Justice League: Axis of Villains Strategy Game
Justice League: Axis of Villains Strategy Game Rulebook
Table of Contents
Table of Contents
Set Up
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Assemble the Satellite using the four Satellite Tiles and place it face up in the center of the game board.
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Each player chooses a hero to play. Assemble your hero by inserting the corresponding character mover into a mover base, then place it at the center of the game board on top of the Satellite. Also take the corresponding Hero Pad. (Set any unused character movers, mover bases, and Hero Pads aside.)
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Shuffle the Villain Cards and place them face down in a deck next to the game board.
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Shuffle the Justice League Power Cards and deal TWO cards to each player, face up. Place the remaining cards face down in a deck next to the game board. Leave space for an adjacent discard pile.
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Sort the Arch Villain Tiles by color, then take only the Villain Tiles that correspond to the heroes being played. Turn them face down and mix them up. (Set any remaining Arch Villain Tiles aside – they will not be used in the game.)
Arch Villains have unique colors for each hero:
- Red for Superman
- Blue for Batman
- Green for Green Lantern
- Yellow for The Flash
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Randomly select 8 of the Arch Villain Tiles being used in the game and place one, face up, in the outermost space of each sector of the game board.
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Have the four Ultra Villain Tiles ready. They will come out when Villain Cards are played. (Ultra Villains are color-coded grey.)
For more details about how to play visit wonderforge.com/AxisOfVillainsFAQ.
Components: 1 Octagonal Game Board, 4 Satellite Pieces, 4 Hero Pads, 4 Character Movers, 4 Mover Bases, 1 Six-sided Die, 1 Eight-sided Die, 24 Villain Movers, 12 Villain Cards, 30 Justice League Power Cards.
Assemble the Heroes: Assemble your hero by inserting your character mover into a mover base.
On Your Turn
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Roll both dice to start your turn: the CONTROL DIE and the NUMBER DIE.
If you roll:
- Move ALL Arch Villains and Ultra Villains that are in the sector indicated by the Number Die ONE SPACE toward the center, then roll both dice again. If there are no villains in the sector indicated, just roll both dice again.
- Move ALL Arch Villains and Ultra Villains that are in the sector indicated by the Number Die TWO SPACES toward the center, then roll both dice again. If there are no villains in the sector indicated, just roll both dice again.
- Randomly select one Arch Villain not yet in play and place it in the outermost space of the sector indicated by the Number Die, then roll again. If there are no more Arch Villains to add, just roll both dice again. (Do NOT add Ultra Villains if you roll the Villain-add symbol on the Control Die.)
You must continue to re-roll both dice, moving and adding villains until you roll the hero symbol on the Control Die.
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When you roll the hero symbol on the Control Die, your hero snaps into action! You may do EITHER or BOTH of the following, in any order:
- Move your hero in any direction (except diagonally) up to the number of spaces rolled on the Number Die. You don't need to move if you don't want to.
- Play Power Cards. Power Cards may help you move around the board, team up with other heroes, or give you bonus rolls in combat. (See POWER CARDS section on the next page.)
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Attack villains! If your hero is on the same space as one or more Arch Villains or Ultra Villains, you may attack ONE of them. You may attack alone (if you are the only hero on the space) or you may team up with any other heroes who are also on the same space. (See section on page 4.) If you lose your attack, your hero mover returns immediately to the Satellite! After your attack, your turn is over.
Roll Combination Examples
- ALL the villains in sector FIVE move two spaces toward the Satellite. Note: Villains only move toward the Satellite, never side to side.
- Randomly add an Arch Villain Tile, face-up, to the outermost space of sector FOUR. Note: Anytime villains are placed on the game board they are always placed in the outermost space of a sector.
- Move your hero up to 6 spaces in any direction except diagonally. If your hero lands on the same space as an Arch Villain or Ultra Villain you can attack alone or by teaming up with the other heroes on that space. (See COMBAT section.)
Winning the Game
If the Justice League has captured all the villains from the game board, they immediately win!
Losing the Game
If all four pieces of the Satellite are destroyed, the Justice League is defeated!
Hero Powers
The Hero Pads show you all the options available to your hero in combat and when using Power Cards.
