Rules Reference

THE GOLDEN RULES

If the text of this Rules Reference directly contradicts the text of the Learn to Play book, the text of the Rules Reference takes precedence.

If the text of a card directly contradicts the text of either the Rules Reference or the Learn to Play book, the text of the card takes precedence.

THE GRIM RULE

If players are unable to find the answer to a rules or timing conflict in this Rules Reference, resolve the conflict in the manner that the players perceive as the worst possible resolution at that moment with regards to winning the scenario, and continue with the game.

COMPONENT LIMITATIONS

There is no limit to the number of threat tokens, damage tokens, status cards, or all-purpose counters that can be in the game at a given time. If players run out of the provided tokens, counters, or status cards, other tokens, counters, or coins may be used.

ROUND OVERVIEW

The following is an overview of a game round, and the glossary entries that cover each part of the game round.

  1. Player phase begins. See: Player Phase
  2. Each player takes a turn. See: Player Turn
  3. Player phase ends. See: End of Player Phase
  4. Villain phase begins. See: Villain Phase
  5. Place threat on main scheme. See: Main Scheme
  6. Villain and minions activate. See: Activation, Enemy Attacks, Enemy Schemes
  7. Deal encounter cards. See: Deal
  8. Reveal and resolve encounter cards. See: Reveal
  9. Pass the first player token. See: First Player
  10. End the round. Proceed to step one of the next game round.

GLOSSARY

The following is an alphabetical list of entries for game rules, terms, and situations that may occur during play.

ABILITY, CARD ABILITY

An ability is special game text that a card contributes to the game.

See also: Cancel, Constant Ability, Delayed Effects, In Play and Out of Play, Initiating Abilities, Lasting Effects, Qualifiers, Replacement Effects, Then, Triggered Ability

ACCELERATION ICON

See: Side Scheme

ACCELERATION TOKEN

This token increases the amount of threat placed on the main scheme during step one of the villain phase.

See also: Empty Encounter Deck, Main Scheme, Villain Phase

ACTIVATION

If the villain attacks or schemes, it is considered an activation.

See also: Boost, Enemy Attacks, Enemy Schemes

ACTION

“Action” is a type of triggered ability. Players are permitted to trigger action abilities during their turn, or by request during other players’ turns.

See also: Ability, Player Turn, Triggered Ability

ACTIVE PLAYER

The player taking their turn during the player phase is the active player.

See also: Player Turn

AFTER

The word “after” refers to a game occurrence that just concluded. Many response abilities use the term “after” to specify the time at which they can be used.

ALL-PURPOSE COUNTER

All-purpose counters can be used to track a variety of different game states and statuses. They have no inherent rules.Card abilities can create and define a number of different counter types, such as “arrow counters” or “web counters.” If a counter is called for, an all-purpose counter is used to track its presence in the game.See also: Keywords (Uses)

See also: Response

ALLY

Ally is a player card type that represents a player’s friends, supporters, or companions.

See also: Ally Limit, Consequential Damage, Hit Points

ALLY LIMIT

Each player is permitted to control a maximum of three allies in play at any given time. This is referred to as the “ally limit.”

ATTACHMENT

Attachment is an encounter card type.When an attachment enters play, it attaches to another card or game element.

See also: Attach To

ATTACH TO

If a card uses the phrase “attach to,” it must be attached to (placed beneath and slightly overlapped by) the specified game element as it enters play.

ATTACK

Some game effects and card abilities reference an attack. There are a few different ways an attack can occur:

See also: Enemy Attacks

BASE VALUE

A defined value before modifiers are applied. In most cases, it is also the printed value.

See also: Modifiers, Printed

BOOST

Each time the villain attacks or schemes, the villain is given one facedown card from the encounter deck, as a boost card

During the activation (and after any defenders are declared if the villain is attacking), all boost cards on the villain are turned face up one at a time. Add the number of boost icons on the card to the villain’s ATK value (if it is attacking) or SCH value (if it is scheming) for that activation. Boost icons are located at the bottom-right of the card

If the boost field has a star icon, it indicates that the card has a boost ability. Refer to the card’s text box and resolve the boost ability when the card is turned face up. The boost ability is located beneath the divider line in the text box.

