RulesPal
Chat
Rulebook
Spider-Man thumbnail

Spider-Man

Spider-Man Rulebook

Table of Contents

Table of Contents

  • Contents
  • Object of the Game
  • Preparing to Play
  • Parts of a Turn
  • Rules of the Game
    • 1. Beginning of the Turn
    • 2. Actions
      • A) Movement Actions
      • B) Combat
        • K.O.
        • Recovery
        • Reaction
        • HQ
        • Line of Sight
        • Prisoners
      • C) Bonus Cards
  • 3 – Powers
  • 4 – End of the Game
    • Failing a Mission
    • Completing a Mission
  • Playing with 3 Players
  • Playing with 2 Players
  • Characters
    • Spider-Man
    • The Police Force
    • Doctor Octopus
    • Green Goblin
    • Rhino
    • Electro
    • Venom
    • Scorpion
    • Vulture
    • Lizard
  • Play Aid: Victory Points
    • Victory Points Table
    • Board Legend
  • Card Translations
    • Minor Character Cards
    • Bonus Cards
      • Events
      • Villains
      • Spider-Man
      • Police Force
    • Mission Cards

Contents

  • 12 Geomorphic board tiles
  • 9 Character Pieces (Spider-Man, Dr. Octopus, Green Goblin, Rhino, Electro, Venom, Scorpion, Vulture, Lizard)
  • 5 Plastic Bases
  • 4 Dice (2 red and 2 blue)
  • 6 Double sided character cards
  • 110 cards
  • 1 Play aid
  • 145 pawns (character pawns, VP scoring markers, attribute markers, wound markers, police force…)
  • 1 Rulebook

Object of the Game

The first player to reach 60 Victory Points (VP) is declared the winner. For a long game, you can increase this total to 100 points, or use 40 points for a short game.

Players earn VPs in two different ways. Super-Villain players earn VPs by achieving the objectives indicated on their cards (Missions), and by carrying out a certain number of other actions indicated on the VP table on the Play aid sheet.

Spider-Man and the Police earn their VPs by preventing the Super-Villains from achieving their objectives or by throwing them in prison.

Preparing to Play

Each player chooses a character they wish to play in the game. One player must choose Spider-Man (and the police force in a 2 player game). Another player must use the Police, and the other players become the Super Villains. The players take the card corresponding to their character and place it in front of them. The Super-Villain character cards are double sided; it is necessary to photo copy them in order to use all the possible combinations of Super-Villains.

Each player takes 3 Action Die markers and places them on his character card at the max level of the track for each of the 3 characteristics. The characteristics are Movement, Combat, and Bonus Cards.

Spider-Man places his 4 Super Power markers on his character card at the places indicated. Each Super-Villain takes the pawns corresponding to their color and places the first 2 Super Power markers on their character card. The other 2 Super Power Markers are set aside and will be awarded later when a player reaches a certain number of VPs.

Each player then takes part in constructing the game board by picking in turn one of the board tiles at random and placing it face up on the table. There is no restriction on tile placement, except that when the board is completed it must form a 3 x 4 grid.

Shuffle the Mission cards and the Bonus cards in their respective decks and place them next to the game board.

Place the marker for J. Jonah Jameson on the Daily Bugle. Place the markers for Mary Jane Watson, Aunt May, and the Black Cat at their residences indicated by the pictures on the game board. Each player places their figure on their HQ, marked by an icon with their image.

The player who is using the Police force places 6 police cars and the 2 police Captains on his police stations (see rules for the Police force).

All players except for the Police force then draw 1 card from the Bonus deck. If you draw an event, draw a new card and reshuffle the event back into the deck.

All Super-Villain players draw 1 Mission card.

Parts of a Turn

Spider-Man begins each turn, and then players each take their turn in clockwise order. Each player will perform each of the following steps during their turn.

Rules of the Game

1. Beginning of the Turn

At the beginning of each turn, a player must replace his 3 Action Die markers to the maximum of each track on his character card; Movement, Combat, and Card Bonus. He also replaces on his character card each Super Power marker earned so far.

2. Actions

During a turn, a player can carry out actions in any order he wishes and as many times as he wishes. A player's turn finishes when his 3 Action Die markers are at zero or when he does not wish to carry out any more actions. When a player declares an action, he must specify the number of dice he will use to carry it out (more about that later). All dice rolled together count as one action. He also must specify if he will use one or more Special Power tokens during the action. If the action becomes impossible to carry out, the unused dice are not spent. He then rolls the dice according to the action. With each action taken, move the corresponding ability token down the track in accordance with the type of action (Movement, Combat, Card Bonus) as many boxes as the number of dice used. Each Special Power token used is removed from the character card. An action must be finished before another action can begin. You cannot, for example, engage in Combat in the middle of Moving, even if the move used several dice.

Ex: You use 2 dice for a Movement action and roll a result of 7. You can then move up to 7 spaces. You move 4 spaces to the Jewelry Store and decide to attack it. You use 3 dice for a Combat action against the store, and complete the action. You cannot afterward use the lost 3 spaces of movement from your prior Movement action. However, if you still have movement spaces on your character track, you can use those dice for a new Movement action and continue moving on your turn in that way.

There are 3 actions common to all character. Each character also has unique actions based on their special abilities. These are described in the last section devoted to the characters.

A) Movement Actions

You can move up to as many spaces as the total of the dice rolled for this action. You never have to move the total amount shown. Any spaces not used are lost when you begin another action. Characters can move from box to box in any direction including diagonals (including those which pass between 2 buildings). Characters can never enter a building except their own starting space (which bears their picture) or Police Stations (and only if escorted by the Police). The entrances to the subway are regarded as Street spaces. Your pawns or opponent's characters do not block movement. On the other hand, one cannot finish moving on a space which already contains a pawn or opponent's character however, a character can be stacked with the pawns of the Police force if it is their captive.

B) Combat

To start a combat, a character or pawn must be on one of the 8 adjacent boxes to its target (diagonals included), [which is called a Melee combat.] Name your target. The target can be a character, or the objective of a Mission card (generally buildings). Decide how many dice you want to use in your action, as well as any Special Abilities. Roll the dice. Each 6 rolled inflicts a wound on your target. Slide the wound marker on the Health track of the target (from the left to the right) for a character, or place damage markers directly on the building attacked. Police cars are eliminated as soon as they take 1 wound.

