Marvel Trading Card Game FAQ For play on Nintendo DS Written by Michael Maillaro AKA Blackmore Many Sections contributed by jrasso Card database put together by MikeBergsma Version: 0.5 Last Updated: 11/28/07 ---------------------------- Before I start, huge thanks go out to jrasso and MikeBergsma who have contributed tremendously to this project. This would have never gotten anywhere near this complete without their help! This FAQ is going to be a work in progress, and as I pick up on new information, it will be frequently updated. I'm sure as I get further along, I will move and replace sections as they make more sense to me. You can use the four letter search code next to the items in the table of contents to quickly find something in this document. WARNING!! There might be some story spoilers here. I tried to keep them confined to the walkthrough, cut scene scripts, and FAQs as much as I could. ---------------------------- UPDATE HISTORY 6/11/07 Version 0.1 - Only some basic information here. Table of Contents, some FAQs, initial Deck contents, introduction, copyright info, infinite point cheat, and acknowledgements. 6/12/07 - Added Chapter and Mission names for first 5 chapters of Heroes Walkthrough. Starting adding some card details to the card list. Working alphabetically for now, starting with Plot Twists. 6/13/07 - Added a few more plot twists. Also added a FAQ and section about card sets, also added in a numbered list of the cards from each set, and moved a few things around. 6/14/07 - Added some card descriptions for all equipment cards I currently have and some location cards. Added review. 6/15/07 - Added and answered some questions pulled off the boards. A few more location cards added to the card list. 6/19/07 - Added some information about the various phases of each turn. Also added some information about the themes and strategies for each team affiliation. Added information on how to take down Sniper at end of Hero Chapter 5. Cleaned up some of the formatting in an attempt to make it easier to read. 6/25/07 - Been a few days since I've had a chance to update Been finishing up the hero's campaign (last boss is a real pain!). To make up for that, added a lot of stuff today: Added chapter and mission titles for Chapter 5, 6 and 7 of Heroes campaign and started adding the Villain Campaign. Added some deck-building strategies that I have found working for me. Added list of Avatars. I also posted some information about my current deck, but not a complete list of it since I am at work at the moment. 6/26/07 - Added Challenge opponent list (though I didn't have any idea who two of them were supposed to be), and noticed that I was missing two missions from Hero Campaign Chapter 6. Added search codes. Added a few more FAQs from the message board relating to team attacks and breakthrough. 6/26/07 - Second update for the day! Added the list of cards from my current deck, and a long winded comment about how to beat the final boss. Added some terms to the glossary section. 6/29/07 - Added some more cards to the card lists, and started to put some cards under what packs you can find them in. 7/2/07 - Continued adding cards to pack and card list. 7/3/07 - Added more chapters for Villain Campaign, and more cards to pack list. Added some character card descriptions to the card listing and counts for how many card profiles are in each section at the moment. 7/17/07 - Version 0.2 - Biggest update yet! Added the individual battles for most of the chapters, Thanks to jrasso for adding some more FAQs and the complete list of what cards are in what packs! 7/18/07 - Added more chapter and battles for the Villain campaign. Also added a few character card descriptions. Added more avatars and Challenge opponents. Added glossary terms. Added section on controls. Added Basic Game function section 7/23/07 - Added in Basic Puzzle section. Added the rest of the battles for Villain campaign. 7/25/07 - Version 0.5 - Added in first three Loyalty Puzzles and complete Plot Twists, Locations and Equipment card database. Working on cleaning up format for Character cards, but they should be added in a day or so. 8/6/07 - More character cards added. 8/14/07 - All card descriptions added to database now. I apologize for the delays, but we've been closing on a house and life has been hectic the last few weeks. 