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MARVEL: Skirmish! In New York thumbnail

MARVEL: Skirmish! In New York

MARVEL: Skirmish! In New York Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • About the Cards
  • Course of Play
  • Phase I: Recruitment (Optional)
    • Playing a Card
    • Replacing a Main Character
    • Using an Immediate Effect
    • Battleground Cards
  • Phase II: Attack
    • Using an Attack Effect
  • Phase III: Draw
  • Game End
  • Short Overview
  • Appendix
    • Villains
    • Heroes
    • Battlegrounds
    • Artifacts

Components

  • 120 cards: 56 Hero cards (48 main characters and 8 side characters), 56 Villain cards (48 main characters and 8 side characters), 8 battleground cards
  • 1 game board (with the 3 locations: Manhattan, Sanctum Sanctorum, Avengers Tower)
  • 12 artifact tiles
  • 20 damage tokens
  • 12 civilian markers (3 each of red, yellow, green, and blue)
  • 1 artifact marker
  • 1 victory point marker

Setup

  1. Place the game board in the middle of the play area and sit down opposite of each other. The side of the game board facing you determines your faction: Heroes (light side) or Villains (dark side).
  2. Each player takes the deck of cards corresponding to their faction, shuffles it, then returns 15 cards from their deck to the game box unseen.
  3. Shuffle the artifact tiles and place them in a face-down stack next to the game board. Draw two tiles from the stack and place them face up on the designated spaces of Sanctum Sanctorum.
  4. Shuffle the battleground cards and place them face down on the designated space at the Avengers Tower.
  5. In each of the three areas in Manhattan, place one set of 4 civilian markers of different colors (red, yellow, green, and blue) on the designated spaces.
  6. Place the victory point marker on the "0" space of the victory point track and the artifact marker on the central space of the artifact track.
  7. Place the damage tokens next to the game board.
  8. The Villains player starts the game, drawing 5 cards from their deck into their hand; the Heroes player draws 7 cards from their deck.

About the Cards

There are three types of cards:

  • Main characters make up the largest part of your deck, with 4 copies each of 12 main characters: two copies show a standard version of that character; the other two copies show an empowered version.
  • Side characters (S.H.I.E.L.D. Agents for the Heroes, Hydra Agents for the Villains) make up the rest of your deck; they are cheaper than the main characters but not as strongly powered.
  • Battlegrounds are not part of your deck; they can be obtained from the game board as the game progresses (see Battleground Cards).

All cards follow the same layout: character type, cost, strength (if any), health (if any), name of character (or battleground), card effect, illustration, deck affiliation, card color, card number.

Card effects trigger at different points in the game:

  • Immediate effects trigger only once, when the card is played.
  • Permanent effects stay active until the game ends; the text specifies when they trigger.
  • Attack effects trigger once per Attack phase.

Course of Play

Players alternate taking turns until the game end is triggered. On your turn, carry out the following phases:

  • I: Recruitment (optional) -- to play cards
  • II: Attack -- to attack your opponent
  • III: Draw -- to get new cards

Phase I: Recruitment (Optional)

On your turn, you can first play any number of cards from your hand, one after the other. If you cannot afford, or do not want to play any cards, immediately proceed with the Attack Phase.

Playing a Card

To play a card, you must first pay its cost by placing other cards from your hand on your personal discard pile, matching the colors specified by the cost. Any-card symbols may be paid with any card, including a battleground card.

Note: Some side characters do not have a cost and are, therefore, free to play.

As the Heroes player, you may also pay a cost partially or completely with civilian markers of a matching color; if you do, return the paid civilian markers to the game box. (See Phase II: Attack, Manhattan, on how to obtain civilian markers.) Any-card symbols may be paid with civilian markers of any color.

Example: To play Captain Marvel, you must pay a total of 3 cards: one red card and two cards of any color. You pay by discarding a red, a yellow, and a battleground card. As the Heroes player, you could have discarded the red civilian marker that you have instead of a red card or any one of the other cards.