K.O.

When you place a wound marker on the box marked "KO" on a character's card, that character immediately falls unconscious. The player then places all of his character Action Die markers on zero. He cannot counterattack or use any Bonus cards unless the card specifically states so. A character that is KO'd cannot be attacked or carry out actions. During its turn, a KO'd character can: 1) Pick 3 Bonus cards or 2) Recover. If after drawing cards the KO'd character's player has more than 3 cards, he must immediately discard sufficient cards to bring his hand down to three cards. The cards discarded have no effect.

Recovery

To recover wounds, a player must pass his turn and can take no other action. The number of wounds recovered during a turn depends on the location of the character:

  • If the character is on a street space, 1 wound can be recovered.
  • If the character is on their HQ, 2 wounds can be recovered.
  • If the character is in a Police station, all wounds can be recovered.

The wounds are removed from the Character card from right to left. A player who is not KO'd can also decide to recover during this turn according to the same rules, but also replaces the 3 character trait markers to their maximums and replaces all special power tokens.

Reaction

If a player still has unused dice remaining on it's Combat, Movement, or Bonus tracks, he can use them during his opponent's turn if attacked. All actions that intend to cause wounds are considered attacks. Whether the attack is successful or not, the target always has the right to a reaction (except if the attack causes a KO). This reaction consists of an action that could comprise 1 or several dice depending on how many are left on the reacting character's card.

Example: Rhino still has 2 dice on his Combat track. Spider-Man launches an attack and causes him 2 wounds. Rhino decides to use its two remaining dice to counterattack Spider-Man. He could have also only used 1 die to counterattack Spider-Man and saved 1 to use against Electro, who is not far away and could also attack Rhino during Electro's turn.

HQ

A character in his HQ gains +1 to the results of each of his Combat dice used. If a character's HQ is destroyed as part of a mission objective, it can no longer grant any combat bonus. If a character is in his HQ at the time it is destroyed he must immediately be placed on one of the adjacent Street spaces. A character in his HQ can use a Reaction if his HQ is attacked.

Line of Sight

Certain special abilities or actions require a Line of Sight to the target. A Line of Sight is any straight line of spaces (diagonals as well) between a Character and his target. A Line of Sight can never cross a building, but it can cross Characters or pawns.

Prisoners

Minor Characters cannot move by themselves. They move when they become prisoners or are accompanied by a Police car (Captains Stacy and DeWolff). The Characters, including the Police force, can capture all the Minor Characters.

The player who captures a Minor Character places the card of this character beside his Character card. He can use the advantages of the Minor Character according to the rules indicated on that card.

To capture a Minor Character on the game board, it is necessary to be adjacent to the Minor Character and to declare a combat action while spending 1 combat die. The attack will automatically capture the Minor Character. (Exception: To capture the Black Cat, it is required to use 2 combat dice.) To capture a Minor Character that is already captured by another Character or the Police force, it is necessary to KO the character that currently is capturing the Minor Character or to eliminate all the Police cars in the space with the Minor Character. As soon as the character is KO'd or all the Police cars are eliminated, the Minor Character transfers to the winner of the battle without using any additional dice.

Besides Doctor Octopus and the Police force (see section of character descriptions), only 1 Minor Character can be held prisoner by a player at a time. If all captive boxes on your character card are occupied and you capture another prisoner, you must set one prisoner free of your choice. Place the freed prisoner on any adjacent street space in any of the 8 directions, and you do not control this character anymore. You cannot voluntarily set a captive free.

C) Bonus Cards

Declare the number of dice you wish to use, and roll them. Every result of 5 or 6 allows you to draw one Bonus card, up to the number of dice showing 5 or 6. If after drawing you have more than 3 cards in your hand, you must immediately discard enough cards to leave you with 3 cards. If the cards are not played they can be saved and played later unless the card drawn is an Event card, which must be played as soon as it is drawn. The Police force never holds any Bonus cards; all cards drawn by the Police force must be played immediately.

Bonus cards are divided into 3 parts:

  • One part for Spider-Man (Orange)
  • One part for the Super-Villains (Yellow)
  • One part for the Police force (Gray)

The Police force player must immediately play any cards drawn. The other players can play them at the time indicated on the part of the card pertaining to them.

3 – Powers

Each character has 4 special Powers, but Super Villains can only use 2 of them at the beginning of the game. A Super Villain player gains their 3rd power as soon as he reaches 20 VPs, and the 4th power as soon as he reaches 40 VPs. Spider-Man begins the game with all 4 special powers. The Police force does not have special powers, but has 2 Minor Characters, Jean DeWolff and Captain Stacy. The special Powers of each character are detailed in the section pertaining to Characters, and also on each Character's Character card. To use a special Power, declare its use like an Action, roll the dice and apply the effects of the Power. Remove the Super Power marker from the Character card and place it to one side. You will recover it at the beginning of your next turn. Using a special Power counts like an Action, but if the Power requires the use of dice for Movement or Combat the Action is counted as only a single die even if it allows the use of more than 1 die. Certain Powers function automatically and may be permanent.

4 – End of the Game

The game ends when a player reaches the established quota of VPs decided upon at the beginning of the game. 60 VPs is a normal game, 40 VPs is a short game, and 100 VPs for a long game. VPs are gained in 2 different ways:

  • Completing the Missions indicated on the cards
  • Completing the Actions given on the Play Aid

Each Mission card specifies the number of points gained by the Super-Villain player if they succeed in completing the mission. Spider-Man gains points by preventing the Super-Villains from completing the missions. The Police force also gains VPs by stopping the Super-Villains from completing their missions. To prevent a Villain from completing a mission is possible by giving him enough wounds for a KO. The Police also gain VPs by imprisoning Super-Villains. The number of VPs gained for each Villain is indicated on their character card.

The Actions indicated on the VP table also bring a set number of points depending on which Villain you incarcerate. To see the number of VPs given for an Action, read down the column for each Character type (Villains, Spider-Man, and Police).

