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VS Comp Rules 2.7

Vs. System Rules

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Alberto Rey
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0% found this document useful (0 votes)
38 views142 pages

VS Comp Rules 2.7

Vs. System Rules

Uploaded by

Alberto Rey
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOC, PDF, TXT or read online on Scribd

Vs. System TCG Comprehensive Rules version 2.

Last updated December 22, 2008

Introduction

These rules are designed to be the ultimate authority on the Vs. System trading card
game (TCG) for competitive play. If you are a newer player, you may find these rules a
bit intimidating. We encourage you to check out the basic rulebook located on our
website at both [Link]/marvel and [Link]/dc.

This document is broken up into the table of contents, rules, glossary, credits, and contact
information. Rules are further broken up into sections, and several individual rules are
broken up into subrules. The glossary offers definitions for terms used in the rules.

While every effort has been made to make these rules as comprehensive as possible, there
may arise situations in which this rules document is not enough to resolve a game
dispute. If such a situation arises, please write or email us with your rules questions. The
contact information is found at the end of this document.

The current version of these rules can be found at [Link]/rules.


1. Game Basics

1.0. General
1.1. Starting the Game
1.2. Winning and Losing
1.3. Contradictions Rule
1.4. Negative and Undefined Values

2. Parts of the Game

2.0. General
2.1. Card Name
2.2. Version
2.3. Costs
2.4. Illustration
2.5. Card Color
2.6. Card Type
2.7. Class
2.8. Expansion Code
2.9. Legal Text
2.10. Text Box
2.11. ATK, DEF, and Willpower Values
2.12. Icons
2.13. Game Zones
2.14. Entering Play
2.15. Counters
2.16. Priority
2.17. Putting into Play in the Resource Row

3. Card Types

3.0. General
3.1. Characters
3.2. Equipment
3.3. Locations
3.4. Plot Twists

4. Turn Sequence

4.0. General
4.1. Draw Phase
4.2. Build Phase
4.3. Resource Step
4.4. Recruit Step
4.5. Formation Step
4.6. Combat Phase
4.7. Attack Step
4.8. Recovery Phase

5. Powers, Effects, and Modifiers

5.0. Powers
5.1. Payment Powers
5.2. Triggered Powers
5.3. Continuous Powers
5.4. Effects
5.5. Playing Effects
5.6. Triggered Effects
5.7. Game-Based Effects
5.8. Resolving Effects
5.9. Negating Effects
5.10. Flipping Locations
5.11. Types of Modifiers
5.12. One-Shot Modifiers
5.13. Continuous Modifiers
5.14. Interaction of Modifiers
5.15. Timestamps of Modifiers

6. Attacking

6.0. General
6.1. Proposing an Attack
6.2. Attack Substep

7. Additional rules

7.0. Changing Control of Objects


7.1. Characteristics
7.2. Simultaneous Actions
7.3. Loops and Infinity Rule
7.4. Uniqueness Rule
7.5. Position
7.6. Keywords
7.7. Tag Keywords
7.8. Game Actions

Glossary

Credits

Questions
1. Game Basics

1.0. General

1.0.1 These game rules are used for games involving two or more players.

1.0.2 Tournament players must follow these rules in addition to tournament


policy outlined on the official UDE website at [Link]/policy.

1.0.3 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 [Link]/rules.

1.1. Starting the Game

1.1.1 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.

1.1.2 A players 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 5.13.3.c). 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.

1.1.3 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 [Link]/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 5.13.3.c.)

1.1.4 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.

1.1.5 Each player starts the game with 50 endurance. A players endurance
represents the overall wellbeing of his or her team of characters. As the game
starts, each player draws four cards.

1.1.6 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.

1.2. Winning and Losing

1.2.1 If only one player remains in the game, that player wins.

1.2.2 If a player wins the game, any other players remaining in the game lose
the game.

Example: Xaviers 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 Xaviers Dream.
Then, if there are three or more dream counters on Xaviers Dream, you
win the game. If you control Xaviers Dream with three dream counters
on it as its effect resolves, you win the game.

1.2.3 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
doesnt 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 5.5.4 and to rule 5.13.2.b.

1.2.4 A player with 0 or less endurance can lose the gameand, as a result, be
removed from the gameduring the recovery phase endurance check. (See
rule 4.8.2.a.)

1.2.5 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.

1.2.6 A player does not lose the game if he or she is unable to draw cards.

1.3. Contradictions Rule

1.3.1 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 cant be


stunned while attacking. You attack an opponents Nightcrawler with
your own. Normally, this would result in both of them being stunned. In
this case, however, the cards 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
7.1.8)" 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.

1.3.2 If a modifier or rule instructs that <something> cant (or cannot) happen,
and another modifier or rule attempts to make that same <something> happen,
the cant modifier or rule will always overwrite the can modifier or rule,
regardless of timestamps or dependencies. Cant modifiers and rules are not
replacement modifiers. An event that cant happen cant be replaced.

Example: Burn Rubber reads, Target character you control has


reinforcement this turn. Blind Sided reads, Target character loses and
cant 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 cant 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 cant cause
breakthrough. Mystiques replacement will not have an opportunity to
replace the breakthrough before Paralyzing Kisss modifier prevents it.

Example: The rules read, 7.1.12.a A stunned character cant be


readied. Cosmic Radiation reads, Ready any number of Fantastic Four
characters you control. Cosmic Radiation cant ready a stunned
character because the rules state that stunned characters cant be readied.

1.4. Negative and Undefined Values

1.4.1 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:

1.4.1.a While comparing endurance totals, negative totals are not treated as 0.
1.4.1.b If a players endurance total "becomes equal to" or "switches with"
another players negative endurance total, that other players 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 Lands 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,
Toads 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
controllers endurance total with another.

1.4.2 Totaling or combining values together does not change any of the
individual values involved; thus, if a team attackers 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 characters willpower is less than 0, it is treated as 0
for the purpose of combining its willpower with the willpower of other
characters.

1.4.3 Undefined values that would be numeric are 0. Character cards with no
recruit cost are an exception to this rule and use 2.3.4.d instead.

2. Parts of the Game

2.0. General

2.0.1 This section sets out the rules for card parts and game zones.

2.1. Card Name

2.1.1 A cards name appears across the top of the card.

2.1.2 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.
2.1.2.a 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 cant 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.

2.1.2.b If an effect or modifier refers to a <keyword> card, it is referring to a


card with the <keyword> keyword. A stunned character has inactive text
and no powers or keywords (see rule 7.1.12,) and so cant be a
<keyword> card.

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.

2.1.2.c An effect or modifier that refers to a <version> card is referring to a


card with that version. An effect or modifier that refers to a <version>
<card type> is referring to a <card type> with that version. An effect or
modifier that refers to a <version> <card type> card is referring to a card
with that card type and version. Trait, affiliation, keyword, and class are
handled in similar fashion.

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.

2.1.2.d If an effect or modifier refers to "card(s) named <card name>" or


"other <card name>(s)," it is referring to any appropriate cards that share
that name. This is an exception to 2.1.2.

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 KOd
pile." Future Friends looks for any card named Future Friends other
than the card it appears on.

2.1.2.e If an effect or modifier refers to another card by name only, its


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.

2.1.3 If a cost refers to the name of the card that is its source, its referring only
to the card that is its source, and not to any other instance of that card.

2.1.4 If an effect or modifier checks whether or not a player controls a card


named <card name>, it is referring to an object with that card name.

2.1.5 If an effect or modifier checks whether or not a player "controls <card


name>" or "doesnt control <card name>," it is referring to either control of an
object with that card name or control of an object with a modifier that states
you are considered to control <card name>. (See Considered To in the
Glossary.)

2.1.6 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 characters name isnt
followed by a diamond, its printed name is also its identity. This identity is
also referred to as its "secret identity." A characters identity is ignored when
determining the uniqueness of that character.

2.1.7 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
<name>," as these are referring to any card named <name>, not to this
specific card.

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. <p> 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."

2.1.8 Some cards give a character more than one name. A character cant gain a
name it already has.

2.1.8.a 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.

2.1.8.b 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 cant 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 cant satisfy
the checks for both Mr. Fantastic and Invisible Woman (even though he
has both names).

2.2. Version

2.2.1 The text appearing immediately below the name of a card is the version of
that card.

2.2.1.a Some cards may have more than one printed version. Modifiers may
add versions to or change versions of a card.
2.2.2 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 1.1.2.) It also means this character does not have the
unique characteristic. (See rule 2.2.4.a.)

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 cant find cards that are colloquially referred to as "team-up
cards" by players but do not have the version Team-Up.

2.2.3 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 cards 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 cant ready Doomstadt or Kristoff von
Doom, because neither of them is named Dr. Doom.

2.2.4 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 1.1.2.)

2.2.4.a Character cards with version Army do not have the unique
characteristic. Rules for resolving recruit effects that check uniqueness
(see rules 5.8.3.b and 7.4.1) do not apply to resolving Army recruit
effects.

2.2.5 An effect or modifier that refers to a version without referring to a cards


name can refer to any card or cards with that version.

2.2.6 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.

2.2.7 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.

2.2.8 "Unique" is a version that equipment may have. Equipment cards with
version "unique" have the unique characteristic (see rule 7.1.15) and are
subject to checking for the uniqueness rule as they are attached to a character.

2.2.9 "Non-Unique" is a version that a character or location may have. Cards


with version "non-unique" dont have the unique characteristic. (See rule
7.1.15.)

2.3. Costs

2.3.1 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 paida
cost of 0 does not cause a card or an effect to be played automatically. A
player cant pay, lose, or gain a negative amount of endurance. (See rule
1.4.1.)

2.3.1.a Some payment powers have the cost free. This is the same has
having a cost of pay 0 endurance.

2.3.2 If anything looks for a cards cost, it uses the value printed in the upper
left-hand corner of that card. If anything looks for an effects cost, it uses the
value printed in the upper left-hand corner of that effects source.

2.3.2.a 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
doesnt change.

2.3.3 A player cant 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 cant pay this cost, as you dont 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 cant
pay his activated powers 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 cant 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.

2.3.4 Recruit Costs

2.3.4.a Recruit costs appear in the upper left-hand corner of character and
equipment cards.

2.3.4.b Recruit costs require payment from the total number of resource points
in a players resource pool for that turn.

2.3.4.c Cards with recruit costs may only be played during the recruit step.
(See rule 4.4.)

2.3.4.d 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 1.4.3.) A
costless cards 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 <number>," "with cost less than <number>," "with cost
<number>," or "with cost equal to <number>" will not find a costless
card. If a player is told to do something in an amount "equal to
<character>s cost," that player does not do that something at all if
<character> is costless. Costless cards do not have an odd cost or an
even cost.

Example: Superman, Last Son of Krypton has no recruit cost and


reads "LoyaltyReveal <p> 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 dont 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 doesnt
have invulnerability, and so modifiers that remove invulnerability
have no impact on him. Press cant reduce his additional cost of 4
resource points, because cost reductions are applied before
additional costs are added. He cant be substituted from play
because his cost isnt greater than or equal to any other cost.

2.3.5 Threshold Costs

2.3.5.a Threshold costs appear in the upper left-hand corner of location and
plot twist cards.

2.3.5.b Threshold costs are compared to a players 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 players resource pool.

2.3.5.c Threshold costs are still costs and must be satisfied in order to play
effects that have them. (See rule 5.5.)

2.3.6 Payment Power Costs

2.3.6.a 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 5.0.3.a.) All payment power costs are
actions, sequences of actions, resource point costs, and/or endurance
costs.

2.3.6.b 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 cant be paid, and the power cant be
legally played.

2.3.6.c A face-up resource may not be revealed to pay a payment power cost
that requires revealing a card. (See rule 7.8.9.b.)

2.3.6.d 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 cant be paid
unless the character with this power has at least that amount of ATK or
DEF. (See rule 2.3.3.) 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.

2.3.7 Replacement Costs


2.3.7.a Some replacement modifiers are optional and produce replacement
costs. These will be written as If <event would occur>, instead, <a
player> may <pay cost>.

2.3.7.b These costs are optional to pay. If you choose not to pay or cant pay
them, the replacement does not occur, and subsequent if you do
clauses wont 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 Drakes replacement modifier is
choose another team attacker you control. If there are no other
team attackers to choose, you cant pay this cost. It does not matter
if the character chosen cant 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 cant 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-Mans replacement modifiers is put a +1/+1
counter on him. This is a cost because it appears in the format
listed in 2.3.7.a. Other cards have powers that put a +1/+1 counters
on a character but do not use the format listed in 2.3.7.a. Those
cards do not have replacement costs.

2.3.8 Costs in Resolutions

2.3.8.a A power may say to pay endurance or resource points as part of its
effect, during resolution. These are also costs.

2.3.8.b Losing endurance is never a cost. Paying endurance leads to losing


endurance, but not vice versa.
2.3.9 Additional Costs

2.3.9.a 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 5.5.)

2.3.9.b Additional costs are continuous powers that function in the zone that
the cards they apply to are played from.

2.3.10 Actions taken to pay costs cant 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 KOd pile is an exception to this rule and uses rule 2.3.10.b.

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.
A team attacker you control with evasion cant have the cost of evasion,
Stun this character, replaced by Tim Drakes powers replacement
modifier. To use the characters evasion, you must stun that particular
character, and you cant redirect the stunning to another team attacker
you control.

2.3.10.a Some effects have an alternate cost. These are not replacement
modifiers on the original cost, but an alternate cost that can be paid
rather than paying the original cost. Alternate costs can be identified by
the words rather than.

2.3.10.b Putting an object into a KOd pile to pay all or part of a cost can be
replaced by replacement modifiers in the usual way. This still satisfies
paying the cost.

Example: Attend or Die! reads, "If a character card would enter your
KOd pile from play during the build phase this turn, instead, remove it
from the game." Devils Due reads, "Ongoing: KO a character you control
>>> Put a +1/+1 counter on target Doom character you control." If
Attend or Die!s modifier is affecting you and you use Devils Due, KOing
a character you own and control, that character will be removed from the
game instead of entering your KOd pile, and this will still satisfy the cost.

2.4. Illustration

2.4.1 The illustration is part of the card flavor and has no effect on gameplay.
An illustration depicting a game characteristic such as flight does not grant
that characteristic to a character.
2.4.2 Each card has an illustration credit below the art. The illustration credit
has no effect on gameplay.

2.5. Card Color

2.5.1 A cards type determines its color. Red or black cards are character cards,
blue cards are plot twist cards, green cards are location cards, and gray cards
are equipment cards.

2.5.2 Card color is a visual reminder of card type. The color of a card has no
effect on gameplay.

2.5.2.a Some cards have foil versions with a different color. This difference
has no effect on gameplay.

2.6. Card Type

2.6.1 A cards type is printed under its illustration. Each card, with the exception
of character cards, has its card type displayed in the type line. Character cards
have their team affiliations displayed in the type line. These are referred to
simply as "affiliations." Some character cards do not have an affiliation and do
not have anything written in the card type line. (See also section 3.) Older
cards had their type printed vertically on their left side.

2.6.1.a Affiliations are used in determining whether a character can team


attack with and reinforce other characters. (See rules 6.1.5 and 7.8.7.b.)

2.6.1.b Some character cards have two printed affiliations. Double-affiliated


characters have both affiliations in their type line. In the Official Card
Reference, these characters have their first printed affiliation separated
from their second printed affiliation by a /.

2.6.1.c Some affiliations have an icon which appears next to that affiliation in
the type line. An affiliation and its icon mean the same thing.

2.7. Class

2.7.1 Character cards may have a tab below the illustration called the class
tab. Classes and traits are written there as <class> - <trait>.

2.7.1.a The Vs. System includes the Mutant class.

2.7.1.b The Vs. System includes the Energy, Mental, and Physical traits.
2.7.2 The class tab is not part of the text box. Stunned characters and face-down
character cards in the resource row retain their classes and traits.

2.7.3 A class or trait indicates that a card is part of a group of cards.

Example: Emma Frost, Friend or Foe reads, Discard a Mental card


>>> Turn target face-up resource you control face down. Any card with
the Mental trait may be discarded to fulfill Emma Frosts cost.

2.8. Expansion Code

2.8.1 The expansion code is a three-letter abbreviation for the name of the set
that a card is from. The three-letter abbreviation is followed by the set number
of the card. Neither the expansion abbreviation nor the set number has any
effect on gameplay.

2.8.2 A card may have the first edition symbol if it is from the first print run of a
set. The first edition symbol has no effect on gameplay.

2.8.3 The color of the expansion code denotes the rarity of the card in its set.
This color has no effect on gameplay.

2.9. Legal Text

2.9.1 Each official Vs. System card has the legal copyright text located on the
bottom of the card next to the expansion text. Legal copyright text has no
effect on gameplay.

2.10. Text Box

2.10.1 The text box is where game text is written. Game text includes (but is not
limited to) powers, keywords, and some characteristics, such as ongoing. A
paragraph break in the textsymbolized as <p> in these rulesdenotes a
new power and a new modifier; however, some powers represented by one
keyword each may be grouped together to save space. (See rules 5.0.4 and
5.11.1.a.)

2.10.2 Reminder text is italicized text in parentheses, and it is usually found after
a keyword or a particularly difficult section of game text. The reminder text
serves to further clarify the game text and does not have any effect on
gameplay other than to remind players of how the text before it works.

2.10.3 Flavor text is text in italics below the game text and has no effect on
gameplay.
2.10.4 One card, Bizarro World, has mystery text in its text box. This text
changes with each new expansions release (on the day the new expansion
becomes tournament-legal), and it can be found at [Link] or
in the most recent version of the Official Card Reference. (See rule 1.0.3.)

2.10.5 Text can be either active or inactive. Active text generates powers and/or
keywords; inactive text does not.

2.10.5.a 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 5.0.2.)

2.10.5.b Stunned characters (see rule 7.1.12.b), equipment attached to


stunned characters (see rule 3.2.5), and unrevealed face-down resources
have inactive text. Boost, Cosmic, and Insanity can also cause text to be
inactive. Otherwise, a cards text is active.

2.10.5.c Inactive text is treated as though it does not exist. However, it can
still be seen by modifiers looking for printed text; its still printed on
the card even while inactive.

2.11. Attack, Defense, and Willpower Values

2.11.1 Each character card in Vs. System has an attack value (ATK), defense
value (DEF), and willpower value.

2.11.2 If there are numbers in the lower corners of a card, they represent a
characters or character cards 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.

2.11.2.a 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 dont change.

2.11.3 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.

2.11.3.a While a character is stunned, its willpower becomes 0. Stunned


characters cant gain or lose willpower.

2.12. Icons
2.12.1 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 characteristicsthey only appear on the
card as the appropriate icon.

2.12.2 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.

2.12.2.a The following are Marvel cards: Dual Sidearms; Flying Kick;
Jetpack.

2.12.2.b The following are both Marvel and DC cards: Blind Sided;
Mobilize; Nasty Surprise.

Example: Marvels 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.

2.12.3 Some affiliations have an associated icon. (See rule 2.6.1.c.)

2.12.4 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.

2.12.5 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.

2.12.6 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.

2.12.7 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.

2.13. Game Zones

2.13.1 General
2.13.1.a 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 players deck zone is also called the
players deck.

2.13.1.b 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 7.5.) 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, KOd pile,
and hand. Players may alter the ordering of cards in their unordered
zones.

2.13.1.c 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 dont affect it in the new zone unless they specify
that they do (but see rule 2.13.1.d). An object that changes controllers or
areas is still the same object. (See rule 7.0.3.) 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 hasnt changed zones.

2.13.1.d If an effects 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
2.13.1.c.

2.13.1.e If a card changes zones and goes to a hand, KOd pile, deck, or
removed-from-game zone, it goes to its owners version of that zone.

2.13.1.f Zones are either "public" or "non-public." All players may look at
the cards in a public zone. The public zones are: KOd 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 hands 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.

2.13.2 Deck Zone

2.13.2.a The deck zone represents the area of the game where players place
their decks. Each player has a deck zone.
2.13.2.b 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 players deck is public information. Players may not alter the order
of cards in any deck.

2.13.2.c 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 doesnt reveal the order of those cards.

2.13.2.d If a modifier instructs a player to search a deck, the decks 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.

2.13.2.e Cards that are drawn from a deck are drawn from the top of that
deck.

2.13.3 Hand Zone

2.13.3.a The hand zone represents cards in a players hand. Each player has a
hand zone.

2.13.3.b 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 players hand is
public information.

2.13.4 KOd Pile Zone

2.13.4.a The KOd pile zone represents the area of the game where players
place cards that have been KOd 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
KOd pile zone.

2.13.4.b The KOd pile is a public zone.

2.13.5 In-Play Zone

2.13.5.a 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 7.8.4.) 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.

2.13.5.b 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.

2.13.5.c 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 cant 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 7.1.18.) A character in a hidden area is hidden.
(See rule 7.1.17.)

2.13.5.d 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
4.4.) The resource row is where a player places resources. (See rule 4.3.)
A players resource row is the row closest to him or her. A players front
row is the row furthest from that player on his or her side of the in-play
zone. A players support row is between his or her front row and
resource row.

2.13.5.e 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 2.14.) A player builds a resource through a different
method. (See rule 4.3.1.) Characters are put into play only in an empty
position in a players front or support row. Equipment are only put into
play attached to a character. Resources are built only in the resource row.

2.13.5.f 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.
2.13.5.g Characters in the front and support rows and equipment attached to
those characters are public information.

2.13.5.h 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.

2.13.5.i 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
7.2.)

2.13.6 Chain Zone

2.13.6.a 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.

2.13.6.b The chain is a public zone. Players may not alter the order of effects
or cards on the chain.

2.13.6.c Effects that are placed onto the chain go on top of the chain, on top
of any effects already on the chain.

2.13.7 Removed-from-Game Zone

2.13.7.a 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.

2.13.7.b 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.

2.13.7.c Placing a card in the removed-from-game zone is also called


"removing <card> from the game."

2.14. Entering Play

2.14.1 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 7.8.4.) 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.

2.14.2 The player makes any choices not already made, such as, Will this enter
play in a visible or hidden area? for characters with concealedoptional.

2.14.3 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 2.14.6), and/or
enters play with counters modifiers. An object is controlled by the player
who put it into play unless otherwise specified.

2.14.3.a 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 concealedoptional 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.

2.14.3.b 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.

2.14.4 The game applies continuous modifiers.

2.14.5 The game checks to see if any powers trigger (including any on the object
itself).

2.14.6 Some modifiers cause a character to enter play stunned. This alters some
aspects of rules [Link].5.

2.14.6.a A character that enters play stunned was never non-stunned, and so
powers that trigger off a character becoming stunned do not trigger.

2.14.6.b A character that enters play stunned was never non-stunned, and so
its controller does not take stun endurance loss.

2.14.6.c A character that enters play stunned does not enter play with a
cosmic counter.

2.14.6.d 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.
2.14.6.e A character that enters play stunned still processes concealed or
concealedoptional. (See rule 2.14.3.a.)

2.15. Counters

2.15.1 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, its referring to a counter on itself
unless otherwise specified.

