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New to Breakaway? Learn and play the Beginner Rules first — they teach you everything you need for your first games before you move on to the Advanced Rules below.
Goal: Score more goals than your opponent by playing cards to move the puck, shoot and score!
Abilities are any color listed on the card you played (if any).
I. Every color moves the puck one adjacent area.
🏒 Comfortable with the basics? Scroll down to the full Official Rulebook and the searchable Specials Glossary.
The complete Breakaway rulebook, section by section. Click any section to expand it.
Welcome to Breakaway, the ice hockey simulation card game designed to capture the dynamic action and strategic depth of hockey. Breakaway offers a gameplay experience that is accessible to learn yet challenging to master fully. Players construct custom decks (teams) to compete, utilizing cards to pass, shoot, score, and defend. The game allows for the simulation of various hockey situations, including line changes, power plays, fights, and pulling the goalie for an extra attacker.
Consistent with ice hockey, the objective in Breakaway is to score more goals than your opponent within the game's duration. Players build a deck representing their team and use it to manage gameplay on the ice. Following each face-off, play proceeds in turns, with players alternating playing cards to the central play area. These cards influence puck movement and other game elements.
Game Board: The primary playing surface, displaying the ice rink areas, score clock, play area, Bench areas, and Player Skill Chart.
Puck Token: Represents the hockey puck, indicating its location and control on the board.
Suit: Cards may belong to one of four suits: Helmet, Skate, Stick, or Glove. Suits are relevant for Penalties and Determining Fault.
Actions: Effects listed in blue at the bottom of the card. A player typically performs one Action per turn.
Phase 1: Start Turn
Phase 2: Play Card
Phase 3: Use Card
Phase 4: End of Turn
Establish Passing Bonus: Each pass (moving the puck via Action, Ability, or Special) entirely within the opponent's Offensive Zone generates +1 Passing Bonus. Track this bonus.
Initiate Shot: Use the Shoot Action (requires being in the Offensive Zone with puck control) or On-Net Action (+1 Passing Bonus required).
Challenges represent direct confrontations between players for puck control or position.
General Challenge Procedure:
Specific Challenge Types:
Penalties result in the offending player being shorthanded for a duration, giving the opponent a Power Play.
Common Infractions (Resulting in 2-Minute Minor Penalties unless stated otherwise):
Penalty Procedure:
Okay, here is the continuation and completion of the professionally rewritten Breakaway rulebook content, based on the Rule_Book_Breakaway_Large_2025.pdf provided:
Abilities are inherent effects granted by a card's color or certain symbols. A player may use any number of non-repeated Abilities from the card they played during Phase 3 (Use Card), but using Abilities is optional.
Actions are primary effects listed on cards (typically in blue). A player must perform one Action during Phase 3 (Use Card) if the card has one and it's possible. Only one Action can be performed per card played (unless gained via Doubles/Runs/Purple Ability).
Symbols appear below the top bar of a card, providing additional abilities, restrictions, or conditional effects.
Specials are unique effects listed on cards (typically in green). A player may perform one Special during Phase 3 (Use Card). Using Specials is optional. (Refer to rulebook pages 10-11 for the full, detailed list of Specials and their effects, including Any Shot, Assist, Breakaway, Change Up, Clear Zone, Crowd, Cycle, Dig It Out, Dump In, Extra Attacker, Extra Man, Flip Pass, Head Man, Hold the Line, Mirror, Official, Pass Intercept, Pin, Promote, Protect Puck, Pull Goalie, Re-Group, Ring Around, Rookie, Saucer Pass, Screen, Select Promotion, Slap Shot, Steal, Stop Puck, Sweep Check, Timeout, Trade, Veteran, Video Review, Wild Card, Wrap Around, Wrist Shot).
Constructing a valid deck requires adhering to the following rules for organized play:
(Note: The rulebook mentions these are guidelines for tournaments and fair play; casual games may allow variations).
This mode allows playing Breakaway against an automated opponent.
Every Special ability in Breakaway, A to Z. Use the search box to find a card fast mid-game.
Switch one Card from your hand with the top card of the Momentum deck.
Take a Momentum Card, then immediately play it.
May use the Shoot Action and from anywhere. Icings will only occur if shot is from behind center, unless Save Action used. This special cannot be used when this card is a faceoff card. Tip Action cannot be used, and a Stoppage cannot be prevented or ignored.
May Switch one card with the Bench, but the opponent randomly chooses which card goes into your bench. If played on top of a Substitution Card, choose one card from your opponent’s hand and place it on their Deck.
When the Shoot Action is used you add one passing bonus. (Max of 3)
May use up to two Actions for Free, unless used as a Shot Card or Save Action, then can only use one Action for Free.
May change any number of cards with your Bench when played on a Playmaking or Substitution card.
Add one Extra Man Token to your tokens.
Move the puck up to two areas and lose Control of the puck or may use the Move action to move the puck to the same numbered area as the played card while staying in the same zone and moving along the boards.
May prevent any stoppage and take Control of the puck in the area where the puck was last played. This counts as a contested Grind Challenge win, and then play continues.
Draw a 2-minute Penalty when played as the third suit in a row, unless opponent gives you a Penalty because of this card.
If you lose any Dump Challenge with this card, gain control of the Puck at end of opponents turn.
Start a Dump and Chase Challenge, or a Dump out and Chase Challenge.
