8
DC UNIVERSE and all related characters and elements are trademarks of and © DC Comics. (s12) ©2012 Cryptozoic Entertainment. 16279 Laguna Canyon Road, Irvine, CA 92618. www.cryptozoic.com Made in China. TURN SEQUENCE Play cards from your hand. Total up your Power and purchase cards with combined cost less than or equal to that total. As soon as you buy or gain a card, place it into your discard pile, unless instructed otherwise. END OF TURN Place all the cards you played and any remaining cards from your hand into your discard pile, and draw a new hand of five cards. Fill each empty slot in the Line-Up with a card from the top of the main deck. If the top card of the Super-Villain stack is face down, flip it face up and read aloud the next Super-Villain’s First Appearance—Attack. Do not reshuffle your discard pile just because you have no cards in your deck. Wait until you must draw, discard, or reveal a card from your deck. Then shuffle your discard pile, and it becomes your new deck. The game ends immediately when either of the following two conditions is met: You are unable to flip up a new Super-Villain on the stack. You are unable to refill all five slots of the Line-Up. “LEARN TO PLAY” VIDEO ONLINE AT WWW.CRYPTOZOIC.COM/DEMO/DC TURN SEQUENCE Play cards from your hand. Total up your Power and purchase cards with combined cost less than or equal to that total. As soon as you buy or gain a card, place it into your discard pile, unless instructed otherwise. END OF TURN Place all the cards you played and any remaining cards from your hand into your discard pile, and draw a new hand of five cards. Fill each empty slot in the Line-Up with a card from the top of the main deck. If the top card of the Super-Villain stack is face down, flip it face up and read aloud the next Super-Villain’s First Appearance—Attack. Do not reshuffle your discard pile just because you have no cards in your deck. Wait until you must draw, discard, or reveal a card from your deck. Then shuffle your discard pile, and it becomes your new deck. The game ends immediately when either of the following two conditions is met: You are unable to flip up a new Super-Villain on the stack. You are unable to refill all five slots of the Line-Up. TURN SEQUENCE Play cards from your hand. Total up your Power and purchase cards with combined cost less than or equal to that total. As soon as you buy or gain a card, place it into your discard pile, unless instructed otherwise. END OF TURN Place all the cards you played and any remaining cards from your hand into your discard pile, and draw a new hand of five cards. Fill each empty slot in the Line-Up with a card from the top of the main deck. If the top card of the Super-Villain stack is face down, flip it face up and read aloud the next Super-Villain’s First Appearance—Attack. Do not reshuffle your discard pile just because you have no cards in your deck. Wait until you must draw, discard, or reveal a card from your deck. Then shuffle your discard pile, and it becomes your new deck. The game ends immediately when either of the following two conditions is met: You are unable to flip up a new Super-Villain on the stack. You are unable to refill all five slots of the Line-Up.

· 2017-03-07 · Each player is dealt a random DC Comics Super Hero from among the following: Batman, Superman, Green Lantern, Wonder Woman, and The Flash. Set aside the other DC

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Page 1: · 2017-03-07 · Each player is dealt a random DC Comics Super Hero from among the following: Batman, Superman, Green Lantern, Wonder Woman, and The Flash. Set aside the other DC

DC UNIVERSE and all related characters and elements are trademarks of and © DC Comics. (s12)

©2012 Cryptozoic Entertainment.16279 Laguna Canyon Road, Irvine, CA 92618.

www.cryptozoic.com Made in China.

TURN SEQUENCE

• Play cards from your hand. • Total up your Power and purchase cards with combined cost less than or equal to that total. • As soon as you buy or gain a card, place it into your discard pile, unless instructed otherwise.

END OF TURN

• Place all the cards you played and any remaining cards from your hand into your discard pile, and draw a new hand of five cards. • Fill each empty slot in the Line-Up with a card from the top of the main deck. • If the top card of the Super-Villain stack is face down, flip it face up and read aloud the next Super-Villain’s First Appearance—Attack.

Do not reshuffle your discard pile just because you have no cards in your deck. Wait until you must draw, discard, or reveal a card from your deck. Then shuffle your discard pile, and it becomes your new deck.

The game ends immediately when either of the following two conditions is met: • You are unable to flip up a new Super-Villain on the stack. • You are unable to refill all five slots of the Line-Up.

“LEARN TO PLAY” VIDEO ONLINE ATWWW.CRYPTOZOIC.COM/DEMO/DC

TURN SEQUENCE

• Play cards from your hand. • Total up your Power and purchase cards with combined cost less than or equal to that total. • As soon as you buy or gain a card, place it into your discard pile, unless instructed otherwise.

END OF TURN

• Place all the cards you played and any remaining cards from your hand into your discard pile, and draw a new hand of five cards. • Fill each empty slot in the Line-Up with a card from the top of the main deck. • If the top card of the Super-Villain stack is face down, flip it face up and read aloud the next Super-Villain’s First Appearance—Attack.

Do not reshuffle your discard pile just because you have no cards in your deck. Wait until you must draw, discard, or reveal a card from your deck. Then shuffle your discard pile, and it becomes your new deck.

The game ends immediately when either of the following two conditions is met: • You are unable to flip up a new Super-Villain on the stack. • You are unable to refill all five slots of the Line-Up.

TURN SEQUENCETURN SEQUENCETURN SEQUENCE

••• Play cards from your hand.Play cards from your hand.Play cards from your hand.••• Total up your Power and purchase cards with combined cost less than or equalTotal up your Power and purchase cards with combined cost less than or equalTotal up your Power and purchase cards with combined cost less than or equal to that total.to that total.to that total.••• As soon as you buy or gain a card, place it into your discard pile,As soon as you buy or gain a card, place it into your discard pile,As soon as you buy or gain a card, place it into your discard pile, unless instructed otherwise.unless instructed otherwise.unless instructed otherwise.

END OF TURNEND OF TURNEND OF TURN

••• Place all the cards you played and any remaining cards from your hand into yourPlace all the cards you played and any remaining cards from your hand into yourPlace all the cards you played and any remaining cards from your hand into your discard pile, and draw a new hand of five cards.discard pile, and draw a new hand of five cards.discard pile, and draw a new hand of five cards.••• Fill each empty slot in the Line-Up with a card from the top of the main deck.Fill each empty slot in the Line-Up with a card from the top of the main deck.Fill each empty slot in the Line-Up with a card from the top of the main deck.••• If the top card of the Super-Villain stack is face down, flip it face up and read If the top card of the Super-Villain stack is face down, flip it face up and read If the top card of the Super-Villain stack is face down, flip it face up and read aloud the next Super-Villain’s First Appearance—Attack.aloud the next Super-Villain’s First Appearance—Attack.aloud the next Super-Villain’s First Appearance—Attack.

Do not reshuffle your discard pile just because you have no cards in your deck. Do not reshuffle your discard pile just because you have no cards in your deck. Do not reshuffle your discard pile just because you have no cards in your deck. Wait until you must draw, discard, or reveal a card from your deck. Then shuffle Wait until you must draw, discard, or reveal a card from your deck. Then shuffle Wait until you must draw, discard, or reveal a card from your deck. Then shuffle your discard pile, and it becomes your new deck.your discard pile, and it becomes your new deck.your discard pile, and it becomes your new deck.

The game ends immediately when either of the following two conditions is met:The game ends immediately when either of the following two conditions is met:The game ends immediately when either of the following two conditions is met:••• You are unable to flip up a new Super-Villain on the stack.You are unable to flip up a new Super-Villain on the stack.You are unable to flip up a new Super-Villain on the stack.••• You are unable to refill all five slots of the Line-Up.You are unable to refill all five slots of the Line-Up.You are unable to refill all five slots of the Line-Up.

TURN SEQUENCE

• Play cards from your hand. • Total up your Power and purchase cards with combined cost less than or equal to that total. • As soon as you buy or gain a card, place it into your discard pile, unless instructed otherwise.

END OF TURN

• Place all the cards you played and any remaining cards from your hand into your discard pile, and draw a new hand of five cards. • Fill each empty slot in the Line-Up with a card from the top of the main deck. • If the top card of the Super-Villain stack is face down, flip it face up and read aloud the next Super-Villain’s First Appearance—Attack.

Do not reshuffle your discard pile just because you have no cards in your deck. Wait until you must draw, discard, or reveal a card from your deck. Then shuffle your discard pile, and it becomes your new deck.

The game ends immediately when either of the following two conditions is met: • You are unable to flip up a new Super-Villain on the stack. • You are unable to refill all five slots of the Line-Up.

Page 2: · 2017-03-07 · Each player is dealt a random DC Comics Super Hero from among the following: Batman, Superman, Green Lantern, Wonder Woman, and The Flash. Set aside the other DC

Weakness cards reduce your score at the end of the game.

WEAKNESSWEAKNESS

00011

©2012 CZE©2012 CZE

DC UNIVERSE and all related characters andelements are trademarks of and © DC Comics.elements are trademarks of and © DC Comics.(s12)

1

TYPES OF CARDS

DC COMICSSUPER HERO STARTING CARDS WEAKNESS

VILLAIN WITH ATTACKLOCATION

SUPER POWER EQUIPMENT SUPER POWERWITH DEFENSEHERO

+2 Power and each foe chooses: He discards a random card;or you draw a card.FIRST APPEARANCE—ATTACK: Each player puts a card from his handinto the discard pile of the player on his left. If the card you received hasa cost of 1 or greater, put a Weakness on top of your deck.

55

THE JOKERTHE JOKER

VILLAIN

©2012 CZE©2012 CZE

DC UNIVERSE and all related characters andelements are trademarks of and © DC Comics.elements are trademarks of and © DC Comics.(s12)

DC COMICSSUPER-VILLAIN

Cost

into the discard pile of the player on his left. If the card you received has on top of your deck.

1111

Abilities

OVERVIEWIn the DC Comics Deck-building Game, you take on the role of Batman™, Superman™, or one of their brave and heroic allies in the struggle against the forces of Super-Villainy! While you begin armed with only the ability to Punch your foes, as the game progresses, you will add new, more powerful cards to your deck, with the goal of defeating as many DC Comics Super-Villains as you can. In the end, the player who has accumulated the most Victory Points from the cards in his or her deck wins the game.

CONTENTS 214 Game Cards • 36 Punch Starting Cards • 16 Vulnerability Starting Cards • 114 Main Deck Cards • 16 Kick Cards • 12 DC Comics Super-Villain Cards • 20 Weakness Cards 7 Oversized DC Comics Super Hero Cards 1 Rulebook

SETUP FOR YOUR FIRST GAME1. DC Comics Super Heroes and Starting DecksEach player is dealt a random DC Comics Super Hero from among the following: Batman, Superman, Green Lantern, Wonder Woman, and The Flash. Set aside the other DC Comics Super Heroes for future games.Each DC Comics Super Hero begins with a starting deck of seven Punch cards and three Vulnerability cards. You will use your Punch cards to buy more powerful cards to add to your deck, improving it as the game goes on. Vulnerability cards represent the things that occasionally cause a DC Comics Super Hero to falter. They don’t do anything for you when drawn or played, so it’s best to get rid of them as soon as possible (more on how to do that later).

00 000

VULNERABILITYVULNERABILITY

STARTER

©2012 CZE©2012 CZE

DC UNIVERSE and all related characters andelements are trademarks of and © DC Comics.elements are trademarks of and © DC Comics.(s12)

00 000

PUNCHPUNCH

STARTER

©2012 CZE©2012 CZE

DC UNIVERSE and all related characters andelements are trademarks of and © DC Comics.elements are trademarks of and © DC Comics.(s12)

+1 Power

Victory Points

Card Type

ARKHAM ASYLUMARKHAM ASYLUM

LOCATIONWhen you play this card, leave it in front of you for the rest of the game.

Ongoing: When you play your first Villain on each of your turns,draw a card.

11 555©2012 CZE©2012 CZE

DC UNIVERSE and all related characters andelements are trademarks of and © DC Comics.elements are trademarks of and © DC Comics.(s12)

+1 PowerAttack: Each foe discards the top card of his deck.If its cost is 1 or greater, that player gains a Weakness.

11

POISON IVYPOISON IVY

VILLAIN

©2012 CZE©2012 CZE

DC UNIVERSE and all related characters andelements are trademarks of and © DC Comics.elements are trademarks of and © DC Comics.(s12)

Abilities

+1 PowerAttack: Each foe discards the top card of his deck.If its cost is 1 or greater, that player gains a Weakness.

VILLAIN

©2012 CZE

If you play three or more cards with different namesand cost 1 or more during your turn, +3 Power.

GREEN LANTERNGREEN LANTERN

©2012 CZEDC UNIVERSE and all related characters and elements are trademarks of and © DC Comics.DC UNIVERSE and all related characters and elements are trademarks of and © DC Comics.(s12)

Draw two cards.

11

THE FASTEST MAN ALIVETHE FASTEST MAN ALIVE

HERO

555©2012 CZE©2012 CZE

DC UNIVERSE and all related characters andelements are trademarks of and © DC Comics.elements are trademarks of and © DC Comics.(s12)

1111

Victory Points

+3 PowerYou may destroy a card in your hand or discard pile.

22

HEAT VISIONHEAT VISION

SUPER POWER

©2012 CZE©2012 CZE

DC UNIVERSE and all related characters andelements are trademarks of and © DC Comics.elements are trademarks of and © DC Comics.(s12)

Reveal the top card of your deck.If its cost is 1 or greater, +3 Power.Otherwise, +2 Power.

11

POWER RINGPOWER RING

EQUIPMENT

333©2012 CZE©2012 CZE

DC UNIVERSE and all related characters andelements are trademarks of and © DC Comics.elements are trademarks of and © DC Comics.(s12)

+2 PowerDefense: You may discard this card to avoid an Attack.If you do, draw a card and you may destroy a card in yourdiscard pile.

11

BULLETPROOFBULLETPROOF

444

SUPER POWER

©2012 CZE

DC UNIVERSE and all related characters andelements are trademarks of and © DC Comics.elements are trademarks of and © DC Comics.(s12)

Abilities

+2 PowerDefense: You may discard this card to avoid an Attack.If you do, draw a card and you may destroy a card in yourdiscard pile.

44444444444

SUPER POWER

©2012 CZE©2012 CZE

Abilities

Abilities

The different card types that you can play are: Starter, Villain, Location, Hero,Super Power, and Equipment. Weakness cards have no card type.

Cost

Special Rules Text

LOCATION

Ongoing: When you play your first

LOCATIONWhen you play this card, leave it in front of you for the rest of the game.When you play this card, leave it in front of you for the rest

: When you play your first Villain on each of your turns,

Card N

ame

POWER RINGPOWER RINGPOWER RINGPOWER RINGPOWER RINGCard N

ame

+3 Power

22

GORILLA GRODDGORILLA GRODD

VILLAIN

555©2012 CZE©2012 CZE

DC UNIVERSE and all related characters andelements are trademarks of and © DC Comics.elements are trademarks of and © DC Comics.(s12)

VILLAIN

Card Type

+3 Power

VILLAINCard Type

STARTER+1 Power

Card Type

The different card types that you can play are: Starter, Villain, Location, Hero,Super Power, and Equipment. Weakness cards have no card type.The different card types that you can play are: Starter, Villain, Location, Hero,The different card types that you can play are: Starter, Villain, Location, Hero,The different card types that you can play are: Starter, Villain, Location, Hero,Super Power, and Equipment. Weakness cards have no card type.Super Power, and Equipment. Weakness cards have no card type.Super Power, and Equipment. Weakness cards have no card type.The different card types that you can play are: Starter, Villain, Location, Hero,Super Power, and Equipment. Weakness cards have no card type. 2

00

PUNCHPUNCH

STARTER

©2012 CZE

DC UNIVERSE and all related characters andelements are trademarks of and © DC Comics.(s12)

+1 Power

0

PUNCHPUNCHPUNCHPUNCHPUNCH

STARTER+1 Power

000

PUNCHPUNCH

STARTER

©2012 CZE

DC UNIVERSE and all related characters andelements are trademarks of and © DC Comics.

+1 Power

PUNCHPUNCHPUNCHPUNCHPUNCH

STARTER+1 Power

000

PUNCHPUNCH

STARTER

©2012 CZE

DC UNIVERSE and all related characters andelements are trademarks of and © DC Comics.

+1 Power

PUNCHPUNCHPUNCHPUNCHPUNCH

STARTER+1 Power

PUNCHPUNCH

STARTER

©2012 CZE

DC UNIVERSE and all related characters andelements are trademarks of and © DC Comics.

+1 Power

PUNCHPUNCHPUNCHPUNCHPUNCH

STARTER+1 Power

PUNCHPUNCH

STARTER

©2012 CZE

DC UNIVERSE and all related characters andelements are trademarks of and © DC Comics.(s12)

+1 Power

PUNCHPUNCHPUNCHPUNCHPUNCH

STARTER+1 Power

000

PUNCHPUNCH

STARTER

©2012 CZE

DC UNIVERSE and all related characters andelements are trademarks of and © DC Comics.(s12)

+1 Power

00 000

VULNERABILITYVULNERABILITY

STARTER

©2012 CZE

DC UNIVERSE and all related characters andelements are trademarks of and © DC Comics.(s12)

0

VULNERABILITYVULNERABILITYVULNERABILITYVULNERABILITYVULNERABILITY

STARTER

00

VULNERABILITYVULNERABILITY

STARTER

©2012 CZE

DC UNIVERSE and all related characters andelements are trademarks of and © DC Comics.(s12)

0

VULNERABILITYVULNERABILITYVULNERABILITYVULNERABILITYVULNERABILITY

STARTER

00 000

VULNERABILITYVULNERABILITY

STARTER

©2012 CZE©2012 CZE

DC UNIVERSE and all related characters andelements are trademarks of and © DC Comics.elements are trademarks of and © DC Comics.(s12)

PUNCHPUNCHPUNCHPUNCHPUNCH

STARTER+1 Power

00 000

PUNCHPUNCH

STARTER

DC UNIVERSE and all related characters andelements are trademarks of and © DC Comics.elements are trademarks of and © DC Comics.(s12)

+1 Power

OVERVIEWIn the DC Comics Deck-building Game, you take on the role of Batman™, Superman™, or one of their brave and heroic allies in the struggle against the forces of Super-Villainy! While you begin armed with only the ability to Punch your foes, as the game progresses, you will add new, more powerful cards to your deck, with the goal of defeating as many DC Comics Super-Villains as you can. In the end, the player who has accumulated the most Victory Points from the cards in his or her deck wins the game.

CONTENTS 214 Game Cards • 36 Punch Starting Cards • 16 Vulnerability Starting Cards • 114 Main Deck Cards • 16 Kick Cards • 12 DC Comics Super-Villain Cards • 20 Weakness Cards 7 Oversized DC Comics Super Hero Cards 1 Rulebook

SETUP FOR YOUR FIRST GAME1. DC Comics Super Heroes and Starting DecksEach player is dealt a random DC Comics Super Hero from among the following: Batman, Superman, Green Lantern, Wonder Woman, and The Flash. Set aside the other DC Comics Super Heroes for future games.Each DC Comics Super Hero begins with a starting deck of seven Punch cards and three Vulnerability cards. You will use your Punch cards to buy more powerful cards to add to your deck, improving it as the game goes on. Vulnerability cards represent the things that occasionally cause a DC Comics Super Hero to falter. They don’t do anything for you when drawn or played, so it’s best to get rid of them as soon as possible (more on how to do that later).

OVERVIEWOVERVIEWOVERVIEWIn the In the In the DC ComicsDC ComicsDC Comics Deck-building Game, you take on the role of Batman Deck-building Game, you take on the role of Batman Deck-building Game, you take on the role of BatmanDC Comics Deck-building Game, you take on the role of BatmanDC ComicsDC ComicsDC Comics Deck-building Game, you take on the role of BatmanDC Comics Deck-building Game, you take on the role of BatmanDC Comics Deck-building Game, you take on the role of BatmanDC ComicsDC ComicsDC Comics Deck-building Game, you take on the role of BatmanDC Comics ™™™, , , SupermanSupermanSuperman™™™, or one of their brave and heroic allies in the struggle against the , or one of their brave and heroic allies in the struggle against the , or one of their brave and heroic allies in the struggle against the forces of Super-Villainy! While you begin armed with only the ability to Punch your forces of Super-Villainy! While you begin armed with only the ability to Punch your forces of Super-Villainy! While you begin armed with only the ability to Punch your foes, as the game progresses, you will add new, more powerful cards to your deck, foes, as the game progresses, you will add new, more powerful cards to your deck, foes, as the game progresses, you will add new, more powerful cards to your deck, with the goal of defeating as many with the goal of defeating as many with the goal of defeating as many DC ComicsDC ComicsDC Comics Super-Villains as you can. In the Super-Villains as you can. In the Super-Villains as you can. In the DC Comics Super-Villains as you can. In the DC ComicsDC ComicsDC Comics Super-Villains as you can. In the DC Comics Super-Villains as you can. In the DC Comics Super-Villains as you can. In the DC ComicsDC ComicsDC Comics Super-Villains as you can. In the DC Comicsend, the player who has accumulated the most Victory Points from the cards in his end, the player who has accumulated the most Victory Points from the cards in his end, the player who has accumulated the most Victory Points from the cards in his or her deck wins the game.or her deck wins the game.or her deck wins the game.

CONTENTSCONTENTSCONTENTS 214 Game Cards214 Game Cards214 Game Cards ••• 36 Punch Starting Cards 36 Punch Starting Cards 36 Punch Starting Cards ••• 16 Vulnerability Starting Cards 16 Vulnerability Starting Cards 16 Vulnerability Starting Cards ••• 114 Main Deck Cards 114 Main Deck Cards 114 Main Deck Cards ••• 16 Kick Cards 16 Kick Cards 16 Kick Cards ••• 12 12 12 DC ComicsDC ComicsDC Comics Super-Villain Cards Super-Villain Cards Super-Villain CardsDC Comics Super-Villain CardsDC ComicsDC ComicsDC Comics Super-Villain CardsDC Comics Super-Villain CardsDC Comics Super-Villain CardsDC ComicsDC ComicsDC Comics Super-Villain CardsDC Comics ••• 20 Weakness Cards 20 Weakness Cards 20 Weakness Cards 7 Oversized 7 Oversized 7 Oversized DC ComicsDC ComicsDC Comics Super Hero Cards Super Hero Cards Super Hero CardsDC Comics Super Hero CardsDC ComicsDC ComicsDC Comics Super Hero CardsDC Comics Super Hero CardsDC Comics Super Hero CardsDC ComicsDC ComicsDC Comics Super Hero CardsDC Comics 1 Rulebook1 Rulebook1 Rulebook

SETUP FOR YOUR FIRST GAMESETUP FOR YOUR FIRST GAMESETUP FOR YOUR FIRST GAME1. 1. 1. DC ComicsDC ComicsDC Comics Super Heroes and Starting Decks Super Heroes and Starting Decks Super Heroes and Starting DecksDC Comics Super Heroes and Starting DecksDC ComicsDC ComicsDC Comics Super Heroes and Starting DecksDC Comics Super Heroes and Starting DecksDC Comics Super Heroes and Starting DecksDC ComicsDC ComicsDC Comics Super Heroes and Starting DecksDC ComicsEach player is dealt a random Each player is dealt a random Each player is dealt a random DC ComicsDC ComicsDC Comics Super Hero from among the following: Super Hero from among the following: Super Hero from among the following: DC Comics Super Hero from among the following: DC ComicsDC ComicsDC Comics Super Hero from among the following: DC Comics Super Hero from among the following: DC Comics Super Hero from among the following: DC ComicsDC ComicsDC Comics Super Hero from among the following: DC ComicsBatmanBatmanBatman, , , SupermanSupermanSuperman, , , Green LanternGreen LanternGreen Lantern, , , Wonder WomanWonder WomanWonder Woman, and , and , and The FlashThe FlashThe Flash. Set aside the . Set aside the . Set aside the other other other DC ComicsDC ComicsDC Comics Super Heroes for future games. Super Heroes for future games. Super Heroes for future games.DC Comics Super Heroes for future games.DC ComicsDC ComicsDC Comics Super Heroes for future games.DC Comics Super Heroes for future games.DC Comics Super Heroes for future games.DC ComicsDC ComicsDC Comics Super Heroes for future games.DC ComicsEach Each Each DC Comics DC Comics DC Comics Super Hero begins with a starting deck of seven Punch cards Super Hero begins with a starting deck of seven Punch cards Super Hero begins with a starting deck of seven Punch cards and three Vulnerability cards. You will use your Punch cards to buy more powerful and three Vulnerability cards. You will use your Punch cards to buy more powerful and three Vulnerability cards. You will use your Punch cards to buy more powerful cards to add to your deck, improving it as the game goes on. Vulnerability cards cards to add to your deck, improving it as the game goes on. Vulnerability cards cards to add to your deck, improving it as the game goes on. Vulnerability cards represent the things that occasionally cause a represent the things that occasionally cause a represent the things that occasionally cause a DC Comics DC Comics DC Comics Super Hero to falter. They Super Hero to falter. They Super Hero to falter. They don’t do anything for you when drawn or played, so it’s best to get rid of them as don’t do anything for you when drawn or played, so it’s best to get rid of them as don’t do anything for you when drawn or played, so it’s best to get rid of them as soon as possible (more on how to do that later).soon as possible (more on how to do that later).soon as possible (more on how to do that later).