The COMBAT section shows how many rolls of the Number Die your hero gets when attacking different villains. For example, when Superman attacks a villain with a red square, he gets to roll the Number Die TWICE during an attack (and add both numbers together). For all other villains (blue, green, yellow or grey), he only rolls once. (See COMBAT section on page 4.)
The POWER CARD section shows two enhanced powers that may be used only by playing the appropriate Power Cards.
Power Cards
Some Power Cards add more dice rolls for combat, while others have special rules, or allow heroes to use their powers.
Power Cards have three parts. The part of the card you can use is based on what color space on the board your hero is standing on when you play the card. For example, for the Power Card shown here, if Superman is on a GREEN space on the board, he may use his special power indicated by the star symbol (move Superman and another hero to any space). If he's standing on a YELLOW space, he may use the special power indicated by the symbol shown. If he's standing on a RED space, he may add one extra roll of the Number Die during battle.
Hot Spots
For each Hot Spot location (the chevron arrows marked on the board), a villain STOPS on, you must flip over the top card of the Villain Deck. Then completely resolve the Villain Cards in the order they were flipped over. You only flip one card per space even when more than one villain stops on that space. If a villain stops on a Hot Spot space as a result of a Villain Card moving him there, flip over an additional Villain Card and perform the consequence of this new card in sequential order. Always complete the current Villain Card before moving on to the next card.
The Satellite
Damaging the Satellite: If an Arch Villain reaches the Satellite, one part of the Satellite is damaged! Flip over one of the Satellite tiles, and then roll the Number Die and place that villain in the outer-most space of the sector rolled. When ALL FOUR of the Satellite tiles are flipped over, the Satellite is destroyed, and the Justice League LOSES the game!
Destroying the Satellite: If any Ultra Villain reaches the Satellite, the entire Satellite is instantly destroyed! The Justice League is defeated!
Combat
When your hero is on the same space as a villain, you can attack! If you are the only hero on that space, you may attack alone (SOLO COMBAT), or wait for another hero to join you (TEAM COMBAT).
The COMBAT section of the Hero Pad shows how many rolls of the Number Die your hero gets against villains of each color: two rolls against a red villain, and one roll against a blue, green, yellow or grey villain.
Solo Combat
- Look at the color and the strength of the villain in the upper right.
- Check your Hero Pad to see how many times you get to roll against villains of that color.
- Play any Justice League Power Cards you want to increase the number of dice rolls you get against the villain or to use a hero power. You must decide to play any cards BEFORE you roll.
- Roll the Number Die the number of times you are allowed, and add all your rolls together.
- If your total is LESS than the strength of the villain you LOSE the battle, and you must move back to the center of the board, the Satellite. Your turn is over.
- If your total is EQUAL to the strength of the villain, it's a tie and nothing happens. Your turn is over.
- If your total is HIGHER than the strength of the villain you capture it. Remove it from the board and place it face up in front of you. Draw one Power Card as your reward, and your turn is over.
Team Combat
During combat players can team up to defeat villains. Follow the same procedure for Solo Combat above, with these additions:
- ALL heroes on the same space as the villain may participate in combat, but must declare that they are participating before any die rolls.
- ONLY the hero whose turn it is may play Power Cards to help with the battle (unless a special power allows otherwise).
- After the player whose turn it is plays Power Cards and rolls the Number Die the number of times allowed, every other hero player participating in the combat also rolls the Number Die the number of times they are allowed for that villain.
- Add the total of all rolls together to determine if you have defeated the villain.
- If the heroes defeat the villain, ALL HEROES participating in combat receive one Power Card.
- If the heroes are defeated by the villain, all heroes participating in the combat immediately return to the Satellite.
Combat Example
In this example, Batman and Superman are on the same space as Captain Boomerang, who has a strength of 9. Since he is not a villain of either Superman or Batman (he is a villain of The Flash), both heroes only get a single roll of the Number Die when attacking him.
It is Batman's turn, and he plays a Power Card giving him one extra combat die roll on a green space. This gives the heroes a total of three rolls of the Number Die to attempt to defeat Captain Boomerang. (Superman may not play any Power Cards because it is not his turn.) Batman rolls 4 for his first roll, and 3 for his second roll. Superman rolls a 4, giving the heroes a combined total of 11. Captain Boomerang is defeated, and both Batman and Superman take one Power Card each. Batman's turn is over.