9/14/07 - Continued adding puzzle walkthroughs to the puzzle guide. 11/14/07 - Added the cut scene script for Hero Chapter 1. Added puzzle walkthroughs up to Boost 3. Added a few things under gameplay strategies that I hope to expand more over the next few days. Added and/or expanded notes under How to Play, Strategies, and the Hero and Villain walkthroughs. Added some more tips and information under deck building. Fixed some random typos throughout, and minor revisions/additions on other sections. Added another FAQ. 11/15/07 - Added more puzzle walkthroughs (up to Reservist 1), and cleaned up a typo in Boost 3. Cleaned up formatting some, and did some more revisions and additions throughout. Expanded secion on combat phase in a little more detail to explain Protected, Flying, and Range. Also added a note in the FAQ section explaining what the New Mutant Role Playing Game is. 11/16/07 - Cleaned up intro for puzzle section. Added sections on card types and card powers. Expanded on Build Phase, focusing on Resource Step. 11/20/07 - Added Card powers section. Sections on team attacking, reinforcement, and powering-up. Added another FAQ and updated card sets not included. 11/21/2007 - Added section on Chain and Priority, added updated section under WiFi, and added a section on Undocumented features in the game. Updated FAQ about Evasion puzzle 4. Started adding Tutorial cut scenes script. Submitted Cut screen scripts and card database as seperate FAQs. If they are accepted, they will be removed from this guide. 11/26/07 - Game Script FAQ was accepted, so it was removed. Still trying to get card datebase accepted. 11/28/07 – Told card database will not be accepted until I remove it from this document, so it might be missing for a few days. It was submitted so hopefully it will be back up soon. ---------------------------- TO DO LIST: - Game Play Strategies (5.2) can use more information - Campaign Walkthroughs needs more specific information about opponent decks - Maybe add a section on Challenge opponent decks, although a lot of that information would be duplicated from the Campaign opponents. - Puzzle Walkthrough - Reservist 2-4, Concealed 1-4, Leaders 1-4 - Campaign Cut Scene scripts - Hero Chapters 2-7, Villain Chapters 1-7, Tutorials, Campaign Start up - Maybe add something about Wifi play - Maybe pull apart additional sections of this to post as mini FAQs of their own. Puzzle walkthrough? ------------------------------------------------------------ Table Of Contents Section 1: INTRODUCTION [INTN] Section 2: REVIEW [REVW] Section 3: FREQUENTLY ASKED QUESTIONS [FEQ0] Section 3.1: What is Marvel Trading Card Game? [FEQ1] Section 3.1a: What is the Vs System? [FEQA] Section 3.1b: What is a Collectible Card Game? [FEQB] Section 3.2: How much does it cost to play Marvel Trading Card Game on Nintendo DS? [FEQ2] Section 3.3: What card/deck/team combination will guarantee me a win every time? [FEQ3] Section 3.4: Which takes precedent: game rules or what the cards tell me to do? [FEQ4] Section 3.5: How can I make this game control easier? [FEQ5] Section 3.6: Where is the go-back option? [FEQ6] Section 3.7: Why can't I complete Evasion Puzzle 3? [FEQ7] Section 3.8: Why does my game keep freezing up? [FEQ8] Section 3.9: Does the infinite money trick work on Chapter 1? [FEQ9] Section 3.10: Is it possible to trade cards in any way, in game or WiFi? [FEQ10] Section 3.11: Which Vs. card sets are included? [FEQ11] Section 3.12: Which Vs. card sets are not included? [FEQ12] Section 3.13: In this version, do you use the cards from single player online? Or do you have to buy them using real money? [FEQ13] Section 3.14: Is there any way to name your decks? [FEQ14] Section 3.15: What's the best way to eliminate the sniper? [FEQ15] Section 3.16: How does team attacking work? [FEQ16] Section 3.17: How does breakthrough damage work? [FEQ17] Section 3.18: Any strategies for the final battle with Mastermold? [FEQ18] Section 3.19: What does the <> symbol in a character's name mean? [FEQ19] Section 3.20: What does the text after a card's name mean? [FEQ20] Section 3.21: What's the best way to build up points to buy booster packs? [FEQ21] Section 3.22: I keep pulling duplicates, or I just wasted 1,500 points and got a bunch of cards I