2.15.1.a 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
5.15.2.)

Example: The +1/+1 counters that Venom, Alien Symbiote puts onto
himself cant 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.

2.15.1.b 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 Viruss last
triggered powers effect. However, both are different from the micro
counters placed by Micro-Sentinels.

2.15.1.c 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 5.15.2.) If the counter
is removed, the continuous modifier ends.

2.15.2 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 7.6.7.c.)

2.15.3 As a card changes zones, remove all counters from it.

2.16. Priority
2.16.1 A players 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.

2.16.2 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 2.13.6 for
information on the chain.)

2.16.2.a If progressing into a new phase, all current phases, steps, and/or
substeps end. The next phase begins.

2.16.2.b If progressing into a new step, all current steps and/or substeps
end. The next step begins, and the current phase continues.

2.16.2.c If progressing into a new substep, all current substeps end. The
next substep begins, and the current phase and step continue.

2.16.2.d 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 4.8.2.) This is an exception to rule 2.16.2.

2.16.2.e 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 .) This is an exception to rule 2.16.2.

2.16.2.f Illegal actions that are rewoundsuch as flipping a location


incorrectly or playing a power incorrectlyare treated as though they
were not performed and do not interrupt passing in succession.

2.16.2.g 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 resources powers, does interrupt passing in
succession.

2.17. Putting into Play in the Resource Row

2.17.1 Cards can be put into play in the resource row by being built there (see
rule 4.3.1), as part of a cost or modifier that puts them there (such as replacing
a cardsee rule 7.8.8.a), or through a modifier that moves a character into a
players 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.

2.17.1.a "Move" or "exchange" actions may cause a resource, plot twist, or


location to move from one resource row to another; this doesnt cause
the object to be put into play or leave play, and does not change whether
it is face-up unless otherwise specified.

2.17.2 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 concealedoptional, since
the resource row has no hidden area, nor does it process "enters play stunned"
text, since resources arent characters and so cant have the stunned
characteristic. The card is put into play ready and face-down as a resource
object.

3. Card Types

3.0. General

3.0.1 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.

3.0.2 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 7.1.)

3.1. Characters

3.1.1 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.

3.1.2 A player may recruit a character card only during his or her recruit step
(see rule 4.4) and only while the chain is empty. This is also called recruiting
a character.

3.1.3 A player recruits a character by following the applicable steps for playing
effects. (See section 5.5.)

3.1.4 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 KOd 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.

3.1.5 The character card represents the recruit effect on the chain. Resolving a
characters recruit effect follows the rules for resolving recruit effects. (See
rule 5.8.3.) As the recruit effect resolves, the character card is put from the
chain into play in the players front or support row. It is then an object with
type character. (See section 2.14.)

3.1.5.a Character cards without concealed are put into play in the players
visible area. Character cards with concealed are put into play in the
players hidden area. Before character cards with concealedoptional
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.

3.1.6 Characters without the version Army have the unique characteristic.
(See rule 7.1.15.) As part of resolving a recruit or substitute effect for a unique
character, the effects controller checks the uniqueness rule. (See rule 7.4.1.)

3.1.7 Character cards, and only character cards, can have ATK, DEF, willpower,
identity, and affiliations.

3.2. Equipment

3.2.1 Equipment cards can be identified by the gray card background and the
card type printed in the type line.

3.2.2 A player may recruit an equipment card only during his or her recruit step
(see rule 4.4) and only while the chain is empty. This is also called recruiting
an equipment.

3.2.3 A player recruits an equipment by following the applicable steps for


playing effects. (See rule 5.5.) The player must also follow additional rules
outlined below.

3.2.3.a For an object to be legal to attach equipment to (see rule 7.8.12.b), it


must have type character; it must be visible, unless the equipment has
concealed or concealedoptional (see rule 7.1.22.b); it cant have the
stunned characteristic; it cant 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).

3.2.3.b The default maximum allowed number of equipment a character can


have equipped is one.

3.2.3.c 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
cant target a character that the equipment could not legally be attached
to.

3.2.4 The equipment card itself represents the recruit effect on the chain.
Resolving an equipments recruit effect follows the rules for resolving recruit
effects. (See rule 5.8.3.) 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 2.14.)

3.2.5 The text of an equipment that is equipped to a stunned character is


inactive; that text is treated as though it does not exist.

3.2.6 If an equipped character leaves play or is moved to a resource row, the


equipment attached to that character is put into its owners KOd pile as part
of that character leaving play.

3.2.7 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 owners
KOd pile as part of moving that character. ConcealedOptional equipment
ignores this rule. (See rule 7.1.22.b.)

3.2.8 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
characters controller checks the uniqueness rule. (See rule 7.4.3.)

3.2.8.a Equipment that is unique has the unique version. Because versions are
not part of a cards text, a unique equipment will remain unique even
while it is attached to a stunned character. (See rules 2.10.1 and 3.2.5.)

3.2.9 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 cant 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.

3.2.10 As part of attaching an equipment to a character, that characters 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.

3.3. Locations

3.3.1 Location cards can be identified by the green card background and the
card type printed in the type line.

3.3.2 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.

3.3.3 Flipping a location does not use the chain, but it is still an action. (See rule
5.10.)

3.3.4 Locations, by default, are unique. As part of flipping a unique location, its
controller checks the uniqueness rule. (See rule 7.4.1.a.)

3.4. Plot Twists

3.4.1 Plot twist cards can be identified by the blue card background and the card
type printed on the type line.

3.4.2 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.

3.4.2.a 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.

3.4.3 A player plays a plot twist by following the steps for playing effects. (See
rule 5.5.) The player must also follow the additional rules outlined below.

3.4.4 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 5.5.1.a, 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.
3.4.5 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.

3.4.6 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 KOd 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.

3.4.7 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
2.3.9.b.)

3.4.8 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.

3.4.9 The text in an ongoing plot twists 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 5.5.) 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.

3.4.10 The text after the word ongoing describes the plot twists 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 5.5.1.e.)

Example: Concrete Jungle reads, Each opponent turns all locations he


controls face down. <p> 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 effects modifier that turns the locations face down doesnt 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.

3.4.11 Plot twists are not unique.

4. Turn Sequence
4.0. General

4.0.1 Each turn is composed of four phases: draw, build, combat, and recovery.

4.0.2 Players share the phases of each turn.

4.0.3 Some phases have steps associated with them.

4.0.4 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.

4.0.5 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.

4.0.6 Each step and certain phases have instructions that players must carry out
in the order given.

4.0.7 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.

4.0.7.a If progressing into a new phase, all current phases, steps, and/or
substeps end. The next phase begins.

4.0.7.b If progressing into a new step, all current steps and/or substeps end.
The next step begins and the current phase continues.

4.0.7.c If progressing into a new substep, all current substeps end. The next
substep begins and the current phase and step continue.

4.0.7.d 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 4.8.2.) This is an exception to rule 4.0.7.

4.0.7.e 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 .)
This is an exception to rule 4.0.7.
4.0.8 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 5.6.3.) The primary player then gets priority.

4.0.9 Skipping Phases or Steps

4.0.9.a Some modifiers instruct players to skip a phase or step. These


modifiers are replacement modifiers. (See rule 5.13.5.) If a step is to be
skipped and the game would begin a players 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.

4.0.9.b If two or more modifiers instruct a player to skip the same step, that
player chooses which replacement modifier to apply. (See rule 5.13.5.c.)
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.

4.0.9.c 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.

4.0.10 Adding Phases or Steps

4.0.10.a Some modifiers create an additional phase or step of a certain


description after the current one.

4.0.10.b This is a continuous modifier that lasts until it creates the phase or
stepthat 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.

4.0.10.c 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.

4.1. Draw Phase

4.1.1 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 turns wrap-up. Then, the primary
player gets priority.

4.2. Build Phase

4.2.1 The build phase contains three steps: resource, recruit, and formation.
Steps are performed as outlined in rule 4.0. (See rules [Link].8.)

4.2.2 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.

4.3. Resource Step

4.3.1 As a players 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 7.1.11.) 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.

4.3.2 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.

4.3.3 Players cant reposition a resource unless instructed to by the game rules
or a modifier. (See rules 7.5.3 and 7.8.8.)

4.3.4 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 4.3.1 cant be completed without the player having specified his or her
choice.

4.4. Recruit Step

4.4.1 As a players 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.

4.4.2 During a players 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 cant gain or pay resource points outside of his or
her recruit step.

4.4.2.a 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.

4.4.3 In order to recruit a character or equipment, a player must have priority,


the chain must be empty, and it must be that players recruit step.

4.4.4 Recruiting a character or an equipment follows rules 3.1.3 or 3.2.3,


respectively.

4.4.5 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.

4.5. Formation Step

4.5.1 As a players 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.

4.5.2 Moving a character does not change any of its characteristics unless they
are based on what position it has.

4.5.3 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 players visible area from his or her hidden area.
(See rule 7.5.)

4.5.4 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.

4.5.5 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 cant be moved to another players 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
7.8.4.)

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 opponents areas.

4.6. Combat Phase

4.6.1 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 4.0. (See rules [Link].8.)

4.6.2 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.

4.7. Attack Step


4.7.1 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.

4.7.2 During the attack step, a player may make any number of attacks,
proposing and concluding each of them one at a time. (See rule 6.1.)

4.7.3 An attack substep starts for every proposed attack. (See rule 6.2.)

4.7.4 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.

4.7.5 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.

4.8. Recovery Phase

4.8.1 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.

4.8.2 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 turns draw phase.

4.8.2.a 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 1.2.3.)

4.8.2.b 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 KOs all stunned characters he
or she controls. If a character cant be KOd, it will remain stunned.

4.8.2.c Each player simultaneously readies all objects he or she controls.

4.8.2.d Modifiers with the duration this turn end.


4.8.2.e The initiative passes to the person clockwise from the current player
with the initiative.

5. Powers, Effects, and Modifiers

5.0. Powers

5.0.1 Powers exist on cards. Some are printed; others are granted by modifiers.
Some are represented by keywords (see rule 7.6). Additional costs or play
restrictions on cards are continuous powers that function in the zone the card
is played from. (See rule 2.3.9.b.)

5.0.2 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.

5.0.2.a Some cards have payment powers whose cost includes discarding the
card. Such powers exist only while the card is in a players hand, as
thats 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.

5.0.3 There are three different types of powers that a card may have: payment,
triggered, and continuous.

5.0.3.a Activated powers are powers with the activate ( ) symbol or the word
activate in their costs. Activated powers are a subset of payment
powers.

5.0.3.b Some cards refer to a <card type> power. This means the power
exists on a <card type> card, but not necessarily a <card type> object.

5.0.4 Paragraph breaks in the text of a card, symbolized as <p> in these rules,
denote a new power; however, some powers represented by one keyword each
may be grouped together to save space.

5.0.5 Some modifiers remove a power. Such a modifier doesnt 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 5.15.7.) 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 5.1.4.e.)

Example: Gorgon reads, Cosmic: Characters cant ready while Gorgon


is visible. Power Dampeners reads, Equipped character loses and cant
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 "cant ready" power is removed by Power Dampener's
modifier and doesnt stop characters from readying.

5.0.6 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 5.15.3.)

5.0.6.a 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 doesnt 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 <name>," or "a/nother
<name>", as these are referring to any card named <name>, not to a
specific character card. (See rule 2.1.2.d.) A card cant gain a power if it
would be worded identically to a power it already has.

Example: Rogue, Power Absorption reads, "At the start of the combat
phase, Rogue gains target characters 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 Kangs activated power, it will read "Activate, stun another
Kang you control >>> Remove all attackers from this attack. Use only if
Rogue is defending." Rogues 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 herselfthe character
the power is onis defending, not whether the original Kang is defending.
After gaining Kangs power, Rogue cant 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 characters activated powers this
turn."

5.0.6.b If a modifier gives a power to another card, and that power uses the
name of that modifiers source in its cost, that name is referring only to
that source, and not to any other card with that name. (See rule 2.1.3.)

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.

5.1. Payment Powers

5.1.1 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 5.5.)

5.1.1.a Game text referring to payment powers refers only to powers with a
printed arrow (>>>), and doesnt 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.

5.1.2 Unless specifically stated otherwise, only an objects controller can use its
payment powers.

5.1.3 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 cant use a payment power unless he or she has the
means to do so. (See section 2.3.6, 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 5.5.1.f.) Using a payment power is one of the ways a player can play
an effect and follows the rules for playing effects. (See rules 5.5.1.a5.5.1.f.)

5.1.4 A cards 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 2.13.1.b and 7.0.3.b.) These restrictions are written as
"Use only <number of times> per <interval>." These restrictions apply
throughout the specified interval, as long as the card is the same card and the
power is the same power. If a payment power has more than one mode, these
restrictions apply to all modes.

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 Gordons effect to draw a card. Then, you play
another Barbara Gordon, putting the first one into your KOd pile. The
new Barbara Gordon is a new object, and you may now play that Barbara
Gordons effect once this turn also.

5.1.4.a 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 isnt 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 KOs 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
Whitmans power during your resource step. Then, you use Bron Chars
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.

5.1.4.b An object that changes controllers within the same zone or changes
areas in the in-play zone is still the same object. (See rules 2.13.1.c and
7.0.3.)

5.1.4.c 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.

5.1.4.d 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 7.1.11.d.) 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 7.1.11.e.) A revealed face-down resource is
the same object, and its powers timestamps are reset to the time it was
revealed.

5.1.4.e 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. <p>
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.
5.1.5 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 cards 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 5.0.3.b.)

5.2. Triggered Powers

5.2.1 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. Arties
power triggers whenever he becomes stunned. You choose a target for his
triggered effect as it goes on the chain.

5.2.1.a 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 characters 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.

5.2.1.b Some triggered powers have a conditional effect. The effects


condition is checked only on resolution and not upon triggering. (Also
see rule 5.8.2.f.)

Example: Legion, He Who Is Many reads, Whenever Legion


becomes stunned, KO it if you dont 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.

5.2.1.c 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 Xaviers 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 Xaviers Dream. You also control a stunned
character. At the start of the recovery phase, Xaviers Dreams 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 Annihiluss
triggered effect is added to the chain. Before the effect resolves, you
flip Negative Zone face up. When Annihiluss effect resolves, the
condition is no longer true, and the triggered effect is negated by the
game rules.

5.2.1.d 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.

5.2.2 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, Storms power will trigger twice in each case.

5.2.2.a 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
5.2.2.

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.

5.2.3 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 5.2.4.)

5.2.4 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 powers text is currently
inactive when determining whether or not they should trigger; this is an
exception to rule 7.1.12.f.

Example: Arcade, Master of Murderworld reads, Whenever Arcade


stuns a character, KO that character. <p> 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 KOd. 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 KOd." 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. Zazzalas 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 opponents character being KOd, because
Zazzala is no longer in play as that character is KOd.

5.2.5 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 1.0.3.)

5.2.6 Some triggered powers trigger when a card becomes <something>. A


card becomes <something> if it was not <something> and then an effect or
a game rule makes it <something>. If a card already is <something> it cant
become <something> again until it first stops being <something>.

5.2.6.a Stun endurance loss is not a triggered power, but it still uses this
definition of becomes.

5.2.6.b Effects that trigger off a character becoming powered-up will trigger
each time the modifier is applied. (See rule 7.8.5.b.)

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.

5.2.7 A triggered power whose effect would create a continuous modifier with a
duration will only trigger inside that modifiers duration. If the modifier does
not specify a duration, there are no additional restrictions on when the effects
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.

5.3. Continuous Powers

5.3.1 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
5.11.)

5.3.1.a Any power that is not a payment power or a triggered power is a


continuous power.

5.3.2 Each continuous power creates a separate modifier.


5.4. Effects

5.4.1 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.

5.4.2 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.

5.4.3 Some effects require one or more targets. These are cards or players
picked to be affected by the effects modifier or modifiers on resolution, and
they are chosen while playing the effect. (See rule 5.5.1.c.) Each target will
have its target requirements given in the effects text, or by rule 5.4.3.a. A
target cant be chosen unless it meets the given target requirements. (See rule
5.8.2.a)

5.4.3.a A recruit effect is targeted if it recruits an equipment card. (See rule


3.2.3.c.) For a recruit effect recruiting an equipment, a legal target is one
that the equipment could be attached to. (See rule 3.2.3.a.)

5.4.3.b 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 KOd 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.

5.4.3.c An effect cant target itself.

5.4.3.d If a card says a player cant target a [card], it means that [card] cant
be the target of effects controlled by that player.

5.4.4 Some cards refer to a <card type> effect or an effect from a <card
type>. This means the source of the effect was a <card type> card, but not
necessarily a <card type> object. A triggered effect from a delayed triggered
modifier is never a <card type> effect, regardless of the source of that
modifier. (See rule 5.13.4.b.)

5.5. Playing Effects


5.5.1 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.

5.5.1.a 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.

5.5.1.b If the effect is modal (see rule 5.8.2.h), 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.

5.5.1.c 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 cant choose the
same card for two targets of one effect.

5.5.1.d 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 1.4.1.) The player then pays costs in
any order.

5.5.1.e After the above steps are completed, the effect becomes played. If the
effect is a recruit effect, the character or equipment also becomes
recruited.

5.5.1.f Any powers or modifiers that triggered have their effects added to the
chain. Then, the player that played the effect gets priority. (See rule
5.6.2.)
5.5.2 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.

5.5.3 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 modifiers 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.

5.5.4 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.

5.5.5 A copy of an effect is not played, so does not go through steps 5.5.1.a-
5.5.1.f it is placed directly onto the chain. Any information it would
normally get from those steps is copied from the original effect. (See 7.8.2.)

5.6. Triggered Effects

5.6.1 Triggered effects can trigger at any time, even during a resolution of
another effect or during a time that no player has priority.

5.6.2 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.

5.6.2.a 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 players. Then, go to the
next player clockwise from that player, and so on.

5.6.3 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 5.5.)
5.6.4 If a triggered effect requires targets, but legal targets for that effect cant
be chosen, or if other choices made on announcement cant 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.

5.7. Game-Based Effects

5.7.1 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 5.5.) The
game-based effects that currently exist are as follows:

5.7.1.a 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.

5.7.1.b 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
7.8.5.c.)

5.7.1.c 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 7.8.7.b.)

5.8. Resolving Effects

5.8.1 Each time all players pass in succession, the top effect on the chain
resolves. If the chain was already empty, see rule 4.0.7 instead. Taking any
action, regardless of whether or not it uses the chain, is different from passing
priority and so isnt considered passing in succession.

5.8.1.a 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.

5.8.1.b 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 resources powers, does.
5.8.2 A player attempts to resolve an effect that generates one or more modifiers
by following the instructions listed below.

5.8.2.a 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 5.9.) Otherwise, resolve the effect.

5.8.2.b 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.

5.8.2.c 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.

5.8.2.d 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 5.13.2.c.

5.8.2.e 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. <p> Target player loses endurance equal to that
characters cost. Swift Escape reads, Return target character you
control to its owners 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 KOd pile.

5.8.2.f 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 5.8.2.j) 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. <p> 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.

5.8.2.g If an effect would produce portions with different durations, the effect
will create a separate modifier for each of those portions. A given
modifier cant 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.

5.8.2.h 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.
5.8.2.i 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 sentences modifiers are not
created. Replacing the action of putting an object into a KOd pile does
not replace that KO event. If a card says "KO <an object>. If you do,"
and the action of putting that object into a KOd pile is replaced, the "if
you do" is still satisfied.

Example: Cosmic Order reads, "You may KO a stunned character you


control. If you do, each other player KOs a stunned character he
controls." Threat Neutralized reads "Ongoing: If a card would enter a
KOd 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 KOd and removed from the game. The "if you do" is
satisfiedyou did KO a stunned character, even though it went to a
different zoneso 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 dont have that many. If you dont have three cards in your hand,
the if you do clause sees that you didnt discard three cards, and
you dont 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. Zsaszs 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.

5.8.2.j 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 "<action>. If
<condition>, instead, <other action>." This is the same as "If
<condition>, <other action>. Otherwise, <action>." (See rule 5.8.2.f.)

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 modifiers actions.

5.8.2.k Some effects say to "repeat this process from <action> until
<condition>." This means to repeat <action> until <condition> is true.
The <action> is done at least once, even if <condition> is true before
resolving the effect. The instruction to repeat the process is not itself part
of the process to be repeated.

5.8.2.l 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 owners KOd pile as that effect leaves the chain. (See
rule 3.4.6) Then, the primary player gets priority.

5.8.3 A player attempts to resolve a recruit effect by following the steps listed
below in order.

5.8.3.a 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 5.9.) Otherwise, resolve the effect.

5.8.3.b 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 7.4.1.)

5.8.3.c 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
characters controller checks the uniqueness rule. (See rule 7.4.3.) 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 triggertaking said modifiers into account if neededbut
do not add their effects to the chain yet.

5.8.3.d 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.
5.9. Negating Effects

5.9.1 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 owners KOd pile
from the chain.

5.9.2 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.

5.9.3 Negated effects do not create modifiers, create objects, or affect anything,
because they did not resolve.

5.9.4 After an effect is negated, the primary player receives priority.

5.9.5 Plot twists with version "Epic" cant be negated by modifiers. However,
they can still be negated by game rules (such as 1.2.3, 5.8.2.a, and 5.8.3.a).

5.10. Flipping Locations

5.10.1 A player may flip a location in his or her resource row only if he or she
has priority.

5.10.2 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.

5.10.2.a The player reveals the location to show its type, threshold cost, and
any powers it has that might affect flipping it.

5.10.2.b The player determines additional costs and cost reductions.


Threshold costs are now locked in and may not be altered.

5.10.2.c The player must have enough resources in his or her resource row to
satisfy the objects total threshold cost. The player must pay any
additional costs associated with flipping the location. (See rule 2.3.9.a.)

5.10.2.d The player turns the object face up.

5.10.2.e The resource now has the type location.

5.10.2.f The player checks for the uniqueness rule, taking into account any
powers the card has which might change whether it is unique. (See rule
7.4.1.a.)
5.10.2.g Powers on the location become active.

5.10.3 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.

5.10.4 Flipping a location does not use the chain, but it does interrupt passing in
succession because flipping a location is an action. (See rule 2.16.2.)

5.11. Modifiers

5.11.1 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.

5.11.1.a 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 owners hand. <p> Target X-Statix character you control gets
+3 ATK and has flight and range this turn. This plot twists effect
creates two modifiers as it resolves. The first is separated from the
second by a paragraph break indicating a new modifier.

5.11.1.b A paragraph break in the text of an object denotes a new power. Each
continuous power generates a separate continuous modifier.

5.11.1.c If an effect would produce portions with different durations, the


effect will create a separate modifier for each of those portions. A given
modifier cant have more than one duration. (See rule 5.8.2.g.) 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.

5.11.1.d 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. <p> 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 KOd by a modifier. If you choose
to, Jetstreams modifier will still exhaust the target character, even
though you cant 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 Rayes 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 characters
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, Arcannas breakthrough is still
replaced.