Failing a Mission

As soon as a Villain is KO'd, it reveals its Mission card. If it was Spider-Man that just defeated the Villain, Spider-Man collects the VPs and moves his token on the scoring web. If it was the Police force, move the Police scoring token on the scoring web a number of spaces equal to the total indicated on the Mission card for the Police. If a Villain is KO'd by another Villain they gain only 7 points on the scoring web.

Completing a Mission

When a Villain has met all the conditions required on its Mission card, it reveals the card and marks the VPs on the scoring web.

In both cases, the Mission card is turned over and the Villain player draws a new Mission card to be kept secret until revealed as described above.

Playing with 3 Players

One player plays Spider-Man, another player plays the Police Force, and the third player plays the Villains. When a Villain is KO'd, the player can decide to bring another Villain into play instead of recovering the KO'd Villain. If the player chooses a new Villain, the KO'd Villain is left on the board (the Police can then bring it to the Police Station). This Villain cannot be used again for the rest of the game. The player then chooses a new Villain and starts fresh from that Villain's HQ. He draws a new Mission card for this Villain, but keeps the same Bonus cards and VPs earned from the last Villain played.

Playing with 2 Players

One player plays Spider-Man, the other player plays the Villains using the same special rules as for the 3-player game. Remove 8 Event cards from the Bonus deck. The Villain player first decides what Villain he will use, then the Spider-Man player sets up Spider-Man and the Police force. The Police force is not played unless it is captured (Jean DeWolff, Capt. Stacy). Your objectives against the Police force are still always possible.

Characters

Spider-Man

Setup:

  • Spider-Man is placed on his HQ.
  • Place the markers for the ability tracks and special powers on your character card.
  • Take the tokens for Spider-Man's Web Traps.
  • Take 1 Spider Tracer and place it on the Villain card of your choice.

Special Powers:

  1. Web Spinning: Use this power to double all results of movement dice used in 1 Movement action.

  2. Web Trap: Spider-Man can use his webs to try and trap Villains located 3 spaces or less within line of sight. Roll 2 dice, if either of them result in at least a 5 you have webbed your target. Place a Web marker on the board underneath the Character or Minor Character who is now Webbed. A Webbed target cannot move, or fight with enemies. All it can do is try to free itself of the webs and of embarrassment. A single wound is enough to dissolve it (the marker is placed back beside the Spider-Man card). Once free of the webs, the victim can again fight enemies, move or carry out any other type of action. It is possible to use multiple Web Traps on the same target.

  3. Spider Sense: When an enemy causes a wound, you can use Spider Sense to attempt to avoid the wound. Roll a die, on a result of 4 or higher your Spider Sense has saved you and you do not suffer the wound.

  4. Spider Strength: Use this power when you announce a melee attack with an enemy. Add +1 to each combat die rolled during the Combat action.

  5. Spider Tracers: Spider-Man has 1 Spider Tracer at the beginning of play and can gain others through the use of Bonus cards. Spider-Man can at any time look at the Mission card of any Villain that has a Spider Tracer on it. To place a Spider Tracer, Spider-Man must be adjacent to the Villain targeted. Take the Spider Tracer marker from Spider-Man's card and place it on the Villain's card. Only one Spider Tracer can be placed at a time on a Villain. Certain Bonus cards will enable the Villain to get rid of the Tracer.

The Police Force

Set Up:

  • The Police player places 6 Police cars in 6 of the 8 Police Stations.
  • Place the pawns for "Jean DeWolff" and "Captain Stacy" in the other 2 Stations.
  • Place 3 attribute markers at the maximum rank for each attribute on the Character card.

Special Rules:

  1. Movement: The Minor Characters "Jean DeWolff" and "Captain Stacy" must be accompanied by a Police car for movement. If not they cannot move. "Jean DeWolff" and "Captain Stacy" will be referred to as "Captains" for the remainder of these instructions. Before rolling any dice for movement, the Police player must declare which Police car or group of Police Car and pawns he wishes to move. The Police cars and officers can move only on Street spaces, or Police Stations. When moving a group of Police cars, the player can separate cars and Captains along the way. He can also pick up other pawns or prisoners along the way, as long as the Stacking limitation is not exceeded. The same movement can be used to pick up and drop off pawns, as long as all the movement is done with the Police car announced before the dice are rolled. Captain Jean DeWolff allows you to double all movement dice used for a group of pawns containing her pawn.

  2. Stacking: The Police player cannot group more than 2 cars in the same space. The maximum stack limit of pawns can be 2 cars, Jean DeWolff & Captain Stacy, and 1 prisoner.

  3. Combat: Before rolling any Combat dice, the Police player must specify which Police car is carrying out the attack. He can divide Combat dice and Actions between the cars as he wishes. Captain Stacy adds +1 to all Combat dice rolls (attacks and counterattacks) for cars with which he is stacked. Cars that attack from Police Stations also gain +1 to all Combat dice rolls. These bonuses are cumulative. Thus, a car carrying Captain Stacy in a Police Station gains +2 to all Combat rolls, attacks and counterattacks. Police cars are never wounded. If a Police car suffers any damage, it is eliminated.

  4. Groups of Police pawns: If a character attacks a group of Police pawns, the entire group is attacked at once with only a single roll of the dice. A character can capture a Captain if it spends an additional die on the action, but all Police cars in the same space must be destroyed first. If the pile already contains a prisoner of the Police, it can be stolen as soon as all of the Police cars are destroyed. Example: The Green Goblin attacks a pile containing 2 Police cars, the 2 captains, and J. Jonah Jameson as a prisoner. He rolls 4 combat dice, and receives 6, 6, 4, 1. The two 6's eliminate the 2 Police cars. The Green Goblin must use an additional Combat die to Capture one of the Captains, which is an automatic success. J. Jonah Jameson could have been captured for no additional cost instead, as he was already a prisoner of the Police.

Doctor Octopus

Set Up:

  • Place the Doctor Octopus figure on its HQ.
  • Place the 3 attribute markers at the maximum level of the attribute tracks.
  • Place 2 Special Power markers in the boxes indicated in the example (the top 2 out of 4 boxes).

