1
Beowulf rage gain
Each time Beowulf takes damage, he gains 1 Rage regardless of the amount of damage
2
Black Panther boost mechanic
During a boost, use a card from your hand or your VIBRANIUM SUIT (place that card in your opponent's discard), then draw a card immediately after applying the boost value but before resolving the rest of the action
3
Daredevil blind boost
During a Blind Boost, reveal the top card of your deck, add its boost value, then discard it; if your deck is empty, the Blind Boost value is zero; this is not a draw action
4
Elektra defeat recovery
The first time Elektra is defeated, remove her and all her sidekicks from the board; at the start of your next turn, place Elektra and all her sidekicks in different zones, use the RESURRECTED side of the disk, and shuffle your discard into your deck; effects with the resurrection icon must then be resolved
5
Ghost Rider hellfire maneuver
During a Maneuver action, you may spend 1 Hellfire to increase your movement value to 4 and deal 1 damage to all enemy fighters you pass through (regardless of how many times you pass through them)
6
Invisible Man movement
The Invisible Man can move from Fog to Fog unless an enemy fighter is on the same space as the token
7
Invisible Man defense bonus
A defense card played while on a space with Fog gains +1
8
Invisible Man fog manipulation
You may move 1 Fog token to 1 occupied space
9
Luke Cage damage reduction
Only combat damage is reduced; in defense, you win a combat if you take no damage, even without playing a card
10
Moon Knight identity change
At the end of each turn, switch to the next identity; you may play any card under any identity
11
Winter Soldier immunity
Brainwashed effects cannot be ignored when you play the card A BOY NAMED BUCKY
12
Venomega damage transfer
Each time Venomega takes damage, you may transfer all or part of that damage to sidekicks in his zone; you cannot transfer more than the sidekicks' current health
13
Sun Wukong clone placement
At the start of each turn, Sun Wukong may take 1 damage to place a clone on an adjacent empty space; if all clones are already on the board, move one to an adjacent space of Sun Wukong's choice
14
Muldoon trap trigger
When an enemy fighter enters a space with a trap, that fighter must immediately stop and take 1 damage; Muldoon and her allies move over traps without triggering them
15
Little Red Riding Hood object requirement
When you play a card with an effect tied to an object, that effect only resolves if the corresponding object is visible on the top card of the discard pile
16
Door operation (Beowulf)
A fighter may open (1 movement point) or close (free) 1 door during a Maneuver action but not during other movement effects
17
Door restriction
You cannot close a door if a large figure occupies both spaces on either side of it
18
Closed door effects
A closed door blocks movement and attacks (cancels adjacency and divides zones if a closed door is on the shortest path between them)
19
Secret passages movement
A fighter can move from one secret passage space to another secret passage space (1 movement point); these spaces are not adjacent for melee attacks or other effects; large figures cannot use secret passages
20
One-way arrows (Raptors)
Fighters can only move between 2 spaces connected by a one-way arrow in one direction; they are still considered adjacent; large figures ignore arrows
21
Objects as stratagems (Marvel)
You may use an object as a STRATAGEM if one of your fighters is on a space with the token; this counts as an action but not as a Stratagem
22
Objects in combat (Marvel)
You may use an object in COMBAT if one of your fighters plays a Combat card while on a space with the token; if attacking, decide whether to use it before the defender decides to play a card
23
Object combat effect
Your card gains the effect "DURING COMBAT: add the token's value to the card's value"; this effect can be canceled
24
Multiple during combat effects
If your card already has a DURING COMBAT effect, you choose the order
25
Bonus attack trigger (Vol 2)
The bonus attack is triggered by the AFTER COMBAT effect; a Feint card cancels it
26
Bonus attack execution
It is a new attack from the same attacker on the same defender, even if the defender is no longer in range; the defender may play a new defense card
27
Elevated position bonus (Vol 2)
If the attacker is on a space from which an arrow points down, the attack value is increased by 1; this has no effect in other situations and cannot be canceled by a Feint card