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Game Play
- Game Setup
- Scheme/Plot
Scheme/Plot
Pick 1 Scheme/Plot card at random. Put it face-up on the Scheme/Plot space on the board/mat. Each Scheme/Plot card has a “Setup” section. Follow the setup instructions for that Scheme/Plot now. A Scheme/Plot card’s “Setup” section always tells you how many “Scheme/Plot Twist cards” to put into the Villain/Adversary Deck. Put that many Scheme/Plot Twist cards onto the Villain/Adversary Deck Space to start the Villain/Adversary Deck. Many Schemes/Plots also have unique special rules. - Board/Mat
Board/Mat
Use either a Heroic board or Villainous board. Often players use:- an Heroic board/mat when playing a Scheme, enemies will enter the City in the Sewers, and move towards the Bridge.
- a Villainous board/mat when playing a Plot, enemies will enter the City in the Bridge and move towards the Sewers.
- Mastermind/Commander
Mastermind/Commander
Pick 1 Mastermind/Commander at random. Put the Mastermind/Commander card face-up on the Mastermind/Commander space on the board/mat. Take the 4 Mastermind/Commander Tactic cards that match the Mastermind/Commander you selected. Put them underneath the Mastermind/Commander card, face-down in random order. - Player Decks
Player Decks
Give each player their own personal 12- card deck, made of these cards:- If you have Heroic base sets (original Heroic Set and/or Marvel Studios Phase 1 Set):
- 8 S.H.I.E.L.D. Agents
- 4 S.H.I.E.L.D. Troopers
- If you have the Villains Set:
- 8 HYDRA Operatives
- 4 HYDRA Soldiers
- If you have both Heroic and Villainous base sets, each player can decide if they want a basic
or
deck.
- If you have Heroic base sets (original Heroic Set and/or Marvel Studios Phase 1 Set):
- Game Stacks
Game Stacks
Put these stacks of cards face up on their spaces on the board/mat.- 30 Bystanders as Bystander Stack
- If you have Heroic base sets or sets containing special cards of these types:
- 30 S.H.I.E.L.D. Officers as the S.H.I.E.L.D. Officer Stack
- 30 Wounds as the Wound Stack
- If you have the base Villains Set or sets containing special cards of these types:
- 12 Madame Hydra as the Madame Hydra Stack
- 15 New Recruits as the New Recruit Stack
- 30 Bindings as the Binding Stack
- If you have the Secret Wars Volume 1 Set or sets containing Special Sidekicks:
- 15 Sidekicks as the Sidekick Stack
- If some your sets provides special versions of these cards like Special Bystanders, Special S.H.I.E.L.D. Officers, Grievous Wounds, Special Sidekicks, add them to the appropriate stack, shuffle them, and put them face down instead.
- The number of cards in the stacks may vary when you add special cards but should be considered as a minimum for the stack when possible.
- Villain/Adversary Deck
Villain/Adversary Deck
- Add 5 Mastermind/Commander Strike cards to the Villain/Adversary Deck.
- Now add Villain/Adversary Groups to the Villain/Adversary Deck. A Villain/Adversary Group is a group of 8 Villain/Adversary cards that work together. Each Villain/Adversary card lists its Villain/Adversary Group under its card name. The more players you have in the game, the more Villain/Adversary Groups you use, as shown in this table:
Number of Players Villain/Adversary Groups Henchmen/Backup Groups Bystanders 1 1 1 *(3 cards) 1 2 2 1 2 3 3 1 8 4 3 2 8 5 4 2 12 - To Add Villain/Adversary Groups:
- Each Mastermind/Commander card says that the Mastermind/Commander “Always Leads” a particular Villain/Adversary Group or Henchman/Backup Group. Be sure to include that group as one of the groups you add to the Villain/Adversary Deck. (unless you are playing Solo Mode)
- Pick the other Villain/Adversary Groups at random.
- or each Villain/Adversary Group you pick, add all 8 Villain/Adversary cards from that Villain/Adversary Group to the deck.
- To Add Henchman Groups:
- Pick that many Henchmen/Backup Groups at random. Henchmen/Backups are weaker Villains/Adversaries where each group has 10 identical cards. Add those cards to the Villain Deck.
- To Add Bystanders:
- Check the table to see how many Bystander cards to add to the Villain/Adversary Deck from the Bystander Stack. Leave the rest in the Bystander Stack.
- Hero/Ally Deck
Hero/Ally Deck
There are 14 cards for each Heroes/Allies. Make the Hero/Ally Deck this way:- Pick 5 Heroes/Allies at random. For each of those Heroes/Allies, add all 14 cards for that Hero/Ally to the Hero/Ally Deck. That’s 70 cards total.
- If you are playing with 5 players, add a 6th Hero/Ally.
- Scheme/Plot
- Starting the Game
Starting the Game
- Shuffle the Villain/Adversary Deck. Put it face-down on the Villain/Adversary Deck Space.
- Shuffle the Hero/Ally Deck. Put it face-down on the Hero/Ally Deck Space. Flip 5 cards from the Hero/Ally Deck face-up into the 5 Hero/Ally Spaces in the HQ/Lair.
- Each player shuffles their own personal deck and draws a hand of 6 cards from it.
- Choose a player to go first. Players take turns in clockwise order.