Special Powers:

  1. Octo-Arm Strike: Use this ability when you declare a melee Combat action. Roll a die, on a result of 4 or more add +1 to each Combat die rolled. You can use Octo-Arms against Spider-Man's Webs or the Venom's Symbiote.

  2. Octo-Walk: Use this ability when you declare a Movement action. Add +2 to each movement die rolled.

  3. Octo-Capture: You can immobilize an opponent in any of the 8 adjacent boxes. Roll 1 Combat die, on a result of 5 or more the Character is captured. Place it on one of your Prisoner boxes on the Character card. Doctor Octopus can have 2 Prisoners at the same time. If both of your Prisoner boxes have Figures or Pawns on them, and another Prisoner is captured one Prisoner must be released to any adjacent Street space. Doctor Octopus always moves along with his Prisoners, and can also attempt to Capture a Figure which is not KO'd. To escape, the victim must Attack the Octo-Arm. An attack result of 1 wound is enough to escape. The victim can choose to place itself in any adjacent Street space. If no space is free, the victim can push one opponent's Character into an adjacent Street space and land the vacant space adjacent to Doctor Octopus instead.

  4. Throw Cars: You must be adjacent to a Police car to use this ability. Declare the car that you wish to throw as well as your target. The target must be within 3 spaces of Doctor Octopus in a straight line, and must be within Line of Sight. The target also cannot be in the same space as the Police car. Roll a die, on a result of 6 the car is destroyed (remove it from play) and the target receives 1 Wound.

  5. Prisoners: The Prisoner boxes are used for opponent's figures or Minor Characters captured by Doctor Octopus.

Green Goblin

Set Up:

  • Place the Green Goblin figure on its HQ.
  • Place your 3 attribute markers and 2 Pumpkin Bomb markers on your character card.
  • Place 2 special power markers and place them on the first 2 Special Power boxes.

Special Powers:

  1. Pumpkin Bombs: You can launch an explosive Pumpkin on a target in your Line of Sight (pawn, figure, or building). There is no range limitation on how many spaces away your target can be. Roll 2 Combat dice, and add +1 to each die. Each result of 6 causes 1 Wound on your target. You can use pumpkin bombs on Spider-Man's Webbing or Venom's Symbiote, and the arms of Doctor Octopus.

  2. Goblin Glider: Green Goblin flies on a bat-like jet sled. Use this Ability to double all Movement die results for 1 Movement Action.

  3. Healing Factor: You can activate this Ability as an Action on your turn, or as a Reaction. Roll a die; if the result is a 6 you can move 1 wound from your card.

  4. Smoke Bombs: You can use this Ability only when an opponent declares an Attack against you. Roll a die, on a result of 5 or 6 the Smoke Bomb is successful, and the opponent cannot attack you during his turn.

Rhino

Set Up:

  • Place the Rhino figure on its HQ.
  • Place attribute markers on Character Card.
  • Place 2 Special Power markers on first 2 Special Power boxes on Character Card.

Special Powers:

  1. Charge: If after Rhino has moved at least 3 spaces in a single Movement Action, and is adjacent to an opponent he can use the Charge special ability. If Rhino declares a Combat action on that opponent as his next Action, each Combat die rolled receives +1 added to its rolled result.

  2. Rhino Skin: This ability can be used when Rhino receives a Wound. Roll 2 dice, if either of them rolls a 6 the Wound is discarded.

  3. Throw Cars: You must be adjacent to a Police car to use this ability. Declare the Car that you wish to throw, as well as the target, which must be within 3 spaces of Rhino. The target also must be within Line of Sight. You cannot throw a Police car at a target in the same space as the Police car.

  4. Super Charge: After Rhino moves at least 4 spaces in a single Movement action, if Rhino is adjacent to an opponent he can use the Super Charge ability. If Rhino declares an Attack on that opponent as his next action, all Combat dice rolled are doubled.

Electro

Set Up:

  • Place the Electro figure on its HQ.
  • Place attribute markers on the Character Card.
  • Place 2 Special Power markers on the first 2 Special Power boxes on the Character Card.

Special Powers:

  1. Flash: You can launch a free attack on any target within your Line of Sight (pawns, figures, or buldings) regardless of distance. Roll 1 Combat die and add +1 to the roll. On a result of 6 your target receives 1 Wound. You can use the Flash attack against Spider-Man's Webbing, Venom's Symbiote, and Doctor Octopus's Arms.

  2. Electrocution: Declare the use of the Electrocution ability before rolling Combat dice in a melee Combat action against a pawn, figure, or building. Roll 1 die, on a result of 5 or more you may add +1 to all Combat dice thrown in the following Combat action.

  3. Electric Glide: Electro can more quickly by using the power lines which criss cross the city. Use this Ability when declaring a Movement action. Double all die rolls for the Movement action.

  4. Lightning: When Electro achieves 40 VPs, this ability becomes active permanently. For this reason, it does not have its own marker. Electro can use each of his Combat dice as a Flash die, following the same rules for that ability. However, each Combat die used as a Flash still counts as 1 Combat Action. With each launched Flash, Electro must shift his Combat Action Die marker 1 box to the right for each Attack. To launch 4 Flashes counts as 4 successive Actions. Electro cannot launch a Flash comprising several dice as only 1 Action.

Venom

Set Up:

  • Place the Venom figure on its HQ.
  • Place attribute markers on the Character Card.
  • Place 2 Special Power markers on the first 2 Special Power boxes on the Character Card.

Special Powers:

  1. Symbiote: The Symbiote is a deformed extraterrestrial entity covering Eddy Brock like a costume. It can be used like Spider-Man's Webbing to trap opponents as well as giving Venom faster reflexes than his opponents. Venom's Symbiote does not have the Webbing capacity of Spider-Man, thus there are 2 separate powers for trapping opponents; Symbiote Capture and Reinforced Symbiote Capture.

  2. Symbiote Web Slinging: Use this ability while declaring a Movement action. Double all Movement dice rolled for that action.

  3. Immune to Spider-Sense: Spider-Man cannot use Spider-Sense when he is damaged by Venom. This ability is active permanently. For this reason, Venom does not have a pawn for this ability.