OVERVIEWIn the DC Comics Deck-building Game, you take on the role of Batman™, Superman™, or one of their brave and heroic allies in the struggle against the forces of Super-Villainy! While you begin armed with only the ability to Punch your foes, as the game progresses, you will add new, more powerful cards to your deck, with the goal of defeating as many DC Comics Super-Villains as you can. In the end, the player who has accumulated the most Victory Points from the cards in his or her deck wins the game.

CONTENTS 214 Game Cards • 36 Punch Starting Cards • 16 Vulnerability Starting Cards • 114 Main Deck Cards • 16 Kick Cards • 12 DC Comics Super-Villain Cards • 20 Weakness Cards 7 Oversized DC Comics Super Hero Cards 1 Rulebook

SETUP FOR YOUR FIRST GAME1. DC Comics Super Heroes and Starting DecksEach player is dealt a random DC Comics Super Hero from among the following: Batman, Superman, Green Lantern, Wonder Woman, and The Flash. Set aside the other DC Comics Super Heroes for future games.Each DC Comics Super Hero begins with a starting deck of seven Punch cards and three Vulnerability cards. You will use your Punch cards to buy more powerful cards to add to your deck, improving it as the game goes on. Vulnerability cards represent the things that occasionally cause a DC Comics Super Hero to falter. They don’t do anything for you when drawn or played, so it’s best to get rid of them as soon as possible (more on how to do that later).

Page 3: · 2017-03-07 · Each player is dealt a random DC Comics Super Hero from among the following: Batman, Superman, Green Lantern, Wonder Woman, and The Flash. Set aside the other DC

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Kic

ks,

8 Su

per-

Villa

ins,

and

20

Wea

knes

ses

in th

eir r

espe

ctiv

e sta

cks.

+2 P

ower

Atta

ck: E

ach

foe c

hoos

es a

nd d

iscar

ds a

card

.

11

BANE

BANE

VILL

AIN

444©

2012

CZE

©20

12 C

ZE

DC U

NIVE

RSE

and

all r

elat

ed c

hara

cter

s an

del

emen

ts a

re tr

adem

arks

of a

nd ©

DC

Com

ics.

elem

ents

are

trad

emar

ks o

f and

© D

C Co

mic

s.(s

12)

+4 P

ower

22

DOOM

SDAY

DOOM

SDAY

VILL

AIN

666©

2012

CZE

©20

12 C

ZE

DC U

NIVE

RSE

and

all r

elat

ed c

hara

cter

s an

del

emen

ts a

re tr

adem

arks

of a

nd ©

DC

Com

ics.

elem

ents

are

trad

emar

ks o

f and

© D

C Co

mic

s.(s

12)

TITAN

S TO

WER

TITAN

S TO

WER

LOCA

TION

Whe

n yo

u pl

ay th

is ca

rd, le

ave

it in

fron

t of y

ou fo

r the

rest

of

the

gam

e.

Ongo

ing:

Whe

n yo

u pl

ay yo

ur fi

rst c

ard

with

cos

t 2 o

r 3on

eac

h of

your

turn

s, d

raw

a ca

rd.

11555

©20

12 C

ZE©

2012

CZE

DC U

NIVE

RSE

and

all r

elat

ed c

hara

cter

s an

del

emen

ts a

re tr

adem

arks

of a

nd ©

DC

Com

ics.

elem

ents

are

trad

emar

ks o

f and

© D

C Co

m(s

12)

Draw

a ca

rd.

11

KID

FLAS

HKI

D FL

ASH

HERO

222©

2012

CZE

©20

12 C

ZE

DC U

NIVE

RSE

and

all r

elat

ed c

hara

cter

s an

del

emen

ts a

re tr

adem

arks

of a

nd ©

DC

Com

ics.

elem

ents

are

trad

emar

ks o

f and

© D

C Co

mic

s.(s

12)

+2 P

ower

Defe

nse:

You

may

disc

ard

this

card

to a

void

an

Atta

ck.

If yo

u do

, dra

w tw

o car

ds.

THE C

APE A

ND C

OWL

THE C

APE A

ND C

OWL

EQUI

PMEN

T

44411

©20

12 C

ZE©

2012

CZE

DC U

NIVE

RSE

and

all r

elat

ed c

hara

cter

s an

del

emen

ts a

re tr

adem

arks

of a

nd ©

DC

Com

ics.

elem

ents

are

trad

emar

ks o

f and

© D

C Co

mic

s.(s

12)

THE

LIN

E-U

PM

AIN

DEC

K

+2 P

ower

11

KICK

KICK

SUPE

R PO

WER

©20

12 C

ZE

DC U

NIVE

RSE

and

all r

elat

ed c

hara

cter

s an

del

emen

ts a

re tr

adem

arks

of a

nd ©

DC

Com

ics.

(s12

)

+3 P

ower

At th

e end

of yo

ur tu

rn, p

ut th

is ca

rd on

the b

otto

mof

its o

wner

’s de

ck b

efor

e dra

wing

a n

ew h

and.

(Thi

s car

d sta

rts th

e ga

me

on to

p of

the

Supe

r-Vill

ain st

ack.

)

44

RA’S

AL G

HUL

RA’S

AL G

HUL

VILL

AIN

888©

2012

CZE

©20

12 C

ZE

DC U

NIVE

RSE

and

all r

elat

ed c

hara

cter

s an

del

emen

ts a

re tr

adem

arks

of a

nd ©

DC

Com

ics.

elem

ents

are

trad

emar

ks o

f and

© D

C Co

mic

s.(s

12)

card

s red

uce y

our s

core

at t

he en

d of

the g

ame.

WEA

KNES

SW

EAKN

ESS

©20

12 C

ZE

DC U

NIVE

RSE

and

all r

elat

ed c

hara

cter

s an

del

emen

ts a

re tr

adem

arks

of a

nd ©

DC

Com

ics.

(s12

)

THE

STA

CKS

card

s red

uce y

our s

core

at t

he en

d of

the g

ame.

WEA

KNES

SW

EAKN

ESS

©20

12 C

ZE

DC U

NIVE

RSE

and

all r

elat

ed c

hara

cter

s an

del

emen

ts a

re tr

adem

arks

of a

nd ©

DC

Com

ics.

(s12

)

card

s red

uce y

our s

core

at t

he en

d of

the g

ame.

WEA

KNES

SW

EAKN

ESS

00011

©20

12 C

ZE

DC U

NIVE

RSE

and

all r

elat

ed c

hara

cter

s el

emen

ts a

re tr

adem

arks

of a

nd ©

DC

Com

ics.

(s12

)

Wea

knes

s car

ds re

duce

your

scor

e at t

he en

d of

the g

ame.

WEA

KNES

SW

EAKN

ESS

00011

©20

12 C

ZE©

2012

CZE

DC U

NIVE

RSE

and

all r

elat

ed c

hara

cter

s an

del

emen

ts a

re tr

adem

arks

of a

nd ©

DC

Com

ics.

elem

ents

are

trad

emar

ks o

f and

© D

C Co

mic

s.(s

12)

+2 P

ower

11KICK

KICK

SUPE

R PO

WER

©20

12 C

ZEDC

UNI

VERS

E an

d al

l rel

ated

cha

ract

ers

and

elem

ents

are

trad

emar

ks o

f and

© D

C Co

mic

s.(s

12)

+2 P

ower

11

KICK

KICK

333

SUPE

R PO

WER

©20

12 C

ZE©

2012

CZE

DC U

NIVE

RSE

and

all r

elat

ed c

hara

cter

s an

del

emen

ts a

re tr

adem

arks

of a

nd ©

DC

Com

ics.

elem

ents

are

trad

emar

ks o

f and

© D

C Co

mic

s.(s

12)

2. The Main DeckMost of the cards that you will add to your deck as the game progresses come from the main deck. Shuffle the main deck and place it in the middle of the table. None of the following cards should ever be placed into the main deck: Super-Villains, Punch, Vulnerability, Kick, Weakness, or the oversized Super Hero cards. The main deck is made up of every other card in the game (114 cards total).

3. The Super-Villain StackThere are twelve different Super-Villainsavailable to use each game. Typically, eight Super-Villains are used for a standard game. For a longer game, use more than eight. No matter how many you use, you will always use Ra’s al Ghul. On his card is text that reads, “This card starts the game on top of theSuper-Villain stack.” If you use eight Super-Villains, you will use seven selected at random, plus Ra’s al Ghul.

Set Ra’s al Ghul aside and shuffle the remaining eleven Super-Villain cards face down. Then randomly remove the number of cards you aren’t going to play with this game from the stack. The Super-Villain stack remains face down this entire time, so no one will be able to see which Super-Villains are being used and which ones are not. Set aside the unused Super-Villains (still face down). Finally, place Ra’s al Ghul face up on top of the Super-Villain stack.

Example: In a game using the typical eight Super-Villains, set aside Ra’s al Ghul and shuffle the rest. Remove four of them at random, then put Ra’s al Ghul face up on top of the remaining seven face-down Super-Villains.

+3 PowerAt the end of your turn, put this card on the bottomof its owner’s deck before drawing a new hand.(This card starts the game on top of the Super-Villain stack.)

44

RA’S AL GHULRA’S AL GHUL

VILLAIN

©2012 CZE

DC UNIVERSE and all related characters andelements are trademarks of and © DC Comics.(s12)

3 4

4. Th

e Li

ne-U

pA

fter s

huffl

ing

the

mai

n de

ck, p

lace

the

top

five

card

s fro

m th

e m

ain

deck

into

the

Line-

Up.

Ther

e is

no b

oard

nec

essa

ry to

pla

y th

is ga

me;

just

rese

rve

spac

e fo

r eac

h ca

rd.

Nex

t, pl

ace

the

Kick

, Sup

er-V

illai

n, a

nd W

eakn

ess

stack

s at

the

end

of th

e Lin

e-U

p. Y

ou m

ay w

ant t

o tu

rn th

ese

stack

s pe

rpen

dicu

lar t

o th

e bo

ard

so th

at e

very

one

can

reac

h th

em. Y

ou w

ill a

lway

s us

e al

l 16

Kick

s an

d al

l20

Wea

knes

ses

each

gam

e. T

he n

umbe

r of S

uper

-Vill

ains

you

use

will

var

y. K

icks

and

Sup

er-V

illai

ns a

re a

lway

s av

aila

ble

to b

e bo

ught

or d

efea

ted

durin

g yo

ur tu

rn (w

hile

car

ds re

mai

n in

thei

r sta

cks)

. Wea

knes

ses

are

neve

r bo

ught

; the

y ar

e ga

ined

onl

y th

roug

h un

frien

dly

card

effe

cts.

The

mai

n de

ck a

nd th

e th

ree

stack

s of

car

ds o

n th

e en

d ar

e no

t par

t of t

he L

ine-

Up.

Onc

e yo

u ha

ve a

rran

ged

the

mai

n de

ck, t

he L

ine-

Up,

and

the

othe

r sta

cks,

it w

ill lo

ok s

omet

hing

like

the

abov

e.

Your

ope

ning

five

car

ds in

the

Line-

Up

will

var

y. A

t the

sta

rt of

the

gam

e, th

ere

shou

ld b

e 16

Kic

ks,

8 Su

per-

Villa

ins,

and

20

Wea

knes

ses

in th

eir r

espe

ctiv

e sta

cks.

4. Th

e Li

ne-U

p4. Th

e Li

ne-U

p4. Th

e Li

ne-U

pA

fter s

huffl

ing

the

mai

n de

ck, p

lace

the

top

five

card

s fro

m th

e m

ain

deck

into

the

Line-

Up.

Afte

r shu

fflin

g th

e m

ain

deck

, pla

ce th

e to

p fiv

e ca

rds

from

the

mai

n de

ck in

to th

e Lin

e-U

p.A

fter s

huffl

ing

the

mai

n de

ck, p

lace

the

top

five

card

s fro

m th

e m

ain

deck

into

the

Line-

Up.

Ther

e is

no b

oard

nec

essa

ry to

pla

y th

is ga

me;

just

rese

rve

spac

e fo

r eac

h ca

rd.

Ther

e is

no b

oard

nec

essa

ry to

pla

y th

is ga

me;

just

rese

rve

spac

e fo

r eac

h ca

rd.

Ther

e is

no b

oard

nec

essa

ry to

pla

y th

is ga

me;

just

rese

rve

spac

e fo

r eac

h ca

rd.

Nex

t, pl

ace

the

Kick

,N

ext,

plac

e th

e Ki

ck,

Nex

t, pl

ace

the

Kick

,Sup

er-V

illai

n, a

nd W

eakn

ess

stack

s at

the

end

of th

e Lin

e-U

p. Y

ou m

ay w

ant t

o tu

rn th

ese

Supe

r-Vi

llain

, and

Wea

knes

s sta

cks

at th

e en

d of

the

Line-

Up.

You

may

wan

t to

turn

thes

e Su

per-

Villa

in, a

nd W

eakn

ess

stack

s at

the

end

of th

e Lin

e-U

p. Y

ou m

ay w

ant t

o tu

rn th

ese

stack

s pe

rpen

dicu

lar t

o th

e bo

ard

so th

at e

very

one

can

reac

h th

em. Y

ou w

ill a

lway

s us

e al

l 16

Kick

s an

d al

lsta

cks

perp

endi

cula

r to

the

boar

d so

that

eve

ryon

e ca

n re

ach

them

. You

will

alw

ays

use

all 1

6 Ki

cks

and

all

stack

s pe

rpen

dicu

lar t

o th

e bo

ard

so th

at e

very

one

can

reac

h th

em. Y

ou w

ill a

lway

s us

e al

l 16

Kick

s an

d al

l20

Wea

knes

ses

each

gam

e. T

he n

umbe

r of

20 W

eakn

esse

s ea

ch g

ame.

The

num

ber o

f20

Wea

knes

ses

each

gam

e. T

he n

umbe

r ofS

uper

-Vill

ains

you

use

will

var

y. K

icks

and

Sup

er-V

illai

ns a

re a

lway

s Su

per-

Villa

ins

you

use

will

var

y. K

icks

and

Sup

er-V

illai

ns a

re a

lway

s Su

per-

Villa

ins

you

use

will

var

y. K

icks

and

Sup

er-V

illai

ns a

re a

lway

s av

aila

ble

to b

e bo

ught

or d

efea

ted

durin

g yo

ur tu

rn (w

hile

car

ds re

mai

n in

thei

r sta

cks)

. Wea

knes

ses

are

neve

r av

aila

ble

to b

e bo

ught

or d

efea

ted

durin

g yo

ur tu

rn (w

hile

car

ds re

mai

n in

thei

r sta

cks)

. Wea

knes

ses

are

neve

r av

aila

ble

to b

e bo

ught

or d

efea

ted

durin

g yo

ur tu

rn (w

hile

car

ds re

mai

n in

thei

r sta

cks)

. Wea

knes

ses

are

neve

r bo

ught

; the

y ar

e ga

ined

onl

y th

roug

h un

frien

dly

card

effe

cts.

The

mai

n de

ck a

nd th

e th

ree

stack

s of

car

ds o

n th

e bo

ught

; the

y ar

e ga

ined

onl

y th

roug

h un

frien

dly

card

effe

cts.

The

mai

n de

ck a

nd th

e th

ree

stack

s of

car

ds o

n th

e bo

ught

; the

y ar

e ga

ined

onl

y th

roug

h un

frien

dly

card

effe

cts.

The

mai

n de

ck a

nd th

e th

ree

stack

s of

car

ds o

n th

e en

d ar

e no

t par

t of t

he L

ine-

Up.

end

are

not p

art o

f the

Lin

e-U

p.en

d ar

e no

t par

t of t

he L

ine-

Up.

4. Th

e Li

ne-U

pA

fter s

huffl

ing

the

mai

n de

ck, p

lace

the

top

five

card

s fro

m th

e m

ain

deck

into

the

Line-

Up.

Ther

e is

no b

oard

nec

essa

ry to

pla

y th

is ga

me;

just

rese

rve

spac

e fo

r eac

h ca

rd.

Nex

t, pl

ace

the

Kick

, Sup

er-V

illai

n, a

nd W

eakn

ess

stack

s at

the

end

of th

e Lin

e-U

p. Y

ou m

ay w

ant t

o tu

rn th

ese

stack

s pe

rpen

dicu

lar t

o th

e bo

ard

so th

at e

very

one

can

reac

h th

em. Y

ou w

ill a

lway

s us

e al

l 16

Kick

s an

d al

l20

Wea

knes

ses

each

gam

e. T

he n

umbe

r of S

uper

-Vill

ains

you

use

will

var

y. K

icks

and

Sup

er-V

illai

ns a

re a

lway

s av

aila

ble

to b

e bo

ught

or d

efea

ted

durin

g yo

ur tu

rn (w

hile

car

ds re

mai

n in

thei

r sta

cks)

. Wea

knes

ses

are

neve

r bo

ught

; the

y ar

e ga

ined

onl

y th

roug

h un

frien

dly

card

effe

cts.

The

mai

n de

ck a

nd th

e th

ree

stack

s of

car

ds o

n th

e en

d ar

e no

t par

t of t

he L

ine-

Up.

Onc

e yo

u ha

ve a

rran

ged

the

mai

n de

ck, t

he L

ine-

Up,

and

the

othe

r sta

cks,

it w

ill lo

ok s

omet

hing

like

the

abov

e.

Onc

e yo

u ha

ve a

rran

ged

the

mai

n de

ck, t

he L

ine-

Up,

and

the

othe

r sta

cks,

it w

ill lo

ok s

omet

hing

like

the

abov

e.

Onc

e yo

u ha

ve a

rran

ged

the

mai

n de

ck, t

he L

ine-

Up,

and

the

othe

r sta

cks,

it w

ill lo

ok s

omet

hing

like

the

abov

e.

Your

ope

ning

five

car

ds in

the

Line-

Up

will

var

y. A

t the

sta

rt of

the

gam

e, th

ere

shou

ld b

e 16

Kic

ks,

Your

ope

ning

five

car

ds in

the

Line-

Up

will

var

y. A

t the

sta

rt of

the

gam

e, th

ere

shou

ld b

e 16

Kic

ks,

Your

ope

ning

five

car

ds in

the

Line-

Up

will

var

y. A

t the

sta

rt of

the

gam

e, th

ere

shou

ld b

e 16

Kic

ks,

8 Su

per-

Villa

ins,

and

20

Wea

knes

ses

in th

eir r

espe

ctiv

e sta

cks.

8 Su

per-

Villa

ins,

and

20

Wea

knes

ses

in th

eir r

espe

ctiv

e sta

cks.

8 Su

per-

Villa

ins,

and

20

Wea

knes

ses

in th

eir r

espe

ctiv

e sta

cks.

Onc

e yo

u ha

ve a

rran

ged

the

mai

n de

ck, t

he L

ine-

Up,

and

the

othe

r sta

cks,

it w

ill lo

ok s

omet

hing

like

the

abov

e.

Your

ope

ning

five

car

ds in

the

Line-

Up

will

var

y. A

t the

sta

rt of

the

gam

e, th

ere

shou

ld b

e 16

Kic

ks,

8 Su

per-

Villa

ins,

and

20

Wea

knes

ses

in th

eir r

espe

ctiv

e sta

cks.

2. The Main DeckMost of the cards that you will add to your deck as the game progresses come from the main deck. Shuffle the main deck and place it in the middle of the table. None of the following cards should ever be placed into the main deck: Super-Villains, Punch, Vulnerability, Kick, Weakness, or the oversized Super Hero cards. The main deck is made up of every other card in the game (114 cards total).

3. The Super-Villain StackThere are twelve different Super-Villainsavailable to use each game. Typically, eight Super-Villains are used for a standard game. For a longer game, use more than eight. No matter how many you use, you will always use Ra’s al Ghul. On his card is text that reads, “This card starts the game on top of theSuper-Villain stack.” If you use eight Super-Villains, you will use seven selected at random, plus Ra’s al Ghul.

Set Ra’s al Ghul aside and shuffle the remaining eleven Super-Villain cards face down. Then randomly remove the number of cards you aren’t going to play with this game from the stack. The Super-Villain stack remains face down this entire time, so no one will be able to see which Super-Villains are being used and which ones are not. Set aside the unused Super-Villains (still face down). Finally, place Ra’s al Ghul face up on top of the Super-Villain stack.

Example: In a game using the typical eight Super-Villains, set aside Ra’s al Ghul and shuffle the rest. Remove four of them at random, then put Ra’s al Ghul face up on top of the remaining seven face-down Super-Villains.

+3 PowerAt the end of your turn, put this card on the bottomof its owner’s deck before drawing a new hand.(This card starts the game on top of the Super-Villain stack.)

4444

RA’S AL GHULRA’S AL GHULRA’S AL GHULRA’S AL GHULRA’S AL GHUL

VILLAIN

©2012 CZE©2012 CZE

DC UNIVERSE and all related characters andelements are trademarks of and © DC Comics.elements are trademarks of and © DC Comics.(s12)(s12)

2. The Main Deck2. The Main Deck2. The Main DeckMost of the cards that you will add to your deck as the game progresses come from Most of the cards that you will add to your deck as the game progresses come from Most of the cards that you will add to your deck as the game progresses come from the main deck. Shuffle the main deck and place it in the middle of the table. None the main deck. Shuffle the main deck and place it in the middle of the table. None the main deck. Shuffle the main deck and place it in the middle of the table. None of the following cards should ever be placed into the main deck:of the following cards should ever be placed into the main deck:of the following cards should ever be placed into the main deck: Super-VillainsSuper-VillainsSuper-Villains, , , PunchPunchPunch, , , VulnerabilityVulnerabilityVulnerability, , , KickKickKick, , , WeaknessWeaknessWeakness, or the oversized, or the oversized, or the oversized Super HeroSuper HeroSuper Herocards. The main deck is made up of every other card in the game (114 cards total).cards. The main deck is made up of every other card in the game (114 cards total).cards. The main deck is made up of every other card in the game (114 cards total).

