Vs System
Vs System Rulebook
Table of Contents
Table of Contents
Game Basics
General
These game rules are used for games involving two or more players.
Tournament players must follow these rules in addition to tournament policy outlined on the official UDE website at ude.com/policy.
Players must ensure that they are playing using the most up-to-date text on cards. The most current text can be found in the Official Card Reference document located at ude.com/rules.
Starting the Game
Each player will need a way to track endurance totals, some small items to represent counters in the game, an item to represent an initiative tracker, and a deck of at least 60 cards. There is no maximum deck size.
A player’s deck at the start of the game may only contain four copies of any card with the same name and version (but also see rule 513.3c). This is called the “four per deck rule.” Army cards are an exception to this rule. A deck may include any number of each Army card.
Tournaments follow a set of specific deck construction rules. Deck construction rules are outlined in the Tournament Policy: Vs. System TCG (Appendix B) document at ude.com/policy. These deck construction rules may be different than the ones provided in the Comprehensive Rules. If so, those tournament rules take precedence during the tournament, except for cards that have a restriction on the number of copies of it that may be included printed on the card. (See rule 513.3c.)
Players should use a random method to determine who chooses what player will start the game with the initiative. Tournaments may follow different rules for determining who chooses what player will start the game with the initiative.
Each player starts the game with 50 endurance. A player’s endurance represents the overall wellbeing of his or her team of characters. As the game starts, each player draws four cards.
Once per game, after each player has drawn a four-card opening hand but before beginning the first turn, each player may mulligan. To mulligan, a player puts his or her hand on the bottom of his or her deck in any order and draws four new cards. This is called the mulligan rule. The player who will start the game with the initiative decides whether or not to mulligan first, and then the decision passes clockwise to each player in turn.
Winning and Losing
If only one player remains in the game, that player wins.
If a player wins the game, any other players remaining in the game lose the game.
Example: Xavier’s Dream reads, “Ongoing: At the start of the recovery phase, if there are no stunned characters in play, you may discard an X-Men character card. If you do, put a dream counter on Xavier’s Dream. Then, if there are three or more dream counters on Xavier’s Dream, you win the game.” If you control Xavier’s Dream with three dream counters on it as its effect resolves, you win the game.
A player that loses the game is removed from the game. All cards that player owns are removed from the game. Any effects that player controls on the chain are negated by the game rules. Objects that player controls but doesn’t own revert to the control of the last controller they had that is still in the game; if there is no such player, the objects are removed from the game. Continuous modifiers from objects and effects that player controlled are no longer applicable. This rule is an exception to rule 505.4 and to rule 513.2b.
A player with 0 or less endurance can lose the game—and, as a result, be removed from the game—during the recovery phase endurance check. (See rule 408.2a.)
A player may concede the game at any time. The conceding player is voluntarily removed from the current game, and afterwards, he or she loses the game.
A player does not lose the game if he or she is unable to draw cards.
Contradictions Rule
If game text contradicts rules outlined in the comprehensive rules, the game text supersedes the comprehensive rules. Game text only overrides rules when it directly states so.
Example: Nightcrawler, Kurt Wagner reads, “Nightcrawler can’t be stunned while attacking.” You attack an opponent’s Nightcrawler with your own. Normally, this would result in both of them being stunned. In this case, however, the card’s text supersedes the rules of combat, and your Nightcrawler is not stunned.
Example: Sewer System reads, "Activate >>> Target character you control can attack hidden characters and protected characters this turn." The rules read, "The proposed attacking character must have the front row characteristic. The range characteristic may modify this. (See rule 701.8)" You want to attack a hidden character with a character targeted by Sewer System this turn. If the character is in the support row, the character still needs range to attack, because the rules state that characters must be in the front row in order to attack, and Sewer System does not directly state it supersedes this rule.
If a modifier or rule instructs that
Example: Burn Rubber reads, “Target character you control has reinforcement this turn.” Blind Sided reads, “Target character loses and can’t have reinforcement this turn.” A character affected by Blind Sided first, and then by Burn Rubber, will not have reinforcement this turn.
Example: Mystique, Raven Darkholme reads, “If Mystique would cause breakthrough to an opponent, instead, that opponent loses 5 endurance.” Paralyzing Kiss reads, “Attackers can’t cause breakthrough while attacking an Arkham Inmates character this turn.” Mystique is attacking an Arkham Inmates character. Any breakthrough she would cause while Paralyzing Kiss is in effect does not happen because she can’t cause breakthrough. Mystique’s replacement will not have an opportunity to replace the breakthrough before Paralyzing Kiss’s modifier prevents it.
Example: The rules read, “701.12a A stunned character can’t be readied.” Cosmic Radiation reads, “Ready any number of Fantastic Four characters you control.” Cosmic Radiation can’t ready a stunned character because the rules state that stunned characters can’t be readied.
Negative and Undefined Values
Negative numbers in the Vs. System are used only for purposes of raising or lowering values. Otherwise, those numbers are treated as 0. Negative endurance totals are an exception in two ways:
While comparing endurance totals, negative totals are not treated as 0.
If a player’s endurance total "becomes equal to" or "switches with" another player’s negative endurance total, that other player’s total is not treated as 0.
Example: You control Savage Land, which reads, “Activate >>> Target Brotherhood attacker you control gets +1/-1 this attack for each resource you control.” You use Savage Land’s payment power on Toad while you control three resources. Toad was 3 ATK/2 DEF and now is 6 ATK/0 DEF, except for the purposes of further changing his DEF. For the purposes of further changing his DEF, Toad’s DEF is -1.
Example: Plastic Man reads, “At the start of the combat phase, Plastic Man gets +X ATK this turn, where X is the tens digit of your endurance, and +Y DEF this turn, where Y is the ones digit of your endurance." At the start of the combat phase, you control Plastic Man and have -29 endurance. Plastic Man gets +0 ATK/+0 DEF this turn, because his power does not compare, equate, or switch his controller’s endurance total with another.
“Totaling” or “combining” values together does not change any of the individual values involved; thus, if a team attacker’s ATK is less than 0, it is treated as 0 for the purpose of combining its ATK with the ATK of other team attackers. Similarly, if a character’s willpower is less than 0, it is treated as 0 for the purpose of combining its willpower with the willpower of other characters.
Undefined values that would be numeric are 0. Character cards with no recruit cost are an exception to this rule and use 203.4d instead.
Parts of the Game
General
This section sets out the rules for card parts and game zones.
Card Name
A card’s name appears across the top of the card.
If an effect or modifier refers to the name of the card that produced it, it is only referring to the card that put the effect on the chain or whose text produced the modifier, and not to any other instance of that card, with the clarifications below.
If an effect or modifier refers to the name of an object, but the object in play with that name is no longer the same object that was in play when the effect or modifier was played, then the effect or modifier can use the last known information of the object as it was when the effect or modifier resolved. The effect or modifier can’t affect or modify the new object.
Example: Reign of Terror reads, “Return any number of target characters with combined cost 3 or less to their owners’ hands.” Beetle, Abner Jenkins reads, “Boost 4: When Beetle enters play, he gets +1/+1 this turn for each resource you control.” You recruit Beetle, paying the boost cost. Your opponent plays Reign of Terror on Beetle. You recruit Beetle again, this time without paying the boost cost. Beetle is not affected by the boost cost paid earlier, because he is not the same object.
If an effect or modifier refers to a
Example: Sub-Mariner, Namor has the leader keyword. Sinister Citadel reads, “Put a +1/+1 counter on target leader character you control.” If you control Sub-Mariner, you can target him with Sinister Citadel unless he is stunned.
An effect or modifier that refers to a
Example: Trok has the Deep Six version. A card that refers to a Deep Six card can refer to Trok. Avalanche, Freedom Force has the Energy trait. A card that refers to an Energy card can refer to Avalanche. Omen has the Teen Titans affiliation. A card that refers to a Teen Titans card can refer to Omen. Artie has the Mutant class. A card that refers to a Mutant can refer to Artie.
Example: Brainiac, Earth 2 has the Earth 2 version. A card that refers to "Earth 2 characters you control" refers to a Brainiac, if he is in play, because character cards are "characters" only while in play. A card that refers to "Earth 2 character cards" refers to any Earth 2 character card, whether or not it is in play; however, most cards that refer to "character cards" also involve a game action, such as "search" or "discard," that specifically applies to cards in certain zones.
If an effect or modifier refers to "card(s) named
Example: Future Friends reads, “Target Team Superman attacker or defender you control gets +1 DEF this attack and an additional +1 DEF for each other Future Friends in your resource row and KO’d pile." Future Friends looks for any card named Future Friends other than the card it appears on.
If an effect or modifier refers to another card by name only, it’s referring to a card with that name, whether or not it has the same version or identity, and whether or not it has other names as well.
Example: Batarang, Cutting Edge reads, "Equip only to Batman." This equipment can be attached to Batman <> Cape and Cowl, but not to Azrael <> Batman, Knightfall. Batarang refers to Batman by name only, so a card with version or identity Batman does not qualify.
If a cost refers to the name of the card that is its source, it’s referring only to the card that is its source, and not to any other instance of that card.
If an effect or modifier checks whether or not a player controls a card named
If an effect or modifier checks whether or not a player "controls
After some character card names, there is a diamond (<>) symbol followed by text. That text is the printed identity of the character. The naming format for these characters is “Name <> Identity.” If a character’s name isn’t followed by a diamond, its printed name is also its identity. This identity is also referred to as its "secret identity." A character’s identity is ignored when determining the uniqueness of that character.
Some modifiers can change the name of a card. When this happens, all references to that specific card by name in its powers are changed to use the new name. This does not change the name in wordings like "cards named
Example: Multiple Man <> Jamie Madrox, Army reads, "Whenever Multiple Man becomes stunned, you may remove him from the game. If you do, you may put up to two cards named Multiple Man from your hand into your front row." Decoy Program reads, "Equip only to an Army Doom character you control.
Equipped character loses all names and versions and has the name Dr. Doom." Equipping Decoy Program to Multiple Man, assuming a modifier is giving Multiple Man the Doom affiliation, causes him to become "Dr. Doom <> Jamie Madrox" and causes his power to read, "Whenever Dr. Doom becomes stunned, you may remove him from the game. If you do, you may put up to two cards named Multiple Man from your hand into your front row."
Some cards give a character more than one name. A character can’t gain a name it already has.
Two cards have the "same name" if they have the same number of names and all of them match, regardless of the order in which those names were gained. Otherwise, they have "different names." Two cards "share" a name if they have at least one name in common.
Some cards check if you control more than one named character. Characters with multiple names can satisfy only one of these checks.
Example: A Child Named Valeria reads, "Choose one or both: If you control Mr. Fantastic and Invisible Woman, characters with cost 3 or less you control can’t be stunned this turn; or if you control Dr. Doom, stun target exhausted character with cost 2 or less." You control no characters except Bizarro, and a Bizarro World that reads, " Characters you control named Bizarro have all character names and identities." If you play A Child Named Valeria and choose the second mode, it will resolve successfully because Bizarro has the name Dr. Doom. If you choose the first mode, it will do nothing on resolution because Bizarro can’t satisfy the checks for both Mr. Fantastic and Invisible Woman (even though he has both names).
Version
The text appearing immediately below the name of a card is the version of that card.
Some cards may have more than one printed version. Modifiers may add versions to or change versions of a card.
The version can uniquely identify a card; can be the Army, Non-Unique or Unique characteristic; or can be a tag version.
Example: Even though they have the same name, the cards Luke Cage, Power Man and Luke Cage, Hero for Hire can be uniquely identified because they have different versions.
Example: Assassin Initiate has the version “Army.” This version is a keyword that means that this character card is not limited by the “four per deck rule.” (See rule 101.2.) It also means this character does not have the unique characteristic. (See rule 202.4a.)
Example: Moonglow reads, “You may search your deck for a Team-Up card, reveal it, and put it into your hand.” This modifier can find any card with version Team-Up, such as Stormfront-1, Justice for All, or Faces of Evil. It can’t find cards that are colloquially referred to as "team-up cards" by players but do not have the version Team-Up.
If an effect or modifier refers to a card name other than the name of the card that produced it, unless it refers to a card’s version, the effect or modifier can refer to any versions of that card.
Example: Doom-Bot reads, “Activate, KO Doom-Bot >>> Ready target Dr. Doom.” This payment power may target Dr. Doom, Diabolic Genius; Dr. Doom, Victor Von Doom; or Dr. Doom, Lord of Latveria, as Doom-Bot does not specify a version. This can’t ready Doomstadt or Kristoff von Doom, because neither of them is named “Dr. Doom.”