  4. Symbiote Capture: You can try to trap your target in a sticky web like substance. Your target must be an enemy Character, single pawn or group of pawns within 3 boxes within your line of sight. Roll 1 die, and on a result of 5 or more you have trapped your target. Place your Symbiote Capture marker on the game board beneath the trapped figure or on top of a pawn or group of pawns. A trapped target cannot move, or combat opponents. Its only action can be to try and break free of the webbing by using an Attack action. A single wound is enough to break free. Once the character has broken free, the Symbiote Capture marker returns to the Venom player, who places it beside his Character card. Once free of the Symbiote, the Character can again Move and Attack normally.

  5. Reinforced Symbiote Capture: This ability functions like Symbiote Capture but makes it possible to trap an additional target. This power always uses only 1 die, and succeeds on a 5 or more. It is thus possible to trap 2 targets on the game board. As soon as a victim breaks free, the Reinforced Symbiote marker is placed by Venom's Character card. It is prohibited to place more than one marker on the same target.

Scorpion

Set Up:

  • Place the Scorpion figure on its HQ.
  • Place attribute markers on the Character Card.
  • Place 2 Special Power markers on the first 2 Special Power boxes on the Character Card.

Special Powers:

  1. Tail of the Scorpion: You must declare a melee Attack action of only 1 Combat die on an adjacent opponent. To use this ability, roll the die and double the result. This costs 1 additional Combat die.

  2. Exo-Skeleton: When the Scorpion suffers a wound, this ability may be used. Roll 1 die and if the result is 5 or 6, Scorpion's armor has absorbed the wound. This ability may be used as an Action or a Reaction.

  3. Wall Climbing: This is usable only as a Reaction. This allows you to roll 1 free die of Movement after an Attack. During this movement, Scorpion can cross over Building spaces but may not end the movement there.

  4. Plasma Tail Lance: Declare a free Attack action of 2 Combat dice on a target up to 3 spaces away and within Line of Sight. The Plasma Tail Lance is usable against Spider-Man's Webbing, Venom's Symbiote, and Doctor Octopus's Arms.

Vulture

Set Up:

  • Place the Vulture figure on its HQ.
  • Place attribute markers on the Character Card.
  • Place 2 Special Power markers on the first 2 Special Power boxes on the Character Card.

Special Powers:

  1. Flight: Use this ability when declaring a Movement action. Double all Movement dice rolled for that action.

  2. Attack from Above: You can use this ability only if your last action was Flight. Declare a Combat action on an opponent, and each Combat die rolled gains a bonus of +1.

  3. Draining Life: Declare a target figure on an adjacent space. Roll 1 die, and on a result of 6 the target receives 1 wound and the Vulture heals 1 wound.

  4. High Flying: This is only usable as a Reaction, and only if you retain at least 2 dice of movement. Roll these 2 movement dice, and if either of them is 5 or 6 you are able to reach high enough altitude that you cannot be attacked again until your next turn.

Lizard

Set Up:

  • Place the Lizard figure on its HQ.
  • Place attribute markers on the Character Card.
  • Place 2 Special Power markers on the first 2 Special Power boxes on the Character Card.

Special Powers:

  1. Tail of the Lizard: You must declare a melee Attack action on the target of your choice (figure, pawn or building) to be able to use this ability. Roll the die and add +2 to the result to use the ability. This costs an additional combat die.

  2. Jump of the Lizard: You can use this ability only when an opponent declares an Attack against you. Roll 1 die, and on a 4 or higher you can move 3 spaces according to the normal rules of movement to avoid the attack.

  3. Jaws of the Lizard: Use this special ability when you declare a melee Attack action. After rolling combat dice, choose 1 die and double its result.

  4. Climb Walls: Use this ability when declaring a Movement action but before rolling any dice. During that Movement action, Lizard may move through building spaces but cannot end movement on a building space.

Play Aid: Victory Points

Transcribed from the Play aid sheet (Victory Points side). Board-location icons on the sheet are omitted.

Victory Points Table

ActionSuper VillainSpider-ManPolice
Knock out a Super Villain+7see Mission cardsee Mission card
Destroy a Police Car+300
Knock out Spider-Man+1500
Bring a Super Villain to Prison00see Super Villain card
Super Villian escapes from Prison+10-10-10
For each wound Spider-man inflicts on a Super Villain0+20

Board Legend

  • Spider-Man HQ, Rhino HQ, Green Goblin HQ, Venom HQ, Electro HQ, Doc Ock HQ, Vulture HQ, Scorpion HQ, Lizard HQ
  • Building (cannot move through)
  • Forest (cannot move through)
  • Street (can move through)
  • Police Station
  • Daily Bugle (J.J. Jameson's start space)
  • Aunt May's House (Aunt May's start space)
  • Fashion Show (M.J. Watson's start space)
  • Black Cat's House (Black Cat's start space)

Card Translations

Minor Character Cards

Aunt May: Take this card after having captured Aunt May. This action will not bring you anything more than the anger of Spider-Man! Spider-Man gains 10 VPs if he frees Aunt May from the claws of the Villain holding her captive.

Black Cat: Take this card after having captured Black Cat. You can utilize her power of luck once per turn by re-rolling die of your choice.

Captain Jean DeWolff: Take this card after having captured Captain Jean DeWolff. Once only during your turn, you may move 1 or 2 Police cars with 1 free die of movement for each one. The cars can be anywhere in the city. The Police player will always control the Police Force on his turn.

Captain Stacy: Take this card after having captured Captain Stacy. Once only during your turn, you may make a free Combat action against a Police car using 2 dice. The attack can be anywhere in the city. The Police player will always control the Police Force on his turn.

J. Jonah Jameson: Take this card after having captured J. Jonah Jameson. At the beginning of each of your turns, roll 1 die to influence. If it rolls 5 or more, a campaign of bad publicity against Spider-Man has begun. You can then control the Police Force, once only, with 3 dice of Movement and 3 dice of Combat that can only be used against Spider-Man. If Spider-Man is taken to Prison, the Police player gains 20 VPs. The Police player will always control the Police Force on his turn.