3. The Super-Villain Stack3. The Super-Villain Stack3. The Super-Villain StackThere are twelve different Super-VillainsThere are twelve different Super-VillainsThere are twelve different Super-Villainsavailable to use each game. Typically, available to use each game. Typically, available to use each game. Typically, eighteighteight Super-Villains are used for a Super-Villains are used for a Super-Villains are used for a standard game. For a longer game, standard game. For a longer game, standard game. For a longer game, use more than eight. No matter how use more than eight. No matter how use more than eight. No matter how many you use, you will always use many you use, you will always use many you use, you will always use Ra’s Ra’s Ra’s al Ghulal Ghulal Ghul. On his card is text that reads, . On his card is text that reads, . On his card is text that reads, “This card starts the game on top of the“This card starts the game on top of the“This card starts the game on top of theSuper-Villain stack.” If you use eightSuper-Villain stack.” If you use eightSuper-Villain stack.” If you use eightSuper-Villains, you will use seven Super-Villains, you will use seven Super-Villains, you will use seven selected at random, plus selected at random, plus selected at random, plus Ra’s al GhulRa’s al GhulRa’s al Ghul...

Set Set Set Ra’s al GhulRa’s al GhulRa’s al Ghul aside and shuffle the aside and shuffle the aside and shuffle the Ra’s al Ghul aside and shuffle the Ra’s al GhulRa’s al GhulRa’s al Ghul aside and shuffle the Ra’s al Ghul aside and shuffle the Ra’s al Ghul aside and shuffle the Ra’s al GhulRa’s al GhulRa’s al Ghul aside and shuffle the Ra’s al Ghulremaining elevenremaining elevenremaining eleven Super-Villain cards Super-Villain cards Super-Villain cards face down. Then randomly remove the face down. Then randomly remove the face down. Then randomly remove the number of cards you aren’t going to play number of cards you aren’t going to play number of cards you aren’t going to play with this game from the stack. Thewith this game from the stack. Thewith this game from the stack. The Super-Super-Super-Villain stack remains face down this entire Villain stack remains face down this entire Villain stack remains face down this entire time, so no one will be able to see whichtime, so no one will be able to see whichtime, so no one will be able to see whichSuper-Villains are being used and which ones are not. Set aside the unusedSuper-Villains are being used and which ones are not. Set aside the unusedSuper-Villains are being used and which ones are not. Set aside the unused Super-Super-Super-Villains (still face down). Finally, place Villains (still face down). Finally, place Villains (still face down). Finally, place Ra’s al Ghul Ra’s al Ghul Ra’s al Ghul face upface upface up on top of the on top of the on top of the Super-Super-Super-Villain stack.Villain stack.Villain stack.

Example:Example:Example: In a game using the typical eight Super-Villains, set aside In a game using the typical eight Super-Villains, set aside In a game using the typical eight Super-Villains, set aside Ra’s al GhulRa’s al GhulRa’s al Ghuland shuffle the rest. Remove four of them at random, then put and shuffle the rest. Remove four of them at random, then put and shuffle the rest. Remove four of them at random, then put Ra’s al GhulRa’s al GhulRa’s al Ghul face up face up face up Ra’s al Ghul face up Ra’s al GhulRa’s al GhulRa’s al Ghul face up Ra’s al Ghul face up Ra’s al Ghul face up Ra’s al GhulRa’s al GhulRa’s al Ghul face up Ra’s al Ghulon top of the remaining seven face-downon top of the remaining seven face-downon top of the remaining seven face-down Super-Villains.Super-Villains.Super-Villains.

2. The Main DeckMost of the cards that you will add to your deck as the game progresses come from the main deck. Shuffle the main deck and place it in the middle of the table. None of the following cards should ever be placed into the main deck: Super-Villains, Punch, Vulnerability, Kick, Weakness, or the oversized Super Hero cards. The main deck is made up of every other card in the game (114 cards total).

3. The Super-Villain StackThere are twelve different Super-Villainsavailable to use each game. Typically, eight Super-Villains are used for a standard game. For a longer game, use more than eight. No matter how many you use, you will always use Ra’s al Ghul. On his card is text that reads, “This card starts the game on top of theSuper-Villain stack.” If you use eight Super-Villains, you will use seven selected at random, plus Ra’s al Ghul.

Set Ra’s al Ghul aside and shuffle the remaining eleven Super-Villain cards face down. Then randomly remove the number of cards you aren’t going to play with this game from the stack. The Super-Villain stack remains face down this entire time, so no one will be able to see which Super-Villains are being used and which ones are not. Set aside the unused Super-Villains (still face down). Finally, place Ra’s al Ghul face up on top of the Super-Villain stack.

Example: In a game using the typical eight Super-Villains, set aside Ra’s al Ghul and shuffle the rest. Remove four of them at random, then put Ra’s al Ghul face up on top of the remaining seven face-down Super-Villains.

Page 4: · 2017-03-07 · Each player is dealt a random DC Comics Super Hero from among the following: Batman, Superman, Green Lantern, Wonder Woman, and The Flash. Set aside the other DC

GAMEPLAYRandomly determine a player to go first, unless someone is playing as The Flash. The Flash player always goes first (he’s pretty fast). Each player begins by shuffling his or her deck and drawing five cards. Players take turns in clockwise order.Each turn, you may buy cards from the Line-Up, Kick cards, and/or the top card of theSuper-Villain stack to improve your deck. Cards you buy or gain are always immediately placed into your discard pile unless you are instructed otherwise. Discard piles are always face up. Soon they’ll be shuffled into your deck, and then you’ll be drawing these newer, more powerful cards into your hand so you can play them. Buying powerful cards builds up the effectiveness of your deck. That’s why it’s called a “deck-building game.”You can buy any number of available cards with combined cost less than or equal to the amount of Power you have for the turn. For example, your Punch cards each give you +1 Power. If you draw four of them and no other cards with any Power bonuses, your total Power for the turn is 4. You can buy a single card with cost 2, 3, or 4, or even two cards each with cost 2, assuming these options are available. Kick cards are (usually) available if the cards in the Line-Up are too expensive, and you may buy more than one during your turn if you wish. You may pass if you cannot buy or do not wish to buy any cards.Vulnerability and Weakness cards provide no Power. Since they weaken your draws and deck, you should try to destroy them as soon as possible. You may play them if you wish, but they have no effect when played. They are not discarded until the end of your turn when you discard all cards you have played and any cards that you have kept in your hand.

Order of Playing Your CardsOn your turn, you get to play the cards in your hand in the order of your choiceWhen you play a card, its game text resolves immediately. When you have played all the cards you wish to play at that time, total up the Power you have accumulated and buy what you wish to buy from the Line-Up or the face-up stacks. You do not have to play all of the cards in your hand before you start making purchases if you don’t wish to.Most cards you play have simple effects like +Power, card drawing, or an Attack. The order in which you play these cards typically does not matter.

Ending Your Turn1. Once you have finished your turn, place all the cards you played and any cards remaining in your hand into your discard pile. Any unspent Power from cards played during the turn is lost. Draw a new hand of five cards and pass the turn to the player on your left. 2. If any of the slots in the Line-Up are empty, draw cards off the main deck and add them to the Line-Up. Do not replace empty slots as soon as you buy or gain a card from the Line-Up.3. If the top card of the Super-Villain stack is face down, flip it face up. This will reveal the next Super-Villain out to terrorize the Super Heroes.

Sample Turn Sequence

After shuffling up your starting cards, you draw a hand of four Punches and one Vulnerability for your first turn. You may play the four Punches for a total of 4 Power, which is enough to buy The Cape and Cowl from the Line-Up. After buying it, you put into your discard pile. The Vulnerability provides you with no additional Power. Once you have played and bought all the cards you want, discard the cards you have played and any remaining in your hand and then draw a new hand of five cards. Play proceeds to the player on your left.

END OF GAMEThe game ends immediately when either of the following two conditions is met:

• You are unable to flip up a new Super-Villain on the stack. • You are unable to refill all five slots of the Line-Up.

Then, players total up the Victory Points on cards in their deck. Weakness cards in your deck at the end of the game will subtract Victory Points (VP) from your total.The player with the highest VP total is crowned the winner! In case of a tie, the player with more Super-Villain cards wins.After a winner has been determined, all players will need to take apart their decks, placing all of the cards back into their proper stacks. Be sure to return any Super-Villains that were not used during the game to the Super-Villain stack, so they can be used in the next game.

PUNCHPUNCH

STARTER+1 Power

PUNCHPUNCH

STARTER

PUNCHPUNCH

STARTER

00 000

PUNCHPUNCH

elements are trademarks of and © DC Comics.(s12)

+1 Power for each Equipment you play during your turn.

©2012 CZEDC UNIVERSE and all related characters and elements are trademarks of and © DC Comics.DC UNIVERSE and all related characters and elements are trademarks of and © DC Comics.(s12)

+2 PowerDefense: You may discard this card to avoid an Attack.If you do, draw two cards.

THE CAPE AND COWLTHE CAPE AND COWL

EQUIPMENT

44411

©2012 CZE

DC UNIVERSE and all related characters andelements are trademarks of and © DC Comics.(s12)

00

VULNERABILITYVULNERABILITY

STARTER

©2012 CZE

DC UNIVERSE and all related characters andelements are trademarks of and © DC Comics.(s12)

+ =You go first.

The first time a card tells you to draw one or more cards during each of your turns, draw an additional card.

THE FLASHTHE FLASH

©2012 CZEDC UNIVERSE and all related characters and elements are trademarks of and © DC Comics.(s12)

5 6

GAMEPLAYRandomly determine a player to go first, unless someone is playing as The Flash. The Flash player always goes first (he’s pretty fast). Each player begins by shuffling his or her deck and drawing five cards. Players take turns in clockwise order.Each turn, you may buy cards from the Line-Up, Kick cards, and/or the top card of theSuper-Villain stack to improve your deck. Cards you buy or gain are always immediately placed into your discard pile unless you are instructed otherwise. Discard piles are always face up. Soon they’ll be shuffled into your deck, and then you’ll be drawing these newer, more powerful cards into your hand so you can play them. Buying powerful cards builds up the effectiveness of your deck. That’s why it’s called a “deck-building game.”You can buy any number of available cards with combined cost less than or equal to the amount of Power you have for the turn. For example, your Punch cards each give you +1 Power. If you draw four of them and no other cards with any Power bonuses, your total Power for the turn is 4. You can buy a single card with cost 2, 3, or 4, or even two cards each with cost 2, assuming these options are available. Kick cards are (usually) available if the cards in the Line-Up are too expensive, and you may buy more than one during your turn if you wish. You may pass if you cannot buy or do not wish to buy any cards.Vulnerability and Weakness cards provide no Power. Since they weaken your draws and deck, you should try to destroy them as soon as possible. You may play them if you wish, but they have no effect when played. They are not discarded until the end of your turn when you discard all cards you have played and any cards that you have kept in your hand.

Order of Playing Your CardsOn your turn, you get to play the cards in your hand in the order of your choiceWhen you play a card, its game text resolves immediately. When you have played all the cards you wish to play at that time, total up the Power you have accumulated and buy what you wish to buy from the Line-Up or the face-up stacks. You do not have to play all of the cards in your hand before you start making purchases if you don’t wish to.Most cards you play have simple effects like +Power, card drawing, or an Attack. The order in which you play these cards typically does not matter.

You go first.The first time a card tells you to draw one or more cards during

each of your turns, draw an additional card.

THE FLASHTHE FLASHTHE FLASHTHE FLASHTHE FLASH

©2012 CZEDC UNIVERSE and all related characters and elements are trademarks of and © DC Comics.DC UNIVERSE and all related characters and elements are trademarks of and © DC Comics.(s12)(s12)

GAMEPLAYGAMEPLAYGAMEPLAYRandomly determine a player to Randomly determine a player to Randomly determine a player to go first, unless someone is playing go first, unless someone is playing go first, unless someone is playing as as as The FlashThe FlashThe Flash. . . The FlashThe FlashThe Flash player player player always goes first (he’s pretty fast). always goes first (he’s pretty fast). always goes first (he’s pretty fast). Each player begins by shuffling Each player begins by shuffling Each player begins by shuffling his or her deck and drawing his or her deck and drawing his or her deck and drawing five cards. Players take turns in five cards. Players take turns in five cards. Players take turns in clockwise order.clockwise order.clockwise order.Each turn, you may buy cards Each turn, you may buy cards Each turn, you may buy cards from the Line-Up, Kick cards, from the Line-Up, Kick cards, from the Line-Up, Kick cards, and/or the top card of theand/or the top card of theand/or the top card of theSuper-Villain stack to improve Super-Villain stack to improve Super-Villain stack to improve your deck. Cards you buy or gain your deck. Cards you buy or gain your deck. Cards you buy or gain are always immediately placed are always immediately placed are always immediately placed into your discard pile unless you into your discard pile unless you into your discard pile unless you are instructed otherwise. Discard are instructed otherwise. Discard are instructed otherwise. Discard piles are always face up. Soon piles are always face up. Soon piles are always face up. Soon they’ll be shuffled into your deck, they’ll be shuffled into your deck, they’ll be shuffled into your deck, and then you’ll be drawing these newer, more powerful cards into your hand so you and then you’ll be drawing these newer, more powerful cards into your hand so you and then you’ll be drawing these newer, more powerful cards into your hand so you can play them. Buying powerful cards builds up the effectiveness of your deck. That’s can play them. Buying powerful cards builds up the effectiveness of your deck. That’s can play them. Buying powerful cards builds up the effectiveness of your deck. That’s why it’s called a “deck-building game.”why it’s called a “deck-building game.”why it’s called a “deck-building game.”You can buy any number of available cards with combined cost less than or equal You can buy any number of available cards with combined cost less than or equal You can buy any number of available cards with combined cost less than or equal to the amount of Power you have for the turn. For example, your Punch cards each to the amount of Power you have for the turn. For example, your Punch cards each to the amount of Power you have for the turn. For example, your Punch cards each give you give you give you +1 Power+1 Power+1 Power. If you draw four of them and no other cards with any Power . If you draw four of them and no other cards with any Power . If you draw four of them and no other cards with any Power bonuses, your total Power for the turn is 4. You can buy a single card with cost 2, 3, bonuses, your total Power for the turn is 4. You can buy a single card with cost 2, 3, bonuses, your total Power for the turn is 4. You can buy a single card with cost 2, 3, or 4, or even two cards each with cost 2, assuming these options are available. Kick or 4, or even two cards each with cost 2, assuming these options are available. Kick or 4, or even two cards each with cost 2, assuming these options are available. Kick cards are (usually) available if the cards in the Line-Up are too expensive, and you cards are (usually) available if the cards in the Line-Up are too expensive, and you cards are (usually) available if the cards in the Line-Up are too expensive, and you may buy more than one during your turn if you wish. You may pass if you cannot buy may buy more than one during your turn if you wish. You may pass if you cannot buy may buy more than one during your turn if you wish. You may pass if you cannot buy or do not wish to buy any cards.or do not wish to buy any cards.or do not wish to buy any cards.Vulnerability and Weakness cards provide no Power. Since they weaken your draws Vulnerability and Weakness cards provide no Power. Since they weaken your draws Vulnerability and Weakness cards provide no Power. Since they weaken your draws and deck, you should try to destroy them as soon as possible. You may play them if and deck, you should try to destroy them as soon as possible. You may play them if and deck, you should try to destroy them as soon as possible. You may play them if you wish, but they have no effect when played. They are not discarded until the end you wish, but they have no effect when played. They are not discarded until the end you wish, but they have no effect when played. They are not discarded until the end of your turn when you discard all cards you have played and any cards that you of your turn when you discard all cards you have played and any cards that you of your turn when you discard all cards you have played and any cards that you have kept in your hand.have kept in your hand.have kept in your hand.

Order of Playing Your CardsOrder of Playing Your CardsOrder of Playing Your CardsOrder of Playing Your CardsOrder of Playing Your CardsOrder of Playing Your CardsOrder of Playing Your CardsOrder of Playing Your CardsOrder of Playing Your CardsOrder of Playing Your CardsOrder of Playing Your CardsOrder of Playing Your CardsOrder of Playing Your CardsOrder of Playing Your CardsOrder of Playing Your CardsOrder of Playing Your CardsOrder of Playing Your CardsOrder of Playing Your CardsOrder of Playing Your CardsOrder of Playing Your CardsOrder of Playing Your CardsOrder of Playing Your CardsOrder of Playing Your CardsOrder of Playing Your CardsOrder of Playing Your CardsOrder of Playing Your CardsOrder of Playing Your CardsOrder of Playing Your CardsOrder of Playing Your CardsOrder of Playing Your CardsOrder of Playing Your CardsOrder of Playing Your CardsOrder of Playing Your CardsOrder of Playing Your CardsOrder of Playing Your CardsOrder of Playing Your CardsOrder of Playing Your CardsOrder of Playing Your CardsOrder of Playing Your CardsOrder of Playing Your CardsOrder of Playing Your CardsOrder of Playing Your CardsOrder of Playing Your CardsOrder of Playing Your CardsOrder of Playing Your CardsOrder of Playing Your CardsOrder of Playing Your CardsOn your turn, you get to play the cards in your hand in the order of your choiceOn your turn, you get to play the cards in your hand in the order of your choiceOn your turn, you get to play the cards in your hand in the order of your choiceWhen you play a card, its game text resolves immediately. When you have played When you play a card, its game text resolves immediately. When you have played When you play a card, its game text resolves immediately. When you have played all the cards you wish to play at that time, total up the Power you have accumulated all the cards you wish to play at that time, total up the Power you have accumulated all the cards you wish to play at that time, total up the Power you have accumulated and buy what you wish to buy from the Line-Up or the face-up stacks. You do not and buy what you wish to buy from the Line-Up or the face-up stacks. You do not and buy what you wish to buy from the Line-Up or the face-up stacks. You do not have to play all of the cards in your hand before you start making purchases if you have to play all of the cards in your hand before you start making purchases if you have to play all of the cards in your hand before you start making purchases if you don’t wish to.don’t wish to.don’t wish to.Most cards you play have simple effects like Most cards you play have simple effects like Most cards you play have simple effects like +Power+Power+Power, card drawing, or an Attack. , card drawing, or an Attack. , card drawing, or an Attack. The order in which you play these cards typically does not matter.The order in which you play these cards typically does not matter.The order in which you play these cards typically does not matter.

GAMEPLAYRandomly determine a player to go first, unless someone is playing as The Flash. The Flash player always goes first (he’s pretty fast). Each player begins by shuffling his or her deck and drawing five cards. Players take turns in clockwise order.Each turn, you may buy cards from the Line-Up, Kick cards, and/or the top card of theSuper-Villain stack to improve your deck. Cards you buy or gain are always immediately placed into your discard pile unless you are instructed otherwise. Discard piles are always face up. Soon they’ll be shuffled into your deck, and then you’ll be drawing these newer, more powerful cards into your hand so you can play them. Buying powerful cards builds up the effectiveness of your deck. That’s why it’s called a “deck-building game.”You can buy any number of available cards with combined cost less than or equal to the amount of Power you have for the turn. For example, your Punch cards each give you +1 Power. If you draw four of them and no other cards with any Power bonuses, your total Power for the turn is 4. You can buy a single card with cost 2, 3, or 4, or even two cards each with cost 2, assuming these options are available. Kick cards are (usually) available if the cards in the Line-Up are too expensive, and you may buy more than one during your turn if you wish. You may pass if you cannot buy or do not wish to buy any cards.Vulnerability and Weakness cards provide no Power. Since they weaken your draws and deck, you should try to destroy them as soon as possible. You may play them if you wish, but they have no effect when played. They are not discarded until the end of your turn when you discard all cards you have played and any cards that you have kept in your hand.

Order of Playing Your CardsOn your turn, you get to play the cards in your hand in the order of your choiceWhen you play a card, its game text resolves immediately. When you have played all the cards you wish to play at that time, total up the Power you have accumulated and buy what you wish to buy from the Line-Up or the face-up stacks. You do not have to play all of the cards in your hand before you start making purchases if you don’t wish to.Most cards you play have simple effects like +Power, card drawing, or an Attack. The order in which you play these cards typically does not matter.

Ending Your Turn1. Once you have finished your turn, place all the cards you played and any cards remaining in your hand into your discard pile. Any unspent Power from cards played during the turn is lost. Draw a new hand of five cards and pass the turn to the player on your left. 2. If any of the slots in the Line-Up are empty, draw cards off the main deck and add them to the Line-Up. Do not replace empty slots as soon as you buy or gain a card from the Line-Up.3. If the top card of the Super-Villain stack is face down, flip it face up. This will reveal the next Super-Villain out to terrorize the Super Heroes.

Sample Turn Sequence

After shuffling up your starting cards, you draw a hand of four Punches and one Vulnerability for your first turn. You may play the four Punches for a total of 4 Power, which is enough to buy The Cape and Cowl from the Line-Up. After buying it, you put into your discard pile. The Vulnerability provides you with no additional Power. Once you have played and bought all the cards you want, discard the cards you have played and any remaining in your hand and then draw a new hand of five cards. Play proceeds to the player on your left.

END OF GAMEThe game ends immediately when either of the following two conditions is met:

• You are unable to flip up a new Super-Villain on the stack. • You are unable to refill all five slots of the Line-Up.

Then, players total up the Victory Points on cards in their deck. Weakness cards in your deck at the end of the game will subtract Victory Points (VP) from your total.The player with the highest VP total is crowned the winner! In case of a tie, the player with more Super-Villain cards wins.After a winner has been determined, all players will need to take apart their decks, placing all of the cards back into their proper stacks. Be sure to return any Super-Villains that were not used during the game to the Super-Villain stack, so they can be used in the next game.

PUNCH

STARTER+1 Power

PUNCHPUNCHPUNCHPUNCHPUNCH

STARTER+1 Power

PUNCHPUNCHPUNCHPUNCHPUNCH

STARTER+1 Power

PUNCH

STARTER

PUNCHPUNCHPUNCHPUNCHPUNCHPUNCHPUNCH

STARTER

PUNCHPUNCHPUNCHPUNCHPUNCH

STARTER

PUNCHPUNCHPUNCHPUNCHPUNCHPUNCH

STARTER

PUNCHPUNCHPUNCH

0 0000

PUNCHPUNCHPUNCHPUNCHPUNCH

elements are trademarks of and © DC Comics.elements are trademarks of and © DC Comics.(s12)(s12)

+1 Power for each +1 Power for each +1 Power Equipment you play during your turn.Equipment you play during your turn.Equipment

©2012 CZEDC UNIVERSE and all related characters and elements are trademarks of and © DC Comics.DC UNIVERSE and all related characters and elements are trademarks of and © DC Comics.(s12)(s12)

+2 PowerDefense: You may discard this card to avoid an Attack.If you do, draw two cards.

