Played the game. Have some questions.

By LionOfwinter, in Marvel Champions: The Card Game

Hi everyone. My wife and I played our first game and had some questions. We played the normal mode starter pack and apart from one dicey turn after flipping to Rhino II it was pretty smooth sailing although I personally suspect we were insanely lucky with the encounter deck. However we did have some confusion that I wanted to clarify.

  1. Where in the heck is the keyword section? I could not find it. I was curious is "Elite" had any impact on play but I could not find a list of what each one meant. Just continued reference to a section I couldn't find.
  2. The Encounter deck. If I was playing correctly; The Villain "Actions" at you. You draw a card. The markers in the corner are added to the Villains "action" power. If and ONLY IF the card has a star in the corner you follow the text on the card. After you do this phase then you play an encounter card "against" each player and those are played "normally"
    • My concern is we discarded some pretty impactful cards doing the Villain's actions; Side schemes, big minions, etc. We potentially just got insanely lucky I just wanted to make sure I hadn't missed a rule about how those cards can actually be played during that phase.
  3. When you beat a Villain form and start another does that reset the turns? Meaning, like do you soft restart the game when you move to Rhino II or do you keep proceeding exactly from where you were when Rhino II swaps in?

Overall I thought it was a fun game and there is clearly a lot of room to build on it and expand.

1) there is a key word section in the Rules reference. However ‘Elite’ and other words in a similar position are Traits, not Key words - they are there to be referenced by other rules in the future. Currently nothing references ‘Elite’ or ‘Criminal’ etc, but there could be something that comes later that does.

2) you played correctly - the encounter deck pulls double duty as both ‘boost’ cards and ‘encounter’ cards. You can miss some powerful effects this way, but sometimes these cards have the biggest boosts... it’s just luck of the draw. A lot of the time the Villain might cycle through his deck once or twice anyway so you may still see them again (particularly Klaw who gets 2 boosts whenever he attacks!)

3) The game carries on - excess damage is lost (I.e. not dealt to the next stage of the villain), follow the when revealed effects of putting him into play (in the case of Stage 2 Rhino, you find his side scheme Breaking and Taking and follow the set up on it), then the game continues from where you were.

Thank you for the clarifications! Glad to know we are roughly doing it right.

On 11/13/2019 at 9:39 AM, LionOfwinter said:

When you beat a Villain form and start another does that reset the turns? Meaning, like do you soft restart the game when you move to Rhino II or do you keep proceeding exactly from where you were when Rhino II swaps in?

Also, if a Villain has any status cards, attachments, counters, or non-damage tokens when defeated they remain attached to the next stage of the Villain.

There's a lot of potential for advanced play going on here. You can count cards and know that certain especially bad effects were discarded to Boost effects letting you be a little more risky as the game goes on. If the encounter deck is about to cycle, you can purposefully leave cards in play (not defeat the minion or side scheme) that have powerful boost abilities, etc.

May I temporarily hijack this thread to amend the third question? How do you guys resolve Wakanda Forever in relation to a Villain stage change? Do you resolve all of the Panther upgrades first, then follow through with the consequences of the Villain being at 0hp regardless of when it happened during the resolution of the upgrades? Or do you stop in the middle of the sequence immediately when the villain is defeated, to update the stage, all the carry-overs and whatnot, and then continue with the Panther goodies that haven't been used yet?

The thing is, it seems to me that the whole sequence is a single Hero Action, and defeating a Villain stage doesn't feel like an Interrupt action. That's why I've grim-ruled it so far, but I do need a clarification on this one, and I'd like to be proven wrong.

I think you are right. Wakanda Forever is a single Hero Action and I don't believe the damage gets carried over. That's at least how we have played it.

Edit: I should have read the card again which even states (although in parenthesis) that "Resolving each ability is a step in a sequence". So if the steps are fully resolved sequentially, the villain can be defeated before the next step is resolved (possibly dealing damage to the next villain form)

Edited by Palpster

BP upgrades are activated one at a time when you play Wakanda Forever. Player chooses the order.

Their effects apply separately to each other, one at a time, in the order of sequence you have chosen. If a villain flips over whilst executing the effect of a single upgrade the excess damage does not carry over for that upgrade. But if there are still upgrades left to resolve in the sequence then the sequence continues and the remaining upgrades continue to apply their effects (including damage to the new/flipped stage of villain) in the usual manner.

Edited by Janaka