Marvel Champions: Mini-Series Rules

Download as pdf or txt
Download as pdf or txt
You are on page 1of 3

Marvel Champions: Mini-Series rules

A mini-series provides a way to link multiple games of Marvel Champions together in a brief campaign.
A mini-series comprises four scenarios of increasing difficulty, and can be played with any existing Marvel
Champions content. The Rise of Red Skull expansion is recommended, but not necessary with some small
tweaks (see Modifications below).

Mini-Series Setup:
1. Each player chooses the hero they wish to play with. Players can modify their decks in between
scenarios, but must use the same hero for the entire campaign.
2. Randomly select a Tier 1 scenario (see Scenario Tiers below), and randomly select modular sets to use
with that scenario (or choose which modular sets to use).
3. Record each player’s chosen hero and the first scenario in the campaign log (given at the end of this
document).
4. Record a handicap of zero in the campaign log for the first scenario.

Scenario Setup: Add the following steps to the setup for each scenario, after resolving player Setup abilities:
1. Check the campaign log for any villain attachments recorded for previous scenarios, and attach each
card listed to the villain.
2. Each player searches their deck, hand, and discard pile for supports and/or upgrades with total printed
cost(s) less than or equal to the handicap for the current scenario, and puts them into play. Cards with 0
printed cost cannot be put into play this way.

IMPORTANT: During a scenario, if an attachment refers to a villain by name, instead treat the attachment as
referring to “the villain”.

Victory: After winning a scenario (other than the fourth scenario), do the following:
1. Add the topmost villain attachment in the encounter discard pile to the campaign log for the just-played
scenario. (A villain attachment is an attachment encounter card that can attach to the villain.) If none are
in the discard pile, discard cards from the encounter deck until one is discarded, and add that card to the
campaign log. If no villain attachments were discarded this way, randomly add a villain attachment
currently in play to the campaign log.
2. Randomly select a new scenario from a tier one higher than the just-played scenario. Randomly select
the modular sets for that scenario (or choose which modular sets to use), and record the new scenario in
the campaign log.
3. After the first scenario, each player may choose one of the Tech upgrades from the Hydra Campaign set
and add it to their deck in the campaign log.
4. After the second scenario, each player may choose one of the “Basic” Condition upgrades from the
Hydra Campaign set and add it to their deck in the campaign log.
5. After the third scenario, each player may flip their “Basic” Condition upgrade to its “Improved” side.
6. Record a handicap of zero in the campaign log for the next scenario.

Defeat: After losing a scenario, increase the handicap for the current scenario by one in the campaign log, and
replay the scenario.

End of Campaign: Once you win the final scenario, you have completed the campaign. Your final score is the
total handicap of all four scenarios (lower is better).
Modifications

There are a number of modifications you can make to the mini-series structure to change its difficulty or pace.

Expert Mode: At the end of each scenario, record each player's remaining health. At the beginning of a
scenario, set each player's health to the amount recorded in the campaign log; each player can choose to heal to
full health, but must add a random obligation from the Expert Hydra Campaign set to their deck. Additionally,
when playing in Expert mode, do not increase your handicap when you lose a scenario.

Ironman Mode: If you lose a scenario, you have lost the campaign, and must replay the entire mini-series
starting at the first scenario. Play the same scenarios that were recorded in the campaign log to restart the
campaign.

Increased Momentum: Instead of replaying a scenario when you lose, follow the "Victory" instructions for the
scenario, and increase your handicap by one for the next scenario. When you win a scenario, set your handicap
for the next scenario to one less than your current handicap.

Rise of Red Skull Substitutions: If you do not have the Rise of Red Skull expansion, make the following
changes to the campaign:
• After completing the first scenario, record an upgrade or support that costs 1 or less to the campaign log
as the “Tech” upgrade.
• After completing the second scenario, replace the previously recorded “Tech” upgrade with an upgrade
or support that costs 2 or less in the campaign log.
• After completing the third scenario, replace the previously recorded “Tech” upgrade with an upgrade or
support that costs 3 or less in the campaign log.
• During the mini-series, the “Tech” upgrade recorded in the campaign log gains the keyword Setup (it
begins the game in play).
• If playing on Expert mode, instead of adding an obligation to your deck to heal your identity, you may
deal yourself an encounter card to heal 3 points of damage, as many times as necessary.

Scenario Tiers

Tier 1 Scenarios Tier 2 Scenarios Tier 3 Scenarios Tier 4 Scenarios


Risky Business Rhino Klaw Ultron
Wrecking Crew Crossbones Mutagen Formula Red Skull
Absorbing Man Taskmaster Zola Kang
mini-series campaign log

Player 1’s Identity: Player 2’s Identity: Player 3’s Identity: Player 4’s Identity:

Remaining HP: Remaining HP: Remaining HP: Remaining HP:


Obligations: Obligations: Obligations: Obligations:

Tech Upgrade: Tech Upgrade: Tech Upgrade: Tech Upgrade:

Basic Upgrade: Basic Upgrade: Basic Upgrade: Basic Upgrade:

Scenario 1: Scenario 2: Scenario 3: Scenario 4:

Modular Set(s): Modular Set(s): Modular Set(s): Modular Set(s):

Handicap: Handicap: Handicap: Handicap:


Attachment: Attachment: Attachment:

You might also like