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How to play
Grounded in Marvel Champions: the Card Game's rulebook — cite-checked answers, not guesses.
Get a straight answer with the exact rulebook passage to back it up.
The easy-to-forget bits, straight from the rulebook.
Card contradicts rules
If the text of a card directly contradicts the rules of this document, the text of the card takes precedence.
Draw cards setup
Each player draws a number of cards from their player deck equal to their hand size, which is listed near the bottom left corner of their identity card.
Mulligan rule
Each player may discard any number of cards from their hand, then draw up to their starting hand size.
End of turn discard
At the end of the player phase, 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.
Ally limit
Each player may have up to three allies in play under their control at any given time.
To set up Marvel Champions: the Card Game, follow these steps: 1. **Select Heroes:** Each player chooses an identity card and places its alter-ego side face-up. 2. **Set Hit Points:** Each player sets their hit point dial to their character's starting hit points. 3. **Select First Player:** Players choose a first player and give them the first player token. 4. **Set Aside Obligations:** Remove each hero's obligation card from their deck and set it aside. 5. **Set Aside Nemesis Sets:** Remove each hero's nemesis cards from their deck and set them aside. These do not start in play. 6. **Shuffle Player Decks:** Each player shuffles their deck and places it near their identity card. 7. **Collect Tokens and Status Cards:** Create a central pool of damage, threat, all-purpose tokens, and stacks of stunned, confused, and tough status cards. 8. **Select Villain:** Choose a villain and place their villain deck (stacked sequentially) and main scheme deck in the play area. 9. **Set the Villain's Hit Points:** Set the villain's hit point dial to the value on their card multiplied by the number of players. 10. **Resolve Scheme Setup:** Follow any "Setup" instructions on the main scheme card. 11. **Create and Shuffle Encounter Deck:** Shuffle the set-aside obligation cards into the villain's encounter deck (which also includes villain, standard, and other specified encounter cards). 12. **Draw Cards:** Each player draws cards from their deck equal to their hand size. 13. **Resolve Mulligans:** Each player may discard any number of cards from their hand, then draw back up to their starting hand size. Discarded cards are not shuffled back in at this time. 14. **Resolve Character Setup Abilities:** Follow any "Setup" instructions listed on identity cards in play.
During your turn in Marvel Champions: The Card Game, you can perform any of the following options, in any order you desire: * **Change form** from hero to alter-ego, or alter-ego to hero. This can only be done once per turn. * **Play** an ally, upgrade, or support card from your hand. * **Use** your alter-ego's basic recovery (if in alter-ego form) or your hero's basic attack or basic thwart power (if in hero form). * **Use** an ally card you control to attack an enemy or thwart a scheme. * **Trigger** an "Action" ability on a card you control in play, on an encounter card in play, or by playing an event card with an "Action" timing trigger from your hand. If the ability is preceded by "Hero" or "Alter-Ego," you must be in that specific form. * To trigger an "Action" ability, you declare it, pay its cost (which may include generating resources or exhausting a card), and then resolve its effect. * Some encounter cards also have "Action" abilities you can use by paying their specified cost. * **Ask** another player to trigger an "Action" ability on a card they control or an event card they have in hand. They decide whether to trigger it. Other players can also offer to use an action during your turn. Most options (except changing form) can be performed as many times as you wish, as long as you have the necessary cards and resources to pay the costs. Action abilities, in particular, can be triggered any number of times per turn as long as costs can be paid and the effect can change the game. Overall, your turn allows you to play cards, attack enemies, thwart schemes, and use cards you have in play. After all players have taken a turn, the player phase ends.
Rules summaries are AI-generated from the official rulebook and may contain mistakes — check the manual for anything critical.
Players win Marvel Champions: The Card Game by defeating the final villain stage. To do this: * Players defeat a villain stage by reducing its hit points to zero. * This advances the game to the next villain stage. * If the players defeat the final villain stage, they win the game.
Marvel Champions: The Card Game does not use a "scoring" system with points. Instead, the game is won or lost based on specific conditions: * **Players Win** * If the players defeat the final villain stage by reducing its hit points to zero, they win the game. * **Villain Wins (Players Lose)** * If the villain completes the final stage of their main scheme deck, the players lose the game. * If all players are eliminated (their hit points are reduced to zero), the villain wins the game. The game continues until either the players win as a team or the villain wins.
The game ends when either the players win as a team or the villain wins the game. Here's how each side can win: * **Players Win:** * Players win if they defeat the final villain stage. This is done by reducing the villain's hit points to zero. * **Villain Wins:** * The villain wins if they complete their main scheme. This happens if the villain accumulates the target amount of threat specified on the final card of their scheme deck. If the final stage of the scheme deck advances, players immediately lose. Threat is checked continuously; anytime the threat on a main scheme card is equal to or greater than its target threat, the scheme deck advances. * The villain also wins if all of the players are eliminated. A player is eliminated if their hit points are reduced to zero.