After you pay the cost, place the card in an empty card slot on your side of the game board. Each slot can hold only one card.

Replacing a Main Character

If you play another copy of a main character already in play, you must replace the previous copy.

There can never be more than one copy of the same main character in play! This does not apply to side characters -- you can have any number of copies of the same side character in play.

Replacing a main character is always free, so ignore the cost of the new version. It does not matter which version you replace (i.e., any of the four combinations is possible: standard for standard, empowered for empowered, standard for empowered, or empowered for standard). When replacing, remove all damage tokens from the previous copy, place it in your discard pile, and place the new copy from your hand in its slot.

Example: You have a version of Captain Marvel in play and another one in your hand. To play Captain Marvel from hand, you must first discard the Captain Marvel in play, together with its damage tokens, and replace her with the version you have in hand. You do not need to pay the cost of 1 red, 1 blue, and any 2 cards, because replacing is always free.

Using an Immediate Effect

If you play a card with an immediate effect, carry it out right after you place the card in a slot. If this brings another card with an immediate effect into play, also carry out that effect immediately after you place that card.

Example: You play Kang, which brings a card from your discard pile back into play: you choose Leader, which immediately lets you draw 1 card.

Battleground Cards

The bonus of the Avengers Tower (see Phase II: Attack) lets you draw battleground cards into your hand. Just like any other card, on a future turn, you can either use the battleground card to pay for another card, or play it for its effect by paying the printed cost.

  • Using a battleground card as payment: When paying for another card, you can discard a battleground card from hand to pay for an any-card symbol. If you do, return the battleground card to the bottom of the battleground cards stack.
  • Playing the battleground card: Pay the card's cost as normal and advance the victory point marker in your direction by its victory point value. Then carry out its effect and place the card face down at the bottom of the battleground cards stack.

Example: You pay a yellow, red, and blue card to play the Street Corner, immediately gaining 2 victory points and healing 1 damage from one of your cards.

Battleground cards are never placed in a card slot!

Phase II: Attack

In this phase, you attack with all cards on your side of the game board that have a strength of 1 or more. Carry out the attacks one after the other, starting with the card closest to the Manhattan edge of the game board, and then proceeding slot by slot to the card at the Avengers Tower edge, if any.

Before each attack, always check if there is a card in the slot opposite the attacking card (i.e., a "defender").

There is a defender: You deal damage to that card equal to the strength of your card, i.e., you take that number of damage tokens from the supply and place them on the defender.

If the total of damage tokens on a card is ever equal to or greater than its health, that card is defeated, i.e., the owner of that card must place it in their discard pile and return the damage tokens to the supply. Otherwise, the damage tokens remain on the card.

Example: Captain Marvel attacks and deals 1 damage to Leader. Because Leader has already taken 2 damage in previous rounds, he is now defeated and placed in your opponent's discard pile.

There is no defender: You activate the location bonus.

  • Manhattan: As the Villain player, you get 1 victory point, i.e., advance the victory point marker one space in your direction. As the Hero player, you free a civilian by taking any of the remaining civilian markers in that card slot and placing it in front of you. If there are no civilian markers left, you get 1 victory point instead.

    As the Hero player, you can use the civilian markers that you collect to pay for cards. Each civilian marker replaces one card of the corresponding color or an any-card symbol. Once used, return the civilian markers to the game box.

  • Sanctum Sanctorum: Advance the artifact marker one space in your direction. If the marker reaches the last space of the track, take one of the two face-up artifact tiles and place it in front of you; return the other one face down to the bottom of the stack. Then reveal two new artifact tiles and move the artifact marker to the space on your opponent's side marked by the arrow.

    Artifact tiles provide either a permanent or a one-time effect. Permanent effects stay active until the game ends; the text on the tile specifies when its effect triggers. One-time effects trigger only once, but you decide when (during this or a future turn); after you use the effect, return the tile to the game box.