- On your turn
On your turn
On your turn, you do 3 things:- Play the top card of the Villain/Adversary Deck.
- Play cards from your hand, using them to recruit and fight.
- Discard your hand and draw 6 new cards.
- Step 1) Play the Top Card of the
Villain/Adversary Deck
Step 1) Play the Top Card of the Villain/Adversary Deck
At the beginning of your turn, reveal the top card of the Villain/Adversary Deck and play that card. What you do with that card depends on what kind of card it is. There are at least four basic kinds of cards in the Villain/Adversary Deck: Villains/Adversaries, Bystanders, Scheme/Plot Twists, and Mastermind/Commander Strikes.- If the Villain/Adversary Deck Card Is a/an Villain/Adversary
If the Villain/Adversary Deck Card Is a/an Villain/Adversary
That Villain/Adversary enters the City! Here are the different parts of a/an Villain/Adversary card:- Name — The top line of text.
- Card Type and Villain/Adversary Group — The second line of text at the top.
- Victory Points — Inside the
icon.
- Special ability — Text in the bottom white section of the card.
- Attack Points — Inside the
icon. You must have this much attack power to defeat this Villain/Adversary.
- Villain/Adversary enters the City
Move the new Villain/Adversary into the City space closest to the Villain/Adversary Deck. (Villains/Adversaries in the City are always face-up.) - Push Other Villains/Adversaries Forward if Necessary
Each of the 5 City spaces can only hold one Villain/Adversary. Whenever a/an Villain/Adversary enters a City space, if there’s already another Villain/Adversary there, that existing Villain/Adversary gets pushed one space toward the Escape/Overrun Pile to make room. So a single Villain/Adversary entering the City sometimes causes a chain reaction of several Villains/Adversaries getting pushed forward.- Remember: Only push a/an Villain/Adversary forward if it needs to move to make room for another Villain/Adversary entering that space.
- A Villain/Adversary Might escape/overrun
If a/an Villain/Adversary gets pushed off the final, fifth City space, then that Villain/Adversary “escapes/overruns” the City and goes into the Escape/Overrun Pile on the game board/mat, face-up. Here’s what happens when a/an Villain/Adversary escapes/overruns:- The escaping/overrunning Villain/Adversary KO’s a/an Hero/Ally of 6
or less from the HQ/Lair. (KO stands for “knocked out.”) The player whose turn it is chooses which of those Heroes/Allies gets KO’d. Put that Hero/Ally into the KO Pile, face-up. Immediately flip a new Hero/Ally from the Hero/Ally Deck, face-up, to fill the empty space in the HQ/Lair.
- If the escaping/overrunning Villain/Adversary had any captured Bystanders, then each player must discard a card from their hand as a penalty for failing to rescue/kidnap the Bystanders. After all, what kinds of Super Heroes let innocent Bystanders get carried away by Villains? and what kind of Super Villains lets innocent Bystanders get rescued and carried away by Heroes? Each player only discards one card, no matter how many Bystanders were carried away by that Villain/Adversary. Put the captured/guarded Bystanders in the Escape/Overrun Pile.
- If the escaping/overrunning Villain/Adversary has an “escape/overrun” effect on its card, do what it says.
-
New Villain/Adversary Might Have an Ambush Effect
If the new Villain/Adversary has an “Ambush” effect on its card, do what it says. Remember: if a/an Villain/Adversary escaped/overran when this new Villain/Adversary appeared, handle all the escape/overrun effects for the escaping/overrunning Villain/Adversary before handling any Ambush effect for the new Villain/Adversary.
- The escaping/overrunning Villain/Adversary KO’s a/an Hero/Ally of 6
- If the Villain/Adversary Deck Card Is an Bystander
If the Villain/Adversary Deck Card Is an Bystander
This innocent Bystander is captured/guarded by a Villain/Adversary! Put the Bystander under the Villain/Adversary in the City that’s closest to the Villain/Adversary Deck. If there are no Villains/Adversaries in the City, then the Bystander is captured/guarded by the Mastermind/Commander. Make sure the Bystander pokes out a bit so players can see it.- Whenever a/an Villain/Adversary with one or more Bystanders moves to a new City space, those Bystanders all go with that Villain/Adversary.
- It’s up to the players to rescue/kidnap that Bystander! When an Enemy (Villain/Adversary or Mastermind/Commander) with a Bystander is defeated by a player, that player rescues/kidnaps that Bystander and puts it into that player’s personal Victory Pile. Each Bystander is worth 1
, so the more Bystanders you rescue/kidnap, the more
you earn.
- Note: Villains/Adversaries in the City don’t get pushed forward when the [advDeckCard] is a Bystander.
- If the Villain/Adversary Deck Card Is an Scheme/Plot Twist
If the Villain/Adversary Deck Card Is an Scheme/Plot Twist
This represents the Scheme/Plot moving forward towards victory for the Mastermind/Commander. Every Scheme/Plot works in a different way, with its Scheme/Plot Twists doing a specific thing related to that Scheme/Plot.
- When a Scheme/Plot Twist card is played, look at the “Twist” effect on the main Scheme/Plot card and do what it says. Put the Scheme/Plot Twist in the KO Pile unless the Scheme/Plot tells you to put it somewhere else. Some Schemes/Plots say they do something special when Twist 1 or Twists 5-6 come up.