THE CAPE AND COWLTHE CAPE AND COWLTHE CAPE AND COWLTHE CAPE AND COWLTHE CAPE AND COWL

EQUIPMENT

4444444444444444444441111

©2012 CZE©2012 CZE

DC UNIVERSE and all related characters andelements are trademarks of and © DC Comics.elements are trademarks of and © DC Comics.(s12)(s12)

0

VULNERABILITYVULNERABILITYVULNERABILITYVULNERABILITYVULNERABILITY

STARTER

©2012 CZE©2012 CZE

DC UNIVERSE and all related characters andelements are trademarks of and © DC Comics.elements are trademarks of and © DC Comics.(s12)(s12)

+ =

Ending Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your TurnEnding Your Turn1.1.1. Once you have finished your turn, place all the cards you played and any cards Once you have finished your turn, place all the cards you played and any cards Once you have finished your turn, place all the cards you played and any cards remaining in your hand into your discard pile. Any unspent Power from cards remaining in your hand into your discard pile. Any unspent Power from cards remaining in your hand into your discard pile. Any unspent Power from cards played during the turn is lost. Draw a new hand of five cards and pass the turn played during the turn is lost. Draw a new hand of five cards and pass the turn played during the turn is lost. Draw a new hand of five cards and pass the turn to the player on your left. to the player on your left. to the player on your left. 2.2.2. If any of the slots in the Line-Up are empty, draw cards off the main deck and If any of the slots in the Line-Up are empty, draw cards off the main deck and If any of the slots in the Line-Up are empty, draw cards off the main deck and add them to the Line-Up. Do not replace empty slots as soon as you buy or gain a add them to the Line-Up. Do not replace empty slots as soon as you buy or gain a add them to the Line-Up. Do not replace empty slots as soon as you buy or gain a card from the Line-Up.card from the Line-Up.card from the Line-Up.3.3.3. If the top card of the Super-Villain stack is face down, flip it face up. This will If the top card of the Super-Villain stack is face down, flip it face up. This will If the top card of the Super-Villain stack is face down, flip it face up. This will reveal the next Super-Villain out to terrorize the Super Heroes.reveal the next Super-Villain out to terrorize the Super Heroes.reveal the next Super-Villain out to terrorize the Super Heroes.

Sample Turn SequenceSample Turn SequenceSample Turn SequenceSample Turn SequenceSample Turn SequenceSample Turn SequenceSample Turn SequenceSample Turn SequenceSample Turn SequenceSample Turn SequenceSample Turn SequenceSample Turn SequenceSample Turn SequenceSample Turn SequenceSample Turn SequenceSample Turn SequenceSample Turn SequenceSample Turn SequenceSample Turn SequenceSample Turn SequenceSample Turn SequenceSample Turn SequenceSample Turn SequenceSample Turn SequenceSample Turn SequenceSample Turn SequenceSample Turn SequenceSample Turn SequenceSample Turn SequenceSample Turn SequenceSample Turn SequenceSample Turn SequenceSample Turn SequenceSample Turn SequenceSample Turn SequenceSample Turn SequenceSample Turn SequenceSample Turn SequenceSample Turn SequenceSample Turn SequenceSample Turn SequenceSample Turn SequenceSample Turn SequenceSample Turn SequenceSample Turn SequenceSample Turn SequenceSample Turn SequenceSample Turn SequenceSample Turn SequenceSample Turn SequenceSample Turn SequenceSample Turn SequenceSample Turn SequenceSample Turn SequenceSample Turn SequenceSample Turn SequenceSample Turn SequenceSample Turn SequenceSample Turn Sequence

After shuffling up your starting cards, you draw a hand of four Punches and one After shuffling up your starting cards, you draw a hand of four Punches and one After shuffling up your starting cards, you draw a hand of four Punches and one Vulnerability for your first turn. You may play the four Punches for a total of 4 Power, Vulnerability for your first turn. You may play the four Punches for a total of 4 Power, Vulnerability for your first turn. You may play the four Punches for a total of 4 Power, which is enough to buy The Cape and Cowl from the Line-Up. After buying it, you which is enough to buy The Cape and Cowl from the Line-Up. After buying it, you which is enough to buy The Cape and Cowl from the Line-Up. After buying it, you put into your discard pile. The Vulnerability provides you with no additional Power. put into your discard pile. The Vulnerability provides you with no additional Power. put into your discard pile. The Vulnerability provides you with no additional Power. Once you have played and bought all the cards you want, discard the cards you Once you have played and bought all the cards you want, discard the cards you Once you have played and bought all the cards you want, discard the cards you have played and any remaining in your hand and then draw a new hand of five have played and any remaining in your hand and then draw a new hand of five have played and any remaining in your hand and then draw a new hand of five cards. Play proceeds to the player on your left.cards. Play proceeds to the player on your left.cards. Play proceeds to the player on your left.

END OF GAMEEND OF GAMEEND OF GAMEThe game ends immediately when either of the following two conditions is met:The game ends immediately when either of the following two conditions is met:The game ends immediately when either of the following two conditions is met:

••• You are unable to flip up a new Super-Villain on the stack.You are unable to flip up a new Super-Villain on the stack.You are unable to flip up a new Super-Villain on the stack.••• You are unable to refill all five slots of the Line-Up.You are unable to refill all five slots of the Line-Up.You are unable to refill all five slots of the Line-Up.

Then, players total up the Victory Points Then, players total up the Victory Points Then, players total up the Victory Points on cards in their deck. Weakness cards on cards in their deck. Weakness cards on cards in their deck. Weakness cards in your deck at the end of the game will subtract Victory Points (VP) from your total.in your deck at the end of the game will subtract Victory Points (VP) from your total.in your deck at the end of the game will subtract Victory Points (VP) from your total.in your deck at the end of the game will subtract Victory Points (VP) from your total.The player with the highest VP total is crowned the winner! In case of a tie, the player The player with the highest VP total is crowned the winner! In case of a tie, the player The player with the highest VP total is crowned the winner! In case of a tie, the player with more Super-Villain cards wins.with more Super-Villain cards wins.with more Super-Villain cards wins.After a winner has been determined, all players will need to take apart their decks, After a winner has been determined, all players will need to take apart their decks, After a winner has been determined, all players will need to take apart their decks, placing all of the cards back into their proper stacks. Be sure to return any Super-placing all of the cards back into their proper stacks. Be sure to return any Super-placing all of the cards back into their proper stacks. Be sure to return any Super-Villains that were not used during the game to theVillains that were not used during the game to theVillains that were not used during the game to the Super-Villain stack, so they can be Super-Villain stack, so they can be Super-Villain stack, so they can be used in the next game.used in the next game.used in the next game.

Ending Your Turn1. Once you have finished your turn, place all the cards you played and any cards remaining in your hand into your discard pile. Any unspent Power from cards played during the turn is lost. Draw a new hand of five cards and pass the turn to the player on your left. 2. If any of the slots in the Line-Up are empty, draw cards off the main deck and add them to the Line-Up. Do not replace empty slots as soon as you buy or gain a card from the Line-Up.3. If the top card of the Super-Villain stack is face down, flip it face up. This will reveal the next Super-Villain out to terrorize the Super Heroes.

Sample Turn Sequence

After shuffling up your starting cards, you draw a hand of four Punches and one Vulnerability for your first turn. You may play the four Punches for a total of 4 Power, which is enough to buy The Cape and Cowl from the Line-Up. After buying it, you put into your discard pile. The Vulnerability provides you with no additional Power. Once you have played and bought all the cards you want, discard the cards you have played and any remaining in your hand and then draw a new hand of five cards. Play proceeds to the player on your left.

END OF GAMEThe game ends immediately when either of the following two conditions is met:

• You are unable to flip up a new Super-Villain on the stack. • You are unable to refill all five slots of the Line-Up.

Then, players total up the Victory Points on cards in their deck. Weakness cards in your deck at the end of the game will subtract Victory Points (VP) from your total.The player with the highest VP total is crowned the winner! In case of a tie, the player with more Super-Villain cards wins.After a winner has been determined, all players will need to take apart their decks, placing all of the cards back into their proper stacks. Be sure to return any Super-Villains that were not used during the game to the Super-Villain stack, so they can be used in the next game.

Page 5: · 2017-03-07 · Each player is dealt a random DC Comics Super Hero from among the following: Batman, Superman, Green Lantern, Wonder Woman, and The Flash. Set aside the other DC

If you play one or more Super Powers during your turn, +1 Power.If you play one or more Equipment during your turn,

draw a card.

CYBORGCYBORG

©2012 CZEDC UNIVERSE and all related characters and elements are trademarks of and © DC Comics.(s12)

+2 PowerAttack: Each foe gains a Weakness.

11

SCARECROWSCARECROW

VILLAIN

555©2012 CZE

DC UNIVERSE and all related characters andelements are trademarks of and © DC Comics.(s12)

Attack

Draw a card.Defense: You may discard this card to avoid an Attack.If you do, draw two cards.

11

SUPER SPEEDSUPER SPEED

333

SUPER POWER

©2012 CZE

DC UNIVERSE and all related characters andelements are trademarks of and © DC Comics.(s12)

ADDITIONAL RULES

DC Comics Super HeroesYour Super Hero gives you an ability that you maychoose to use during your turn. If a Super Hero has two abilities on his card, both of them may trigger on the same turn. At the start of games after your first, each player may choosea Super Hero to play with, or if you have enough, deal two Super Heroes to each player, and then each player chooses one.

Attacks and DefensesSome cards allow you to make an Attack against the other players in the game. When you play a card with an Attack ability, each other player has an opportunity to avoid the Attack with a card that has a Defense ability. A player using a Defense card’s ability negates the Attack only for that defending player. A player may only play one Defense card per Attack. Any players who don’t avoid the Attack are then affected by the Attack card’s ability. Avoiding an Attack does not negate any other abilities (like +2 Power) of a card, unless an ability specifically counts the players successfully hit by the Attack.

The Super-VillainsWhen you have accumulated enough Power in a turn, you can choose to defeat a Super-Villain. If you do, take the topmost face-up card from the stack and place it into your discard pile, unless instructed otherwise. The next card in the Super-Villain stack remains face down until your turn is over, so a player may defeat only one Super-Villain per turn. Super-Villains range in cost from 8 to 12, and their stack is randomized at the start of each game, so check the stack for the current Super-Villain’s cost.

While Ra’s al Ghul is content to gaze scornfully at the players from his lofty perch atop the DC Comics Super-Villain stack, the rest of the Super-Villains take a more hands-on approach. When a new Super-Villain is revealed, this is called his or her “First Appearance.” On each Super-Villain (other than Ra’s), you will find that Super-Villain’s First Appearance—Attack.

When revealed on the Super-Villain stack, this Attack resolves immediately against each player in the game. Each player with a Defense card may defend against the Attack. The Attack will resolve against any players who do not defend themselves. These Attacks do not happen during any player’s turn.

Super-Villains are Villains. Super-Villain is a title, not a card type, so playing a Super-Villain does not count as playing two different card types.

Example: If you have the Location Arkham Asylum in play and you play a Super-Villain, it counts as playing a Villain, so you get to draw a card.

Super-Villain Cards in Your DeckLike any other card you acquire, the experience gained defeating a Super-Villain will aid you in your future turns. When you play a Super-Villain from your hand, the text at the top of the text box is the relevant text. The “First Appearance—Attack” is no longer applicable, as the Super-Villain already made that attack when he was first revealed from the Super-Villain stack.

WeaknessSome Attack cards force the attacked players to gain a Weakness. If this happens, the Weakness cards are usually placed in that player’s discard pile, effectively adding them to that player’s deck. They have no ability when drawn during the game and can be played or kept in your hand and discarded at the end of your turn. At the end of the game, each Weakness in your deck subtracts 1 Victory Point from your VP total, so you’ll need a plan for destroying them at some point! If the Weakness deck runs out, effects that would cause a player to gain a Weakness do not do so, but any other effects those cards have still resolve as usual. A player may still play a Defense to avoid an Attack, even when there are no Weaknesses available to be gained.

Weakness cards reduce your score at the end of the game.

WEAKNESSWEAKNESS

00011

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DC UNIVERSE and all related characters andelements are trademarks of and © DC Comics.(s12)

ARKHAM ASYLUMARKHAM ASYLUM

LOCATIONWhen you play this card, leave it in front of you for the rest of the game.

Ongoing: When you play your first Villain on each of your turns,draw a card.

11 555©2012 CZE

DC UNIVERSE and all related characters andelements are trademarks of and © DC Comics.(s12)

Double your Power this turn.FIRST APPEARANCE—ATTACK: Each player reveals his handand discards all cards with cost 2 or less.

66

PARALLAXPARALLAX

VILLAIN

©2012 CZE

DC UNIVERSE and all related characters andelements are trademarks of and © DC Comics.(s12)

Draw three cards.FIRST APPEARANCE—ATTACK: Each player gains aWeakness for each Villain in the Line-Up.

55

LEX LUTHORLEX LUTHOR

VILLAIN

101010©2012 CZE

DC UNIVERSE and all related characters andelements are trademarks of and © DC Comics.(s12)

7 8

When revealed on the Super-Villain stack, this Attack resolves immediately against each player in the game. Each player with a Defense card may defend against the Attack. The Attack will resolve against any players who do not defend themselves. These Attacks do not happen during any player’s turn.

Super-Villains are Villains. Super-Villain is a title, not a card type, so playing a Super-Villain does not count as playing two different card types.

Example: If you have the Location Arkham Asylum in play and you play a Super-Villain, it counts as playing a Villain, so you get to draw a card.

Super-Villain Cards in Your DeckLike any other card you acquire, the experience gained defeating a Super-Villain will aid you in your future turns. When you play a Super-Villain from your hand, the text at the top of the text box is the relevant text. The “First Appearance—Attack” is no longer applicable, as the Super-Villain already made that attack when he was first revealed from the Super-Villain stack.

WeaknessSome Attack cards force the attacked players to gain a Weakness. If this happens, the Weakness cards are usually placed in that player’s discard pile, effectively adding them to that player’s deck. They have no ability when drawn during the game and can be played or kept in your hand and discarded at the end of your turn. At the end of the game, each Weakness in your deck subtracts 1 Victory Point from your VP total, so you’ll need a plan for destroying them at some point! If the Weakness deck runs out, effects that would cause a player to gain a Weakness do not do so, but any other effects those cards have still resolve as usual. A player may still play a Defense to avoid an Attack, even when there are no Weaknesses available to be gained.

Weakness cards reduce your score at the end of the game.

WEAKNESSWEAKNESSWEAKNESSWEAKNESSWEAKNESS

00001111

©2012 CZE©2012 CZE

DC UNIVERSE and all related characters andelements are trademarks of and © DC Comics.elements are trademarks of and © DC Comics.(s12)(s12)

ARKHAM ASYLUMARKHAM ASYLUMARKHAM ASYLUMARKHAM ASYLUMARKHAM ASYLUM

LOCATIONWhen you play this card, leave it in front of you for the rest of the game.

Ongoing: When you play your first Villain on each of your turns,draw a card.

1111 5555©2012 CZE©2012 CZE

DC UNIVERSE and all related characters andelements are trademarks of and © DC Comics.elements are trademarks of and © DC Comics.(s12)(s12)

Double your Power this turn.Power this turn.PowerFIRST APPEARANCE—ATTACK: Each player reveals his handand discards all cards with cost 2 or less.

6

VILLAIN

©2012 CZE©2012 CZE

DC UNIVERSE and all related characters andelements are trademarks of and © DC Comics.elements are trademarks of and © DC Comics.(s12)(s12)

Draw three cards.FIRST APPEARANCE—ATTACK: Each player gains aWeakness for each Villain in the Line-Up.

5

LEX LUTHORLEX LUTHORLEX LUTHORLEX LUTHORLEX LUTHOR

VILLAIN

1010101010101010©2012 CZE©2012 CZE

DC UNIVERSE and all related characters andelements are trademarks of and © DC Comics.elements are trademarks of and © DC Comics.(s12)(s12)

When revealed on the Super-Villain stack, this Attack When revealed on the Super-Villain stack, this Attack When revealed on the Super-Villain stack, this Attack resolves immediately against each player in the game. resolves immediately against each player in the game. resolves immediately against each player in the game. Each player with a Defense card may defend against Each player with a Defense card may defend against Each player with a Defense card may defend against the Attack. The Attack will resolve against any players the Attack. The Attack will resolve against any players the Attack. The Attack will resolve against any players who do not defend themselves. These Attacks do not who do not defend themselves. These Attacks do not who do not defend themselves. These Attacks do not happen during any player’s turn.happen during any player’s turn.happen during any player’s turn.

Super-Villains are Villains.Super-Villains are Villains.Super-Villains are Villains. Super-Villain is a title, not a Super-Villain is a title, not a Super-Villain is a title, not a card type, so playing acard type, so playing acard type, so playing a Super-Villain does not count as Super-Villain does not count as Super-Villain does not count as playing two different card types.playing two different card types.playing two different card types.

Example:Example:Example: If you have the Location If you have the Location If you have the Location Arkham AsylumArkham AsylumArkham Asylumin play and you play ain play and you play ain play and you play a Super-Villain, it counts as Super-Villain, it counts as Super-Villain, it counts as playing a Villain, so you get to draw a card.playing a Villain, so you get to draw a card.playing a Villain, so you get to draw a card.

Super-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckSuper-Villain Cards in Your DeckLike any other card you acquire, the experience gained Like any other card you acquire, the experience gained Like any other card you acquire, the experience gained defeating adefeating adefeating a Super-Villain will aid you in your future Super-Villain will aid you in your future Super-Villain will aid you in your future turns. When you play aturns. When you play aturns. When you play a Super-Villain from your hand, Super-Villain from your hand, Super-Villain from your hand, the text at the top of the text box is the relevant text. The the text at the top of the text box is the relevant text. The the text at the top of the text box is the relevant text. The “First Appearance—Attack” is no longer applicable, as “First Appearance—Attack” is no longer applicable, as “First Appearance—Attack” is no longer applicable, as thethethe Super-Villain already made that attack when he was Super-Villain already made that attack when he was Super-Villain already made that attack when he was first revealed from thefirst revealed from thefirst revealed from the Super-Villain stack.Super-Villain stack.Super-Villain stack.

WeaknessWeaknessWeaknessWeaknessWeaknessWeaknessWeaknessWeaknessWeaknessWeaknessWeaknessWeaknessWeaknessWeaknessWeaknessWeaknessWeaknessWeaknessWeaknessSome Attack cards force the attacked players to gain Some Attack cards force the attacked players to gain Some Attack cards force the attacked players to gain a Weakness. If this happens, the Weakness cards are a Weakness. If this happens, the Weakness cards are a Weakness. If this happens, the Weakness cards are usually placed in that player’s discard pile, effectively usually placed in that player’s discard pile, effectively usually placed in that player’s discard pile, effectively adding them to that player’s deck. They have no adding them to that player’s deck. They have no adding them to that player’s deck. They have no ability when drawn during the game and can be ability when drawn during the game and can be ability when drawn during the game and can be played or kept in your hand and discarded at the end played or kept in your hand and discarded at the end played or kept in your hand and discarded at the end of your turn. At the end of the game, each Weakness of your turn. At the end of the game, each Weakness of your turn. At the end of the game, each Weakness in your deck subtracts 1 Victory Point from your VP in your deck subtracts 1 Victory Point from your VP in your deck subtracts 1 Victory Point from your VP total, so you’ll need a plan for destroying them at total, so you’ll need a plan for destroying them at total, so you’ll need a plan for destroying them at some point! If the Weakness deck runs out, effects some point! If the Weakness deck runs out, effects some point! If the Weakness deck runs out, effects that would cause a player to gain a Weakness do not do so, but any other effects that would cause a player to gain a Weakness do not do so, but any other effects that would cause a player to gain a Weakness do not do so, but any other effects those cards have still resolve as usual. A player may still play a Defense to avoid those cards have still resolve as usual. A player may still play a Defense to avoid those cards have still resolve as usual. A player may still play a Defense to avoid an Attack, even when there are no Weaknesses available to be gained.an Attack, even when there are no Weaknesses available to be gained.an Attack, even when there are no Weaknesses available to be gained.

When revealed on the Super-Villain stack, this Attack resolves immediately against each player in the game. Each player with a Defense card may defend against the Attack. The Attack will resolve against any players who do not defend themselves. These Attacks do not happen during any player’s turn.

Super-Villains are Villains. Super-Villain is a title, not a card type, so playing a Super-Villain does not count as playing two different card types.

Example: If you have the Location Arkham Asylum in play and you play a Super-Villain, it counts as playing a Villain, so you get to draw a card.

Super-Villain Cards in Your DeckLike any other card you acquire, the experience gained defeating a Super-Villain will aid you in your future turns. When you play a Super-Villain from your hand, the text at the top of the text box is the relevant text. The “First Appearance—Attack” is no longer applicable, as the Super-Villain already made that attack when he was first revealed from the Super-Villain stack.

WeaknessSome Attack cards force the attacked players to gain a Weakness. If this happens, the Weakness cards are usually placed in that player’s discard pile, effectively adding them to that player’s deck. They have no ability when drawn during the game and can be played or kept in your hand and discarded at the end of your turn. At the end of the game, each Weakness in your deck subtracts 1 Victory Point from your VP total, so you’ll need a plan for destroying them at some point! If the Weakness deck runs out, effects that would cause a player to gain a Weakness do not do so, but any other effects those cards have still resolve as usual. A player may still play a Defense to avoid an Attack, even when there are no Weaknesses available to be gained.

ADDITIONAL RULES

DC Comics Super HeroesYour Super Hero gives you an ability that you maychoose to use during your turn. If a Super Hero has two abilities on his card, both of them may trigger on the same turn. At the start of games after your first, each player may choosea Super Hero to play with, or if you have enough, deal two Super Heroes to each player, and then each player chooses one.

Attacks and DefensesSome cards allow you to make an Attack against the other players in the game. When you play a card with an Attack ability, each other player has an opportunity to avoid the Attack with a card that has a Defense ability. A player using a Defense card’s ability negates the Attack only for that defending player. A player may only play one Defense card per Attack. Any players who don’t avoid the Attack are then affected by the Attack card’s ability. Avoiding an Attack does not negate any other abilities (like +2 Power) of a card, unless an ability specifically counts the players successfully hit by the Attack.

The Super-VillainsWhen you have accumulated enough Power in a turn, you can choose to defeat a Super-Villain. If you do, take the topmost face-up card from the stack and place it into your discard pile, unless instructed otherwise. The next card in the Super-Villain stack remains face down until your turn is over, so a player may defeat only one Super-Villain per turn. Super-Villains range in cost from 8 to 12, and their stack is randomized at the start of each game, so check the stack for the current Super-Villain’s cost.

While Ra’s al Ghul is content to gaze scornfully at the players from his lofty perch atop the DC Comics Super-Villain stack, the rest of the Super-Villains take a more hands-on approach. When a new Super-Villain is revealed, this is called his or her “First Appearance.” On each Super-Villain (other than Ra’s), you will find that Super-Villain’s First Appearance—Attack.

If you play one or more Super Powers during your turn, +1 Power.If you play one or more Equipment during your turn,Equipment during your turn,Equipment

draw a card.

CYBORGCYBORGCYBORGCYBORGCYBORG

©2012 CZEDC UNIVERSE and all related characters and elements are trademarks of and © DC Comics.DC UNIVERSE and all related characters and elements are trademarks of and © DC Comics.(s12)(s12)

+2 PowerAttack: Each foe gains a Weakness

SCARECROWSCARECROWSCARECROWSCARECROWSCARECROW

VILLAIN

Attack: Each foe gains a Weakness.

Draw a card.Defense: You may discard this card to avoid an Attack.If you do, draw two cards.