“Army” is both a version and a keyword with a specific meaning. Character cards with version “Army” are not subject to the “four per deck rule.” (See rule 101.2.)
Character cards with version “Army” do not have the unique characteristic. Rules for resolving recruit effects that check uniqueness (see rules 508.3b and 704.1) do not apply to resolving Army recruit effects.
An effect or modifier that refers to a version without referring to a card’s name can refer to any card or cards with that version.
Two cards have the "same version" if they have the same number of versions and all of them match. Otherwise, they have "different versions." Two cards "share" a version if they have at least one version in common.
Example: A card with two versions (A and B) has the “same version” as another card with versions A and B, but a “different version” than a card with versions A and C, or a card with only version A. However, all four cards “share” version A.
Some modifiers look for a "different version" of a card. This is a card with the same name as that card, but with a different version.
"Unique" is a version that equipment may have. Equipment cards with version "unique" have the unique characteristic (see rule 701.15) and are subject to checking for the uniqueness rule as they are attached to a character.
"Non-Unique" is a version that a character or location may have. Cards with version "non-unique" don’t have the unique characteristic. (See rule 701.15.)
Costs
Game costs expressed in numbers in the Vs. System are always positive integers or 0. Costs can never be negative. A cost of 0 still needs to be paid—a cost of 0 does not cause a card or an effect to be played automatically. A player can’t pay, lose, or gain a negative amount of endurance. (See rule 104.1.)
Some payment powers have the cost “free.” This is the same has having a cost of “pay 0 endurance.”
If anything looks for a card’s cost, it uses the value printed in the upper left-hand corner of that card. If anything looks for an effect’s cost, it uses the value printed in the upper left-hand corner of that effect’s source.
Some modifiers say a card gains the printed cost of a second card. Such a modifier increases the cost of the first card by adding the printed cost of the second card to it. The actual printed cost of the first card doesn’t change.
A player can’t pay or satisfy a cost unless that player has the means to do so.
Example: You control Storm, Ororo Munroe, who reads, “Pay 2 endurance >>> Characters your opponents control lose flight this turn.” If you have 1 or less endurance, you can’t pay this cost, as you don’t have the endurance available to pay with.
Example: You control Pyro, St. John Allerdyce, who reads, “Activate >>> Target player loses 3 endurance.” If Pyro is exhausted, you can’t pay his activated power’s cost.
Example: Cadmus Labs reads, “Replace Cadmus Labs >>> Target Superman gets +1/+1 this attack.” You control Cadmus Labs and have no cards in your deck. You can’t pay the cost of replacing Cadmus Labs because you have no card on top of your deck to put face down into your resource row.
Recruit Costs
Recruit costs appear in the upper left-hand corner of character and equipment cards.
Recruit costs require payment from the total number of resource points in a player’s resource pool for that turn.
Cards with recruit costs may only be played during the recruit step. (See rule 404.)
Some character cards have no printed recruit cost. These cards are referred to as "costless." Their recruit cost is not treated as 0 or any other numerical value for any reason. (This is an exception to rule 104.3.) A costless card’s text box will give an additional cost required to recruit it. Stunning a costless character produces no stun endurance loss for its controller. Costs or modifiers looking for cards "with cost X," "with cost greater than
Example: Superman, Last Son of Krypton has no recruit cost and reads "Loyalty—Reveal
To recruit, pay 4 resource points." He has an additional cost of paying 4 resource points that you have to pay even though he is costless. Additionally, if you don’t control a character that shares an affiliation with him, then as a further additional cost to recruit him, you must reveal a character card in your hand or resource row that shares an affiliation with him.
He does not have "cost 2 or less;" he is not "a card with cost 1 or more." He is not "a card with cost 0," nor can he be used as "a card with cost X." If you control him and he becomes stunned, you do not take stun endurance loss, but you still take breakthrough if he is stunned by an attacker with ATK greater than his DEF. He doesn’t have invulnerability, and so modifiers that remove invulnerability have no impact on him. Press can’t reduce his additional cost of 4 resource points, because cost reductions are applied before additional costs are added. He can’t be substituted from play because his cost isn’t greater than or equal to any other cost.
Threshold Costs
Threshold costs appear in the upper left-hand corner of location and plot twist cards.
Threshold costs are compared to a player’s total resources in his or her resource row. If the total number of resources is equal to or greater than the threshold cost, then the cost can be met. Meeting a threshold cost does not remove resource points from a player’s resource pool.
Threshold costs are still costs and must be satisfied in order to play effects that have them. (See rule 505.)
Payment Power Costs
Payment power costs appear on the left side of a payment power, before the arrow. In the Official Card Reference and these rules, this arrow is symbolized by “>>>”. Payment powers are colored in normal text color. Some payment power costs include the activate () symbol or the word “Activate.” The powers that have such a cost are called activated powers. (See rule 500.3a.) All payment power costs are actions, sequences of actions, resource point costs, and/or endurance costs.
If a payment power cost requires actions to be taken, they can be done in any order that allows all the actions to be taken. If not all of the stated actions can be done, the cost can’t be paid, and the power can’t be legally played.
A face-up resource may not be revealed to pay a payment power cost that requires revealing a card. (See rule 708.9b.)
Some payment powers have a cost of "Pay X ATK this turn" or "Pay X DEF this turn," where X is a numeric value. These costs can’t be paid unless the character with this power has at least that amount of ATK or DEF. (See rule 203.3.) Paying an ATK or DEF cost creates a continuous modifier that gives the character "-X ATK this turn" or "-X DEF this turn." This modifier is timestamped at the time the cost is paid and interacts normally with other continuous modifiers.
Replacement Costs
Some replacement modifiers are optional and produce replacement costs. These will be written as “If
These costs are optional to pay. If you choose not to pay or can’t pay them, the replacement does not occur, and subsequent “if you do” clauses won’t be satisfied.
Example: Tim Drake <> Robin, Young Detective reads, “If a team attacker you control would become stunned, instead, you may choose another team attacker you control. If you do, stun the chosen character.” The cost for Tim Drake’s replacement modifier is “choose another team attacker you control.” If there are no other team attackers to choose, you can’t pay this cost. It does not matter if the character chosen can’t be stunned for some reason; the cost for the replacement has still been met. You may choose not to pay the cost even if you have means to do so. If you choose not to pay the cost, the replacement does not happen.
Example: Sabretooth, Victor Creed reads, “If Sabretooth is in your front row and would become stunned, instead, you may pay 10 endurance. If you do, exhaust Sabretooth and move him to your support row.” The cost for this replacement modifier is “pay 10 endurance.” If you choose not to pay or can’t pay, then Sabretooth will be stunned. If you do pay, then he will be moved to your support row and will be exhausted.
Example: Spider-Man, Alien Symbiote reads, “If Spider-Man would become powered-up, instead, you may put a +1/+1 counter on him.” The cost for Spider-Man’s replacement modifiers is “put a +1/+1 counter on him.” This is a cost because it appears in the format listed in 203.7a. Other cards have powers that put a +1/+1 counters on a character but do not use the format listed in 203.7a. Those cards do not have replacement costs.
Costs in Resolutions
A power may say to “pay” endurance or resource points as part of its effect, during resolution. These are also costs.
Losing endurance is never a cost. Paying endurance leads to losing endurance, but not vice versa.
Additional Costs
Additional costs are extra costs required to put an effect on the chain or to flip a location. These costs are written after one of the following phrases: "to play," "to flip," or "to recruit." These are paid at the same time as recruit, threshold, or payment costs. (See rule 505.)
Additional costs are continuous powers that function in the zone that the cards they apply to are played from.
Actions taken to pay costs can’t be replaced. If a replacement modifier attempts to replace part or all of a cost, none of that cost is replaced. Putting an object into a KO’d pile is an exception to this rule and uses rule 203.10b.
One card, Bizarro World, has “mystery text” in its text box. This text changes with each new expansion’s release (on the day the new expansion becomes tournament-legal), and it can be found at www.bizarroworld.com or in the most recent version of the Official Card Reference. (See rule 100.3.)
Text can be either active or inactive. Active text generates powers and/or keywords; inactive text does not.
Revealed cards have active text in all zones unless otherwise specified, even though the powers described by their text may not function in all zones. (See rule 500.2.)
Stunned characters (see rule 701.12b), equipment attached to stunned characters (see rule 302.5), and unrevealed face-down resources have inactive text. Boost, Cosmic, and Insanity can also cause text to be inactive. Otherwise, a card’s text is active.
Inactive text is treated as though it does not exist. However, it can still be seen by modifiers looking for “printed” text; it’s still printed on the card even while inactive.
Attack, Defense, and Willpower Values
Each character card in Vs. System has an attack value (ATK), defense value (DEF), and willpower value.
If there are numbers in the lower corners of a card, they represent a character’s or character card’s ATK and DEF. The number next to the lightning bolt symbol is the printed ATK. The number next to the shield symbol is the printed DEF.
Some modifiers say a card gains the printed ATK and DEF of a second card. Such a modifier increases the ATK and DEF of the first card by adding the applicable printed value of the second card to it. The actual printed values of the first card don’t change.
A character or character card with the keyword “Willpower” followed by a number has a printed willpower value equal to that number. A character or character card without this keyword has willpower 0.
While a character is stunned, its willpower becomes 0. Stunned characters can’t gain or lose willpower.
Icons
Cards may have a number of icons on the lower left side. Icons are graphical reminders of the “ongoing” keyword and the characteristics flight and range. Flight and range do not appear in the text box of a character that has one or both of them as printed characteristics—they only appear on the card as the appropriate icon.
Most cards have an icon in the upper right-hand corner. Any card that has ever been printed with the Marvel icon has the Marvel characteristic. Any card that has ever been printed with the DC icon has the DC characteristic. This allows it to be referred to as a “Marvel card” and/or “DC card”, regardless of whether it has that printed icon.
The following are Marvel cards: Dual Sidearms; Flying Kick; Jetpack.
The following are both Marvel and DC cards: Blind Sided; Mobilize; Nasty Surprise.
Example: Marvel’s Most Wanted reads, “Search your deck for a Marvel card, reveal it, and put it into your hand.” You may retrieve any copy of Nasty Surprise (DCL-267C, EHB-025C, MOR-202C) in your deck as it resolves.
Some affiliations have an associated icon. (See rule 206.1c.)
Each character and equipment card has a hidden and visible icon on the right side of its type line, either of which can be ‘lit’ or ‘unlit.’ A card with the hidden icon lit and the visible icon unlit has concealed. A card with both icons lit has concealed-optional.
A security foil icon in the shape of the letter “e” is found in the lower right-hand corner of all official cards. It has no effect on gameplay.
As a modifier removes or adds a characteristic, it does not remove or add icons associated with that characteristic, if any. The icons printed on a card are never added or removed, though whether the card currently has the characteristic associated with those icons may be changed by modifiers.
The existing icons include those for flight, range, ongoing, affiliations, hidden, visible, and brand, as well as the security foil icon. All cards have a security foil icon; not all cards will have each of the rest.
Game Zones
General
There are six zones in the game. Each game zone exists even if there are no cards or objects in that zone. Each can also be referred to without the word “zone.” For example, a player’s deck zone is also called the player’s deck.
There are three ordered zones: deck, in-play, and chain. The ordering in the in-play zone is positional (i.e., cards are each in a different position). (See rule 705.) The ordering in the other two ordered zones is top-to-bottom in each one. Players may not alter the ordering of cards in an ordered zone. Players may not alter the ordering of effects on the chain. There are three unordered zones: removed-from-game, KO’d pile, and hand. Players may alter the ordering of cards in their unordered zones.
If a card changes zones, it is no longer the same card, even if it returns to the previous zone. Any modifiers that would have affected it in the previous zone don’t affect it in the new zone unless they specify that they do (but see rule 213.1d). An object that changes controllers or areas is still the same object. (See rule 700.3.) However, a card that moves between a resource row and a non-resource row (or vice versa) is no longer the same card, even though it hasn’t changed zones.
If an effect’s cost or modifier moves a card to a zone, or an effect triggers off a card entering a zone, and then a modifier from that effect later tries to affect that card, it can do so, but only if that card has remained in that zone continuously until then. This is an exception to 213.1c.