See also: Enemy Attacks, Enemy Schemes, Star Icon

CANCEL

Some card abilities can cancel card or game effects.

See also: Ability

CANNOT

The word “cannot” is absolute and cannot be countermanded by other abilities or effects.

CARD TYPES

The game’s card types are: ally, attachment, environment, event, identity (hero and alter-ego), main scheme, minion, obligation, resource, side scheme, support, treachery, upgrade, and villain.

CHARACTER

Heroes, alter-egos, allies, villains, and minions are all characters.

CHOOSE

The word “choose” indicates that a player must make a choice to resolve an ability.

CONFUSE, CONFUSED

If an ability “confuses” a character, give that character a confused status card.

See also: Status Cards

CONSEQUENTIAL DAMAGE

After an ally attacks, it takes consequential damage equal to the number of pips beneath its ATK field. After an ally thwarts, it takes consequential damage equal to the number of pips beneath its THW field.

CONSTANT ABILITY

A constant ability is any non-keyword ability whose text contains no bold timing trigger defining its ability type. A constant ability becomes active as soon as its card enters play and remains active while the card is in play.

CONTROL

See: Ownership and Control

COST

A card’s resource cost is the numerical value that must be paid to play the card. Some abilities have a cost described in the ability text that must be paid to use the ability.

See also: Ability, Initiating Abilities, Keywords

COUNTER

See: All-Purpose Counter

CRISIS ICON

See: Side Scheme

DAMAGE

Damage reduces a character’s hit points. If a character has zero or fewer remaining hit points, it is defeated.

See also: Defeat, Hit Points, Indirect Damage, Move, Prevent

DASH

If a character’s power (ATK, THW, REC, etc.) has a dash (–) as the value, the character cannot exhaust to use that power.

DEAL, DEAL AN ENCOUNTER CARD

During step three of the villain phase, each player is dealt one facedown encounter card.If a card ability instructs a player to be dealt an encounter card, the player takes the top card of the encounter deck and places it facedown in front of them. This card is not revealed at this time. This card is added to the queue of cards that player resolves during the villain phase.

See also: Villain Phase

DEFEAT

If a character has zero or fewer remaining hit points, or if a side scheme has no threat on it, it is defeated.

See also: Hit Points, Player Elimination, Villain Defeat

DEFEND, DEFENSE

Some game effects and card abilities reference defense. There are a few different ways a defense can occur:

DELAYED EFFECTS

Some abilities contain delayed effects. Such abilities specify a future timing point, or indicate a future condition that may arise, and dictate an effect that is to happen at that time.

DRAWING CARDS

If a player is instructed to draw one or more cards, those cards are drawn from the top of their deck.

If a player draws two or more cards as the result of a single game step or card ability, those cards are drawn simultaneously.

Drawn cards are added to a player’s hand.Each player’s hand size is checked at the end of the player phase. If a player has more cards in their hand than their hand size value at this time, they must choose and discard cards from hand until they are at their hand size.

EFFECT

See: Ability, Cost

EMPTY ENCOUNTER DECK

If the encounter deck runs out of cards, the encounter discard pile is immediately shuffled to create a new encounter deck. An acceleration token is placed next to the scheme deck. This token places an additional threat on the main scheme each round, during step one of the villain phase.

See also: Acceleration Token

EMPTY PLAYER DECK

If a player deck runs out of cards, the player shuffles their discard pile to make a new deck. That player immediately deals themself one card from the encounter deck.

If the player’s draw deck empties and reshuffles while the player was drawing cards, the player continues to draw cards up to the specified number. If this happened while the player was discarding cards from their deck, no cards are discarded from the newly shuffled deck.

