Marvel Champions: The Card Game
At a glance
Rules overview
English version of our rules overview, translated from the Chinese original (cunlema). The Chinese page is the source of record.
Game Overview
Marvel Champions: The Card Game is a cooperative living card game in which players take on the roles of iconic Marvel heroes working together to defeat a villain and prevent their nefarious schemes from coming to fruition. Each round is divided into a player phase, where players play cards and use their hero's powers, and a villain phase, where the villain attacks, schemes, and reveals encounter cards. Players win by defeating all stages of the villain before the villain completes the final stage of the main scheme.
Core Mechanisms: Card play with resource costs, hero/alter-ego form flipping, exhausting cards to take actions, boost cards modifying villain activations, and a shared villain phase driving the scenario's escalating threat.
1. Game Components
| Component | Quantity/Description |
|---|---|
| Identity Card | Double-sided card representing a player's hero on one side and alter-ego on the other |
| Player Deck | Cards owned by a player (allies, events, upgrades, supports, resources) |
| Ally Cards | Player card type representing friends, supporters, or companions; maximum of three allies in play per player |
| Event Cards | Player card type played for instantaneous effects; discarded after resolving |
| Upgrade Cards | Player card type that remains in play until removed by an ability |
| Support Cards | Player card type that remains in play until removed by an ability |
| Resource Cards | Card type used to pay costs |
| Villain Card(s) | Enemy card representing the scenario's primary antagonist; has hit point dial, ATK and SCH values |
| Minion Cards | Encounter card type representing the villain's supporters |
| Main Scheme Card(s) | Encounter card type representing the villain's primary objective; has target threat value and acceleration field |
| Side Scheme Cards | Encounter card type with threat, crisis/hazard/acceleration icons |
| Treachery Cards | Encounter card type that resolves when revealed |
| Attachment Cards | Encounter card type that attaches to another card or game element |
| Environment Cards | Encounter card type that creates overarching rules for the scenario |
| Obligation Cards | Encounter card type associated with a specific identity; shuffled into encounter deck during setup |
| Nemesis Set | Cards associated with each identity, set aside out of play at the start of the game |
| Encounter Deck | Deck of encounter cards controlled by the scenario |
| Hit Point Dial | Tracks damage on hero/alter-ego and villain |
| Damage Tokens | Track damage on allies and minions |
| Threat Tokens | Track threat on schemes |
| Acceleration Tokens | Increase threat placed on main scheme during villain phase step one |
| Status Cards | Confused, stunned, tough, and other status effects |
| All-Purpose Counters | Track various game states; used for "Uses (X)" keyword counters |
| First Player Token | Indicates which player is first player for the round |
There is no limit to the number of threat tokens, damage tokens, acceleration tokens, status cards, or all-purpose counters that can be in the game at a given time. If players run out of provided tokens, other tokens, counters, or coins may be used.
2. Game Setup
- Each player selects an identity and builds their player deck according to deck customization rules.
- Each player sets aside the cards from their associated nemesis set, out of play.
- Each identity's associated obligation card(s) are shuffled into the encounter deck during setup.
- Each player begins the game in alter-ego form (their identity card's alter-ego side face up).
- A first player is determined by the players at the beginning of the game; the first player token is placed accordingly.
- The scenario's villain deck and main scheme deck are set up, with the top card of each in play.
- Player card abilities cannot resolve during game setup, unless prefaced by a "Setup" timing trigger.
3. Game Flow
A game round proceeds as follows:
- Player phase begins.
- Each player takes a turn (in player order, starting with the first player).
- Player phase ends:
- In player order, each player may discard any number of cards from hand, and must discard down to hand size if they have more cards than hand size.
- Each player simultaneously draws up to their hand size.
- Each player simultaneously readies all of their cards. - Villain phase begins.
- Place threat on main scheme: During step one of the villain phase, place the amount of threat indicated in the main scheme's acceleration field (bottom-right corner) on that scheme. This value is modified by all active acceleration tokens and icons.
- Villain and minions activate: During step two of the villain phase, the villain activates once per player. If the player resolving the activation is in hero form, the villain attacks. If the player is in alter-ego form, the villain schemes. Engaged minions activate (one minion at a time) after the villain activates, attacking if the engaged player is in hero form or scheming if in alter-ego form.