  • Avengers Tower: Draw a battleground card from the top of the stack into your hand.

Example: You attack at the Avengers Tower, but there is no opponent on the other side; so you draw a battleground card.

Using an Attack Effect

If the attacking card has an attack effect, carry it out now. Some permanent effects can also affect the attack.

Example: You attack with Zola so you can also use his attack effect, healing 1 damage from him.

Phase III: Draw

After you complete the Attack phase, draw two cards from your deck into your hand. You can have any number of cards in hand -- there is no limit.

Game End

The game ends immediately ...

  • when the Heroes score 7 victory points -- they win.
  • when the Villains score 9 victory points -- they win.
  • when there are (at most) 2 civilian markers left in Manhattan -- the Heroes win.
  • at the end of the turn in which a player draws the last card from their deck -- the player who has more victory points wins.

Short Overview

Course of Play:

  • Phase I: Recruitment (optional). Play any number of cards from your hand and use their immediate effect, if any.
  • Phase II: Attack. All your cards at the game board attack one after the other (starting in Manhattan). Use their attack effect (if any) and consider any permanent effects.
    • There is a defender: the defender takes damage.
    • There is no defender: you get the location bonus.
      • Manhattan: civilian marker or victory points.
      • Sanctum Sanctorum: advance on the artifact track and gain an artifact tile (if applicable).
      • Avengers Tower: draw a battleground card.
  • Phase III: Draw. Draw two cards from your deck.

Symbols:

  • Immediate effects trigger only once when they are played.
  • One-time effects trigger only once, but you decide when -- during this or a future turn of yours; after you use the effect, return the tile to the game box.
  • Permanent effects stay active until the game ends; the text on the card or tile specifies when its effect triggers.
  • Attack effects trigger once per Attack phase.

Artifacts:

  • Casket of Ancient Winters (one-time): When you use the Casket, both players must immediately discard all of their cards from hand.
  • The Norn Stones (permanent): In the Draw phase of your turn, draw 3 cards (instead of 2).
  • Cosmic Cube (permanent): When playing a card, you can ignore one any-card symbol in the cost of the card.
  • Darkhold (one-time): When you use the Darkhold, immediately deal 2 damage to each of your opponent's cards and 1 damage to each of your own cards.
  • Ebony Blade (permanent): In the Recruitment phase of your turn, you can deal 1 damage to an opponent's card of your choice.
  • Eye of Agamotto (one-time): When you use the Eye, you can immediately remove one of your opponent's artifacts from play.
  • Eternal Flame (permanent): When one of your cards is defeated, you can deal 1 damage to an opponent's card of your choice.
  • Lifeline Tablet (permanent): In the Recruitment phase of your turn, you can heal 1 damage from one of your cards.
  • The Ten Rings (permanent): Battleground cards cost you one less card of any type and you get 1 additional victory point.
  • Tactigon (one-time): When you use the Tactigon, immediately deal 1 damage to each of your opponent's cards.
  • Warlock's Eye (permanent): When you play a main character, your opponent must discard one card of their choice from hand.
  • Wand of Watoomb (permanent): At the start of the Recruitment phase of your turn, if you have at least 3 cards in play, you get 1 victory point.

Appendix

The following provides detailed explanations of the card effects and artifacts in alphabetical order: villains first, followed by heroes, battlegrounds, and artifacts.

Villains

Ares: Attack effect: After you attack with Ares, you may deal 1 damage to any one hero in play (not necessarily to the one in the opposite slot). This also applies when Ares activates the location bonus. The effect does nothing if there is no hero in play.

Baron Zemo (first version): Attack effect: After you attack with this version of Baron Zemo, you may place 1 card from hand in your discard pile. If you do, you get 1 victory point, i.e., advance the victory point marker 1 space in your direction. This also applies when Baron Zemo activates the location bonus.