See also: Deal

END OF PLAYER PHASE

To end the player phase, perform the following steps:

  1. In player order, each player may discard any number of cards from their hand, and must discard down to their hand size if they have more cards than their hand size.
  2. Each player simultaneously draws up to their hand size
  3. Each player simultaneously readies all of their cards.

ENEMY

An enemy is a minion or villain.When used as a descriptor, “enemy” refers to game elements that belong to the scenario: “enemy cards,” “enemy abilities,” etc.

ENEMY ATTACKS

To resolve an enemy attack, follow these steps:

  1. If a villain is attacking, give it one facedown boost card from the encounter deck. (If a minion is attacking, skip this step.)
  2. If a player wishes to defend, that player exhausts a hero or ally as the defender. If a player other than the target player defends, the defending player becomes the target player for this attack.
  3. If a villain is attacking, flip each of the villain’s boost cards faceup one at a time, and increase the villain’s ATK value by one for each boost icon on the card. Resolve any boost effects, indicated by the star icon in the boost field, after the card is flipped faceup. Discard each boost card after it is resolved. (If a minion is attacking, skip this step.)
  4. Deal damage from the attack equal to the attacking villain or minion’s modified ATK value, based on the following:
    • If a hero defends the attack, the amount of damage dealt is reduced by that hero’s DEF value, and the remaining damage from the attack is dealt to that hero.
    • If an ally defends the attack, all damage from the attack is dealt to the ally. (If the ally is defeated by the attack, additional damage does not carry over to the hero.)
    • If no character defends the attack, the attack is considered undefended. All damage from the attack is dealt to the hero that is resolving this activation.

See also: Activation, Boost, Defend, Villain Phase

ENEMY SCHEMES

If an enemy is instructed to scheme, follow these steps:

  1. If a villain is scheming, give it one facedown boost card from the encounter deck. (If a minion is scheming, skip this step.)
  2. If a villain is scheming, flip each of the villain’s boost cards faceup one at a time, and increase the villain’s SCH value by one for each boost icon on the card. Resolve any boost effects, indicated by the star icon in the boost field, after the card is flipped faceup. Discard each boost card after it is resolved. (If a minion is scheming, skip this step.)
  3. Place threat on the main scheme equal to the scheming villain or minion’s modified SCH value.

See also: Activation, Boost, Villain Phase

ENGAGED

If a minion enters play, it engages a player, and is placed in front of that player’s play area.Unless otherwise specified by the minion or by the effect that put the minion into play, the minion engages the player who is resolving the current encounter card.

ENTERS PLAY

The phrase “enters play” refers to any time when a card transitions from an out-of-play area into play. Playing a card, putting a card into play by using a card ability, or revealing a card from the encounter deck are all different means by which a card may enter play.

See also: Play, Put Into Play, Reveal

ENVIRONMENT

Environment is an encounter card type that creates an overarching rule or set of rules for the scenario. An environment card enters play next to the villain, and is active so long as it remains in play.

EVENT

Event is a player card type that is generally played for an instantaneous effect.Each time a player plays an event card, its costs are paid, its effects resolve (or are canceled), and the card is placed in its owner’s discard pile after those effects resolve (or are canceled).

EXHAUSTED

If a card is exhausted, it is rotated 90 degrees.

See also: Ready

FIRST PLAYER

A first player is determined by the players at the beginning of the game.

The first player token is used to indicate which player is the first player.

At the end of the round (during step five of the villain phase) the first player token passes to the next clockwise player, who becomes first player for the next round.

If the first player is eliminated, the first player token immediately passes clockwise to the next player.

The players as a group are encouraged to work together, but the first player decides the following:

See also: In Player Order

FORCED

Forced is a bold trigger word. If the word “Forced” precedes a triggered ability, the ability’s initiation is mandatory.

FORM, CHANGE FORM

A player can be in either hero or alter-ego form at a given time. This is indicated by the player’s identity card.

See also: Identity

FRIENDLY

Friendly is a blanket term that refers to cards the players control.

GAINS

If a card gains a characteristic (such as a trait, keyword, or ability text), the card functions as if it possesses the gained characteristic. Gained characteristics are not considered to be printed on the card.