- Note: Villains/Adversaries in the City don’t get pushed forward when the [advDeckCard] is a Scheme/Plot Twist.
- If the Villain/Adversary Deck Card Is an Mastermind/Commander Strike
If the Villain/Adversary Deck Card Is an Mastermind/Commander Strike
This represents theMastermind/Commander coming down to get their hands dirty and smash the Heroes/Allies themselves. Each Mastermind/Commander card has its own specific Mastermind/Commander Strike effect.
- When a Mastermind/Commander Strike card is played, look at the “Mastermind/Commander Strike” effect on the Mastermind/Commander card and do what it says. Put the Mastermind/Commander Strike in the KO Pile.
- Note: Villains/Adversaries in the City don’t get pushed forward when the [advDeckCard] is a Mastermind/Commander Strike.
- If the Villain/Adversary Deck Card Is a/an Villain/Adversary
- Step 2) Play Cards from Your Hand, Using Them to Recruit and Fight
Step 2) Play Cards from Your Hand, Using Them to Recruit and Fight
The only types of cards that can be in your hand are Heroes/Allies, Wounds and Bindings. Here are the different parts of a Hero card:- Team Icon — The icon in the top left corner. (Unless the Hero/Ally is unaffiliated)
- Hero/Ally Class Icon(s) and Card Color(s) — Below the Team icon. Card color(s) are dependent of Hero/Ally Classes.
- cardName — The top line of text.
- Hero/Ally Name — The second line of text at the top.
- Recruit Points — Inside the
icon. Use these to recruit more Heroes/Allies. Not all Heroes/Allies have
.
- Attack Points — Inside the
icon. Use this to defeat Villains/Adversaries. ]Not all Heroes/Allies have
.
- Special ability — Text in the bottom white section of the card.
- Cost — Inside the
icon. How many
it costs to add this Hero/Ally to your deck.
After you play the top card of the Villain/Adversary Deck, you play the cards from your hand. Some of your cards producethat let you recruit more Heroes/Allies. Other cards produce
that let you defeat Villains/Adversaries. Some cards give you special ability, like drawing more cards. Here’s what you do:
- Play each card in your hand in any order, one at a time.
- Each time you play a card, do what that card says.
- You also get any Recruit Points listed in the
icon on the card.
- You also get any Attack listed in the
icon on the card.
- Some cards have a number like “2+” inside their
icon. The “2” means that you always get at least 2
from that card. The "+
" symbol means that you might get even more
based on what the card says in its special ability.
- Keep the cards you play in front of you until the end of your turn.
- Superpower Ability
Superpower Ability
- Some cards have a Superpower ability with a Hero/Ally Class icon and a colon, like include Heroes and Allies with raw strength, but also strength of will, determination, and strong leadership.
: You get +1
.
- You can use that special Superpower ability only if you have already played another card of that Hero/Ally Class earlier in your turn.
- A card’s Hero/Ally Class is shown with the class icon in the card’s upper left, and also in the color of the card’s border.
- Some Superpowers use a Team icon like
or
instead of a Hero/Ally Class icon. These work the same way as Superpowers that use Hero/Ally Class icons. A card’s Team icon is in the card’s upper-left-hand corner.
- You can only use a card’s Superpower once, even if you played two or more cards of the required Hero/Ally Class earlier in the turn.
- The more Heroes/Allies of the same class you recruit, the more often you will be able to use your Superpower ability! A deck focusing on one or two classes can be very powerful.
These potent Superpower abilities show two icons instead of one. You can only use this Superpower ability if you have played cards with both of those icons earlier in your turn. For example, if a card says "include Heroes and Allies who like to blow things up. Someuse inherent superpowers to blast things, while others use energy beams, elemental powers, and mental assaults.include Heroes and Allies who like to blow things up. Someuse inherent superpowers to blast things, while others use energy beams, elemental powers, and mental assaults.
: You get +3
", you get that bonus only if you already played two other include Heroes and Allies who like to blow things up. Someuse inherent superpowers to blast things, while others use energy beams, elemental powers, and mental assaults.
cards earlier in your turn. Making the most of your Critical Hits requires smart deck-building and gives serious benefits.
- Some cards have a Superpower ability with a Hero/Ally Class icon and a colon, like include Heroes and Allies with raw strength, but also strength of will, determination, and strong leadership.
- Recruiting Heroes/Allies and Fighting Villains/Adversaries
Recruiting Heroes/Allies and Fighting Villains/Adversaries
In between playing cards from your hand, or after you’ve played all your cards, you can recruit any number of Heroes/Allies and fight any number of Villains/Adversaries. You can recruit and fight in the same turn. - How to Recruit a/an Hero/Ally
How to Recruit a/an Hero/Ally
You useto gain a/an Hero/Ally from the HQ/Lair, one at a time. The “HQ/Lair” area of the game board has five spaces. Those five spaces always contain exactly five Heroes/Allies, all face-up. You can also recruit “S.H.I.E.L.D. Officer” Heroes/Allies from the S.H.I.E.L.D. Officer Stack on the game board/mat. To recruit a/an Hero/Ally:
-
•Use
equal to that Hero/Ally’s
and put that Hero/Ally into your Discard Pile. A Hero’s cost is in its lower-right-hand corner. When your deck runs out and you shuffle your Discard Pile to make a new deck, you will soon draw that new Hero/Ally and be able to use their abilities.