5.11.2 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.

5.11.2.a Some modifiers refer to cards a player "owns." Such modifiers are
referring to cards that player owns in all zones.

5.11.2.b Some modifiers refer to "cards" or [type] cards." Such modifiers


are referring to cards in all zones.

5.11.3 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.

5.11.4 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.

5.11.4.a Identities that exist in the Vs. System TCG include both printed and
secret identities. (See rule 2.1.6.)
5.11.5 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 doesnt reveal the order of those cards.

5.11.6 Some modifiers say a player may do <action>. That player is instructed
to make a choice whether or not to do <action>. That player may choose to do
<action> even if he or she is not able to perform the action at all or is able to
perform it only in part. Replacement costs ignore this rule and use rule 2.3.7.

Example: Charaxes, Killer Moth reads, Whenever Charaxes stuns a


character, you may put three character cards from your KOd 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 KOd 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 KOd.

5.11.7 A modifiers 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.

5.11.8 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 cant look partway
through announcing or resolving an effect. Note that this is different from how
looking at your own face-down resources (see rule 2.13.5.h) or stunned
characters (see rule 7.1.12.b) 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 Webbs power, you
dont 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 deckyou only
get to see the card before the effect started to resolve and the Connie Webb
card once the effect has finished resolving.

5.11.9 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.

5.12. One-Shot Modifiers


5.12.1 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.

5.12.2 Most one-shot modifiers indicate a player should perform some number of
<game actions>. (See section 7.8.)

5.12.3 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.

5.13. Continuous Modifiers

5.13.1 Continuous modifiers either have a limited or unlimited duration. A


continuous modifier may be generated by a resolving effect or by a continuous
power.

5.13.1.a Some modifiers are written as, While <condition>, <text>, or


<Text> while <condition>. The modifier applies only while the
<condition> is true. The <condition> is not a duration. (See rule
5.13.1.b.)

5.13.1.b Some modifiers are written as, <Text>, while <card name> remains
exhausted. The <card name> has not remained exhausted if it readied
between the time the activated effect was played and the time it
resolved. If it did, the modifier is not created.

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 Vostoks 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.

5.13.1.c 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 7.1.11.d.) An objects choices
are also forgotten if the object leaves play. (See rule 2.13.1.c.)
5.13.1.d If an effect would produce portions with different durations, the
effect will create a separate modifier for each of those portions; a given
modifier cant have more than one duration. (See rule 5.8.2.g.) 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.

5.13.1.e 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. <p> 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 dont take
breakthrough.

5.13.1.f Some continuous modifiers cause a characters 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.

5.13.2 Continuous modifiers from effects

5.13.2.a 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 cant 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 cant be stunned that turn.

5.13.2.b A continuous modifier from an effect exists independently from the


source of the effect.

5.13.2.c A continuous modifier from an effect doesnt flag any objects as the
effect resolves. Such a modifier continuously checks what objects it
applies to, so it can affect objects that werent 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 cant 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 Valerias modifier doesnt flag characters as its
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 didnt flag any characters as it resolved.

5.13.2.d 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.

5.13.2.e 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 Storms
power. Later that turn, your opponent plays Flying Kick on one of
his characters. That character now has flight. If you use Storms
power again, the character targeted by Flying Kick will lose flight.

5.13.2.f 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 modifiers duration. (See rule 5.2.7.) A player may only play
an effect that would create a continuous modifier from an effect inside
that modifiers 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.

5.13.3 Continuous modifiers from continuous powers

5.13.3.a 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.

5.13.3.b Continuous modifiers from continuous powers will always use


information from the current game state.

5.13.3.c Some continuous modifiers from continuous powers are written as


"You cant have more than <number> cards named <card name> in your
deck." This is a restriction on the number of copies of that card that may
be included in a deck.

5.13.4 Delayed triggered modifiers

5.13.4.a 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 <specific time>. Once created, a delayed triggered
modifier exists independently of its source.

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
KOd pile from the game. <p> 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.
5.13.4.b 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 5.2.) An effect created by a
delayed triggered modifier follows the rules for triggered effects. (See
sections 5.5 and 5.6.) 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.

5.13.4.c 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.

5.13.4.d Some delayed triggered modifiers are targeted. The target for such a
modifier is chosen when the plot twist or power thats 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 5.5.1.c, 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.

5.13.4.e Some delayed triggered modifiers say "You may <action> <trigger
event>" or "<trigger event>, you may <action>. In both cases, the
choice presented in the "may" clause is part of the effect created by the
delayed triggered modifier, and so is made during the resolution of that
effect. (See rule 5.8.2.b.)

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 owners hand at the start of the
recovery phase this turn." You make the choice for the may clause
on resolution of the triggered effect.

5.13.5 Replacement modifiers

5.13.5.a 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.

5.13.5.b 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 7.2.2.

5.13.5.c 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 owners 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.

5.13.5.d Actions taken to pay costs cant be replaced by replacement


modifiers. (See section 2.3.) Putting an object into a KOd pile to pay all
or part of a cost is an exception and can be replaced by replacement
modifiers in the usual way.

5.13.5.e Some replacement modifiers are optional and produce replacement


costs. These will be written as If <event would occur>, instead, <a
player> may <pay cost>. These costs are optional to pay. If you choose
not to pay or cant pay them, the replacement does not occur, and
subsequent if you do clauses wont be satisfied. (See rule 2.3.7.b.)

5.13.5.f Some replacement modifiers are not optional to use. These will not
contain the word may and will be written as If <an event would
occur>, instead, <a second event occurs>. Such effects will always
replace the first event, whether or not the second event can actually be
done.
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.

5.13.5.g Some replacement modifiers replace an amount with an additional


amount or an amount some number less. These modifiers increase or
decrease the original amount.

5.13.5.h The source of a new event created by a replacement modifier is the


source of the replacement modifier. (See rule 5.11.3.) This is generally
not the same as the source of the replaced event.

5.13.5.i The new event created by a replacement modifier has been affected
by that particular modifier and cant 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
Moondragons modifier cant apply again to itit doesnt 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 Moondragons modifier wont reapply to that altered event
either.

5.13.6 Exhaust-and-hold modifiers

5.13.6.a Some modifiers say that one object (the captive) cant ready while
another object (the captor) remains exhausted. These modifiers are
referred to as "exhaust-and-hold" modifiers.

5.13.6.b 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 5.13.1.e.

5.13.6.c 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 7.1.11.d.)
5.13.6.d 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 captors 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 7.2.1.

5.13.6.e If two captors are keeping each other exhausted, then neither can
ready until the other leaves play. Similarly, if a loop of captors exists
such that each is keeping the next exhausted all the way around the loop,
none can ready until at least one of them leaves play.

5.14. Interaction of Modifiers

5.14.1 Continuous modifiers are applied in timestamp order unless one modifier
depends on another. A continuous modifier is applied to a given card, object,
or event only once. One-shot modifiers do not use timestamps, as they are not
continuous; one-shot modifiers are applied once all continuous modifiers have
been applied in their final order.

5.14.2 A continuous modifier is said to depend on a second modifier if the


presence of the second changes which objects the first could apply to or how it
could apply to those objects. It doesnt matter what objects are actually in
play; the potential for the dependency simply needs to exist for the first to be
considered dependent on the second. If a modifier involves making choices,
whether or not a second modifier depends on it takes into account which
choices were actually made for the first modifier. Modifiers never depend on
replacement modifiers.

Example: Deathstroke the Terminator, Slade Wilson reads, Unaffiliated


characters you control gain the Deathstroke affiliation. Ras al Ghul, The
Demons Head reads, Characters without the League of Assassins
affiliation lose all affiliations, and their payment powers cant be used.
Ras al Ghuls modifier can change whether or not a character you control
has an affiliation, so Deathstrokes modifier depends on Ras al Ghuls.
Deathstrokes modifier cant change whether or not a character has the
League of Assassins affiliation, so Ras al Ghuls modifier doesnt depend
on Deathstrokes.

5.14.3 Modifiers that do not depend on any other existing modifiers are called
independent modifiers. One-shot modifiers are always independent.
5.14.4 If at least one modifier is dependent upon another, arrange all independent
modifiers in timestamp order. Then, insert each modifier that depends on
another after the latest timestamp among itself and all the modifiers it depends
on. One-shot modifiers, which have no timestamps (see rule 5.15.4), are
ordered after all continuous modifiers so that they can "see" the results of
applying the continuous modifiers when figuring out what they affect. Apply
the modifiers in the resulting order.

Example: Danger Room reads, Front row X-Men characters you control
get +1 ATK. Mutant Nation reads, Characters you control, as well as
cards in your deck, hand, and KOd pile that have either the Brotherhood
or the X-Men affiliation have both affiliations. You flip Danger Room
and then play Mutant Nation. You control a front row Brotherhood
character. Because the modifier for Danger Room depends on the
modifier from Mutant Nation, the Mutant Nation modifier is applied first,
then the Danger Room modifier.

5.14.4.a If two or more modifiers all depend on each other, 5.14.4 would
make each of them try to apply after all the others. Such a loop, or knot,
has to find a starting point for each object it affects. Apply the earliest
timestamped modifier in the loop that applies to that object, and then
continue through the loop applying each modifier in
dependency/timestamp order, once each.

Example: Mutant Nation reads, Characters you control, as well as


cards in your deck, hand, and KOd pile that have either the
Brotherhood or the X-Men affiliation have both affiliations. Heroes
United reads, Characters you control, as well as cards in your deck,
hand, and KOd pile that have either the Fantastic Four or the X-Men
affiliation have both affiliations. You control Mutant Nation and
Heroes United. A Brotherhood character you control will have Mutant
Nation apply, followed by Heroes United; a Fantastic Four character
you control will have Heroes United apply, followed by Mutant
Nation. An X-Men character you control will have both apply in
timestamp order. Each of these characters will end up having all three
affiliations.

5.15. Timestamps of Modifiers

5.15.1 An objects timestamp is the time when the object entered play (See
section 2.14,) or the last time the object was turned face up, whichever is later.

5.15.2 The timestamp for a continuous modifier from an effect is the time when
the effect generating the continuous modifier resolved.
5.15.3 The timestamp for a continuous modifier from a continuous power is the
same as the timestamp of the card generating the power (if that power is
printed on the card), the time the power was added to the card (if the power is
not printed on the card), or the last time the object generating the power was
turned face up or revealed, whichever is latest. If a power is removed or the
text that was generating it becomes inactive, and the power then comes back,
any continuous modifiers that power generates get a new timestamp.

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 Flying Kick from your
resource row on a character you control. Your opponent plays Storms
payment power before letting Flying Kick resolve. Storms payment power
resolves first, then Flying Kick resolves. Storms modifier has an earlier
timestamp than the Flying Kick and so will be applied first. The character
has flight this turn.

Example: Lex Luthor, Criminal Genius reads, "Leader: Characters


adjacent to Lex Luthor gain the Secret Society and Revenge Squad
affiliations." The General, Wade Eiling reads, "At the start of the combat
phase, target character loses leader and all leader powers this turn." As
Lex Luthor enters play, the modifier from his leader power gets that
timestamp. If a character is moved adjacent to Lex Luthor, this does not
change the modifiers timestamp. If The Generals first power resolves
targeting Lex Luthor, the continuous power that was generating the
continuous modifier has been removed, and so the modifier no longer has
a timestamp. The following turn, Lex Luthors power returns, and the
continuous modifier gets a new timestamp.

Example: Valkyra, Valkyrie of New Genesis reads, "Cosmic: Valkyra gets


+2 DEF. <p> Leader: Cosmic attackers adjacent to Valkyra get +3 DEF."
If Valkyra doesnt have a cosmic counter, these two cosmic powers
modifiers have no timestamp because the powers and their modifiers dont
exist. If Valkyra does not have and then gets a cosmic counter, the
continuous modifiers get new timestamps. Valkyras controller will choose
the ordering of those new timestamps, though the modifiers will start to
apply at the same time. (See rule 5.15.7.)

5.15.4 One-shot modifiers do not have timestamps and are applied after all
continuous modifiers are applied.

5.15.5 The timestamp for an equipment is the time when the equipment entered
play, the last time the equipments text became active, or the last time the
equipment was attached to a different character, whichever is latest.
5.15.6 The timestamp for a card in a zone other than the in-play zone is the time
the card entered that zone. If the card has been in that zone the entire game, its
timestamp is the beginning of the game.

5.15.7 If multiple modifiers would start to apply simultaneously, the primary


player chooses an ordering for the timestamps of those continuous modifiers
that he or she controls. Each of those modifiers is timestamped in the order
chosen, and all are timestamped before any other modifier that would be
applied at the same time. Then, the next player in turn order chooses an
ordering for the timestamps of all of those continuous modifiers that he or she
controls with his or hers all being timestamped after the primary players, but
before the next player in clockwise order. Repeat this process until the
ordering of the timestamps for each continuous modifier has been chosen. The
modifiers still all start to apply simultaneously.

6. Attacking

6.0. General

6.0.1 The primary player is the attacking player for all of the attacks in his or
her attack step.

6.0.2 The attacking player may propose an attack against a non-stunned, visible
character an opponent controls.

6.0.3 The attacking player may propose a direct attack against an opponent who
controls no non-stunned visible characters.

6.0.4 Some continuous modifiers state that a character must attack if able or
must attack [a specified character] if able. These modifiers mean that that
characters controller cant pass priority if he or she could legally propose an
attack with that character (against [the specified character]). (See rules 4.7.5
and [Link].4.)

6.1. Proposing an Attack

6.1.1 General

6.1.1.a A player may only propose an attack in his or her attack step, and only
while the chain is empty and that player has priority. Once a player has
proposed an attack, he or she may not propose another attack until after
the first attack concludes.

6.1.1.b To propose an attack, a player must choose one or more characters he


or she controls to be proposed attackers, and either a character an
opponent controls to be the proposed defender, or an opponent to be the
proposed direct defender. A proposed attack with two or more proposed
attackers is a proposed team attack.

6.1.1.c If a character is affected by one or more modifiers that say it must


attack [a specified character] if able, it can be proposed as an attacker
only if such a [character] is proposed as the defender. However, if all
such proposals would be illegal, any other legal defender can be
proposed, or that character need not attack at all.

6.1.1.d As part of proposing a character to attack another character or a player,


the attacking player must first evaluate a number of things about the
characters and/or player involved in the proposed attack. (See rules
[Link].5.)

6.1.1.e If any characters and/or players involved in the proposed attack break
any rules governing the legality of attacks, the proposed attack is not
legal and may not be proposed.

6.1.1.f After proposing an attack, the primary player gets priority, and then
the next time all players pass while the chain is empty, the game starts an
attack substep. Once that attack substep is concluded, the attack step of
the primary player continues, and that player then gets priority.

6.1.1.g If all players pass in succession while the chain is empty, and there is
no currently proposed attack, the current attack step ends, and the game
progresses to the next phase or step.

6.1.2 Determining the legality of a proposed attacker is outlined below.

6.1.2.a The proposed attacking object must have the character type.

6.1.2.b The proposed attacking character must have the ready characteristic.

6.1.2.c The proposed attacking character must not be affected by any


modifiers that would stop it from attacking in this proposed attack.

6.1.2.d The proposed attacking character must have the front row
characteristic. The range characteristic may modify this. (See rule 7.1.8.)

6.1.2.e The proposed attacking character must be controlled by the primary


player.

6.1.3 Determining the legality of a proposed defender is outlined below.

6.1.3.a The proposed defending object must have the character type.
6.1.3.b The proposed defending character must not have the stunned
characteristic.

6.1.3.c The proposed defending character must not be affected by any


modifiers that would stop it from being attacked in this proposed attack.

6.1.3.d The proposed defending character must have the characteristic


unprotected. The flight characteristic may modify this. (See rule 7.1.4.)

6.1.3.e The proposed defending character must not have the hidden
characteristic.

6.1.3.f The proposed defending character must be controlled by an opponent


of the primary player.

6.1.4 Determining the legality of a proposed direct defender is outlined below.

6.1.4.a The proposed direct defender must not control any non-stunned,
visible characters.

Example: You control a visible, stunned Centurious and a hidden,


non-stunned Blackout. You dont control any non-stunned, visible
characters, so you are a legal direct defender.

Example: You control a stunned Centurious and a non-stunned


Deacon Frost, both visible. You control a non-stunned, visible
character, so you arent a legal direct defender.

Example: Kate Spencer reads, Target hidden character an


opponent controls can be attacked by characters you control with
lesser cost this turn. You control Kate Spencer and two characters
with cost 6, only one of which has flight. You play Kate Spencers
effect targeting a hidden 7-cost character that is protected by the
only other character your opponent controls. You can attack directly
with any of your characters, because your opponent doesnt control
any non-stunned visible characters.

6.1.4.b The proposed direct defender must not be affected by any modifiers
that stop that direct defender from being attacked in this proposed attack.

6.1.4.c The proposed direct defender must be a player and must be an


opponent of the primary player.

6.1.5 Determining the legality of a proposed team attack has additional rules
outlined below.
6.1.5.a There must be at least one affiliation that all the proposed attacking
characters share.

6.1.5.b The proposed attacking characters must each be able to legally attack
the proposed defender or direct defender. (See rule 6.1.2.)

6.2. Attack Substep

6.2.1 As the attack substep starts, the current legality of the attack is checked
again. Then, depending on the outcome of that legality check, the proposed
attackers and defenders may or may not gain the attacker or defender
characteristic. In either case, the attack substep will proceed to conclusion.
After the legality check, powers that trigger at the beginning of the attack
substep trigger and have their effects added to the chain. Then, the primary
player gets priority.

6.2.1.a If one or more of the proposed attackers are no longer legally able to
attack the proposed defender, the proposed attackers are no longer
proposed attackers, and the proposed defender is no longer a proposed
defender.

6.2.1.b If one or more of the proposed attackers are no longer legally able to
attack the proposed direct defender, the proposed attackers are no longer
proposed attackers and the proposed direct defender is no longer a
proposed direct defender.

6.2.1.c If all of the proposed attackers are still able to attack the proposed
defender or direct defender, the following happen simultaneously:

6.2.1.d The proposed attackers gain the attacker and exhausted


characteristics, enter combat, and are now attacking and in combat.

6.2.1.e If there are two or more proposed attackers, the attack is also a team
attack. Attackers in a team attack gain the team attacker characteristic
and are team attacking.

6.2.1.f The primary player is now the attacking player.

6.2.1.g The proposed direct defender is now the direct defender and also the
defending player, and the attack is a direct attack; or the proposed
defender gains the defender characteristic, that character is now in
combat, and that characters controller is now the defending player.
Powers that trigger when a character defends or becomes a defender
will trigger only once per character that becomes a defender. Powers that
trigger whenever a character defends against a (<description>)
character will trigger once per (<description>) character attacking.
6.2.2 Some modifiers will remove an attacker from an attack and/or cause it to
lose the "attacker" characteristic. This also causes the character to no longer
be "in combat."

6.2.2.a A character loses the attacker and/or team attacker characteristic if it


changes zones, changes controllers, loses the type character, or gains the
stunned characteristic. Modifiers that remove an attacker from an attack
also cause the object to lose the attacker and/or team attacker
characteristic.

6.2.2.b Removing one or more team attackers from an attack does not cause
the attack to stop being a team attack.

6.2.3 Some modifiers will remove a defender from the attack and/or cause it to
lose the "defender" characteristic. This also causes the character to no longer
be "in combat."

6.2.3.a A character loses the defender characteristic if it changes zones,


changes controllers, loses the type character, or gains the stunned
characteristic. Modifiers that remove a defender from an attack also
cause the object to lose the defender characteristic.

6.2.4 Some modifiers cause a character to become an attacker during an attack.


If an attack has more than one attacker after this happens, it becomes a team
attack if it wasnt already, and each attacker becomes a team attacker if it
wasnt already. A character becoming a (team) attacker during an attack does
not cause the defender to enter combat again, but all other applicable triggers
fire, namely:

that attacker enters combat and (team) attacks (the defender)


the defender defends against that attacker and becomes (team)
attacked by that attacker (even though it doesnt defend or become
a defender)

6.2.4.a A modifier that causes a character to become an attacker can be


applied to any character that meets the restrictions within its text, even if
that character could not legally attack the defender. However, a character
cant become an attacker unless its controlled by the attacking player.

6.2.4.b Some modifiers put a character into play team attacking. Such a
character becomes a (team) attacker as the last part of entering play.

6.2.5 Some modifiers cause a character to become a defender during an attack.


If this happens, any other defenders are removed from that attack. A character
becoming a defender during an attack does not cause any attackers to enter
combat again, but all other applicable triggers fire, namely:

that defender enters combat, defends (against each attacker), and


becomes (team) attacked (by each attacker)
each attacker (team) attacks that defender (even though it doesnt
(team) attack or become a (team) attacker)

6.2.5.a A modifier that causes a character to become a defender can be applied


to any character that meets the restrictions within its text, even if that
character could not legally be attacked by one or more attackers.
However, a character cant become an defender unless its controlled by
the defending player.

6.2.6 Once both players pass while the chain is empty, the attack concludes. The
events in rules [Link].10 are collectively referred to as the attack
conclusion. There are four different potential outcomes of an attack.

6.2.6.a If there are no attackers remaining, the attack concludes but does
nothing.

6.2.6.b If there are no defenders remaining, the attack concludes and the
attacker or attackers ready.

6.2.6.c If the attacker (or in team attacks, any of the attackers) and the
defender are both still part of the attack, the following choices are made.
First, if the attack is a team attack that has been modified to cause
breakthrough, the attacking player chooses the order in which the
attackers ATK will be applied to the defender. Next, the defending
player chooses against which attacking character the defender will apply
its ATK. (See rule 6.2.7.) The defending player must choose one
attacker.

6.2.6.d If the attacker (or in team attacks, all attackers) and the defender are all
no longer part of the attack, or if the attack was determined to be illegal
during 6.2.1, the attack concludes but does nothing. In this case both
6.2.6.a and 6.2.6.b apply, and there are no attackers to ready.

6.2.7 Players compare the attackers ATK against the defenders DEF and the
defenders ATK against the attackers DEF. For team attacks, use the
combined attackers ATK valuesrather than each individual attackersfor
the purposes of these comparisons. If a team attackers ATK is 0 or less, its
ATK is treated as 0 for the purpose of combining its ATK with that of other
team attackers. (See rule 1.4.2.) After these comparisons are made, the
following happen simultaneously:
6.2.7.a For non-team attacks, if the attackers ATK is greater than or equal to
the defenders DEF, the attacking character stuns the defending
character. For team attacks, if the attackers combined ATK is greater
than or equal to the defenders DEF, each attacker simultaneously stuns
the defending character. (See rule 7.8.11.)

6.2.7.b If the attackers ATK is greater then the defenders DEF, the defenders
controller loses endurance equal to the difference between the attackers
ATK and the defenders DEF. This is called breakthrough endurance
loss, or breakthrough for short. Team attacks attacking a character
dont cause breakthrough, unless they specify that they do (see rule
6.2.7.c). During the process of applying replacement modifiers to the
upcoming breakthrough event, if at any time it is reduced to 0 or less,
then no breakthrough is caused, and further modifiers that would replace
an amount of breakthrough being caused will not apply.