Baron Zemo (second version): Attack effect: After you attack with this version of Baron Zemo, you may place up to 2 cards from hand in your discard pile. If you do, you get 1 victory point each, i.e., per card discarded, advance the victory point marker 1 space in your direction. This also applies when Baron Zemo activates the location bonus.

Hela (first version): Permanent effect: In the recruitment phase, if this version of Hela is in the discard pile, you may pay 1 blue card to place this Hela in an empty card slot on your side of the game board. Paying the blue card replaces the cost shown on the card. This is not allowed if there is another version of Hela on your side of the game board already -- not even to replace her.

Hela (second version): Permanent effect: In the recruitment phase, if this version of Hela is in the discard pile, you may pay 1 blue and 1 red card to place this Hela in an empty card slot on your side of the game board. Paying the blue and red card replaces the cost shown on the card. This is not allowed if there is another version of Hela on your side of the game board already -- not even to replace her.

Example: As Hela is in your discard pile, you use her permanent effect in your recruitment phase to move her from your discard pile to an empty card slot on your side of the game board. Instead of the usual cost, you only pay 1 blue and 1 red card for this.

Hydra Agents: There are HYDRA Agents in the four colors yellow, red, green, and blue.

  • Hydra Agents (yellow): No effect: These HYDRA Agents have no effect. As their attack strength is 0, they cannot attack: Thus, they neither deal damage nor can they activate the location bonus. As with all other cards, they stay in their slot until they are defeated by a hero.
  • Hydra Agents (red): Immediate effect: After you play these HYDRA Agents, you may immediately place 1 card from hand in your discard pile. If you do, deal 1 damage to a hero of your choice (not necessarily to the one in the opposite slot). This also applies when there is no hero opposite these HYDRA Agents. The effect does nothing if there is no hero in play.
  • Hydra Agents (green): Immediate effect: After you play these HYDRA Agents, you may play an additional villain from your hand and pay its cost with any cards (regardless of color).
  • Hydra Agents (blue): Immediate effect: After you play these HYDRA Agents, your opponent may immediately draw 1 card from their deck if they want to.

Kang (first version): Immediate effect: After you play this version of Kang, you may immediately play 1 card from your discard pile for free if its printed cost is at most 2 cards. If you do, place it on your side of the game board as usual. If it has an immediate effect, you may carry it out.

Kang (second version): Immediate effect: After you play this version of Kang, you may immediately play any 1 card from your discard pile for free (regardless of its printed cost). If you do, place it on your side of the game board as usual. If it has an immediate effect, you may carry it out.

Example: After playing Kang, you immediately bring a card from your discard pile back into the game: Leader. Then, you use his immediate effect and draw a card.

Leader (first version): Immediate effect: After you play this version of Leader, you may immediately draw 1 card from your deck.

Leader (second version): Immediate effect: After you play this version of Leader, you may immediately draw 2 cards from your deck.

Loki: Attack effect: After Loki defeats the opposite hero, you may decide to take over that hero. If you do, remove all its damage tokens and place it on your side of the game board as you would a villain. If the hero has an immediate effect, you may not carry it out. From now on, that card is considered a villain for the rest of the game. If there is an effect that normally applies to villains, it will now apply to that hero until the game ends.

Accordingly, effects that apply to heroes will no longer have any effect on the captured card. If this card slot has not been activated during the current attack phase, you will attack with this card as soon as it is its turn. If, at a later stage, the card is defeated, you place it in your discard pile. As long as the captured card is on the villains' side of the game board, that hero cannot enter play on the heroes' side.

If you decide to not take over the hero, place it in the heroes' discard pile like every other defeated card.

Example: Loki attacks Captain America and defeats him. You decide to take over Captain America and place him in an empty slot on your side of the game board. As this card slot is up next in the attack order, Captain America now attacks and deals 1 additional damage to any hero via his attack effect.

