Marvel Champions FFG RRG changelog

You can find rulings and FAQ changes here


Changed from 1.0 -> 1.1 (November 1, 2019)

Move

• If damage is moved to a character, the moved damage is considered to be dealt to that character.

• If threat is moved to a scheme, the moved threat is considered to be placed to that scheme

Star Icon

A star icon is used in conjunction with a card’s stat or boost field to indicate that
there is a mandatory ability in the text box that corresponds to that field. In and
of itself, the star icon has no effect; it is merely a reminder to check the card’s
text box whenever that field is used.

• If a star icon is located next to an enemy’s ATK or SCH value, the icon serves as a reminder to check that enemy’s text box whenever that enemy uses that
value to attack or scheme. For example: Tiger Shark has an ATK value of 3, with a star
icon in the field. Whenever Tiger Shark attacks, this icon reminds the players to check his text box. In the text box, they find the mandatory Forced Response, which reads,
“After Tiger Shark attacks, give him a tough status card.” Because this star is associated with Tiger Shark’s attack power, only the ability that references his attack power
is used. The Boost ability, which does not reference this power, is ignored.

• If a star icon is located in the ATK or SCH field of an attachment, the icon serves as a reminder to check that attachment’s text box whenever the attached
enemy uses the value that field is modifying to attack or scheme.

• If a star icon is located next to an ally’s ATK or THW value, the icon serves as a reminder to check that ally’s text box whenever that ally uses that value to
attack or thwart.

• If a star icon is located next to a hero’s ATK, THW, or DEF, or next to an alter-ego’s REC value, the icon serves as a reminder to check that character’s text box whenever they use that value to attack, thwart, defend, or recover.

• If a star icon is located in an encounter card’s boost field, the icon serves as a reminder to check that card’s text box whenever that card is turned face up
as a boost card during the villain’s activation. For example: The villain has activated, and the players are resolving boost cards. The Tiger Shark card is turned
faceup and has a star icon in its boost field. Whenever this card is flipped as a boost card, this icon reminds the players to check the its text box. In the text box, they find
the mandatory Boost ability, which reads, “Give the villain a tough status card.” Because this star is located in the boost field, only the Boost ability is used. The star next
to the Forced Response, which references Tiger Shark’s attack power, is ignored.

You

In Marvel Champions, each player takes on the role of a Marvel Hero, represented by the identity card. Essentially, the player is their identity card while playing the game.

• While interpreting card text, if the word “you” can be interpreted as referring to the player, it should be interpreted as such. For example, Interrogation Room
reads, “After you defeat a minion, exhaust Interrogation Room…” Any time the player controlling this card defeats a minion, the ability may be used.

• If a specific character is required to interpret an ability using the word “you,” the identity card is the character that must be used. For example, Toe to Toe reads,
“Hero Action (attack): Choose an enemy. That enemy attacks you.” As attacks are directed against individual characters, “you” refers to the identity card of the of the player who played this event


Changed from 1.1 -> 1.2 (February 25, 2020)

Ability, Card ability

Card abilities cannot resolve during game setup, unless prefaced by a “Setup” timing trigger.

The resolution of the following ability types is mandatory: constant abilities, “Setup” abilities, “When Revealed” abilities, “When Defeated” abilities, “Forced Interrupt” abilities, “Forced Response” abilities, “Boost” abilities, and keywords. If one of these ability types uses the word “may”, the part of the ability following “may” is optional.

Component Limitations

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 the provided tokens, counters, or status cards, other tokens, counters, or coins may be used.

Dash

If a game step or ability references a power with the value of dash (–), that value is treated as 0

Defend, Defense

When an enemy makes an attack, the players have the option to defend against the attack. There are a few different ways this can occur:

  • If no hero or ally is used to defend the attack, then the attack is considered undefended.
  • If a triggered ability is labeled as a defense—such as “Hero Action (defense)”—that ability can only be resolved by a player while they are the target of an attack. For example, Shield Block reads: “Interrupt (defense): When you would take any amount of damage, exhaust Captain America’s Shield to prevent all of that damage.” Because Shield Block is a defense card, it can only be played while the Captain America player is the target of an attack.

Enemy Attacks

If a villain is attacking, flip each of the villain’s boost cards faceup one at a time. (If a minion is attacking, skip this step.) Then, in order:

• Resolve any “Boost” abilities, indicated by the star icon in the boost field.

• Increase the villain’s ATK value by one for each boost icon on the card.

• Discard each boost card after it is resolved.

Enemy Schemes

If a villain is scheming, flip each of the villain’s boost cards faceup one at a time. (If a minion is scheming, skip this step.) Then, in order:

Resolve any “Boost” abilities, indicated by the star icon in the boost field.

• Increase the villain’s SCH value by one for each boost icon on the card.

• Discard each boost card after it is resolved.

Indirect Damage

This is assessed without accounting for interactions with other abilities. For example, if you take 5 indirect damage, but you control an ally in play with 4 hit points remaining, you may assign 4 of that indirect damage to the ally, then assign the remaining 1 indirect damage to your identity

Remaining Hit Points

An identity or villain’s remaining hit points are the value on the dial

Star Icon

If a game step or ability references a power with the value of star (), that value is treated as 0.


Changed from 1.2 -> 1.3 (March 23, 2020)

Additional

The word “additional” denotes a modifier to an ability or game state. The additional modifier is resolved simultaneously with any ability it is modifying and under the same conditions as that ability

Ally Limit

If a player ever controls a number of allies greater than their ally limit in play, they must immediately choose and discard from play ally cards they control until they have a number of allies in play equal to their ally limit.

Modes of Play

Before starting a game of Marvel Champions, players can customize their experience by choosing from different modes of play. The modes of play are:

Standard Mode — Standard Mode is the basic mode of play for all scenarios. To play in Standard Mode, follow the normal content and setup instructions for the chosen
scenario.

Expert Mode — Expert Mode is for advanced players who seek a greater challenge. To play in Expert Mode, follow the content and setup instructions for the chosen scenario,
using the listed expert mode villain stages, and add the Expert encounter set to encounter deck.

Rookie Mode — Rookie Mode allows players to enjoy a more forgiving experience. Rookie Mode follows the Standard Mode rules with one exception: when the first stage of the villain is defeated, the players win the game.

Heroic Mode — Heroic Mode allows players to customize their challenge through scaling difficulty. Heroic Mode follows the Expert Mode rules with one exception: before
starting a game in Heroic Mode, the player group chooses a heroic level number, such as heroic level 1 or 4. Then, for the remainder of that game, during step three of each villain
phase, deal X additional encounter cards to each player, where X is equal to the chosen heroic level number.

For instance, if players choose heroic level 1, each player will
be dealt a minimum of 2 encounter cards during each villain phase (1 from the normal villain phase step and 1 from the heroic level); if players choose heroic level 4, each player will be dealt a minimum of 5 encounter cards during each villain phase.


Changed from 1.3 -> 1.4