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Marvel United: X-Men – First Class

Expansion for Marvel United: X-MenExpansion for Marvel UnitedExpansion for Marvel United: Spider-Geddon

Marvel United: X-Men – First Class Rulebook

Table of Contents

Table of Contents

  • Components
  • Danger Room Challenge
  • Training Cards

Components

  • Cyclops miniature
  • Marvel Girl miniature
  • Iceman miniature
  • Beast miniature
  • Angel miniature
  • Scarlet Witch miniature
  • Quicksilver miniature
  • 60 Hero Cards (12 for each Hero)
  • 12 Training Cards
  • 1 Villain Dashboard
  • 12 Master Plan Cards
  • 6 Threat Cards
  • 1 Challenge Card
  • 3 Frozen Tokens
  • 3 Locations
  • 1 Danger Room

Danger Room Challenge

Unlike other Challenges, the Danger Room is not meant to make the game more difficult, but to instead give the Heroes an extra push they may need. This can not only aid inexperienced players, but also help anyone tackle the most daunting Villains, make up for unbalanced Hero teams, or work in tandem with multiple other Challenges.

During setup, attach the Danger Room to the bottom of the Heroes' starting Location. Shuffle the Training cards and place the deck facedown near the Danger Room.

Team vs Team Mode: Attach the Danger Room to the Location between the teams' starting Locations instead.

When a Hero ends their turn in the Location with the Danger Room, if the Location has no Threat card on it, they have a choice: They can either use the Location's regular End of Turn effect, or they can use the Danger Room's Alternative End of Turn effect. If they decide to use the Danger Room, they draw the top card from the Training deck and place it faceup in front of them.

If the Training deck ever runs out, shuffle any discarded cards to form a new deck. If none are available, the Danger Room can't be used.

The Danger Room card reads:

  • End of Turn: Another Hero in this Location may either draw cards until they have 3 in hand OR gain 1 [token icon], [token icon] or [token icon] token.
  • Alternative End of Turn: Gain 1 Training card.

Transcriber's note: the three token icons on the printed Danger Room card are too small in the scan to identify with confidence, so they are shown as placeholders. Check them against the physical card or the printed insert.

Training Cards

Training cards are at the disposal of the Hero that gains them, but are not considered part of the Hero's hand or deck (they aren't discarded when taking damage, etc.).

If a Hero is KO'd, they must discard ALL of their Training cards.

Heroes with Training cards may use them during their turn either before or after playing their Hero card. There is no limit to the number of Training cards a Hero may have or to how many they can use during their turn.

There are 2 types of Training cards:

  • DISCARD: These are single-use cards. When used, immediately apply the effect written on it. Then, discard the card.
  • PERMANENT: These cards are always available, turn after turn (unless the Hero is KO'd). The Hero may use the effect written on each card once per turn.

The printed sample Permanent card reads: "You may deal 1 extra damage to a Villain you dealt at least 1 damage to this turn."