- Deal encounter cards: During step three of the villain phase, each player is dealt one facedown encounter card.
- Reveal and resolve encounter cards.
- Pass the first player token: At the end of the round (during step five of the villain phase), the first player token passes to the next clockwise player.
- End the round and proceed to step one of the next game round.
4. Player Actions
Playing a Card
- Cost: The card's resource cost (numerical value paid with resources).
- Effect: The card enters play (or, for events, resolves its effects and is placed in the owner's discard pile).
- Process: Declare intent → check play restrictions → determine cost → apply modifiers → pay cost → make "choose" decisions → card commences being played → card is played/ability resolves.
Action Ability
- Cost: As specified in the ability text (may require exhausting, paying resources, etc.).
- Effect: As specified in the ability text.
- "Action" is a type of triggered ability. Players are permitted to trigger action abilities during their turn, or by request during other players' turns.
Basic Attack (Hero)
- Cost: Exhaust the hero.
- Effect: Deal damage equal to the hero's ATK value to an enemy.
Basic Attack (Ally)
- Cost: Exhaust the ally.
- Effect: Deal damage equal to the ally's ATK value to the enemy. The ally then takes consequential damage equal to the number of pips beneath its ATK field.
Basic Thwart (Hero/Ally)
- Cost: Exhaust the hero or ally.
- Effect: Remove threat (as applicable). An ally that thwarts takes consequential damage equal to the number of pips beneath its THW field.
Basic Defense (Hero)
- Cost: Exhaust the hero.
- Effect: The amount of damage dealt by the attack is reduced by the hero's DEF value; any remaining damage is dealt to the defending hero.
Defend with an Ally
- Cost: Exhaust the ally.
- Effect: All damage from the attack is dealt to the ally. If the ally is defeated, additional damage does not carry over to the hero.
Change Form
- Cost: None (once each round, during their turn).
- Effect: Flip the identity card to the other form. Only the form changes; the character retains sustained damage, status cards, lasting effects, attachments, tokens, and current state (ready or exhausted). A form change caused by a card ability does not count against the one voluntary form change permitted during the turn.
Using Allies
- During a player's turn, they may use any number of allies they control to attack or thwart. An ally must exhaust to pay the cost of being used in this way.
Interrupt / Response Abilities
- Optional triggered abilities. Interrupts resolve immediately before their triggering condition; responses resolve immediately after. Opportunities proceed in player order, with the first player having the first opportunity.
5. Scoring and Game End
Marvel Champions does not use a score; the game is won or lost:
Player Victory: Players win the game by defeating all stages of the villain. If a villain's hit point dial is reduced to zero, that stage of the villain has been defeated.
Player Defeat (Villain Victory): If the villain completes the final stage of the main scheme deck, the villain wins the game. If the amount of threat on a main scheme is equal to or greater than its target threat value, the scheme deck advances (excess threat does not carry over; acceleration tokens do carry over).
Player Elimination: If a player's hit point dial is reduced to zero, that player has been defeated and is eliminated from the game. If the first player is eliminated, the first player token immediately passes clockwise to the next player.
Empty Encounter Deck: If the encounter deck runs out of cards, the encounter discard pile is immediately shuffled to create a new encounter deck, and an acceleration token is placed next to the scheme deck. This token places an additional threat on the main scheme each round during step one of the villain phase.
Empty Player Deck: If a player deck runs out of cards, the player shuffles their discard pile to make a new deck, then immediately deals themself one card from the encounter deck.
Key Rules and Common Questions
Easy-to-miss Rules:
- Each player begins the game in alter-ego form, not hero form.
- A player may change form only once each round, during their turn — but a form change caused by a card ability does not count against this limit.
- The ally limit is three allies per player in play at any given time; exceeding it requires immediate discard down to the limit.
- A restricted card limit is two restricted cards per player in play; if a player ever controls more than two, they must immediately choose and discard until they have only two.
- Boost cards are given to the villain only for villain activations — minions attacking or scheming do not receive boost cards.
- Only the ability text beneath the divider line is active on a card resolving as a boost card; a star icon in the boost field is not itself a boost icon and does not contribute to ATK or SCH.
- If no hero or ally defends an attack, the attack is undefended and all damage is dealt to the identity resolving the activation.
