee attacks (indicated by the Melee icon) may only target a fighter in an adjacent space.
  • Fighters with ranged attacks (indicated by the Ranged icon) may target an adjacent fighter or they may target a fighter anywhere in the same zone, regardless of adjacency.

Step 2: Choose and Reveal

As the attacker, you must choose an attack card from your hand and play it face down in front of you; it must be a card that your attacking fighter is allowed to use. Then the defender may (but is not required to) choose a defense card from their hand and place it face down in front of them; it must be a card that their defending fighter is allowed to use. Once both players have chosen their cards, reveal them at the same time.

Versatile Cards

Cards with the Versatile icon are versatile cards. They can be used as attack cards or defense cards. Versatile cards also count as both attack cards and defense cards for the purposes of other game effects.

Step 3: Resolve Combat

Most cards have effects, with labels indicating when they occur: IMMEDIATELY, DURING COMBAT, or AFTER COMBAT. Unless otherwise specified, card effects are mandatory (which can result in dealing damage to your own fighters or other negative effects).

If two effects would ever appear to resolve at the same time, the defender’s effect resolves first.

  1. After cards have been revealed, resolve any effects that occur IMMEDIATELY.
  2. Then resolve any effects that occur DURING COMBAT.
  3. Then determine the result of the combat. The attacker deals damage to the defender equal to the value of their played attack card. If the defender played a defense card, subtract the value of their played defense card first. For each damage that the defender takes, reduce that fighter’s health by one, adjusting their health dial accordingly.
  4. After the result of the combat has been determined, resolve any card effects that occur AFTER COMBAT. Even if a player’s fighter is defeated during the combat, as long as that does not trigger the end of the game, any AFTER COMBAT effects of their played card still resolve.
  5. After card effects are resolved, resolve any other game effects that occur after combat, such as a hero’s special ability.
  6. Finally, all played cards are placed in their respective discard piles.

Winning the Combat

Some AFTER COMBAT effects check to see who won the combat:

  • The attacker won the combat if they dealt at least one damage to the defender from the attack itself (i.e., not from any effects).
  • The defender won the combat if they took no damage from the attack itself (even if they took damage from effects).

dinosaur_eye_and_shotgun_art
dinosaur_eye_and_shotgun_art
combat_example_board_state
combat_example_board_state
combat_example_player_hands
combat_example_player_hands

Veronica is playing the Raptors. Isaac is playing InGen. It’s Veronica’s turn, and she wants to attack Muldoon.

Veronica attacks Muldoon with the leaping Raptor. She doesn’t want to use Pack Hunters because she doesn’t have any other Raptors adjacent to Muldoon, and Decoy is a defense card. She plays Eaten Alive as her attack card, face down.

Isaac plays Leap Away as his defense card, face down.

combat_example_cards_revealed
combat_example_cards_revealed
combat_example_trap_resolution
combat_example_trap_resolution

There are no IMMEDIATELY or DURING COMBAT effects. Eaten Alive and Leap Away have the same value, so the attack deals no damage. Muldoon wins the combat (for taking no damage).

Both cards have AFTER COMBAT effects. The defender (Muldoon) resolves first. Isaac moves the Raptor 2 spaces away into one of his traps. The trap goes off, causing the Raptor to stop moving and to suffer 1 damage.

Now Eaten Alive resolves. Veronica deals no damage because she did not win the combat. Even if she had, there are now no fighters adjacent to the Raptor anyway.


defeated_fighter_health_dial
defeated_fighter_health_dial

Defeating a Fighter

When one of your fighters is reduced to zero health, for any reason, they are defeated.

If your hero’s sidekick is defeated, immediately remove that sidekick token from the battlefield. (A sidekick without a health dial only has 1 health and is defeated if they take any damage.)

If your hero is defeated, you immediately lose the game.

Winning the Game

When your opponent’s hero is defeated, which happens when they are reduced to zero health, the game ends immediately and you win! (For the Raptors, you need to defeat all three to win.)