- Then refill the empty space in the HQ/Lair
with a new card from the Hero/Ally Deck,
face-up. Whenever there is an empty
space in the HQ/Lair for any reason, you
refill that space immediately with the
top card of the Hero/Ally Deck, face-up. You
can even recruit a/an Hero/Ally, see what new
Hero/Ally appears in its place from the Hero/Ally Deck, and then recruit that new Hero/Ally too, if you have enough
.
-
•Use
- How to Fight a/an Villain/Adversary
How to Fight a/an Villain/Adversary
You useto fight any number of Villains/Adversaries in the City, one at a time. It doesn’t matter which City space holds the Villain/Adversary. To fight a/an Villain/Adversary:
-
Expend
equal to that Villain/Adversary’s
to defeat it. You then have the remaining
value available to attack another Villain/Adversary.
- Put the defeated Villain/Adversary and any Bystanders it had captured/guarded into your personal Victory Pile.
- If the Villain/Adversary card has a “Fight” effect on it, do what it says.
as the Villain/Adversary’s
. You can also fight the Mastermind/Commander – see the next section for details.
-
Expend
- How to Fight a Mastermind/Commander
How to Fight a Mastermind/Commander
A Mastermind/Commander is a powerful, ingenius leader that leads the Villains/Adversaries and works to accomplish a Scheme/Plot. A player can choose to fight the Mastermind/Commander instead of fighting a/an Villain/Adversary. Masterminds/Commanders use different abilities during fights, represented by “Mastermind/Commander Tactic” cards. All 4 “Mastermind/Commander Tactic” cards have the same Attack number, but they each have different “Fight” effects on them. When you fight a Mastermind/Commander:- Choose a random card from the four face-down Mastermind/Commander Tactic cards underneath the Mastermind/Commander.
- Put that Mastermind/Commander Tactic card into
your Victory Pile. It’s worth several
.
- Then follow the “Fight” effect listed on that Mastermind/Commander Tactic card.
as the Mastermind/Commander’s
.
- Step 3) Discard Your Hand and
Draw 6 New Cards
Step 3) Discard Your Hand and Draw 6 New Cards
- At the end of your turn, put all the cards you played this turn into your Discard Pile.
- Also discard any cards in your hand that you didn’t play this turn. (You don’t have to play all the cards from your hand if you don’t want to.)
- Then draw 6 new cards from your deck. If you don’t have any cards left in your deck and you still need to draw more cards, shuffle your Discard Pile to form a new face-down deck. Then draw the rest of the cards you need.
- Don’t shuffle your Discard Pile into a new deck until your deck has completely run out and you still need to draw or reveal more cards.
- Shuffling Your Discard Pile into a
New Deck
Shuffling Your Discard Pile into a New Deck
Whenever you don’t have any cards left in your deck, and you still need to draw more cards, shuffle your Discard Pile to form a new face-down deck. Then draw the rest of the cards you need.- For example, if your deck has two cards left and you need to draw six, then you draw those two cards from your deck, then shuffle your Discard Pile to form a new deck, then draw your next 4 cards from the newly shuffled deck
- If your deck exactly runs out, and you don’t yet have to draw more cards, don’t shuffle your Discard Pile to form a new deck yet. You only shuffle your Discard Pile to form a new deck when you need to draw a card from your deck and you cannot.
- In the unusual case that your deck runs out, you have to draw more cards, but you have no more cards left in your Discard Pile to shuffle into a new deck, then you just can’t draw any more cards this turn.
- Sometimes a card effect tells you to reveal the top card of your deck or do something else with the top card of your deck, and you don’t have any cards left in your deck. If that happens, shuffle your Discard Pile into a new deck, then do the “reveal the top card” effect or other effect.
- Winning the Game
Winning the Game
Players win the game when they have defeated the Mastermind/Commander four times. - Keyword Abilities
- Abomination
Abomination
This represents twisted genetic experiments of scientists or horrific, unpredictable, and even monstruous Inhuman Villains/Adversaries.
This means "This Villain/Adversary gets +
equal to the printed
of the Hero/Ally in the HQ/Lair space under this Villain/Adversary's City space."
- An Abomination Villain/Adversary's
can go up and down as the Villain/Adversary moves through the City.
- You can recruit a/an Hero/Ally under an Abomination to try to reduce its
... but you might also increase it!
- Some "Divided Cards" have two printed
numbers, one on each side. If you need to know that card's "printed
." add both those
numbers together.
- An Abomination Villain/Adversary's
- Astral Plane — Villain/Adversary
Astral Plane — Villain/Adversary
This represents Some Villains/Adversaries are cruel demons that move themselves and others beyond the physical world to a realm of pure psychic energy. There they prey on the human psyche, evoking nightmare and terror.
- Some Villains/Adversaries say things like “Fight: If this Villain was in the city, it enters the Astral Plane.”
- The Astral Plane is a single, unique space that only exists in games with cards that use the Astral Plane. It sits immediately to the right of the Villain/Adversary Deck.