If a card changes zones and goes to a hand, KO’d pile, deck, or removed-from-game zone, it goes to its owner’s version of that zone.
Zones are either "public" or "non-public." All players may look at the cards in a public zone. The public zones are: KO’d pile and chain. Not all players may look at the cards in a non-public zone. No player may look at the cards in a deck, or at face-down cards removed from the game. Only a hand’s owner may look at the cards in it. Any player may look at cards in play that are in a front or support row, face-up cards in a resource row, or face-up cards removed from the game. However, face-down cards in a resource row may only be looked at by their controller.
Deck Zone
The deck zone represents the area of the game where players place their decks. Each player has a deck zone.
The deck is a non-public zone. No player may look through his or her own deck or any of his or her opponents’ decks. The number of cards in a player’s deck is public information. Players may not alter the order of cards in any deck.
If two or more cards are simultaneously put on the top or bottom of a deck, the owner of those cards may arrange them in any order. That player doesn’t reveal the order of those cards.
If a modifier instructs a player to search a deck, the deck’s owner will shuffle it after the searching player is done both searching it and possibly retrieving cards from it, even if the card does not mention shuffling that deck.
Cards that are drawn from a deck are drawn from the top of that deck.
Hand Zone
The hand zone represents cards in a player’s hand. Each player has a hand zone.
The hand is a non-public zone, but a player may look at the cards in his or her hand at any time. The number of cards in any player’s hand is public information.
KO’d Pile Zone
The KO’d pile zone represents the area of the game where players place cards that have been KO’d or discarded, plot twist cards that have resolved or been negated from the chain zone, and cards otherwise instructed by game rules or modifiers to go there. Each player has a KO’d pile zone.
The KO’d pile is a public zone.
In-Play Zone
The in-play zone represents the part of the game where players may place objects. Each player has his or her own visible area and hidden area in the in-play zone. Moving an object between areas in this zone does not cause it to change zones, leave play, or enter play. Moving an object between rows in this zone does not cause it to change zones. Moving a character between the front and support rows does not cause it to leave play or enter play. Moving a character card from a resource row to a front or support row causes it to enter play as a character. Moving a character into a resource row causes it to leave play as a character and enter play as a resource. (See rule 708.4.) This zone can also be called just "play," as in "put it into play," "when it leaves play," and so on. This should not be confused with the verb "play" as used for announcing a plot twist.
There are five types of object that may be in play: characters, plot twists, locations, equipment, and resources. Any object with type “plot twist” or “location” also has type “resource”; any face-up resource object also has type “plot twist” or type “location,” but never both. Face-down resources do not have any of the other types listed here. Each type of object has its own specific rules, outlined below and elsewhere in these rules.
Each player controls two areas in play: visible and hidden. These two areas are separated by an empty column, with a visible area on the right of this empty column and a hidden area on the left of this empty column. Objects can’t occupy the empty column, and each player must clearly mark this column in his or her playing area. A character in a visible area is “visible.” (See rule 701.18.) A character in a hidden area is “hidden.” (See rule 701.17.)
Each player controls three rows in play: front, support, and resource. Hidden areas of the in-play zone do not have resource rows. The front and support rows are where a player places characters. Equipment does not occupy a row, but it is attached to a character, equipping it. (See rule 404.) The resource row is where a player places resources. (See rule 403.) A player’s resource row is the row closest to him or her. A player’s front row is the row furthest from that player on his or her side of the in-play zone. A player’s support row is between his or her front row and resource row.
A card becomes an object as part of it being put into play. A player puts a character card or equipment card into play through a series of steps. (See section 214.) A player builds a resource through a different method. (See rule 403.1.) Characters are put into play only in an empty position in a player’s front or support row. Equipment are only put into play attached to a character. Resources are built only in the resource row.
If a player is instructed to move an object into one of his or her rows from a row that another player controls, the first player gains control of that object as part of moving that object and also gains control of any equipment attached to it. If a player is instructed to transfer an equipment onto a character he or she controls from a character another player controls, the first player gains control of that equipment as part of transferring it.
Characters in the front and support rows and equipment attached to those characters are public information.
Any player may look at any face-up resource. A player may only look at face-down resources that are in his or her resource row but may do so at any time.
If a player is instructed to put two or more cards into the in-play zone simultaneously, those cards all enter play simultaneously. (See rule 702.)
Chain Zone
The chain zone, or “the chain” for short, represents the area of the game where players place character or equipment cards being recruited, plot twist cards being played from the hand, and/or effects, as instructed by the game rules. All players share the chain zone. There is only one chain; playing an effect does not create a "new" chain.
The chain is a public zone. Players may not alter the order of effects or cards on the chain.
Effects that are placed onto the chain go on top of the chain, on top of any effects already on the chain.
Removed-from-Game Zone
The removed-from-game zone represents the area of the game where players place cards that have been removed from the game by modifiers or costs. Each player has his or her own removed-from-game zone.
Cards in this zone are face-up unless otherwise stated on the modifier that placed those cards in this zone. Any player may look at any face-up card in this zone. Face-down cards in this zone may not be looked at by any player unless otherwise specified.
Placing a card in the removed-from-game zone is also called "removing
Entering Play
A character "enters play" as part of it being put into a front or support row in the in-play zone as a character. An equipment "enters play" as part of it being put into the in-play zone as an equipment attached to a character. A character card moving out of a resource row into a front or support row also causes an “enters play” event. (See rule 708.4.) A player puts a character or equipment into play by following the instructions listed below in order. No player receives priority while following these instructions.
The player makes any choices not already made, such as, “Will this enter play in a visible or hidden area?” for characters with concealed—optional.
All cards enter play ready unless otherwise specified. The player physically places the card into play, making it an object, and processes any “enters play exhausted, ” “enters play stunned” (see rule 214.6), and/or “enters play with counters” modifiers. An object is controlled by the player who put it into play unless otherwise specified.
All characters, except characters with concealed enter play in a visible area. Characters with concealed enter play in a hidden area, even if they enter play stunned. Characters with concealed—optional enter play in the area chosen in rule 214.2, even if they enter play stunned. The player chooses an empty position in that area to place the character.
All equipment that does not have concealed or concealed—optional enters play attached to a visible character. Equipment with concealed enters play attached to a hidden character. Concealed—Optional equipment enters play attached to either a visible character or a hidden character.
The game applies continuous modifiers.
The game checks to see if any powers trigger (including any on the object itself).
Some modifiers cause a character to enter play stunned. This alters some aspects of rules 214.3– 214.5.
A character that enters play stunned was never non-stunned, and so powers that trigger off a character becoming stunned do not trigger.
A character that enters play stunned was never non-stunned, and so its controller does not take stun endurance loss.
A character that enters play stunned does not enter play with a cosmic counter.
The text box of a character that enters play stunned is inactive, so any of its powers that trigger off it entering play do not trigger.
A character that enters play stunned still processes concealed or concealed—optional. (See rule 214.3a.)
Counters
A counter is a physical reminder placed on a card. Each counter is associated with a function that is usually specified by the modifier that created it. If a card refers to a counter, it’s referring to a counter on itself unless otherwise specified.
Some counters add to and/or subtract from ATK and/or DEF. Counters that alter these values by the same amount are distinguishable from each other only by the timestamps of their modifiers. (See rule 515.2.)
Example: The +1/+1 counters that Venom, Alien Symbiote puts onto himself can’t be distinguished from one that Tinkerer has put onto Venom, but they are both different from the -1 ATK counter that Spider-Man, New Fantastic Four can put on a character.
Some counters are named. Named counters with the same name are indistinguishable from each other. Usually, named counters will be referred to by some other modifier and serve either as a simple marker or to keep track of some quantity.
Example: The plague counters placed by Clench Virus and those placed by Wheel of Plagues are both counted by Clench Virus’s last triggered power’s effect. However, both are different from the micro counters placed by Micro-Sentinels.
Counters that modify ATK and/or DEF values have a continuous modifier associated with them. These continuous modifiers, like all continuous modifiers, have a timestamp. (See rule 515.2.) If the counter is removed, the continuous modifier ends.
Counters on a card remain on that card until that card changes zones or is moved to or from a resource row, or a rule or modifier removes the counters. Stunning or turning an object face down does not remove any counters already on that object. Cosmic counters are an exception to this rule. (See rule 706.7c.)
As a card changes zones, remove all counters from it.
Priority
A player’s option to take a new action is called priority. If a player has priority, he or she may play an effect, perform another action that requires priority, or pass priority clockwise to the next player.
Any time all players in the game pass priority in succession while the chain is empty, the game progresses to the next phase, step, or substep. This is called the “all players passing in succession” rule. Taking any action, regardless of whether or not it uses the chain, is different from passing priority, and thus is not “passing in succession.” To progress to the next phase, step, or substep, follow the appropriate rules below. (See rule 213.6 for information on the chain.)
If progressing into a new phase, all current phases, steps, and/or substeps end. The next phase begins.
If progressing into a new step, all current steps and/or substeps end. The next step begins, and the current phase continues.
If progressing into a new substep, all current substeps end. The next substep begins, and the current phase and step continue.
During the recovery phase, after all players pass in succession while the chain is empty, the game processes the “wrap-up” actions before the phase ends. After this set of actions is completed, the recovery phase ends. (See rule 408.2.) This is an exception to rule 216.2.
During an attack substep, after all players pass in succession while the chain is empty, first process the “attack conclusion” actions. After this set of actions is completed, the current attack substep ends, and the attack step continues. (See rule 0.) This is an exception to rule 216.2.
Illegal actions that are “rewound”—such as flipping a location incorrectly or playing a power incorrectly—are treated as though they were not performed and do not interrupt “passing in succession.”
Revealing a face-down resource does not interrupt “passing in succession.” Taking an action while the resource is revealed, such as using one of the resource’s powers, does interrupt “passing in succession.”
Putting into Play in the Resource Row
Cards can be put into play in the resource row by being built there (see rule 403.1), as part of a cost or modifier that puts them there (such as replacing a card—see rule 708.8a), or through a modifier that moves a character into a player’s resource row. All of these cause the card to be put into play face-down. The last also causes a "leaves play" event for the character.
"Move" or "exchange" actions may cause a resource, plot twist, or location to move from one resource row to another; this doesn’t cause the object to be put into play or leave play, and does not change whether it is face-up unless otherwise specified.
A card that is put into play in the resource row does not process any continuous modifiers it may have that say to put it into play exhausted or with counters. The text of those modifiers will not be active at the time it would be processed. It also does not process concealed or concealed—optional, since the resource row has no hidden area, nor does it process "enters play stunned" text, since resources aren’t characters and so can’t have the stunned characteristic. The card is put into play ready and face-down as a resource object.
Card Types
General
There are four types of cards in the game: character cards, equipment cards, location cards, and plot twist cards. Each card type follows its own specific rules outlined in the sections below.
A card may have characteristics dependent upon its position, icons printed on the card, or its version. Modifiers can change which characteristics a card has. (See rule 701.)
Characters
Character cards can be identified by the red or black card background and the affiliations in the type line, and/or the ATK/DEF symbols and numbers. A character card with a blank type line has no printed affiliation.
A player may recruit a character card only during his or her recruit step (see rule 404) and only while the chain is empty. This is also called “recruiting a character.”
A player recruits a character by following the applicable steps for playing effects. (See section 505.)
A character card on the chain has the affiliation or affiliations it had in the zone from which it was recruited.
Example: Goblin Glider reads, “Goblin Glider costs 1 less to recruit for each Sinister Syndicate character you recruited this turn.” Marvel Team-Up reads, “Characters you control, as well as cards in your deck, hand, and KO’d pile, with either of those affiliations have both of them.” You have a Marvel Team-Up in play and have chosen Crime Lords and Sinister Syndicate. You recruit a Crime Lords character from your hand. Because Marvel Team-Up applies in the hand zone, the game will see the character as having both the Crime Lords and Sinister Syndicate affiliations. Goblin Glider costs you 1 less to recruit.
The character card represents the recruit effect on the chain. Resolving a character’s recruit effect follows the rules for resolving recruit effects. (See rule 508.3.) As the recruit effect resolves, the character card is put from the chain into play in the player’s front or support row. It is then an object with type “character.” (See section 214.)
Character cards without concealed are put into play in the player’s visible area. Character cards with concealed are put into play in the player’s hidden area. Before character cards with concealed—optional enter play, the player chooses into which of these two areas to put the character into play. This applies whether or not the character is entering play stunned.