Mary Jane Watson: Take this card after having captured Mary Jane Watson. At the beginning of each of your turns, you can roll a die to attempt to find out the secret identity of Spider-Man. On a result of 5 or more, Mary Jane cracks and tells the name; Peter Parker. You then gain 5 VPs. These VPs can be awarded only once per game.

Bonus Cards

Events

  • Grève des forces de l'ordre; Strike of the Police Force. This event cancels the next turn of the Police player. Cancels the card "Insecurity in the city" if it is in effect. You must play Event cards immediately when drawn.
  • Insecurite dans la ville; Insecurity in the city. Faced with crisis, the Police department's budget has been increased. On the Police player's next turn, he has 3 additional dice for Movement and 3 additional dice for Combat. This card cancels "Strike of the Police Force" if it is in effect. You must play Event cards immediately when drawn.
  • L'Araignee recherechee par la Police; Spider-Man wanted by the Police. J. Jonah Jameson has turned the Police against Spider-Man through articles in the Daily Bugle. Spider-Man is hunted by the Police, and the Police player earns 20 VPs if Spider-Man is put in Prison. This card must remain visible next to the game board. You must play Even cards immediately when drawn.
  • Le Caid fait la lui a New York; Kingpin takes over New York. All Super-Villains are freed from captivity and returned to their HQ. All of their wounds are discarded. You must play Event cards immediately when drawn.
  • J. Jonah Jameson se calme; J. Jonah Jameson calms down. The Police force stops tracking Spider-Man. This card cancels the "Spider-Man wanted by the Police" card if it is in effect. You must play Event cards immediately when drawn.

Villains

  • Changement d'objectif; Change of objective. Discard your current Mission card and draw another. Must be played at the beginning of your turn.
  • Evasion; Evasion. You escape Prison without fighting the guards. Exit the Prison by using a normal Movement action. This card must be played at the beginning of your turn.
  • Frenesie; Frenzy. Gain 2 additional dice this turn for use in Combat or Movement. This card must be played at the beginning of your turn.
  • La toile se dissout; The web dissolves. If you are caught in a Web Trap or Venom's Symbiote, the webbing dissolves and you are free. Playable at any time.
  • Objectif Precis; Objective Precision. Choose a Mission card instead of drawing it randomly from the deck. Must be played next time you are picking a new Mission card.
  • Rage; Rage. Add +1 to all your Combat dice this turn. Playable at any time.
  • Retraite Surprise; Surprise Retreat. Play this card right before your opponent rolls Attack dice against you. You gain 1 free die of Movement before the Attack commences and the Attack is canceled. This card can only be played when an opponent uses an Attack action against you.
  • Spider Tracer deconvert; Spider Tracer discovered. You can eliminate a Spider Tracer present on your character card. Must be played at the beginning of your turn.
  • Ton fluide sèche Spider-Man; You're out of web fluid Spider-Man. Spider-Man cannot use any Webs this turn. This card must be played at the beginning of Spider-Man's turn.
  • Trousse de soins; Be careful. Remove 3 wounds from your character card. Must be played at the beginning of your turn.

Spider-Man

  • Agilite de l'Araignee; Agility of the Arachnid. This card cancels a wound that is caused by an opponent. This card must be played after Spider-Man is wounded.
  • Aide de la Chatte Noire; Aide of the Black Cat. The Black Cat has joined you, place her pawn on your Character card. You can play this card only if the Black Cat's pawn is on the game board.
  • Desengagement; Disengagement. You can free yourself from Doctor Octopus' arms or Venom's Symbiote. Playable at any time.
  • Libre; Liberty. Free a secondary character who is captured by a Villain. Replace the prisoner on their HQ. This card must be played at the beginning of your turn.
  • Retraite Surprise; Surprise Retreat. Play this card just before your opponent rolls Attack dice against you. You gain 1 free die of Movement before the Attack commences and the Attack is canceled. This card can only be played when an opponent uses an Attack action against you.
  • Spider Tracer; Spider Tracer. Gain 1 Spider Tracer to your character card. Playable at any time.
  • Super Entrainement; Super Drive. Add +1 to all your Combat Dice this turn. Playable any time.
  • Super Fluide Arachnéen; Super Web Fluid. Your new fluid is much more effective. You can use twice your normal amount of Web Traps. Playable at any time.
  • Tir parfait; Perfect Shooting. Add +1 to all of your attempts to shoot webbing this turn. This card must be played before shooting webs.
  • Trousse de soins; Be careful. Remove 3 wounds from your character card. Must be played at the beginning of your turn.

Police Force

  • Allez-Y vous! Si ça vous tente de vous frotter au Rhino…; Go Ahead! You can run into the Rhino… (no effect)
  • Hier j'ai été cousé par le Rhino, pas question d'aller au travail aujourd'hui!; I can't get around the Rhino, there's no way I'm going to work today! (no effect)
  • Non merci! J'ai pas envie de recevoir 20000 volts par l'autre allume…; No Thank you! I don't want to receive 20,000 volts (no effect)
  • Notre mutuelle ne prend même pas en compte les blessures par super-vilain!; Our insurance company does not cover damage caused by Super-Villains! (no effect)
  • Placez deux voitures dans deux commissariats differents de votre choix. +2; Place two cars in two different police stations of your choice.
  • Placez une voiture dans le commissariat de votre choix. +1; Place a car in the police station of your choice.
  • Plus personne ne veut risquer sa peau!; Nobody else wants to risk their Skin! (no effect)
  • Salaires trop bas! Risque bien trop eleves!; Salaries are too low! Risk is too high! (no effect)