(In a team game, both opposing heroes must be defeated.)


Muldoon: Traps

trap_tokens
trap_tokens

Muldoon can use his traps to weaken and slow enemy fighters. He starts with a total of 8 trap tokens, and that is all he has for the entire game. When a trap is removed from the board for any reason, it goes back in the box.

  • Placement: At the start of your turn, you may place a trap token in any unoccupied space in Muldoon’s zone. As with other effects, if his space is in more than one zone, you may pick a space in any of them. The target space cannot contain any fighters or other tokens, including other traps.
  • Triggering: When an opposing fighter enters a space with a trap, the trap goes off. This includes when a fighter is placed in or moved into a space by another player. The fighter must immediately stop moving and takes 1 damage. After the trap goes off, remove it from the board.
  • Friendly Movement: Muldoon and his allies may land on or move through traps freely without setting them off. This includes friendly fighters in team play.
ingen_workers_illustration
ingen_workers_illustration

Raptors: 3-Part Hero

raptor_miniatures
raptor_miniatures

The Raptors are a group of three fighters. Each of the fighters is a hero. Each of the Raptors is a unique fighter and has their own corresponding health dial. If something affects a player’s “hero”, it affects all of your Raptors. When a Raptor is defeated, remove it from the board like any other fighter. However, you only lose the game if your last Raptor is defeated.

Gameboard: One-Way Paths

one_way_paths_diagram
one_way_paths_diagram

Some paths on the Raptor Paddock map are orange and have a one-way arrow.

  • Fighters may move between spaces connected by a one-way path only in the direction indicated by the arrow. This includes movement from card effects.
  • Spaces connected by a one-way path are still considered adjacent, and they do not affect whether fighters are in the same zone or not.
  • Additionally, they do not affect effects that let you place a fighter in a space.

Note: Large figures can move in both directions on one-way arrows. (There are no large figures in this set.)


Note: You cannot use Team Play rules with just the InGen vs. Raptors set. You will need more figures and maps that have Start space 3 and Start space 4 spaces (coming in a future Jurassic Park Unmatched set).

You can play Unmatched in teams of 2. Teammates sit next to each other on the same side of the battlefield, and they may communicate about their cards and tactics, but each player controls their own hero and sidekicks. Your teammate’s fighters are considered friendly fighters. For team play with three players, one player will control both heroes and sidekicks for one team.

Choose a battlefield with four starting spaces. (Some battlefields have only two starting spaces and therefore cannot be used for team play.)

Setup

During setup, players place their heroes in alternating order:

  1. First player on Team A places their hero in the Start space 1 space.
  2. First player on Team B places their hero in the Start space 2 space.
  3. Second player on Team A places their hero in the Start space 3 space.
  4. Second player on Team B places their hero in the Start space 4 space.

When placing their hero, each player also places their sidekicks within the same zone, as normal.

Turn Order

During the game, players take turns in alternating order:

  1. First player on Team A takes their turn.
  2. First player on Team B takes their turn.
  3. Second player on Team A takes their turn.
  4. Second player on Team B takes their turn.

This order repeats for the rest of the game.

Hero Defeat

When a player’s hero is defeated, immediately remove that hero miniature from the battlefield. That player still takes their turns as normal, as long as they have at least one sidekick left. If all of a player’s fighters are defeated, they are eliminated and do not take any more turns.

When both heroes on one team have been defeated, the opposing team wins!


teaser_mr_dna_and_dinosaur_silhouettes
teaser_mr_dna_and_dinosaur_silhouettes

“Y’all ready for more di-no-saur action? Brand new Unmatched Jurassic Park sets comin’ soon!”

Icon Reference

  • Attack This card can only be used to attack.
  • Defense This card can only be used to defend against an attack.
  • Versatile This card can be used to attack or defend.
  • Scheme As an action, this card can be played for its effect.
  • Ranged This fighter may make ranged and melee attacks.
  • Melee This fighter may only make melee attacks.