Characters without the version “Army” have the unique characteristic. (See rule 701.15.) As part of resolving a recruit or substitute effect for a unique character, the effect’s controller checks the uniqueness rule. (See rule 704.1.)
Character cards, and only character cards, can have ATK, DEF, willpower, identity, and affiliations.
Equipment
Equipment cards can be identified by the gray card background and the card type printed in the type line.
A player may recruit an equipment card only during his or her recruit step (see rule 404) and only while the chain is empty. This is also called “recruiting an equipment.”
A player recruits an equipment by following the applicable steps for playing effects. (See rule 505.) The player must also follow additional rules outlined below.
For an object to be legal to attach equipment to (see rule 708.12b), it must have type character; it must be visible, unless the equipment has concealed or concealed—optional (see rule 701.22b); it can’t have the stunned characteristic; it can’t already have its maximum allowed number of equipment equipped to it; any existing restrictions on attaching equipment to it must be satisfied; and it must be controlled by the controller of the effect whose modifier will attach the equipment (unless the equipment says "Equip only to an opposing character", in which case it must be controlled by an opponent of that controller).
The default maximum allowed number of equipment a character can have equipped is one.
A recruit effect is targeted if and only if it recruits an equipment card. The target is the character the equipment will get attached to. The effect can’t target a character that the equipment could not legally be attached to.
The equipment card itself represents the recruit effect on the chain. Resolving an equipment’s recruit effect follows the rules for resolving recruit effects. (See rule 508.3.) As the recruit effect resolves, the equipment card is put from the chain into play equipping the targeted character. It is then an object with the equipment type. (See section 214.)
The text of an equipment that is equipped to a stunned character is inactive; that text is treated as though it does not exist.
If an equipped character leaves play or is moved to a resource row, the equipment attached to that character is put into its owner’s KO’d pile as part of that character leaving play.
If an equipped character moves from a visible area to a hidden area (or vice versa), the equipment attached to that character is put into its owner’s KO’d pile as part of moving that character. Concealed—Optional equipment ignores this rule. (See rule 701.22b.)
Equipment, by default, is not unique but is allowed to have the unique characteristic. As part of attaching a unique equipment to a character, that character’s controller checks the uniqueness rule. (See rule 704.3.)
Equipment that is unique has the unique version. Because versions are not part of a card’s text, a unique equipment will remain unique even while it is attached to a stunned character. (See rules 210.1 and 302.5.)
A player instructed to put an equipment into play attached to a character must follow all applicable rules about what equipment is legal to attach to that character, just as in the cases where the player would be recruiting the equipment to that character or transferring it there. In this case, if the equipment can’t legally be attached to that character, the equipment does not enter play attached to that character; it will remain in the zone it was in before the player was instructed to put it into play.
As part of attaching an equipment to a character, that character’s controller gains control of that equipment.
Example: Misappropriation reads, “Transfer target equipment to target unequipped Brotherhood character you control.” As part of attaching the equipment to the Brotherhood character, you gain control of the equipment.
Locations
Location cards can be identified by the green card background and the card type printed in the type line.
Location cards may only be flipped face up from the resource row. This is also called “flipping a location,” and it causes the resource to acquire the type “location” in addition to the “resource” type it had before.
Flipping a location does not use the chain, but it is still an action. (See rule 510.)
Locations, by default, are unique. As part of flipping a unique location, its controller checks the uniqueness rule. (See rule 704.1a.)
Plot Twists
Plot twist cards can be identified by the blue card background and the card type printed on the type line.
A player may play a plot twist card from either his or her hand or resource row any time he or she has priority. This is also called “playing a plot twist.”
Some modifiers let a player play a plot twist card from a zone other than hand or play. Doing so otherwise follows the rules for playing that card from hand. The card goes on the chain from that zone.
A player plays a plot twist by following the steps for playing effects. (See rule 505.) The player must also follow the additional rules outlined below.
As the first part of playing a plot twist from the resource row, that player must turn that plot twist face up. This is done as part of rule 505.1a, after revealing the plot twist but before putting the effect on the chain. This causes the resource to acquire the type “plot twist” in addition to the “resource” type it had before.
If a player plays a plot twist from his or her hand, the plot twist card itself represents the effect on the chain. If a player plays a plot twist from the resource row, the plot twist card stays in that row, and the effect on the chain does not have a card on the chain representing it.
If a player played a plot twist from his or her hand, then as the effect is resolved, is negated, or otherwise leaves the chain, the player puts the plot twist card from the chain into his or her KO’d pile. If a player played a plot twist from the resource row, then as the effect is resolved, negated, or otherwise leaves the chain, the plot twist object stays in the resource row.
Some plot twists have additional costs or play restrictions. These are continuous powers that function in the zone the card is played from. (See rule 203.9b.)
Some plot twists have the ongoing characteristic. Ongoing plot twists can be recognized by the ongoing icon and the keyword “ongoing” in the text box. This makes no difference in how the plot twist is played or resolved, other than as specified below.
The text in an ongoing plot twist’s text box before the word “ongoing” may contain additional costs or play restrictions. Any other text before the word “ongoing” follows the rules of playing effects. (See rule 505.) Some ongoing plot twists have no text before the word “ongoing.” Their effects are still played, even though they contain no text. Such a “blank” effect resolves normally but creates no modifier while resolving.
The text after the word “ongoing” describes the plot twist’s ongoing powers. These powers do not follow the rules of playing effects. If the plot twist was played from hand, these powers do not produce any modifiers; if the plot twist was played from the resource row, these powers become active as the plot twist becomes “played” (after all the steps of playing it are done, but before a player receives priority). (See 505.1e.)
Example: Concrete Jungle reads, “Each opponent turns all locations he controls face down.
Ongoing: Whenever an opponent flips a location, that opponent discards a card.” The ongoing triggered power is active once the plot twist is played, while the effect is still on the chain; the effect’s modifier that turns the locations face down doesn’t happen until the effect resolves. If your opponent flips a location in response to this plot twist, the ongoing triggered power will trigger off that.
Plot twists are not unique.
Turn Sequence
General
Each turn is composed of four phases: draw, build, combat, and recovery.
Players share the phases of each turn.
Some phases have steps associated with them.
Each player has his or her own step or steps within any phase that has steps. Players do not share steps. Each player has his or her own substeps within any phase that has substeps.
Starting with the primary player, players perform all their steps in a phase in order, and then continue clockwise until all players have performed all steps in that phase. Inside of a step or substep, the primary player is the player whose step it is. Outside of a step, the player who has initiative this turn is the primary player.
Each step and certain phases have instructions that players must carry out in the order given.
Any time all players in the game pass priority in succession while the chain is empty, the game progresses to the next phase, step, or substep. To progress to the next phase, step, or substep, follow the appropriate rules below.
If progressing into a new phase, all current phases, steps, and/or substeps end. The next phase begins.
If progressing into a new step, all current steps and/or substeps end. The next step begins and the current phase continues.
If progressing into a new substep, all current substeps end. The next substep begins and the current phase and step continue.
During the recovery phase, after all players pass in succession while the chain is empty, the game processes the “wrap-up” actions before the phase ends. After this set of actions is completed, the recovery phase ends. (See rule 408.2.) This is an exception to rule 400.7.
During an attack substep, after all players pass in succession while the chain is empty, the game processes the “attack conclusion” actions before the substep ends. After this set of actions is completed, the current attack substep ends, and the attack step continues. (See rule 0.) This is an exception to rule 400.7.
As a phase, step, or substep begins, any powers or modifiers that trigger “at the start of” that phase, step, or substep trigger and then have their effects added to the chain. (See rule 506.3.) The primary player then gets priority.
Skipping Phases or Steps
Some modifiers instruct players to skip a phase or step. These modifiers are replacement modifiers. (See rule 513.5.) If a step is to be skipped and the game would begin a player’s step, instead, the game begins the following phase or step. If a phase is to be skipped and the game would begin that phase, instead, the game begins the following phase. Skipping a phase automatically skips all steps inside that phase.
Example: Silver Surfer, Harbinger of Oblivion reads, “Cosmic: Remove three cosmic counters from characters you control >>> Remove Silver Surfer from the game. If you do, players skip the combat phase this turn. Use only during the build phase.” If his power is used and resolves, then later this turn as the build phase ends, the game goes directly to recovery phase instead of starting a combat phase. The attack steps of all players (and all attack substeps) inside that combat phase are skipped, since the entire phase is being skipped.
If two or more modifiers instruct a player to skip the same step, that player chooses which replacement modifier to apply. (See rule 513.5c.) The remaining modifiers then can no longer apply, since that step has been skipped, and so those modifiers will wait for the next applicable step to skip.
If two or more modifiers instruct all players to skip the same phase, the initiative player chooses which replacement modifier to apply. The remaining modifiers then can no longer apply, since that phase has been skipped, and so those modifiers will wait for the next applicable phase to skip.
Adding Phases or Steps
Some modifiers create an additional phase or step of a certain description after the current one.
This is a continuous modifier that lasts until it creates the phase or step—that is, until the end of the current one. The new phase or step begins after the current one ends, and after the new one ends, the one originally scheduled to come immediately after the current one begins. In other words, the new phase or step is tucked in between the current one and the one that would normally have been next.
Example: Dr. Doom, Latverian Monarch reads, “Cosmic: KO a character you control >>> You get an additional attack step after this one. At the start of your next attack step this turn, ready all characters you control. Use only during your attack step and only once per turn.” Using and resolving this power means that as this attack step ends, a new one begins, but it is a new attack step for you, not one for an opponent. If an opponent was going to have the attack step after yours, that opponent will now get his or her attack step after this new one ends; if your attack step was originally the last one scheduled for this combat phase, then the combat phase will not end until your new attack step ends.
The new phase or step follows the usual rules for a phase or step of its kind. If it is a phase that normally has steps and/or substeps, the new phase has the usual steps and/or substeps inside it. If it is a step that normally has substeps inside it, the new step has the usual substeps inside it.
Draw Phase
As the draw phase starts, a game-based effect that says, “Each player draws two cards,” is added to the chain. This effect is called a “normal draw” and has no controller. Then, any powers or modifiers that trigger at the start of the draw phase trigger and then have their effects added to the chain, along with any that triggered during the previous turn’s wrap-up. Then, the primary player gets priority.
Build Phase
The build phase contains three steps: resource, recruit, and formation. Steps are performed as outlined in rule 400. (See rules 400.5– 400.8.)
As the build phase starts, any powers or modifiers that trigger at the start of the build phase trigger and then have their effects added to the chain. Then, the primary player gets priority.
Resource Step
As a player’s resource step starts, that player may build a resource by putting one card from his or her hand face down into his or her resource row. (See rule 701.11.) Any powers or modifiers that trigger at the start of the resource step trigger and then have their effects added to the chain. Then, the primary player gets priority.
As the turns progress, a player builds each of his or her new resources to the right of all resources that player controls and adjacent to his or her rightmost resource.
Players can’t reposition a resource unless instructed to by the game rules or a modifier. (See rules 705.3 and 708.8.)
Building a resource is optional. A player must explicitly choose either to build a resource or not to build a resource; neither one is a default assumption. Rule 403.1 can’t be completed without the player having specified his or her choice.
Recruit Step
As a player’s recruit step starts, that player puts 1 resource point into his or her resource pool for each resource he or she controls, and then any powers or modifiers that trigger at the start of the recruit step trigger and then have their effects added to the chain. Then, the primary player gets priority.
During a player’s recruit step, that player may spend resource points to recruit characters and/or equipment, and/or to play effects that require resource points. A player can’t gain or pay resource points outside of his or her recruit step.
The player may also use powers, play plot twists, or do other things the player could normally do; the player is not limited to only doing things that require resource points in this step.
In order to recruit a character or equipment, a player must have priority, the chain must be empty, and it must be that player’s recruit step.
Recruiting a character or an equipment follows rules 301.3 or 302.3, respectively.
Any unspent resource points are lost at the end of this step. There is no penalty associated with losing resource points from the resource pool.
Formation Step
As a player’s formation step starts, that player may simultaneously move any number of his or her characters to rearrange his or her formation. Any powers or modifiers that trigger at the start of the formation step trigger and then have their effects added to the chain. Then, the primary player gets priority.
Moving a character does not change any of its characteristics unless they are based on what position it has.
After a player is done rearranging his or her formation, no character may be in the same position as, or on top of, another character. No character may be in the column dividing the player’s visible area from his or her hidden area. (See rule 705.)