Mission Cards

  • Assaut à Grand Central Station; Assault at Grand Central Station. You attack Grand Central Station from an adjacent space. Place damage markers on the building, and after the 3rd damage marker you gain the VPs indicated.
  • Cambriolage à East Coast Bank; Carnage at East Coast Bank. Attack the bank from an adjacent space. Place the damage markers on the building space, and after the 2nd marker gain the VPs indicated.
  • Casse a la US Generale Bank; Rob US General Bank. Attack the bank from an adjacent space. Place damage markers on the building space. The bank is destroyed at 5 damage. Gain the VPs indicated.
  • Choix de votre mission; Your choice of Missions. Take a Mission card of your choice from the deck of Mission cards. Shuffle the deck after choosing.
  • Coup dur pour la Captial Bank; A hard blow for Capital Bank. You decide to attack Capital Bank. Attack the building from an adjacent space, and place damage markers on the building. After placing the 4th marker, gain the VPs indicated.
  • Le Docteur Connors découvre un super serum; Doctor Connors discovers a super serum. You attack the HQ of the Lizard to find the serum. Attack the HQ from an adjacent space, placing damage markers on the building. After the 3rd marker is placed, gain the VPs indicated. [Discard if you are the Lizard]
  • Electro pompe toute l'électricité d'un quartier; Electro drains the district. Electro absorbed all the electricity of your district and ruined your experiments. Take revenge by destroying his HQ. Attack the HQ from an adjacent space and mark the damage on the HQ. After causing 3 damage you have destroyed the HQ and gain the VPs indicated. Discard this card if you are Electro.
  • Émeute aux Nations Unies; Attack the United Nations. To attract the media's attention, you have decided to attack the United Nations. Attack the building from an adjacent space, and place damage markers on the UN building. After 6 damage marker you are awarded the VPs indicated.
  • Response: Each Police car has a free and automatic response to attacks comprising 2 combat dice. This response functions exactly like a Reaction. The Response is only usable after an attack that fails to eliminate the Police car. If a group of Police cars is attacked, each remaining car receives a Response. The Police player does not have to subtract 2 combat dice from his character card to use the Response, however any regular Reaction can be used in place of the Response if he wishes. Responses always occur during the opponent's turn.

  • Prisoners: A prisoner must be kept with 1 or 2 Police car pawns. The Police force can place only 1 prisoner in a Police Station or Police car at a time. There can never be 2 prisoners in the same space. Captains alone cannot guard a prisoner. The Police force automatically captures any Character or Minor Character if it KO's that character. Place the prisoner with the group of Police pawns. In addition, if a Police pawn passes on an adjacent box to a KO'd character, the Police player can optionally capture this Character for no additional cost by placing it in his pile of Police pawns (with the aim of bringing it in for VPs). [Characters who are prisoners cannot be attacked.]

  • Releasing a Prisoner: If a group of Police pawns contains a Prisoner and that pile captures another Prisoner, it must release one Prisoner of the Police player's choice. Place the released Prisoner on any adjacent street space.

  • Police Stations/Prison: Only Characters can be placed in Prison. To escape from Prison, a character must eliminate all the Police cars present at the Police Station. Another Character can help an imprisoned Character escape by eliminating the Police cars for him. A Character in a Prison space without any Police cars is free to move (as long as it is not KO'd). A Character in a Police Station / Prison cannot be the target of a Web Trap or a Spider Tracer. The Police force cannot Attack a Character in Prison [or who is a Prisoner].

  • The Captains: The "Captains" are the Minor Characters Captain Stacy and Jean DeWolff, which belong to the Police player. If they are alone in a space, a Police car can move on that space to escort them. The Captains can move with the Police car from that point onward. The Captains can enter Police Stations as well, when the Police player controls them. While under the Police player's control, their Minor Character cards are placed next to the main Character card and the special abilities of the Captains are usable by the Police player. If either of the Captains are captured by another player, the captor takes the Minor Character card and is able to make use of their abilities himself, but not the abilities on the main Police Character card.

  • Capturing the Captains: To capture a Captain, your opponent must first eliminate all accompanying Police cars in the space as the Captain. He must then use an additional Combat die to capture the lone Captain pawn, which is then placed on the Character card of the capturing player. To free a captured Captain, the capturing Character must be KO'd.

  • Bonus Cards: The Police player must play his Bonus cards immediately upon drawing them, following the instructions in the section of the card pertaining to the Police. The Bonus cards are the only way to gain more Police car pawns. The Police player may choose where to place the new Police car from any of the Police Stations, as long as the rules for Stacking are observed. If the Police player gains +2 cars from a Bonus card, they must be placed in different Police Stations.

  • Victory Points: To gain VPs, the Police player must either: 1) Place Villains in Jail (in this case it gains the number of VPs indicated on the Character card of the Character imprisoned) or 2) Prevent a Villain from completing a Mission (see rules book).