6.2.7.c For team attacks that specify that they cause breakthrough, if the
attackers combined ATK is greater than the defenders DEF, the
defenders controller loses endurance equal to the difference. Anything
looking for a breakthrough value will use each attackers ATK
separately, after it has been applied against the defenders DEF in the
order chosen by the attacking player.

Example: You team attack an opposing 5 DEF character with Beast,


Furry Blue Scientist, who has 2 ATK, and Vision, Young Avenger,
who has 8 ATK and reads "While Vision is team attacking with
exactly one other character, team attacks can cause breakthrough."
As that attack concludes, you choose to apply Visions ATK first
followed by Beasts. The defending player takes 5 breakthough (3
from Vision and 2 from Beast).

Example: As the above attack concludes, instead, you choose to


apply Beasts ATK first followed by Visions. The defending player
takes 5 breakthough from Vision (Beast causes no breakthough).

6.2.7.d If the defenders ATK is greater than or equal to the attackers DEF (or
the chosen attackers DEF for team attacks), the defending character
stuns that attacking character. (See rule 7.8.11.)

6.2.8 Defending characters cant cause breakthrough to the attacking player.

6.2.9 As the last part of the attack conclusion, the following happen
simultaneously:

6.2.9.a All attackers lose the attacker characteristic and are no longer
attacking or in combat.
6.2.9.b All team attackers lose the team attacker characteristic and are no
longer team attacking. A team attack is no longer a team attack.

6.2.9.c The primary player is no longer the attacking player.

6.2.9.d The defenders controller is no longer the defending player.

6.2.9.e The defender loses the defender characteristic and is no longer


defending or in combat.

6.2.9.f Modifiers with duration this attack end.

6.2.9.g The attack substep ends and players return to the attack step of the
primary player.

6.2.9.h After all of the above have been processed, powers which have
triggered have their effects added to the chain, and then the primary
player gets priority.

6.2.10 The conclusion of a direct attack follows all rules for concluding an attack
except as follows:

6.2.10.a The direct defenders endurance total is reduced by an amount equal


to the ATK of the attacking character in the case of a single attacker.
This replaces ATK and DEF comparison.

6.2.10.b The direct defenders endurance total is reduced by an amount equal


to the combined ATK values of the attacking characters in the case of a
team attack. (See rule 6.2.7.) This replaces ATK and DEF comparison.

6.2.10.c All endurance loss caused by direct attacks is considered


breakthrough. Effects or modifiers looking for a breakthrough value will
use each attackers ATK separately.

Example: You control Charaxes, Drury Walker, who reads,


Charaxes cant cause breakthrough. You also control Vulture, who
reads, Whenever Vulture causes breakthrough, you gain that much
endurance. You team attack with Charaxes and Vulture directly.
Charaxess power applies only to Charaxes. Charaxes causes no
breakthrough. Vultures power applies only to Vulture. You will gain
endurance equal to the breakthrough he causes.

6.2.10.d Direct attacks with a total ATK of 0 or less do not cause


breakthrough. Powers that would trigger off breakthrough will not
trigger.
Example: Psylocke, Betsy Braddock reads, Whenever Psylocke
causes breakthrough to an opponent, that opponent discards a
card. If Psylocke is part of a direct attack, only if her ATK is
greater than 0 will the defending player discard a card.

7. Additional Rules

7.0. Changing Control of Objects

7.0.1 A player will gain control of an object as part of moving that object from a
row his or her opponent controls to a row the first player controls in the in-
play zone. A player will gain control of an equipment as part of transferring
that equipment from a character one of his or her opponents controls to a
character he or she controls. A player will gain control of an equipment as part
of gaining control of the character the equipment is attached to.

7.0.2 An effect that moves or transfers an object will usually instruct a player
where to move or transfer it (for example, to the front row, or onto a Fantastic
Four character you control). If the effect does not instruct a player where to
move or transfer an object, the player can make any choice as long as its
legal. If a player cant make a legal choice, the effect does nothing. A player
may only move objects to a row in his or her own area and may only transfer
equipment to a character he or she controls (but see 7.8.12.d.). A player may
not move a character from a hidden area to a visible one, or vice versa, unless
the effect moving it specifies this, and may not transfer equipment from a
character in one of those areas to a character in the other unless the equipment
has concealedoptional, but only if it will also have concealedoptional on
the character it is being transferred to. (See rule 7.1.22.b.)

7.0.3 An object that changes controllers within the same zone is still the same
object.

7.0.3.a Modifiers to that object will still apply, within their durations, unless
the modifier is dependent upon which player controls the object.

7.0.3.b Restrictions on the number of times a payment power may be played


will still apply to an object if its controller changes. (See rule 5.1.4.)

7.1. Characteristics

7.1.1 Attacker is a characteristic that a character may gain or lose in the attack
substep. (See rules 6.2.1.d and 6.2.9.a.)

7.1.2 Defender is a characteristic that a character may gain or lose in the


attack substep. (See rules 6.2.1.g and 6.2.9.e.)
7.1.3 Exhausted is a characteristic that an object may gain through modifiers,
as part of paying costs, or through game rules. An object with the exhausted
characteristic is rotated 90 degrees to denote having that characteristic. An
object cant have both the exhausted and ready characteristics simultaneously,
but it will always have either one or the other.

7.1.4 Flight is a characteristic that modifies the legality of proposed attacks.


Characters with this characteristic will generally not have text in their text
boxes indicating this; rather, they will have the appropriate icon. Characters
with flight may attack protected characters.

7.1.5 Front row is a characteristic that a character may have. A character must
be positioned in the front row to have the front row characteristic. A character
cant have both the front row and support row characteristics simultaneously,
but it will always have either one or the other.

7.1.6 Ongoing is a characteristic and keyword that a plot twist may have. Any
text after the ongoing keyword only applies while the plot twist is a face-up
object in a resource row. This characteristic is also denoted by the ongoing
icon on the cards lower left corner.

7.1.7 Protected is a characteristic that a character may have. A character is


protected while it is in a support row and there is a non-stunned character in
the front row that shares a column with it. Stunned characters cant be
protected. A character cant have both the protected and unprotected
characteristic simultaneously, but it will always either have one or the other.

7.1.8 Range is a characteristic that modifies the legality of proposed attacks.


Characters with this characteristic will generally not have text in their text
boxes indicating this; rather, they will have the appropriate icon. Characters
with range may attack from the support row.

7.1.9 Ready is a characteristic that an object may gain through modifiers, as


part of paying costs, or through game rules. An object is positioned upright to
denote having this characteristic. Objects enter play with the ready
characteristic. An object cant have both the exhausted and ready
characteristic simultaneously, but it will always have either one or the other.

7.1.10 Reinforcement is a characteristic that a character may have. A modifier


or a game-based effect can give an object this characteristic.

7.1.10.a Characters attacking a character with reinforcement cant cause


breakthrough.
7.1.10.b Defending players may play a reinforcement game-based effect
following the rules outlined in rule 7.8.7.b.

7.1.10.c A character has reinforced another character if the first was the
source of a modifier that gave the second reinforcement.

7.1.10.d Some modifiers say a character "cant reinforce other characters."


This means that any modifier whose source is that character that would
give reinforcement to another character does not give reinforcement to
the other character. The modifier still does anything else it would
normally do. The character can still reinforce itself, if it has a way to do
so.

Example: S.T.R.I.P.E. is a 7 ATK/6 DEF character with the JSA affiliation


that reads, "Exhausted JSA defenders you control have reinforcement."
Five Against One is a plot twist that reads, "Target character gets -3 DEF
while defending this turn and cant reinforce other characters this turn." If
Five Against One resolves on S.T.R.I.P.E, he becomes 7 ATK/3 DEF, and
his continuous effects modifier cant give other exhausted JSA defenders
you control reinforcement this turn, though it can still give himself
reinforcement while he is an exhausted JSA defender this turn.
[Link] modifier is from a continuous power, so it continuously
checks whether S.T.R.I.P.E can actually reinforce characters right now.

Example: Harry Leland reads, "Discard a Mental card >>> Target


defender you control gets -2/+2 and has reinforcement this attack. Use
only if Harry Leland is visible." If Five Against One resolves on Harry
Leland, and later that turn Harrys power resolves on a defender you
control, the defender will not get reinforcement, but will still get -2/+2 this
turn. If Harry Lelands effect resolves on a character, and later that turn
Five Against One resolves on Harry, this does not "turn off" the
reinforcement already grantedthe modifier from his resolving effect only
checked whether he could reinforce characters as it was created. (See rule
5.8.2.d.)

7.1.11 Resource is a characteristic that an object in the resource row has.


Resources generate resource points and are used for threshold cost checks.
Objects with this characteristic can be referred to as resources. An object cant
have this characteristic at the same time it has either the front or support row
characteristic, but it will always have exactly one of the three.

7.1.11.a An unrevealed face-down resource cant have any characteristics,


text, icons, and so on, other than the resource, ready, or exhausted
characteristics. (Also see Reveal in the Glossary.)
7.1.11.b A revealed face-down resource has all of its characteristics, except
that it cant have the object types location, equipment, character,
or plot twist. It only has the object type resource. In addition, it cant
have any powers except payment powers that are usable only while it is
revealed and continuous powers. It can still be seen to be a character
card, equipment card, and so on.

7.1.11.c Face-up resources have no additional restrictions on their


characteristics.

7.1.11.d A resource that is turned face down is the same object, but it no
longer remembers any choices that were made by it while it was face-up.
This does not change its timestamp. It does retain any counters that were
on it. Turning a resource face down does not alter its ready or exhausted
characteristic. Turning a resource face down does not turn off "while
ready" or "while exhausted" conditions.

Example: Brave New World reads, To play, choose two different


affiliations and a Mutant trait among characters you control. If
Brave New World is turned face down, the chosen affiliations will
not be remembered if it is played again.

7.1.11.e A resource that turns face up is still the same resource and object.
This does update its timestamp. (See rule 5.15.1.)

7.1.11.f A player may reveal a face-down resource in his or her resource row
any time he or she has priority. This does not use the chain, and the
resource returns to being unrevealed afterward if nothing else happens.
If the resource has a payment power that is usable only while it is a
revealed face-down resource, this lets such a power be used. In addition,
if the resource has any continuous powers, such as reservist, those
powers are active while the resource is revealed. (See rule 7.1.11.b.)

Example: Moonglow reads, Reservist <p> Moonglow gains the


affiliations of each character you control. <p> Activate, discard a
card >>> You may search your deck for a Team-Up card, reveal it,
and put it into your hand. While you have Moonglow face down in
your resource row, you may reveal Moonglow from your resource
row any time you have priority. If you reveal Moonglow during your
recruit step, while the chain is empty, Moonglows reservist power
lets you recruit Moonglow from the resource row. While Moonglow
is a revealed face-down resource, she has the affiliations of each
other character you control. However, her payment power cant be
used, because its not a payment power usable only while she is a
revealed face-down resource.
7.1.12 Stunned is a characteristic that a character may gain through modifiers,
as part of paying costs or through game rules. A character with the stunned
characteristic is turned face down to denote being stunned and also acquires
the exhausted characteristic. Any time an object becomes stunned, its
controller takes stun endurance loss. (See rule 7.8.11.b.)

7.1.12.a A stunned character cant be readied.

7.1.12.b The text box on a stunned character is inactive; it is treated as


though it does not exist. (But see rule 5.2.4.) Any player may look at a
stunned character at any time.

7.1.12.c A stunned character loses all of and cant have any of the attacker,
defender, team attacker, and protected characteristics. It still has any
other characteristics it had before.

7.1.12.d A stunned character is unprotected and cant be protected.

7.1.12.e While a character is stunned, its willpower becomes 0. Stunned


characters cant gain or lose willpower.

7.1.12.f While a character is stunned, it loses and cant have any powers or
keywords. Powers on objects that trigger off them leaving play are an
exception to this rule. (See rule 5.2.4.) Because a stunned character has
inactive text and no powers or keywords, it cant be a <keyword> card.

7.1.12.g A character that enters play stunned follows rule 2.14.6.

7.1.12.h A stunned character may not be proposed as an attacker or defender.

7.1.13 Support row is a characteristic that a character may have. A character


must be positioned in the support row to have the support row characteristic.
A character cant have both the front row and support row characteristics
simultaneously, but it will always have either one or the other.

7.1.14 Team attacker is a characteristic that an attacking character may have. A


character must be part of a team attack to gain the team attacker characteristic.
Removing all other team attackers from the team attack does not remove the
team attacker characteristic from an object. (See rules 6.2.1.e. and 6.2.9.b.)

Example: Cyclops, Slim reads, X-Men team attackers you control get
+2/+2. You propose a team attack with Cyclops and Jean Grey, Marvel
Girl. Once the attack starts, your opponent KOs Jean Grey. Cyclops still
has the team attacker characteristic and thus has +2/+2 from his
continuous power.
7.1.15 Unique is a characteristic that cards and objects other than plot twists
may have. Each other card and object type has rules associated with
uniqueness, but this characteristic may modify these rules. Locations and non-
Army characters default to being unique. Army characters and equipment
default to being not unique. (See section 3 and rule 7.4.) "Unique" is also a
version that equipment may have, which gives it the unique characteristic.
(See rule 2.2.8.)

7.1.16 Unprotected is a characteristic that an object may have. A character with


the unprotected characteristic is either a character in the front row, or a
character in the support row that does not have a non-stunned character in the
front row that shares a column with it. A stunned character is always
unprotected and cant be protected. A character cant have both the protected
and unprotected characteristics simultaneously, but it will always have either
one or the other.

7.1.17 Hidden is a characteristic that a character may have. A character has the
hidden characteristic while it is in a hidden area. (See rule 2.13.5.c.) A
proposed defending character must not be hidden. (See rule 6.1.3.e.) A
character cant have both the hidden and visible characteristics
simultaneously, but it will always have either one or the other.

7.1.18 Visible is a characteristic that a character may have. A character has the
visible characteristic while it is in a visible area. (See rule 2.13.5.c.) A
character cant have both the hidden and visible characteristics
simultaneously, but it will always have either one or the other.

7.1.19 Marvel is a characteristic that a card may have. A card has this
characteristic if it has ever been printed with the Marvel icon.

7.1.20 DC is a characteristic that a card may have. A card has this


characteristic if it has ever been printed with the DC icon.

7.1.21 Concealed is a characteristic a character or equipment card may have. A


card has this characteristic if its hidden icon is lit and its visible icon is unlit.

7.1.21.a Character cards with concealed enter play in the hidden area. (See
rule 2.13.5.c.)

7.1.21.b Equipment cards with concealed can only be recruited targeting a


hidden character, and can only be legally attached to a hidden character.

7.1.22 ConcealedOptional is a characteristic a character or equipment card


may have. A card has this characteristic if both its visible and hidden icons are
lit.
7.1.22.a Character cards with concealedoptional may enter play in the
hidden area.(See rule 2.13.5.c.) This choice is made as part of putting the
character into play. There is no default for this choice.

7.1.22.b Equipment cards with concealedoptional may be recruited


targeting a hidden character. (See rule 3.2.3.a.) This equipment is not put
into its owners KOd pile as part of moving a character from a visible
area to a hidden area, or vice versa. (See rule 3.2.7.) This equipment can
be transferred from a visible character to a hidden character, or vice
versa, but only if it will also have concealedoptional on the character
it is being transferred to. (See rule 7.8.12.) This equipment can be legally
attached to a hidden character.

7.1.22.c Cards that refer to cards with concealed are referring to both cards
with concealed and cards with concealedoptional.

Example: Orb reads, Activate, discard a character card with


concealed >>> Draw a card. You can use Orbs power by
activating Orb and discarding Owlman (a concealedoptional
character) to draw a card.

7.2. Simultaneous Actions

7.2.1 If an effect or a rule of the game instructs players to make simultaneous


choices, the primary player will make all of his or her choices first. Players
continue making all required choices moving clockwise from the primary
player until all players have made all required choices. All players choices are
then carried out simultaneously.

7.2.2 If simultaneous events require simultaneous choices from a single player,


that player makes all those choices, and then the events occur simultaneously.

7.2.3 If multiple triggered effects trigger simultaneously, they will all be added
to the chain the next time the game instructs players to add triggered effects to
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 his or her triggered effects are added
to the chain on top of the previous players. Then, the next player clockwise
from that player does the same, and so on. (See rule 5.6.3.)

7.2.4 If multiple modifiers would start to apply simultaneously, the primary


player chooses an ordering for the timestamps of those continuous modifiers
that he or she controls. Each of those modifiers is timestamped in the order
chosen, and all are timestamped before any other modifier that would be
applied at the same time. Then, the next player in turn order chooses an
ordering for the timestamps of all of those continuous modifiers that he or she
controls, with his or hers all being timestamped after the primary players, but
before the next player in clockwise order. Repeat this process until the
ordering of the timestamps for each continuous modifier has been chosen. The
modifiers still all start to apply simultaneously. (See rule 5.15.7.)

7.2.5 If multiple replacement modifiers try to affect an upcoming event


simultaneously, 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. (See rule 5.13.5.c.)

7.3. Loops and the Infinity Rule

7.3.1 Sometimes players can achieve a game state in which a certain set of
actions could be repeated indefinitely. This section deals with getting past
such loops.

7.3.1.a If a game state occurs such that there exists a loop of repeated actions
with one or more optional actions involved, the loop first must be
demonstrated. Then, the player that performed the first action in the
demonstrated loop must choose a number of times he or she desires to
repeat that loop. Then, starting with the next player clockwise from him
or her, any player that performed an action in the demonstrated loop may
choose a smaller number. The smallest number chosen is the number of
times the loop repeats. The player who chose the smallest number gets
priority after the loop is done repeating. The next action taken cant be
the action that would continue the loop.

7.3.1.b A player may interrupt the loop after some iteration, or partway
through one, with an action that would stop the loop from being able to
continue in the demonstrated form. If this occurs, the loop stops at that
point (without continuing for the full chosen number of iterations), and
play proceeds from there.

7.3.2 Players may not choose infinite for any numeric values in the game.

7.3.3 If a succession of game states occurs in which mandatory actions form a


loop that no player is willing and able to break, the game is a draw.

7.4. Uniqueness Rule

7.4.1 As part of resolving a recruit or substitute effect for a unique character,


or shifting a unique character into play, that effects controller puts each other
unique object he or she controls with the same name as that character into its
owners KOd pile. This is not the same as KOing those objects.
7.4.1.a Some modifiers say that [description] character cards you control are
not unique with cards with the same name but different version. This
means that any time character A entering play under your control would
cause character B to leave play via 7.4.1, if A and B have different
versions, and B fits [description], then B stays in play.

7.4.2 As part of flipping a unique location, its controller puts each other unique
object he or she controls with the same name as that location into its owners
KOd pile. This is not the same as KOing those objects.

7.4.3 As part of attaching a unique equipment to a character, that characters


controller puts each other unique object he or she controls with the same name
as that equipment into its owners KOd pile. This is not the same as KOing
those objects.

7.4.4 The uniqueness rule is only checked while resolving a character recruit or
substitute effect, shifting a character into play, flipping a location, or attaching
an equipment. It does not apply to any other modifiers that put an object into
play or change control of an object.

7.5. Position

7.5.1 A characters position can be in any of the infinite columns that the front
row and the support row have unless that position is occupied by another
character. No character may be in the column dividing the players visible area
from his hidden area, and that column should be marked in some fashion so
that it is obvious to all players which column is this dividing column. Players
may state the number of spaces between characters when placing them.
Characters do not have to be placed adjacent to other characters. Unless
otherwise stated, a character placed to the left or right of another character,
with no intervening characters between them, is considered to be in a column
directly to the left or right of that character.

7.5.1.a A support row character is behind a front row character if both are in
the same column, regardless of whether one or both are stunned.

7.5.1.b Two characters are not in the same column if they are controlled by
different players.

7.5.2 A character is adjacent to another character if it is in a column directly to


the left or to the right of the column of the first character and if both of those
characters are in the same row. A character is also adjacent to another
character if it is in the same column as the first character but is in a different
row.
7.5.2.a Two characters are not adjacent to each other if they are controlled by
different players. Two characters are not adjacent to each other if they
are not both in the same area, hidden or visible. (See rule 2.13.5.a.)

7.5.3 A resources position can be in any of the infinite columns that the
resource row creates, unless that position is occupied by another resource.
Players cant reposition a resource unless instructed to by the game. Resources
are added to the right of the rightmost existing resource in a players resource
row. If a resource leaves play, resources move so that the row closes up over
the empty space. (See rules 7.6.11.b and 7.8.8.)

7.5.3.a The resource row does not extend into a players hidden area.
Resources are always visible and cant be hidden.

7.5.4 A resource is adjacent to another resource if the first resource is in a


column directly to the left or to the right of the other resources column.

7.5.5 A resource is never adjacent to a character, and vice versa.

7.6. Keywords

7.6.1 Game mechanics in the game and certain standardized powers may be
represented by keywords on cards. The following section outlines keywords
and what they mean. Keywords may be grouped together even though they
may represent different powers. This is an exception to rule 2.10.1.

7.6.2 Boost <cost>: <text> is a keyword that represents two powers. The first
power functions in any zone the card its on can be played from, and means,
To play, you may pay <cost>." All boost costs are expressed in resource
points unless noted otherwise. The phrase "Boost<cost>: <text>" means the
same thing, but <cost> will be an action, not a number of resource points. The
second power varies by card type.

7.6.2.a For a character card, the second power functions while its in play, and
means, <text> is active only if this card was played this turn and <cost>
was paid for it.

7.6.2.b For plot twist cards, the second power means, <text> is active while
this effect is on the chain after the intention to pay <cost> has been
announced (see rule 5.5.1.b) until this effect has finished resolving.

7.6.3 Loyalty is a keyword that represents a continuous power that functions


in any zone a card can be recruited from. The keyword Loyalty means,
Recruit only if you control a character that shares at least one affiliation with
this card.
7.6.3.a LoyaltyReveal is a keyword that represents a continuous power
that functions in any zone a card can be recruited from. The keyword
loyaltyreveal means If you dont control a character that shares an
affiliation with this card, then as an additional cost to recruit this card,
reveal a character card in your hand or resource row that shares an
affiliation with this card.

7.6.3.b "Dual Loyalty" is a keyword that represents a continuous power that


functions in any zone a card can be recruited from. The keyword "dual
loyalty" means, "Recruit this card only if both its printed affiliations are
among the affiliations of characters you control."

7.6.3.c Cards that refer to cards with loyalty can refer to cards with the
loyalty keyword, cards with the loyaltyreveal keyword, and cards
with the "dual loyalty" keyword.

7.6.4 Transferable is a keyword that represents a triggered power that


functions in the in-play zone. The keyword Transferable means, At the
start of the formation step, you may transfer this card. (See rule 7.8.12.)

