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Super

Super Rulebook

Table of Contents

Table of Contents

  • Goal of the Game
  • Components
  • Setup
    • Millions of Followers (MF)
  • Agency Board
  • Game Flow
    • SUPER Cards
    • MISSION Cards
  • 1. Actions
    • A. Play a Super (mandatory action)
    • B. Go on a Mission (optional action)
    • Mission Descriptions
  • 2. End of Turn
    • Example of a Complete Turn
  • End of Game
  • Iconography
    • Supers
    • Missions
  • FAQ
  • Credits

Goal of the Game

In Super, you must reach or surpass the mythical number of 50 million followers as quickly as possible. How? By recruiting Supers into your agency and sending them on missions.

Your Supers have unique abilities to help the agency complete missions. It's the success of these missions that will allow you to earn millions of followers.

It's a race against time to become the number one Super agency! Each of your choices will matter, and each Super can make the difference.

So, are you ready to take on the challenge and make history?

Components

  • 56 SUPER cards
  • 42 MISSION cards
  • 4 Agency boards
  • 4 player aids
  • 1 main board (collector version only)
  • 10 Shock tokens
  • 1 First Player token
  • 4 score dials

Setup

  1. For each player: Give each player an Agency board, a player aid, and a score dial.
  2. Place the main board in the center of the table.
  3. Set up the recruitment line: Shuffle the SUPER cards face down. Then place four cards face up, next to each other, on the bottom row of the main board. The remaining cards are placed face down to form the SUPER card draw pile.
  4. Prepare the mission line: Shuffle the MISSION cards face down. Then place four cards face up, next to each other, on the top row of the main board. The remaining cards are placed face down to form the MISSION card draw pile.
  5. Place the Shock tokens in a pool within reach of all players.
  6. The last person to have read a comic book takes the First Player token and begins the game.

Millions of Followers (MF)

At the beginning of the game, players set their score dials to 00. Change the number on your dial every time you gain Millions of Followers, adding as many Millions of Followers as needed.

Agency Board

Your Agency board consists of six slots (three on top, three at the bottom). Each slot can hold one SUPER card. There's no specific placement order – you may place your cards wherever you like.

Note: each Agency slot has a marked area on its left side. Ignore it in the base game – it's only used with the game's expansion.

Game Flow

You take turns clockwise. A game unfolds over a series of rounds, starting with the first player. Each round has two phases:

  1. Actions
    • A. Play a Super (mandatory action)
    • B. Go on a Mission (optional action)
  2. End of Turn
    • Add new cards (mandatory action)

SUPER Cards

SUPER cards belong to four Factions, each associated with a color (blue, purple, red, green).

Each card shows:

  1. Strength (1 to 4)
  2. Type of power
  3. Power (all powers are detailed in the Iconography section)
  4. Faction

MISSION Cards

MISSION cards come in five types, each linked to a color (blue, purple, green, red, and gold).

Each card shows:

  1. Type of mission
  2. Mission reward
  3. Partners bonus
  4. Requirements – strength required, Super Leader faction

1. Actions

During this phase, you may perform two distinct actions: Play a Super and Go on a Mission. These can be done in any order.

A. Play a Super (mandatory action)

On your turn, you MUST perform the Play a Super action once. Choose one of the four face-up Supers from the recruitment line, and place it strategically on one of the six slots on your Agency board.

This action is mandatory – do it once per turn, either before or after going on a Mission. When a SUPER card is taken from the recruitment line, it is not immediately replaced.

Note: You may place a Super on a slot already occupied. To do this, discard the existing Super and place the new one in its place.

Types of power

  • Immediate: trigger the ability immediately when played.
  • Permanent: the power remains active as long as the Super stays on your Agency board and isn't in Shock state (see Iconography).

Note: you may choose not to apply a power.

First turn for each player

On the first turn, each player must Play a Super twice. They may also Go on a Mission per the normal rules.

Example: It's Peter's turn. He chooses the blue Super from the recruitment line and places it in his Agency. This Super's power lets him draw the Super card from the top of the deck and place it in his Agency as well. He triggers its ability and gains 1 MF.

Bad Buzz

Once per turn, and BEFORE playing a Super, the active player may trigger a Bad Buzz – rejecting all Supers currently available. To do this, pay 2 MF, discard all 4 face-up Supers, and reveal 4 new ones. You must perform the Play a Super action among these four new cards.

B. Go on a Mission (optional action)

This action is optional. It can be performed freely during your turn, and several times if you can. To go on a Mission, meet the following two conditions:

  • Strength required: Send a Super or a group of Supers whose combined strength is equal to or higher than the Mission's value.
  • Super Leader: Among them, at least one must match the Mission's color – it is your Super Leader. You choose the Leader for Rescue Missions.

If both conditions are met, you may claim the MISSION card and gain its effects. Claimed Mission cards are not replaced during the turn. Supers used for a Mission are discarded face-up near the central board.

Reminder: there's no order between the two actions – you may go on a Mission, play a Super, then go on another Mission if possible.

Partners Bonus

If you go on a Mission with a second Super of the same Faction as your Leader, also apply the Partner bonus.

Example: Selina wants to complete a purple Mission. She decides to send the purple and green Supers on a mission. These three Supers have a combined strength of 9 (3 + 2 + 3 + the +1 bonus from the purple Super on the left). With two purple Supers, she activates the Partner Bonus and gains 7 MF. All three Supers are discarded.