Credits

Unmatched is a coordinated attack by Restoration Games and Mondo Games (clever girls), which was restored from Star Wars: Epic Duels, designed by Craig Van Ness and Rob Daviau, and published by Milton Bradley. Zone rules inspired by the Pathfinding System from Tannhäuser, designed by William Grosselin and Didier Poli and published by Fantasy Flight Games.

  • Game Restoration: Rob Daviau and Justin D. Jacobson
  • Graphic Design: Jay Shaw, Jason Taylor, and Lindsay Daviau
  • Cover and Card Illustrations: Oliver Barrett
  • Board Illustration: Simon Prades
  • Project Management: Suzanne Sheldon
  • Licensing: Tim Wiesch

Thank you to everyone who helped playtest the game! You’re all wonderful people. We mean it.

Special thanks to Oliver Barrett’s art assistant: Philip Marchese.
Raptor ‘Ambush’ based on original art by: Daniel Enrique De León of Lion-Arts.com.
Super thanks to Jayme Boucher and Peter Aoun who helped make this game possible.
Additional thanks to Erik Ela and Drew Dougherty for their superior work on the rulebook.

©2019 Mondo Tees, LLC. Mondo and the Mondo Games logo are a trademark of Mondo Tees, LLC. The following are trademarks of Restoration Games, LLC and are used with permission: Restoration Games, the Restoration Games logo, Unmatched, the Unmatched logo, the “In Battle There Are No Equals” tagline, and all associated trade dress. Mondo, LLC is located at 109 Denson Dr, Ste B, Austin, TX 78752. Jurassic Park is a trademark and copyright of Universal Studios and Amblin Entertainment, Inc. Licensed by Universal Studios. All rights reserved. Actual components may vary from those shown. Made in China. THIS PRODUCT IS NOT A TOY. NOT INTENDED FOR USE BY PERSONS 13 YEARS OF AGE OR YOUNGER.


Introduction & Components

robert_muldoon_and_raptor_illustration
robert_muldoon_and_raptor_illustration

The Unmatched System

Unmatched is a miniatures dueling game featuring fighters of all kinds — from the page to the screen to the stuff of legends. Each hero has a unique deck of cards that fits their fighting style.

You can mix and match fighters from any Unmatched set. But remember, in the end, there can only be one winner.

game_contents
game_contents

Contents

Robert Muldoon

  • 30 action cards
  • 1 Robert Muldoon hero miniature
  • 1 Robert Muldoon character card
  • 1 health dial
  • 8 Trap tokens & reference card
  • 3 InGen Worker sidekick tokens

Raptors

  • 30 action cards
  • 3 Raptor hero miniatures
  • 1 Raptor character card
  • 3 health dials

Before you play for the first time, assemble the health dials by punching out the two circles for each character and connecting them with a rivet.

Heroes & Sidekicks

All of your characters in the battle are called your fighters, but your primary fighter is called your hero. Heroes are represented by miniatures that move around on the battlefield.

Your other fighters are called sidekicks. Many heroes have a single sidekick, some heroes have multiple sidekicks, and still other heroes have no sidekick at all. Sidekicks are represented by tokens that move around on the battlefield.

Each hero has a special ability noted on their character card. This card also lists your fighters’ stats, including the starting health of your hero and their sidekick. Fighters’ health is tracked on separate health dials. Fighters cannot gain health higher than the highest number on their health dial.

If your hero has multiple sidekicks, each sidekick only has one health (unless otherwise specified). The character card instead lists the total number of sidekicks.

Note: The Raptors are a group of three heroes and no sidekicks. Each of the Raptors is unique and has a matching health dial. When these rules talk about your “hero”, it applies to all of the Raptors.


Setup

setup_components_and_starting_spaces
setup_components_and_starting_spaces

Note: These setup instructions and the following rules are for games with 2 players. For rules on team play with 3 or 4 players, see page 18.