GENERATE

See: Resource

GETS

If a card ability causes a character to “get” a statistic (such as +1 ATK or 4 hit points), the ability modifies the character’s statistic while it is active.

GUARD

While any minions with this keyword are engaged with a player, that player cannot attack villains without this keyword.

HAND SIZE

Each player checks their hand size at the end of the player phase, either discarding down to or drawing up to the number of cards indicated by their hand size value.

See also: End of Player Phase

HAZARD ICON

See: Side Scheme

HEAL

If an ability heals a character, damage the character has sustained can be removed from the character.

See also: Gets, Hit Points

HIT POINTS

Each character (hero/alter-ego, ally, minion, and villain) has a hit point value. Hit points represent the durability of that character.

See also: Damage, Gets, Heal, Maximum Hit Points, Remaining Hit Points, Sustained Damage

IDENTITY

Identity is a player card type that represents which character a player is playing in the game.A player’s identity card is a double-sided card that represents their hero on one side and their alter-ego on the other. The side that is face up indicates the form (hero or alter-ego) that player is currently in.

See also: Form

IN PLAY AND OUT OF PLAY

Non-event cards that have been played or put into play are “in play” until a card ability or other game effect removes them from play. The top card of the villain deck and the top card of the main scheme deck are also in play.Cards in a player’s hand, deck, and discard pile, as well as cards in the encounter deck, encounter discard pile, and unrevealed cards in the villain deck and the main scheme deck are out of play. Any cards that have been removed from the game or that have been set aside are also out of play.

See also: Enters Play, Play, Play Restrictions and Permissions, Put Into Play

IN PLAYER ORDER

If players are instructed to perform a sequence “in player order,” the first player performs their part of the sequence first, followed by the other players in clockwise order.

See also: First Player

INDIRECT DAMAGE

Some card abilities may deal “indirect damage.”Indirect damage dealt to a player or group of players must be split among all characters that the specified player(s) control(s). While assigning indirect damage, a character cannot be assigned more indirect damage than would cause it to be defeated.

INITIATING ABILITIES, PLAYING CARDS

When a player wishes to play a card or initiate a triggered ability, that player first declares their intent. Then, the player checks the following conditions in order:

If both conditions are met, follow these steps in order:

  1. Apply any modifiers to the cost(s).
  2. Pay the cost(s). If this step is reached and the cost(s) cannot be paid, abort this process without paying any costs.
  3. Make all “choose” decisions required to resolve the card.
  4. The card commences being played, or the effects of the ability attempt to initiate.
  5. The card is played or the ability (if not canceled in step six) resolves. The card enters play or, if it is an event card, its effects resolve and it is then placed in its owner’s discard pile.

See also: Ability, Cost, Play Restrictions and Permissions

INTERRUPT

An interrupt ability is a type of triggered ability, indicated by the bold “Interrupt” timing trigger. Interrupt abilities may be executed anytime the specified triggering condition occurs, as described in the interrupt’s ability text. The interrupt ability interrupts the resolution of the specified triggering condition, and resolves immediately before that triggering condition resolves.

See also: Cancel, Replacement Effects, Triggered Ability

KEYWORDS

A keyword is an attribute that conveys specific rules to its card.

The following keywords are used in the game: Guard, Overkill, Quickstrike, Peril, Restricted, Retaliate X, Surge, Toughness, Uses

LASTING EFFECTS

Some card abilities create effects or conditions that affect the game for a specified duration (such as “until the end of the phase” or “until the end of this attack”). Such effects are known as lasting effects.

For the specified duration of a lasting effect, treat the effect as if it was a constant ability.

LIMIT

“Limit X per [period]” is a limit that appears on some player cards. These limits are card-specific. Each copy of an ability with such a limit may be used X times per the specified period, per instance of that ability.

MAIN SCHEME

Main scheme is an encounter card type. The main scheme represents the villain’s primary objective.