1111

SUPER SPEEDSUPER SPEEDSUPER SPEEDSUPER SPEEDSUPER SPEED

33333333333333

SUPER POWER

©2012 CZE©2012 CZE

DC UNIVERSE and all related characters andelements are trademarks of and © DC Comics.elements are trademarks of and © DC Comics.(s12)(s12)

ADDITIONAL RULESADDITIONAL RULESADDITIONAL RULES

DC ComicsDC ComicsDC ComicsDC ComicsDC ComicsDC ComicsDC ComicsDC ComicsDC ComicsDC ComicsDC ComicsDC ComicsDC ComicsDC ComicsDC ComicsDC ComicsDC ComicsDC ComicsDC ComicsDC ComicsDC ComicsDC ComicsDC ComicsDC ComicsDC ComicsDC ComicsDC ComicsDC ComicsDC ComicsDC ComicsDC ComicsDC ComicsDC ComicsDC ComicsDC ComicsDC ComicsDC ComicsDC ComicsDC ComicsDC ComicsDC ComicsDC ComicsDC ComicsDC ComicsDC ComicsDC ComicsDC ComicsDC ComicsDC ComicsDC ComicsDC ComicsDC ComicsDC ComicsDC ComicsDC ComicsDC ComicsDC ComicsDC ComicsDC ComicsDC ComicsDC ComicsDC ComicsDC ComicsDC ComicsDC ComicsDC ComicsDC ComicsDC Comics Super Heroes Super Heroes Super Heroes Super Heroes Super Heroes Super Heroes Super Heroes Super Heroes Super Heroes Super Heroes Super Heroes Super Heroes Super Heroes Super Heroes Super Heroes Super Heroes Super Heroes Super Heroes Super Heroes Super Heroes Super Heroes Super Heroes Super Heroes Super Heroes Super Heroes Super Heroes Super Heroes Super Heroes Super Heroes Super Heroes Super Heroes Super Heroes Super HeroesDC Comics Super HeroesDC ComicsDC ComicsDC Comics Super HeroesDC Comics Super HeroesDC Comics Super HeroesDC ComicsDC ComicsDC Comics Super HeroesDC ComicsDC Comics Super HeroesDC Comics Super Heroes Super Heroes Super Heroes Super Heroes Super Heroes Super Heroes Super Heroes Super Heroes Super Heroes Super Heroes Super HeroesYour Super Hero gives you an ability that you mayYour Super Hero gives you an ability that you mayYour Super Hero gives you an ability that you maychoose to use during your turn. If a Super Hero choose to use during your turn. If a Super Hero choose to use during your turn. If a Super Hero has two abilities on his card, both of them may has two abilities on his card, both of them may has two abilities on his card, both of them may trigger on the same turn. At the start of games trigger on the same turn. At the start of games trigger on the same turn. At the start of games after your first, each player may chooseafter your first, each player may chooseafter your first, each player may chooseaaa Super Hero to play with, or if you have enough, Super Hero to play with, or if you have enough, Super Hero to play with, or if you have enough, deal two Super Heroes to each player, and then deal two Super Heroes to each player, and then deal two Super Heroes to each player, and then each player chooses one.each player chooses one.each player chooses one.

Attacks and DefensesAttacks and DefensesAttacks and DefensesAttacks and DefensesAttacks and DefensesAttacks and DefensesAttacks and DefensesAttacks and DefensesAttacks and DefensesAttacks and DefensesAttacks and DefensesAttacks and DefensesAttacks and DefensesAttacks and DefensesAttacks and DefensesAttacks and DefensesAttacks and DefensesAttacks and DefensesAttacks and DefensesAttacks and DefensesAttacks and DefensesAttacks and DefensesAttacks and DefensesAttacks and DefensesAttacks and DefensesAttacks and DefensesAttacks and DefensesAttacks and DefensesSome cards allow you to make an Attack against the Some cards allow you to make an Attack against the Some cards allow you to make an Attack against the other players in the game. When you play a card with other players in the game. When you play a card with other players in the game. When you play a card with an Attack ability, each other player has an opportunity to an Attack ability, each other player has an opportunity to an Attack ability, each other player has an opportunity to avoid the Attack with a card that has a Defense ability. A avoid the Attack with a card that has a Defense ability. A avoid the Attack with a card that has a Defense ability. A player using a Defense card’s ability negates the Attack player using a Defense card’s ability negates the Attack player using a Defense card’s ability negates the Attack only for that defending player. A player may only play only for that defending player. A player may only play only for that defending player. A player may only play one Defense card per Attack. Any players who don’t avoid one Defense card per Attack. Any players who don’t avoid one Defense card per Attack. Any players who don’t avoid the Attack are then affected by the Attack card’s ability. the Attack are then affected by the Attack card’s ability. the Attack are then affected by the Attack card’s ability. Avoiding an Attack does not negate any other abilities Avoiding an Attack does not negate any other abilities Avoiding an Attack does not negate any other abilities (like +2 Power) of a card, unless an ability specifically (like +2 Power) of a card, unless an ability specifically (like +2 Power) of a card, unless an ability specifically counts the players successfully hit by the Attack.counts the players successfully hit by the Attack.counts the players successfully hit by the Attack.

The Super-VillainsThe Super-VillainsThe Super-VillainsThe Super-VillainsThe Super-VillainsThe Super-VillainsThe Super-VillainsThe Super-VillainsThe Super-VillainsThe Super-VillainsThe Super-VillainsThe Super-VillainsThe Super-VillainsThe Super-VillainsThe Super-VillainsThe Super-VillainsThe Super-VillainsThe Super-VillainsThe Super-VillainsThe Super-VillainsThe Super-VillainsThe Super-VillainsThe Super-VillainsThe Super-VillainsThe Super-VillainsThe Super-VillainsThe Super-VillainsThe Super-VillainsThe Super-VillainsThe Super-VillainsThe Super-VillainsThe Super-VillainsThe Super-VillainsThe Super-VillainsThe Super-VillainsThe Super-VillainsThe Super-VillainsThe Super-VillainsThe Super-VillainsThe Super-VillainsThe Super-VillainsThe Super-VillainsThe Super-VillainsThe Super-VillainsThe Super-VillainsThe Super-VillainsThe Super-VillainsThe Super-VillainsThe Super-VillainsThe Super-VillainsThe Super-VillainsThe Super-VillainsThe Super-VillainsThe Super-VillainsThe Super-VillainsThe Super-VillainsThe Super-VillainsThe Super-VillainsThe Super-VillainsThe Super-VillainsThe Super-VillainsWhen you have accumulated enough Power in a turn, you can choose to defeat When you have accumulated enough Power in a turn, you can choose to defeat When you have accumulated enough Power in a turn, you can choose to defeat aaa Super-Villain. If you do, take the topmost face-up card from the stack and Super-Villain. If you do, take the topmost face-up card from the stack and Super-Villain. If you do, take the topmost face-up card from the stack and place it into your discard pile, unless instructed otherwise. The next card in theplace it into your discard pile, unless instructed otherwise. The next card in theplace it into your discard pile, unless instructed otherwise. The next card in theSuper-Villain stack remains face down until your turn is over, so a player may Super-Villain stack remains face down until your turn is over, so a player may Super-Villain stack remains face down until your turn is over, so a player may defeat only onedefeat only onedefeat only one Super-Villain per turn.Super-Villain per turn.Super-Villain per turn. Super-Villains range in cost from 8 to 12, Super-Villains range in cost from 8 to 12, Super-Villains range in cost from 8 to 12, and their stack is randomized at the start of each game, so check the stack for and their stack is randomized at the start of each game, so check the stack for and their stack is randomized at the start of each game, so check the stack for the currentthe currentthe current Super-Villain’s cost.Super-Villain’s cost.Super-Villain’s cost.

While While While Ra’s al GhulRa’s al GhulRa’s al Ghul is content to gaze scornfully at the players from his lofty is content to gaze scornfully at the players from his lofty is content to gaze scornfully at the players from his lofty Ra’s al Ghul is content to gaze scornfully at the players from his lofty Ra’s al GhulRa’s al GhulRa’s al Ghul is content to gaze scornfully at the players from his lofty Ra’s al Ghul is content to gaze scornfully at the players from his lofty Ra’s al Ghul is content to gaze scornfully at the players from his lofty Ra’s al GhulRa’s al GhulRa’s al Ghul is content to gaze scornfully at the players from his lofty Ra’s al Ghulperch atop the perch atop the perch atop the DC Comics DC Comics DC Comics Super-Villain stack, the rest of theSuper-Villain stack, the rest of theSuper-Villain stack, the rest of the Super-Villains take Super-Villains take Super-Villains take a more hands-on approach. When a newa more hands-on approach. When a newa more hands-on approach. When a new Super-Villain is revealed, this is called Super-Villain is revealed, this is called Super-Villain is revealed, this is called his or her “First Appearance.” On eachhis or her “First Appearance.” On eachhis or her “First Appearance.” On each Super-Villain (other than Super-Villain (other than Super-Villain (other than Ra’sRa’sRa’s), you will ), you will ), you will find thatfind thatfind that Super-Villain’s First Appearance—Attack. Super-Villain’s First Appearance—Attack. Super-Villain’s First Appearance—Attack.

ADDITIONAL RULES

DC Comics Super HeroesYour Super Hero gives you an ability that you maychoose to use during your turn. If a Super Hero has two abilities on his card, both of them may trigger on the same turn. At the start of games after your first, each player may choosea Super Hero to play with, or if you have enough, deal two Super Heroes to each player, and then each player chooses one.

Attacks and DefensesSome cards allow you to make an Attack against the other players in the game. When you play a card with an Attack ability, each other player has an opportunity to avoid the Attack with a card that has a Defense ability. A player using a Defense card’s ability negates the Attack only for that defending player. A player may only play one Defense card per Attack. Any players who don’t avoid the Attack are then affected by the Attack card’s ability. Avoiding an Attack does not negate any other abilities (like +2 Power) of a card, unless an ability specifically counts the players successfully hit by the Attack.

The Super-VillainsWhen you have accumulated enough Power in a turn, you can choose to defeat a Super-Villain. If you do, take the topmost face-up card from the stack and place it into your discard pile, unless instructed otherwise. The next card in the Super-Villain stack remains face down until your turn is over, so a player may defeat only one Super-Villain per turn. Super-Villains range in cost from 8 to 12, and their stack is randomized at the start of each game, so check the stack for the current Super-Villain’s cost.

While Ra’s al Ghul is content to gaze scornfully at the players from his lofty perch atop the DC Comics Super-Villain stack, the rest of the Super-Villains take a more hands-on approach. When a new Super-Villain is revealed, this is called his or her “First Appearance.” On each Super-Villain (other than Ra’s), you will find that Super-Villain’s First Appearance—Attack.

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Gain any card with cost 4 or less from the Line-Up.

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DC UNIVERSE and all related characters andelements are trademarks of and © DC Comics.elements are trademarks of and © DC Comics.(s12)

THE BATCAVETHE BATCAVE

LOCATIONWhen you play this card, leave it in front of you for the rest of the game.

Ongoing: When you play your first Equipment on eachof your turns, draw a card.

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Gain any card with cost 4 or less from the Line-Up.

CHEETAHCHEETAHCHEETAHCHEETAHCHEETAH

VILLAIN

THE BATCAVETHE BATCAVETHE BATCAVETHE BATCAVETHE BATCAVE

LOCATIONWhen you play this card, leave it in front of you for the rest of the game.

Ongoing: When you play your first Equipment on eachof your turns, draw a card.

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Shuffling Your DeckYou don’t reshuffle your discard pile into your deck as soon as you run out of cards. However, if at any point during the game if there are no cards in your deck and you need to draw, discard, or reveal a card from your deck, immediately reshuffle your discard pile, and it becomes your new deck.

LocationsLocation cards go straight to your discard pile when bought or gained, just like any other card. However, when you later draw and play a Location, that card will remain face up and in play in front of you for the rest of the game. Each Location has a draw effect that triggers the first time you play a particular card type during each of your turns. The word Ongoing is a reminder that this card keeps working for you turn after turn. This effect triggers only once during each of your turns. You can have any number of Locations in play at once.

Destroying CardsSome cards have an ability that allows you to destroy a card from your hand, your deck, or even the Line-Up. When you destroy a card, place it into a face-up pile of destroyed cards anywhere away from the play area, removing it from your deck and the game. You will often get to choose which of your cards to destroy. Destroying Vulnerability and Weakness cards will improve your deck greatly! If Weaknesses and Kicks are destroyed, they do not go back to their respective decks.

Gaining CardsWhen a card tells a player to gain a particular card or a card of your choice, that card is taken and immediately placed in that player’s discard pile at no additional cost, unless otherwise directed by the card. If a card tells to you gain a card with a specific name, card type, or cost and there are none available, you simply don’t gain the card.

Resolving Card AbilitiesIf a card’s ability affects multiple players, and the order matters (for example, an Attack that has each of three opponents gain a Weakness, with only two Weaknesses remaining on the board), resolve that ability for each affected player in clockwise order, starting from the player who played the ability.

When you play a card that triggers another effect, like on your Super Hero or a Location you control, fully resolve the card you are playing before resolving any secondary effects triggered by your card play.

Example: The Penguin’s game text says to “Draw two cards, then choose and discard two cards from your hand.” If your Super Hero is The Flash, he allows you to draw an extra card the first time a card tells you to draw one or more cards during your turn. However, you must first draw two cards and then discard two cards before drawing an additional card due to The Flash’s game text.

VARIANT GAMES

Two Heads are Better than One: This is a 1v1 game, where each player plays as two Super Heroes at once . . . as if they were sharing one body! So you get to combine the game text on both of the Super Heroes that you’re playing. At the start of this variant game, shuffle the Super Heroes and deal two to each player.

Team Game: This is a 2v2 game, where you and a partner work together to defeat the opposing team! Turns should alternate so that a team does not take two turns in a row. Teammates are free to discuss strategy before making decisions, but you can’t show your teammate your hand. Each Super Hero has his or her own deck and hand, but when you buy or gain a card during your turn, you may choose to put that card into your discard pile or your teammate’s discard pile. If you place it in your teammate’s discard pile, one member of the other team may choose to discard a card from their hand and then draw a card. This occurs for each card that a foe passes to their teammate.

Any Attacks you make do not affect your teammate. When your team is attacked by the other team or a Super-Villain, you may defend your teammate. When you play a Defense card, you must decide which Super Hero you are protecting. The Super Hero who played the Defense card always gains any benefit listed on the Defense card for playing the card, however. At end of game, total up each deck’s individual Victory Points, then add your two totals together for your team score. The team with the higher combined total score wins!

+1 PowerLook at the top card of your deck. You may destroy it.

NTH METALNTH METAL

EQUIPMENT

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DC UNIVERSE and all related characters andelements are trademarks of and © DC Comics.elements are trademarks of and © DC Comics.(s12)

Resolving Card AbilitiesIf a card’s ability affects multiple players, and the order matters (for example, an Attack that has each of three opponents gain a Weakness, with only two Weaknesses remaining on the board), resolve that ability for each affected player in clockwise order, starting from the player who played the ability.

When you play a card that triggers another effect, like on your Super Hero or a Location you control, fully resolve the card you are playing before resolving any secondary effects triggered by your card play.

Example: The Penguin’s game text says to “Draw two cards, then choose and discard two cards from your hand.” If your Super Hero is The Flash, he allows you to draw an extra card the first time a card tells you to draw one or more cards during your turn. However, you must first draw two cards and then discard two cards before drawing an additional card due to The Flash’s game text.

VARIANT GAMES

Two Heads are Better than One: This is a 1v1 game, where each player plays as two Super Heroes at once . . . as if they were sharing one body! So you get to combine the game text on both of the Super Heroes that you’re playing. At the start of this variant game, shuffle the Super Heroes and deal two to each player.

Team Game: This is a 2v2 game, where you and a partner work together to defeat the opposing team! Turns should alternate so that a team does not take two turns in a row. Teammates are free to discuss strategy before making decisions, but you can’t show your teammate your hand. Each Super Hero has his or her own deck and hand, but when you buy or gain a card during your turn, you may choose to put that card into your discard pile or your teammate’s discard pile. If you place it in your teammate’s discard pile, one member of the other team may choose to discard a card from their hand and then draw a card. This occurs for each card that a foe passes to their teammate.

Any Attacks you make do not affect your teammate. When your team is attacked by the other team or a Super-Villain, you may defend your teammate. When you play a Defense card, you must decide which Super Hero you are protecting. The Super Hero who played the Defense card always gains any benefit listed on the Defense card for playing the card, however. At end of game, total up each deck’s individual Victory Points, then add your two totals together for your team score. The team with the higher combined total score wins!

Resolving Card AbilitiesResolving Card AbilitiesResolving Card AbilitiesIf a card’s ability affects multiple players, and the order matters (for example, If a card’s ability affects multiple players, and the order matters (for example, If a card’s ability affects multiple players, and the order matters (for example, an Attack that has each of three opponents gain a Weakness, with only two an Attack that has each of three opponents gain a Weakness, with only two an Attack that has each of three opponents gain a Weakness, with only two Weaknesses remaining on the board), resolve that ability for each affected player Weaknesses remaining on the board), resolve that ability for each affected player Weaknesses remaining on the board), resolve that ability for each affected player in clockwise order, starting from the player who played the ability.in clockwise order, starting from the player who played the ability.in clockwise order, starting from the player who played the ability.

When you play a card that triggers another effect, like on yourWhen you play a card that triggers another effect, like on yourWhen you play a card that triggers another effect, like on your Super Hero or a Super Hero or a Super Hero or a Location you control, fully resolve the card you are playing before resolving any Location you control, fully resolve the card you are playing before resolving any Location you control, fully resolve the card you are playing before resolving any secondary effects triggered by your card play.secondary effects triggered by your card play.secondary effects triggered by your card play.

Example:Example:Example: The Penguin’sThe Penguin’sThe Penguin’s game text says to “Draw two cards, then choose and game text says to “Draw two cards, then choose and game text says to “Draw two cards, then choose and The Penguin’s game text says to “Draw two cards, then choose and The Penguin’sThe Penguin’sThe Penguin’s game text says to “Draw two cards, then choose and The Penguin’s game text says to “Draw two cards, then choose and The Penguin’s game text says to “Draw two cards, then choose and The Penguin’sThe Penguin’sThe Penguin’s game text says to “Draw two cards, then choose and The Penguin’sdiscard two cards from your hand.” If yourdiscard two cards from your hand.” If yourdiscard two cards from your hand.” If your Super Hero is Super Hero is Super Hero is The FlashThe FlashThe Flash, he allows you , he allows you , he allows you to draw an extra card the first time a card tells you to draw one or more cards to draw an extra card the first time a card tells you to draw one or more cards to draw an extra card the first time a card tells you to draw one or more cards during your turn. However, you must first draw two cards and then discard two during your turn. However, you must first draw two cards and then discard two during your turn. However, you must first draw two cards and then discard two cards before drawing an additional card due to cards before drawing an additional card due to cards before drawing an additional card due to The Flash’sThe Flash’sThe Flash’s game text. game text. game text.The Flash’s game text.The Flash’sThe Flash’sThe Flash’s game text.The Flash’s game text.The Flash’s game text.The Flash’sThe Flash’sThe Flash’s game text.The Flash’s

VARIANT GAMESVARIANT GAMESVARIANT GAMES

Two Heads are Better than One:Two Heads are Better than One:Two Heads are Better than One: This is a 1v1 game, where each player This is a 1v1 game, where each player This is a 1v1 game, where each player plays as two Super Heroes at once . . . as if they were sharing one body! So you get plays as two Super Heroes at once . . . as if they were sharing one body! So you get plays as two Super Heroes at once . . . as if they were sharing one body! So you get to combine the game text on both of theto combine the game text on both of theto combine the game text on both of the Super Heroes that you’re playing. At the Super Heroes that you’re playing. At the Super Heroes that you’re playing. At the start of this variant game, shuffle thestart of this variant game, shuffle thestart of this variant game, shuffle the Super Heroes and deal two to each player.Super Heroes and deal two to each player.Super Heroes and deal two to each player.

Team Game:Team Game:Team Game: This is a 2v2 game, where you and a partner work together to This is a 2v2 game, where you and a partner work together to This is a 2v2 game, where you and a partner work together to defeat the opposing team! Turns should alternate so that a team does not take two defeat the opposing team! Turns should alternate so that a team does not take two defeat the opposing team! Turns should alternate so that a team does not take two turns in a row. Teammates are free to discuss strategy before making decisions, turns in a row. Teammates are free to discuss strategy before making decisions, turns in a row. Teammates are free to discuss strategy before making decisions, but you can’t show your teammate your hand. Eachbut you can’t show your teammate your hand. Eachbut you can’t show your teammate your hand. Each Super Hero has his or her Super Hero has his or her Super Hero has his or her own deck and hand, but when you buy or gain a card during your turn, you may own deck and hand, but when you buy or gain a card during your turn, you may own deck and hand, but when you buy or gain a card during your turn, you may choose to put that card into your discard pile or your teammate’s discard pile. If choose to put that card into your discard pile or your teammate’s discard pile. If choose to put that card into your discard pile or your teammate’s discard pile. If you place it in your teammate’s discard pile, one member of the other team may you place it in your teammate’s discard pile, one member of the other team may you place it in your teammate’s discard pile, one member of the other team may choose to discard a card from their hand and then draw a card. This occurs for choose to discard a card from their hand and then draw a card. This occurs for choose to discard a card from their hand and then draw a card. This occurs for each card that a foe passes to their teammate.each card that a foe passes to their teammate.each card that a foe passes to their teammate.

Any Attacks you make do not affect your teammate. When your team is attacked Any Attacks you make do not affect your teammate. When your team is attacked Any Attacks you make do not affect your teammate. When your team is attacked by the other team or aby the other team or aby the other team or a Super-Villain, you may defend your teammate. When you Super-Villain, you may defend your teammate. When you Super-Villain, you may defend your teammate. When you play a Defense card, you must decide whichplay a Defense card, you must decide whichplay a Defense card, you must decide which Super Hero you are protecting. TheSuper Hero you are protecting. TheSuper Hero you are protecting. TheSuper Hero who played the Defense card always gains any benefit listed on the Super Hero who played the Defense card always gains any benefit listed on the Super Hero who played the Defense card always gains any benefit listed on the Defense card for playing the card, however. At end of game, total up each deck’s Defense card for playing the card, however. At end of game, total up each deck’s Defense card for playing the card, however. At end of game, total up each deck’s individual Victory Points, then add your two totals together for your team score. individual Victory Points, then add your two totals together for your team score. individual Victory Points, then add your two totals together for your team score. The team with the higher combined total score wins!The team with the higher combined total score wins!The team with the higher combined total score wins!

Resolving Card AbilitiesIf a card’s ability affects multiple players, and the order matters (for example, an Attack that has each of three opponents gain a Weakness, with only two Weaknesses remaining on the board), resolve that ability for each affected player in clockwise order, starting from the player who played the ability.

When you play a card that triggers another effect, like on your Super Hero or a Location you control, fully resolve the card you are playing before resolving any secondary effects triggered by your card play.

Example: The Penguin’s game text says to “Draw two cards, then choose and discard two cards from your hand.” If your Super Hero is The Flash, he allows you to draw an extra card the first time a card tells you to draw one or more cards during your turn. However, you must first draw two cards and then discard two cards before drawing an additional card due to The Flash’s game text.

VARIANT GAMES

Two Heads are Better than One: This is a 1v1 game, where each player plays as two Super Heroes at once . . . as if they were sharing one body! So you get to combine the game text on both of the Super Heroes that you’re playing. At the start of this variant game, shuffle the Super Heroes and deal two to each player.