7.6.5 Evasion is a keyword that represents a payment power on a character.


The payment power reads, Stun this character >>> At the start of the
recovery phase this turn, recover this character. Stunning a character in this
way will result in its controller taking stun endurance loss. (See rule 7.8.11.b.)

7.6.6 Invulnerability is a keyword that represents a continuous power that


functions in the in-play zone. Characters with invulnerability ignore rules
7.8.11.b and 7.8.11.c. As these characters become stunned, they cause their
controller no stun endurance loss rather than stun endurance loss equal to their
recruit costs.

Example: Storm, Leader of the Morlocks reads, During the combat


phase, characters adjacent to Storm have invulnerability unless they are
attacking or defending. You control Storm and Tommy (a character with
evasion). Tommy is adjacent to Storm. During the combat phase, before
you propose an attack, you use Tommys evasion. You do not take stun
endurance loss, because Tommy has invulnerability.

7.6.6.a If a character would simultaneously lose invulnerability and become


stunned, that characters controller ignores rules 7.8.11.b and 7.8.11.c.
(See rule 5.13.1.e.)

7.6.7 Cosmic is a keyword on character cards that represents a continuous


power that functions in the in-play zone and a one-shot modifier that modifies
how the character enters play. Cosmic counters have special rules that apply
only to them and not to counters that have other names.
7.6.7.a The phrase Cosmic: <text> means, While this character has no
cosmic counter on it, <text> is inactive. If the character has a cosmic
counter on it, <text> is active and generates powers as normal; inactive
text is treated as if it did not exist. A character can also have the cosmic
keyword without having any text associated with that keyword.

7.6.7.b A character with cosmic enters play with a cosmic counter on it.

7.6.7.c As a character becomes stunned, remove all cosmic counters from it.

7.6.7.d A character cant have more than one cosmic counter on it at a time.

Example: Parasite reads, Whenever Parasite stuns a character, put


a cosmic counter on Parasite. If Parasite already has a cosmic
counter, this power will do nothing when it resolves.

7.6.7.e A character that doesnt have cosmic cant have any cosmic counters
put on it.

7.6.7.f Stunned characters cant have cosmic counters. A character that enters
play stunned does not enter play with a cosmic counter.

7.6.7.g A character that loses cosmic without becoming stunned doesnt lose
any cosmic counter already on it.

7.6.8 "CosmicSurge" is a keyword on character cards that represents a


continuous power and also a triggered power that functions in the in-play
zone.

7.6.8.a Characters with "cosmicsurge" have "cosmic" and follow all rules
for characters with cosmic, except that they do not enter play with a
cosmic counterthey ignore rule 7.6.7.b. (See section 7.6.7.)

7.6.8.b Characters with "cosmicsurge" have a triggered power that reads,


"At the start of the recovery phase each turn, put a cosmic counter on
this character."

7.6.8.c Cards that refer to cosmic characters, or to characters "with cosmic,"


can refer to both characters with the cosmic keyword and characters
with the cosmicsurge keyword.

7.6.9 Willpower is a keyword on a character or character card that indicates


the character or character card has a printed willpower equal to the number
following the keyword.
7.6.9.a A character or character card without this keyword has willpower 0.

7.6.9.b While a character is stunned, its willpower becomes 0. Stunned


characters cant gain or lose willpower.

7.6.10 Leader is a keyword on a character card. Powers that follow this


keyword are leader powers. A leader power will refer in some way to
characters adjacent to the leader character. If a leader refers to an adjacent
character, its referring to a character adjacent to itself.

7.6.11 Reservist is a keyword that represents a continuous power that functions


in the resource row of the in-play zone. Character cards with the keyword
reservist follow the rules below.

7.6.11.a Character cards are always face-down in the resource row but may
be revealed any time their controller has priority. (See rules 7.8.9.c and
7.1.11.e.) Revealing a reservist character card allows a player to recruit
the card from the resource row.

7.6.11.b If a player recruits a reservist character card from his or her resource
row, after putting the reservist card onto the chain during rule 5.5.1.a,
that player may put a card from his or her hand face down into his or her
resource row where the reservist character card was.

7.6.11.c A player recruits a reservist character card by following the


applicable steps for playing effects, with the exception mentioned in
7.6.11.b. (See section 5.5.)

7.6.12 "Press" is a keyword on character cards that represents a triggered power


which functions from the chain. The keyword "press" means, "When you
recruit this card, your next character costs 1 less to recruit this turn for each
press card you recruited this turn, but no less than 1."

7.6.12.a Press cant reduce additional costscost reductions are applied


before additional costs are added. (See rule 5.5.1.d.)

Example: Ultimus, Starforce has press and a recruit cost of 4. Phat,


William Reilly has boost X and a recruit cost of 1. You recruit Ultimus,
paying 4. Then you recruit Phat. If you recruit him without boost, he still
costs you 1the reduction of 1 for press cant reduce his cost below 1. If
you recruit him with boost, he still costs you 1+Xpress cant reduce his
cost below 1, as before, and you add the additional boost cost of X after
subtracting any reductions. If you then recruit another character, it gets
no cost reduction from press, because it is not the next character you
recruited after recruiting a press character.
7.6.12.b Press is applied after all other cost reductions. (See rule 5.5.1.d.)

Example: Sinestro, Corrupted by the Ring is a 5-cost character that costs


2 less to recruit while an opponent controls six or more resources. Your
opponent controls six resources. During the recruit step of your sixth turn,
you recruit press characters with costs 2, 2, 3, 4, and 5, spending all 6
resource points. You cant then recruit Sinestro, because the cost reduction
from his own power applies first, followed by the cost reduction from
press, with the result that you must still pay 1 resource point to recruit
him. You could, however, recruit press characters with costs 2, 2, 3, and 4,
and then spend your final resource point to recruit Sinestro.

7.6.13 "Terraform" is a keyword on cards that represents a payment power that


functions in the hand. The keyword "terraform" means, "Reveal this card >>>
You may return a face-down resource you control to its owners hand. If you
do, put this card face-down into your resource row. Use only if this card is in
your hand and only during your recruit step."

7.6.13.a The revealed card goes onto the chain with this effect. If the effect
leaves the chain before resolving, or if the modifiers controller does not
return a face-down resource to his or her hand, the revealed card goes
back to its owners hand. (See rule 7.8.9.d)

7.6.14 "Substitute" is a keyword on character cards that represents a payment


power that functions in the hand. The keyword "substitute" means, "Reveal
this card >>> You may remove from the game a ready character you control
with cost greater than or equal to the cost of this card. If you do, put this card
into play. Use only if this card is in your hand and only during your recruit
step."

7.6.14.a The revealed card goes onto the chain with this effect. If the effect
leaves the chain before resolving, or if the modifiers controller does not
remove an appropriate character from the game, the revealed card goes
back to its owners hand. (See rule 7.8.9.d.)

7.6.14.b To "substitute" a character is to put it into play through a substitute


effect.

7.6.15 "Insanity" is a keyword that represents a continuous power that functions


in all zones. The phrase "Insanity: <text>" means, "<text> is active only if this
card started the game in an insane deck." This may add text inside an existing
power or modifier, or may produce separate modifiers, depending on where
the keyword appears.

7.6.15.a A deck is "insane" if it has no more than one copy of each card. The
first time each game a player reveals a card with the insanity keyword to
an opponent, the player must announce whether or not their deck is
insane. The player may announce it before this occurs, if they wish.

7.6.16 Energize is a keyword that represents a triggered power. It means,


Whenever this character defends, ready it.

7.6.17 Hunter is a keyword that represents a triggered power. It means, "When


this card enters play, choose an opposing character. That character becomes
hunted by you.

7.6.17.a Only one character can be hunted by each player at a time. As a


character becomes hunted by a player, all other characters stop being
hunted by that player. A character also stops being hunted by a player if
it stops being opposed to that player. A character that leaves play stops
being hunted by all players.

7.6.18 "Shift" is a keyword that represents three powers. Payment effects from
these powers cant be negated by players:

Pay 1 or more resource points >>> Remove this card from the game
shifted with that many shift counters. Use only if this card is in your hand.

Pay 1 resource point >>> Put a shift counter on this card. Use only if this
card is shifted.

Remove X shift counters >>> Shift this card into play if you control X or
more resources, where X is its cost. Use only during your recruit step.

7.6.18.a A card is shifted if it was removed from the game shifted and has
since remained in that RFG zone. While shifted, a card gains the shift
keyword if it doesnt already have it. A card stops being shifted if it
changes zones.

7.6.18.b A shifted card cant have shift counters in excess of its cost. A card
that isnt shifted cant have any shift counters on it.

7.6.18.c Shifting a card into play invokes the uniqueness rule. (See rule
7.4.1.)

7.7. Tag Keywords

7.7.1 Some keywords simply identify, or tag, cards with similar powers. Such
keywords have no associated rules.
7.7.2 Ally" is a tag keyword on character cards. Each ally card has a triggered
power that triggers "whenever a character you control becomes powered-up"
or "whenever a <description> character you control becomes powered-up."

Example: Batman, Avatar of Justice reads, "Ally: Whenever a


character you control becomes powered-up, you may discard a
character card. If you do, negate target effect from a non-ongoing
plot twist." Since power-up effects can only be played inside an
attack substep, this power can only trigger inside an attack
substep.

7.7.3 "Backup" is a tag keyword on cards. Each backup card has an activated
power that can be used only during the build phase.

Example: Surveillance Pawn, Army reads, "Backup: Activate >>>


Non-Army characters you control get +1 ATK this turn. Use only
during the build phase.

7.7.4 "Vengeance" is a tag keyword on character cards. Each vengeance card


has a triggered power that triggers "whenever <character name> becomes
stunned."

Example: Cheetah, Feral Feline reads, "Vengeance: Whenever


Cheetah becomes stunned, characters you control get +1 ATK this
turn.

7.8. Game Actions

7.8.1 Game actions in the game may use a single word to represent multiple
actions that follow a specific set of rules. The following section outlines some
of these game actions and what they mean.

7.8.1.a Some game actions may appear in costs; in such cases, the cost itself is
not a modifier of any sort, although paying the cost may create an
appropriate modifier as described below.

7.8.2 Copy

7.8.2.a Copying an effect is a one-shot modifier. To "copy" an effect means to


put a new effect on top of the chain that is an exact copy of the original
effect.

7.8.2.b The copy has the same text as the original and behaves exactly as
though any information or choices used in announcing the original were
used for its announcement, though it does not itself get announced or go
through the steps in section 5.5. The copy has the same number of
targets as the original. If a player had to choose a mode, a target, or a
value of X for the original, the copy uses that same mode, target, or X
value as the original. The copy will also copy any decisions about how
each target is affected. The copying effect may say that its controller
may pick new targets for one or more of these. If it does, you may do so;
or you may decline to do so, leaving the original targets, even if those
targets would not currently be legal to pick if you were announcing the
copy. If the original effect had additional costs, the copy copies from the
original whether or not they have been paid, and if needed, information
about them.

7.8.2.c The copy is the same kind of effect as the original and acts as though it
is from the same source. This is an exception to rule 5.4.4. The source of
any modifiers from a copy effect is the same as the source of any
modifiers from the original effect. This is an exception to rule 5.11.3.

Example: Deadly Conspiracy reads, "Ready target Thunderbolts


character you control. That character cant attack this turn, and you cant
use its activated powers this turn. If Deadly Conspiracy is in your
resource row, draw a card." If you copy your opponents Deadly
Conspiracy, which he played from his resource row, you do not draw a
card; your copy looks in your resource row on resolution, and the source
of the original is not there. If you copy your own Deadly Conspiracy,
which you played from your resource row, you do draw a card for the
copy; it looks and sees that "its source," the original card, is in your
resource row on resolution. The original was a plot twist effect from a
non-ongoing plot twist, and so the copy is as well.

7.8.2.d The copys controller is the player told to copy it by the effect that
created the copy. As the copy resolves, any information it needs about its
source or its announcement uses the information from the original or the
originals announcement, other than as described above. Any
information it needs on resolution pertaining to "you" during
announcement uses the appropriate information about the originals
controller during the originals announcement.

Example: Fastball Special reads, "Play Fastball Special only during your
attack step. <p> To play, exhaust two X-Men characters in your front row.
<p> Stun target character." and has a threshold cost of 3. Molecule Man,
Owen Reece reads, "Copy target effect from a non-ongoing plot twist. You
may choose new targets for that copy. Use only once per turn." You play
Fastball Special during your attack step, and your opponent uses
Molecule Mans power to target and copy that effect.

The play restriction on Fastball Special does not apply to the copy,
because it was never played. Your opponent does not have to control three
resources, and does not have toand cantexhaust X-Men characters,
as part of resolving Molecule Mans effect. The copy is not played and
never checks threshold cost or pays additional costs, but does copy that
they were paid. Your opponent may choose any legal target character for
the copy, or may leave the copy targeting your original target. The copy is
a plot twist effect and is an effect from a non-ongoing plot twist; it is not a
character effect or a payment power effect, and is not an effect from
Molecule Man. The character stunned by the copy is stunned by a plot
twist effect controlled by your opponentnot by a character effect, and
not by an effect controlled by you.

7.8.2.e A copy of an effect is itself an effect, and follows the usual rules for
resolving effects. Copying the effect does not copy any card that might
be on the chain representing the original effect.

Example: Break You reads, "To play, discard up to three cards. <p>
Target attacker or defender gets +2 ATK this attack for each card you
discarded." If you copy Break Yous effect with Molecule Mans power, a
copy of Break Yous effect goes on top of the chain with no card
representing it. The copy will use the number of cards discarded as part of
the original Break Yous cost to determine how many cards "you
discarded."

It targets the same attacker or defender the original did, but Molecule
Mans effect allows you to choose a different legal attacker or defender as
the copys target as its being created. You may also leave the target
unchanged, even if it is currently not an attacker or defender. The
threshold cost of the copy is not checked, nor can you discard any cards to
put the copy on the chain, but it remembers how many cards were
discarded for the additional cost of the original Break You effect, and the
copy uses that value when it resolves to correctly size its modifier. The
copy may itself be the target of another use of a Molecule Man power,
since it is also an effect from a non-ongoing plot twist.

7.8.2.f Some modifiers tell a player to search for all "copies of a card." This
use of "copy" is different from the use in rules 7.8.2.a7.8.2.e in that it
means to look for cards that have the same printed name and version as
that card.

Example: Atrophos reads, "Whenever Atrophos causes breakthrough to a


player, search that players deck and hand for all copies of a non-
character card and remove them from the game." Atrophos causes
breakthrough to your opponent. As Atrophoss effect resolves, you choose
T-Jet, Tamaranian Fighter. You could find any cards from your opponents
deck and hand that had both the name T-Jet and the version Tamaranian
Fighter and remove them from the game, but you could not remove any
copies of the older T-Jet equipment card that has no version.

7.8.3 Crossover

7.8.3.a To crossover some number of affiliations means that all characters


that player controls, and all character cards that player owns, that have
any of those affiliations have all of those affiliations. This is a
continuous modifier.

Example: Above and Below reads, Ongoing: Crossover X-Men and


Morlocks. You control Above and Below. This means that all characters
you control, and all character cards you own in all zones, that have either
the X-Men affiliation or the Morlocks affiliation have both affiliations.

7.8.4 Move

7.8.4.a Moving a non-equipment object is a one-shot modifier. To "move" a


non-equipment object in play, that player picks up the object and then
places the object in an empty position. (See rule 7.5.) Moving an object
to the position it was already in is legal unless otherwise specified.
These one-shot modifiers will usually have restrictions on which objects
can be moved and to which rows they can be moved. These modifiers
only allow moving the object to rows in the same kind of area, visible or
hidden, the object is moving from, and only to rows in an area controlled
by the player being instructed to move the object, unless specifically
stated otherwise.

Example: You play Burn Rubber, which reads, You may move target
character you control. As this effect resolves, it creates a one-shot
modifier. The character is picked up and then placed in an empty position
in your front or support row. It must stay in the same area, hidden or
visible, that it was in before.

Example: You use the power of Superman, Kal-El, the effect of which
reads, Move Superman. As this effect resolves, Superman can only be
moved to a row in an area you control. He must stay in the same area,
hidden or visible, that he was in before.

7.8.4.b As part of moving an object from a row one player controls to a row a
second player controls, the second player gains control of that object and
any equipment that is attached to it.

7.8.4.c As part of moving a character from a visible area to a hidden area or


vice versa, all equipment equipped to that character, except concealed
optional equipment, is put into its owners KOd pile.
7.8.4.d A player instructed to move two or more objects simultaneously picks
up all those objects and then places those objects in empty positions.
That player may not place more than one object in the same position.

7.8.4.e Moving an object between areas or rows of the in-play zone does not
cause it to change zones.

7.8.4.f Moving a character to a front or support row or a resource to a


resource row does not cause it to leave play or enter play and does not
reset its timestamp.

7.8.4.g Moving a resource into a front or support row causes it to turn face up,
leave play as a resource, and enter play as a character. (See rule 2.14.1.)
Moving a character into a resource row causes it to turn face down,
leave play as a character, and enter play as a resource. Its still a
character card while revealed in the resource row afterwards. In both
cases, the objects timestamp is reset, any counters on it are removed,
and any modifiers affecting it in its previous position do not continue to
do so (unless they specify that they do).

7.8.5 Power-up

7.8.5.a To "power-up" an attacker or defender you control is to give it +1


ATK/+1 DEF this attack. The modifiers from multiple power-ups are
cumulative. The modifier is a power-up modifier, but becoming
powered-up is the act of applying the modifier. This is a continuous
modifier with the duration "this attack." Characters you dont control
cant become powered-up by modifiers you control. (See rule 7.8.5.e.)

7.8.5.b Effects that trigger off a character becoming powered-up will trigger
each time the modifier is applied. This is different from how most effects
that trigger off something becoming something work. (See rule 5.2.6.)

7.8.5.c 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 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 5.7.1.b.)

7.8.5.d A power-up effect is any effect whose modifier could power-up a


character.

Example: Wheel of Misfortune reads, Negate target power-up


effect. You may power-up an unaffiliated attacker or defender you
control. This plot twist looks for any effect whose modifier could
power-up a character. This plot twist can target other copies of
Wheel of Misfortune.

7.8.5.e Some cards state that certain characters cant become powered-up.
Because becoming powered-up is treated specially (see rule 7.8.5.b),
this phrase has a special meaning: If a character has such a cant
become powered-up modifier affecting it, any power-up modifier that
would be applied to that character is not created. Subsequently removing
the cant become powered-up modifier will not reverse this.

Example: Kang, Kang Cobra reads, Characters your opponents


control cant become powered-up. New Teen Titans reads, Power-
up all Teen Titans attackers you control. Your opponent plays New
Teen Titans. As New Teen Titans resolves, the power-up modifier is
not created. Later during the same attack, if Kang becomes stunned,
Teen Titans attackers wont become powered-up because the power-
up modifier was not created.

Example: Kang, Kang Cobra reads, Characters your opponents


control cant become powered-up. Quinjet reads, Move and then
power-up target Avengers attacker or defender you control. Your
opponent uses Quinjets power on an Avengers attacker he controls.
As Quinjet resolves, the power-up modifier is not created, but the
move modifier allows your opponent to move the character. Later
during the same attack, if Kang becomes stunned, that Avengers
character wont become powered-up because the power-up modifier
was not created.

7.8.6 Recover

7.8.6.a To "recover" a stunned character, its controller turns it face up; it


retains the exhausted characteristic. This removes the stunned
characteristic. This is a one-shot modifier.

7.8.6.b Non-stunned characters cant be recovered.

7.8.7 Reinforcement

7.8.7.a Reinforcement is a characteristic that a character may have.


Characters attacking a character with reinforcement cant cause
breakthrough. Modifiers that give reinforcement are continuous
modifiers.

7.8.7.b A 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.

7.8.7.c A character has reinforced another character if the first was exhausted
to play a reinforcement game-based effect targeting the second, and the
effect has resolved giving the second reinforcement. (See rule 5.7.1.c.) A
character has reinforced another character if the first is the source of a
modifier that gives the second reinforcement. (See rule 7.1.10.c.)

7.8.8 Replace

7.8.8.a Replacing a resource is a one-shot modifier. To "replace" a resource,


its controller reveals it and then KOs it. Then, if he or she did, that
player puts the top card of his or her deck face down into his or her
resource row where the KOd resource was. That player may look at that
card once it is in the resource row. (See rule 2.13.5.h.)

Example: Clocktower reads, Replace a face-down resource you


control. As this effect resolves, you choose a face-down resource you
control, reveal it, and then KO it. If you do, place the top card of your
deck face down into your resource row, placing it where the KOd
resource was. If you dont control a face-down resource as this effect
resolves, you dont place the top card of your deck face down into your
resource row.

7.8.8.b Some of these modifiers instruct a player to replace more than one
resource at a time. All of the resources are chosen, and their controller
reveals them and then KOs them. Then, for each resource that player
KOd, her or she puts the top card of his or her deck face down into his
or her resource row where the KOd resource was. That player may look
at each of those cards once it is in the resource row. (See rule 2.13.5.h.)

7.8.8.c Some modifiers look to see if a resource was replaced. A resource has
been replaced if an event has instructed a player to replace a resource,
and as a result, that player has KOd a resource and put the top card of
his or her deck face down into his or her resource row where the KOd
resource was.

Example: You play Air Strike, which reads, Target character you
control gets +2 ATK while attacking this turn and has flight this
turn. You may replace a face-down resource you control. If you
replaced a non-character card, that character gets an additional +2
ATK while attacking this turn. You KO a non-character card during
Air Strikes resolution, but you dont have a card in your deck to put
into your resource row face down. The targeted character does not
get the additional +2 ATK because the non-character card was not
replaced.

7.8.9 Reveal

7.8.9.a To "reveal" is to make public a specified card or zone; this is a


continuous modifier. The duration of the reveal is determined by the
effect creating the reveal event. A player may not reveal a resource he or
she does not control.

7.8.9.b Some payment power costs require revealing a card. This does not
mean the card has to have been unrevealed beforehand; a card thats
already revealed for some reason can still be revealed to pay such a cost.
A face-up resource may not be revealed to pay such a cost.

7.8.9.c A player may reveal a face-down resource in his or her resource row
any time he or she has priority. This does not use the chain, and the
resource returns to being unrevealed afterward if nothing else happens.
If the resource has a payment power that is usable only while it is a
revealed face-down resource, this lets such a power be used. In addition,
if the resource has any continuous powers, such as reservist, those
powers are active while the resource is revealed. (See rule 7.1.11.b.)

Example: Moonglow reads "Reservist <p> Moonglow gains the


affiliations of each character you control. <p> Activate, discard a
card >>> You may search your deck for a Team-Up card, reveal it,
and put it into your hand." While Moonglow is face down in your
resource row, you may reveal Moonglow from your resource row any
time you have priority. If you reveal Moonglow during your recruit
step, while the chain is empty, Moonglows reservist power lets you
recruit Moonglow from the resource row. While Moonglow is a
revealed face-down resource, she has the affiliations of each other
character you control. However, her payment power cant be used,
because its not a payment power usable only while she is a revealed
face-down resource.