Players may create any formation using their characters. There is no upper limit on how many characters can be in either the front or support row or on how many spaces can be between characters in the same row.
Because the game is instructing the player to “move” his or her characters, the player is not allowed to place any of them in a different area. The characters can’t be moved to another player’s front or support row, nor can the characters be moved from a visible area to a hidden area or vice versa. If the player moves two or more characters simultaneously, he or she picks up all those characters and then places those characters in empty positions. That player may not place more than one object in a single position. (See rule 708.4.)
Example: You control three characters in your hidden area and two in your visible area. Your formation step starts. You may move the three characters in your hidden area to any positions in your hidden area, but you may not move any of them to your visible area. You may move the two characters in your visible area to any positions in your visible area, but you may not move either of them to your hidden area. You may not move any of your five characters to either of your opponent’s areas.
Combat Phase
The combat phase contains an attack step for each player. Each attack step contains optional attack substeps. Steps and substeps are performed as outlined in rule 400. (See rules 400.5– 400.8.)
As the combat phase starts, any powers or modifiers that trigger at the start of the combat phase trigger and then have their effects added to the chain. Then, the primary player gets priority.
Attack Step
As an attack step starts, any powers or modifiers that trigger at the start of an attack step trigger and then have their effects added to the chain. Then, the primary player gets priority.
During the attack step, a player may make any number of attacks, proposing and concluding each of them one at a time. (See rule 601.)
An attack substep starts for every proposed attack. (See rule 602.)
After an attack has concluded, its attack substep ends. Then, any powers or modifiers that triggered during the attack conclusion have their effects added to the chain. Then, the primary player gets priority and his or her attack step continues.
A player may only propose an attack if he or she has priority, the chain is empty, it is his or her own attack step, and all previously proposed attacks have been concluded.
Recovery Phase
As the recovery phase starts, any powers or modifiers that trigger at the start of the recovery phase trigger and then have their effects added to the chain. Then, the primary player gets priority.
After all players pass while the chain is empty in this phase, all players must process the following set of actions to end the recovery phase. These actions are collectively referred to as the “wrap-up.” No player gets priority while these actions are taking place or between these actions taking place. Any powers or modifiers that trigger during the wrap-up will have their effects added to the chain at the start of the next turn’s draw phase.
All players with 0 or less endurance lose the game. If this would leave no players still in the game, the player(s) that have or share the highest endurance total do not lose, rather than losing. A player that loses the game is removed from the game. (See rule 102.3.)
Each player may choose one character he or she controls with the stunned characteristic. The primary player chooses first, and then all remaining players make their choices in clockwise order. Choosing a character is optional. Each player then simultaneously recovers his or her chosen character. Then, each player KO’s all stunned characters he or she controls. If a character can’t be KO’d, it will remain stunned.
Each player simultaneously readies all objects he or she controls.
Modifiers with the duration “this turn” end.
The initiative passes to the person clockwise from the current player with the initiative.
Powers, Effects, and Modifiers
Powers
Powers exist on cards. Some are printed; others are granted by modifiers. Some are represented by keywords (see rule 706). Additional costs or play restrictions on cards are continuous powers that function in the zone the card is played from. (See rule 203.9b.)
Some cards have powers that function in a zone other than the in-play zone. These powers will have specific instructions from where a player may play them or where that power exists. Unless a card specifically indicates that a power may be used in another zone or can only function from another zone, powers only exist on an object.
Some cards have payment powers whose cost includes discarding the card. Such powers exist only while the card is in a player’s hand, as that’s the only place a card can be "discarded" from; older cards were printed to specifically say that the power could only be used while the card was in your hand, while newer cards leave that text off.
There are three different types of powers that a card may have: payment, triggered, and continuous.
Activated powers are powers with the activate () symbol or the word “activate” in their costs. Activated powers are a subset of payment powers.
Some cards refer to a “
Paragraph breaks in the text of a card, symbolized as “
” in these rules, denote a new power; however, some powers represented by one keyword each may be grouped together to save space.
Some modifiers remove a power. Such a modifier doesn’t remove powers represented by keywords or any keywords associated with a removed power (such as Ally, Cosmic, Leader, etc) unless it also explicitly removes “keywords.” While a power is removed, it is inactive and is not generating any modifiers. If a power is removed or the text that was generating it becomes inactive, and the power comes back, any continuous modifiers that power is generating get a new timestamp. (See rule 515.7.) A power that goes away and comes back again will be the same power as it initially was if and only if its source is the same object or card as before. (See rule 501.4e.)
Example: Gorgon reads, “Cosmic: Characters can’t ready while Gorgon is visible.” Power Dampeners reads, “Equipped character loses and can’t have non-activated powers.” While Power Dampeners is equipped to Gorgon, he is still a cosmic character. While he is visible with a cosmic counter, his "can’t ready" power is removed by Power Dampener's modifier and doesn’t stop characters from readying.
Some modifiers give a power to another card. The timestamp for a continuous modifier from such a power is the time that power was added to that card (See rule 515.3.)
Some modifiers give a character one or more powers found on a second character. If the gained powers have any associated keywords (such as Ally, Cosmic, Leader, etc.), that character doesn’t gain those keywords. All references to the second character by name in the gained powers are changed to the name of the first character. This does not change the names in wordings like "cards named
Example: Rogue, Power Absorption reads, "At the start of the combat phase, Rogue gains target character’s activated powers this turn." Kang, Ultimate Kang reads, "Activate, stun another Kang you control >>> Remove all attackers from this attack. Use only if Kang is defending." If Rogue gains Kang’s activated power, it will read "Activate, stun another Kang you control >>> Remove all attackers from this attack. Use only if Rogue is defending." Rogue’s controller will need to stun a character "named Kang" he controls to help pay the cost, not a character "named Rogue," but the power will check whether Rogue herself—the character the power is on—is defending, not whether the original Kang is defending. After gaining Kang’s power, Rogue can’t gain other powers that would be worded, "Activate, stun another Kang you control >>> Remove all attackers from this attack. Use only if Rogue is defending" or "At the start of the combat phase, Rogue gains target character’s activated powers this turn."
If a modifier gives a power to another card, and that power uses the name of that modifier’s source in its cost, that name is referring only to that source, and not to any other card with that name. (See rule 201.3.)
Example: Three-Ton Boulder reads, “Equipped character has "[Activate], KO Three-Ton Boulder >>> Stun target character with cost 3 or less.” To use this power, you must KO the Three-Ton Boulder attached to the character you activated.
Payment Powers
Payment powers are identified by the arrow that separates the cost of the power and the effect the power puts on the chain. In the Official Card Reference and these rules, this arrow is symbolized as “>>>”. Payment powers generate payment effects on the chain. (See rule 505.)
Game text referring to “payment powers” refers only to powers with a printed arrow (>>>), and doesn’t refer to keywords which represent payment powers (like shift and evasion). However, references to payment powers in these rules do refer to such keyword powers, and using such keyword powers does create payment effects.
Unless specifically stated otherwise, only an object’s controller can use its payment powers.
Unless specifically stated otherwise, a player may use a payment power at any time he or she has priority, as long as that player is able to pay the associated cost. A player can’t use a payment power unless he or she has the means to do so. (See section 203.6, Payment Power Costs.) A player may use a given power more than once sequentially if he or she can pay the cost each time, since that player gets priority again after each time the power is used. (See rule 505.1f.) Using a payment power is one of the ways a player can play an effect and follows the rules for playing effects. (See rules 505.1a– 505.1f.)
A card’s restrictions on the number of times a payment power may be used apply only to that card and that power, not to other cards that may have the same name. (See rules 213.1b and 700.3b.) These restrictions are written as "Use only
Example: You control Barbara Gordon <> Oracle, Information Network, who reads, “Pay 1 resource point >>> Draw a card. Use only once per turn.” You play Barbara Gordon’s effect to draw a card. Then, you play another Barbara Gordon, putting the first one into your KO’d pile. The new Barbara Gordon is a new object, and you may now play that Barbara Gordon’s effect once this turn also.
An object that leaves play and then returns to play stopped being an object as it left play, so it is not the same object on its return. While not in play, it was just a card. Similarly, a card that leaves a zone and returns to it is not the same card upon its return, and a character that goes to a resource row and then returns to a front or support row isn’t the same character upon its return.
Example: Bron Char reads, "Discard a Kree character card >>> The controller of target character with cost 2 or less KO’s a resource he controls. If he does, he puts that character face down into his resource row. Use only once per turn." Dane Whitman <> Black Knight reads, "Pay 1 resource point, replace a reservist resource you control >>> Dane Whitman gets +3/+3 this turn. Use only once per turn." You use Dane Whitman’s power during your resource step. Then, you use Bron Char’s power targeting Dane Whitman and KO a resource, putting him into your resource row. After that, you recruit him. He is now a new object. The modifier created by the previous Dane Whitman will not apply to him, and you can use his power.
An object that changes controllers within the same zone or changes areas in the in-play zone is still the same object. (See rules 213.1c and 700.3.)
A character that gets stunned and then recovers is still the same object, as is an equipment whose text becomes inactive and then becomes active again.
A plot twist or location that turns face down is the same object, but it no longer remembers any choices that were made by it while it was face up. (See rule 701.11d.) A resource that turns face up is the same object, and the timestamps of any continuous powers it has are reset to the time it turned face up. (See rule 701.11e.) A revealed face-down resource is the same object, and its powers’ timestamps are reset to the time it was revealed.
A power that goes away and comes back again will be the same power as it initially was if and only if its source is the same object or card as before.
Example: Force Field Belt reads, "Equipped character gets +1 DEF.
Pay up to 2 resource points >>> Put a +1/+1 counter on equipped character for each point you paid. Use only once per turn." If the character Force Field Belt is attached to becomes stunned and then recovers in the same turn, the text of Force Field Belt will be inactive for a time, so its power will go away and will come back later that turn. It is still the same power, so it still falls under the usage restriction: if it was used before the character became stunned, it may not be used again after the character recovers that same turn.
Some cards have payment powers that specify that they function in a zone other than the in-play zone, or whose cost can only be paid if the card is in a zone other than the in-play zone. These powers allow the card’s owner to use the payment power from that card while it is in the specified zone.
Example: Harley Quinn reads, “Discard Harley Quinn >>> Power-up target Arkham Inmates attacker or defender you control.” This power is a payment power that functions from the hand zone. If this card is in your hand, you may use this power. This is also a "character power," since it is on a character card. (See rule 500.3b.)
Triggered Powers
Triggered powers are identified by the words “at the start of,” “when,” or “whenever.” Triggered powers wait for their trigger events to occur, at which point they trigger. Triggered powers generate triggered effects on the chain.
Example: You control Artie, Arthur Maddicks, who reads, “Whenever Artie becomes stunned, target character gets -1 ATK this turn.” Artie’s power triggers whenever he becomes stunned. You choose a target for his triggered effect as it goes on the chain.
Some triggered powers trigger off an event and have an additional trigger condition. That condition is checked only upon triggering and not on resolution.
Example: You control Witchfire, Rebecca Carstairs, who reads, “Whenever Witchfire stuns a character and you have 25 or less endurance, gain endurance equal to that character’s cost.” If she stuns a character, her power triggers only if you have 25 or less endurance. As her triggered effect resolves, you gain endurance regardless of your endurance total.
Some triggered powers have a conditional effect. The effect’s condition is checked only on resolution and not upon triggering. (Also see rule 508.2f.)
Example: Legion, He Who Is Many reads, “Whenever Legion becomes stunned, KO it if you don’t control another Emerald Enemies character.” This power looks only for Legion to become stunned as its trigger event. The condition of controlling another Emerald Enemies character is checked only on resolution.
Some triggered powers have a conditional clause immediately after the trigger event, set off by commas. Such powers are called “double-check” powers. A double-check power triggers only if its condition is true. Its effect is negated if its condition is no longer true on resolution.
Example: You control Xavier’s Dream, which reads, “At the start of the recovery phase, if there are no stunned characters in play, you may discard an X-Men character card from your hand. If you do, put a dream counter on Xavier’s Dream.” You also control a stunned character. At the start of the recovery phase, Xavier’s Dream’s power will not trigger.
Example: Annihilus reads, “At the start of the combat phase, if Negative Zone is not in play, lose 15 endurance.” At the start of the combat phase, no player controls Negative Zone, so Annihilus’s triggered effect is added to the chain. Before the effect resolves, you flip Negative Zone face up. When Annihilus’s effect resolves, the condition is no longer true, and the triggered effect is negated by the game rules.
