Marvel Champions The Card Game · Reference sheet
Marvel Champions The Card Game reference sheet
Overview
- Cooperative game for 1–4 players; all players win or lose together [p.2 — Overview]
- Each player is one Marvel hero (hero side) and their alter-ego (civilian side) [p.2 — Overview]
- Goal: defeat all villain stages before the villain completes their scheme [p.9 — Winning and Losing]
- Core loop: Player Phase (heroes act) → Villain Phase (villain schemes/attacks, encounter cards revealed) [p.10 — Round Sequence]
- Villain wins if threat on the final scheme stage reaches its target, or all players are eliminated [p.9 — Winning and Losing]
Setup
- Each player picks an identity card; place it alter-ego side face up [p.4 — Setup]
- Set each player's hit point dial to the starting HP on their identity card [p.4 — Setup]
- Set aside each hero's nemesis set (do not shuffle into encounter deck yet) [p.5 — Setup]
- Shuffle each player's deck; place near identity card [p.5 — Setup]
- Create token pool: damage tokens, threat tokens, all-purpose counters; place stunned/confused/tough status card stacks nearby [p.5 — Setup]
- Place villain deck and main scheme deck in center; stack villain stages in order (stage I on top) [p.6 — Setup]
- Set villain HP dial = HP value on villain card × number of players [p.6 — Setup]
- Shuffle obligation cards into the encounter deck [p.6 — Setup]
- Resolve any 'Setup' instructions on the main scheme card [p.6 — Setup]
- Each player draws cards up to their hand size [p.14 — End of Player Phase]
Turn structure
PLAYER PHASE (each player takes a full turn in player order)
- Take any actions in any order: play cards, use basic powers, use allies, trigger Action abilities [p.10 — Player Turn]
- Announce turn complete; next player takes their turn [p.14 — End of Player's Turn]
END OF PLAYER PHASE (after all players have taken a turn)
- Each player discards down to hand size (optional discard first) [p.14 — End of Player Phase]
- All players simultaneously draw back up to hand size [p.14 — End of Player Phase]
- All players simultaneously ready all their cards [p.14 — End of Player Phase]
VILLAIN PHASE
- Place threat on main scheme (base amount + 1 per acceleration side scheme in play) [p.15 — Step One]
- Villain activates once per player (in player order); minions engaged with that player also activate [p.15 — Step Two]
- Deal 1 encounter card facedown to each player (+ 1 per hazard side scheme) [p.16 — Step Three]
- Reveal and resolve encounter cards in player order [p.16 — Step Four]
- Pass first player token clockwise; begin next round [p.17 — Step Five]
Actions
| Action | Cost | Effect | Limit |
|---|---|---|---|
| Change Form | — | Flip identity card hero↔alter-ego | Once per turn |
| Play Card | Discard cards for resources | Ally/upgrade/support enters play; event resolves then discards | Unlimited; max 3 allies |
| Basic Attack (hero) | Exhaust hero | Deal ATK damage to one enemy | Unlimited |
| Basic Thwart (hero) | Exhaust hero | Remove THW threat from one scheme | Unlimited |
| Basic Defense (hero) | Exhaust hero | Reduce incoming attack damage by DEF; excess hits defending hero | Only when attacked |
| Basic Recovery (alter-ego) | Exhaust alter-ego | Heal REC hit points (cannot exceed max HP) | Unlimited |
| Use Ally — Attack | Exhaust ally | Deal ally's ATK damage to one enemy; ally takes consequential damage | Unlimited |
| Use Ally — Thwart | Exhaust ally | Remove ally's THW threat from one scheme; ally takes consequential damage | Unlimited |
| Trigger Action Ability | Pay cost shown (resources or exhaust) | Resolve card effect | Unlimited if cost payable and effect changes game state |
Combat
Villain Attacks a Hero (hero form)
- Villain receives a facedown boost card from encounter deck [p.16 — Hero Form: Enemies Attack]
