X-Men: Under Siege
X-Men: Under Siege Rulebook
Table of Contents
Table of Contents
Object
While the X-Men were away on a secret mission, Xavier's Mansion was invaded by a host of Evil Mutants. The call is out. All X-Men must return to the mansion at once! Each player will lead a team of X-Men to help battle the Evil Mutants, restore order and attempt to acquire the most points while securing the mansion.
Contents
18 X-Men Figures
Each X-Men character has a superbly sculpted miniature figure. The figure is used as a mover during play. If you wish, you may paint your figure.
Figure Show Case
The Figure Show Case stores the X-Men figures safely when not in play. Peel off the name labels of each X-Men and place them alphabetically, under each figure compartment as shown below.
Figure Show Case labels (18 compartments, listed in the printed grid order):
| ARCHANGEL | BANSHEE | BEAST | BISHOP | CABLE | CYCLOPS |
| GAMBIT | HAVOK | ICEMAN | JEAN GREY | JUBILEE | LONGSHOT |
| MAVERICK | NIGHTCRAWLER | PSYLOCKE | ROGUE | STORM | WOLVERINE |
18 X-Men Power Stat Cards
Each X-Men Power Stat Card pictures an X-Men character and lists the character's Power Stats: Fighting Skill, Durability, Intelligence and Extra Ability.
The sample card printed in the rulebook is the Wolverine Power Stat Card, showing:
- Fighting Skill: 7
- Durability: 4
- Intelligence: 2
- Regeneration: When Wolverine is recovering, each Marvel rolled removes 4 hit markers. Each X-Men rolled still only removes 1 hit marker.
Power Stat Card explanations
The character's Fighting Skill number shows how many dice that X-Man can roll when battling Evil Mutants. For Wolverine, pictured here, it's 7.
The Durability number shows how many Hits a character can sustain before he is out of action and must recover. The 4 X symbol circles on the right side of Wolverine's card show you that Wolverine is able to take 4 Hits. The Durability number is also the number of dice the character rolls while recovering.
The Intelligence number shows the number of Under Siege Cards a player can hold in his hand. Wolverine's intelligence number is 2 and will contribute 2 cards to a player's hand.
Each character has his own special Extra Ability. It is explained on the lower half of the card.
Components
12 Team Color Bases
There are 4 team colors. Each Team has 3 bases.
Gameboard
The gameboard pictures the Mansion's six levels and details the important rooms on each level.
The Evil Mutant Strength Track is also featured. The track is numbered from 0 to 21.
6 Evil Mutant Strength Indicators
Peel off the X Symbol with the color for each level and place one on top of each of the 6 red squares. These indicators are used to track the fighting strength of the Evil Mutant fighting on the level.
62 Room Chips
The Room Chips are colored to match the level. In addition, the words, "Evil Mutant" or "X-Men" are printed on the back sides of some of the chips as indicated below.
| Level | Evil Mutant | X-Men | Level Color |
|---|---|---|---|
| Attic | 2 | – | Light Blue |
| Second floor | 3 | – | Dark Blue |
| Ground floor | 4 | 1 | Green |
| Basement | 3 | – | Orange |
| First Sub-Basement | 4 | 1 | Yellow |
| Second Sub-Basement | 6 | 1 | Purple |
70 Under Siege Cards
These cards picture all 52 rooms in the Mansion and include another 18 X-tra Special Cards.
20 Evil Mutant Cards
The Evil Mutant Cards picture an Evil Mutant and give the Evil Mutant's Strength. The higher the strength number, the more powerful the Evil Mutant. The Cerebro Scan Cards are bonus cards which indicate that some rooms on this level have already been scanned, are empty and can be secured.
9 Dice
The dice determine the outcome of many character actions. Peel off the dice labels and place them on the dice. Each die has two X-Men sides, one Marvel side, one Evil Mutant side and two blank sides.
The maximum number of dice you can roll at one time for a character is nine. Any number over nine, while fighting or performing another action, is disregarded. Even the Marvelous X-Men are only so great!
48 Hit Chips
The Hit Chips are used to show that your X-Men characters have taken a hit during battle.
55 Evil Mutant Blood Chips
The Evil Mutant Blood Chips are used to track which team of X-Men scores hits on the Evil Mutant during each battle.
Set Up
Mix the X-Men Power Stat Cards and deal two cards to each player. Each player puts the Power Stat Cards face up in front of him; the remaining cards are placed face down near the gameboard. However, if all players agree, each player may look through the Power Stat Cards and take the X-Men Stat Cards of his choice.
Each player takes the X-Men figures that match his Power Stat Cards. (If you get Archangel, place the peg on his wings into the hole on his back and press into place.) Each player selects a team color and takes the three bases of that color. Slide the two figures into the color bases. Place each figure on his Power Stat Card.