Some triggered effects involve a variable X. The value for X is determined as the triggered effect resolves.
Example: Dr. Doom, Lord of Latveria reads, “When Dr. Doom enters play, turn up to X face-up resources face down, where X is the number of Doom characters you control.” As the triggered effect resolves, count the number of Doom characters you control and turn up to that many face-up resources face down.
A triggered power will trigger off every instance of the event happening, including multiple events occurring simultaneously.
Example: Storm, Gold Leader reads, “Whenever a character adjacent to Storm enters combat with a character with flight, power-up that adjacent character.” If a character adjacent to Storm defends against two characters with flight, or two characters adjacent to Storm attack a character with flight, Storm’s power will trigger twice in each case.
Some powers "trigger only once per turn". Such powers only trigger off the first applicable event each turn. If multiple applicable events happen simultaneously, the power triggers only once. The controller of such a power chooses which event it triggers off. This is an exception to 502.2.
Example: Grace, The Bouncer reads, "Whenever Grace becomes stunned by a character an opponent controls with greater cost, recover and ready her. This power triggers only once per turn." Your opponent team attacks Grace with two characters with greater cost, and she is stunned as that attack concludes. Her power triggers only once.
Triggered powers use the game state immediately after an event to determine whether they could have triggered off that event and whether they did. Powers that trigger off an object becoming stunned, leaving play, or causing breakthrough are an exception to this rule. (See rule 502.4.)
Triggered powers that trigger off an object becoming stunned, leaving play, or causing breakthrough look back to the game state at the moment right before the object became stunned, left play, or caused breakthrough. This information is only used to determine whether they could have triggered off that event and whether they did. Powers that trigger off a character or equipment leaving play will ignore whether that power’s text is currently inactive when determining whether or not they should trigger; this is an exception to rule 701.12f.
Example: Arcade, Master of Murderworld reads, “Whenever Arcade stuns a character, KO that character.
Whenever Arcade becomes stunned, KO him.” If Arcade and another character stun each other in combat, the game state right before both became stunned is used to determine which triggered powers exist that could trigger off stunning them. Before both became stunned, Arcade was not stunned and still had his game text, so his triggered power will trigger and then add its effect to the chain.
Example: Blue Devil, Dan Cassidy reads, “When Blue Devil leaves play, gain 6 endurance.” Blue Devil is stunned and then afterwards KO’d. His triggered power will trigger based on the text he had in play, even though his text is inactive.
Example: Zazzala <> Queen Bee, Mistress of the Hive reads, "Whenever a character leaves play during the combat phase, target opponent loses 2 endurance. (This power triggers if Zazzala leaves play stunned.)" Death of a Legionnaire is a plot twist that reads, "You may KO a character you control. If you do, KO any number of stunned characters with combined cost less than or equal to the cost of the character you KO’d." You control a non-stunned Zazzala and play Death of a Legionnaire. As the plot twist resolves, you KO Zazzala in order to KO a stunned character the opponent controls. Zazzala’s power will trigger off of her own KO, because the power exists right before she leaves play. However, her power will not trigger off of the opponent’s character being KO’d, because Zazzala is no longer in play as that character is KO’d.
A category of triggered powers called state-triggered powers were previously supported in the Vs. System rules. The few cards that had such powers have had their wordings changed to have other kinds of powers, and this category of triggered power is no longer supported. See the Official Card Reference for wording changes for specific cards. (See rule 100.3.)
Some triggered powers trigger when a card “becomes
Stun endurance loss is not a triggered power, but it still uses this definition of “becomes.”
Effects that trigger off a character “becoming powered-up” will trigger each time the modifier is applied. (See rule 708.5b.)
Example: You control Annihilus, who reads, “At the start of your attack step, you may stun target front row character.” You may target an already stunned character because you are not restricted to targeting a non-stunned character, but the already stunned character will not become stunned again. A triggered power that triggers on an object becoming stunned will not trigger.
A triggered power whose effect would create a continuous modifier with a duration will only trigger inside that modifier’s duration. If the modifier does not specify a duration, there are no additional restrictions on when the effect’s power may trigger.
Example: Lady Shiva, Jade Canary reads, "Whenever a plot twist is played, Gotham Knights and Birds of Prey characters you control get +1 ATK this attack." If you control her and play a plot twist outside of an attack step, then her power will not trigger.
Continuous Powers
Continuous powers create continuous modifiers and do not use the chain. A continuous modifier generated by a continuous power does not have a specified duration and lasts as long as the card that is creating the continuous modifier is in the appropriate zone and has the appropriate power. (See rule 511.)
Any power that is not a payment power or a triggered power is a continuous power.
Each continuous power creates a separate modifier.
Effects
Triggered powers, payment powers, plot twists, delayed triggered modifiers, and the game itself can put effects on the chain. Recruiting a character or equipment also puts an effect on the chain. Copying an effect puts another effect on the chain.
The player that plays an effect is the controller of that effect. If an effect is triggered, the player who controlled the source of that effect as it triggered is the controller of that effect. If an effect is a copy of another effect, the player whose modifier made the copy is the controller of the copy.
Some effects require one or more “targets.” These are cards or players picked to be affected by the effect’s modifier or modifiers on resolution, and they are chosen while playing the effect. (See rule 505.1c.) Each target will have its target requirements given in the effect’s text, or by rule 504.3a. A target can’t be chosen unless it meets the given target requirements. (See rule 508.2a)
A recruit effect is targeted if it recruits an equipment card. (See rule 302.3c.) For a recruit effect recruiting an equipment, a legal target is one that the equipment could be attached to. (See rule 302.3a.)
A non-recruit effect is targeted if it has the word “target” in its text. Targeting requirements can be of any complexity, such as “target character,” “target location you control,” “target Army character card with cost 3 or less from your KO’d pile,” “target character with cost less than the number of Fearsome Five characters you control,” and so on. These requirements will be a noun or noun phrase listed after the word “target” and can involve things that are not characteristics, types, or keywords. There is no “list of all possible targeting requirements” that effects are restricted to.
An effect can’t target itself.
If a card says a player “can’t target” a [card], it means that [card] can’t be the target of effects controlled by that player.
Some cards refer to a “
Playing Effects
For a player to play an effect, he or she must go through the following steps in order. A player may not begin to play an effect if there is a modifier that prevents him or her from playing that effect.
The player announces the intended effect, reveals its source if that source is not currently revealed, and puts the effect on top of the chain. Certain effects may have a physical card representing them. If an effect has a physical card representing it, the player puts the card on the chain. If it does not have a physical card representing it, the source of the effect remains revealed while the effect is being played.
If the effect is modal (see rule 508.2h), the player instructed to choose will make a choice of which mode or modes to use for the effect. If the effect indicates that “an opponent” is to make the choice, the player playing the effect decides which opponent makes this choice. If the effect has additional or alternate costs, the player announces his or her intention to pay additional costs (like boost) or pay by the alternate method. If the effect has a variable cost represented by an X, the player announces the value of X.
If the effect has targets, the player chooses those targets at this time. If the effect is modal, the player only chooses targets for the mode or modes that were chosen. The chosen targets must be legal. If the effect has a variable number of targets, the player must first determine how many targets there will be and then choose the targets themselves. A player must have enough legal targets for the effect and can’t choose the same card for two targets of one effect.
The player determines the total cost for the effect, first substituting an alternate cost if one is used, then subtracting any cost reductions, and then adding any additional costs. Press is applied after all other cost reductions. Cost reductions are cumulative, as are cost increases. Costs can be reduced below zero during this determination, but after adding additional costs, if the numeric portion of the cost is below zero, that portion is treated as zero. (See rule 104.1.) The player then pays costs in any order.
After the above steps are completed, the effect becomes played. If the effect is a recruit effect, the character or equipment also becomes recruited.
Any powers or modifiers that triggered have their effects added to the chain. Then, the player that played the effect gets priority. (See rule 506.2.)
If at any time during these steps the player is unable to finish playing the effect, the entire action is rewound and the game state reverts to the game state before the action was attempted. Any payments that were paid get “unpaid” and returned to the state they were previously in. The player who attempted to put the effect on the chain returns to having priority as he or she did before attempting to do so.
The duration of a continuous modifier from an effect is both a limit on duration and a restriction on when the effect that would create the modifier may be played. A player may only play an effect that would create a continuous modifier with a duration inside that modifier’s duration. If the modifier does not specify a duration, there are no additional restrictions on when the effect that creates it may be played.
Example: Nasty Surprise reads, “Target defender gets +5 ATK this attack.” This plot twist may only be played inside an attack substep.
Once an effect is on the chain, it exists independently of its source. Removing the source of the effect does not negate the effect. Modifying the source of the effect does not modify the effect.
A copy of an effect is not played, so does not go through steps 505.1a- 505.1f – it is placed directly onto the chain. Any information it would normally get from those steps is copied from the original effect. (See 708.2.)
Triggered Effects
Triggered effects can trigger at any time, even during a resolution of another effect or during a time that no player has priority.
Whenever someone is about to receive priority, any triggered effects that have triggered but have not yet been added to the chain are put on the chain before the player can receive priority.
If multiple triggered effects are waiting to go on the chain, the primary player gets to choose in what order his or her triggered effects go on the chain, and then they are added to the chain. Then, the next player clockwise from the primary player gets to choose in what order his or her triggered effects go on the chain, and then his or her triggered effects are added to the chain on top of the previous player’s. Then, go to the next player clockwise from that player, and so on.
Putting a triggered effect onto the chain follows the applicable rules of playing effects, although triggered effects are not “played” themselves and will not have costs to pay during announcement. (See rule 505.)
If a triggered effect requires targets, but legal targets for that effect can’t be chosen, or if other choices made on announcement can’t legally be made for it, the effect is removed from the chain before its announcement is finished, and the game proceeds without the triggered effect on the chain.
Game-Based Effects
Game-based effects are allowed or mandated by the rules of the game and go on the chain. Game-based effects are not created by payment or triggered powers but otherwise follow the rules for playing effects. (See rule 505.) The game-based effects that currently exist are as follows:
As the draw phase starts, a game-based effect that reads, “Each player draws two cards,” is added to the chain. This effect is called a “normal draw” and has no controller. Then, any powers or modifiers that trigger at the start of the draw phase trigger and then have their effects added to the chain. Then, the primary player gets priority.
Any player may play a game-based effect that reads, “Target attacker or defender you control becomes powered-up,” the cost of which is discarding a character card that shares a name with the chosen target character. Since power-ups have “this attack” as their duration, players may play this game-based effect only during an attack substep. (See rule 708.5c.)
Any player may play a reinforcement game-based effect that reads “Target defender you control has reinforcement this attack,” with a cost of exhausting a support row character that shares an affiliation with and is adjacent to the defender. (See rule 708.7b.)
Resolving Effects
Each time all players pass in succession, the top effect on the chain resolves. If the chain was already empty, see rule 400.7 instead. Taking any action, regardless of whether or not it uses the chain, is different from passing priority and so isn’t considered “passing in succession.”
Illegal actions that are “rewound,” such as flipping a location incorrectly or playing a power incorrectly, are treated as though they were not performed and do not interrupt “passing in succession.”
Revealing a face-down resource does not interrupt “passing in succession.” Taking an action while the resource is revealed, such as using one of the resource’s powers, does.
A player attempts to resolve an effect that generates one or more modifiers by following the instructions listed below.
If the effect specifies targets, check the legality of its targets before attempting to resolve the effect. If all of its targets are illegal, negate the effect. (See rule 509.) Otherwise, resolve the effect.
As part of resolving the effect, a player must process the text of the effect in the order written. Some effects may have later sentences modifying earlier ones. If an effect instructs a player to take an action, that player makes all choices for that action that were not already made.
Example: Puppet Master reads, “Target player exhausts a ready character he controls.” The choice of which character to exhaust is made on resolution by the targeted player. The targeted player makes the choice because that player is instructed to do something by the effect.
A player resolves the effect by processing the text of the effect and must attempt to resolve as much of the effect as possible. If some of the targets are not legal as the effect starts to resolve, the effect will not apply to those targets or have those targets perform any actions. If some of the effect is impossible to perform, only as much as is possible will be performed.
If an effect is looking for information from the game state, an object, or objects, that information is checked on resolution of the effect. If an effect applies to only one object, the object that its modifier applies to is determined only on resolution. This is an exception to rule 513.2c.