M.O.D.O.K.: Attack effect: You may decide not to attack with M.O.D.O.K. when his card slot is up. If you do, M.O.D.O.K. will neither deal any damage to the opposite hero nor activate the location bonus. Instead, you may attack with an adjacent villain. The chosen villain will carry out their attack as if it was their turn: They either attack the hero opposite of them or activate the location bonus corresponding to their card slot. Thus, it is possible that this villain will attack twice in one round and potentially activate the location bonus twice.

Example: You decide not to attack with M.O.D.O.K. so the opposite hero does not suffer any damage. Instead, you decide to attack with Leader. As there is no hero opposite, Leader will activate the location bonus.

Red Hulk (first version): Permanent effect: While this version of Red Hulk is in play in any card slot, heroes can only get civilian markers from card slots with all 4 civilian markers still present.

Example: With Red Hulk present on the game board, heroes currently can only get civilian markers at one of three card slots.

Red Hulk (second version): Permanent effect: While this version of Red Hulk is in play in any card slot, heroes cannot get any civilian markers.

Taskmaster (first version): Attack effect: After you attack with this version of Taskmaster, you may attack a second time. After each attack, check whether the opposite hero has been defeated and must be placed in the discard pile. Taskmaster can only activate the location bonus once, though. If he activates it with his first attack, the second attack will do nothing.

Taskmaster (second version): Attack effect: After you attack with this version of Taskmaster, you may attack a second time. After each attack, check whether the opposite hero has been defeated and must be placed in the discard pile. This version of Taskmaster can activate the location bonus with both attacks.

Example: You attack with Taskmaster and defeat Black Panther, who must be discarded. With his second attack, Taskmaster activates the location bonus, which allows you to draw a battleground card from the stack.

Thanos: Immediate effect: After you play Thanos, you must immediately deal 2 damage to each card in play, i.e., to both heroes and villains (even to Thanos himself). Then check for every single card on both sides of the game board whether it has been defeated and must be placed in the discard pile. The effect is mandatory and must be carried out to the full extent.

Example: You play Thanos and immediately deal 2 damage each to every card at the game board. As a consequence, you defeat Ultron, Hulk, and Hawkeye, who all must be discarded.

Ultron (first version): Permanent effect: This version of Ultron is immune to damage from red cards. Thus, if a red card is opposite of him, it does not deal damage to Ultron, nor does it activate the location bonus (as Ultron is still defending that card slot). Additionally, Ultron cannot be damaged from any other effect if it comes from a red card.

Ultron (second version): Permanent effect: This version of Ultron is immune to damage from yellow and blue cards. Thus, if a yellow or blue card is opposite of him, it does not deal damage to Ultron, nor does it activate the location bonus (as Ultron is still defending that card slot). Additionally, Ultron cannot be damaged from any other effect if it comes from a yellow or blue card.

Example: Iron Man attacks Ultron, but he does not take damage because he is immune to yellow cards. Consequently, Iron Man's attack does nothing. He does not even get the location bonus because Ultron is defending that card slot.

Zola (first version): Attack effect: After you attack with this version of Zola, you may heal 1 damage from Zola. The effect does nothing if there are no damage tokens on Zola.

Zola (second version): Attack effect: After you attack with this version of Zola, you may heal 1 damage from each villain. Skip villains with no damage tokens.

Heroes

Ant-Man: Permanent effect: While Ant-Man is in play, once per turn, he will take 1 less damage if he gets damaged by an attack or effect. If later during the same turn more damage is dealt to him, this will not be reduced any further.

Black Panther (first version): Immediate effect: After you play this version of Black Panther, you may immediately move 1 damage from any of your heroes to any villain in play (not necessarily to the one in the opposite slot). The effect does nothing if there are no damage tokens on your heroes or no villains in play.