don't want or need. What do I do? [FEQ22] Section 3.23: Are all the cards from the sets in the game? [FEQ23] Section 3.24: Which version of this game should I buy? [FEQ24] Section 3.25: What is the New Mutant Role Playing Game? [FEQ25] Section 3.26: Where can I find really good deck designs? [FEQ26] Section 4: CONTROLS/HOW TO PLAY [CNPL] Section 4.1: Controls/Menus [CTME] Section 4.1a: Controls [CTRL] Section 4.1b: Important Note Regarding Pause Screen [NRPS] Section 4.1c: Menus [MNUS] Section 4.2: Basic Game Function [BAGF] Section 4.2a: Viewing Cards [VWCA] Section 4.2b Selecting Cards [SLTC] Section 4.2c: Choosing a Card Action [CHCA] Section 4.2d: Passing [PSNG] Section 4.2e: Viewing the KO's Pile [VKOP] Section 4.2f: Scrolling/Expanding Rows [SCER] Section 4.2g: Field of play [FIOP] Section 4.2h: The Chain and Priority [TCPY] Section 4.3: Card Types [CRTY] Section 4.3a: Characters [CRCT] Section 4.3b: Equipment [EMNT] Section 4.3c: Plot Twists [PTTS] Section 4.3d: Location [LTON] Section 4.4: More on cards [MOCR] Section 4.4a: Card Powers [CPOW] Section 4.5: Phases [PHSE] Section 4.5a: Initiative/Before the First Turn [BTFT] Section 4.5b: Draw Phase [DRPH] Section 4.5c: Build Phase [BUPH] Section 4.5d: Combat Phase [COPH] Section 4.5d1: Protected, Flight, and Range [PRFR] Section 4.5d2: Team attacking [TMTK] Section 4.5d3: Reinforcement [REIN] Section 4.5d4: Powering-up [POUP] Section 4.5e: Recovery Phase [REPH] Section 4.6: Notes on Wi-Fi Connection [NWFC] Section 4.7: Undocumented Features [UNDF] Section 4.7a - Changing Auto-Pass settings during gameplay [CAUS] Section 4.7b - Orange Vs. Green Pass arrows [ORGP] Section 4.7c - Exclamation Points [EXCP] Section 5: STRATEGIES [STGT] Section 5.1: Deck Building Strategies [DBUS] Section 5.1a: Deck building rules [DBUR] Section 5.1b: Deck building strategies [DBS2] Section 5.1c: Team Affiliations [TEAF] Section 5.1d: My current deck [MYCD] Section 5.2: Game Play Strategies [GPLS] Section 6: HERO WALKTHROUGH [HRWH] Section 6.1: Starting Hero Deck [STHD] Section 6.2: Chapter 1 - Spare Parts [HC1] Section 6.2a: Chapter 1, Mission 1 - Night Patrol [H1M1] Section 6.2b: Chapter 1, Mission 2 - High Tech Heist [H1M2] Section 6.2c: Chapter 1, Mission 3 - Microchip Mayhem [H1M3] Section 6.2d: Chapter 1, Mission 4 - Spidey to the Rescue [H1M4] Section 6.2e: Chapter 1, Mission 5 - Weird Science [H1M5] Section 6.2f: Chapter 1, Mission 6 - Enter the Octopus [H1M6] Section 6.2g: Chapter 1, Mission 7 - Goblin [H1M7] Section 6.3: Chapter 2 - Old Enemies, New Threats [HC2] Section 6.3a: Chapter 2, Mission 1 - Deadly Danger Room [H2M1] Section 6.3b: Chapter 2, Mission 2 - Deathstrike [H2M2] Section 6.3c: Chapter 2, Mission 3 - Muir Island [H2M3] Section 6.3d: Chapter 2, Mission 4 - Lethal Gambit [H2M4] Section 6.3e: Chapter 2, Mission 5 - Mutant Menace [H2M5] Section 6.3f: Chapter 2, Mission 6 - Tooth and Nail [H2M6] Section 6.3g: Chapter 2, Mission 7 - Mind over Magnetism [H2M7] Section 6.4: Chapter 3 - Impending Doom [HC3] Section 6.4a: Chapter 3, Mission 1 - Unpleasant Distraction [H3M1] Section 6.4b: Chapter 3, Mission 2 - Negative Attitude [H3M2] Section 6.4c: Chapter 3, Mission 3 - The Not-So-Fantastic Four [H3M3] Section 6.4d: Chapter 3, Mission 4 - Cracking Some Skrulls [H3M4] Section 6.4e: Chapter 3, Mission 5 - Latverian Hospitality [H3M5] Section 6.4f: Chapter 3, Mission 6 - Army of Doom [H3M6] Section 6.4g: Chapter 3, Mission 7 - No Buts About It [H3M7] Section 6.5: Chapter 4 - Vendetta [HC4] Section 6.5a: Chapter 4, Mission 1 - Hunted Heroes [H4M1] Section 6.5b: Chapter 4, Mission 2 - Unfinished Business [H4M2] Section 6.5c: Chapter 4, Mission 3 - Undead Interlude [H4M3] Section 6.5d: Chapter 4, Mission 4 - Crime and Punishment [H4M4] Section 6.5e: Chapter 4, Mission 5 - Maximum Carnage [H4M5] Section 6.5f: Chapter 4, Mission 6 - Heroes United [H4M6] Section 6.5g: Chapter 4, Mission 7 - A Sinister Syndicate [H4M7] Section 6.6: Chapter 5 - Knight Moves [HC5] Section 6.6a: Chapter 5, Mission 1 - Heroes for Hire [H5M1] Section 6.6b: Chapter 5, Mission 2 - Breaking and Entering [H5M2] Section 6.6c: Chapter 5, Mission 3 - A Not-So-Clean Getaway [H5M3] Section 6.6d: Chapter 5, Mission 4 - X-Static Rescue [H5M4] Section 6.6e: Chapter 5, Mission 5 - Into the Underworld [H5M5] Section 6.6f: Chapter 5, Mission 6 - Howling Mad [H5M6] Section 6.6g: Chapter 5, Mission 7 - Strange Nightmare [H5M7] Section 6.6h: Chapter 5, Mission 8 - Hand to Hand Combat [H5M8] Section 6.6i: Chapter 5, Mission 9 - I've Got Your Back [H5M9] Section 6.7: Chapter 6 - Sinister Vengeance [HC6] Section 6.7a: Chapter 6, Mission 1 - Enter The Kangs [H6M1] Section 6.7b: Chapter 6, Mission 2 - Big Trouble [H6M2] Section 6.7c: Chapter 6, Mission 3 - Mistaken Identity [H6M3] Section 6.7d: Chapter 6, Mission 4 - The Trask at Hand [H6M4] Section 6.7e: Chapter 6, Mission 5 - Reinforcements [H6M5] Section 6.7f: Chapter 6, Mission 6 - Hammer Time [H6M6] Section 6.7g: Chapter 6, Mission 7 - Menace Out of Time [H6M7] Section 6.7h: Chapter 6, Mission 8 - Supreme Effort [H6M8] Section 6.7i: Chapter 6, Mission 9 - Kang Redux [H6M9] Section 6.7j: Chapter 6, Mission 10 - More Kang for the Buck [H6M10] Section 6.7k: Chapter 6, Mission 11 - Kang and Kang Again [H6M11] Section 6.7l: Chapter 6, Mission 12 - Ultimate Evil [H6M12] Section 6.7m: Chapter 6, Mission 13 - Kang Immortus [H6M13] Section 6.8: Chapter 7 - Operation: Annihilate! [HC7] Section 6.8a: Chapter 7, Mission 1 - Sinister Sentinels [H7M1] Section 6.8b: Chapter 7, Mission 2 - Unlikely Allies [H7M2] Section 6.8c: Chapter 7, Mission 3 - Common Enemy [H7M3] Section 6.8d: Chapter 7, Mission 4 - Final Showdown [H7M4] Section 6.8e: Chapter 7, Mission 5 - Master Plan [H7M5] Section 7: VILLAIN WALKTHROUGH [VIWA] Section 7.1: Starting Villain Deck [STVD] Section 7.2: Chapter 1 - Spare Parts [VC1] Section 7.2a: Chapter 1, Mission 1 - Reprisals [V1M1] Section 7.2b: Chapter 1, Mission 2 - Chips [V1M2] Section 7.2c: Chapter 1, Mission 3 - Cloak and Dagger [V1M3] Section 7.2d: Chapter 1, Mission 4 - Inside Job [V1M4] Section 7.2e: Chapter 1, Mission 5 - The Goblin and the Octopus [V1M5] Section 7.2f: Chapter 1, Mission 6 - Who's the Boss? [V1M6] Section 7.2g: Chapter 1, Mission 7 - Spider-Trouble [V1M7] Section 7.3: Chapter 2 - Old Enemies, New Threats [VC2] Section 7.3a: Chapter 2, Mission 1 - Breakout [V2M1] Section 7.3b: Chapter 2, Mission 2 - Roadblock[V2M2] Section 7.3c: Chapter 2, Mission 3 - Barroom Blitz [V2M3] Section 7.3d: Chapter 2, Mission 4 - Trading Faces [V2M4] Section 7.3e: Chapter 2, Mission 5 - Springing the Trap [V2M5] Section 7.3f: Chapter 2, Mission 6 - De-Clawed [V2M6] Section 7.3g: Chapter 2, Mission 7 - Master of Magnetism [V2M7] Section 7.4: Chapter 3 - Impending Doom [VC3] Section 7.4a: Chapter 3, Mission 1 - The Siege of Atlantis [V3M1] Section 7.4b: Chapter 3, Mission 2 - The Natives are Restless [V3M2] Section 7.4c: Chapter 3, Mission 3 - Nasty Surprise [V3M3] Section 7.4d: Chapter 3, Mission 4 - Invasion [V3M4] Section 7.4e: Chapter 3, Mission 5 - Namor [V3M5] Section 7.4f: Chapter 3, Mission 6 - Uninvited Guests [V3M6] Section 7.4g: Chapter 3, Mission 7 - Doom Triumphant [V3M7] Section 7.5: Chapter 4 - Vendetta [VC4] Section 7.5a: Chapter 4, Mission 1 - Open Season [V4M1] Section 7.5b: Chapter 4, Mission 2 - Hunted [V4M2] Section 7.5c: Chapter 4, Mission 3 - Kraven Punishment[V4M3] Section 7.5d: Chapter 4, Mission 4 - Random Carnage [V4M4] Section 7.5e: Chapter 4, Mission 5 - Clash of the Spiders [V4M5] Section 7.5f: Chapter 4, Mission 6 - A Bridge Too Far [V4M6] Section 7.5g: Chapter 4, Mission 7 - Showdown [V4M7] Section 7.6: Chapter 5 - Knight Moves [VC5] Section 7.6a: Chapter 5, Mission 1 - Late Night Visitor [V5M1] Section 7.6b: Chapter 5, Mission 2 - Cage Match [V5M2] Section 7.6c: Chapter 5, Mission 3 - X-Static Ambush [V5M3] Section 7.6d: Chapter 5, Mission 4 - One Hell of a Fight [V5M4] Section 7.6e: Chapter 5, Mission 5 - Bad Voodoo [V5M5] Section 7.6f: Chapter 5, Mission 6 - Children of the Night [V5M6] Section 7.6g: Chapter 5, Mission 7 - Diversionary Tactics [V5M7] Section 7.6h: Chapter 5, Mission 8 - Hand It Over [V5M8] Section 7.6i: Chapter 5, Mission 9 - Mind If We Cut In? [V5M29 Section 7.7: Chapter 6 - Sinister Vengeance [VC7] Section 7.7a: Chapter 6, Mission 1 - Dark Disguise [V7M1] Section 7.7b: Chapter 6, Mission 2 - Trask [V7M2] Section 7.7c: Chapter 6, Mission 3 - Thunderbolts No More! [V7M3] Section 7.7d: Chapter 6, Mission 4 - Masters of Evil [V7M4] Section 7.7e: Chapter 6, Mission 5 - Thunderstorm [V7M5] Section 7.7f: Chapter 6, Mission 6 - Kang Rising [V7M6] Section 7.7g: Chapter 6, Mission 7 - Wreckers [V7M7] Section 7.7h: Chapter 6, Mission 8 - Dark Pharoah [V7M8] Section 7.7i: Chapter 6, Mission 9 - The Growing Menace [V7M9] Section 7.7j: Chapter 6, Mission 10 - Supreme Sacrifice Section 7.7k: Chapter 6, Mission 11 - God of Thunder Section 7.8: Chapter 7 - Operation: Annihilate! [VC7] Section 7.8a: Chapter 7, Mission 1 - Sinister Sentinels [V7M1] Section 7.8b: Chapter 7, Mission 2 - Unlikely Allies [V7M2] Section 7.8c: Chapter 7, Mission 3 - Common Enemy [V7M3] Section 7.8d: Chapter 7, Mission 4 - Final Showdown [V7M4] Section 7.8e: Chapter 7, Mission 5 - Master Plan [V7M5] Section 8: PUZZLE WALKTHROUGH [PZWT] Section 8.1: Basic [BSC0] Section 8.1a Basic 1 [BSC1] Section 8.1b Basic 2 [BSC2] Section 8.1c Basic 3 [BSC3] Section 8.1d Basic 4 [BSC4] Section 8.2: Loyalty [LTY0] Section 8.2a: Loyalty 1 [LYT1] Section 8.2b: Loyalty 2 [LTY2] Section 8.2c: Loyalty 3 [LTY3] Section 8.2d: Loyalty 4 [LTY4] Section 8.3: Boost [BST0] Section 8.3a: Boost 1 [BST1] Section 8.3b: Boost 2 [BST2] Section 8.3c: Boost 3 [BST3] Section 8.3d: Boost 4 [BST4] Section 8.4: Evasion [EVN0] Section 8.4a: Evasion 1 [EVN1] Section 8.4b: Evasion 2 [EVN2] Section 8.4c: Evasion 3 [EVN3] Section 8.4d: Evasion 4 [EVN4] Section 8.5: Reservist [RVT0] Section 8.5a: Reservist 1 [RVT1] Section 8.5b: Reservist 2 [RVT2] Section 8.5c: Reservist 3 [RVT3] Section 8.5d: Reservist 4 [RVT4] Section 8.6: Concealed [CND0] Section 8.6a: Concealed 1 [CND1] Section 8.6b: Concealed 2 [CND2] Section 8.6c: Concealed 3 [CND3] Section 8.6d: Concealed 4 [CND4] Section 8.7: Leaders [LDR0] Section 8.7a: Leaders 1 [LDR1] Section 8.7b: Leaders 2 [LDR2] Section 8.7c: Leaders 3 [LDR3] Section 8.7d: Leaders 4 [LDR4] Section 9: MISCELLANEOUS [MSCS] Section 9.1: Infinite Point Cheat [INPC] Section 9.2: Avatar List [AVLT] Section 9.3: Challenge Opponent List [CHOL] Section 9.4: Glossary [GLSY] Section 10: LAW OF THE LAND [LOTL] Section 11: CLOSING STATEMENTS AND SPECIAL THANKS [CSST] ------------------------------------------------------------ SECTION 1: INTRODUCTION [INTN] It's been a long time since I've done one of these. Seems whenever there is a video game version of a CCCG, I need to jump on the grenade and create a FAQ for them. I did it a few years ago when Magic: The Gathering Online came out, and now I'm doing it again with Marvel Trading Card Game. While this FAQ will provide some general information about the Vs. Collectible Card Game, it really focuses on the Nintendo DS version of the game. I haven't played the other two versions or the actual card game so I have no idea how well this guide translates to those versions of the games. You've been warned. ------------------------------------------------------------ SECTION 2: REVIEW [REVW] "A very underrated game!" I've always had a great love for Collectible Card Games. Even though I'm not a fan of the cartoon, I have quite a few versions of Yu-Gi-Oh! on my various Nintendo systems. I've been playing Magic: The Gathering Online on and off since its inception. On top of that, I am also a huge comic book fan. As you can imagine, seeing the Marvel Vs. cards turned into a video game was the perfect fit for me as a gamer. But, the constant delays, and the less that stellar reviews for this game were definitely turn offs. I ended up picking this up on a whim. I am glad I did. This game won't land in my top ten games all time, but it's a solid title that's a lot of fun, and keeps me coming back for more no matter how many hours I put into here. Graphics: 6 - Even for a DS game, Marvel Trading Card has pretty basic graphics. Some of the avatars are pretty unrecognizable at times (THAT'S SUPPOSED TO BE CHAMELEON??), and this version doesn't have the battle animations that the PSP version has. That said, they make terrific use of the duel screens, and the card art all looks solid. This isn't really the type of game when graphics matter all that much, but Marvel Trading Card Games graphics are functional. Sound: 7: - No voice acting, and the music isn't all that memorable, but it's also not annoying, which is a plus. I typically have the volume off on my portable systems anyway. Again, it's functional. It doesn't really add to the experience, but it takes nothing away from it either. Gameplay: 8 - The first time I played this game, I was just about ready