Move the puck 5 Areas, and if you moved over both blue lines then you gain the Shoot Action.
Played on top of an enforcer; cancels it, and the enforcer special. Rest of period, or all of overtime.
Played on top of cards that were given abilities will remove those abilities from that card. Played on top of a Specialist, then that specialist is canceled and cannot use Specials. Rest of period, or overtime Played on top of a Superstar will cancel it, and all actions of the Superstar. Rest of period, or overtime Played on top of a Goalie card will cancel it, and all actions of the Goalie card. Rest of period, or overtime
Take one card from the Momentum Card pile. This Special cannot be Ignored.
If you lose any Faceoff Challenge with this card, you gain control of the Puck at end of opponents turn.
May use Shoot action for Free.
Win any Dump in special, and Face off challenge. This can only be used when played as a Challenge card.
Give a Goalie card a Wild.
If Save Action is used may Stoppage or Put the Puck in an adjacent area of the net and Gain Control of the Puck. Gains the Orange X.
Stretch Pass Action of 3 spaces and gains the Blue X.
Stoppage (Cannot be Ignored)
Intercept Action in the Defensive zone, and gains the Green X.
If you lose a Defensive Grind Challenge with this card, you gain control of the Puck at end of opponents turn.
May Gain the Intercept Action with a Black P. If this card is used to score, then any Black Ability may Video Review Special for free.
If this card is of higher value than the card it is played on then you may Draw a Momentum Card. This card cannot be ignored.
If this card is of higher value than the card it is played on, then draw the top of the Momentum Deck and only then this card cannot be Ignored.
If this card uses a Special it gains the Black P.
Intercept the puck if the puck crossed a Blue Line, from the opponent's last card played. (Use opponent’s full movement when calculating where to intercept) If used as a shot card: then stop shot and take Control of the Puck where shot was taken.
This card cannot be intercepted or ignored.
When the Shoot Action is used, then +1/-1 to area for scoring purposes. (This is not a passing bonus)
May Score a Goal Action on a Block Action or Deflect Action.
If a Punch or Body-check action is used/played on this card then you are awarded a Penalty Shot. (Stoppage)
When you use this special this card cannot be Ignored. Triples occur or may play this special to call back a goal and give the opponent a penalty shot.
May make a player card one of the four wilds for the rest of the regulation, or all of overtime.
May stop all of opponent's last movement and then place the puck up to an equal number of areas. Green Ability may be used by the opponent to stop this placement. Cannot use this special as a shot card, or if you control the puck.
May Change two cards anywhere on the ice. This Special cannot be ignored.
May make a player card the selected Wild for the rest of the regulation, or Overtime. 1: Forechecker gets Deflect Action. 2: Finesse gets the Orange ability. 3: Faceoff gets the Bronze ability 4: Utility gets the Brown ability 5: Captain gets the Gold ability. 6: Grinder gets the Yellow ability 7: Enforcer gets the Punch Action. 8: Call up gets the Red ability 9: Veteran gets the Silver ability. 10: Elite gets the Blue ability. 11: Back Checker gets the Green ability. 12: Goalie Save gets the Save Action. 13: Line Change gets the Substitution Action. 14: 2-Way gets the Tip Action.
Shuffle any deck.
Skip Phase 4.
Opponent skips next Phase 4.
Played on top of player cards will give them effects depending on which card. (See specific player card) Effect last for the rest of the regulation, or all of overtime.
making card will let you choose one of the cards that add up for Officiating Cards, next period. Playing on top of a Superstar card will let you randomly choose and then play the opponent’s next card for the opponent.
Immediately start a fight, then get this misconduct: Your Fight cards this period are ignored. Cannot use this special when playing as a Shot Card.
Use Poke-Check Action for free and gain a Black P.
May stop all movements and placements of the puck with the opponent’s last card. Cannot use this effect as a shot card.
If you win any Dump In then you may stretch pass Action for Free.
When this Card is in a Bench, it may be placed Face-Up. If it is Face-Up then the cards special may be used. May turn this card face down whenever you can switch with the Bench. StickHandling – All StickHandling Cards you play have Gold ability and a Green X. - Superstar – All Superstars you play have the Purple ability. After any Face-off that you are winning or end of a period, this card must be placed at the bottom of the Momentum Cards, draw the top of the Momentum cards to the bench to replace this card. - No Penalty – May discard this card to the bottom of the Momentum cards to cancel any Penalty. Stoppage still happens. - Defensive Zone – All Player cards you play get a Gold D ability and lose their hashtag. - Offensive – All Player cards you play get Blue ability but cannot play the Block Action. - Goalie Stoppage – All Goalies you play get the Black ability.
When played on a Bodycheck Card, once per period, you may force the opponent to Fight and take a Penalty. (2 min) Cannot use this special when playing as a Shot Card.
This card may be played before a Faceoff once per game, per player. Draw one card from the Momentum Card pile. Combine hand and bench, and then remake a five-card bench. Opponent may switch one extra card this turn with their bench.
May use the Stretch Pass Action, but if Cloned then Offside. (Stoppage)
Allows a called back goal, or when played as a shot card the Tip Action cannot be used on this card.
Move the puck to closest area (9), and if Cloned then Icing.
Goal is called back. (Stoppage)
Ignore the last card on top of play area, it has no effect and treat this as if the card was not played.
Three pages: setup & play, combat & classes, and full multiplayer mode. Click any page to open the rulebook, or download the whole thing.