  1. Place the battlefield on the table.
  2. Each player chooses a hero and takes the corresponding 30 action cards, character card, hero miniature, sidekick tokens, health dials, and any other components for their hero.
  3. Each player sets their hero’s starting health and their sidekick’s starting health on the matching health dials. Starting health is found on the character cards. (Sidekicks without a health dial have only one health each.)
  4. Each player shuffles their action cards to form a single deck and places it face down, then draws 5 cards as their starting hand.
  5. The younger player places their hero in the Start space 1 space on the battlefield. Then they place their sidekicks in separate spaces within the same zone as their hero. If their hero is in a space that is part of multiple zones, their sidekicks may be in any of those zones. If your fighter has more than one hero (like the raptors), treat one figure as the hero and the remaining as sidekicks.
  6. The older player places their hero in the Start space 2 space on the battlefield, then places their sidekicks based on the same rules as in step 5.
  7. The younger player takes the first turn.

Field of Battle & Card Anatomy

the_field_of_battle_board_overview
the_field_of_battle_board_overview

Spaces and Zones

  • The battlefield is made up of circular spaces connected by paths that the fighters will move between. Each space can only contain one fighter at a time.
  • Two spaces connected by a path are adjacent. Adjacency is used to determine targets of attacks and various card effects.
  • The spaces of the battlefield are divided into zones, which are indicated by different colored patterns. All spaces with the same colored pattern are part of the same zone (even if they are in different parts of the battlefield).
  • If a space has multiple colored patterns, it is considered to be part of multiple zones. Zones are used to determine targets of ranged attacks and various card effects.
anatomy_of_a_card
anatomy_of_a_card

Anatomy of a Card

  • A – Overall card type:
    • Attack Attack
    • Defense Defense
    • Scheme Scheme
    • Versatile Versatile (attack or defense)
  • B – Attack or defense value (if any)
  • C – Fighter allowed to use the card
  • D – Name of the card
  • E – Effect when played (if any)
  • F – BOOST value
  • G – Deck that the card appears in
  • H – Number of copies in the deck

Each hero’s deck is different, though they may share some cards with other heroes’ decks.

Discard Piles

Maintain your own discard pile. All cards, once played and resolved, should be placed in the discard pile. Keep your discard pile face up to differentiate it from your deck. Both you and your opponent are allowed to look through your discard pile at any time.


How to Play & Turn Structure

Overview

Players take turns maneuvering their fighters on the battlefield, playing schemes, and attacking their opponent’s fighters.

To win, you must be the first to defeat your opponent’s hero, which happens when they are reduced to zero health. (The Raptors lose when all three of them have been defeated.)

Your Turn

On your turn, you must take 2 actions; you cannot skip an action. You may choose two different actions or the same action twice.

The possible actions are:

  • Maneuver
  • Scheme
  • Attack

You have a hand limit of 7 cards. At the end of your turn, if you have more than 7 cards in your hand, you must discard down to 7 cards, placing any discarded cards in your discard pile.

Then it is your opponent’s turn.


Actions

Action: Maneuver

When you take the maneuver action, you first draw the top card of your deck, then you may move your fighters.

Step 1: Draw a Card (Mandatory)

Draw the top card of your deck and add it to your hand.

You can have more than 7 cards in your hand during your turn, but you must discard down to 7 cards at the end of your turn.

Drawing Cards
  • Drawing cards — whether via the maneuver action or due to a card effect — is mandatory, unless otherwise specified.
  • When your deck is empty, your fighters are exhausted. If you need to draw a card while your fighters are exhausted, do not reshuffle your discard pile. Instead, each of your fighters immediately takes 2 damage.

Step 2: Move Your Fighters (Optional)

Your character card lists your move value. During this step, you may move each of your fighters, one at a time, a number of spaces equal to or less than your move value. You may also choose to BOOST your movement.