Team Game: This is a 2v2 game, where you and a partner work together to defeat the opposing team! Turns should alternate so that a team does not take two turns in a row. Teammates are free to discuss strategy before making decisions, but you can’t show your teammate your hand. Each Super Hero has his or her own deck and hand, but when you buy or gain a card during your turn, you may choose to put that card into your discard pile or your teammate’s discard pile. If you place it in your teammate’s discard pile, one member of the other team may choose to discard a card from their hand and then draw a card. This occurs for each card that a foe passes to their teammate.

Any Attacks you make do not affect your teammate. When your team is attacked by the other team or a Super-Villain, you may defend your teammate. When you play a Defense card, you must decide which Super Hero you are protecting. The Super Hero who played the Defense card always gains any benefit listed on the Defense card for playing the card, however. At end of game, total up each deck’s individual Victory Points, then add your two totals together for your team score. The team with the higher combined total score wins!

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“On Patrol” Game: This is a standard game, but with a new option. During your turn, when there are one or more empty slots in the Line-Up, you may immediately refill all empty slots in the Line-Up with cards from the top of the main deck. If any of those cards have Attacks, you and only you are immediately attacked. Any Attacks that might benefit the active player do not do so, but the effects still resolve as usual.

Example: If Starro is revealed while On Patrol, the active player must discard the top card of his deck, but he does not get the benefit of that card.

This variant increases the variety of cards a player will have access to during his or her turn, but at a slight risk. Remember that you do not have to play all of your cards at once, so you would do well to hang onto a Defense card until after you have added any new cards to the Line-Up.

SPECIFIC CARDS

The Anti-Monitor: Super-Villains, Kicks, and Weaknesses are not legal targets for The Anti-Monitor’s card-destroying ability, as they are not in the Line-Up. Choose any number of cards currently in the Line-Up to destroy when you play this card. You cannot destroy the cards that are replacing ones you previously destroyed. Note that after his First Appearance—Attack, the cards each player adds to the Line-Up will often leave the Line-Up with five or more cards, so don’t fill a seemingly empty slot without counting the total first.

Atrocitus: Your opponents do not get to look at the card you have placed under your Hero from this First Appearance—Attack, though you are free to show it off if you wish.

Batmobile: This card remains in play when you use the discard and redraw effect. It is not discarded until the end of your turn. The Batman Super Hero receives a +1 Power bonus for playing this Equipment whether you use the discard and redraw ability or not.

Bizarro: The Weaknesses in your deck still subtract from your score.

Black Manta, Parallax, Suicide Squad: If you have no cards to play during your turn, you must simply pass. At the end of your turn you then get to redraw back up to five cards as usual.

Attack: Each foe discards the top card of his deck.You may play each non-Location discarded this way this turn.

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DC UNIVERSE and all related characters andelements are trademarks of and © DC Comics.(s12)

Brainiac: During Brainiac’s First Appearance—Attack, a player is only dealt back as many cards as he or she contributes.

Captain Cold: While a Super Hero is face down, it has no abilities. If the Wonder Woman Super Hero defeats Captain Cold, her game text does not trigger.

Clayface: You can’t choose another Clayface you played this turn.

Dark Knight: Note that Catwoman can put any card you have bought or gained this turn into your hand; it doesn’t have to be an Equipment that Dark Knight gained for free. It doesn’t matter if you play Catwoman before or after Dark Knight—the result is the same.Darkseid: To block this First Appearance—Attack, you may either play a Defense card or reveal a Villain from your hand. If you cannot avoid this Attack, you choose which two cards to discard from your hand.Deathstroke: You do not choose hand or discard pile and then only destroy a card in the chosen area. If either area contains a Hero, Super Power, or Equipment, you will have to destroy one of them if you don’t avoid this attack.Emerald Knight: You can’t choose Kick, as it is not part of the Line-Up. You cannot buy or gain the card you remove from the Line-Up this turn.Harley Quinn: If a player has no Punch or Vulnerability cards in his or her discard pile or has no discard pile, there is no effect upon that player (though he or she may still choose to use a Defense card).High-Tech Hero: Whether you play a Super Power or Equipment before or after playing High-Tech Hero, you will still get +3 Power as long as you play one during your turn.

The Joker: If a player avoids The Joker’s First Appearance—Attack, that player does not pass or receive a card. The card he would have received is placed into the discard pile of the next player to the left.

The Joker’s game text is not an attack. Each other player must choose to either discard a random card or allow the player who played The Joker to draw a card. If you have no cards in hand, you cannot choose the discard option.

Lex Luthor: With his First Appearance—Attack, Lex Luthor is not counted, as he is not in the Line-Up.Man of Steel: As with any cards that are drawn or put into your hand, you may play all of these cards immediately.

Each foe reveals a random card from his hand. Play each revealed non-Location.FIRST APPEARANCE—ATTACK: Each player chooses twocards from his hand and puts them on the table face down.Shuffle all of the chosen cards face down,then deal two back to each player at random.

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VILLAIN

111111©2012 CZE

DC UNIVERSE and all related characters andelements are trademarks of and © DC Comics.(s12)

+2 Power and each foe chooses: He discards a random card;or you draw a card.FIRST APPEARANCE—ATTACK: Each player puts a card from his handinto the discard pile of the player on his left. If the card you received hasa cost of 1 or greater, put a Weakness on top of your deck.

55

THE JOKERTHE JOKER

VILLAIN

101010©2012 CZE

DC UNIVERSE and all related characters andelements are trademarks of and © DC Comics.(s12)

11 12

“On Patrol” Game: This is a standard game, but with a new option. During your turn, when there are one or more empty slots in the Line-Up, you may immediately refill all empty slots in the Line-Up with cards from the top of the main deck. If any of those cards have Attacks, you and only you are immediately attacked. Any Attacks that might benefit the active player do not do so, but the effects still resolve as usual.

Example: If Starro is revealed while On Patrol, the active player must discard the top card of his deck, but he does not get the benefit of that card.

This variant increases the variety of cards a player will have access to during his or her turn, but at a slight risk. Remember that you do not have to play all of your cards at once, so you would do well to hang onto a Defense card until after you have added any new cards to the Line-Up.

SPECIFIC CARDS

The Anti-Monitor: Super-Villains, Kicks, and Weaknesses are not legal targets for The Anti-Monitor’s card-destroying ability, as they are not in the Line-Up. Choose any number of cards currently in the Line-Up to destroy when you play this card. You cannot destroy the cards that are replacing ones you previously destroyed. Note that after his First Appearance—Attack, the cards each player adds to the Line-Up will often leave the Line-Up with five or more cards, so don’t fill a seemingly empty slot without counting the total first.

Atrocitus: Your opponents do not get to look at the card you have placed under your Hero from this First Appearance—Attack, though you are free to show it off if you wish.

Batmobile: This card remains in play when you use the discard and redraw effect. It is not discarded until the end of your turn. The Batman Super Hero receives a +1 Power bonus for playing this Equipment whether you use the discard and redraw ability or not.

Bizarro: The Weaknesses in your deck still subtract from your score.

Black Manta, Parallax, Suicide Squad: If you have no cards to play during your turn, you must simply pass. At the end of your turn you then get to redraw back up to five cards as usual.

Brainiac: During Brainiac’s First Appearance—Attack, a player is only dealt back as many cards as he or she contributes.

Captain Cold: While a Super Hero is face down, it has no abilities. If the Wonder Woman Super Hero defeats Captain Cold, her game text does not trigger.

Clayface: You can’t choose another Clayface you played this turn.

Dark Knight: Note that Catwoman can put any card you have bought or gained this turn into your hand; it doesn’t have to be an Equipment that Dark Knight gained for free. It doesn’t matter if you play Catwoman before or after Dark Knight—the result is the same.Darkseid: To block this First Appearance—Attack, you may either play a Defense card or reveal a Villain from your hand. If you cannot avoid this Attack, you choose which two cards to discard from your hand.Deathstroke: You do not choose hand or discard pile and then only destroy a card in the chosen area. If either area contains a Hero, Super Power, or Equipment, you will have to destroy one of them if you don’t avoid this attack.Emerald Knight: You can’t choose Kick, as it is not part of the Line-Up. You cannot buy or gain the card you remove from the Line-Up this turn.Harley Quinn: If a player has no Punch or Vulnerability cards in his or her discard pile or has no discard pile, there is no effect upon that player (though he or she may still choose to use a Defense card).High-Tech Hero: Whether you play a Super Power or Equipment before or after playing High-Tech Hero, you will still get +3 Power as long as you play one during your turn.

The Joker: If a player avoids The Joker’s First Appearance—Attack, that player does not pass or receive a card. The card he would have received is placed into the discard pile of the next player to the left.

The Joker’s game text is not an attack. Each other player must choose to either discard a random card or allow the player who played The Joker to draw a card. If you have no cards in hand, you cannot choose the discard option.

Lex Luthor: With his First Appearance—Attack, Lex Luthor is not counted, as he is not in the Line-Up.Man of Steel: As with any cards that are drawn or put into your hand, you may play all of these cards immediately.

Attack: Each foe discards the top card of his deck.You may play each non-Location discarded this way this turn.

2222

STARROSTARROSTARROSTARROSTARRO

VILLAIN

7777777777777777777777777777777©2012 CZE©2012 CZE

DC UNIVERSE and all related characters andelements are trademarks of and © DC Comics.elements are trademarks of and © DC Comics.(s12)(s12)

“On Patrol” Game:“On Patrol” Game:“On Patrol” Game: This is a standard game, but with a new option. During your This is a standard game, but with a new option. During your This is a standard game, but with a new option. During your turn, when there are one or more empty slots in the Line-Up, you turn, when there are one or more empty slots in the Line-Up, you turn, when there are one or more empty slots in the Line-Up, you maymaymay immediately immediately immediately may immediately maymaymay immediately may immediately may immediately maymaymay immediately mayrefill all empty slots in the Line-Up with cards from the top of the main deck. If any of refill all empty slots in the Line-Up with cards from the top of the main deck. If any of refill all empty slots in the Line-Up with cards from the top of the main deck. If any of those cards have Attacks, you and only you are immediately attacked. Any Attacks those cards have Attacks, you and only you are immediately attacked. Any Attacks those cards have Attacks, you and only you are immediately attacked. Any Attacks that might benefit the active player do not do so, but the effects still resolve as usual.that might benefit the active player do not do so, but the effects still resolve as usual.that might benefit the active player do not do so, but the effects still resolve as usual.

Example:Example:Example: If If If StarroStarroStarro is revealed while On Patrol, the active is revealed while On Patrol, the active is revealed while On Patrol, the active Starro is revealed while On Patrol, the active StarroStarroStarro is revealed while On Patrol, the active Starro is revealed while On Patrol, the active Starro is revealed while On Patrol, the active StarroStarroStarro is revealed while On Patrol, the active Starroplayer must discard the top card of his deck, but he does player must discard the top card of his deck, but he does player must discard the top card of his deck, but he does not get the benefit of that card.not get the benefit of that card.not get the benefit of that card.

This variant increases the variety of cards a player will This variant increases the variety of cards a player will This variant increases the variety of cards a player will have access to during his or her turn, but at a slight risk. have access to during his or her turn, but at a slight risk. have access to during his or her turn, but at a slight risk. Remember that you do not have to play all of your cards at Remember that you do not have to play all of your cards at Remember that you do not have to play all of your cards at once, so you would do well to hang onto a Defense card once, so you would do well to hang onto a Defense card once, so you would do well to hang onto a Defense card until after you have added any new cards to the Line-Up.until after you have added any new cards to the Line-Up.until after you have added any new cards to the Line-Up.

SPECIFIC CARDSSPECIFIC CARDSSPECIFIC CARDS

The Anti-Monitor:The Anti-Monitor:The Anti-Monitor: Super-Villains, Kicks, and Weaknesses are not legal targets Super-Villains, Kicks, and Weaknesses are not legal targets Super-Villains, Kicks, and Weaknesses are not legal targets The Anti-Monitor: Super-Villains, Kicks, and Weaknesses are not legal targets The Anti-Monitor:The Anti-Monitor:The Anti-Monitor: Super-Villains, Kicks, and Weaknesses are not legal targets The Anti-Monitor: Super-Villains, Kicks, and Weaknesses are not legal targets The Anti-Monitor: Super-Villains, Kicks, and Weaknesses are not legal targets The Anti-Monitor:The Anti-Monitor:The Anti-Monitor: Super-Villains, Kicks, and Weaknesses are not legal targets The Anti-Monitor:for for for The Anti-Monitor’sThe Anti-Monitor’sThe Anti-Monitor’s card-destroying ability, as they are not in the Line-Up. card-destroying ability, as they are not in the Line-Up. card-destroying ability, as they are not in the Line-Up. The Anti-Monitor’s card-destroying ability, as they are not in the Line-Up. The Anti-Monitor’sThe Anti-Monitor’sThe Anti-Monitor’s card-destroying ability, as they are not in the Line-Up. The Anti-Monitor’s card-destroying ability, as they are not in the Line-Up. The Anti-Monitor’s card-destroying ability, as they are not in the Line-Up. The Anti-Monitor’sThe Anti-Monitor’sThe Anti-Monitor’s card-destroying ability, as they are not in the Line-Up. The Anti-Monitor’sChoose any number of cards currently in the Line-Up to destroy when you play Choose any number of cards currently in the Line-Up to destroy when you play Choose any number of cards currently in the Line-Up to destroy when you play this card. You cannot destroy the cards that are replacing ones you previously this card. You cannot destroy the cards that are replacing ones you previously this card. You cannot destroy the cards that are replacing ones you previously destroyed. Note that after his First Appearance—Attack, the cards each player adds destroyed. Note that after his First Appearance—Attack, the cards each player adds destroyed. Note that after his First Appearance—Attack, the cards each player adds to the Line-Up will often leave the Line-Up with five or more cards, so don’t fill a to the Line-Up will often leave the Line-Up with five or more cards, so don’t fill a to the Line-Up will often leave the Line-Up with five or more cards, so don’t fill a seemingly empty slot without counting the total first.seemingly empty slot without counting the total first.seemingly empty slot without counting the total first.

Atrocitus:Atrocitus:Atrocitus: Your opponents do not get to look at the card you have placed under Your opponents do not get to look at the card you have placed under Your opponents do not get to look at the card you have placed under your Hero from this First Appearance—Attack, though you are free to show it off if your Hero from this First Appearance—Attack, though you are free to show it off if your Hero from this First Appearance—Attack, though you are free to show it off if you wish.you wish.you wish.

Batmobile:Batmobile:Batmobile: This card remains in play when you use the discard and redraw This card remains in play when you use the discard and redraw This card remains in play when you use the discard and redraw Batmobile: This card remains in play when you use the discard and redraw Batmobile:Batmobile:Batmobile: This card remains in play when you use the discard and redraw Batmobile: This card remains in play when you use the discard and redraw Batmobile: This card remains in play when you use the discard and redraw Batmobile:Batmobile:Batmobile: This card remains in play when you use the discard and redraw Batmobile:effect. It is not discarded until the end of your turn. The effect. It is not discarded until the end of your turn. The effect. It is not discarded until the end of your turn. The BatmanBatmanBatman Super Hero receives Super Hero receives Super Hero receives a +1 Power bonus for playing this Equipment whether you use the discard and a +1 Power bonus for playing this Equipment whether you use the discard and a +1 Power bonus for playing this Equipment whether you use the discard and redraw ability or not.redraw ability or not.redraw ability or not.

Bizarro:Bizarro:Bizarro: The Weaknesses in your deck still subtract from your score. The Weaknesses in your deck still subtract from your score. The Weaknesses in your deck still subtract from your score.Bizarro: The Weaknesses in your deck still subtract from your score.Bizarro:Bizarro:Bizarro: The Weaknesses in your deck still subtract from your score.Bizarro: The Weaknesses in your deck still subtract from your score.Bizarro: The Weaknesses in your deck still subtract from your score.Bizarro:Bizarro:Bizarro: The Weaknesses in your deck still subtract from your score.Bizarro:

Black Manta, Parallax, Suicide Squad:Black Manta, Parallax, Suicide Squad:Black Manta, Parallax, Suicide Squad: If you have no cards to play during If you have no cards to play during If you have no cards to play during your turn, you must simply pass. At the end of your turn you then get to redraw back up your turn, you must simply pass. At the end of your turn you then get to redraw back up your turn, you must simply pass. At the end of your turn you then get to redraw back up to five cards as usual.to five cards as usual.to five cards as usual.

“On Patrol” Game: This is a standard game, but with a new option. During your turn, when there are one or more empty slots in the Line-Up, you may immediately refill all empty slots in the Line-Up with cards from the top of the main deck. If any of those cards have Attacks, you and only you are immediately attacked. Any Attacks that might benefit the active player do not do so, but the effects still resolve as usual.

Example: If Starro is revealed while On Patrol, the active player must discard the top card of his deck, but he does not get the benefit of that card.

This variant increases the variety of cards a player will have access to during his or her turn, but at a slight risk. Remember that you do not have to play all of your cards at once, so you would do well to hang onto a Defense card until after you have added any new cards to the Line-Up.

SPECIFIC CARDS

The Anti-Monitor: Super-Villains, Kicks, and Weaknesses are not legal targets for The Anti-Monitor’s card-destroying ability, as they are not in the Line-Up. Choose any number of cards currently in the Line-Up to destroy when you play this card. You cannot destroy the cards that are replacing ones you previously destroyed. Note that after his First Appearance—Attack, the cards each player adds to the Line-Up will often leave the Line-Up with five or more cards, so don’t fill a seemingly empty slot without counting the total first.

Atrocitus: Your opponents do not get to look at the card you have placed under your Hero from this First Appearance—Attack, though you are free to show it off if you wish.

Batmobile: This card remains in play when you use the discard and redraw effect. It is not discarded until the end of your turn. The Batman Super Hero receives a +1 Power bonus for playing this Equipment whether you use the discard and redraw ability or not.

Bizarro: The Weaknesses in your deck still subtract from your score.

Black Manta, Parallax, Suicide Squad: If you have no cards to play during your turn, you must simply pass. At the end of your turn you then get to redraw back up to five cards as usual.

Each foe reveals a random card from his hand. Play each revealed non-Location.FIRST APPEARANCE—ATTACK: Each player chooses twocards from his hand and puts them on the table face down.Shuffle all of the chosen cards face down,then deal two back to each player at random.

6

BRAINIACBRAINIACBRAINIACBRAINIACBRAINIAC

VILLAIN

1111111111111111111111©2012 CZE©2012 CZE

DC UNIVERSE and all related characters andelements are trademarks of and © DC Comics.elements are trademarks of and © DC Comics.(s12)(s12)

+2 Power and each foe chooses: He discards a random card;+2 Power and each foe chooses: He discards a random card;+2 Poweror you draw a card.FIRST APPEARANCE—ATTACK: Each player puts a card from his handinto the discard pile of the player on his left. If the card you received hasa cost of 1 or greater, put a Weakness on top of your deck.Weakness on top of your deck.Weakness

5

THE JOKERTHE JOKERTHE JOKERTHE JOKERTHE JOKER

VILLAIN

1010101010101010©2012 CZE©2012 CZE

DC UNIVERSE and all related characters andelements are trademarks of and © DC Comics.elements are trademarks of and © DC Comics.(s12)(s12)

Brainiac:Brainiac:Brainiac: During During During Brainiac: During Brainiac:Brainiac:Brainiac: During Brainiac: During Brainiac: During Brainiac:Brainiac:Brainiac: During Brainiac: Brainiac’sBrainiac’sBrainiac’s First Appearance—Attack, First Appearance—Attack, First Appearance—Attack, Brainiac’s First Appearance—Attack, Brainiac’sBrainiac’sBrainiac’s First Appearance—Attack, Brainiac’s First Appearance—Attack, Brainiac’s First Appearance—Attack, Brainiac’sBrainiac’sBrainiac’s First Appearance—Attack, Brainiac’sa player is only dealt back as many cards as he or she a player is only dealt back as many cards as he or she a player is only dealt back as many cards as he or she contributes.contributes.contributes.

Captain Cold:Captain Cold:Captain Cold: While a Super Hero is face down, it has While a Super Hero is face down, it has While a Super Hero is face down, it has Captain Cold: While a Super Hero is face down, it has Captain Cold:Captain Cold:Captain Cold: While a Super Hero is face down, it has Captain Cold: While a Super Hero is face down, it has Captain Cold: While a Super Hero is face down, it has Captain Cold:Captain Cold:Captain Cold: While a Super Hero is face down, it has Captain Cold:no abilities. If the no abilities. If the no abilities. If the Wonder WomanWonder WomanWonder Woman Super Hero defeats Super Hero defeats Super Hero defeats Captain ColdCaptain ColdCaptain Cold, her game text does not trigger., her game text does not trigger., her game text does not trigger.Captain Cold, her game text does not trigger.Captain ColdCaptain ColdCaptain Cold, her game text does not trigger.Captain Cold, her game text does not trigger.Captain Cold, her game text does not trigger.Captain ColdCaptain ColdCaptain Cold, her game text does not trigger.Captain Cold

Clayface:Clayface:Clayface: You can’t choose another You can’t choose another You can’t choose another Clayface: You can’t choose another Clayface:Clayface:Clayface: You can’t choose another Clayface: You can’t choose another Clayface: You can’t choose another Clayface:Clayface:Clayface: You can’t choose another Clayface: ClayfaceClayfaceClayface you you you Clayface you ClayfaceClayfaceClayface you Clayface you Clayface you ClayfaceClayfaceClayface you Clayfaceplayed this turn.played this turn.played this turn.