to return it. The tutorial does a nice job teaching you the card game, but a lousy job explaining how it works in the video game format. Too many times, I would not be able to figure out how to things to work the way I wanted them to work. It doesn't help that the game lacks a go- back feature, so once you make a mistake, even a simple one, it can really lead to devastation. The first hour or two, it felt much more like work than it did playing. In fact, this game has just about the biggest learning curve I've ever had to overcome in 20+ years of gaming. By now, you're probably wondering how I could possible give it an 8 after that negative start. Once you start getting used to the game, and figuring out how things work, it becomes a much smoother experience. You are going to make a lot of mistakes in the beginning, and not just in strategy, but also just in basic control mistakes. But pretty quickly on, everything clicks for you, and the game's design just makes sense. Granted, the tutorial could definitely use some work, but the cleverly designed puzzles make up for it. I learned more trying to beat each puzzle than I would have ever expected. The AI on this game is surprisingly solid! A few times I've seen the opponent's come up with clever combinations that I wasn't expecting. Each opponent really seems to know their deck well and how to take advantage of their cards. You will find yourself being challenged even by decks that you should overwhelm. You'll constantly be reworking your deck and coming up with new strategies to beat your opponents. I highly recommend changing the Auto-Pass option in the game to suit your needs better. The default manual setting will lead to you constantly pressing the skip button, and you will skip parts of the turn than you are not trying to. Once I did that, all my mistakes came from bad planning, not because of bad controls. Fun Factor: 9 - The sheer variety of the cards in this game and opponent's deck keeps me coming back over and over again. I keep looking for new combinations and new ways to win, and there seems to be a limitless variety of combinations. Typically, I have to charge my DS every few weeks. Since I've bought Marvel Trading Card Game, I've out so many hours into it, I've had to charge my DS every three or four days. I haven't even had to play against other people over the Wi-Fi to have a great time with this game. Despite all the hours I've put into this game, I am still only on the 6th chapter of the Hero Campaign. There is a whole second campaign to play, with more packs of cards to choose from. Plus, this game is really made for fans of the comics. I can't believe the variety of obscure characters who get some spotlight in this game. Frog Man is one of the cards in your starting Hero Deck. FROG MAN!!! Squadron Supreme, Thunderbolts, X-Statix, and other characters who haven't had the benefit of movie or cartoon exposure also pop up in the game. It's nice to see a bigger variety than Wolverine, Spider-Man, Fantastic Four, and Punisher, though there are still plenty of versions of those cards for the fan boys. And there is plenty of unlockables to keep you coming back for more. There are two complete campaigns for you to play through (I am still on the first and it's is long and a lot of fun), challenging puzzles for each chapter, more card packs, and different back drops to purchase using points earned from victories. Plus a challenge mode where you can take on a variety of opponent decks you will encounter in the game, and online capability to play with opponent's using the DS version of the game. Overall: 8 - A very solid title. It definitely has its flaws, but once you get past the huge learning curve, it became a game I was very glad that I bought. I would definitely want to see some kind of expansion or sequel for this, especially one that allows you to play with some of the DC cards. If you are a fan of collectible card games, this is definitely a title worth playing. ------------------------------------------------------------ SECTION 3: FAQs [FEQ0] 3.1: What is Marvel Trading Card Game? [FEQ1] (From wikipedia): Marvel Trading Card Game is a video game for the Nintendo DS, PC, and PlayStation Portable based on Upper Deck Entertainment's Marvel Comics based VS System card game. The game