- While a/an Villain/Adversary is in the Astral Plane, it has no physical form: It can only be fought with
, not
. To fight a 5
Villain/Adversary you must spend 5
. When you fight a/an Villain/Adversary in the Astral Plane, put it in your Victory Pile and do its Fight effect as normal.
- When a Villain enters the Astral Plane, any Villain/Adversary already there escapes. This causes all the same effects as if that Villain had escaped/overran the city (including KO’ing from the HQ/Lair, discarding from captured Bystanders, and escape/overrun abilities).
- Villains/Adversaries still get -
and +
bonuses while in the Astral Plane. You just use
to fight the
total .
- Some Masterminds/Commanders can also enter the
Astral Plane. While there, they can only be fought with
, not
. If they escapes/overruns the Astral Plane, do all the normal effects for a/an Villain/Adversary escaping/overrunning the city.
- Then do the escape/overrun ability written on the Mastermind/Commander, which moves them to the Mastermind/Commander space.
- The Astral Plane is not a city space. It’s not “adjacent” to any city spaces. Card effects can’t move or swap Villains/Adversaries to or from the Astral Plane unless they explicitly mention the Astral Plane.
- Villains/Adversaries do Ambush effects when they enter the city. The Astral Plane is not part of the city, so Villains/Adversaries that enter the Astral Plane don’t do their Ambush effects at that time.
- For keywords from other sets: To fight a
“Chivalrous Duel” enemy in the Astral Plane, you must spend
from a single Hero/Ally name. You must spend
to use Excessive Violence or Human Shields from the Astral Plane. You can’t use “Piercing Energy” on enemies in the Astral Plane. “Bribe” and other cards that say “You can spend any combination of and to fight that Villains/Adversaries this turn.” do not work against enemies in the Astral Plane.
- Berserk
Berserk
This represents some X-Men going into a berserker rage of unpredictable violence.
This means "Discard the top card of your deck. You get +
equal to the discarded card's printed
."
- Some cards say "Berserk, Berserk, Berserk" so you discard three times in a row.
- Some cards say "Berserk, X-Gene include Heroes and Allies using advanced weaponry, incredible gadgets, brilliant inventions, or next-generation science.
: You get +1
." You do the card abilities in order, so Berserk might discard a include Heroes and Allies using advanced weaponry, incredible gadgets, brilliant inventions, or next-generation science.
card from your deck, letting you use your X-Gene ability.
- Berserk gives no benefit from discarding printed
or
values.
- Betrayal
Betrayal
This means "If you don't recruit any Heroes/Allies or defeat any Enemies (Villains/Adversaries or Masterminds/Commanders) on your turn, you may KO a Bindings from your hand. If you do, the player to your right gains all the other Bindings from your hand."
- So if you have three in your hand, and you decided to use Betrayal this turn, you would KO one of those and put the other two in the Discard Pile of the player on your right.
- This is often worth doing if you have at least two in your hand, or if your turn wouldn't have been very good anyway.
- It's okay to play the cards in your hand, Dodge, and/or use abilities like "draw a card" to see how your hand develops, then decide whether to use the Betrayal ability from your hand. As long as you don't recruit Heroes/Allies or fight any Enemies (Villains/Adversaries or Masterminds/Commanders) during your turn, you can still use Betrayal.
- Bribe
Bribe
This means "You can fight this card by spending any combination of
For example, you may play two S.H.I.E.L.D. Agents and two S.H.I.E.L.D. Troopers to fight a 4and/or
."
Maggia Goons.
- Burrow
Burrow
This represents
retreating by digging to safety when they are attacked. This means "Fight: If the streets were empty, put this Villain/Adversary back into the Streets."
When you fight a/an Villain/Adversary with Burrow, do all of that Villain/Adversary's Fight effects. You rescue any Bystanders the Villain/Adversary may have captured as normal. Then, if the "Streets" City space was empty, put that Villain/Adversary back into the Streets space. This means that to stop a/an Villain/Adversary with Burrow permenantly, you have to:- Fight it while it's on the Streets, or
- Fight it while another Villain/Adversary occupies the Streets, or
- Fight it once to drive it back to the Streets then fight it again in the Streets to finish it.
- Celestial Boons
Celestial Boons
This represents a Celestial impressed with your efforts granting you a Celestial Boon.
The Celestials are millions of years old and immeasurably powerful. They cannot be truly defeated by mere mortals. However, if you manage to fight a Celestial, it is impressed with your efforts and grants you a Celestial Boon. This is a permanent bonus that helps you for the rest of the game, as long as the Celestial is in your Victory Pile. You can use multiple Celestial Boons, even multiple copies of the same one. - Charge
Charge
This means "(After this Villain/Adversary enters the City,) it charges the specified value of extra spaces, pushing other Villains/Adversaries forward."
This might cause more escapes/overruns. - Cheering Crowds
Cheering Crowds
This represents how some characters are inspired to redouble their efforts by adoring fans.
This means "You may play this card twice in a row if you return a Bystander from your Victory Pile to the bottom of the Bystander Stack."
- Chivalrous Duel
Chivalrous Duel
This represents how Morgan le Fay and the knights of her "Queen's Vengeance" or Clan Yashida hail from a realm of honorable single combat. You can't gang up on an enemy in a Chivalrous Duel — you have to pick just one Hero/Ally Name to duel the enemy.