7.8.9.d Some payment effects have revealing the card that is the source of the
effect from the players hand as part of their cost, and say to put, or to
optionally put, the revealed card into play as part of resolving. Such
effects have the revealed card added to the chain from that players
hand, along with the effect, as it is revealed. If the effect leaves the chain
before it resolves, the card is placed back into that players hand; if the
effect resolves, the card is placed into play by the modifier, or is placed
back into that players hand if the modifier does not put it into play.
7.8.9.e A revealed face-down resource has special rules that apply to it. (See
section 7.1.11.)

7.8.9.f Some modifiers say to play with the top card of your deck revealed. If
you are able to play or recruit the top card of your deck while such a
modifier applies, the next card of your deck is not revealed until that
card becomes played or recruited (see rule 5.5.1.e). While such a
modifier applies, if you are instructed to draw multiple cards, see rule
7.8.18.b; if you are instructed to search and/or shuffle your deck, see rule
7.8.10.c; if you are instructed to rally for multiple cards, see rule
7.8.19.c.

7.8.10 Search

7.8.10.a A player searching a non-public zone can fail to find any


<description> card he or she is told to find by a modifier. The player
doesnt have to state whether the failure to find was by choice or by
absence. If a modifier tells a player to search a zone for "a card", that
player must retrieve a card if that zone isnt empty. If a modifier tells a
player to search a public zone for a <description> card, that player must
retrieve a <description> card if one exists in that zone.

Example: Faces of Doom reads, Search your deck for a card named Dr.
Doom, reveal it, and put it into your hand. You play Faces of Doom. You
have a Dr. Doom, Diabolic Genius in your deck. You may choose not to
find this card.

Example: Something Is Coming reads, Search your deck for a card and
put it into your hand. You play Something Is Coming. If your deck is not
empty, you must retrieve a card from it and put it into your hand.

7.8.10.b If a modifier instructs a player to search a deck, the owner of that


deck will shuffle that deck after the searching player is done searching.
(See rule 2.13.2.d.)

7.8.10.c Some modifiers instruct a player to search a deck for a card or cards
and put those cards into another zone and shuffle, or to shuffle and then
put them on top of the deck. Each of these is a single game action with
several parts. For each of these, modifiers causing a player to play with
the top card of that deck revealed do not change which card is revealed
during the action, but only do so once the action is complete.

Example: Lonar reads, "Each opponent plays with the top card of his
deck revealed." Pan reads, "Whenever Pan causes breakthrough to a
player, name a card. Search that players deck for all non-character cards
with that name and remove them from the game." If you control Lonar and
Pan, and Pan causes breakthrough to an opponent, the revealed card goes
directly from the card revealed before Pans effect starts resolving to the
card thats on top after Pans effect is done resolving; the opponent does
not get to see the cards that are momentarily on top during the shuffling,
or any cards that are momentarily on top because the top card had that
name and you removed it.

7.8.10.d Some modifiers tell a player to search for all "copies of a card". This
use of "copy" is different from the use in rules 7.8.2.a7.8.2.e in that it
means to look for cards that have the same printed name and version as
that card. (See rule 7.8.2.f.)

7.8.11 Stun

7.8.11.a This event consists of turning a character face down and giving it the
exhausted characteristic. This is a one-shot modifier.

7.8.11.b As a character becomes stunned, that characters controller


simultaneously loses endurance equal to the recruit cost of that character.
This is referred to as stun endurance loss.

7.8.11.c Stun endurance loss occurs regardless of how the object became
stunned.

Example: Robot Destroyer reads, Activate, stun Robot Destroyer


>>> Stun target character with cost 4 or less. Use only if you
control Dr. Doom. If you use Robot Destroyers payment power,
you will take 5 stun endurance loss, because Robot Destroyer
becomes stunned as a cost to play the power. Your opponent will take
endurance loss equal to the cost of the stunned character when
Robot Destroyers effect resolves.

7.8.11.d If more than one event stuns a character simultaneously, the


character becomes stunned only once, so stun endurance loss also occurs
only once. Each event is still considered to have stunned the character. If
an event tries to stun a character that has the stunned characteristic, the
character will not become stunned, and that event is not considered to
have stunned the character. (See rule 5.2.6.)

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 characterbecause you are not restricted
to targeting a non-stunned characterbut the already stunned
character will not become stunned again. Stun endurance loss will
not occur.
7.8.11.e A character has stunned another character if the first character
stunned the second character during an attack conclusion. (See rules
6.2.7.a and 6.2.7.d.)

7.8.11.f A character has stunned another character if the first is an attacker


during a team attack which results in the second character becoming
stunned during an attack conclusion. (See rule 6.2.7.a.)

7.8.11.g A card has stunned a character if the card was the source of a
modifier or had a cost that stunned the character. No rule prevents a
character from stunning itself.

7.8.11.h As a character becomes stunned, remove all cosmic counters from it.
(See rule 7.6.7.c.)

[Link] character with invulnerability (see rule 7.6.6) is not subject to stun
endurance loss, and that characters controller ignores rules 7.8.11.b and
7.8.11.c if that character becomes stunned.

[Link] a character would simultaneously lose invulnerability and become


stunned, that characters controller ignores rules 7.8.11.b and 7.8.11.c.

Example: You control Krypto, who reads, Cosmic:


Invulnerability. An effect stuns Krypto. As he becomes stunned, all
cosmic counters will be removed from him, and he will lose
invulnerability. You will not take stun endurance loss.

7.8.11.k While a character is stunned, its willpower becomes 0. Stunned


characters cant gain or lose willpower. (See rule 2.11.3.a.)

[Link] a character is stunned, it loses and cant have any powers or


keywords. Powers on objects that trigger off them leaving play are an
exception to this rule. (See rule 5.2.4.) Because a stunned character has
inactive text and no powers or keywords, it cant be a <keyword> card.

7.8.12 Transfer

7.8.12.a Transferring an equipment is a one-shot modifier. To "transfer" an


equipment, the controller of the modifier attaches it to another object. As
part of transferring equipment from one object to another, its controller
must check whether it is legal to attach the equipment to the object to
which he or she is transferring the equipment. Transferring equipment
simultaneously removes equipment from the character it was equipped
to and equips it to another. Equipment may not be transferred from a
visible character to a hidden character or vice versa, unless that
equipment has concealedoptional, but only if it will also have
concealedoptional on the character it is being transferred to. (See rule
7.1.22.b)

7.8.12.b The object the equipment is being transferred to must be of type


character, must not have the stunned characteristic, and must not already
have its maximum allowed number of equipment equipped to it.

Example: Pier 4 reads, Each Fantastic Four character you control


can be equipped with up to two equipment. You control Pier 4 and
a Fantastic Four character equipped with one equipment. You can
transfer another equipment to that character.

7.8.12.c A player may not transfer equipment from a character with the
stunned characteristic.

7.8.12.d A player may not transfer equipment to a character he or she does


not control. Equipment with "Equip only to an opposing character" are
an exception to this rule and may be transferred only to such a character.

7.8.12.e A player may not transfer equipment to a character that does not
meet all of the restrictions the equipment has on what it may be attached
to.

Example: Batarang reads, Equip only to a Gotham Knights


character. This is a restriction on what the equipment may be
attached to. You may not transfer this equipment to a character that
does not have the Gotham Knights affiliation.

7.8.12.f Transferring an equipment to a different character changes its


timestamp. (See rule 5.15.5.)

7.8.12.g If a player is instructed to transfer more than one equipment to a


character, those equipment are transferred one at a time. Before that
player transfers each equipment, he or she must check whether it is legal
to attach that equipment to that character at that time.

Example: Pier 4 reads, Each Fantastic Four character you control


can be equipped with up to two equipment. You control Pier 4; an
unequipped Boris, Personal Servant of Dr. Doom; and a She-Thing
equipped with Jetpack, Helm of Nabu, and Cloak of Nabu. You
activate Dr. Fates Tower to transfer all equipment from She-Thing
to Boris. If you choose to transfer Jetpack first, the Fate Artifacts do
not transfer because Boris is not a Fantastic Four character. If you
choose to transfer either Fate Artifact first, then the other Fate
Artifact is transferred as well. However, the Jetpack cant be
transferred as Boris has his maximum allowed number of equipment
attached to him.

7.8.13 KO

7.8.13.a To KO an object is to reveal it and then put it into its owners KOd
pile. Only cards in play can be KOd.

Example: You play Attend or Die!, which reads, "If a character card
would enter your KOd pile from play during the build phase this
turn, instead, remove it from the game." If a character card from
your resource row is KOd or replaced during the build phase this
turn, Attend or Die! removes that card from the game, because it is
revealed to be a character card before leaving play.

7.8.13.b Unlike other actions taken to pay costs, putting an object into a KOd
pile to pay all or part of a cost can be replaced. If such an action is
replaced, that cost is still satisfied.

7.8.13.c Replacing putting an object into a KOd pile does not replace that
KO event. If a card says, KO <an object>. If you do, and putting that
object into a KOd pile is replaced, the if you do is still satisfied.

Example: Cosmic Order reads, "You may KO a stunned character


you control. If you do, each other player KOs a stunned character
he controls." Threat Neutralized reads, "Ongoing: If a card would
enter a KOd 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 KOd and removed from the game. The "if you
do" is satisfiedyou did KO a stunned character, even though it
went to a different zoneso each other player must KO a stunned
character he or she controls.

7.8.14 Mulligan

7.8.14.a A mulligan is a one-shot modifier. 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. Once per game, after each player has drawn a four-card
opening hand but before starting the first turn, each player may
mulligan. 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. (See rule
1.1.6.)

7.8.15 Ready
7.8.15.a To "ready" an object is to remove the exhausted characteristic from a
character and give it the ready characteristic. This is a one-shot modifier.

7.8.15.b A triggered power that looks to see if a character has readied will
only trigger if the character makes the transition from exhausted to
ready. A ready character being readied wont trigger such a powerit
has no exhausted characteristic to remove.

7.8.15.c A replacement modifier that looks to see if a character will be


readied will only replace a "ready" event if the character is exhausted. If
the character is not exhausted, then there is no transition from exhausted
to ready to replace.

7.8.16 Exhaust

7.8.16.a To "exhaust" an object is to remove the ready characteristic from a


character and give it the exhausted characteristic. This is a one-shot
modifier.

7.8.16.b A triggered power that looks to see if a character has exhausted will
only trigger if the character makes the transition from ready to
exhausted. An exhausted character being exhausted wont trigger such a
powerit has no ready characteristic to remove.

7.8.16.c A replacement modifier that looks to see if a character will be


exhausted will only replace an "exhaust" event if the character is ready.
If the character is not ready, then there is no transition from ready to
exhausted to replace.

7.8.17 Discard

7.8.17.a To "discard" a card is to take a card from a players hand and place it
in that players KOd pile. This is a one-shot modifier.

7.8.17.b Cards can only be discarded from a players hand, never from any
other zone.

7.8.17.c If a player is instructed to discard two or more cards simultaneously,


those cards are discarded one at a time.

7.8.17.d Some cards have payment powers the cost of which includes
discarding the card. Such powers exist only while the card is in a
players hand, as thats 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. (See rule 5.0.2.a.)

7.8.18 Draw

7.8.18.a To "draw" a card is to take a card from the top of a players deck and
place it into that players hand. This is a one-shot modifier. Not all
actions that place a card into a players hand are draw actions.

7.8.18.b If a player is instructed to draw two or more cards simultaneously,


those cards are drawn one at a time. If a modifier is revealing the top
card of that players deck while this happens, all the drawn cards are
revealed, not just the first drawn and the one still on top after all the
draws.

7.8.19 Rally

7.8.19.a To "rally for a <description> card", reveal the top card of your deck.
If it matches <description>, put it into your hand. Otherwise, put it on
the bottom of your deck. The rally was successful if that card matched
<description>.

7.8.19.b To "rally for a <description> card of your choice", you must choose
before revealing that card.

7.8.19.c If a player is instructed to rally for multiple cards during the


resolution of an effect, those cards are rallied one at a time. If a modifier
is revealing the top card of that players deck while this happens, the top
card is revealed between each rally.

Glossary

Activate

This is a cost of an activated power. Paying a cost of activate requires exhausting the
object with the activated power; such a cost cant be paid if the object is already
exhausted.

Activated Power

An activated power has the the activate ( ) symbol or word activate in its cost.
Activated powers are a subset of payment powers.

Active
Text or modifiers can be either active or inactive. Active text generates powers. Stunned
characters, equipment attached to stunned characters, and unrevealed face-down
resources have inactive text. Boost, Cosmic, and Insanity can also cause text to be
inactive. Otherwise, a cards text is active. Active modifiers modify the game in some
way. A modifier may be applied, and hence created, yet still not be active, such as a
"while <condition>" modifier whose condition is not currently true.

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
2.3.9.a.)

Additional costs are continuous powers that function in the zone that the cards they apply
to are played from. (See rule 2.3.9.b.)

Adjacent

An object is adjacent to another object if it is one column to the left or right of that object
in the same row, or if both objects are characters and are in the same column.

Two characters are not adjacent to each other if they are controlled by different players.
Two characters are not adjacent to each other if they are not both in the same area, hidden
or visible. (See rule 2.13.5.a.)

A resource is never adjacent to a character, and vice versa.

Affiliated

A character that has one or more affiliations is affiliated.

All Characters

Some effects can only be played, and some modifiers will only apply, while a condition is
true for "all characters you control." If you dont control any characters, this condition is
always false.

Ally

Ally is a tag keyword on character cards. Each ally card has a triggered power that
triggers whenever a character you control becomes powered-up or whenever a
<description> character you control becomes powered-up. (See rule 7.7.2.)

Apply
A modifier is applied at the time its effect resolves and the modifier is created. For a one-
shot modifier, this means that it has changed the game in some way. For a continuous
modifier, this means the modifier has started to exist and is continuously modifying the
game in some way as long as the modifier is active.

If a character has a cant become powered-up modifier affecting it, any power-up
modifier that would be applied to that character is not created. Subsequently removing
the cant become powered-up modifier will not reverse this. (See rule 7.8.5.e.)

Area

An area is a section of the in-play zone. Each player controls two areas in the in-play
zone: 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 cant occupy this column.

Army

Army is both a version and a keyword with a specific meaning. Characters with version
Army are not limited by the four per deck rule. (See rule Error: Reference source not
found.)

Characters with version Army do not have the unique characteristic. Rules for resolving
recruit effects that check uniqueness (see rules 5.8.3.b and 7.4.1) dont apply to resolving
Army recruit effects.

As Though

Some objects can act as though they possess certain characteristics. These objects do
not possess the denoted characteristics, but follow all rules that apply to those
characteristics.

Example: Nightcrawler, Kurt Wagner reads, Nightcrawler can attack as though


he has flight and range. Storm, Ororo Munroe reads, Pay 2 endurance >>>
Characters your opponents control lose flight this turn. If you resolve Storms
effect, it will not remove Nightcrawlers power to attack a protected character.

Attacked

A character that has the defender characteristic is currently being attacked, even if no
attackers for it currently exist. A character that gains the defender characteristic
defends.

A few cards refer to characters that have attacked this turn or have team attacked this
turn. This means that the character has had the attacker or team attacker
characteristic at some time during this turn, possibly including right now.
Some cards refer to a character that has already been attacked this turn. This is
shorthand for the wording, has been attacked in a previous substep this turn.
This refers only to characters that have had the defender characteristic in an attack
substep previous to the current one, and not to characters for which this substep is the
first time this turn they have had the defender characteristic.

A few older cards have powers that trigger when <character> is attacked. These cards
have all received errata. Check the Official Card Reference for their updated wordings.

A character that "cant be attacked" cant be proposed as a defender. (See rule 6.1.3.) It
can still become a defender through modifiers. Such modifiers can be applied to any
character that meets the restrictions within the modifiers text, even if that character could
not legally be attacked. (See rule 6.2.4.a.)

Attacker

Attacker is a characteristic that an attacking character has. A character loses the


attacker characteristic if it changes zones, changes controllers, loses the character type,
becomes stunned, or is removed from an attack.

Attacks

A character attacks whenever it becomes an attacker. The two terms mean the same
thing. However, if a character "cant attack," it means only that it cant be proposed as an
attacker. (See rule 6.1.2.) It can still become an attacker through modifiers. Such
modifiers can be applied to any character that meets the restrictions within the modifiers
text, even if that character could not legally attack the defender. (See rule 6.2.4.a.)

Backup

Backup is a tag keyword on cards. Each backup card has an activated power that can be
used only during the build phase. (See rule 7.7.3.)

Becomes

An object becomes <something> if that object was not <something> and then an effect or
a game rule makes it <something>. If an object already is <something>, it cant become
<something> again until it first stops being <something>. Most powers that use the word
becomes are triggered powers. (See rule 5.2.6.)

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 are an exception to this and
will trigger each time the modifier is applied. (See rule 7.8.5.b.)
Behind

A support row character is behind a front row character if both are in the same column,
regardless of whether one or both are stunned.

Boost

Boost <cost>: <text> is a keyword that represents two powers. The first power functions
in any zone the card its on can be played from, and means, To play, you may pay
<cost>." The second power varies by card type.. For character cards, see rule 7.6.2.a. For
plot twist cards, see rule 7.6.2.b.

All boost costs are expressed in resource points unless noted otherwise. The phrase
"Boost<cost>: <text>" means the same thing, but <cost> will be an action, not a
number of resource points.

Build

"Build" is an action that means "put a card from your hand face down into your resource
row." Build is also the name of a phase. (See "phase" in the Glossary.)

As a players 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 rules 4.3.1 and 7.1.11.)

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. (See rule
4.3.2.)

Players cant reposition a resource unless instructed to by the game rules. (See rules 7.5.3
and 7.8.8.)

Building a resource is optional. A player must explicitly choose either not to build a
resource or to build a resource; neither one is a default assumption. Rule 4.3.1 cant be
completed without the player having specified his or her choice. (See rule 4.3.4.)

Card

A card refers to a Vs. System card in any game zone, though cards in play are usually
referred to as objects instead. Promotional 5x 7 replicas of cards are not Vs. System
cards and may not be used for tournament play.

If an effect or modifier refers to a <version> card, it is referring to a card with the


<version> version. Trait, affiliation, keyword, and class are handled in similar fashion.

Some modifiers refer to "cards" or [type] cards." Such modifiers refer to cards in all
zones.
A card in play is also an object.

Chain, The; 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.
The chain zone is a public zone. Players may not alter the order of effects or cards in the
chain zone.

Characteristic

A characteristic is a factor that a card may have associated with it. A card may have more
than one characteristic. Some characteristics indicate an objects position or orientation in
the in-play zone; some are keyword powers the object may have or may be affected by,
some of which may affect how it enters play; and some indicate its status in the current
combat.

The Vs. System includes the following characteristics: attacker, concealed, concealed
optional, DC, defender, exhausted, flight, front row, hidden, Marvel, ongoing, protected,
range, ready, reinforcement, resource, stunned, support row, team attacker, unprotected,
unique, and visible. (See rule 7.1.)

Example: You control Phantazia. She is face down in the support row of your
visible area and is not involved in combat. Phantazia has the following
characteristics: exhausted, Marvel, range, stunned, support row, unique, and
visible.

Class

Character cards may have a tab below the illustration called the class tab. Classes and
traits are written there as classtrait. (See section 2.7.)

The Vs. System includes the Mutant class.

The Vs. System includes the Energy, Mental, and Physical traits.

A class or trait indicates a card is part of a group of cards.

Example: Emma Frost, Friend or Foe reads, Discard a Mental card >>> Turn
target face-up resource you control face down. Use only once per turn. Any card
with the Mental trait may be discarded to fulfill Emma Frosts cost.

Coin Flip
Some effects may instruct you to flip a coin. To flip a coin, one player flips the coin, with
the other player calling heads or tails while the coin is in the air. Rolling a die or
another method of evenly randomizing is an acceptable alternative if no coin is available.

Concealed

Concealed is a characteristic a character or equipment card may have. A card has this
characteristic if it its hidden icon is lit and its visible icon is unlit.

Character cards with concealed enter play in the hidden area. (See rules 2.13.5.c. and
7.1.21.a.)

Equipment cards with concealed can only be recruited targeting a hidden character, and
can only be legally attached to a hidden character. (See rule 7.1.21.b.)

Cards that refer to cards with concealed refer to both cards with concealed and cards
with concealedoptional.

Example: Orb reads, Activate, discard a character card with concealed >>>
Draw a card. You can use Orbs power by activating Orb and discarding
Owlman (a concealedoptional character) to draw a card.

ConcealedOptional

ConcealedOptional is a characteristic a character or equipment cards may have. A


card has this characteristic if its hidden and visible icons are both lit.

Character cards with concealedoptional may enter play in the hidden area. (See rule
2.13.5.c.) This choice is made as part of putting the character into play. There is no
default for this choice.

Equipment cards with concealedoptional may be recruited targeting a hidden character.


(See rule 3.2.3.a.) This equipment is not put into its owners KOd pile as part of moving
a character from a visible area to a hidden area, or vice versa. (See rule 3.2.7.) This
equipment can be transferred from a visible character to a hidden character, or vice versa.
(See rule 7.8.12.) This equipment can be legally attached to a hidden character.

Considered to

Some objects have a continuous modifier that indicates a player is considered to control a
certain object. This does not give the player control over objects with the same name
controlled by other players. Neither does this satisfy additional costs that require
performing actions that use the certain object or use an object with that name. This does
satisfy conditions worded if you control <that certain object>.
Example: Boris, Personal Servant of Dr. Doom reads, Activate, put Boris on the
bottom of your deck >>> Search your deck for a plot twist card, reveal it, and put
it into your hand. Use only if you control Dr. Doom. Both Doomstadts read,
You are considered to control Dr. Doom. If you control either Doomstadt, you
can play Boriss activated power.

Example: Mystical Paralysis reads, To play, exhaust a Dr. Doom you control.
Kristoff Von Doom reads, You are considered to control Dr. Doom. You cant
exhaust Kristoff Von Doom to satisfy the additional cost of Mystical Paralysis.

Control

A player controls all cards in his or her rows in the in-play zone, plus all cards attached to
any of those cards. A player also controls any effects he or she played and any triggered
effect the source of which he or she controlled as it triggered.

Players do not control any cards that are not in the in-play zone; they own the cards that
started the game in their decks, but own is different from control.

A card or effect cant be controlled by more than one player simultaneously. Effects may
change the controller of cards in the in-play zone, causing a player to control objects or
cards he or she does not own. If a player gains control of a card or effect from a second
player the second player gains control of it as the first player loses control of it. A cards
owner cant change.

A player controls any modifiers generated by effects he or she played and any modifiers
generated by continuous powers on objects he or she controls.

An object moving from a zone belonging to a player other than its owner to a hand, deck,
removed-from-game zone, or KOd pile will always move to its owners hand, deck,
removed-from-game zone, or KOd pile.