If the amount of threat on a main scheme is equal to or greater than its target threat value, the scheme deck advances. Remove the scheme from the game, and advance to the next stage of the main scheme deck.

If the villain completes the final stage of the main scheme deck, the villain wins the game.

MAX

“Max X per [period]” imposes a maximum across all copies of a card (by title) for all players. Generally, this phrase imposes a maximum number of times that copies of that card can be played during the designated time period.

If a maximum appears as part of an ability, it imposes a maximum number of times that the ability can be initiated from all copies (by title) of cards bearing that ability (including itself) during the designated period.

“Max X per deck” is restricts the number of copies of that card that may be included in each player deck.

“Max 1 per player” is player specific, and restricts the number of copies of that card that each player may control in play at a given time.

See also: Appendix I: Deck Customization

MAXIMUM HIT POINTS

A character’s maximum hit points is their base hit points plus or minus all “gets” hit point modifiers that are active on that character.

See also: Base Value, Gets, Hit Points

MAY

The word “may” indicates that a specified player has the option to resolve the text that follows. If no player is specified, the option is granted to the controller of the card with the ability in question.

MINION

Minion is an encounter card type. Minions represent supporters of the villain and/or enemies of the heroes.

If a minion enters play, it engages the player who is revealing the card from the encounter deck or resolving the ability that put the minion into play, unless an ability specifies otherwise.

See also: Engaged

MODIFIERS

The game constantly checks and (if necessary) updates the count of any variable quantity that is being modified.

Anytime a new modifier is applied or removed, the entire quantity is recalculated from the start, considering the unmodified base value and all active modifiers.

See also: Base Value, Printed

MOVE

Some abilities allow players to move game elements, such as cards, damage, or threat.

NEMESIS

Each hero in the game comes with an associated nemesis set. During each scenario, this set might be put into play.

At the start of the game, each player sets aside the cards from their associated nemesis set, out of play. Cards drawn from the encounter deck may instruct the player on how to bring their nemesis set into play.

See also: Keywords

OBLIGATION

Obligation is an encounter card type that represents a commitment or obstacle that an identities alter-ego might have to face or overcome.

Each hero is associated with one (or more) obligation cards. If a hero is being played, all of that hero’s associated obligation cards are shuffled into the encounter deck during setup.

If an obligation card is revealed from the encounter deck, it is given to the player who controls its associated hero. That player must decide how to resolve the obligation.

OVERKILL

If an ally is used to defend against an attack with overkill, any excess damage from the attack (damage beyond the ally’s remaining hit points) is dealt to the hero of the player controlling the ally, if able.

If an attack with overkill defeats a minion, excess damage from the attack (damage beyond the minion’s remaining hit points) is dealt to the villain.

OWNERSHIP AND CONTROL

A card’s owner is the player whose deck contained the card at the start of the game. The scenario is considered to be the owner of the encounter deck and each encounter card.

PER PLAYER

The 8 icon next to a value multiplies that value by the number of players who started the scenario.

PERIL

While a player is resolving a card with this keyword, that player cannot consult other players, and other players cannot play cards or trigger abilities.

PLAY, PUT INTO PLAY

Playing a card involves paying the card’s cost and placing the card in the play area. This causes the card to enter play (or, in the case of an event card, to resolve its ability and be placed in the discard pile). Cards are played from a player’s hand.

Some abilities cause cards to be put into play. This bypasses the need to pay the card’s cost as well as any restrictions or prohibitions regarding playing that card. A card that is put into play enters play in its controller’s play area.

See also: Enters Play, In Play and Out of Play, Play Restrictions and Permissions

PLAY RESTRICTIONS AND PERMISSIONS

Many cards and abilities contain specific instructions pertaining to when or how they may or may not be used, or to specific conditions that must be true in order to use them.

PLAYER ELIMINATION

A player is eliminated from the game if their hero/alter-ego is defeated. This usually occurs when the character’s remaining hit points are reduced to zero.

PLAYER PHASE

During the player phase, each player (in player order) takes one turn.

