Grid-based tactics games, anime, and fighting games rule, so anything that combines those things rules too. Re;Act: The Arts of War is a fantastic experience that feels like a love letter to fighting games, collectible card games, and turn-based tactical RPGs.
A Brief How to Play
In Re;Act, players win by striking their opponent three times. Each turn, players add a piece to their masterpiece (essentially the gauge that builds up an ultimate), draw a card, and start an action chain using blue “intention” cards. The opponent may respond with orange “reaction” cards, followed by more reactions in alternating order. Once both players pass or five cards are played in the chain, the actions resolve in reverse order, creating a sequence of movement, summons, and effects from both players.
When a player is able to manipulate their masterpiece into a specific sequential order that forms a three-card mural, they ascend their character, flip their character card, and trigger the effect on the other side. Sometimes, this is an immediate buff; other times, it’s a one-time ability that resets the character after resolving.
Each artist (except for a couple) has a deck with multiple copies of just four unique cards. Some characters summon units, others manipulate positioning, and some introduce entirely different systems like dice or mana-style resources. Despite having just a few cards, each character brings a distinct strategic identity to the game.
Of course, this is just a brief description of the rules. If you’d like to learn more, please visit the official rulebook here.
Pacing and Interaction
Gameplay in Re;Act is tense and intentional, with each card play loaded with intention and anticipation. Just because a player can react doesn’t mean they should. Matches may only last a few turns, but those turns are dense with decisions, counterplays, and mind games. It’s impressive how a game that could easily become slow feels energetic. The stack resolution system rewards both planning and improvisation, while also offering plenty of room for bluffs and surprises. The core goal may be simple, but the interaction creates deeply layered gameplay. You can play the same characters repeatedly without the experience going stale. It gets better the more familiar you are with both your character and your opponent’s.
Those who crave player interaction will find a lot to love here. Nearly every action requires the opponent’s attention, and most effects alter positioning on the shared grid. The entire match hinges on reading your opponent and crafting sequences that either outmaneuver or overwhelm them. Matchups vary based on character combinations, with some natural advantages in tempo or tools, but no character feels weak. It’s a competitive puzzle, and the interplay of unique kits means every matchup feels fresh.
While my wife and I greatly enjoyed this game, it’s certainly not for everyone. The programming element of reacting to intentions can be frustrating for players who prefer to live in the moment rather than plan several moves ahead. At its core, Re;Act is a grid-based tactics game, and many players are turned off by arena-style combat—even if Re;Act only has one character per side.
When learning the game, it’s important to stick with the beginner-friendly artists suggested in the rulebook. I first experienced Re;Act at Gen Con in a well-paced demo setting and fell in love, but when I recently taught it to a friend and let him choose the character that looked most interesting to him, it backfired. He ended up with a complex artist who didn’t even use a deck and quickly lost interest in future plays. That’s on me, not the design, but it shows that Re;Act isn’t always a guaranteed hit depending on the group or teaching approach.
Replayability
While each character only has a small pool of cards or actions, Re;Act leans heavily into asymmetry to boost replay value. Every artist plays completely differently—not just in strategy but in core mechanics. Some break the mold entirely, skipping decks in favor of dice pools or other systems. The Dancer scatters scales to summon fish, the Calligrapher creates ink zones for indirect attacks, and the Painter has no hand and uses dice to fuel armament summons. Learning each character takes time, making the learning curve steep but incredibly rewarding.
Although Re;Act borrows from trading card games, it’s more of a fighting game than a customizable card game. There’s no deck-building—just character mastery. You’re not tweaking a list between matches; you’re learning your artist and leveling up your own skill. While the game won’t scratch the itch for building the perfect deck, it will satisfy players looking for mastery-driven play and meaningful choices.
Theme and Components
Re;Act fully embraces its fighting game and anime inspirations. It’s rare to see anime aesthetics in tabletop games, and this one doesn’t hold back. The character art is gorgeous, with bold lines, vibrant colors, and dynamic designs. The theme isn’t just visual either—each moveset feels like it was designed specifically for that artist’s craft. Setting up animation frames with the Animator and triggering them to move across the board is one of the most thematic mechanics I’ve seen in this hobby. It just felt so good.
The component quality in the deluxe edition is excellent. The acrylic standees are vibrant and eye-catching, and every character comes in its own tuckbox with dedicated reference cards. These boxes include everything needed to play that character, making organization effortless. The included playmats enhance the experience, and while the board can get a little crowded, the iconography is mostly intuitive and clean. Even the box interior features charming chibi artwork, with storage designed for future expansions. The rulebook is beautifully designed, much like Anna’s Roundtable and Genshin Tarot, and while it isn’t filled with Easter eggs, it’s still a joy to flip through. The box is slightly larger than necessary, but the extra space leaves room for new artists, which is a welcome tradeoff.
Who It’s Great For
Re;Act: The Arts of War is a perfect match for players who enjoy tactical fighting board games like Exceed, or those drawn to deep mind games and competitive asymmetry. Anime fans and art lovers will find a lot to enjoy in the game’s theme and cohesive mechanics. It’s great for couples or gaming duos looking for a game they can grow with over time.
If you enjoy learning the ins and outs of unique characters, reacting on the fly, and committing to a thoughtful learning curve, Re;Act delivers an exciting and polished experience.

The Breakdown
Love It
The Fun
- Fun asymmetrical characters
- Stylish anime presentation
The Not So Fun
- Not ideal for casual play