Black Panther (second version): Immediate effect: After you play this version of Black Panther, you may immediately move up to 2 damage from any of your heroes (i.e., two tokens from one hero or one token each from two heroes) to any villains in play (i.e., both tokens to one villain or one token each to two villains). You may move the tokens to any villains, not necessarily to the one in the opposite slot. The effect does nothing if there are no damage tokens on your heroes or no villains in play.

Example: You play Black Panther and immediately move 2 damage tokens as follows: 1 damage token from Nick Fury to Kang and 1 damage token from Nick Fury to Ares. As a result, you defeat Kang, who will be discarded.

Captain America: Attack effect: After you attack with Captain America, you may deal 1 damage to any one villain in play (not necessarily to the one in the opposite slot). This also applies when Captain America activates the location bonus. The effect does nothing if there are no villains in play.

Captain Marvel (first version): Immediate effect: After you play this version of Captain Marvel, you may immediately deal 1 damage to any one villain in play (not necessarily to the one in the opposite slot). The effect does nothing if there are no villains in play.

Captain Marvel (second version): Immediate effect: After you play this version of Captain Marvel, you may immediately deal 2 damage to any one villain in play (not necessarily to the one in the opposite slot). The effect does nothing if there are no villains in play.

Doctor Strange: Immediate effect: When playing Doctor Strange, you may immediately place him under another hero on your side of the game board. Make sure that the lower half of the card remains visible (i.e., everything below the picture). Alternatively, you may place Doctor Strange in an empty card slot as usual.

When attacking with a hero who has Doctor Strange below them, total the attack strengths of both cards (i.e., they attack together). If the hero with Doctor Strange below is attacked, you must place any damage tokens on Doctor Strange first until his health points are used up. Only then do you place any remaining damage tokens on the other hero.

As soon as the damage tokens on Doctor Strange equal his health, he will be defeated and must be discarded, but the other hero remains in play (unless the remaining damage was enough to defeat them too).

Examples: Red Hulk attacks and deals 2 damage to Doctor Strange, who is now defeated and must be discarded. / You attack with Hulk and Doctor Strange; together they deal 5 damage -- enough to defeat Red Hulk, who will now be discarded.

Hawkeye: Immediate effect: After you play Hawkeye, you may immediately deal 2 damage to the opposite villain. The effect does nothing if there is no villain on the opposite side.

Hulk: Immediate effect: After you play Hulk, your opponent may immediately draw 1 card from their deck if they want to.

Iron Man (first version): Immediate effect: After you play this version of Iron Man, you may immediately play any card from your hand for free if its printed cost is at most 2 cards. If you do, place it on your side of the game board as usual. If it has an immediate effect, you may carry it out.

Iron Man (second version): Immediate effect: After you play this version of Iron Man, you may immediately play any card from your hand for free (regardless of its printed cost). If you do, place it on your side of the game board as usual. If it has an immediate effect, you may carry it out.

Example: You play Iron Man, who allows you to immediately play another card. You choose Nick Fury and use his immediate effect, gaining 1 victory point.

Nick Fury (first version): Immediate effect: When playing this version of Nick Fury, you immediately get 1 victory point. Advance the victory point marker 1 space in your direction.

Nick Fury (second version): Attack effect: After you attack with this version of Nick Fury, you get 1 victory point, i.e., advance the victory point marker 1 space in your direction. This also applies when Nick Fury activates the location bonus.

S.H.I.E.L.D. Agents: Immediate effect: There are S.H.I.E.L.D. Agents in the four colors yellow, red, green, and blue. Every S.H.I.E.L.D. Agent has the same effect: After you play a S.H.I.E.L.D. Agent, you immediately get 1 victory point, i.e., advance the victory point marker 1 space in your direction.

Thor: Attack effect: After you attack with Thor, you may move him to an empty card slot on your side of the game board. This also applies when Thor activates the location bonus. Any damage tokens on Thor remain after moving. He does not attack again this turn, not even if you move him to a card slot that has not been activated yet.