Dark Knight:Dark Knight:Dark Knight: Note that Note that Note that Dark Knight: Note that Dark Knight:Dark Knight:Dark Knight: Note that Dark Knight: Note that Dark Knight: Note that Dark Knight:Dark Knight:Dark Knight: Note that Dark Knight: CatwomanCatwomanCatwoman can put any card you have bought or gained can put any card you have bought or gained can put any card you have bought or gained this turn into your hand; it doesn’t have to be an Equipment that this turn into your hand; it doesn’t have to be an Equipment that this turn into your hand; it doesn’t have to be an Equipment that Dark Knight Dark Knight Dark Knight gained for gained for gained for free. It doesn’t matter if you play free. It doesn’t matter if you play free. It doesn’t matter if you play CatwomanCatwomanCatwoman before or after before or after before or after Dark KnightDark KnightDark Knight—the result is —the result is —the result is Dark Knight—the result is Dark KnightDark KnightDark Knight—the result is Dark Knight—the result is Dark Knight—the result is Dark KnightDark KnightDark Knight—the result is Dark Knightthe same.the same.the same.Darkseid:Darkseid:Darkseid: To block this First Appearance—Attack, you may either play a Defense To block this First Appearance—Attack, you may either play a Defense To block this First Appearance—Attack, you may either play a Defense Darkseid: To block this First Appearance—Attack, you may either play a Defense Darkseid:Darkseid:Darkseid: To block this First Appearance—Attack, you may either play a Defense Darkseid: To block this First Appearance—Attack, you may either play a Defense Darkseid: To block this First Appearance—Attack, you may either play a Defense Darkseid:Darkseid:Darkseid: To block this First Appearance—Attack, you may either play a Defense Darkseid:card or reveal a Villain from your hand. If you cannot avoid this Attack, you choose card or reveal a Villain from your hand. If you cannot avoid this Attack, you choose card or reveal a Villain from your hand. If you cannot avoid this Attack, you choose which two cards to discard from your hand.which two cards to discard from your hand.which two cards to discard from your hand.Deathstroke:Deathstroke:Deathstroke: You do not choose hand or discard pile and then only destroy a card You do not choose hand or discard pile and then only destroy a card You do not choose hand or discard pile and then only destroy a card Deathstroke: You do not choose hand or discard pile and then only destroy a card Deathstroke:Deathstroke:Deathstroke: You do not choose hand or discard pile and then only destroy a card Deathstroke: You do not choose hand or discard pile and then only destroy a card Deathstroke: You do not choose hand or discard pile and then only destroy a card Deathstroke:Deathstroke:Deathstroke: You do not choose hand or discard pile and then only destroy a card Deathstroke:in the chosen area. If either area contains a Hero, Super Power, or Equipment, you in the chosen area. If either area contains a Hero, Super Power, or Equipment, you in the chosen area. If either area contains a Hero, Super Power, or Equipment, you will have to destroy one of them if you don’t avoid this attack.will have to destroy one of them if you don’t avoid this attack.will have to destroy one of them if you don’t avoid this attack.Emerald Knight:Emerald Knight:Emerald Knight: You can’t choose Kick, as it is not part of the Line-Up. You cannot You can’t choose Kick, as it is not part of the Line-Up. You cannot You can’t choose Kick, as it is not part of the Line-Up. You cannot Emerald Knight: You can’t choose Kick, as it is not part of the Line-Up. You cannot Emerald Knight:Emerald Knight:Emerald Knight: You can’t choose Kick, as it is not part of the Line-Up. You cannot Emerald Knight: You can’t choose Kick, as it is not part of the Line-Up. You cannot Emerald Knight: You can’t choose Kick, as it is not part of the Line-Up. You cannot Emerald Knight:Emerald Knight:Emerald Knight: You can’t choose Kick, as it is not part of the Line-Up. You cannot Emerald Knight:buy or gain the card you remove from the Line-Up this turn.buy or gain the card you remove from the Line-Up this turn.buy or gain the card you remove from the Line-Up this turn.Harley Quinn:Harley Quinn:Harley Quinn: If a player has no Punch or Vulnerability cards in his or her discard pile If a player has no Punch or Vulnerability cards in his or her discard pile If a player has no Punch or Vulnerability cards in his or her discard pile Harley Quinn: If a player has no Punch or Vulnerability cards in his or her discard pile Harley Quinn:Harley Quinn:Harley Quinn: If a player has no Punch or Vulnerability cards in his or her discard pile Harley Quinn: If a player has no Punch or Vulnerability cards in his or her discard pile Harley Quinn: If a player has no Punch or Vulnerability cards in his or her discard pile Harley Quinn:Harley Quinn:Harley Quinn: If a player has no Punch or Vulnerability cards in his or her discard pile Harley Quinn:or has no discard pile, there is no effect upon that player (though he or she may still choose or has no discard pile, there is no effect upon that player (though he or she may still choose or has no discard pile, there is no effect upon that player (though he or she may still choose to use a Defense card).to use a Defense card).to use a Defense card).High-Tech Hero:High-Tech Hero:High-Tech Hero: Whether you play a Super Power or Equipment before or after Whether you play a Super Power or Equipment before or after Whether you play a Super Power or Equipment before or after playing playing playing High-Tech HeroHigh-Tech HeroHigh-Tech Hero, you will still get +3 Power as long as you play one during , you will still get +3 Power as long as you play one during , you will still get +3 Power as long as you play one during your turn.your turn.your turn.

The Joker:The Joker:The Joker: If a player avoids If a player avoids If a player avoids The Joker: If a player avoids The Joker:The Joker:The Joker: If a player avoids The Joker: If a player avoids The Joker: If a player avoids The Joker:The Joker:The Joker: If a player avoids The Joker: The Joker’sThe Joker’sThe Joker’s First First First The Joker’s First The Joker’sThe Joker’sThe Joker’s First The Joker’s First The Joker’s First The Joker’sThe Joker’sThe Joker’s First The Joker’sAppearance—Attack, that player does not pass or Appearance—Attack, that player does not pass or Appearance—Attack, that player does not pass or receive a card. The card he would have received is receive a card. The card he would have received is receive a card. The card he would have received is placed into the discard pile of the next player to the left.placed into the discard pile of the next player to the left.placed into the discard pile of the next player to the left.

The Joker’sThe Joker’sThe Joker’s game text is not an attack. Each other player game text is not an attack. Each other player game text is not an attack. Each other player The Joker’s game text is not an attack. Each other player The Joker’sThe Joker’sThe Joker’s game text is not an attack. Each other player The Joker’s game text is not an attack. Each other player The Joker’s game text is not an attack. Each other player The Joker’sThe Joker’sThe Joker’s game text is not an attack. Each other player The Joker’smust choose to either discard a random card or allow the must choose to either discard a random card or allow the must choose to either discard a random card or allow the player who played player who played player who played The JokerThe JokerThe Joker to draw a card. If you have to draw a card. If you have to draw a card. If you have The Joker to draw a card. If you have The JokerThe JokerThe Joker to draw a card. If you have The Joker to draw a card. If you have The Joker to draw a card. If you have The JokerThe JokerThe Joker to draw a card. If you have The Jokerno cards in hand, you cannot choose the discard option.no cards in hand, you cannot choose the discard option.no cards in hand, you cannot choose the discard option.

Lex Luthor:Lex Luthor:Lex Luthor: With his First Appearance—Attack, With his First Appearance—Attack, With his First Appearance—Attack, Lex Luthor: With his First Appearance—Attack, Lex Luthor:Lex Luthor:Lex Luthor: With his First Appearance—Attack, Lex Luthor: With his First Appearance—Attack, Lex Luthor: With his First Appearance—Attack, Lex Luthor:Lex Luthor:Lex Luthor: With his First Appearance—Attack, Lex Luthor: Lex LuthorLex LuthorLex Luthor is not counted, as he is not is not counted, as he is not is not counted, as he is not Lex Luthor is not counted, as he is not Lex LuthorLex LuthorLex Luthor is not counted, as he is not Lex Luthor is not counted, as he is not Lex Luthor is not counted, as he is not Lex LuthorLex LuthorLex Luthor is not counted, as he is not Lex Luthorin the Line-Up.in the Line-Up.in the Line-Up.Man of Steel:Man of Steel:Man of Steel: As with any cards that are drawn or put into your hand, you may As with any cards that are drawn or put into your hand, you may As with any cards that are drawn or put into your hand, you may Man of Steel: As with any cards that are drawn or put into your hand, you may Man of Steel:Man of Steel:Man of Steel: As with any cards that are drawn or put into your hand, you may Man of Steel: As with any cards that are drawn or put into your hand, you may Man of Steel: As with any cards that are drawn or put into your hand, you may Man of Steel:Man of Steel:Man of Steel: As with any cards that are drawn or put into your hand, you may Man of Steel:play all of these cards immediately.play all of these cards immediately.play all of these cards immediately.

Brainiac: During Brainiac’s First Appearance—Attack, a player is only dealt back as many cards as he or she contributes.

Captain Cold: While a Super Hero is face down, it has no abilities. If the Wonder Woman Super Hero defeats Captain Cold, her game text does not trigger.

Clayface: You can’t choose another Clayface you played this turn.

Dark Knight: Note that Catwoman can put any card you have bought or gained this turn into your hand; it doesn’t have to be an Equipment that Dark Knight gained for free. It doesn’t matter if you play Catwoman before or after Dark Knight—the result is the same.Darkseid: To block this First Appearance—Attack, you may either play a Defense card or reveal a Villain from your hand. If you cannot avoid this Attack, you choose which two cards to discard from your hand.Deathstroke: You do not choose hand or discard pile and then only destroy a card in the chosen area. If either area contains a Hero, Super Power, or Equipment, you will have to destroy one of them if you don’t avoid this attack.Emerald Knight: You can’t choose Kick, as it is not part of the Line-Up. You cannot buy or gain the card you remove from the Line-Up this turn.Harley Quinn: If a player has no Punch or Vulnerability cards in his or her discard pile or has no discard pile, there is no effect upon that player (though he or she may still choose to use a Defense card).High-Tech Hero: Whether you play a Super Power or Equipment before or after playing High-Tech Hero, you will still get +3 Power as long as you play one during your turn.

The Joker: If a player avoids The Joker’s First Appearance—Attack, that player does not pass or receive a card. The card he would have received is placed into the discard pile of the next player to the left.

The Joker’s game text is not an attack. Each other player must choose to either discard a random card or allow the player who played The Joker to draw a card. If you have no cards in hand, you cannot choose the discard option.

Lex Luthor: With his First Appearance—Attack, Lex Luthor is not counted, as he is not in the Line-Up.Man of Steel: As with any cards that are drawn or put into your hand, you may play all of these cards immediately.

Page 8: · 2017-03-07 · Each player is dealt a random DC Comics Super Hero from among the following: Batman, Superman, Green Lantern, Wonder Woman, and The Flash. Set aside the other DC

Mera: If your discard pile is empty at the time you play this card, the larger Power bonus applies, even if cards end up in your discard pile after you play her but before you have spent any Power.

The Riddler: You do not get to look at the top card of the main deck until after you have paid the 3 Power to gain the card. You may use this ability multiple times when you play the card, but each use costs you 3 Power from your total for the turn. To use this ability, simply subtract 3 Power from your total for the turn and then gain the top card of the main deck. If you choose not to use this ability, The Riddler grants you +1 Power for the turn.

With his First Appearance—Attack, you do not have to discard the Heroes you reveal, so if you reveal two Heroes, you must discard two cards, but those cards can be any cards in your hand.

Suicide Squad: There are six copies of this card in the main deck. The more you acquire, the more VPs they are all worth. At the end of the game, you gain VPs equal to the number of Suicide Squad cards in your deck, but you count that effect for each one. So, effectively, you gain VPs equal to the number of Suicide Squad cards in your deck squared.

You do not gain additional Power for controlling multiple Locations.

X-Ray Vision: This is not an Attack, so it cannot be defended against. If a player has no deck, he or she must shuffle his or her discard pile to create one.

FAQ

Q: What does the term “defeat” or “defeated” mean?A: That term is only used referring to Super-Villains. You “defeat” a Super-Villain when you buy it from the top of the Super-Villain stack. That Super-Villain has then been “defeated.”

Q: I play Kid Flash and draw The Watchtower. I play it, then play Robin. Since The Watchtower was in play when I played Robin, do I get to draw a card from the Location’s Ongoing ability?A: No, as Robin was not the first Hero you played that turn. Kid Flash was, and The Watchtower was not in play at that time.

You may pay 3 Power. If you do, gain the top card of the main deck.Use this ability any number of times this turn.If you choose not to, +1 Power instead.

11

THE RIDDLERTHE RIDDLER

VILLAIN

©2012 CZE

DC UNIVERSE and all related characters andelements are trademarks of and © DC Comics.(s12)

CREDITS

Game Engine Design Matt Hyra & Ben Stoll Cryptozoic Entertainment

President & CCO Cory Jones CEO John Nee Chief Operating Officer Scott Gaeta SVP Sales & Business Development John Sepenuk Game Design and Development Matt Hyra (Lead), Phil Cape, Dan Clark, Matt Dunn, Kevin Jordan, Erik Larsen, Ben Stoll, Patrick Sullivan, Drew Walker, Chris Woods Graphic Design Larry Renac (Lead), Marco Sipriaso, Nancy Valdez, John Vineyard Editing Kate Stavola VP Controller Joanne Barron

Director of Operations Leisha Cummins Brand Management Patrick Dillon

Associate Production Manager Rachel Valverde

Business Coordinator Rumi Asai

Sales Kurt Nelson

Global Sales Ming Wan

Office Manager April Jones

Public Relations AnnaMaria White

Marketing and Community Javier Casillas, Alex Charksy, Sara Erickson, Drew Korfe, Mike Rosenberg, Christina Sims, Laura Waniuk Playtesters William Brinkman, Tom Driver, Scott Gaeta, Russ Greenwald, Adam Hensch, Cory Jones, Marcos Payan, Ry Schueller, Nathaniel Yamaguchi and many, many others who didn’t log the 100+ games these testers did . . . though your help is still appreciated!

Cryptozoic Special Thanks Miranda Anderson, Kyle Heuer, Matt Hoffman, Michael Kirchhoff, Lacy Lodes, Danielle McKay, Matthias Nagy, Jon Nee, Mike Sacco, Lisa Villaire, Galen Welch, MaryCarmen Wilbur

13

Mera: If your discard pile is empty at the time you play this card, the larger Power bonus applies, even if cards end up in your discard pile after you play her but before you have spent any Power.

The Riddler: You do not get to look at the top card of the main deck until after you have paid the 3 Power to gain the card. You may use this ability multiple times when you play the card, but each use costs you 3 Power from your total for the turn. To use this ability, simply subtract 3 Power from your total for the turn and then gain the top card of the main deck. If you choose not to use this ability, The Riddler grants you +1 Power for the turn.

With his First Appearance—Attack, you do not have to discard the Heroes you reveal, so if you reveal two Heroes, you must discard two cards, but those cards can be any cards in your hand.

Suicide Squad: There are six copies of this card in the main deck. The more you acquire, the more VPs they are all worth. At the end of the game, you gain VPs equal to the number of Suicide Squad cards in your deck, but you count that effect for each one. So, effectively, you gain VPs equal to the number of Suicide Squad cards in your deck squared.

You do not gain additional Power for controlling multiple Locations.

X-Ray Vision: This is not an Attack, so it cannot be defended against. If a player has no deck, he or she must shuffle his or her discard pile to create one.

FAQ

Q: What does the term “defeat” or “defeated” mean?A: That term is only used referring to Super-Villains. You “defeat” a Super-Villain when you buy it from the top of the Super-Villain stack. That Super-Villain has then been “defeated.”

Q: I play Kid Flash and draw The Watchtower. I play it, then play Robin. Since The Watchtower was in play when I played Robin, do I get to draw a card from the Location’s Ongoing ability?A: No, as Robin was not the first Hero you played that turn. Kid Flash was, and The Watchtower was not in play at that time.

You may pay 3 Power. If you do, gain the top card of the main deck.Use this ability any number of times this turn.If you choose not to, +1 Power instead.+1 Power instead.+1 Power

1111

THE RIDDLERTHE RIDDLERTHE RIDDLERTHE RIDDLERTHE RIDDLER

VILLAIN

©2012 CZE©2012 CZE

DC UNIVERSE and all related characters andelements are trademarks of and © DC Comics.elements are trademarks of and © DC Comics.(s12)(s12)

Mera:Mera:Mera:Mera:Mera:Mera:Mera:Mera:Mera:Mera:Mera:Mera:Mera:Mera:Mera:Mera:Mera:Mera:Mera:Mera:Mera:Mera:Mera:Mera:Mera:Mera:Mera:Mera:Mera:Mera:Mera:Mera:Mera:Mera:Mera:Mera:Mera:Mera:Mera:Mera:Mera:Mera:Mera:Mera:Mera:Mera:Mera:Mera:Mera:Mera:Mera:Mera:Mera:Mera:Mera:Mera:Mera:Mera:Mera:Mera:Mera:Mera:Mera:Mera:Mera: If your discard pile is empty at the time you play this card, the larger Power If your discard pile is empty at the time you play this card, the larger Power If your discard pile is empty at the time you play this card, the larger Power If your discard pile is empty at the time you play this card, the larger Power Mera: If your discard pile is empty at the time you play this card, the larger Power Mera:Mera:Mera: If your discard pile is empty at the time you play this card, the larger Power Mera: If your discard pile is empty at the time you play this card, the larger Power Mera: If your discard pile is empty at the time you play this card, the larger Power Mera:Mera:Mera: If your discard pile is empty at the time you play this card, the larger Power Mera:Mera: If your discard pile is empty at the time you play this card, the larger Power Mera:Mera:Mera: If your discard pile is empty at the time you play this card, the larger Power Mera: If your discard pile is empty at the time you play this card, the larger Power Mera: If your discard pile is empty at the time you play this card, the larger Power Mera:Mera:Mera: If your discard pile is empty at the time you play this card, the larger Power Mera:Mera: If your discard pile is empty at the time you play this card, the larger Power Mera:Mera:Mera: If your discard pile is empty at the time you play this card, the larger Power Mera: If your discard pile is empty at the time you play this card, the larger Power Mera: If your discard pile is empty at the time you play this card, the larger Power Mera:Mera:Mera: If your discard pile is empty at the time you play this card, the larger Power Mera:Mera: If your discard pile is empty at the time you play this card, the larger Power Mera:bonus applies, even if cards end up in your discard pile after you play her but bonus applies, even if cards end up in your discard pile after you play her but bonus applies, even if cards end up in your discard pile after you play her but before you have spent any Power.before you have spent any Power.before you have spent any Power.

The Riddler:The Riddler:The Riddler:The Riddler:The Riddler:The Riddler:The Riddler:The Riddler:The Riddler:The Riddler:The Riddler:The Riddler:The Riddler:The Riddler:The Riddler:The Riddler:The Riddler:The Riddler:The Riddler:The Riddler:The Riddler:The Riddler:The Riddler:The Riddler:The Riddler:The Riddler:The Riddler:The Riddler:The Riddler:The Riddler:The Riddler:The Riddler:The Riddler:The Riddler:The Riddler:The Riddler:The Riddler: You do not get to look at the top card You do not get to look at the top card You do not get to look at the top card You do not get to look at the top card The Riddler: You do not get to look at the top card The Riddler:The Riddler:The Riddler: You do not get to look at the top card The Riddler: You do not get to look at the top card The Riddler: You do not get to look at the top card The Riddler:The Riddler:The Riddler: You do not get to look at the top card The Riddler:The Riddler: You do not get to look at the top card The Riddler: of the of the of the main deck until after you have paid the 3 Power to gain main deck until after you have paid the 3 Power to gain main deck until after you have paid the 3 Power to gain the card. You may use this ability multiple times when you the card. You may use this ability multiple times when you the card. You may use this ability multiple times when you play the card, but each use costs you 3 Power from your play the card, but each use costs you 3 Power from your play the card, but each use costs you 3 Power from your total for the turn. To use this ability, simply subtract 3 Power total for the turn. To use this ability, simply subtract 3 Power total for the turn. To use this ability, simply subtract 3 Power from your total for the turn and then gain the top card of from your total for the turn and then gain the top card of from your total for the turn and then gain the top card of the main deck. If you choose not to use this ability, the main deck. If you choose not to use this ability, the main deck. If you choose not to use this ability, The The The RiddlerRiddlerRiddler grants you +1 Power for the turn. grants you +1 Power for the turn. grants you +1 Power for the turn.Riddler grants you +1 Power for the turn.RiddlerRiddlerRiddler grants you +1 Power for the turn.Riddler grants you +1 Power for the turn.Riddler grants you +1 Power for the turn.RiddlerRiddlerRiddler grants you +1 Power for the turn.Riddler

With his First Appearance—Attack, you do not have to discard the Heroes With his First Appearance—Attack, you do not have to discard the Heroes With his First Appearance—Attack, you do not have to discard the Heroes you reveal, so if you reveal two Heroes, you must discard two cards, but those cards you reveal, so if you reveal two Heroes, you must discard two cards, but those cards you reveal, so if you reveal two Heroes, you must discard two cards, but those cards can be any cards in your hand.can be any cards in your hand.can be any cards in your hand.

Suicide Squad:Suicide Squad:Suicide Squad:Suicide Squad:Suicide Squad:Suicide Squad:Suicide Squad:Suicide Squad:Suicide Squad:Suicide Squad:Suicide Squad:Suicide Squad:Suicide Squad:Suicide Squad:Suicide Squad:Suicide Squad:Suicide Squad:Suicide Squad:Suicide Squad:Suicide Squad:Suicide Squad:Suicide Squad:Suicide Squad:Suicide Squad:Suicide Squad:Suicide Squad:Suicide Squad:Suicide Squad:Suicide Squad:Suicide Squad:Suicide Squad:Suicide Squad:Suicide Squad:Suicide Squad:Suicide Squad:Suicide Squad:Suicide Squad:Suicide Squad:Suicide Squad:Suicide Squad:Suicide Squad:Suicide Squad:Suicide Squad:Suicide Squad:Suicide Squad:Suicide Squad:Suicide Squad:Suicide Squad:Suicide Squad:Suicide Squad:Suicide Squad:Suicide Squad: There are six copies of this card in the main deck. The more you There are six copies of this card in the main deck. The more you There are six copies of this card in the main deck. The more you There are six copies of this card in the main deck. The more you Suicide Squad: There are six copies of this card in the main deck. The more you Suicide Squad:Suicide Squad:Suicide Squad: There are six copies of this card in the main deck. The more you Suicide Squad: There are six copies of this card in the main deck. The more you Suicide Squad: There are six copies of this card in the main deck. The more you Suicide Squad:Suicide Squad:Suicide Squad: There are six copies of this card in the main deck. The more you Suicide Squad:Suicide Squad: There are six copies of this card in the main deck. The more you Suicide Squad:acquire, the more VPs they are all worth. At the end of the game, you gain VPs acquire, the more VPs they are all worth. At the end of the game, you gain VPs acquire, the more VPs they are all worth. At the end of the game, you gain VPs equal to the number of equal to the number of equal to the number of Suicide Squad Suicide Squad Suicide Squad cards in your deck, but you count that effect cards in your deck, but you count that effect cards in your deck, but you count that effect for each one. So, effectively, you gain VPs equal to the number of for each one. So, effectively, you gain VPs equal to the number of for each one. So, effectively, you gain VPs equal to the number of Suicide SquadSuicide SquadSuicide Squadcards in your deck squared.cards in your deck squared.cards in your deck squared.

You do not gain additional Power for controlling multiple You do not gain additional Power for controlling multiple You do not gain additional Power for controlling multiple Locations.Locations.Locations.

X-Ray Vision:X-Ray Vision:X-Ray Vision:X-Ray Vision:X-Ray Vision:X-Ray Vision:X-Ray Vision:X-Ray Vision:X-Ray Vision:X-Ray Vision:X-Ray Vision:X-Ray Vision:X-Ray Vision:X-Ray Vision:X-Ray Vision:X-Ray Vision:X-Ray Vision:X-Ray Vision:X-Ray Vision:X-Ray Vision:X-Ray Vision:X-Ray Vision:X-Ray Vision:X-Ray Vision:X-Ray Vision:X-Ray Vision:X-Ray Vision:X-Ray Vision:X-Ray Vision:X-Ray Vision:X-Ray Vision:X-Ray Vision:X-Ray Vision:X-Ray Vision:X-Ray Vision:X-Ray Vision:X-Ray Vision:X-Ray Vision:X-Ray Vision:X-Ray Vision:X-Ray Vision:X-Ray Vision:X-Ray Vision:X-Ray Vision:X-Ray Vision:X-Ray Vision:X-Ray Vision:X-Ray Vision:X-Ray Vision:X-Ray Vision:X-Ray Vision:X-Ray Vision:X-Ray Vision:X-Ray Vision:X-Ray Vision:X-Ray Vision:X-Ray Vision:X-Ray Vision:X-Ray Vision: This is not an Attack, so it cannot be defended against. If a player This is not an Attack, so it cannot be defended against. If a player This is not an Attack, so it cannot be defended against. If a player This is not an Attack, so it cannot be defended against. If a player X-Ray Vision: This is not an Attack, so it cannot be defended against. If a player X-Ray Vision:X-Ray Vision:X-Ray Vision: This is not an Attack, so it cannot be defended against. If a player X-Ray Vision: This is not an Attack, so it cannot be defended against. If a player X-Ray Vision: This is not an Attack, so it cannot be defended against. If a player X-Ray Vision:X-Ray Vision:X-Ray Vision: This is not an Attack, so it cannot be defended against. If a player X-Ray Vision:X-Ray Vision: This is not an Attack, so it cannot be defended against. If a player X-Ray Vision:X-Ray Vision:X-Ray Vision: This is not an Attack, so it cannot be defended against. If a player X-Ray Vision: This is not an Attack, so it cannot be defended against. If a player X-Ray Vision: This is not an Attack, so it cannot be defended against. If a player X-Ray Vision:X-Ray Vision:X-Ray Vision: This is not an Attack, so it cannot be defended against. If a player X-Ray Vision:X-Ray Vision: This is not an Attack, so it cannot be defended against. If a player X-Ray Vision:X-Ray Vision:X-Ray Vision: This is not an Attack, so it cannot be defended against. If a player X-Ray Vision: This is not an Attack, so it cannot be defended against. If a player X-Ray Vision: This is not an Attack, so it cannot be defended against. If a player X-Ray Vision:X-Ray Vision:X-Ray Vision: This is not an Attack, so it cannot be defended against. If a player X-Ray Vision:X-Ray Vision: This is not an Attack, so it cannot be defended against. If a player X-Ray Vision:has no deck, he or she must shuffle his or her discard pile to create one.has no deck, he or she must shuffle his or her discard pile to create one.has no deck, he or she must shuffle his or her discard pile to create one.