- A dash (—) power value means the character cannot exhaust to use that power, and the value is treated as 0 when referenced.
- Hand size is checked at the end of the player phase: players discard down to or draw up to their hand size, then ready all their cards.
- Player card abilities cannot resolve during game setup unless prefaced by a "Setup" timing trigger.
- The word "cannot" is absolute and cannot be countermanded by other abilities or effects.
- Indirect damage must be split among all characters the specified player controls, and a character cannot be assigned more indirect damage than would cause it to be defeated.
- When the main scheme deck advances, excess threat does not carry over, but acceleration tokens do carry over to the new stage.
- A card with "Uses (X)" is discarded after spending its final use (and the effect resolves).
- If a player deck empties while drawing cards, the player continues to draw up to the specified number after reshuffling; if it empties while discarding, no cards are discarded from the newly shuffled deck.
FAQ:
Q: Can I play cards or trigger abilities during another player's turn?
A: Action abilities may be triggered during your turn, or by request during other players' turns. Interrupt and Response abilities may be used at their appropriate timing points, with opportunities proceeding in player order (first player first).
Q: What happens if I have more cards in hand than my hand size at the end of the player phase?
A: In player order, you must choose and discard cards from hand until you are at your hand size. Then all players simultaneously draw up to their hand size and ready all their cards.
Q: Does damage from an attack carry over to the hero if my ally defending is defeated?
A: No. If an ally defends an attack and is defeated by it, additional damage does not carry over to the hero.
Q: What happens when the encounter deck runs out of cards?
A: The encounter discard pile is immediately shuffled to create a new encounter deck, and an acceleration token is placed next to the scheme deck. This token places an additional threat on the main scheme each round during step one of the villain phase.
Q: Can I use an ability on an exhausted card?
A: A card ability on an exhausted card is active and can interact with the game state. However, if the ability requires the card to exhaust as a cost, that ability cannot be used until the card is ready.
Q: Who decides ties or simultaneous effects?
A: The first player decides the order in which simultaneous effects resolve, selects among eligible targets when an encounter card targets a specific player or card with multiple eligible targets, and has the first opportunity to use interrupts and responses at each appropriate game moment.
Rules Q&A
Questions below are real questions players asked cunlema about this game; answers are ours, translated into English.
## Frequently Asked Questions **Do the effects of an Amplification card need to be resolved when it is drawn and revealed?** Yes. When an Amplification card is drawn and revealed, its effect must be resolved immediately.
Conclusion: it must be resolved, and it is mandatory. However, only the "text with the star icon" needs to be resolved, and only the text below the divider line.
How to do this (when the villain attacks or schemes):
- When the villain activates, give him a boost card face down from the encounter deck.
- During that activation (if the villain is attacking, after the defender has been declared), flip the boost cards on the villain face up one at a time.
- Each time one is flipped: first check whether its boost area has a star icon.
- Has a star icon: this means the card has a "boost ability," and you must resolve this boost ability according to the text in that card's text box (below the divider line).
- No star icon: do not resolve a boost ability; only process its boost icons. - At the same time, count the boost icons in the bottom-right corner of the card: if the villain is attacking, add them to the attack value; if the villain is scheming, add them to the scheme value.
- After resolving that boost card, discard it.
A few easy-to-mishandle points:
- The star icon itself does not count as a boost icon; it does not add 1 to the attack value or scheme value. It only reminds you "this card has a boost ability to resolve."
- When resolving a card as a boost card, only the ability text below the divider line takes effect; the text in the upper half of the text box does not take effect.
- If multiple boost cards must be resolved during a single activation, the boost icons accumulate, and all boost abilities on those cards must also be resolved.
- Boost abilities are a mandatory type of ability to resolve; however, if the wording of that ability contains "may," the part after "may" is optional to perform.
- When a minion attacks or schemes, skip the step of dealing a boost card, so minions will not have boost cards.
In one sentence: after flipping, if there is a star icon, you must resolve the boost ability below its divider line, add the number of boost icons to the attack/scheme value, and then discard it.
This content is for reference only; in case of any conflict, the rulebook and the experts around you take precedence.
Spider-Man's second identity can transform after using a resource effect.
Under the general rules, after using a resource effect on Spider-Man's alter-ego side, you can still change form during your turn.