After each player has taken a turn, the players discard down or draw up to their hand size and ready all cards they control.

See also: End of Player Phase, In Player Order, Player Turn

PLAYER TURN

During their turn, a player may perform the following options, in any order. Each option (except “change form”) may be performed as many times as the player is able, so long as they are able to pay the required costs.

PREVENT

Some card abilities prevent damage or threat.

PRINTED

The word “printed” refers to the text, characteristic, or value that is physically printed on the card.

See also: Base Value, Modifiers

QUALIFIERS

If ability text includes a qualifier followed by multiple terms, the qualifier applies to each item in the list, if applicable. For example, in the phrase “each ready character and attachment” the word “ready” applies to both “character” and “attachment.”

QUICKSTRIKE

After this enemy engages a player, it immediately attacks that player if they are in hero form.

READY

Cards enter play in a ready state, positioned so that their controller can read their text from left to right.

See also: Enters Play, Exhausted

RECOVER

Recover is a basic power a player can use in alter-ego form. To recover, the player exhausts their alter-ego and heals a number of hit points equal to their REC value.

See also: Heal

REMAINING HIT POINTS

When damage is dealt to a character, it reduces the character’s remaining hit points.

A hero or villain’s remaining hit points are the value on the dial.

If a card references an ally’s or minion’s “remaining hit points,” subtract the amount of damage on the card from the card’s maximum hit points to determine how many hit points the card has remaining.

If a card has zero (or fewer) remaining hit points, the card is defeated.

See also: Damage, Defeat, Gets, Hit Points, Modifiers, Player Elimination, Sustained Damage, Villain Defeat

REMOVED FROM THE GAME

A card that has been removed from the game is set aside and does not interact with the game in any manner for the duration of its removal. If there is no specified duration, a card that has been removed from the game is considered removed until the end of the game.

See also: In Play and Out of Play

REPLACEMENT EFFECTS

A replacement effect is an effect that replaces the handling of one resolution with a different means of handling that resolution. Most replacement effects are interrupt abilities in the format of “when [triggering condition] would happen, do [replacement effect] instead.” After all responses to the original triggering condition have resolved and it is time to resolve the triggering condition itself, the replacement effect resolves instead.

RESOURCE

Resources are used to pay the cost to play cards and to pay certain ability costs.

See also: Cost, Wild Resource

RESOURCE ABILITY

A resource ability is a type of triggered ability, indicated by the bold “Resource” timing trigger.

RESOURCE CARDS

Resource cards are a player card type. Their primary function is to be discarded from a player’s hand to generate resources.

These cards generally provide more (or more efficient) resources than other card types when they are discarded from a player’s hand to generate resources.

RESPONSE

A response ability is a type of triggered ability, indicated by the bold “Response” timing trigger. Response abilities may be executed after the specified triggering condition occurs, as described in the response’s ability text.

RESTRICTED

A player cannot control more than two restricted cards in play at a given time. If a player ever controls more than two restricted cards in play, they must immediately choose and discard from play restricted cards they control until they have only two.

RETALIATE X

After this character is attacked, deal X damage to the attacker. The character must survive the attack to deal this damage. (X is the value next to the retaliate keyword.)

REVEAL

During step four of the villain phase, each player (in player order) reveals and resolves all facedown encounter cards that have been dealt to them, one card at a time.

To reveal an encounter card, a player flips the card faceup and resolves the card, including any keywords and “When Revealed” effects. Resolve revealed encounter cards based on their card type, as follows. If the revealed card is:

If a player is instructed by card text to reveal an encounter card from the encounter deck or any other game area, this same resolution procedure applies.

RUNNING OUT OF CARDS

See: Empty Encounter Deck, Empty Player Deck

SCHEME

See: Enemy Schemes, Main Scheme, Side Scheme

When a player is instructed to search for a card, the player is permitted to look at each of the cards in the searched area

f the player finds a card that satisfies the criteria of the search, the player adds that card to the game area indicated by the instructions on the search effect.