A player also controls his or her hidden and visible areas and his or her front, support,
and resource rows, regardless of whether there are any objects in them.

Copy

"Copy" has two meanings.

A "copy of a card" is another card with the same printed name and version. (See rule
7.8.2.f.)

To "copy an effect" means to put a new effect on top of the chain that is an exact copy of
the original effect. (See rules 7.8.2.a7.8.2.e .)

Cosmic
"Cosmic" is a keyword on character cards that represents a continuous power that
functions in the in-play zone and a one-shot modifier that modifies how the character
card enters play. Cosmic and cosmic counters have special rules that apply only to them
and not to counters that have other names.

A character with cosmic enters play with a cosmic counter on it. As a character becomes
stunned, remove all cosmic counters from it. A character cant have more than one
cosmic counter on it at a time. A character that doesnt have cosmic cant have any
cosmic counters put on it. Stunned characters cant have cosmic counters. A cosmic
character that enters play stunned does not enter play with a cosmic counter.

The phrase Cosmic: <text> means, While this character has no cosmic counter on it,
<text> is inactive. If the character has a cosmic counter on it, <text> is active and
generates powers as normal; inactive text is treated as if it did not exist. A character can
also have the cosmic keyword without having any text associated with that keyword.

CosmicSurge

"CosmicSurge" is a keyword on character cards that represents a continuous power and


also a triggered power that functions in the in-play zone. (See rule 7.6.8.)

Characters with "cosmicsurge" have "cosmic" and follow all rules for characters with
cosmic, except that they do not enter play with a cosmic counterthey ignore rule
7.6.7.b. (See section 7.6.7.)

Characters with "cosmicsurge" have a triggered power that reads, "At the start of the
recovery phase each turn, put a cosmic counter on this character."

Cards that refer to cosmic characters, or to characters "with cosmic," can refer to both
characters with the cosmic keyword and characters with the cosmicsurge keyword.

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 paidhaving a cost of 0 does
not automatically play a card or an effect. If an effect or modifier looks for a cards cost,
it will use the cards printed cost.

A player cant pay a cost unless that player has the materials available to pay with.

There are several types of costs: recruit costs, threshold costs, payment costs,
replacement costs, endurance costs, resource point costs, additional costs, and costs in
resolution.
Losing endurance is never a cost. (Paying endurance leads to losing endurance, but not
vice versa.)

Crossover

Some continuous modifiers from continuous powers will instruct a player to crossover
some number of affiliations. This means that all characters that player controls, and all
character cards that player owns, that have any of those affiliations have all of those
affiliations.

Example: Above and Below reads, Ongoing: Crossover X-Men and Morlocks.
You control Above and Below. This means that all characters you control, and all
character cards you own in all zones, that have either the X-Men affiliation or the
Morlocks affiliation have both affiliations.

DC

DC is a characteristic that a card may have. A card has this characteristic if it has ever
been printed with the DC icon.

Defender

Defender is a characteristic that the defending character has. A character loses the
defender characteristic if it changes zones, changes controllers, loses the character type,
becomes stunned, or is removed from an attack.

Defends

A character defends when it gains the defender characteristic and becomes a defender.
Powers that trigger whenever a character defends or becomes a defender will trigger
only once per character that becomes a defender.

A modifier other than 6.2.1.g that gives a character the defender characteristic can be
applied to any character that meets the restrictions within the modifiers text, even if that
character could not legally be attacked by the attacker. (See rule 6.2.5.a.)

A character defends against another character when it is attacked by that character.


Powers that trigger whenever a character defends against a <description> character will
trigger once per <description> character attacking.

Different

Two or more cards are different if they are not copies of each other. (See rule 7.8.2.f.) A
card is a different version of another if they have the same name but different versions.

Direct Attack
A player may be directly attacked if that player controls no non-stunned visible
characters. When a direct attack resolves, the direct defenders endurance total is reduced
by an amount equal to the ATK of the attacking character, or by the total ATK of all
attacking characters in the case of a team attack. This is considered breakthrough.

Discard

To "discard" a card is to take a card from a players hand and place it in that players
KOd pile. This is a one-shot modifier. (See rule 7.8.17.a.) Cards can only be discarded
from a players hand, never from any other zone. (See rule 7.8.17.b.)

If a player is instructed to discard two or more cards simultaneously, those cards are
discarded one at a time. (See rule 7.8.17.c.)

Some cards have payment powers the cost of which includes discarding the card. Such
powers exist only while the card is in a players hand, as thats 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. (See
rules 5.0.2.a and 7.8.17.d.)

Draw

To "draw" a card is to take a card from the top of a players deck and place it into that
players hand. This is a one-shot modifier. Not all actions that place a card into a players
hand are draw actions. (See rule 7.8.18.a.)

If a player is instructed to draw two or more cards simultaneously, those cards are drawn
one at a time. If a modifier is revealing the top card of that players deck while this
happens, all the drawn cards are revealed, not just the first drawn and the one still on top
after all the draws. (See rule 7.8.18.b.)

Dual Loyalty

"Dual Loyalty" is a keyword that represents a continuous power that functions in any
zone a card can be recruited from. The keyword "dual loyalty" means, "Recruit this card
only if both its printed affiliations are among the affiliations of characters you control."

During

Some continuous modifiers say they apply "during <time period>," such as "<this> cant
ready during the recovery phase." Like "while," this is not a duration, and does not cause
a limitation on when the effect that makes this modifier can be played. (See rule 5.5.3.)
Rather, it means that the modifier, once created, is active only during <time period>, and
is inactive at other times; the modifier toggles on or off according to if the game is in
<time period>.
Some continuous modifiers specify that a plot twist or payment power may be played or
used "only during <time period>." These are restrictions on when the plot twist can be
played or payment power can be used.

Effect

Recruiting characters and equipment, payment and triggered powers, playing plot twist
cards, delayed triggered modifiers, and the game itself can all generate effects on the
chain. An effect can only exist on the chain. An effect that resolves or is negated leaves
the chain. Effects can create modifiers or objects as they resolve.

Energize

Energize is a keyword that represents a triggered power. It means, Whenever this


character defends, ready it.

Enters a KOd Pile

A card "enters a KOd pile" when it is put into a KOd pile from somewhere.

Enters Combat

A character "enters combat" when it attacks or defends.

A character "enters combat with a character" when it attacks that character or defends
against that character.

Enters 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. (See section 2.14.)

Epic

Plot twists with version "Epic" cant be negated by modifiers.

Equip

The event of attaching equipment to an object. As part of attaching a unique equipment to


a character, that characters controller checks the uniqueness rule. (See rule 7.4.3.)

Evasion
Evasion is a keyword that represents a payment power on a character. That payment
power reads, Stun this character >>> At the start of the recovery phase this turn, recover
this character. (See rule 7.6.5.)

Stunning a character in this way will cause its controller to take stun endurance loss. (See
section 7.8.11.b.) Since stunning the character is the cost of this power, the stunning cant
be replaced by any modifier. (See rule 5.13.5.d.)

If a character uses evasion, the character with this power is the source of the stun since it
is a cost of the characters power.

Exactly One <Something>

If a cost or modifier refers to exactly one <something>," it is specifying "one and only
one <something>."

This is different from a cost or modifier referring to a <something>, which may not
mean one and only one <something>.

Exchange

Some effects or modifiers will instruct players to exchange the positions of objects.

An effect that attempts to exchange the positions of objects will check that the objects in
the exchange still have appropriate characteristics, are still in the in-play zone, and are
still controlled by their respective controllers. If any of these are no longer true, the
exchange is not legal and will not happen.

Example: Eminent Domain reads, Choose a face-up nonTeam-Up resource you


control and one an opponent controls. Exchange the positions of those resources,
then turn them face down. You play Eminent Domain. As the effect resolves, you
must choose a resource you control that is both face-up and nonTeam-Up.
Additionally, you must choose a resource an opponent controls. If there are no
legal resources to choose for either of these choices, then the exchange will not
occur.

Exhaust

Exhaust is an event that gives an object the exhausted characteristic and takes away the
ready characteristic.

Exhausted

Exhausted is a characteristic that an object may have. Players represent objects with the
exhausted characteristic by rotating those objects 90 degrees. An object always has either
the exhausted characteristic or the ready characteristic, but never both.
First Attack or First Defense in a Turn

The phrase "your first attack this turn" means "your first attack this turn in which you
control an attacker." An attack substep in which no characters you controlled actually
became attackers during 6.2.1.d does not count against this.

The phrase "your first defense this turn" means "your first defense this turn in which you
control a defender or are defending directly." An attack substep in which no characters
you controlled actually became defenders during 6.2.1.g does not count against this.

Some modifiers say something occurs during your first attack and defense this turn.
This means during your first attack this turn, and also during your first defense this turn.

Flip

"Flip" is an action that means "to turn a location face up." 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. (See rule 3.3.2.)

Some effects may instruct you to flip a coin. (See "Coin Flip" in the Glossary.)

Free

Free is a cost a payment power may have. This is the same has having a cost of pay 0
endurance.

A few older cards were printed with the text "pay 0 endurance." These cards have all
received errata and now use the word "free."

Front Row

Front row is both a position in the in-play zone and a characteristic that a character may
have.

The front row is located in front of the support row, further away from the player whose
row it is. A character in this position has the front row characteristic.

Game Text

Game text is any non-italicized text in a text box (see rule 2.10.1). It doesnt include
flavor text or reminder text.

Hidden
Hidden is a characteristic that a character may have. (See rule 7.1.17.) A character has
the hidden characteristic while it is in a hidden area. (See rule 2.13.5.c.) A proposed
defending character must not be hidden. (See rule 6.1.3.e.) A character always has either
the hidden characteristic or the visible characteristic, but never both.

Hunter

Hunter is a keyword that represents a triggered power. It means, "When this card enters
play, choose an opposing character. That character becomes hunted by you.

Only one character can be hunted by each player at a time. As a character becomes
hunted by a player, all other characters stop being hunted by that player. A character also
stops being hunted by a player if it stops being opposed to that player. A character that
leaves play stops being hunted by all players.

Identity

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 characters name isnt followed by a diamond, its printed name
is also its identity. A characters identity is ignored when determining the uniqueness of
that character.

Characters usually have one identity, but they can gain more. Two characters share an
identity if one or more of their identities match. The matching identities need not be
printed identities.

Illuminati

The members of the Illuminati are: Black Bolt, Dr. Strange, Iron Man, Mr. Fantastic,
Professor X, and Sub-Mariner. A character with any of these names is a member of the
Illuminati regardless of its versions, identities, or additional names.

To choose two different members of the Illuminati, choose two names from the list of
members of the Illuminati, then choose two characters, each of which must have a
different one of the chosen names (regardless of any other names it has).

If a member of the Illuminati refers to different members of the Illuminati, it means


different as described above, not different from that member.

In Combat

A character is in combat while it is an attacker or a defender. A character is in combat


with another character while attacking or defending against that character. A character
defending against a team attack is in combat with each attacker. Two characters are not
in combat with each other if both are attacking.
Inactive

Text or modifiers can be either active or inactive. Inactive text does not generate powers
or keywords. Inactive modifiers are not currently modifying the game, even though they
still exist. If a modifier becomes active before its duration ends, it will resume modifying
the game in some way.

Stunned characters, equipment attached to stunned characters, and unrevealed face-down


resources have inactive text. Boost, Cosmic, and Insanity can also cause text to be
inactive. Otherwise, a cards 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; its still
printed on the card even while inactive.

Initiative

The choice of what player gets the initiative is given to a player by any random means at
the beginning of the game. The initiative is passed to the next player clockwise at the end
of each turn.

Initiative Player

The player who has the initiative.

Insanity

"Insanity" is a keyword that represents a continuous power that functions in all zones.
The phrase "Insanity: <text>" means, "<text> is active only if this card started the game
in an insane deck." This may add text inside an existing power or modifier, or it may
produce separate modifiers, depending on where the keyword appears. (See rule 7.6.15.)

A deck is "insane" if it has no more than one copy of each card. The first time each game
a player reveals a card with the insanity keyword to an opponent, the player must
announce whether or not their deck is insane. The player may announce it before this
occurs, if they wish.

Invulnerability

Invulnerability is a keyword that represents a continuous power that functions in the in-
play zone. Characters with invulnerability ignore rules 7.8.11.b and 7.8.11.c. As these
characters become stunned, they cause their controller no stun endurance loss, rather than
stun endurance loss equal to their recruit costs. (See rule 7.6.6.)

Example: Storm, Leader of the Morlocks reads, During the combat phase,
characters adjacent to Storm have invulnerability unless they are in combat. You
control Storm and Tommy, a character with evasion. Tommy is adjacent to Storm.
During the combat phase, before you propose an attack, you play Tommys
evasion. You dont take stun endurance loss, because Tommy has invulnerability.

KO

This is an event that reveals an object and then puts it into its owners KOd pile. Not all
events that put an object into a KOd pile are KO events.

Unlike other actions taken to pay costs, putting an object into a KOd pile to pay all or
part of a cost can be replaced. If such an action is replaced, that cost is still satisfied.

Replacing the action of putting an object into a KOd pile does not replace that KO event.
If a card says, KO <an object>. If you do, and the action of putting that object into a
KOd pile is replaced, the if you do is still satisfied.

Leader

Leader is a keyword on a character card. Powers that follow this keyword are leader
powers. A leader power will refer in some way to characters adjacent to the leader
character. If a leader refers to an adjacent character, its referring to a character adjacent
to itself.

Losing the Game

Modifiers from effects can cause a player to lose the game, as can having 0 or less
endurance in the wrap-up portion of the recovery phase. If a player wins the game, all
other players in the game lose the game.

A player that loses the game is removed from the game. As a player is removed from the
game, all objects 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
doesnt own revert to their last controller. Continuous modifiers from objects and effects
that player controlled are no longer applicable.

Loyalty

Loyalty is a keyword that represents a continuous power that functions in any zone the
character card can be recruited from, normally the hand zone. The keyword Loyalty
means Recruit only if you control a character that shares at least one affiliation with this
card.

LoyaltyReveal

LoyaltyReveal is a keyword that represents a continuous power that functions in any


zone a card can be recruited from. The keyword loyaltyreveal means If you dont
control a character that shares an affiliation with this card, then as an additional cost to
recruit this card, reveal a character card in your hand or resource row that shares an
affiliation with this card.

Cards that refer to cards with loyalty refer to both cards with the loyalty keyword and
cards with the loyaltyreveal keyword.

Marvel

Marvel is a characteristic that a card may have. A card has this characteristic if it has
ever been printed with the Marvel icon.

May

Modifiers whose text contains the word may have an optional portion. While resolving
the effect that creates the modifier or processing the continuous power that generates it,
the player chooses whether to do the optional portion or not. There is not a default for this
choicethe player must choose one way or the other before he or she can finish
processing this effect or power.

A replacement modifier that contains may and instead creates an optional


replacement cost; this has the normal may choice for the player with the added cost-
related restriction that you cant choose that choice unless you have the materials with
which to pay available to you. (See rule 2.3.7.a.)

Modifier

As an effect resolves off the chain, it can create one or more modifiers. There are two
types of modifiers, one-shot and continuous. (See rule sections 5.115.15.)

Move

Some effects or modifiers instruct a player to move an object. (See rule 7.8.4.) That
player picks up the object and then places the object in an empty position. (See rule 7.5.)
Moving an object to the position it was already in is legal unless otherwise specified.
These one-shot modifiers will usually have restrictions on which objects can be moved
and to which rows they can be moved. These modifiers only allow moving the object to
rows in the same area it is currently in, visible or hidden, controlled by the player being
instructed to move the object.

Example: Burn Rubber reads, "You may move target character you control." As
this effect resolves, it creates a one-shot modifier. The character is picked up and
then placed in an empty position in your front or support row. It must stay in the
same area, hidden or visible, that it was in before.

Example: Superman, Kal-El reads, "Move Superman." As this effect resolves,


Superman can only be moved to a row in the area controlled by the player who
played the effect. He must stay in the same area, hidden or visible, that he was in
before.

An effect or a modifier may instruct a player to move an object that he or she does not
control from his or her opponents rows to his or her own. As part of moving an object
from an opponents row to his or her own, a player will gain control of that object and of
any equipment attached to it.

As part of moving a character from a visible area to a hidden area or vice versa, all
equipment equipped to that character, except concealedoptional equipment, is put into
its owners KOd pile.

A player instructed to move two or more objects simultaneously picks up all those objects
and then places those objects in empty positions. That player may not place more than
one object in the same position.

Mulligan

A mulligan is a one-shot modifier. 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. Once per game, after
each player has drawn a four-card opening hand but before starting the first turn, each
player may mulligan. 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. (See rule 1.1.6.)

Must Attack If Able

Some modifiers state that a character must attack each/this turn if able or must attack
[a specified character] if able. This means that characters controller cant pass priority if
he or she could legally propose an applicable attack with that character and it hasnt
already attacked this turn. (See rules 4.7.5 and [Link].4.)

If a character is affected by one or more modifiers that say it must attack [a specified
character] if able, it can be proposed as an attacker only if such a [character] is proposed
as the defender. However, if all such proposals would be illegal, any other legal defender
can be proposed, or that character need not attack at all.

Mutant Trait

Mutant traits are traits associated with the Mutant class. There are three Mutant traits:
Energy, Mental, and Physical.

Name

A cards name appears across the top of the card. 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 characters
name isnt followed by a diamond, its printed name is also its identity. A characters
identity is ignored when determining the uniqueness of that character.

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 listed in 2.1.2.a-2.1.2.e.

Some modifiers can change the name of a card. This changes all references to that
specific card by name in its powers to use the new name. This does not change the name
in wordings like "cards named <name>," as these are referring to any card named
<name>, not to this specific card.

Some modifiers indicate that a character gains some of the powers found on a second
character. 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 <name>," as these are referring to any card named <name>, not to the
second character card.

Non-<something>

Some text refers to non-<something> as part of a description. These are referring to


things that are not <something>, and do not check whether it is also not <something
else>.

Some cards were printed with the text non-ongoing plot twist effect. These cards have
been changed to say effect from a non-ongoing plot twist. This specifically refers to an
effect from a plot twist that is not an ongoing plot twist; it is not referring to an effect that
is not itself ongoing.

Example: Fizzle reads, Negate target effect from a non-ongoing plot twist.
Dynamic Duo is an ongoing plot twist with the text Gotham Knights characters
cant be stunned while team attacking this turn, before the word ongoing.
Dynamic Duos effect is added to the chain but cant be negated by Fizzle,
because Dynamic Duo is an ongoing plot twist.

Non-Unique

"Non-Unique" is a version that a character or location may have. Cards with version
"non-unique" dont have the unique characteristic. (See rule 7.1.15.)

Number

The Vs. System uses only positive whole numbers and 0 as numbers. If asked to
choose a number, you cant choose a negative number, fractional number, imaginary
number, non-integer, non-whole number, or infinity.
Negative numbers in the Vs. System are used only for purposes of raising or lowering
values. Negative endurance totals are an exception in two ways: (See section 1.4.)

While comparing endurance totals, negative totals are not treated as 0.

If a players endurance total "becomes equal to" or "switches with" another players
negative endurance total, that other players total is not treated as 0.

Object

An object is a Vs. System card in the in-play zone. An object is still a card. A face-up
object can be referenced by its name.

An unrevealed face-down resource cant have any characteristics, text, icons, and so on,
other than the resource, ready, or exhausted characteristics.

A revealed face-down resource has all of its characteristics, except that it cant have the
object types location, equipment, character, or plot twist. It only has the object
type resource. In addition, it cant have any powers except continuous powers, and
payment powers that are usable only while it is revealed. It can still be seen to be a
character card, equipment card, and so on.

A face-down character in the front or support row has its usual name and characteristics,
except that text in its text box is inactive, meaning that it is treated as though it did not
exist. The text in the text box of an equipment attached to a face-down character is also
inactive.

Opposing

An opposing card or effect is one controlled by an opponent. An opposing player is an


opponent.

Own

At the start of a game, a player is considered to own all cards in his or her deck zone. No
effect can override ownership. If an object changes zones to a deck, hand, removed-from-
game zone, or KOd pile, it goes to the appropriate zone of its owner.

Some modifiers refer to cards a player "owns." Such modifiers are referring to cards that
player owns in all zones. (See rule 5.11.2.a.)

Pay X ATK/DEF

Some payment powers have a cost of "Pay X ATK this turn" or "Pay X DEF this turn"
where X is a numeric value. (See rule 2.3.6.d.) These costs cant be paid unless the
character with this power has at least that amount of ATK or DEF. (See rule 2.3.3.)
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.

Phase

The game has four phases: draw, build, combat, recovery. Players share the phases of
each turn. Some phases have steps associated with them.

Play

To play something means to go through rules 5.5.1.a to 5.5.1.f. This is different from
putting something into play, which usually happens through a recruit effect resolving or a
one-shot modifier.

Position

Position denotes a unique space that an object may occupy in the in-play zone. (See
rule 7.5.) Several characteristics denote what position an object is currently in.

Power-up

Power-up is a keyword that represents a specific game event. To power-up an attacker


or defender you control is to give it +1 ATK/+1 DEF this attack. The modifiers from
multiple power-ups are cumulative. The modifier is a power-up modifier, but,
becoming powered-up is the act of applying the modifier. This is a continuous modifier
with the duration this attack. Characters you dont control cant become powered-up by
modifiers you control. (See rule 7.8.5.e.)

Effects that trigger off a character becoming powered-up will trigger each time the
modifier is applied. This is different from how most effects that trigger off something
becoming something work. (See rule 5.2.6.)

A 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
5.7.1.b.)

A power-up effect is any effect whose modifier could power-up a character.

Some cards state that certain characters cant become powered-up. Because becoming
powered-up is treated specially (see rule 7.8.5.b), this phrase has a special meaning: If a
character has such a cant become powered-up modifier affecting it, any power-up
modifier that would be applied to that character is not created. Subsequently removing
the cant become powered-up modifier will not reverse this.
Press

"Press" is a keyword on character cards that represents a triggered power which functions
from the chain. The keyword "press" means, "When you recruit this card, your next
character costs 1 less to recruit this turn for each press card you recruited this turn, but no
less than 1." (See rule 7.6.12.)

Press cant reduce additional costs, because cost reductions are applied before additional
costs are added. Press is applied after all other cost reductions. (See rule 5.5.1.d.)

Primary Player

The primary player is the player whose step it is, if players are in a step or a substep. If
players are not in a specific step or a substep, then the player who has initiative this turn
is the primary player.

Printed

A cards printed information is exactly what is printed on the card, only taking into
account changes to a cards text that appear in the Official Card Reference. (See rule
1.0.3.) Any time an effect or modifier looks for a cards "printed" information, it looks
only at what physically appears on that card, ignoring what the card may have gained or
lost due to modifiers, or its text being active or inactive.

If an effect or modifier does not specify that it looks for "printed" information, it will find
the cards current information, which includes what the card may have gained or lost due
to modifiers, or its text being active or inactive, which may differ from what is printed.