If an effect is looking for specific information from a card that is no longer in the zone it was in when the effect was added to the chain, the effect will use the last known information of the card from that zone. If an effect is looking for specific information from a card that was revealed while not in play and is no longer revealed, the effect will use the last known information of the card while it was revealed.
Example: Focused Blast reads, “To play, exhaust a character you control with range.
Target player loses endurance equal to that character’s cost.” Swift Escape reads, “Return target character you control to its owner’s hand.” You play Focused Blast exhausting Banshee, which has recruit cost 3. You then play Swift Escape on Banshee before letting Focused Blast resolve. Focused Blast will use the last known cost of Banshee, which is 3.
Example: X-Corporation reads, "Activate, discard a card >>> Gain 2 endurance. If the discarded card was an X-Men character card, instead, gain 4 endurance." The effect will use the last known information about the discarded card and so will look at the affiliations it had while in your hand, and not at affiliations the card may currently have in your KO’d pile.
If an effect has an “if” clause in its text, the effect looks to see if an “if” condition is true as it is resolving. If that condition is true, the player does not apply the part of the modifier in the “otherwise” clause, if it has one. If that condition is not true, that player does not apply the part of the modifier in the “if” clause. An "if" clause includes every sentence from the "if" sentence until the next paragraph break, except sentences starting with "otherwise." An "otherwise" clause includes every sentence from the "otherwise" sentence until the next paragraph break. "Swap" clauses (see rule 508.2j) generally have an "if" clause with an implied "otherwise" clause.
Example: You control Moon Knight, who reads, “When Moon Knight enters play, he gets +4 ATK this turn if you have the initiative. Otherwise, he gets +6 ATK this turn.” As this triggered effect resolves, if you have the initiative, he gets +4 ATK this turn. However, if you do not have the initiative, he gets +6 ATK this turn.
Example: You play Creation of a Herald, which reads, "To play, discard a Heralds of Galactus character card.
If you discarded a card named Galactus, search your deck for any card. Otherwise, search your deck for a character card with cost less than the cost of the card you discarded. Reveal that card and put it into your hand." Discarding a card named Galactus does not stop you from having to reveal the card you searched for or from putting that card into your hand.
If an effect would produce portions with different durations, the effect will create a separate modifier for each of those portions. A given modifier can’t have more than one duration. If an effect would produce both one-shot and continuous portions, the effect will create separate modifiers for those portions. Unless more than one duration is explicitly mentioned, all continuous modifiers in a sentence have the same duration.
If an effect is modal, the effect only produces modifiers for the chosen mode or modes. The phrase “choose one:” or “an opponent chooses one:” indicates that an effect is modal; after this phrase, each mode is separated by a semicolon.
Some effects instruct a player to take a series of actions, followed by a sentence beginning with “if you do.” The latter checks to see whether the actions were actually performed. If they were not, regardless of whether this was by choice, through inability to do so, or because one or more of the actions were replaced, that sentence’s modifiers are not created. Replacing the action of putting an object into a KO’d pile does not replace that KO event. If a card says "KO
Example: Cosmic Order reads, "You may KO a stunned character you control. If you do, each other player KO’s a stunned character he controls." Threat Neutralized reads "Ongoing: If a card would enter a KO’d pile from play, instead, remove it from the game." You play Cosmic Order with Threat Neutralized in play. As Cosmic Order resolves, you choose to KO a stunned character you control, so that character is KO’d and removed from the game. The "if you do" is satisfied—you did KO a stunned character, even though it went to a different zone—so each other player must KO a stunned character he or she controls.
Example: You play Emerald City, which reads, “At the start of the recovery phase, discard three cards. If you do, recover each stunned Green Lantern character you control. Otherwise, KO each stunned character you control.” This discard is not optional; you must discard three cards if you have them, and must discard all the cards you have if you don’t have that many. If you don’t have three cards in your hand, the “if you do” clause sees that you didn’t discard three cards, and you don’t get to recover any characters; you must follow the “otherwise” text and KO each of your stunned characters.
Example: Mr. Zsasz reads, “Boost 1: When Mr. Zsasz enters play, stun target character with cost 1. If you do, put a +1/+1 counter on Mr. Zsasz.” Kevlar Body Armor reads, “If equipped character would become stunned, instead, you may KO Kevlar Body Armor.” You control The Shark with Kevlar Body Armor attached. Your opponent plays Mr. Zsasz, paying the boost cost, and targets The Shark. When Mr. Zsasz’s trigger resolves, you KO Kevlar Body Armor. Mr. Zsasz does not get a +1/+1 counter, because the action that his “if you do” clause looked for was replaced.
Some effects have a clause that uses the word "instead" without also using the word "would." These "swap" clauses are neither replacement modifiers nor replacement costs. They are simply swapping one action for another under certain circumstances, and are written "
Example: Baxter Building reads, "Activate >>> Reveal the top card of your deck. If you control a Fantastic Four character, instead, reveal two cards. Put all revealed equipment cards into your hand and the rest on the bottom of your deck." On resolution, whether you control a Fantastic Four character is checked, and if you do, "reveal two cards" is swapped for "reveal one card" in the modifier’s actions.
Some effects say to "repeat this process from
As the last part of the resolution of an effect, the effect creates its modifier or modifiers and then is removed from the chain, because it is done resolving. If a card represents a plot twist effect on the chain, that card is put into its owner’s KO’d pile as that effect leaves the chain. (See rule 304.6) Then, the primary player gets priority.
A player attempts to resolve a recruit effect by following the steps listed below in order.
If the effect specifies targets or is recruiting equipment, check the legality of its targets. If all of its targets are illegal, negate the effect. (See rule 509.) Otherwise, resolve the effect.
If the effect is recruiting a unique character, the player checks the uniqueness rule, taking into account any powers the card may have that change whether it is unique. (See rule 704.1.)
The card leaves the chain, enters play, and becomes an object. If the card is an equipment card, it enters play attached to the target of the recruit effect. As part of attaching a unique equipment to a character, that character’s controller checks the uniqueness rule. (See rule 704.3.) The new object is now in play, its continuous powers are active, and applicable continuous modifiers from objects’ powers (its own included) take it into account. Any powers that would trigger off the object entering play trigger—taking said modifiers into account if needed—but do not add their effects to the chain yet.
The effect is then removed from the chain because it is done resolving. Next, any triggered effects waiting to be added to the chain are added. Then, the primary player gets priority.
Negating Effects
An effect that is negated gets removed from the chain. If a card is representing the effect on the chain, the card is put into its owner’s KO’d pile from the chain.
If an effect is negated, the entire effect is negated. A player does not get any refunds on any costs he or she paid for an effect that is negated.
Negated effects do not create modifiers, create objects, or affect anything, because they did not resolve.
After an effect is negated, the primary player receives priority.
Plot twists with version "Epic" can’t be negated by modifiers. However, they can still be negated by game rules (such as 102.3, 508.2a, and 508.3a).
Flipping Locations
A player may flip a location in his or her resource row only if he or she has priority.
To flip a location, a player must go through the following steps in order. If a player is unable to complete the actions outlined below, the location was flipped illegally and is thus turned back face down. The game returns to the state right before the player attempted to flip the location, and that player still has priority.
The player reveals the location to show its type, threshold cost, and any powers it has that might affect flipping it.
The player determines additional costs and cost reductions. Threshold costs are now locked in and may not be altered.
The player must have enough resources in his or her resource row to satisfy the object’s total threshold cost. The player must pay any additional costs associated with flipping the location. (See rule 203.9a.)
The player turns the object face up.
The resource now has the type “location.”
The player checks for the uniqueness rule, taking into account any powers the card has which might change whether it is unique. (See rule 704.1a.)
Powers on the location become active.
Once the location is flipped, any powers or modifiers that triggered have their effects added to the chain. Then, the player who flipped the location then gets priority.
Flipping a location does not use the chain, but it does interrupt passing in succession because flipping a location is an action. (See rule 216.2.)
Modifiers
Continuous powers create continuous modifiers. A non-recruit effect resolving off the chain can create one or more modifiers. There are two types of modifiers: one-shot and continuous. Either or both may be created by a resolving effect.
Paragraph breaks in the text of a resolving effect denote a new modifier that resolving the effect will create.
Example: Mind over Matter reads, “Return a character you control to its owner’s hand.
Target X-Statix character you control gets +3 ATK and has flight and range this turn.” This plot twist’s effect creates two modifiers as it resolves. The first is separated from the second by a paragraph break indicating a new modifier.
A paragraph break in the text of an object denotes a new power. Each continuous power generates a separate continuous modifier.
If an effect would produce portions with different durations, the effect will create a separate modifier for each of those portions. A given modifier can’t have more than one duration. (See rule 508.2g.) If an effect would produce both one-shot and continuous portions, the effect will create separate modifiers for those portions. Unless more than one duration is explicitly mentioned, all continuous modifiers in a sentence have the same duration.
A player applies a modifier by processing the text of the modifier and must attempt to apply as much of the modifier as possible. If some of the modifier is impossible to perform, only as much as is possible will be performed.
Example: You control Jetstream, Hellion, who reads, “Characters you control have flight.
Whenever Jetstream becomes stunned, you may KO him and exhaust target character with cost 6 or less.” Jetstream becomes stunned, and you choose a target for the triggered effect. Jetstream is then KO’d by a modifier. If you choose to, Jetstream’s modifier will still exhaust the target character, even though you can’t KO Jetstream.
Example: You control Frankie Raye <> Nova, Harbinger of Death, who reads, "Cosmic: At the start of the combat phase, if you have three or fewer cards in hand, draw cards until you have four cards in hand." At the start of the combat phase, you have two cards in hand and one card in your deck. As Frankie Raye’s triggered power resolves, you draw one card, since that completes the modifier as much as possible.
Example: Arcanna, Arcanna Jones reads, “If Arcanna would cause breakthrough while attacking a character, instead, that character’s controller stuns another non-stunned character he controls.” Arcanna attacks a character. She would cause breakthrough, but it is replaced by her power. The defending player stuns another non-stunned character he or she controls. If that player does not have another non-stunned character, Arcanna’s breakthrough is still replaced.
Some modifiers affect cards in a zone other than the in-play zone. These modifiers will note specifically what zone or zones they affect cards in. Unless a card specifically indicates that the modifier can affect a card or effect in another zone or a player, or unless it can only function by affecting one, modifiers only affect objects in the in-play zone.
Some modifiers refer to cards a player "owns." Such modifiers are referring to cards that player owns in all zones.
Some modifiers refer to "cards" or “[type] cards." Such modifiers are referring to cards in all zones.
The source of a modifier from an effect is the card that generated the effect. The source of a modifier from a continuous power is the object generating the modifier. The source of a modifier generated by another modifier is the same as the source of the original modifier. The source of a modifier generated by the rules is the rules. The source of a modifier from a copy of an effect is the card that generated the original effect.
Some modifiers instruct a player to choose a card name, an identity, an affiliation, or a version. Players must choose from ones that exist within the Vs. System TCG.
Identities that exist in the Vs. System TCG include both printed and secret identities. (See rule 201.6.)
If a modifier puts two or more cards on the top or bottom of a deck simultaneously, the owner of those cards may arrange them in any order. That player doesn’t reveal the order of those cards.
Some modifiers say a player “may do
Example: Charaxes, Killer Moth reads, “Whenever Charaxes stuns a character, you may put three character cards from your KO’d pile that share an affiliation with Charaxes on the bottom of your deck. If you do, KO that character.” You control Charaxes and have one character card that shares an affiliation with Charaxes in your KO’d pile. Charaxes stuns a character. You can choose to put the one character card on the bottom of your deck. However, this does not satisfy the “if you do” clause, and the stunned character will not be KO’d.
A modifier’s controller is the player that played the effect that generated the modifier, or, in the case of a continuous modifier from a continuous power, the player that controls the object that is generating the modifier.
Some modifiers say a player "may look at the top card of your deck at any time." This means that the player may only look any time he or she has priority, not "any time at all"—in particular, the player can’t look partway through announcing or resolving an effect. Note that this is different from how looking at your own face-down resources (see rule 213.5h) or stunned characters (see rule 701.12b) works.
Example: Connie Webb reads, "Activate >>> If Connie Webb is in play, search your deck for a Checkmate character card with cost 4 or less, reveal it, and put it into your hand. Put Connie Webb on the top of your deck." Night Vision reads, "You may look at the top card of your deck at any time." If you control Night Vision and use Connie Webb’s power, you don’t get to see what the top card of your deck is during the shuffling, or after the shuffling but before she is put on the top of your deck—you only get to see the card before the effect started to resolve and the Connie Webb card once the effect has finished resolving.