  • When you move a fighter, each space they move into must be adjacent to their previous space.
  • You may move a fighter through spaces occupied by other friendly fighters (i.e., your own fighters) but they cannot end their movement in an occupied space.
  • You may not move a fighter through spaces occupied by opposing fighters.
  • You may move your fighters in the order of your choice, but must finish each fighter’s move before starting the next.
  • You are not required to move all of your fighters the same distance as each other; you get to choose for each fighter. You are allowed to move a fighter zero spaces.

Note: If an effect ever lets you move your opponent’s fighters, you must respect all of the same movement rules, but from your opponent’s perspective.

Boost

When you take the maneuver action, you may boost your movement. To do this, discard 1 card from your hand and add that card’s BOOST value to your movement value. Ignore any effect on the discarded card.

Certain effects (like Muldoon’s Second Shot card) allow you to boost other things, such as the value of an attack.

Cards that can no longer legally be played — because the corresponding fighter or fighters have been defeated — may still be discarded from your hand to boost.

scheme_card_example
scheme_card_example

Action: Scheme

When you take the scheme action, you choose a scheme card (indicated by the Scheme icon) from your hand and play it onto the table, face up.

You must declare which of your fighters is playing the scheme card; they are the active fighter. Each card in your deck indicates which fighters are allowed to play it. You may not play a scheme card if the listed fighters are defeated.

Resolve the card’s effect, then place the card into your discard pile.

versatile_card_example
versatile_card_example

Action: Attack

When you take the attack action, you must declare which of your fighters is performing the attack; they are the active fighter.

You may not take the attack action if you do not have an attack card in hand or if none of your fighters have valid targets to attack.

Step 1: Declare Target

  • Any fighter may target a fighter in an adjacent space, regardless of what zone they are in.
  • Fighters with melee attacks (indicated by the Melee icon) may only target a fighter in an adjacent space.
  • Fighters with ranged attacks (indicated by the Ranged icon) may target an adjacent fighter or they may target a fighter anywhere in the same zone, regardless of adjacency.

Step 2: Choose and Reveal

As the attacker, you must choose an attack card from your hand and play it face down in front of you; it must be a card that your attacking fighter is allowed to use. Then the defender may (but is not required to) choose a defense card from their hand and place it face down in front of them; it must be a card that their defending fighter is allowed to use. Once both players have chosen their cards, reveal them at the same time.

Versatile Cards

Cards with the Versatile icon are versatile cards. They can be used as attack cards or defense cards. Versatile cards also count as both attack cards and defense cards for the purposes of other game effects.

Step 3: Resolve Combat

Most cards have effects, with labels indicating when they occur: IMMEDIATELY, DURING COMBAT, or AFTER COMBAT. Unless otherwise specified, card effects are mandatory (which can result in dealing damage to your own fighters or other negative effects).

If two effects would ever appear to resolve at the same time, the defender’s effect resolves first.

  1. After cards have been revealed, resolve any effects that occur IMMEDIATELY.
  2. Then resolve any effects that occur DURING COMBAT.
  3. Then determine the result of the combat. The attacker deals damage to the defender equal to the value of their played attack card. If the defender played a defense card, subtract the value of their played defense card first. For each damage that the defender takes, reduce that fighter’s health by one, adjusting their health dial accordingly.
  4. After the result of the combat has been determined, resolve any card effects that occur AFTER COMBAT. Even if a player’s fighter is defeated during the combat, as long as that does not trigger the end of the game, any AFTER COMBAT effects of their played card still resolve.
  5. After card effects are resolved, resolve any other game effects that occur after combat, such as a hero’s special ability.
  6. Finally, all played cards are placed in their respective discard piles.

Winning the Combat

Some AFTER COMBAT effects check to see who won the combat:

  • The attacker won the combat if they dealt at least one damage to the defender from the attack itself (i.e., not from any effects).
  • The defender won the combat if they took no damage from the attack itself (even if they took damage from effects).