Turn all the Room Chips so that the "X" sides face up. Mix them and place one matching chip, "X" side up, on each room in the Mansion. Do not look at the other side of the chips. Return any extra chips for a level to the box (take care not to look at the bottom of these chips too).
Place each Evil Mutant Strength Indicator on the proper X symbol near the name of the level.
Shuffle the Under Siege Cards and deal out to each player the number of cards equal to the total intelligence of his team's X-Men. Place the remaining cards face down on the gameboard.
Shuffle the Evil Mutant Cards and place the deck face down on the gameboard.
Carefully separate the Hit Chips and place them near the gameboard. Carefully separate the Evil Mutant Blood Chips and place them near the gameboard.
Going First
Each player rolls 5 dice. The highest point total goes first. X-Men = 1 point. Marvel = 2 points. Evil Mutants and blanks do not count.
Playing
Following is a brief explanation of the 5 steps in a player's turn. Each step is explained in detail later on in the instructions.
- Step 1: Discard cards.
- Step 2: Play cards and move your X-Men.
- Step 3: Fight Battles.
- Step 4: X-Men, which did not move or battle, can recover.
- Step 5: Draw your hand back up to match your team's intelligence.
Once you have completed your turn, play continues to the left.
Step 1
Discard any Under Siege Cards from your hand. For example: Room Cards which are already secured should be discarded. Form a discard pile near the deck of Under Siege cards.
Step 2
Play a Card. When you play a room card, you must state which of your X-Men is going to move to the level and search the room. At the start of play, move your figure from his Power Stat Card to the room. The figure does not have to be placed in the room, placing him near the room on the same level is ok. Once your X-Men are in the Mansion, you will move them from level to level as you play cards. After cards have been played, they should be placed on the discard pile.
Turn the Room Chip over!
If the back of the chip is blank, the room is secured. Place the chip near your Power Stat Cards. Your team will score points for each room you secure.
If you have other X-Men which have not moved, you can play a room card for them.
If the back of the chip says "X-Men," you have discovered a captured X-Man and can free him so he can join your team. Place the Room Chip near your Power Stat Cards.
Draw the top X-Men Power Stat Card. This X-Man joins your team. Slide the figure into one of your team color bases and place it on his Power Stat Card. Your team can only have three members.
If you have other X-Men which have not moved this turn, you cannot play a room card for them.
If the back of the chip says "Evil Mutant," draw the top Evil Mutant card. Place the Evil Mutant card on that level. Place the Evil Mutant Strength Indicator for this level on the Evil Mutant Strength Track space equal to the strength of the Evil Mutant. Place the Room Chip face up on the "0" space at the bottom of the strength track.
When an Evil Mutant is battling on a level, X-Men cannot leave this level until the Evil Mutant is captured. X-Men can only move to this level and join the battle by playing an X-tra Special Quick Response Card. Room cards for this level cannot be played until the Evil Mutant is captured. If you have other X-Men which have not moved this turn, you cannot play a room card for them; however, you can play an X-tra Special Quick Response Card and have any or all of your X-Men join the battle.
When you draw an Evil Mutant Card, you might be lucky and draw the Cerebro Scan Card, which lets you secure two rooms on this level. Take the room chip you searched and one additional room chip and place these chips in front of you. Ignore the back of these room chips. If you have other X-Men which have not moved, you can play a card for them.
X-tra Special Cards
When your team has less than three members, you may play the X-tra Special Card at the start of you turn, which lets you add one X-Man to your team. Draw the top X-Men Power Stat Card. This X-Man joins your team. Slide the figure into one of your team color bases and place the figure on his Power Stat Card. Your team can only have three members.
Instead of playing a room card, you may play an X-tra Special Card which lets you move one or more of your X-Men to any level and search any room on that level.
Instead of playing a room card, you may play an X-tra Special Card which lets one or more of your X-Men move to the Medical Wing and recover. All Hits are removed from all X-Men moving to the Medical Wing. Watch Out! If the Medical Wing is not a secure room, you must search the room and run the risk of discovering an Evil Mutant before your X-Men can recover. If you discover an Evil Mutant, your X-Men are now in battle, and will recover as normal.
When there is a battle on a level, you may play the X-tra Special Quick Response Card which lets one or more of your X-Men move to the level and fight in the battle. Your X-Men can join one of your battling teammates or you may decide to move to a level where another team is battling. You must move to that same level in order to take place in the battle. You can play an X-tra Special Quick Response Card for X-Men which you have already moved this turn.
At the start of your turn, you may play the X-tra Special Danger Room Malfunction Card. All X-Men in the 2nd Sub-Basement receive One Hit Chip.
At the start of your turn, you may play the X-tra Special Cerebro on the Fritz Card. All X-Men on the Ground Floor receive One Hit Chip.