is a virtual card game in which the player chooses to be either a superhero or supervillain in single player mode. ---------- 3.1a: What is the Vs System? [FEQA] (From wikipedia): VS System (pronounced "Versus System") is a gaming system designed for collectible card games, in which players take their decks and attempt to wear down their opponents to 0 or less endurance. It was first published in 2004 by Upper Deck Entertainment and is currently used for the superhero games, though as a system rather than an individual game it could be applied to other genres in the future. Card art, characters, and game play concepts are inspired by their comic book appearances with the designers using what they describe as "Top Down" development, meaning they make every attempt to develop a character card mechanic in keeping with how the character is represented in comic books.[1] Well known artists that have contributed card art include Alex Ross, John Van Fleet, Alex Garner, Jim Lee, Rachael Dodson, and Bill Sienkiewicz. Currently the CCG is based mainly on Marvel and DC Comics, with smaller sets called Essential Collections to feature characters from other comics publishers. UDE released a collection based on Hellboy to the general public March 2007. Expansion sets have since alternated release between Marvel based sets and DC Comics based sets with a new set approximately every 3 months. All sets are interchangeable and compatible with each other and share the same card back. This allows players to mix characters fighting against or with each other. While the VS System shares many familiar features with CCG's like Magic: The Gathering, a notable innovation of VS System is that players share a turn, but alternate holding initiative for the turn. Initiative allowing him or her to act first in the phases of play. ---------- 3.1b: What is a Collectible Card Game? [FEQB] (adapted From Magic: The Gathering Online) The main difference between a trading card game (TCG) like Marvel Trading Card Game and a regular card game is that each player uses his or her own deck of cards when playing instead of having a common deck from which all players draw. These decks can be customized using any cards a player owns. Another difference between a TCG and other games is that you trade cards with other players (much like sports cards). Some cards are considered more rare and valuable, and therefore more collectible, than others. Unfortunately, the DS version of this game does not let you trade cards. ---------- 3.2: How much does it cost to play Marvel Trading Card Game on Nintendo DS? [FEQ2] Just the cost of the game pack (I got mine for $29.95). In the DS version, you can use Wi-Fi to play online over your internet connection, and the cards themselves are paid for with points earned from the single player campaign instead of paying real money. I have heard that the PSP and PC versions of this game require you to actually buy the cards to use them in online play, which is pretty absurd. ---------- 3.3: What card/deck/team combination will guarantee me a win every time? [FEQ3] To be honest, there is none. Every game is different (even if you use the same deck every single game). You could have the best cards and the best strategies and get a terribly unlucky draw. I've seen it happen many times. Plus, not everyone plays the same way. I've seen a lot of varieties of Vs decks online fitting how people like to play. You'll develop your own preferences and strategies over time and with some practice. This guide is to provide you with ideas, not hard fast rules to guarantee you a win every time. ---------- 3.4: Which takes precedent: game rules or what the cards tell me to do? [FEQ4] One of the coolest (and most frustrating) things about collectible card games is that the cards constantly change the rules of the games. Pretty much every character, plot twist, location, etc. in the game changes the rules of the game, if just a tiny bit. Whenever a card contradicts a game rule, the card gets precedent. ---------- 3.5: How can I make this game control easier? [FEQ5] The game has an option to set the auto-pass option to make it play much more comfortable for you. Press START during any mission, and just select options, Auto-Pass. Set it to Medium or High, and you will have a much easier