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Marvel Champions: The Card Game – Wonder Man Hero Pack thumbnail

Marvel Champions: The Card Game – Wonder Man Hero Pack

Expansion for Marvel Champions: The Card Game

Marvel Champions: The Card Game – Wonder Man Hero Pack Rulebook

Table of Contents

Table of Contents

  • Featured Terms
  • Alternate Player Card Back
  • Rules Clarifications
  • Wonder Man / Justice
  • Notes on Card References

Featured Terms

The following terms have appeared in previously released products. See the Rules Reference at fantasyflightgames.com/marvel-champions-rules.

  • Amplify
  • Permanent
  • Piercing
  • Player Side Scheme
  • Setup (keyword)
  • Tuck

Alternate Player Card Back

This product contains a variation on the standard player card back. This card back allows players to differentiate these cards from other cards of the same type as the rules for these cards prevent them from entering a deck, a discard pile, or a player's hand.

Rules Clarifications

Q. Can I tuck a card under Ionic Physiology (Wonder Man 2) if there are already 3 cards tucked there?

A. No. You can only tuck a card under Ionic Physiology and heal 1 damage from Wonder Man if there are fewer than 3 tucked cards already.

Q. What does it mean to "search your collection" when using the ability on Cameo (Wonder Man 31)?

A. Cameo allows you to search through all of your Marvel Champions cards outside of the current game for an ally that belongs to another identity's set of cards.

Q. While attempting to overpay for a card, if I spend different types of resources, can I choose which resources pay for the card and which overpay for the effect?

A. Yes. For example, if you spend Energy (Wonder Man 23) and Battlefield Benevolence (Wonder Man 16) to pay for Ionic Blast (Wonder Man 4), you can allocate the [resource icon] resource to pay the cost of Ionic Blast and the [resource icon] [resource icon] resources to overpay.

Wonder Man / Justice

Wonder Man's unique nature expresses itself in his novel deck-building opportunities and sequence of game actions. Energy Siphon and Ionic Physiology allow him to use his health like a resource. This could get high-cost cards out quickly, but be careful not to overexert yourself!

Tempo is key. Be mindful of the three card limit of Ionic Physiology. Sometimes it's better to supercharge a single event than to play many events in a turn, but the opposite can also be true. Also, since cards only discard from Ionic Physiology on basic attacks, the timing of when to use his basic powers is critical.

Notes on Card References

In the rules clarifications above, a parenthesised reference such as "Ionic Physiology (Wonder Man 2)" gives the card name followed by the printed Wonder Man set icon and that card's number in the set. The set icon has been rendered as the words "Wonder Man".