At the start of your turn, you may play the X-tra Special Surprise Attack Card. Draw the top Evil Mutant Card and play the Card on any level. You may not play the Surprise Attack on a level which already has an Evil Mutant engaged in battle.
Step 3
When an Evil Mutant is battling on a level, your X-Men on that level must fight the Mutant until he is captured or until your character receives too many hits, is out of action and must recover rather than battle.
When you have more than one X-Man in a battle, select one member to lead the team this turn. The team leader is the first character to battle. Your leader can change from turn to turn. Arrange your Power Stat Cards in front of you so the team leader's Power Stat Card is the left-most card and the others follow from left to right.
Review the Character's Fighting Skill Number. This number is equal to the number of dice your character rolls in battle. For example: a character with a Fighting Skill Number of 3 rolls 3 dice in battle. A character's Extra Ability may give him additional fighting dice or the ability to help other teammates in battle. A character is most likely to use his Extra Ability when he is the team leader. Review each character's Extra Ability before a battle takes place.
The Battle
Roll all the character's fighting dice. For each X-Men rolled, score 1 point and for each Marvel rolled, score 2 points. Move the Evil Mutant Strength Indicator down the Strength Track one space for each point you score. (Take care to move the correct Indicator.) When the Indicator passes or stops on a space with Evil Mutant Blood, take one Evil Mutant Blood Chip, and place it in front of you. Your team will score points for each Evil Mutant Blood Chip you collect. When the Indicator moves to "0" take the room chip and place it in front of you. Return the Indicator back to the proper level. Take the Evil Mutant card off the gameboard and place it in front of you. Your team will score points for each Evil Mutant Card you capture.
The X-Man who is rolling will receive one Hit Chip for each Evil Mutant rolled. Place the Hit Chips on the character's Power Stat Card X symbols.
When all the character's X symbols are covered, the character is out of action and must recover before fighting.
When the character receives more hits than he has X symbols, the character is Seriously Wounded. Place the extra hits on his Power Stat Card picture. On your next turn, the seriously wounded character must roll to recover. The roll must be successful in removing all the Hit Chips from the character's picture (not the X symbols) or the character is lost! When the character attempts to recover and fails, the character figure is returned to its place on the Show Card and the character's Power Stat Card is placed at the bottom of the X-Men Power Stat Card deck.
In the event a player loses his entire team of X-Men, that player recruits one X-Man by taking the top X-Men Power Stat Card from the deck at the start of his next turn.
When you have more than one X-Men in the battle, these characters will fight one at a time after the leader. Always battle each of your characters separately. Calculate each character's fighting dice separately, roll the dice and record hits against the Evil Mutant and on your character doing battle before battling with your next character.
If your team has X-Men fighting battles on different levels, always complete all your character actions on one level before going on to the next.
Step 4
Your X-Men can recover instead of moving or battling. To recover, roll the number of dice equal to the character's Durability Number. For every X-Men rolled, remove one Hit Chip. For every Marvel rolled, remove two Hit Chips. When your character is on a level where a battle is being fought, Evil Mutant rolls will cause a hit. When your character is on a level without a battle, Evil Mutant and blank rolls have no effect.
It may take a character a number of turns to recover fully. Therefore, you will have to decide whether it is wiser to move and/or fight with a wounded X-Man, or have your X-Man fully recover before taking action.
Step 5
Draw enough Under Siege Cards so the number of cards in your hand is equal to your X-Men team's intelligence. When your team has more than two characters, use the two characters with the highest intelligence numbers. Example: your team is made up of Wolverine, whose intelligence is 2, and Storm, whose intelligence is 3. The number of cards in your hand will be 5. When another X-Man, Beast, whose intelligence of 4 joins your team, the number of cards you can draw will increase to 7.
Play continues with the player to the left (start with Step 1).
Securing a Level
A player must announce when he collects enough Room Chips to secure a level. When a level is secured, you collect ALL the remaining Room Chips still on the level. Place these Room Chips in front of you (you can ignore the back of these chips). Also, collect the Evil Mutant Strength Indicator from that level.
To secure a level, you must collect the following number of Room Chips:
- Attic: 3
- Second floor: 4
- Ground floor: 6
- Basement: 5
- First Sub-Basement: 4
- Second Sub-Basement: 6
Winning
The player's X-Men Team with the most points, when all levels or rooms are secured, is the WINNER!
- Score one point for each room chip you collect.
- Score one point for each Evil Mutant Blood Chip you won in battle.
- Score one point for each Evil Mutant Card you capture.
- Score one point for each Evil Mutant Strength Indicator you collect.
For a shorter, yet competitive game, the player's X-Men Team to first collect the number of points listed, WINS!
- Two player game, the first player to score 40 points... Wins!
- Three player game, the first player to score 35 points... Wins!
- Four player game, the first player to score 30 points... Wins!