Example: After you attack with Thor, you move him and his damage tokens to another card slot. When this card slot is up next in the attack order, Thor will not attack again.

War Machine: Attack effect: After you attack with War Machine, you may draw 1 card from your deck. This also applies when War Machine activates the location bonus.

Winter Soldier (first version): Attack effect: After you attack with this version of Winter Soldier, you may place 1 card from hand in your discard pile. If you do, deal 1 damage to every villain opposite a hero, except Winter Soldier. Then, check for every villain if they are defeated and must be placed in the discard pile. This also applies when Winter Soldier activates the location bonus. The effect does nothing if there are no villains in play or the only villain in play is opposite Winter Soldier.

Example: You attack with Winter Soldier and deal 1 damage to every villain in play, except Leader. As a result, you defeat Zola and Red Hulk, who must be placed in the discard pile.

Winter Soldier (second version): Permanent effect: While this version of Winter Soldier is in play, the attack strength of every hero, except Winter Soldier, is increased by 1 during their attack.

Battlegrounds

Abandoned Neighborhood: Immediate effect: When playing the Abandoned Neighborhood, you immediately get 2 victory points, i.e., advance the victory point marker 2 spaces in your direction. Additionally, remove 1 damage token from one of your cards in play, if possible. Skip this part if you have no cards in play or if there are no damage tokens on your cards. Finally, place the battleground card face down at the bottom of the battleground card stack.

Avengers Mansion: Immediate effect: When playing the Avengers Mansion, you immediately get 4 victory points, i.e., advance the victory point marker 4 spaces in your direction. Additionally, advance the marker on the artifact track 1 space in your direction and gain 1 artifact tile, if applicable. Finally, place the battleground card face down at the bottom of the battleground card stack.

Busy Main Street: Immediate effect: When playing the Busy Main Street, you immediately get 3 victory points, i.e., advance the victory point marker 3 spaces in your direction. Additionally, place 1 damage token on one of your opponent's cards in play, if possible. Skip this part if your opponent has no cards in play. Finally, place the battleground card face down at the bottom of the battleground card stack.

Destroyed Park Area: Immediate effect: When playing the Destroyed Park Area, you immediately get 2 victory points, i.e., advance the victory point marker 2 spaces in your direction. Additionally, remove 1 damage token from one of your cards in play, if possible. Skip this part if you have no cards in play or if there are no damage tokens on your cards. Finally, place the battleground card face down at the bottom of the battleground card stack.

Financial District: Immediate effect: When playing the Financial District, you immediately get 3 victory points, i.e., advance the victory point marker 3 spaces in your direction. Additionally, place 1 damage token on one of your opponent's cards in play, if possible. Skip this part if your opponent has no cards in play. Finally, place the battleground card face down at the bottom of the battleground card stack.

Luxurious Rooftops: Immediate effect: When playing the Luxurious Rooftops, you immediately get 4 victory points, i.e., advance the victory point marker 4 spaces in your direction. Additionally, advance the marker on the artifact track 1 space in your direction and gain 1 artifact tile, if applicable. Finally, place the battleground card face down at the bottom of the battleground card stack.

Run-Down Alley: Immediate effect: When playing the Run-Down Alley, you immediately get 2 victory points, i.e., advance the victory point marker 2 spaces in your direction. Additionally, remove 1 damage token from one of your cards in play, if possible. Skip this part if you have no cards in play or if there are no damage tokens on your cards. Finally, place the battleground card face down at the bottom of the battleground card stack.

Street Corner: Immediate effect: When playing the Street Corner, you immediately get 2 victory points, i.e., advance the victory point marker 2 spaces in your direction. Additionally, remove 1 damage token from one of your cards in play, if possible. Skip this part if you have no cards in play or if there are no damage tokens on your cards. Finally, place the battleground card face down at the bottom of the battleground card stack.