Combat Example

dinosaur_eye_and_shotgun_art
dinosaur_eye_and_shotgun_art
combat_example_board_state
combat_example_board_state
combat_example_player_hands
combat_example_player_hands

Veronica is playing the Raptors. Isaac is playing InGen. It’s Veronica’s turn, and she wants to attack Muldoon.

Veronica attacks Muldoon with the leaping Raptor. She doesn’t want to use Pack Hunters because she doesn’t have any other Raptors adjacent to Muldoon, and Decoy is a defense card. She plays Eaten Alive as her attack card, face down.

Isaac plays Leap Away as his defense card, face down.

combat_example_cards_revealed
combat_example_cards_revealed
combat_example_trap_resolution
combat_example_trap_resolution

There are no IMMEDIATELY or DURING COMBAT effects. Eaten Alive and Leap Away have the same value, so the attack deals no damage. Muldoon wins the combat (for taking no damage).

Both cards have AFTER COMBAT effects. The defender (Muldoon) resolves first. Isaac moves the Raptor 2 spaces away into one of his traps. The trap goes off, causing the Raptor to stop moving and to suffer 1 damage.

Now Eaten Alive resolves. Veronica deals no damage because she did not win the combat. Even if she had, there are now no fighters adjacent to the Raptor anyway.


Defeat & End of Game

defeated_fighter_health_dial
defeated_fighter_health_dial

Defeating a Fighter

When one of your fighters is reduced to zero health, for any reason, they are defeated.

If your hero’s sidekick is defeated, immediately remove that sidekick token from the battlefield. (A sidekick without a health dial only has 1 health and is defeated if they take any damage.)

If your hero is defeated, you immediately lose the game.

Winning the Game

When your opponent’s hero is defeated, which happens when they are reduced to zero health, the game ends immediately and you win! (For the Raptors, you need to defeat all three to win.)

(In a team game, both opposing heroes must be defeated.)


Special Rules for This Set

Muldoon: Traps

trap_tokens
trap_tokens

Muldoon can use his traps to weaken and slow enemy fighters. He starts with a total of 8 trap tokens, and that is all he has for the entire game. When a trap is removed from the board for any reason, it goes back in the box.

  • Placement: At the start of your turn, you may place a trap token in any unoccupied space in Muldoon’s zone. As with other effects, if his space is in more than one zone, you may pick a space in any of them. The target space cannot contain any fighters or other tokens, including other traps.
  • Triggering: When an opposing fighter enters a space with a trap, the trap goes off. This includes when a fighter is placed in or moved into a space by another player. The fighter must immediately stop moving and takes 1 damage. After the trap goes off, remove it from the board.
  • Friendly Movement: Muldoon and his allies may land on or move through traps freely without setting them off. This includes friendly fighters in team play.
ingen_workers_illustration
ingen_workers_illustration

Raptors: 3-Part Hero

raptor_miniatures
raptor_miniatures

The Raptors are a group of three fighters. Each of the fighters is a hero. Each of the Raptors is a unique fighter and has their own corresponding health dial. If something affects a player’s “hero”, it affects all of your Raptors. When a Raptor is defeated, remove it from the board like any other fighter. However, you only lose the game if your last Raptor is defeated.

Gameboard: One-Way Paths

one_way_paths_diagram
one_way_paths_diagram

Some paths on the Raptor Paddock map are orange and have a one-way arrow.

  • Fighters may move between spaces connected by a one-way path only in the direction indicated by the arrow. This includes movement from card effects.
  • Spaces connected by a one-way path are still considered adjacent, and they do not affect whether fighters are in the same zone or not.
  • Additionally, they do not affect effects that let you place a fighter in a space.

Note: Large figures can move in both directions on one-way arrows. (There are no large figures in this set.)