Organizing your Missions

For Missions with Partner-bonus icons: let the bonus icon stick out for easy tracking.

For Missions with Immediate-power icons: keep only the icon visible for clarity.

Mission Descriptions

Missions have different mechanics and strategies to earn you immediate or future MF under certain conditions.

It's up to you to make the most of them, and combine them as best you can, because they can offer you crucial advantages in gaining an edge over your competitors' agencies: recruitment effect, shock, swap.

Each Mission type's description below lists its Mission Reward (what you gain on claiming the Mission, marked Immediate or Permanent as described under Types of Power) followed by its Partners Bonus (the extra effect triggered when you send a second Super of the same Faction as your Leader on that Mission).

Villain's Attack

  • Mission Reward (Immediate): Gain MF immediately.
  • Partners Bonus: Apply a Shock (see Iconography).

Chemical Hazard

  • Mission Reward (Permanent): Get a permanent discount of X strength for a Mission type.
  • Partners Bonus: Gain MF immediately.

Destruction Threat

  • Mission Reward (Immediate): Gain X MF for each Destruction Mission you've completed, including this one.
  • Partners Bonus: Apply the Recruit effect (see Iconography).

Alien Invasion

  • Mission Reward (Permanent): Gain MF each time a Super of the corresponding Faction goes on a Mission. This effect is activated immediately and for the entire game.
  • Partners Bonus: Gain MF immediately.

Rescue Mission

  • Mission Reward (Immediate): Gain X MF for each different type of Mission you have already completed, including this one.
  • Partners Bonus: Apply the Transfer effect (see Iconography).

2. End of Turn

This phase occurs at the end of a player's turn.

Add new cards (mandatory action)

When a player's turn ends, refill the empty slots on the central board with new SUPER and MISSION cards.

If the deck of SUPER cards is empty, shuffle the discard pile to form a new draw pile.

Then, it's the next player's turn.

Example of a Complete Turn

  1. Bruce aims to complete the blue Mission on the far right. This Mission would earn them a lot of followers.
  2. They first play the red Super into his Agency, which will become stronger thanks to his existing blue Supers.
  3. He then decides to go on a Mission with the 3 Supers at the bottom of his Agency. His 3 Supers have a total strength of 12: the red Super has 7 (1 + 2 [permanent power]), the blue Super in the center has 4 (2 + 2 thanks to the purple Super above), and the blue Super has 1. The blue Mission with a requested value of 9 can be achieved. Bruce also benefits from the Partners Bonus effect thanks to the 2 blue Supers he has sent.
  4. Bruce immediately gains 10 MF: the blue Mission gives him 8 MF (4 × the number of blue Missions he has already completed) + 2 MF for sending 2 blue Supers on the Mission (thanks to the effect of a previously completed green Mission). They adjust his score dial to reflect his current number of MF.
  5. They discard the 3 Supers used.
  6. They apply the Recruit effect, recruit a new Super, and gain 1 MF. They may go on another Mission if able, before ending his turn.

End of Game

The game ends in two ways:

  • A player reaches at least 50 MF: finish the current round so all players have played equally. Then end the game.
  • OR the mission line cannot be fully completed (4 cards): in this case, the game ends at the end of the current player's turn.

The player with the most MF wins. In the case of a tie, the players share the win.

Iconography

Supers

  • Popular: gain X MF.
  • Veteran: you can replace this Super on any of your Agency's bottom row slots instead of discarding it, as long as it was initially placed on your Agency's top row when it left on a mission.
  • Partner: if this Super goes on a Mission as Leader, it triggers the Partner effect of its color, even if no other Super of the same faction goes with it.
  • Shock: place a Shock token on the power of an opponent's SUPER card. A card with this token no longer benefits from its strength, but retains its Faction. Or remove a Shock from your own Super to reactivate its power.
  • Recruitment: draw the first SUPER card from the deck face-down and place it immediately on your Agency board. You apply its powers.
  • Ready to Go: gain 1 MF each time a Super of the corresponding faction goes on a Mission. This effect is activated immediately and for the entire game.
  • Shapeshifter: this Super is of all the Factions at the same time.
  • Strategist: you have a discount of 1 strength for all types of Missions.
  • Faction Support: the Super indicated by the arrow is also from the corresponding Faction.
  • Strength Support: the Super indicated by the arrow earns +X strength.
  • Power Up: this Super has +X strength for each card of the indicated Faction present in your Agency.
  • Influential: earn X MF every time a Super of the corresponding Faction is placed or replaced in your Agency.
  • Planning: apply the corresponding effect to your Agency's locations.

Missions

  • Transfer: take a Super from another player's Agency and give him one of your remaining Supers from your Agency. Each player chooses where to place his card in his Agency. The Immediate effects are activated. You cannot apply this effect if you have no SUPER in your Agency.

FAQ

Mission: can I go on a Mission with just one Super? Yes, as long as its color matches the Mission and its power is equal to or greater than that of the Mission.

Strength Support / Power Up: if the SUPER who possesses this type of power is also of the color in question, does its power also apply to him? Yes.

Transfer: can I apply this effect on a card with a Shock token? Yes. In this case, the SUPER card loses its Shock token and regains its power.

Credits

A game by Jérémy Ducret & Johannes Goupy.

Art by Frank Calicó, Rick Celis, David Thor Fjalarsson, and Rol.

Art direction & Graphic Design: Denis Hervouet.

© 2025 Square Moon. All rights reserved.