Some modifiers say a character gets “+N/+M” or “-N/-M,” where N and M are numbers. This is the same as “+N ATK/+M DEF” or “-N ATK/-M DEF.”
One-Shot Modifiers
One-shot modifiers modify the game state but have no duration.
Example: Pyro, St. John Allerdyce reads, “Activate >>> Target player loses 3 endurance.” As this effect resolves, it creates a one-shot modifier.
Most one-shot modifiers indicate a player should perform some number of
Some one-shot modifiers instruct a player to change the target of an effect. The player must choose a new legal target, if possible. If there are no other legal targets to choose, the target does not change, whether or not the current target is legal. If there is at least one other legal target, the player must change the target.
Continuous Modifiers
Continuous modifiers either have a limited or unlimited duration. A continuous modifier may be generated by a resolving effect or by a continuous power.
Some modifiers are written as, “While
Some modifiers are written as, “
Example: You control Valentina Vostok, Bishop, who reads, “Backup: Activate >>> Characters your opponents control get -3 DEF while Valentina Vostok remains exhausted this turn. Use only during the build phase.” You use Valentina Vostok’s power. Before her effect resolves, a modifier readies her. Then, you use her power again. The effect from the second activation resolves first and creates a modifier, because she has not readied since that activation. As the effect from the first activation resolves, it does not create a modifier, because she has readied since that activation.
Some modifiers instruct a player to make a choice. These modifiers are continuous and have an unlimited duration associated with them, since the choice could need to be remembered at any later time. Plot twists or locations that instruct a player to make a choice will “forget” the choice if turned face down. (See rule 701.11d.) An object’s choices are also “forgotten” if the object leaves play. (See rule 213.1c.)
If an effect would produce portions with different durations, the effect will create a separate modifier for each of those portions; a given modifier can’t have more than one duration. (See rule 508.2g.) If an effect would produce both one-shot and continuous portions, the effect will create separate modifiers for those portions. Unless more than one duration is explicitly mentioned, all continuous modifiers in a sentence have the same duration.
If a continuous modifier would end simultaneously with a one-shot modifier being applied, such as readying an object, the continuous modifier applies for the purposes of performing the one-shot modifier.
Example: Human Torch, The Invisible Man reads, "Heralds of Galactus defenders you control have reinforcement.
Cosmic: If a character you control would cause breakthrough, instead, gain that much endurance." If your Human Torch is stunned during attack conclusion by an attacker with ATK greater than his DEF, his continuous modifier still applies, meaning you don’t take breakthrough.
Some continuous modifiers cause a character’s ATK, DEF, or other numerical value to "become" a number. These modifiers interact normally with other modifiers, overwriting earlier timestamped modifiers and being changeable by later timestamped modifiers.
Continuous modifiers from effects
Continuous modifiers from effects that check for a specific condition to occur only check once during the resolution of the effect. They do not check at any time after that resolution to see if the condition is still true.
Example: You play A Child Named Valeria, which reads, “If you control Mr. Fantastic and Invisible Woman, characters with cost 3 or less you control can’t be stunned this turn.” This plot twist only checks for the condition to be true when the effect resolves. Later, if you no longer control Mr. Fantastic, your characters with cost 3 or less still can’t be stunned that turn.
A continuous modifier from an effect exists independently from the source of the effect.
A continuous modifier from an effect doesn’t flag any objects as the effect resolves. Such a modifier continuously checks what objects it applies to, so it can affect objects that weren’t affected when it was created and can stop affecting objects that were affected when it was created.
Example: A Child Named Valeria reads, “If you control Mr. Fantastic and Invisible Woman, characters with cost 3 or less you control can’t be stunned this turn.” You play this card during your resource step while controlling Mr. Fantastic and Invisible Woman. During your recruit step, you recruit Human Torch, Johnny Storm. A Child Named Valeria’s modifier doesn’t flag characters as it’s created. As a result, it will apply to Human Torch.
Example: Combat Protocols reads, “Choose an affiliation. Army Sentinel characters you control get +2 ATK while attacking a character with the chosen affiliation this turn.” You play this card during your resource step. During your recruit step, you recruit an Army Sentinel character. Combat Protocols will apply to that character, because it didn’t flag any characters as it resolved.
A continuous modifier from an effect has a limited duration for which the modifier takes place. The duration of the modifier is denoted in the effect that created the modifier. If the modifier does not specify a duration, the modifier lasts until the game ends.
Some continuous modifiers from effects give or remove a characteristic to or from an object. These modifiers do not prevent that characteristic from being removed or given by a later modifier.
Example: Flying Kick reads, “Target character has flight this turn.” Storm, Ororo Munroe reads, “Pay 2 endurance >>> Characters your opponents control lose flight this turn.” You play Storm’s power. Later that turn, your opponent plays Flying Kick on one of his characters. That character now has flight. If you use Storm’s power again, the character targeted by Flying Kick will lose flight.
The duration of a continuous modifier from an effect is both a limit on duration and a restriction of when the effect that would create the modifier may be played. Similarly, a triggered power whose effect would create a continuous modifier with a duration will only trigger inside that modifier’s duration. (See rule 502.7.) A player may only play an effect that would create a continuous modifier from an effect inside that modifier’s duration. If the modifier does not specify a duration, there are no additional restrictions on when the effect that creates it may be played.
Example: Nasty Surprise reads, “Target defender gets +5 ATK this attack.” This plot twist may only be played targeting a character that has the defender characteristic. If you play this on a character you control, that character will have +5 ATK for that attack substep only. If the character is attacked again in the same turn, the duration for Nasty Surprise will have expired. This plot twist may only be played inside an attack substep.
Continuous modifiers from continuous powers
Continuous modifiers from continuous powers have no stated duration and last until the game ends, or until the card that has the continuous power is no longer in the appropriate zone with the appropriate power and can no longer generate the continuous modifier.
Continuous modifiers from continuous powers will always use information from the current game state.
Some continuous modifiers from continuous powers are written as "You can’t have more than
Delayed triggered modifiers
Delayed triggered modifiers are a type of continuous modifier from an effect. The modifier will have an associated duration or specify that it triggers off the “next
Example: Destiny, Irene Adler reads, “Activate >>> Whenever target character becomes stunned this turn, its controller loses 4 endurance.” You play this payment power targeting a character. Later that turn, Destiny has left play. The delayed triggered modifier will still last until the end of that turn.
Example: Outback Stronghold reads, “Activate, exhaust an X-Men character you control >>> Whenever target stunned X-Men character you control recovers next this combat phase, ready it.” Phoenix Rising reads, "To play, remove a character card in your KO’d pile from the game.
Recover target stunned X-Men character you control if its name is the same as that of the card you removed." If you use Outback Stronghold targeting your stunned Rogue, Energy Drain; resolve it; and then recover her with Phoenix Rising, the delayed triggered modifier will trigger. If she then becomes stunned again and gets recovered again this same combat phase, it will not trigger a second time.
Delayed triggered modifiers act as triggered powers, except that they will trigger off the event outlined in the modifier only during the duration of the modifier. (See section 502.) An effect created by a delayed triggered modifier follows the rules for triggered effects. (See sections 505 and 506.) That effect has no types other than “triggered.” It never inherits any types (such as payment, activated, character, plot twist, and so on) from the effect that created the delayed triggered modifier.
Example: Destiny, Irene Adler reads, “Activate >>> Whenever target character becomes stunned this turn, its controller loses 4 endurance.” You use this payment power targeting a character. Later that turn, that character becomes stunned. The delayed triggered modifier triggers and adds an effect to the chain. This effect is a triggered effect, and not a payment, activated, or character effect. As this effect resolves, the controller of the stunned character will lose 4 endurance.
A delayed triggered modifier does not have to start with “at the start of,” “when,” or “whenever,” but it will contain one of these phrases.
Some delayed triggered modifiers are targeted. The target for such a modifier is chosen when the plot twist or power that’s going to create the modifier is first played. The delayed triggered modifier will later use that same target upon triggering. If the target has become illegal by that time or changed zones, the delayed triggered modifier will get removed from the chain as it tries to go through 505.1c, before it finishes being announced.
Example: Brimstone reads, “Pay 1 resource point >>> At the start of the combat phase this turn, KO target resource.” When this power is played, the target for the effect is chosen. The resolution of the effect creates a delayed triggered modifier with the same target. If that target is no longer legal when the modifier triggers, the delayed triggered modifier is removed from the chain as it tries to go through 505.1c, before it is finished being announced.
Some delayed triggered modifiers say "You may
Example: You play Starforce Strike, which reads, "Target defender you control gets +2 ATK this attack. If that character has the Kree affiliation, you may return it to its owner’s hand at the start of the recovery phase this turn." You make the choice for the “may” clause on resolution of the triggered effect.
Replacement modifiers
Modifiers that use "would" and “instead” are replacement modifiers. A replacement modifier replaces an event that is about to happen with another event, before the replaced event can happen. The replaced event never happens; any powers or modifiers that would have triggered off the replaced event will not trigger. A replacement modifier may replace an event any time, even during the resolution of an effect. In order for a replacement modifier to replace an event, the replacement modifier must exist before the event would happen.
Some replacement modifiers will look to replace every instance of a designated event. If the designated event happens multiple times simultaneously, the controlling player follows rule 702.2.
If two or more modifiers try to replace the same event, the player who would be affected or who controls the object, card, or effect that would be affected by the event chooses how to order the replacement modifiers.
Example: Toad, Mortimer Toynbee reads, “If Toad would become stunned, instead, you may return him to his owner’s hand.” Kevlar Body Armor reads, “If equipped character would become stunned, instead, you may KO Kevlar Body Armor.” You control Toad with Kevlar Body Armor equipped. If Toad would become stunned, you may choose which replacement modifier applies first.
Actions taken to pay costs can’t be replaced by replacement modifiers. (See section 203.) Putting an object into a KO’d pile to pay all or part of a cost is an exception and can be replaced by replacement modifiers in the usual way.
Some replacement modifiers are optional and produce replacement costs. These will be written as “If
Some replacement modifiers are not optional to use. These will not contain the word “may” and will be written as “If
Example: The Joker, Emperor Joker reads, “If an opponent would lose endurance this turn, instead, that opponent removes from the game that many cards from the top of his deck.” This replacement applies even if the opponent has no cards left in his or her deck.
Some replacement modifiers replace an amount with an “additional” amount or an amount some number “less.” These modifiers increase or decrease the original amount.
The source of a new event created by a replacement modifier is the source of the replacement modifier. (See rule 511.3.) This is generally not the same as the source of the replaced event.
The new event created by a replacement modifier has been affected by that particular modifier and can’t be affected by it again, and neither can any events which that event gets turned into by further replacement modifiers. However, it can be affected by a different instance of that replacement modifier.
Example: Moondragon reads, "If you would draw a card for the first time in a phase, instead, draw two cards." Once this modifier has affected the first card draw in a phase, one of the two cards that will now be drawn is now the new first card drawn this phase, but Moondragon’s modifier can’t apply again to it—it doesn’t keep reapplying. Another Moondragon you control could also apply its modifier to this, once, having you draw a total of three cards, but the first Moondragon’s modifier won’t reapply to that altered event either.
Exhaust-and-hold modifiers
Some modifiers say that one object (the captive) can’t ready while another object (the captor) remains exhausted. These modifiers are referred to as "exhaust-and-hold" modifiers.
If the controller of the captor chooses to ready it during the wrap-up (or any other time both objects would become ready simultaneously), then the captive object also readies simultaneously. This is an exception to rule 513.1e.
If the captive or captor gets turned face down, the captive will still be held exhausted by the modifier, as the captor is still exhausted. (See rule 701.11d.)
If a series of captors and captives exist such that, a captor (the master captor) is keeping another captor exhausted, and that other captor is keeping a third object exhausted, and so on, and all would ready simultaneously, then the master captor’s controller first chooses whether to ready it. If he or she so chooses, the controller of the next captor in the series then chooses whether to ready it, and so on. If the last captor so chooses, all objects in the series ready simultaneously. Otherwise, all objects that were chosen to ready, ready simultaneously. A choice anywhere in the series not to ready will prevent all the subsequent objects in the series from readying. This is an exception to rule 702.1.