This means "You can only use
from a single Hero/Ally Name"
- For example, to fight a 3
Villain/Adversary with Chivalrous Duel, you can spend 3
from two different Black Knight Hero/Ally cards. But you can't combine 2
from Black Knight cards and 1
from a Wasp card.
- If a/an Hero/Ally like "S.H.I.E.L.D. Trooper" doesn't have a/an Hero/Ally Name listed, then its Hero/Ally Name is the same as its card Name. So you can play three S.H.I.E.L.D. Troopers then fight a 3
Villain/Adversary with Chivalrous Duel. But you can't spend 2
from Black Knight and 1
from a S.H.I.E.L.D. Trooper.
- You can't use
you get from anything that's not a/an Hero/Ally card, including Microscopic Size-Changing Villains/Adversaries, Mastermind/Commander Tactics, Shard tokens, etc. You can use
from Hero/Ally Artifacts with the right Hero/Ally Name since those are Hero/Ally cards. In a setup with lots of Chivalrous Duels, like fighting Morgan le Fay or the Scheme/Plot "Pull Earth into Medieval Times," you will want to build your deck to concentrate your
cards into just one or two Hero/Ally Names.
- For example, to fight a 3
- Circle of Kung-Fu/Quack-Fu
Circle of Kung-Fu/Quack-Fu
This means "During your turn, this Villain/Adversary has +X
If an Enemy (Villain/Adversary or Mastermind/Commander) already has a Cicle of Kung-Fu/Quack-Fu, and a Scheme/Plot gives them another one, only count the highest circle — don't add them up.unless you reveal a/an Hero/Ally of X
or more."
- Clone — Hero/Ally
Clone — Hero/Ally
This means "You may gain another copy of this card from the HQ/Lair. If there are none in the HQ/Lair, you may gain a copy from the Hero/Ally Deck and shuffle it."
If you Clone a S.H.I.E.L.D. Officer or Sidekick, search and shuffle that stack instead. - Clone — Villain/Adversary
Clone — Villain/Adversary
This means "Search the Villain/Adversary Deck for a copy of this Villain/Adversary, and it enters the city, ignoring any further Clone effects. Shuffle the Villain/Adversary Deck."
Just use the first clone you find in the Villain/Adversary Deck. If you can't find a Clone copy of a/an Villain/Adversary (or Hero/Ally), just move on. - Command — Villain/Adversary
Command — Villain/Adversary
Some Villains/Adversaries say things like “Taserface gets +2while he Commands the Ravagers.”
- A Villain/Adversary “Commands” their group and gets these abilities as long as it’s the leftmost Villain/Adversary of that Villain/Adversary Group in the city.
- If there’s only one Villain/Adversary of a/an Villain/Adversary Group in the city, it still Commands that Villain/Adversary Group.
- Conqueror X
Conqueror X
This represents fiercest enemiesleading legions to conquer.
This means "This Villain/Adversary gets +X
while any Villain/Adversary is in the specified location."
- This Villain/Adversary gets the bonus while it itself is on the specified location or while another Villain/Adversary is on it.
- Other Villains/Adversaries and the Hela Mastermind/Commander have different Conqueror abilities, with different bonus numbers and referring to different City spaces.
- Some Hero/Ally cards also have abilities like “Rooftops Conqueror 1”, which likewise means “You get +1
if any Villain/Adversary is on the Rooftops.”
- Contest of Champions
Contest of Champions
The Grandmaster and the Elders of the Universe are literally immortal. To them, mortals are merely playthings. This is shown with the new Contest of Champions keyword. Some Enemies (Villains/Adversaries or Masterminds/Commanders) say things like “Ambush: Contest of Champions include Heroes and Allies with raw strength, but also strength of will, determination, and strong leadership..” When this happens:
- Each player in turn reveals a single card, either from their hand, or that they played this turn, or
the top card of their deck. That player announces their “Contest Score,” which is that card’s printed
, doubled if it’s a include Heroes and Allies with raw strength, but also strength of will, determination, and strong leadership.
card.
- You must choose carefully whether to use the best score you have from your hand, or to take a risk by trying the top card of your deck instead.
- After all players have announced their Contest
Score, then Evil/Good tries to win the contest. Reveal the top two cards of the Hero/Ally Deck, and Evil/Good uses whichever card gives the highest Contest Score (taking account of any doubling). Again,
this is the card’s printed
, doubled if it’s a include Heroes and Allies with raw strength, but also strength of will, determination, and strong leadership.
card. Then put both those cards on the bottom of the Hero/Ally Deck.
- Whichever score is highest (or tied for highest) “wins” the contest. Everyone else “loses.”
- For example, in a 3-player game, say Alana’s score is 6, Piper’s score is 6, Melody’s score is 4, and Evil/Good’s score is 6. Then Alana, Piper, and the Mastermind/Commander all win the contest, and Melody loses the contest.
- The card lists outcomes for winning and losing.
- A few cards reveal a/an Hero/Ally card and use its colors for a contest. This can create contests that are multicolor, such as “Contest of Champions include Heroes and Allies using advanced weaponry, incredible gadgets, brilliant inventions, or next-generation science.
, include Heroes and Allies who like to blow things up. Someuse inherent superpowers to blast things, while others use energy beams, elemental powers, and mental assaults.