SELF-REFERENTIAL ABILITIES

Self-referential abilities refer only to the card on which the ability is located, and not to other copies of that card.

SETUP

See: Appendix II: Setup

SIDE SCHEME

Side scheme is an encounter card type that represents additional obstacles and distractions the heroes are confronted with.

If a side scheme is revealed, it enters play and is placed next to the main scheme deck.

The following icons indicate different effects that a side scheme might have on the game:

If a side scheme has the crisisicon, that side scheme must be discarded before threat can be removed from the main scheme

For each acceleration icon in play, one additional threat is placed on the main scheme during step one of the villain phase.

For each side scheme with the hazard icon, an additional encounter card is dealt during step three of the villain phase. Additional cards are dealt in player order (first additional card to the first player, the second to the second player, etc.).

SIMULTANEOUS RESOLUTION

If two or more effects with the same bold timing trigger would resolve simultaneously, the first player determines the order in which the effects resolve.

SPECIAL

A special ability is a type of triggered ability, indicated by the bold “Special” timing trigger. Special abilities may only be executed through the explicit instruction of another card ability.

See also: Triggered Ability

STAR ICON

A star icon is used in conjunction with a card’s stat or boost field to indicate that there is a mandatory ability in the text box that corresponds to that field. In and of itself, the star icon has no effect; it is merely a reminder to check the card’s text box whenever that field is used.

For example: Tiger Shark has an ATK value of 3, with a star icon in the field. Whenever Tiger Shark attacks, this icon reminds the players to check his text box. In the text box, they find the mandatory Forced Response, which reads, “After Tiger Shark attacks, give him a tough status card.” Because this star is associated with Tiger Shark’s attack power, only the ability that references his attack power is used. The Boost ability, which does not reference this power, is ignored.

For example: The villain has activated, and the players are resolving boost cards. The Tiger Shark card is turned faceup and has a star icon in its boost field. Whenever this card is flipped as a boost card, this icon reminds the players to check the its text box. In the text box, they find the mandatory Boost ability, which reads, “Give the villain a tough status card.” Because this star is located in the boost field, only the Boost ability is used. The star next to the Forced Response, which references Tiger Shark’s attack power, is ignored.

STATUS CARDS

Status card represent different states a character may find themselves in during the game.

The following status cards are used in the game. When a character is given a status card, take a status card of the specified type from the pool and place it on that character.

The three status card types are:

Confused — If a confused hero or ally attempts to thwart or use a thwart ability, discard the confused card instead. Costs associated with the thwart attempt, including exhausting the character, must still be paid.

If a confused villain or minion would scheme, discard the confused status card instead.

Stunned — If a stunned hero or ally attempts to attack or use an attack ability, discard the stunned card instead. Costs associated with the attack attempt, including exhausting the character, must still be paid.

If a stunned villain or minion would attack, discard the stunned status card instead.

Tough — If a character with a tough status card would take any amount of damage, prevent all of that damage and discard the tough status card instead.

STUN

If an ability “stuns” a character, give that character a stunned status card.

See also: Status Cards

SUBTITLE

Some ally cards have a subtitle beneath the title. A subtitle represents an alternate identity a character sometimes uses.

See also: Unique

SUPPORT

Support is a player card type that represent locations, backline supporters or friends, and other behind-the-scenes elements a hero or alter-ego might have at their disposal.

SURGE

After an encounter card with this keyword is revealed, the player resolving the card reveals an additional encounter card. Complete the process of resolving the original card before revealing the additional card.

SUSTAINED DAMAGE; DAMAGE SUSTAINED

Sustained damage refers to the difference between a character’s maximum hit points and remaining hit points.

See also: Remaining Hit Points

TABLE TALK

Players are permitted and encouraged to talk to one another during play, and to work as a team to plan and execute the best course of action. Players can discuss anything they would like, including cards in play and cards in their hand. Players are not obligated to disclose the cards in their hand if they do not wish to do so.

TARGET THREAT

Target threat is the amount of threat required for the main scheme deck to advance. It is located in the upper left corner of the card, before the title.