Specifically:
- It must be your turn: You can only change form during your own turn, and you can only change form once per round.
- You haven't changed form this round: If you have already flipped this round, you cannot flip again.
- Resource effects do not use up your change-form action: Resource abilities trigger when you "generate resources to pay a cost." They are not the same action option as "change form," so after using a resource effect you may still perform other options this round, including changing form.
- If the resource effect requires exhausting your alter-ego: When you change form, the character retains its current status. That is, if your alter-ego is exhausted and you become your hero, the hero side will also be exhausted; however, the rules do not prohibit changing form while exhausted.
- Exception: If the card text of that resource ability explicitly states a restriction such as "after using this, you cannot change form this round," the card text takes precedence. The rulebook does not list the specific ability text for Spider-Man's alter-ego, so it is not possible to verify whether that ability has additional restrictions.
In short: as long as you haven't changed form this round, it is currently your turn, and the card does not specifically prohibit it, you may change form after using a resource effect.
This content is for reference only; in case of any conflict, the rulebook and experienced players nearby take precedence.
**Marvel Champions: The Card Game** **Frequently Asked Questions** **Q: A card lets me search for "Shield" cards from America. Do I search the 4-card deck I built, or from the collection of cards I own?** **A:** You search your **deck**, not your personal collection of owned cards. When a card instructs you to search, you search the relevant game zone — in this case, your deck — unless the card explicitly states otherwise (e.g., "search your collection"). Cards you own but are not part of your current deck are not in play and cannot be searched.
Conclusion: Look for it among the cards you are actually using this game (and in your discard pile), not from your physical card collection.
Specifics:
- When a card effect says "search," you may only look at cards in the designated search area specified by that effect. The rules only allow you to look at cards within the searched area.
- Captain America (Steve Rogers)'s Setup ability is explicitly clarified in the FAQ as searching the player's deck and discard pile — those two areas.
- So: as long as the shield is in your deck or discard pile this game, you can find it and add it to the corresponding area; if it is not in those two areas, the ability cannot find it (the ability "fails to search").
- By the rules' definition, a player's hand, deck, and discard pile all belong to that player's own "out-of-play areas" — they are areas within this game, not your collection box.
Conditions and exceptions:
- If you search the entire deck, the deck must be shuffled after that search ability fully resolves.
- If the shield is not in those two areas (e.g., it was moved elsewhere by another effect), it cannot be found — this is exactly the ruling in the FAQ: the ability cannot find it.
- The shield in your collection that was not put into this game's deck cannot be used as a search result; the game only recognizes cards that make up this game's deck.
No clause allowing you to "search from your collection/owned cards" was found in the rulebook.
This content is for reference only; in case of conflict, defer to the rulebook and the experienced players around you.
In *Marvel Champions: The Card Game*, after a hero uses their basic defense to defend for another player, can they still use a defense event card to defend?
Conclusion: Yes.
The specific reasoning and procedure are as follows:
- When an enemy initiates an attack and a hero uses a basic defense to intercept that attack for a teammate, the rules state: the player who uses a hero or ally they control to defend for "another player" becomes the new target of that attack. In other words, after intercepting, the target of the attack becomes the defending hero themselves.
- Abilities with the (defense) trait (including defense event cards, such as "Hero Action (defense)" or "Interrupt (defense)"), the rules state: they can only resolve if that player is the target of an attack.
- Since after a basic defense this hero is already the target of the attack, they now meet the condition for using defense event cards, and can use defense event cards to continue responding to this attack (for example, to prevent damage they are about to suffer themselves).
A few additional points to note:
- Whether a defense event card requires exhausting that hero depends on the card text; a basic defense already exhausts the hero, but this does not prevent using a defense event card as required by the card text (unless the card itself requires exhausting the same character as a cost).
- The rulebook text does not contain an explicit entry limiting it to "an attack can only be defended once"; its only threshold for defense event cards is "you must be in a state of being designated as the target of that attack."
This content is for reference only; in case of any conflict, refer to the rulebook and experienced players nearby.
Rules, cards and Q&A (Chinese)
The rules, card data and player questions for this game are written in Chinese. Open the Chinese page to read them.
Where to find full rules
Full rules and card lookup are available in the cunlema app at cunlema.cn — pick this game and ask about any rule, card or turn you are unsure about.