How to Play

Marvel Champions: The Card Game

1-4 players 45-90 min 8.1 Board Game Geek Rating

Players assume roles of Marvel superheroes in this cooperative card game for 1-4 participants. Teams work together battling notorious villains attempting to execute evil schemes across various scenarios. Victory requires successfully thwarting the villain's master plan before they achieve their objectives. The Living Card Game format ensures continuous expansion with fresh heroes and challenges.

Published 2019

Marvel Champions: The Card Game

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Bring hero decks
Each player brings their own hero deck as usual
2
Replace main scheme
The main scheme is replaced by a tug-of-war conflict scheme
3
Initialize conflict scheme
Place 21 threat on each player's side, divided into five stages total
4
Assign opponents (multiplayer)
Each player has one main opponent, determined randomly at the start of the game
5
Scale threat for teams
Multiply threat on each stage by the number of players per team (e.g., double for 2v2)
6
Exchange obligations (optional rule)
Each player hands their obligation card(s) to their main opponent to shuffle into their deck

On Your Turn

What you can do during your turn.

1
Interpret opponent as villain
Treat your opponent's hero as the villain with a stage number counted as 2
2
Interpret allies as minions
Treat your opponent's allies as minions you are engaged with
3
Interpret side schemes
Treat your opponent's player side schemes as regular side schemes
4
Attack targets
Direct attacks at the opponent's hero or their allies, following restrictions as if their hero were the villain
5
Defend against attacks
Treat incoming attacks as villain attacks (from hero) or minion attacks (from allies) with normal defense options
6
Respect alter ego restrictions
If opponent is in alter ego form, you cannot attack their identity and cannot make basic attacks against their allies
7
Thwart the conflict scheme
When removing threat from main scheme, move threat from opponent's side to your own side
8
Add threat to opponent's schemes
When removing threat from an opponent's side scheme, add threat to that scheme instead
9
Handle forced activations
When your card causes the villain or minion to activate, they make a basic attack or thwart without exhausting
10
Process deck cycling
When you empty your draw deck and reshuffle, your opponent immediately draws a card
11
Use boost icons
Cards in opponent's deck count as having boost icons equal to their cost with no boost effect
12
Interpret card types
Opponent's ally cards count as minion cards, events as treacheries, side schemes as side schemes, upgrades/supports as attachments
13
Handle encounter card effects
Effects that would deal encounter cards instead allow opponent to draw cards
14
Manage defeated state (multiplayer)
If reduced to zero health, discard all non-permanent allies/upgrades/supports, cannot play new ones, cannot heal, hand size reduced by one

Winning

How to claim victory.

1
Defeat opponent's hero
Win by reducing the opponent's hero to zero hit points
2
Win conflict scheme tug-of-war
Win by moving all threat to your side on every stage of the conflict scheme
3
Team victory by elimination (multiplayer)
Reduce more than half of opposing team's heroes to zero health to win
4
Unlock new targets (multiplayer)
Once your main opponent reaches zero health, you may attack other opponents' identities

watch & Learn

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FULL rules

Looking for the full details? Grab the complete rulebook as a downloadable PDF.

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