  • Evasion en force au commissariat central; Evasion of force at Police HQ. You must rescue a Super-Villain in Prison. A Villain is a Prisoner if it is in a police station with at least 1 police car. You must destroy all the Police cars to rescue the Prisoner. Discard this card if playing with only 2 or 3 players.
  • Explosion chez Osborn Industries; Explosion at Osborn Industries. Take revenge for the Green Goblin by destroying Osborn Industries' factory. Each turn you are adjacent to Osborn Industries, you can allocate 2 dice of Combat or Movement to destroy the factory. If either of the dice roll a 6, the Mission is successful. Discard this card if you are the Green Goblin.
  • Haine envers la police; Hatred toward the Police Force. The Police are your worst enemy, and you decide to destroy them. You must destroy 4 Police cars to gain VPs. Each car you destroy should be placed in front of you. Once you have 4 cars you can reveal your objective and gain the VPs indicated.
  • Le capitaine Jean DeWolff a dispare; Captain Jean DeWolff disappears. Capture Captain Jean DeWolff. If DeWolff is alone on the game board, make a capture Attack using 1 attack die which automatically succeeds. If DeWolff is already a Prisoner, you must KO the captor to complete the mission. Gain the VPs indicated when you capture DeWolff.
  • Le capitaine Stacy pris en otage; Captain Stacy taken hostage. You must capture Captain Stacy. If alone on the game board, use 1 Combat die (success automatic). If Captain Stacy is already a prisoner, you must KO his captor in order to complete the mission. After capturing Captain Stacy, gain the VPs indicated.
  • Le Chatte Noire influence les probabilities…; The Black Cat changes your luck. You must capture the Black Cat. If still on the game board, you must spend 2 Combat dice to make the capture. If the Black Cat is already a prisoner, you must KO the player controlling her. When you do, place the Black Cat's pawn on your Prisoner box.
  • Le costume de Venom est vivant; The costume of Venom is alive. You learn that Venom is only a man without the abilities of his costume. Attack Venom's HQ to recover the symbiote from an adjacent space, and place damage markers on the building. After 4 damage markers, gain the VPs indicated. [Discard this card if you are Venom]
  • Le Rhino Ennemi Public N°1; Rhino is Public Enemy No. 1. Following devastations downtown, the Rhino was declared Public Enemy No. 1. Attack the Rhino's HQ from an adjacent space. Place damage markers on the HQ space. At 4 damage it is destroyed and you gain the VPs indicated. [Discard if you are the Rhino]
  • Le Scorpion menace J.J. Jameson; The Scorpion menaces J. Jonah Jameson. J. Jonah Jameson has demanded that you eliminate the Scorpion at his HQ. Attack Scorpion's HQ from an adjacent space, placing damage markers on the building. After the 4th marker is placed you gain the VPs indicated. Discard this card if you are the Scorpion.
  • Le top modéle M.J. Watson enlevé; Top model M.J. Watson captured. Capture Mary Jane Watson. If M.J. Watson is alone on the game board, use 1 Combat die to capture (success is automatic). If M.J. Watson is already a Prisoner, you must KO her captor to complete your mission. Gain the VPs indicated after capturing M.J. Watson.
  • Les puces de dr. Octopus; Dr. Octopus' microchips. The arms of Dr. Octopus are controlled by super microchips. You decide to steal them by attacking his HQ. Attack the building from an adjacent space, placing damage markers on the building. After the 4th marker, gain the VPs indicated. [Discard if you are Dr. Octopus]
  • Les Sinistres Six attaquent Fort Knox; The Sinister Six attack Fort Knox. When you joined the Sinister Six, the Green Goblin lied to you about your share of the spoils! Get revenge by destroying his HQ. Attack the building from any adjacent space, and place damage markers on the building. After placing the 3rd marker, gain the VPs indicated. [Discard if you are the Green Goblin]
  • J. J. Jameson Kidnappé!; J. J. Jameson Kidnapped! You must capture J. Jonah Jameson. If he is alone on the game board, make a capturing Attack (sacrifice 1 Combat die, success is automatic). If he is already the prisoner of another player you must KO his captor in order to capture him.
  • Madison Square devaste; Devastate Madison Square Garden. Attack from an adjacent space, and place damage counters on the Madison Square space. At 3 damage it is destroyed, and you gain the VPs indicated.
  • Panique dans Central Park; Panic in Central Park. You must plant a bomb at the bottom of the lake in Central Park. The explosion will cause a wave that will panic the downtown area. Each turn that you are on one of the two boxes labeled Central Park, you can use up to 2 dice of Combat or Movement to set the bomb. The mission succeeds on a 5 or more, and you gain the VPs indicated.
  • Prise d'otages au Chrysler Building; Take hostages in the Chrysler Building. You take as your hostages the leaders of the corporation to steal the latest generation microchip. Each turn where you are adjacent with the building you can use one of your Combat or Movement dice to attempt the mission. On a 5 or more the mission is successful, and you gain the VPs indicated.
  • Rage à l'Empire State Building!; Rage at the Empire State Building. You are beserk with rage and attack the Empire State Building which attracts the attention of Spider-Man. Attack the building from an adjacent space, and place damage markers on the building. After placing 6 markers, you are awarded the VPs indicated on the card.
  • Spiderman K.O.!!!; K.O. Spider-Man!!! If one of your attacks KO's Spider-Man, gain the VPs indicated.
  • Spiderman SDF; Spider-Man found. You have discovered the residence of Spider-Man. Destroy it to sow disorder in his life. Attack the HQ of Spider-Man. Mark damage on the HQ space. After 5 damage, gain the VPs indicated on the card.
  • Spiderman démasqué; Spider-Man unmasked. During a melee Attack action against Spider-Man, roll your Combat dice. You do not inflict any wounds, and cannot use any bonuses you might have gained. If a natural 6 is rolled on any of the dice you have unmasked Spider-Man and gain the VPs indicated.
  • Trahi par le Vautour…; Betrayed by the Vulture… You barely escaped an attack by the Vulture, get your revenge by attacking his HQ. Attack the HQ from an adjacent space and mark the damage on the space. At 3 damage counters it is destroyed and you gain the VPs indicated. Discard this card if you are the Vulture.
  • Un bijouterie cambriolée; Rob the Jewelry store. It's a small larceny, but it will help you finance your great projects. Attack a Jewelry store from an adjacent space. When you cause 1 damage, you are awarded the VPs indicated.
  • Un Super Vilain á Wall Street; A Super Villain on Wall Street. You decide to hold Wall Street hostage. Attack Wall Street from an adjacent space. Place damage markers on the Wall Street space. After 5 damage markers, gain the VPs indicated.
  • Un virus répandu au Rockfeller Center; A virus spread through Rockefeller Center. You spread a virus, then request a large ransom from the city in exchange for the antidote. As long as you are adjacent to the Rockefeller Center, you can allocate up to 3 Combat or Movement dice to achieve the mission. Roll the dice, and the mission is successful if you roll a 6 on any of them. You are then awarded the VPs indicated.
  • Une station de metro d'effondre!; A subway station breaks down! It is an easy target, but it still proves to the citizens of New York that you are their master. Attack a subway station. When you make 1 point of damage you are awarded the VPs indicated.
  • Une vieille dame agressée; Assault an old lady. You must capture Aunt May. If she is alone on the game board you can use 1 Combat die to capture her (automatic success). If Aunt May is already a prisoner, you must KO her captor to complete the mission. Gain the VPs indicated when you capture Aunt May.
  • Vengeance À Times Square; Vengeance at Times Square. Attract Spider-Man's attention by attacking buildings adjacent to Times Square. When you do 5 points of damage, you are awarded the VPs indicated.
  • Vol d'œuvres d'art au Guggenheim Museum; Theft of art in Guggenheim Museum. You enter the museum to steal their most beautiful works of art. Attack the building from an adjacent space, placing damage markers on the building. After the 3rd damage marker is placed you are awarded the VPs indicated.