Priority

A players option to take a new action is called priority. When 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 isnt passing
in succession. (See rule 2.13.6 for information on the chain.) To progress to the next
phase, step, or substep, follow rules 2.16.2.a2.16.2.e.

No player has priority while taking an action, resolving an effect, or playing an effect.

Protected
Protected is a characteristic that a character may have. A character is protected while it
is in a support row and there is a non-stunned character in the front row that shares a
column with it. Stunned characters cant be protected.

Protecting

A character is protecting another character if it is directly in front of the other character,


both are controlled by the same player, and neither character has the stunned
characteristic.

Rally

To "rally for a <description> card", reveal the top card of your deck. If it matches
<description>, put it into your hand. Otherwise, put it on the bottom of your deck. The
rally was successful if that card matched <description>. (See rule 7.8.19.)

To rally for a "card of your choice", you must choose before revealing that card.

Ready

Ready is both an event and a characteristic. The event consists of removing the
exhausted characteristic from a character and giving it the ready characteristic.

An object with this characteristic is positioned upright to denote having it. An object
always has either the ready characteristic or the exhausted characteristic, but never both.

Recover

Recover is an event that takes away the stunned characteristic. The character is turned
face up and retains the exhausted characteristic. Non-stunned characters cant be
recovered. (See rule 7.8.6.b.)

Recruit

To recruit a character or equipment means to announce it, put it on the chain, and pay its
costs.

Recruit onto

To recruit an equipment onto a character means to play a recruit effect for that equipment
with that character as its target.

Reinforcement

Reinforcement is a characteristic that a character may have. Characters attacking a


character with reinforcement cant cause breakthrough.
Defending players may play a reinforcement game-based effect following the rules
outlined in rule 7.8.7.b.

A character has reinforced another character if the first was exhausted to play a
reinforcement game-based effect targeting the second, and the effect has resolved giving
the second reinforcement. (See rule 5.7.1.c.)

Remains

Some activated effects create a modifier that does something "while <card name>
remains exhausted." <Card name> has not remained exhausted if it readied between the
time the activated effect was played and resolved. If it did, the modifier is not created.
(See rule 5.13.1.b.)

Replace

Replace is an event that is done to a resource. To replace a resource, its controller


reveals it, then KOs it. Then, if he or she did, that player puts the top card of his or her
deck face down into his or her resource row where the KOd resource was. That player
may look at that card once its in the resource row. (See rule 2.13.5.h.)

Some modifiers instruct a player to replace more than one resource simultaneously. All of
the resources are chosen and then KOd. Then for each resource he or she KOd, that
player puts the top card of his or her deck face down into his or her resource row where
the KOd resource was. That player may look at each of those cards once it is in the
resource row. (See rule 2.13.5.h.)

Some modifiers look to see if a resource was replaced. A resource has been replaced if an
event has instructed a player to replace a resource, and as a result, that player has KOd a
resource and put the top card of his or her deck face down into his or her resource row
where the KOd resource was.

A cost that includes replacing some number of resources cant be paid by a player that
does not have at least that number of cards in his or her deck.

Replacement Modifier

Modifiers that use both "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.

Reservist

Reservist is a keyword that represents a continuous power that functions in the resource
row of the in-play zone.

Character cards are always face down in the resource row, but they may be revealed any
time their controller has priority. (See rules 7.1.11.f and 7.8.9.c.) Revealing a reservist
character card allows a player to recruit the card from the resource row.

If a player recruits a reservist character card from his or her resource row, that player may
put a card from his or her hand face down into his or her resource row where the reservist
character card was as part of putting the reservist card onto the chain. (See rule 5.5.1.)

A player recruits a reservist character card by following the applicable steps for playing
effects, with the exception mentioned in 7.6.11.b. (See section 5.5.)

Resource

Resource is a characteristic that an object in the resource row has. Resources generate
resource points and are used for threshold cost checks. Objects with this characteristic are
referred to as resources. (See rule 7.1.11.)

An unrevealed face-down resource cant have any characteristics, text, icons, and so on,
other than the resource, ready, or exhausted characteristics.

A revealed face-down resource has all of its characteristics, except that it cant have the
object types location, equipment, character, or plot twist. It only has the object
type resource. In addition, it cant have any powers except continuous powers, and
payment powers that are usable only while it is revealed. It can still be seen to be a
character card, equipment card, and so on.

Resource Points

Resource points are used to pay recruit costs. A player generates resource points at the
start of his or her recruit step and loses all unused resource points at the end of his or her
recruit step. There is no penalty associated with losing resource points.

Resource Row

The resource row is where a player builds resources. It is the first row directly in front of
the player and is behind his or her support row.

Reveal
This is an event that makes public a specified card or zone. The duration of the reveal is
determined by the effect creating the reveal event.

A player may not reveal a face-down resource he or she does not control. A player may
satisfy a cost of revealing a card by revealing a card that is already revealed. A revealed
face-down resource will have its continuous powers, and any payment powers that are
usable only while it is revealed, but no other powers. (See rules 7.1.11.f and 7.8.9.c.)

A revealed face-down resource has its normal characteristics, other than object type,
while its revealed, but is still just a resource object. For example, it does not
momentarily become a character while revealed, even though it may be a character card.

Revealing a card does not, by itself, interrupt passing in succession.

Row

A row is a section of the in-play zone. Each player controls three rows in the in-play zone
front, support, and resourcestretching left to right across his or her half of the in-play
zone. A players resource row is the row closest to him or her. A players front row is the
row furthest from that player on his or her side of the in-play zone. A players support
row is between his or her front row and resource row.

Search

Some effects require a player to search for cards in a zone. The zone required for the
search is denoted by the effect. The card or cards being searched for are denoted by the
effect. A player may fail to find, either by choice or absence, any <description> card or
cards that he or she is instructed to find by the effect in a non-public zone. (See rule
7.8.10.) If the player is instructed to search for "a card", that player must retrieve a card if
the zone is not empty. If the player is instructed to search for a <description> card in a
public zone, that player must retrieve a <description> card if one exists in that zone. Any
time a player searches a deck, the owner of the deck will shuffle it afterwards. (See rule
2.13.2.d.)

Share

Effects, play restrictions, and game rules may check if a card shares a characteristic, a
value, or an affiliation with another card. A card shares a <something> or an
<something> with another card if it shares at least one <something> with it. A card
shares its own characteristics with itself. A card that does not have a certain characteristic,
value, or affiliation cant share it with any card, including itself. A group of no cards cant
share anything.

Shift
"Shift" is a keyword that represents three powers. Payment effects from these powers
cant be negated by players:

Pay 1 or more resource points >>> Remove this card from the game shifted with that
many shift counters. Use only if this card is in your hand.

Pay 1 resource point >>> Put a shift counter on this card. Use only if this card is shifted.

Remove X shift counters >>> Shift this card into play if you control X or more resources,
where X is its cost. Use only during your recruit step.

A card is shifted if it was removed from the game shifted and has since remained in
that RFG zone. While shifted, a card gains the shift keyword if it doesnt already have it.
A shifted card cant have shift counters in excess of its cost. A card that isnt shifted cant
have any shift counters on it. Shifting a card into play invokes the uniqueness rule.

Step

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.

Stun

This is an event that gives a character the stunned characteristic. This event consists of
turning a character face down and giving it the exhausted characteristic. As this occurs,
the characters controller also loses endurance equal to the characters recruit cost. The
latter is referred to as stun endurance loss.

Stunned

Stunned is a characteristic. Stunned characters can have many of the same


characteristics as non-stunned characters, but the text box on a stunned character is
treated as though it does not exist. Players represent stunned characters by turning them
face down and exhausting them.
Stunned characters cant attack or be attacked. Stunned characters lose and cant have the
attacker, defender, team attacker, or protected characteristics. Stunned characters
are unprotected and cant be protected. The text in the text box of an equipment attached
to a stunned character is inactive, as is the text in the text box of the stunned character
itself. As a character becomes stunned, it becomes exhausted. Stunned characters cant be
readied. While a character is stunned, its willpower becomes 0. Stunned characters cant
gain or lose willpower. (See rule 2.11.3.a.) While a character is stunned, it loses and cant
have any powers or keywords. (See rule 7.1.12.f.) Powers on objects that trigger off them
leaving play are an exception to this. (See rule 5.2.4.) Because a stunned character has
inactive text and no powers or keywords, it cant be a <keyword> card.

Substitute

"Substitute" is a keyword on character cards that represents a payment power that


functions in the hand. The keyword "substitute" means, "Reveal this card >>> You may
remove from the game a ready character you control with cost greater than or equal to the
cost of this card. If you do, put this card into play. Use only if this card is in your hand
and only during your recruit step." (See rule 7.6.14.a.)

The revealed card goes onto the chain with this effect. If the effect leaves the chain before
resolving, or if the modifiers controller does not remove an appropriate character from
the game, the revealed card goes back to its owners hand. (See rule 7.8.9.d.)

To "substitute" a character is to put it into play through a substitute effect.

Support Row

Support row is both a position in the in-play zone and a characteristic that a character
may have.

The support row is located in front of the resource row and behind the front row. A
character in this position has the support row characteristic.

Swap Clause

Some effects have a swap clause. These clauses use the word "instead" without also using
the word "would." (See rule 5.8.2.j.) They are neither replacement modifiers nor
replacement costs. They are swapping one action for another under certain circumstances,
and are written "<action>. If <condition>, instead, <other action>." This is the same as
"If <condition>, <other action>. Otherwise, <action>." (See rule 5.8.2.f.)

Switch

Some effects or modifiers will instruct players to switch two numeric values in the game.
An effect attempting to switch numeric values will modify those values by either adding
to them or subtracting from them.

Tag

Tags are versions or keywords that identify groups of cards. There are no rules to learn
for them.

The following tag keywords identify cards with similar powers: Ally, Backup, and
Vengeance.

Target

A targeted card or player is a legal target for an effect if the requirements for that card or
player to be chosen as a target are met. The legality of an effects targets is checked on
announcement and again on resolution. A card that has changed zones between the
announcement of the effect and the effects attempt to resolve is no longer the same card,
so it is no longer a legal target. If the card or player cant be the target of the effect as the
effect attempts to resolve, it is no longer a legal target. A targeted effect whose targets are
all illegal on resolution is negated rather than resolving.

An effect is targeted if it uses the word target in its text or if it is an equipment recruit
effect. An effect that does not use the word target in its text and is not an equipment
recruit effect is not targeted.

Targeting

An effect is "targeting" an object or card if it is on the chain with that object or card as the
target.

A card is "targeting" another card if the first is representing a recruit effect on the chain
with the second as the target.

Example: Batmobile, Burn Rubber reads, "While targeting or equipped to


Batman, Batmobile has concealedoptional. <p> Free >>> Move target
Gotham Knights character you control to your support row. It has reinforcement
this turn. Use only once per turn." You control a non-Batman character with
Batmobile attached. If you play the payment power with Batman as its target,
Batmobile does not have concealedoptional; it isnt "targeting Batman"
because a card only targets while its a recruit effect on the chain. The effect,
however, would be targeting Batman. If Batmobile were instead on the chain with
Batman as its target, then it would have concealedoptional.

Team Attack
A team attack is an attack in which one or more characters have gained the team attacker
characteristic. If all of those characters later lose this characteristic during the same attack
substep, the attack is still a team attack.

Team Attacker

"Team attacker" is a characteristic that a character has while attacking during a team
attack. Removing all other team attackers from the team attack does not remove the team
attacker characteristic from a character. A character loses the team attacker characteristic
if it changes zones, changes controllers, loses the character type, becomes stunned, or is
removed from an attack. Modifiers that cause a character to become an attacker during a
team attack also cause that character to gain the team attacker characteristic.

Team Attacking With

A character is team attacking with another character if both are team attacking at the
same time.

Team Attacks

A character "team attacks" whenever it "becomes a team attacker." The two terms mean
the same thing. However, if a character "cant team attack," it means only that it cant be
proposed as a team attacker. (See rules 6.1.2 and 6.1.5.) It can still become a team
attacker through modifiers. Such modifiers can be applied to any character that meets the
restrictions within the modifiers text, even if that character could not legally team attack
the defender. (See rule 6.2.4.a.)

Terraform

"Terraform" is a keyword on cards that represents a payment power that functions in the
hand. The keyword "terraform" means, "Reveal this card >>> You may return a face-
down resource you control to its owners hand. If you do, put this card face-down into
your resource row. Use only if this card is in your hand and only during your recruit
step." (See rule 7.6.13.)

The revealed card goes onto the chain with this effect. If the effect leaves the chain before
resolving, or if the modifiers controller does not return a face-down resource to his or
her hand, the revealed card goes back to it owners hand. (See rule 7.8.9.d.)

That <Something>, The <Something>

An effect or modifier that refers to that <something> or the <something> is referring


to the most recent card, player, or object described by <something> mentioned in the
game text. If somehow there are two or more <somethings> that qualify, the controller of
the effect or modifier chooses one to be referred to. That card, player, or object is still the
card, player, or object referred to even if its description has changed since the previous
reference so that <something> does not currently describe it.

Example: Search and Destroy reads, Stun target character with cost 3 or less.
That characters controller reveals his hand and discards all character cards that
share a name with that character. 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. A player
is team attacking with Tim Drake and Dawn Granger <> Dove. Another player
plays Search and Destroy on Tim Drake. Tim Drakes controller replaces his stun
with stunning Dawn Granger <> Dove. Even though Dawn Granger <> Dove
was the character actually stunned, all character cards of the same name still
refers to Tim Drake.

Example: Anarchist, Tike Alicar reads, Whenever a character becomes stunned


by an attacker or defender while Anarchist is team attacking, KO that stunned
character. Children of the Atom reads, Recover target stunned X-Men
character. Anarchist and Battering Ram team attack and stun Cyclops in
combat. With Anarchists effect on the chain, Cyclopss controller plays Children
of the Atom on Cyclops. Recovering Cyclops removes the stunned characteristic,
but that does not mean that KO that stunned character becomes meaningless.
Rather, it is referring to the character that was stunned the last time the cards
text referred to it.

Trait

Each class has several traits associated with it. (Also see Class in the Glossary.)

The Vs. System includes the Energy, Mental, and Physical traits.

Transfer

Transferring is a one-shot modifier that allows equipment to become unattached from one
object and attached to another object.

As part of transferring equipment from one object to another, its controller must check
whether it is legal to attach the equipment to the object to which he or she is transferring
the equipment. The object must be of type character and the object must not have the
stunned characteristic. The object must not already have its maximum allowed number of
equipment equipped to it. A player may not transfer equipment from a character with the
stunned characteristic. A player may not transfer equipment to a character he or she does
not control. A player may not transfer equipment to a character that does not meet all of
the restrictions the equipment has concerning what it may be attached to. Modifiers cant
transfer equipment from a visible character to a hidden character, or vice versa, unless
that equipment has concealedoptional, but only if it will also have concealedoptional
on the character it is being transferred to. (See rule 7.1.22.b.)
Transferring equipment does not re-recruit it.

Transferring an equipment to a different character changes its timestamp. (See rule


5.15.5.)

If a player is instructed to transfer equipment another player controls onto a character that
the first player controls, the first player becomes the controller of the equipment as part of
transferring it.

If a player is instructed to transfer more than one equipment to a character, those


equipment are transferred one at a time. Before that player transfers each equipment, he
or she must check whether it is legal to attach that equipment to that character at that
time.

Transferring a unique equipment to a different character causes uniqueness to be checked


for that equipment.

Transferable

Transferable is a keyword that some equipment have. Transferable cards have the
following triggered power: At the start of your formation step, you may transfer this
card.

This effect is added to the chain after you finish rearranging your characters.

Turn

A Vs. System game is composed of turns. Each turn has four phases: draw, build,
combat, and recovery. After all phases of a turn are completed, players play another turn.
This process repeats until one player wins the game. Both players play during every turn.
Some phases have steps in them; each player gets to take his or her own copy of each step
in a phase, starting with the initiative player. (See section 4.)

Type

A type is a description of something associated with a card, object, or other game term.

Cards in the Vs. System have one of four types: character card, equipment card, plot
twist card, or location card. (See rules 2.52.6 and section 3.)

Objects have one or more of the types character, location, equipment, plot twist,
or resource. (See rule 2.13.5.b.) A <type> object is also called a <type>.

Effects can have one or more of the types activated, game-based, recruit,
payment, power-up, or triggered.
Powers have one of the three types triggered, payment, or continuous; payment
powers may also have the type activated. (See rule 5.0.3.)

In addition, some effects are described as "<card type> effects" or "effects from a <card
type>." This means the source of the effect was a <card type> card, but not necessarily a
<card type> object. Some powers are described as "<card type> powers." This means the
power exists on a <card type> card, but not necessarily on a <card type> object. A
triggered effect from a delayed triggered modifier is never a <card type> effect,
regardless of the source of that modifier. (See rule 5.13.4.b.)

Modifiers have one of the two types one-shot or continuous. Continuous modifiers
may also have the type delayed triggered. (See sections 5.115.13.)

Costs have one of the types recruit, threshold, resolution, additional,


replacement, or payment; resolution or payment costs may also have the types
endurance or resource point, while recruit costs are also always resource point costs,
and threshold costs are never either endurance or resource point costs.

Unaffiliated

A character that has no affiliations is unaffiliated. "Unaffiliated" is not itself an affiliation.

Unique

Location cards, character cards, and equipment cards may have the unique characteristic.
Locations and non-Army characters default to being unique; equipment and Army
characters default to being not unique. As part of resolving a recruit or substitute effect
for a unique character, shifting a unique character into play, flipping a unique location
face up, or attaching a unique equipment to a character, its controller puts each other
unique object he or she controls with the same name as that unique card into its owners
KOd pile. Uniqueness is not checked at any other time. (See section 7.4.) Unique
equipment has the version "unique," which gives it the unique characteristic. (See rule
2.2.8.)

Unless

Some modifiers use the phrase, <Perform action> unless <player> <performs a second
action>. This is the same as, <Player> may <perform the second action>. If he or she
does not, <perform the first action>. As with any modifier that contains the text may,
performing the second action is optional, but there is no default. The player must choose
whether or not to do the optional second action before he or she can finish processing this
modifier.
Example: Brother Blood reads, Whenever Brother Blood stuns a character, KO
that character unless its controller discards two cards. On resolution of this
effect, the stunned characters controller may discard two cards from his or her
hand. If he or she does not, the effects modifier KOs that character.

Other uses of "unless," as in "<Perform action> unless <condition>," use the usual
English meaning of "If <condition is not true>, then <perform the action>." These do not
involve an optional second action; both simply check whether the condition is currently
true, to see if the <action> will be performed.

Unprotected

Unprotected is a characteristic. A character in play in the front row or in the support


row with no character directly in front of it has the unprotected characteristic. Stunned
characters always have the unprotected characteristic.

Up To

Some text may ask a player to choose up to <number> of something. That player may
choose any number from 0 to <number>, inclusive. For example, up to two target
characters means the player can choose zero, one, or two target characters for this plot
twist or power.

Vengeance

Vengeance is a tag keyword on character cards. Each vengeance card has a triggered
power that triggers, "Whenever <character name> becomes stunned." (See rule 7.7.4.)

Version

The text appearing immediately below the name of a card is the version of that card. (See
section 2.2.)

A card with two versions (AB) has the "same version" as another card with versions AB,
but a "different version" than a card with versions AC or a card with only version A.
However, all four cards "share" version A.

Visible

Visible is a characteristic that a character may have. (See rule 7.1.18.) A character has
the visible characteristic while it is in a visible area. (See rule 2.13.5.c.) A character cant
have both the hidden and visible characteristics simultaneously, but will always have one
or the other.

Vs. System
The Vs. System is a TCG engine that encompasses multiple comic book genre games,
including DC and Marvel. All games produced using this engine are one hundred percent
compatible with each other and with these rules.

While

Some continuous modifiers read, "While <condition>, <modifier>," or, "<modifier>


while <condition>." This is not a duration and does not cause a limitation on when the
effect that makes this modifier can be played. (See rule 5.5.3.) Rather, it means that the
modifier is active only while <condition> is true and is inactive while <condition> is
false. (See rule 5.13.1.a.) The modifier may turn on or off repeatedly if whether
<condition> is true keeps changing.

Willpower

Each character in the Vs. System has a willpower value. Characters with the keyword
Willpower followed by a number have printed willpower equal to that number.
Characters without this keyword have willpower 0. While a character is stunned, its
willpower becomes 0. Stunned characters cant gain or lose willpower.

Word

Some modifiers look for a card with the word <text> on some part of it. <Text> on
such a part of a card only matches if its a whole word.

Example: Rick Jones, Monsters Best Friend reads, "[Activate] >>> Rally for a card
with the word "Hulk" in its name or game text." Hulking, Hulkbuster Armor, and She-
Hulk are all unsuccessful rallies for this power.

Example: At Your Service reads, "Search your deck for a card with the word "Batman" in
its name, identity, or game text. Reveal that card and put it into your hand." You may
retrieve a copy of Superman/Batman Robot or At Your Service in your deck with it.

You

You refers to the controller of the object that created the effect on the chain for
payment and triggered powers, and the controller of the object that is creating a
continuous modifier for continuous powers. The word you does not denote a target;
only the word target denotes a target, whether on a card or in a rule.

Zone

There are six zones in the Vs. System: deck, hand, in-play, chain, KOd pile, and
removed-from-game. Each is also referred to without the word zone; for example, a
players deck zone is also called the players deck.
Credits

Vs. System TCG lead game designer: Mike Hummel

Rules team: Paul Ross (lead), Dave DeLaney, David Harris, Edwin Teh

Additional rules development: Eric Bess, Alex Charsky, Chad Daniel, Shawn Doherty,
Jeff Donais, Scott Elliott, Tay Howland, Mike Hummel, David Humpherys, Matt Hyra,
Danny Mandel, Frank Oquendo, Eric Tice, Mitchell Waldbauer, Andrew Yip

Editing: Cate Gary (lead), Kate Sullivan

Contacts

For general questions regarding UDE programs, please contact the appropriate office:

North America and other unlisted territories:

Upper Deck Entertainment


5909 Sea Otter Place
Carlsbad CA 92008

Tel.: (800) 873-7332


Fax: (800) 366-6302
Email: ude@[Link]

Europe:

Upper Deck Entertainment


Flevolaan 70
1382 JZ Weesp
The Netherlands

Email: tournaments@[Link]

For rules questions, please email ude@[Link].


For specific judge certification questions, please email judge@[Link].
DC Comics characters and related elements are trademarks of and DC Comics.
(s06)

Marvel characters and the distinctive likenesses thereof are Trademarks of Marvel Characters, Inc. and are used with permission.
Copyright 2006 Marvel Characters, Inc. All rights reserved. [Link]. (800) 217-9158

Super Hero(es) and Super Villain(s) are co-owned registered trademarks.

2006 UDC. 985 Trade Drive, North Las Vegas, NV 89030. All rights reserved. Printed in the USA. Upper Deck Europe BV,
Flevolaan 15, 1382 JX Weesp, The Netherlands. All rights reserved.

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