- Attacked player chooses to defend (exhaust hero or ally) or not; if not, any other player may defend [p.16 — Hero Form: Enemies Attack]
- Flip boost card; villain gains +1 ATK per boost icon [p.16 — Hero Form: Enemies Attack]
- Damage dealt = villain ATK (modified) − DEF of defending hero (excess to that hero); all damage to defending ally; all damage to undefended hero [p.16 — Hero Form: Enemies Attack]
- Engaged minions then attack that player one at a time (no boost cards; no defense step listed separately) [p.16 — Hero Form: Enemies Attack]
Villain Schemes (alter-ego form)
- Villain gets a boost card; flip it; +1 SCH per boost icon [p.15 — Alter-Ego Form: Enemies Scheme]
- Place threat on main scheme equal to villain's modified SCH [p.15 — Alter-Ego Form: Enemies Scheme]
- Engaged minions scheme one at a time (no boost cards) [p.15 — Alter-Ego Form: Enemies Scheme]
End of game
Players win when the final villain stage's HP is reduced to zero [p.9 — Winning and Losing]
Villain wins if:
- Threat on the final main scheme stage reaches its target threat value [p.9 — Winning and Losing]
- All players are eliminated (HP dial reaches zero) [p.9 — Winning and Losing]
When a villain stage is defeated, advance to the next stage and set HP dial to the new stage's value [p.12 — Dealing Damage]
When a scheme stage advances, remove its threat and check if it was the final stage [p.14 — The Scheme Deck]
Glossary
- Threat: tokens placed on schemes representing villain progress; removed by thwarting [p.14 — The Scheme Deck]
- Boost Card: facedown encounter card given to villain before activation; each boost icon = +1 ATK or +1 SCH [p.15–16 — Step Two]
- Engaged: a minion placed near a specific player; it activates against that player each villain phase [p.16 — Step Four]
- Exhausted: card rotated sideways; cannot exhaust again until readied [p.9 — Ready and Exhausted]
- Consequential Damage: damage icons under an ally's ATK or THW; dealt to the ally after it attacks or thwarts [p.12 — Using an Ally]
- Surge: reveal an additional encounter card immediately after resolving a card with this keyword [p.24 — Quick Reference]
- Confused: replaces a thwart/thwart ability attempt; character still exhausts if required [p.24 — Status Cards]
- Stunned: replaces an attack/attack ability attempt; character still exhausts if required [p.24 — Status Cards]
- Tough: prevents all damage from one hit; discard the tough card instead [p.24 — Status Cards]
- Crisis icon: side scheme must be defeated before threat can be removed from the main scheme [p.16 — Side Scheme Icons]
- Acceleration icon: each such side scheme in play adds +1 threat placed on main scheme in step one [p.16 — Side Scheme Icons]
- Hazard icon: each such side scheme in play causes one additional encounter card to be dealt in step three [p.16 — Side Scheme Icons]
- Obligation: hero-specific encounter card; when revealed, immediately give to that hero's player to resolve [p.17 — Obligations]
FAQ
- Q: Can a player defend against an attack targeting another hero? — A: Yes, any other player may exhaust their hero or an ally to defend if the attacked player chooses not to defend [p.16 — Hero Form: Enemies Attack]
- Q: Can an ally defend against a villain attack? — A: Yes; if an ally defends, all damage from the attack is dealt to that ally [p.16 — Hero Form: Enemies Attack]
- Q: What happens when a villain stage is defeated? — A: Set the HP dial to the new stage's value and continue; if it was the final stage, players win [p.12 — Dealing Damage]
- Q: Can you use an action ability more than once per turn? — A: Yes, as long as its cost can be paid and its effect can change the game state [p.13 — Triggering an Action Ability]
- Q: Does changing form reset upgrades or damage on the identity card? — A: No; upgrades, attachments, tokens, damage, and status cards all remain [p.11 — Changing Form]