See also: Main Scheme

THEN

If the effect text of an ability includes the word “then”, the text preceding the word “then” must be fully true or resolved before the remainder of the effect described after the word “then” can be resolved.

THREAT

Threat tokens are used to track the amount of threat on scheme cards.

See also: Enemy Schemes, Main Scheme, Side Scheme, Prevent, Thwart

THWART

Some game effects and card abilities reference a thwart attempt. There are a few different ways this can occur:

See also: Consequential Damage

TOUGH, TOUGHNESS

When a character with this keyword enters play, place a tough status card on it.

See also: Status Cards

TRAITS

Many cards have one or more traits listed at the top of the text box and printed in bold italics.

TREACHERY

Treachery is an encounter card type that represent tactics, tricks, disasters, and other immediate occurrences that confront players during a scenario.

TRIGGERED ABILITY

A triggered ability is indicated by a bold timing trigger followed by a colon and the rest of the ability text.

See also: Action, Forced, Interrupt, Resource Ability, Response, Simultaneous Resolution, Special, When Defeated Abilities, When Revealed Abilities

TRIGGERING CONDITION

A triggering condition is a specific occurrence that takes place in the game. On card abilities, the triggering condition is the element of the ability that references such an occurrence, indicating the timing point at which the ability may be used. The description of an ability’s triggering condition usually follows the word “when” or “after.”

See also: Interrupt, Response

UNDEFENDED

See: Enemy Attacks

UNIQUE

A card with a * icon before its title is unique.

In the Marvel setting, it is possible for multiple people to bear the same title. (For example, more than one person can bear the title of “Captain America,” but there is only one Steve Rogers.) Because of this, a comparison of alter-egos and/or subtitles between two cards may create the following exceptions to the unique rules stated above:

UPGRADE

Upgrade is a player card type that represents powers, attacks, equipment, and other assets that are (in most cases) at an identity’s immediate disposal.

See also: Attach To

USES X

When a card with this keyword enters play, place X all-purpose counters from the token pool on the card. The word following the value establishes and identifies the type of uses the card holds.Each card with this keyword also has an ability that references the type of use established by the keyword as part of the cost. When such an ability spends a use, a counter of that type must be removed from the card.After a card with uses spends its final use (and the effect resolves), discard the card.

VILLAIN, VILLAIN DECK

Villain is an encounter card type that represents the primary enemy the players are attempting to defeat in a scenario.

The villain is represented by a sequential deck of one or more cards. The players defeat the villain by reducing the hit points of each stage of the villain deck to zero.

See also: Enemy Attacks, Enemy Schemes, Villain Defeat

VILLAIN DEFEAT

If the villain’s hit point dial is reduced to zero, the players have defeated that stage of the villain.

Remove the current stage of the villain deck from the game. The next sequential stage of the villain deck is revealed. Set the villain’s hit point dial as indicated by that stage.

If the final stage of the villain deck is defeated, the players win the game.

VILLAIN PHASE

The steps of the villain phase are:

See also: Activation, Deal, Reveal, Main Scheme

WHEN DEFEATED ABILITIES

A when defeated ability is a type of triggered ability, indicated by the bold “When Defeated” timing trigger.

When a villain stage, side scheme, main scheme stage, ally, or minion is defeated, all when defeated abilities on the card resolve.

WHEN REVEALED ABILITIES

A when revealed ability is a type of triggered ability, indicated by the bold “When Revealed” timing trigger.

When a player reveals a card from the encounter deck, a new scheme stage, or a new villain stage, all when revealed abilities on the card resolve.

WILD RESOURCE

When a player generates a wild resource, they must specify which resource type (energy, mental, or physical) it is being used as.

WINNING THE GAME

If the players defeat the final villain stage, they win the game. If the final stage of the main scheme deck is completed, the villain wins the game.

YOU

In Marvel Champions, each player takes on the role of a Marvel Hero, represented by the identity card. Essentially, the player is their identity card while playing the game.