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Marvel Champions Reminders: Player Phase

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Marvel Champions Reminders

Two-Sided Reminders (fold, glue, cut, enjoy).

Page 1 – Player and Villain Phase


Page 2 – Setup and Customization

PLAYER PHASE VILLAIN PHASE


• Play cards from hand, 1 • Place Threat
ally, upgrade, support on main scheme.
• Exhaust for basic power
attack, thwart, recovery 2 • Villain activates,
draw boost card.
• Exhaust ally in play for
attack or thwart • Minions activate.

• Trigger Action abilities 3 • Encounter card dealt


on a cards in play, or to each player.
event card from hand
Add one additional
• Ask another player to encounter for each
trigger an “Action” ability hazard symbol in
on a card in play or an play.
event card in hand
• Change form (once per 4 • Reveal and resolve
round) encounter cards in
player order.
• End your turn
_____________________ 5 • Pass first player token
After all players end
their turns, each player:
• Discard any number of
cards from hand
• Draw up to hand size
End of round
• Ready exhausted cards
SETUP CUSTOMIZATION
PLAYER DECKS
To set up a game, perform the following steps in order: The deck customization rules for player decks are:
• A player must choose exactly one identity card.
1. Select Heroes. Each player selects one hero,
placing their alter-ego side face up. • A player’s deck consists of a minimum of 40 cards
and a maximum of 50 cards. The identity card is not
2. Set Hit Points. Each player sets their hit point dial counted as part of this number.
equal to the starting hit points of their character, found
at the bottom of their identity card. • A player’s deck must include each of the hero cards
associated with their chosen identity card. The exact
3. Select First Player. As a group, the players select a quantity of each card included in that hero set must
first player and place the first player token in front of be included in the deck.
that player.
• A player may choose exactly one aspect (Justice,
Aggression, Protection, or Leadership) to use for
4. Set Aside Obligations. For each hero being played,
customization. The remainder of their deck is then
set aside their obligation card.
customized with cards that belong to that aspect and/
or basic cards.
5. Set Aside Nemesis Sets. For each hero being
played, set aside their nemesis and the encounter • No more than three copies (by title) of each
cards of that nemesis. non-unique card may be included in the deck.

6. Shuffle Player Decks. Each player shuffles their • No more than one copy (by title) of each unique card
player deck. may be included among the cards in the deck and the
identity card. If two unique cards share the same title,
7. Collect Tokens and Status Cards. Collect a pool of but their subtitles/alter-egos differ, they may coexist
damage tokens, threat tokens, acceleration tokens, in the deck.
and all-purpose counters within reach of each player.
• Any “deckbuilding requirements” on the player’s
Place stacks of stunned, confused, and tough status
identity card must be followed.
cards near this pool.

8. Select Villain. Select a villain and put their villain


deck and main scheme deck into play near the center
ENCOUNTER DECKS
of the play area. Each scenario comes with a recommended list of card
sets that form the default encounter deck for that
9. Set the Villain’s Hit Points. Set the villain’s hit point scenario. (For the core set scenarios, these lists are on
dial to the value indicated by the villain card. page 23 of the Learn to Play.) This recommended list
can be modified in a few different ways:
10. Resolve Scheme Setup. Resolve any “Setup” • Expert mode is an option that can be used to
instructions on side 1A of the main scheme card. increase the difficulty of a scenario. Expert mode uses
Resolve any “When Revealed” abilities on encounter a different combination of villain stages and adds the
cards that entered play during setup. expert encounter set to the encounter deck.
11. Shuffle Encounter Deck. Shuffle the obligation • Most scenarios (including all of the scenarios in the
cards set aside during setup step four into the villain’s core set) include a modular encounter set within their
encounter deck. recommended list. To customize a scenario for a
different experience, remove the modular encounter
12. Draw Cards. Each player draws cards from their set from the list, and add any other modular
hero deck until they have cards equal in number to encounter set as desired.
their starting hand size, as listed near the bottom of
their identity card. • It is possible to add multiple modular sets to a
scenario, but this will dilute the encounter deck if too
13. Resolve Mulligans. Each player may discard any many are added.
number of cards from hand, and then draw up to their • To add an additional element of uncertainty to a
starting hand size. (Do not shuffle these discarded scenario, the modular set may be chosen from a
cards back into their decks at this time.) group of facedown sets, and shuffled directly into the
encounter deck without looking at the cards.
14. Resolve Character Setup Abilities. Resolve any
“Setup” instructions listed on identity cards in play.
The game is now ready to begin.

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