.” In this case, any card that includes either include Heroes and Allies using advanced weaponry, incredible gadgets, brilliant inventions, or next-generation science.
or include Heroes and Allies who like to blow things up. Someuse inherent superpowers to blast things, while others use energy beams, elemental powers, and mental assaults.
will match the contest and have its score doubled. (A card that’s both and won’t be quadrupled.)
- Some contests say that Evil/Good reveals 4 or 6 cards from the Hero/Ally Deck. Evil/Good’s Contest Score is still the highest-scoring single card.
- Each player in turn reveals a single card, either from their hand, or that they played this turn, or
the top card of their deck. That player announces their “Contest Score,” which is that card’s printed
- Coordinate
Coordinate
This represents how some characters act as mentors to other characters, helping them reach their full potential and become true Heroes/Allies.
Coordinating allows you to let another player "borrow" one of your cards. It is a critical way to help other players defeat tough enemies. During another player's turn, you can Coordinate with them like this:- Discard a Coordinate card from your hand and then draw a new card to replace it.
- That player can now play a copy of the card you coordinated with them. (A copy counts as playing the exact same card including its
,
, special abilities, and Hero/Ally Class symbol.)
- When you offer to Coordinate a card to another player, that player can decline. If so, you don't discard that card and that player doesn't play a copy of it.
- If you are playing with the Final Showdown, you can't Coordinate during that showdown.
- If you are playing a solo game, once per turn, you may discard a card with Coordinate to draw a card.
- Coordinate is printed on cards in red text to make it easier to notice during other player's turns.
- Cosmic Threat
Cosmic Threat
This means "Once per turn, for each specified Hero/Ally Class card you reveal, this Enemy (Villain/Adversary or Mastermind/Commander) gets -3
this turn."
- For example, The Shaper of Worlds has “Cosmic Threat include Heroes and Allies who like to blow things up. Someuse inherent superpowers to blast things, while others use energy beams, elemental powers, and mental assaults.
” and 10*
. If you reveal two include Heroes and Allies who like to blow things up. Someuse inherent superpowers to blast things, while others use energy beams, elemental powers, and mental assaults.
cards, he gets -6
this turn, so he has 4
left. If you reveal four include Heroes and Allies who like to blow things up. Someuse inherent superpowers to blast things, while others use energy beams, elemental powers, and mental assaults.
cards, he gets -12
this turn, so he has 0
, and you can fight him without spending any
.
- The Celestials say things like “Cosmic Threat include Heroes and Allies with raw strength, but also strength of will, determination, and strong leadership.
or include Heroes and Allies who use savagery and quick reflexes to dominate combats. Some use superhuman senses to get an edge on their opponents.
.” You can choose to use either include Heroes and Allies with raw strength, but also strength of will, determination, and strong leadership.
or include Heroes and Allies who use savagery and quick reflexes to dominate combats. Some use superhuman senses to get an edge on their opponents.
cards for its Cosmic Threat in a single turn, but you can’t use both to reduce its
.If you try to fight a Mastermind/Commander with Cosmic Threat a second time in the same turn, it will return to its full
, and you cannot use any Cosmic Threat abilities against it in additional fights that turn.
- You can use the same include Heroes and Allies who like to blow things up. Someuse inherent superpowers to blast things, while others use energy beams, elemental powers, and mental assaults.
cards to reduce the
of different “Cosmic Threat include Heroes and Allies who like to blow things up. Someuse inherent superpowers to blast things, while others use energy beams, elemental powers, and mental assaults.
” Villains/Adversaries in one turn.
- For example, The Shaper of Worlds has “Cosmic Threat include Heroes and Allies who like to blow things up. Someuse inherent superpowers to blast things, while others use energy beams, elemental powers, and mental assaults.
- Cross-Dimensional Rampage
Cross-Dimensional Rampage
This represents as many versions of a character from parallel dimensions storm across Battleworld, only another version of the same character can stop them!
This means "Each player reveals one Hero/Ally of the specified character or a card of the specified character in their Victory Pile or gains a Wound."
- This counts any card that includes the specified text in its card name or Hero/Ally Name, Villain/Adversary Group name, or Mastermind/Commander Tactics plus the alternate versions of the specified characters. You don't need to know the whole history of Marvel Comics to judge who counts as the specified character — below, there's a few, very specific exceptions that can be made to stay true to the characters: (this list is not complete and does include Cross-Dimensional Rampage options that are not even being used to this day)
- Some Heroes/Allies can transform into the specified character, like Bruce Banner and Amadeus Cho. A puny “Bruce Banner” card doesn’t say “Hulk” on it, so it can’t stop a Hulk Rampage. But revealing the transformed Bruce Banner card named “Savage Hulk Unleashed” works.
- When a Cross-Dimensional Rampage happens, you can choose to gain the Wound, even if you have the specified character that you already played or could otherwise reveal. You might want the Wound if you have Wounded Fury cards.