Team Play

Note: You cannot use Team Play rules with just the InGen vs. Raptors set. You will need more figures and maps that have Start space 3 and Start space 4 spaces (coming in a future Jurassic Park Unmatched set).

You can play Unmatched in teams of 2. Teammates sit next to each other on the same side of the battlefield, and they may communicate about their cards and tactics, but each player controls their own hero and sidekicks. Your teammate’s fighters are considered friendly fighters. For team play with three players, one player will control both heroes and sidekicks for one team.

Choose a battlefield with four starting spaces. (Some battlefields have only two starting spaces and therefore cannot be used for team play.)

Setup

During setup, players place their heroes in alternating order:

  1. First player on Team A places their hero in the Start space 1 space.
  2. First player on Team B places their hero in the Start space 2 space.
  3. Second player on Team A places their hero in the Start space 3 space.
  4. Second player on Team B places their hero in the Start space 4 space.

When placing their hero, each player also places their sidekicks within the same zone, as normal.

Turn Order

During the game, players take turns in alternating order:

  1. First player on Team A takes their turn.
  2. First player on Team B takes their turn.
  3. Second player on Team A takes their turn.
  4. Second player on Team B takes their turn.

This order repeats for the rest of the game.

Hero Defeat

When a player’s hero is defeated, immediately remove that hero miniature from the battlefield. That player still takes their turns as normal, as long as they have at least one sidekick left. If all of a player’s fighters are defeated, they are eliminated and do not take any more turns.

When both heroes on one team have been defeated, the opposing team wins!


Icon Reference & Credits

teaser_mr_dna_and_dinosaur_silhouettes
teaser_mr_dna_and_dinosaur_silhouettes

“Y’all ready for more di-no-saur action? Brand new Unmatched Jurassic Park sets comin’ soon!”

Icon Reference

  • Attack This card can only be used to attack.
  • Defense This card can only be used to defend against an attack.
  • Versatile This card can be used to attack or defend.
  • Scheme As an action, this card can be played for its effect.
  • Ranged This fighter may make ranged and melee attacks.
  • Melee This fighter may only make melee attacks.

Credits

Unmatched is a coordinated attack by Restoration Games and Mondo Games (clever girls), which was restored from Star Wars: Epic Duels, designed by Craig Van Ness and Rob Daviau, and published by Milton Bradley. Zone rules inspired by the Pathfinding System from Tannhäuser, designed by William Grosselin and Didier Poli and published by Fantasy Flight Games.

  • Game Restoration: Rob Daviau and Justin D. Jacobson
  • Graphic Design: Jay Shaw, Jason Taylor, and Lindsay Daviau
  • Cover and Card Illustrations: Oliver Barrett
  • Board Illustration: Simon Prades
  • Project Management: Suzanne Sheldon
  • Licensing: Tim Wiesch

Thank you to everyone who helped playtest the game! You’re all wonderful people. We mean it.

Special thanks to Oliver Barrett’s art assistant: Philip Marchese.
Raptor ‘Ambush’ based on original art by: Daniel Enrique De León of Lion-Arts.com.
Super thanks to Jayme Boucher and Peter Aoun who helped make this game possible.
Additional thanks to Erik Ela and Drew Dougherty for their superior work on the rulebook.

©2019 Mondo Tees, LLC. Mondo and the Mondo Games logo are a trademark of Mondo Tees, LLC. The following are trademarks of Restoration Games, LLC and are used with permission: Restoration Games, the Restoration Games logo, Unmatched, the Unmatched logo, the “In Battle There Are No Equals” tagline, and all associated trade dress. Mondo, LLC is located at 109 Denson Dr, Ste B, Austin, TX 78752. Jurassic Park is a trademark and copyright of Universal Studios and Amblin Entertainment, Inc. Licensed by Universal Studios. All rights reserved. Actual components may vary from those shown. Made in China. THIS PRODUCT IS NOT A TOY. NOT INTENDED FOR USE BY PERSONS 13 YEARS OF AGE OR YOUNGER.