Artifacts

Casket of Ancient Winters: One-time effect: When you get the Casket of Ancient Winters, place it face up in front of you until you activate its effect. You may use the effect at any time but only once (during this or a future turn). When using the effect, you and your opponent must discard all cards from hand. In the draw phase, you will draw 2 cards from your deck, but your opponent will start their next turn without cards in hand. Once used, return the Casket of Ancient Winters to the game box.

Cosmic Cube: Permanent effect: When you get the Cosmic Cube, place it face up in front of you until the end of the game. It grants you a discount on playing cards: Each time you pay for a card, you may ignore one any-card symbol, i.e., you will have to discard one card less.

Darkhold: One-time effect: When you get the Darkhold, place it face up in front of you until you activate its effect. You may use the effect at any time but only once (during this or a future turn). When using the effect, immediately place 2 damage tokens on each of your opponent's cards in play. Skip this part if your opponent has no cards in play. Then, place 1 damage token on each of your own cards in play. Skip this part if you do not have any cards in play. Finally, check whether one or more cards have been defeated and must be placed in the discard pile. Once used, return the Darkhold to the game box.

Ebony Blade: Permanent effect: When you get the Ebony Blade, place it face up in front of you until the end of the game. You may activate its effect once per recruitment phase of your turn. If you do, place 1 damage token on an opponent's card in play. Then check whether that card has been defeated and must be placed in the discard pile. You cannot use the effect if your opponent does not have any cards in play.

Eternal Flame: Permanent effect: When you get the Eternal Flame, place it face up in front of you until the end of the game. Its effect triggers each time one of your cards has been defeated (no matter how). When that happens, you may immediately place 1 damage token on an opponent's card in play (not necessarily the one causing this). Then check whether that card has been defeated and must be placed in the discard pile. This effect may trigger more than once per turn -- each time one of your cards has been defeated.

Eye of Agamotto: One-time effect: When you get the Eye of Agamotto, place it face up in front of you until you activate its effect. You may use the effect at any time but only once (during this or a future turn). When using the effect, choose one of your opponent's artifacts and immediately return it to the game box. Once used, also return the Eye of Agamotto to the game box.

Lifeline Tablet: Permanent effect: When you get the Lifeline Tablet, place it face up in front of you until the end of the game. You may activate its effect once per recruitment phase of your turn. If you do, remove 1 damage token from one of your cards. You cannot use the effect if there are no damage tokens on your cards.

Tactigon: One-time effect: When you get the Tactigon, place it face up in front of you until you activate its effect. You may use the effect at any time but only once (during this or a future turn). When using the effect, place 1 damage token on each of your opponent's cards in play. Then check whether one or more cards have been defeated and must be placed in the discard pile. You cannot use the effect if your opponent does not have any cards in play. Once used, return the Tactigon to the game box.

The Norn Stones: Permanent effect: When you get The Norn Stones, place them face up in front of you until the end of the game. You may activate the effect once per draw phase of your turn. If you do, draw a total of 3 cards in hand (instead of 2).

The Ten Rings: Permanent effect: When you get The Ten Rings, place them face up in front of you until the end of the game. Its effect triggers each time you play a battleground card: Not only do you pay one card of your choice less for the battleground card, but you also get 1 additional victory point, i.e., advance the victory point marker 1 additional space in your direction.

Wand of Watoomb: Permanent effect: When you get the Wand of Watoomb, place it face up in front of you until the end of the game. Its effect triggers at the start of each recruitment phase of your turn: If there are at least 3 cards on your side of the game board (before you play any), you get 1 victory point, i.e., advance the victory point marker 1 space in your direction.

Warlock's Eye: Permanent effect: When you get Warlock's Eye, place it face up in front of you until the end of the game. Its effect triggers each time you play a main character. When you do, your opponent must discard 1 card of their choice from hand. The effect does not trigger if your opponent does not have any cards in hand.