FAQFAQFAQ

Q:Q:Q: What does the term “defeat” or “defeated” mean? What does the term “defeat” or “defeated” mean? What does the term “defeat” or “defeated” mean?A:A:A: That term is only used referring to That term is only used referring to That term is only used referring to Super-Villains. You “defeat” aSuper-Villains. You “defeat” aSuper-Villains. You “defeat” a Super-Villain Super-Villain Super-Villain when you buy it from the top of thewhen you buy it from the top of thewhen you buy it from the top of the Super-Villain stack. ThatSuper-Villain stack. ThatSuper-Villain stack. That Super-Villain has then Super-Villain has then Super-Villain has then been “defeated.”been “defeated.”been “defeated.”

Q:Q:Q: I play I play I play Kid FlashKid FlashKid Flash and draw and draw and draw The WatchtowerThe WatchtowerThe Watchtower. I play it, then play . I play it, then play . I play it, then play RobinRobinRobin. Since . Since . Since The The The WatchtowerWatchtowerWatchtower was in play when I played was in play when I played was in play when I played Watchtower was in play when I played WatchtowerWatchtowerWatchtower was in play when I played Watchtower was in play when I played Watchtower was in play when I played WatchtowerWatchtowerWatchtower was in play when I played Watchtower RobinRobinRobin, do I get to draw a card from the , do I get to draw a card from the , do I get to draw a card from the Location’s Ongoing ability?Location’s Ongoing ability?Location’s Ongoing ability?A:A:A: No, as No, as No, as RobinRobinRobin was not the first Hero you played that turn. was not the first Hero you played that turn. was not the first Hero you played that turn. Kid FlashKid FlashKid Flash was, and was, and was, and The The The Watchtower Watchtower Watchtower was not in play at that time. was not in play at that time. was not in play at that time.

Mera: If your discard pile is empty at the time you play this card, the larger Power bonus applies, even if cards end up in your discard pile after you play her but before you have spent any Power.

The Riddler: You do not get to look at the top card of the main deck until after you have paid the 3 Power to gain the card. You may use this ability multiple times when you play the card, but each use costs you 3 Power from your total for the turn. To use this ability, simply subtract 3 Power from your total for the turn and then gain the top card of the main deck. If you choose not to use this ability, The Riddler grants you +1 Power for the turn.

Sinestro: With his First Appearance—Attack, you do not have to discard the Heroes you reveal, so if you reveal two Heroes, you must discard two cards, but those cards can be any cards in your hand.

Suicide Squad: There are six copies of this card in the main deck. The more you acquire, the more VPs they are all worth. At the end of the game, you gain VPs equal to the number of Suicide Squad cards in your deck, but you count that effect for each one. So, effectively, you gain VPs equal to the number of Suicide Squad cards in your deck squared.

Swamp Thing: You do not gain additional Power for controlling multiple Locations.

X-Ray Vision: This is not an Attack, so it cannot be defended against. If a player has no deck, he or she must shuffle his or her discard pile to create one.

FAQ

Q: What does the term “defeat” or “defeated” mean?A: That term is only used referring to Super-Villains. You “defeat” a Super-Villain when you buy it from the top of the Super-Villain stack. That Super-Villain has then been “defeated.”

Q: I play Kid Flash and draw The Watchtower. I play it, then play Robin. Since The Watchtower was in play when I played Robin, do I get to draw a card from the Location’s Ongoing ability?A: No, as Robin was not the first Hero you played that turn. Kid Flash was, and The Watchtower was not in play at that time.

CREDITS

Game Engine Design Matt Hyra & Ben Stoll Cryptozoic Entertainment

President & CCO Cory Jones CEO John Nee Chief Operating Officer Scott Gaeta SVP Sales & Business Development John Sepenuk Game Design and Development Matt Hyra (Lead), Phil Cape, Dan Clark, Matt Dunn, Kevin Jordan, Erik Larsen, Ben Stoll, Patrick Sullivan, Drew Walker, Chris Woods Graphic Design Larry Renac (Lead), Marco Sipriaso, Nancy Valdez, John Vineyard Editing Kate Stavola VP Controller Joanne Barron

Director of Operations Leisha Cummins Brand Management Patrick Dillon

Associate Production Manager Rachel Valverde

Business Coordinator Rumi Asai

Sales Kurt Nelson

Global Sales Ming Wan

Office Manager April Jones

Public Relations AnnaMaria White

Marketing and Community Javier Casillas, Alex Charksy, Sara Erickson, Drew Korfe, Mike Rosenberg, Christina Sims, Laura Waniuk Playtesters William Brinkman, Tom Driver, Scott Gaeta, Russ Greenwald, Adam Hensch, Cory Jones, Marcos Payan, Ry Schueller, Nathaniel Yamaguchi and many, many others who didn’t log the 100+ games these testers did . . . though your help is still appreciated!

Cryptozoic Special Thanks Miranda Anderson, Kyle Heuer, Matt Hoffman, Michael Kirchhoff, Lacy Lodes, Danielle McKay, Matthias Nagy, Jon Nee, Mike Sacco, Lisa Villaire, Galen Welch, MaryCarmen Wilbur

CREDITSCREDITSCREDITS

Game Engine DesignGame Engine DesignGame Engine DesignGame Engine DesignGame Engine DesignGame Engine DesignGame Engine DesignGame Engine DesignGame Engine DesignGame Engine DesignGame Engine Design Matt Hyra & Ben StollMatt Hyra & Ben StollMatt Hyra & Ben Stoll

Cryptozoic EntertainmentCryptozoic EntertainmentCryptozoic EntertainmentCryptozoic EntertainmentCryptozoic EntertainmentCryptozoic EntertainmentCryptozoic EntertainmentCryptozoic EntertainmentCryptozoic EntertainmentCryptozoic EntertainmentCryptozoic EntertainmentCryptozoic EntertainmentCryptozoic EntertainmentCryptozoic EntertainmentCryptozoic EntertainmentCryptozoic EntertainmentCryptozoic EntertainmentCryptozoic EntertainmentCryptozoic EntertainmentCryptozoic EntertainmentCryptozoic Entertainment

President & CCOPresident & CCOPresident & CCO Cory JonesCory JonesCory JonesCEOCEOCEO John NeeJohn NeeJohn Nee

Cory JonesJohn NeeCory JonesCory JonesCory JonesJohn NeeCory JonesJohn NeeCory JonesJohn NeeCory JonesCory JonesCory JonesJohn NeeCory Jones

Chief Operating OfficerChief Operating OfficerChief Operating Officer Scott GaetaScott GaetaScott GaetaSVP Sales & Business DevelopmentSVP Sales & Business DevelopmentSVP Sales & Business Development

Chief Operating OfficerSVP Sales & Business Development

Chief Operating OfficerChief Operating OfficerChief Operating OfficerSVP Sales & Business Development

Chief Operating OfficerSVP Sales & Business Development

Chief Operating OfficerSVP Sales & Business Development

Chief Operating OfficerChief Operating OfficerChief Operating OfficerSVP Sales & Business Development

Chief Operating OfficerJohn SepenukJohn SepenukJohn Sepenuk

Game Design and DevelopmentGame Design and DevelopmentGame Design and Development Matt Hyra Matt Hyra Matt Hyra (Lead)(Lead)(Lead), Phil Cape, Dan Clark, , Phil Cape, Dan Clark, , Phil Cape, Dan Clark, Matt Dunn, Kevin Jordan, Erik Larsen, Ben Stoll,Matt Dunn, Kevin Jordan, Erik Larsen, Ben Stoll,Matt Dunn, Kevin Jordan, Erik Larsen, Ben Stoll,Matt Hyra Matt Dunn, Kevin Jordan, Erik Larsen, Ben Stoll,Matt Hyra Matt Hyra Matt Hyra Matt Dunn, Kevin Jordan, Erik Larsen, Ben Stoll,Matt Hyra Matt Dunn, Kevin Jordan, Erik Larsen, Ben Stoll,Matt Hyra Matt Dunn, Kevin Jordan, Erik Larsen, Ben Stoll,Matt Hyra Matt Hyra Matt Hyra Matt Dunn, Kevin Jordan, Erik Larsen, Ben Stoll,Matt Hyra , Phil Cape, Dan Clark, Matt Dunn, Kevin Jordan, Erik Larsen, Ben Stoll,

, Phil Cape, Dan Clark, , Phil Cape, Dan Clark, , Phil Cape, Dan Clark, Matt Dunn, Kevin Jordan, Erik Larsen, Ben Stoll,

, Phil Cape, Dan Clark, Matt Dunn, Kevin Jordan, Erik Larsen, Ben Stoll,

, Phil Cape, Dan Clark, Matt Dunn, Kevin Jordan, Erik Larsen, Ben Stoll,

, Phil Cape, Dan Clark, , Phil Cape, Dan Clark, , Phil Cape, Dan Clark, Matt Dunn, Kevin Jordan, Erik Larsen, Ben Stoll,

, Phil Cape, Dan Clark,

Patrick Sullivan, Drew Walker, Chris WoodsPatrick Sullivan, Drew Walker, Chris WoodsPatrick Sullivan, Drew Walker, Chris Woods

Graphic DesignGraphic DesignGraphic Design Larry Renac Larry Renac Larry Renac (Lead)(Lead)(Lead), Marco Sipriaso,, Marco Sipriaso,, Marco Sipriaso,Nancy Valdez, John VineyardNancy Valdez, John VineyardNancy Valdez, John VineyardLarry Renac Nancy Valdez, John VineyardLarry Renac Larry Renac Larry Renac Nancy Valdez, John VineyardLarry Renac Nancy Valdez, John VineyardLarry Renac Nancy Valdez, John VineyardLarry Renac Larry Renac Larry Renac Nancy Valdez, John VineyardLarry Renac , Marco Sipriaso,Nancy Valdez, John Vineyard

, Marco Sipriaso,, Marco Sipriaso,, Marco Sipriaso,Nancy Valdez, John Vineyard

, Marco Sipriaso,Nancy Valdez, John Vineyard

, Marco Sipriaso,Nancy Valdez, John Vineyard

, Marco Sipriaso,, Marco Sipriaso,, Marco Sipriaso,Nancy Valdez, John Vineyard

, Marco Sipriaso,

EditingEditingEditing Kate StavolaKate StavolaKate Stavola

VP ControllerVP ControllerVP Controller Joanne BarronJoanne BarronJoanne Barron

Director of OperationsDirector of OperationsDirector of Operations Leisha CumminsLeisha CumminsLeisha Cummins

Brand ManagementBrand ManagementBrand Management Patrick DillonPatrick DillonPatrick Dillon

Associate Production ManagerAssociate Production ManagerAssociate Production Manager Rachel ValverdeRachel ValverdeRachel Valverde

Business CoordinatorBusiness CoordinatorBusiness Coordinator Rumi AsaiRumi AsaiRumi Asai

SalesSalesSales Kurt NelsonKurt NelsonKurt Nelson

Global SalesGlobal SalesGlobal Sales Ming WanMing WanMing Wan

Office ManagerOffice ManagerOffice Manager April JonesApril JonesApril Jones

Public RelationsPublic RelationsPublic Relations AnnaMaria WhiteAnnaMaria WhiteAnnaMaria White

Marketing and CommunityMarketing and CommunityMarketing and Community Javier Casillas, Alex Charksy, Sara Erickson,Javier Casillas, Alex Charksy, Sara Erickson,Javier Casillas, Alex Charksy, Sara Erickson,Drew Korfe, Mike Rosenberg, Christina Sims,Drew Korfe, Mike Rosenberg, Christina Sims,Drew Korfe, Mike Rosenberg, Christina Sims,Javier Casillas, Alex Charksy, Sara Erickson,Drew Korfe, Mike Rosenberg, Christina Sims,Javier Casillas, Alex Charksy, Sara Erickson,Javier Casillas, Alex Charksy, Sara Erickson,Javier Casillas, Alex Charksy, Sara Erickson,Drew Korfe, Mike Rosenberg, Christina Sims,Javier Casillas, Alex Charksy, Sara Erickson,Drew Korfe, Mike Rosenberg, Christina Sims,Javier Casillas, Alex Charksy, Sara Erickson,Drew Korfe, Mike Rosenberg, Christina Sims,Javier Casillas, Alex Charksy, Sara Erickson,Javier Casillas, Alex Charksy, Sara Erickson,Javier Casillas, Alex Charksy, Sara Erickson,Drew Korfe, Mike Rosenberg, Christina Sims,Javier Casillas, Alex Charksy, Sara Erickson,

Laura WaniukLaura WaniukLaura WaniukDrew Korfe, Mike Rosenberg, Christina Sims,Laura WaniukDrew Korfe, Mike Rosenberg, Christina Sims,Drew Korfe, Mike Rosenberg, Christina Sims,Drew Korfe, Mike Rosenberg, Christina Sims,Laura WaniukDrew Korfe, Mike Rosenberg, Christina Sims,Laura WaniukDrew Korfe, Mike Rosenberg, Christina Sims,Laura WaniukDrew Korfe, Mike Rosenberg, Christina Sims,Drew Korfe, Mike Rosenberg, Christina Sims,Drew Korfe, Mike Rosenberg, Christina Sims,Laura WaniukDrew Korfe, Mike Rosenberg, Christina Sims,

PlaytestersPlaytestersPlaytesters William Brinkman, Tom Driver, Scott Gaeta,William Brinkman, Tom Driver, Scott Gaeta,William Brinkman, Tom Driver, Scott Gaeta,Russ Greenwald, Adam Hensch, Cory Jones,Russ Greenwald, Adam Hensch, Cory Jones,Russ Greenwald, Adam Hensch, Cory Jones,Marcos Payan, Ry Schueller,Marcos Payan, Ry Schueller,Marcos Payan, Ry Schueller,Russ Greenwald, Adam Hensch, Cory Jones,Marcos Payan, Ry Schueller,Russ Greenwald, Adam Hensch, Cory Jones,Russ Greenwald, Adam Hensch, Cory Jones,Russ Greenwald, Adam Hensch, Cory Jones,Marcos Payan, Ry Schueller,Russ Greenwald, Adam Hensch, Cory Jones,Marcos Payan, Ry Schueller,Russ Greenwald, Adam Hensch, Cory Jones,Marcos Payan, Ry Schueller,Russ Greenwald, Adam Hensch, Cory Jones,Russ Greenwald, Adam Hensch, Cory Jones,Russ Greenwald, Adam Hensch, Cory Jones,Marcos Payan, Ry Schueller,Russ Greenwald, Adam Hensch, Cory Jones,

Nathaniel Yamaguchi and many, many others Nathaniel Yamaguchi and many, many others Nathaniel Yamaguchi and many, many others Marcos Payan, Ry Schueller,Nathaniel Yamaguchi and many, many others Marcos Payan, Ry Schueller,Marcos Payan, Ry Schueller,Marcos Payan, Ry Schueller,Nathaniel Yamaguchi and many, many others Marcos Payan, Ry Schueller,Nathaniel Yamaguchi and many, many others Marcos Payan, Ry Schueller,Nathaniel Yamaguchi and many, many others Marcos Payan, Ry Schueller,Marcos Payan, Ry Schueller,Marcos Payan, Ry Schueller,Nathaniel Yamaguchi and many, many others Marcos Payan, Ry Schueller,

who didn’t log the 100+ games these testers did who didn’t log the 100+ games these testers did who didn’t log the 100+ games these testers did Nathaniel Yamaguchi and many, many others who didn’t log the 100+ games these testers did Nathaniel Yamaguchi and many, many others Nathaniel Yamaguchi and many, many others Nathaniel Yamaguchi and many, many others who didn’t log the 100+ games these testers did Nathaniel Yamaguchi and many, many others who didn’t log the 100+ games these testers did Nathaniel Yamaguchi and many, many others who didn’t log the 100+ games these testers did Nathaniel Yamaguchi and many, many others Nathaniel Yamaguchi and many, many others Nathaniel Yamaguchi and many, many others who didn’t log the 100+ games these testers did Nathaniel Yamaguchi and many, many others

. . . though your help is still appreciated!. . . though your help is still appreciated!. . . though your help is still appreciated!who didn’t log the 100+ games these testers did . . . though your help is still appreciated!who didn’t log the 100+ games these testers did who didn’t log the 100+ games these testers did who didn’t log the 100+ games these testers did . . . though your help is still appreciated!who didn’t log the 100+ games these testers did . . . though your help is still appreciated!who didn’t log the 100+ games these testers did . . . though your help is still appreciated!who didn’t log the 100+ games these testers did who didn’t log the 100+ games these testers did who didn’t log the 100+ games these testers did . . . though your help is still appreciated!who didn’t log the 100+ games these testers did

Cryptozoic Special ThanksCryptozoic Special ThanksCryptozoic Special Thanks Miranda Anderson, Kyle Heuer, Matt Hoffman,Miranda Anderson, Kyle Heuer, Matt Hoffman,Miranda Anderson, Kyle Heuer, Matt Hoffman,Michael Kirchhoff, Lacy Lodes, Danielle McKay,Michael Kirchhoff, Lacy Lodes, Danielle McKay,Michael Kirchhoff, Lacy Lodes, Danielle McKay,Miranda Anderson, Kyle Heuer, Matt Hoffman,Michael Kirchhoff, Lacy Lodes, Danielle McKay,Miranda Anderson, Kyle Heuer, Matt Hoffman,Miranda Anderson, Kyle Heuer, Matt Hoffman,Miranda Anderson, Kyle Heuer, Matt Hoffman,Michael Kirchhoff, Lacy Lodes, Danielle McKay,Miranda Anderson, Kyle Heuer, Matt Hoffman,Michael Kirchhoff, Lacy Lodes, Danielle McKay,Miranda Anderson, Kyle Heuer, Matt Hoffman,Michael Kirchhoff, Lacy Lodes, Danielle McKay,Miranda Anderson, Kyle Heuer, Matt Hoffman,Miranda Anderson, Kyle Heuer, Matt Hoffman,Miranda Anderson, Kyle Heuer, Matt Hoffman,Michael Kirchhoff, Lacy Lodes, Danielle McKay,Miranda Anderson, Kyle Heuer, Matt Hoffman,

Matthias Nagy, Jon Nee, Mike Sacco,Matthias Nagy, Jon Nee, Mike Sacco,Matthias Nagy, Jon Nee, Mike Sacco,Michael Kirchhoff, Lacy Lodes, Danielle McKay,Matthias Nagy, Jon Nee, Mike Sacco,Michael Kirchhoff, Lacy Lodes, Danielle McKay,Michael Kirchhoff, Lacy Lodes, Danielle McKay,Michael Kirchhoff, Lacy Lodes, Danielle McKay,Matthias Nagy, Jon Nee, Mike Sacco,Michael Kirchhoff, Lacy Lodes, Danielle McKay,Matthias Nagy, Jon Nee, Mike Sacco,Michael Kirchhoff, Lacy Lodes, Danielle McKay,Matthias Nagy, Jon Nee, Mike Sacco,Michael Kirchhoff, Lacy Lodes, Danielle McKay,Michael Kirchhoff, Lacy Lodes, Danielle McKay,Michael Kirchhoff, Lacy Lodes, Danielle McKay,Matthias Nagy, Jon Nee, Mike Sacco,Michael Kirchhoff, Lacy Lodes, Danielle McKay,

Lisa Villaire, Galen Welch, MaryCarmen WilburLisa Villaire, Galen Welch, MaryCarmen WilburLisa Villaire, Galen Welch, MaryCarmen WilburMatthias Nagy, Jon Nee, Mike Sacco,Lisa Villaire, Galen Welch, MaryCarmen WilburMatthias Nagy, Jon Nee, Mike Sacco,Matthias Nagy, Jon Nee, Mike Sacco,Matthias Nagy, Jon Nee, Mike Sacco,Lisa Villaire, Galen Welch, MaryCarmen WilburMatthias Nagy, Jon Nee, Mike Sacco,Lisa Villaire, Galen Welch, MaryCarmen WilburMatthias Nagy, Jon Nee, Mike Sacco,Lisa Villaire, Galen Welch, MaryCarmen WilburMatthias Nagy, Jon Nee, Mike Sacco,Matthias Nagy, Jon Nee, Mike Sacco,Matthias Nagy, Jon Nee, Mike Sacco,Lisa Villaire, Galen Welch, MaryCarmen WilburMatthias Nagy, Jon Nee, Mike Sacco,

CREDITS

Game Engine Design Matt Hyra & Ben Stoll Cryptozoic Entertainment

President & CCO Cory Jones CEO John Nee Chief Operating Officer Scott Gaeta SVP Sales & Business Development John Sepenuk Game Design and Development Matt Hyra (Lead), Phil Cape, Dan Clark, Matt Dunn, Kevin Jordan, Erik Larsen, Ben Stoll, Patrick Sullivan, Drew Walker, Chris Woods Graphic Design Larry Renac (Lead), Marco Sipriaso, Nancy Valdez, John Vineyard Editing Kate Stavola VP Controller Joanne Barron

Director of Operations Leisha Cummins Brand Management Patrick Dillon

Associate Production Manager Rachel Valverde

Business Coordinator Rumi Asai

Sales Kurt Nelson

Global Sales Ming Wan

Office Manager April Jones

Public Relations AnnaMaria White

Marketing and Community Javier Casillas, Alex Charksy, Sara Erickson, Drew Korfe, Mike Rosenberg, Christina Sims, Laura Waniuk Playtesters William Brinkman, Tom Driver, Scott Gaeta, Russ Greenwald, Adam Hensch, Cory Jones, Marcos Payan, Ry Schueller, Nathaniel Yamaguchi and many, many others who didn’t log the 100+ games these testers did . . . though your help is still appreciated!

Cryptozoic Special Thanks Miranda Anderson, Kyle Heuer, Matt Hoffman, Michael Kirchhoff, Lacy Lodes, Danielle McKay, Matthias Nagy, Jon Nee, Mike Sacco, Lisa Villaire, Galen Welch, MaryCarmen Wilbur