89P13
- Venom Rocket Venomverse
Ally
- Rocket & Groot [MCU] Guardians of the Galaxy
Ally
Adam Warlock
- Adam Warlock Avengers
Ally
- Magus Leader
Adrian Toomes
- Vulture card in Sinister Six Adversary Group
- Vulture, Carnival Cannibal card in Goblin's Freak Show Adversary Group
- Adrian Toomes [MCU] Leader
- Vulture [MCU] Leader
Alex Summers
- Havok X-Men
Ally
- Havok card in Uncanny Avengers Adversary Group
- Havok, Brainwashed card in Dark Descendants X-Men
Adversary Group
Amadeus Cho
- Boy Genius card in Hercules & Amadeus Cho Avengers
Unaffiliated
Ally
- Totally Awesome Hulk Champions
Ally
- Amadeus Cho Champions
Ally
Android
- Major Domo card in Mojoverse Adversary Group
- Omega card in Inhuman Rebellion Adversary Group
Angel
- Angel X-Men
Ally
- Angel Noir X-Men
Ally
- Death card in Four Horsemen Adversary Group
- Angel card in X-Men First Class Adversary Group
- Dark Angel card in Shadow-X X-Men
Adversary Group
Animals
- Falcon & Redwing Avengers
Ally
- Blind Al and Deuce card in Deadpool's ''Friends'' Adversary Group
- Jormungand, The World Serpent card in Omens of Ragnarok Adversary Group
- The Fenris Wolf card in Omens of Ragnarok Adversary Group
- Predator X card in Purifiers Adversary Group
- Ms. Lion Special Sidekick
- Hairball Special Sidekick
- Redwing Special Sidekick
- Lockjaw Special Sidekick
- Zabu Special Sidekick
Ant-Man
- Ant-Man Avengers
Ally
- Ant-Man [MCU] Ally
- Ant-Man card in Avengers Adversary Group
- Scott Lang’s head Unaffiliated
Special Bystander
Apocalypse
- Four Horsemen Adversary Group
- Domain of Apocalypse Adversary Group
- Apocalypse Leader
Arnim Zola
- Arnim Zola, Hydra Scientist card in Rival Overlords Adversary Group
- Arnim Zola Leader
- Zola card in Hydra High Council Leader
Arthrosian
- Ravenous card in Annhilation Wave Adversary Group
- Annihilus Leader
Arthur Douglas
- Drax the Destroyer Guardians of the Galaxy
Ally
- Drax card in Guardians of Knowhere Adversary Group
Asgardians
- Thor Avengers
Ally
- Enchantress Foes of Asgard
Ally
- Loki Foes of Asgard
Ally
- Thor [MCU] Avengers
Ally
- Thor Heroes of Asgard
Ally
- The Warriors Three Heroes of Asgard
Ally
- Valkyrie Heroes of Asgard
Ally
- Party Thor Guardians of the Multiverse
Ally
- Enchantress card in Enemies of Asgard Adversary Group
- Destroyer card in Enemies of Asgard Adversary Group
- Thor card in Avengers Adversary Group
- Zombie Loki card in The Deadlands Adversary Group
- Ultimate Thor card in Manhattan (Earth-1610) Avengers
Adversary Group
- Executioner card in Masters of Evil (WWII) Adversary Group
- Asgardian Warriors Backup Group
- Thor Corps Avengers
Backup Group
- Angela card in Guardians of Knowhere Adversary Group
- Destroyer card in Enemies of Asgard [MCU] Adversary Group
- Skurge, the Executioner card in Omens of Ragnarok Adversary Group
- Jormungand, The World Serpent card in Omens of Ragnarok Adversary Group
- The Fenris Wolf card in Omens of Ragnarok Adversary Group
- The Fenris Wolf card in Omens of Ragnarok Adversary Group
- Loki Leader
- Odin Leader
- Ragnarok Leader
- Loki [MCU] Leader
Atlanteans
- Nerkkod, Breaker of Oceans Foes of Asgard
Ally
- Namor, The Submariner Cabal
Ally
- Namorita card in Speedball & Namorita New Warriors
Ally
- Namora Champions
Ally
- Namor card in Defenders Adversary Group
Beast
- Beast Illuminati
Ally
- Beast X-Men
Ally
- Beast card in X-Men First Class Adversary Group
- '92 Beast card in X-Men '92 X-Men
Adversary Group
- Henry "Beast" McCoy card in X-Men Noir Adversary Group
- Dark Beast card in Shadow-X X-Men
Adversary Group
Ben Grimm
- Thing Fantastic Four
Ally
- Thing card in Fantastic Four United Fantastic Four
Ally
- Thor Corps Avengers
Backup Group
- Thor Corps Avengers
Backup Group
Beta Ray Bill
- Beta Ray Bill Heroes of Asgard
Ally
- Thor Corps Avengers
Backup Group
Beyonder
- Kosmos card in From Beyond Adversary Group
- The Beyonder Leader
Black Bolt
- Black Bolt Illuminati
Ally
- Black Bolt Inhumans
Ally
- Black Bolt card in Illuminati Adversary Group
- Black Bolt card in Illuminati, Secret society Leader
Black Cat
- Black Cat Spider-Friends
Ally
- Black Cat card in Spider-Friends Adversary Group
Black Knight
- Black Knight Avengers
Ally
- Black Knight card in Masters of Evil (WWII) Adversary Group
Black Panther
- Black Panther Illuminati
Ally
- Storm & Black Panther Avengers
X-Men
Ally
- King Black Panther Wakanda
Ally
- Black Panther [MCU] Avengers
Ally
- Killmonger, Spec Ops Guardians of the Multiverse
- Abomination