time. It makes it so you don't accidentally over tap and miss a vital part of your turn. ---------- 3.6: Where is the go-back option? [FEQ6] Unfortunately, there isn't one. This is actually my biggest gripe with this game, BUT, it does make sure that you pay attention to what you are doing. It's not like there is a go-back button in chess or even the real Vs. Card Game. If you make a mistake, you have to live with the consequences. ---------- 3.7: Why can't I complete Evasion Puzzle 3? [FEQ7] You probably how your auto-pass option set too high. This causes the game to skip right over the step you need to get your opponent's Endurance low enough to beat the puzzle. Before you do this puzzle, make sure your auto pass option is set to low or manual. UPDATE: The game has an undocumented features (see Section 4.7) where if you hold left on the D-Pad, the autopass is disabled as long as you hold it for. This is a nice way to beat this puzzle without changing your autopass features. ---------- 3.8: Why does my game keep freezing up? [FEQ8] I've never really had the game freeze up. The few times I did think it froze, it was just because I didn't notice the game was looking for me to answer a question, like picking a target for an effect cast by my opponent. Look around your screen for any notes that you are missing before assuming the game is frozen. ---------- 3.9: Does the infinite money trick work on Chapter 1? (asked by Danner16) [FEQ9] Nope. It's from Chapter 2 on. For more information, check the Miscellaneous section of this FAQ. ---------- 3,10: Is it possible to trade cards with other players in any way, either system to system or across the WiFi? (asked by TheWildVortex) [FEQ10] Nope. Which I consider a huge lost opportunity! I end up with a lot of doubles or cards I don't plan on using that I wouldn't mind trading off. You should be able to sell them off for extra points or trade them over the WiFi! ---------- 3.11: Which Vs. card sets are included? (thanks to jrasso) [FEQ11] Marvel Origins (released April 2004), Web of Spider-Man (released September 2004), Marvel Knights (released February 2005), and The Avengers (released August 2005). Also, included in this game are the 28 cards of the Fantastic Four starter set. In total, there are 852 individual cards ---------- 3.12: Which Vs. card sets are not included? [FEQ12] DC sets - DC Origins (released July 2004), Superman, Man of Steel (released November 2004), Green Lantern Corps (released May 2005), Justice League of America (released November 2005), Infinite Crisis (released April 2006), Legion of Super-Heroes (released December 2006), and World's Finest (released July 2007) Marvel sets after The Avengers - X-Men (released February 2006), Heralds of Galactus (released September 2006), Marvel Team Up (released February 2007), Marvel Legends (Released August 2007), and The Coming of Galactus (November 2007). Essential Collection Sets - Hellboy (released February 2007) Upcoming sets -DC Comics Legends (scheduled for December 2007)."Marvel Universe's Player Choice" (Q1 2008) ---------- 3.13: The other 2 versions are linked to play against each other and all you were provided with were the starter deck. Any other cards had to be bought with real money. you could not use cards from single player. In this version, do you use the cards from single player? Or do you have to buy them on here also? (posted by ertok) [FEQ13] You can use the cards from single player in your online matches. You don't have to buy any additional cards in this version using real money, just in game points. Nice bonus! ---------- Section 3.14: Is there any way to name your decks? (posted by OTR) [FEQ14] Not that I've seen. Pretty sure you're stuck with calling them Decks 1-5. ---------- Section 3.15: What's the best way to eliminate the sniper? (posted by LuigiD) [FEQ15] The final mission of Hero Chapter 5 features the unusual rule set of "KO Sniper and reduce opponent to 0 END to win!" The CPU will always pick the sniper as it's recovered KO'd character during the recovery phase, so you need some way to knock him out of the game entirely. Winning this mission is all about planning. You need to find some way to take down a hidden character, which is probably not something you have been worrying about too much in your deck design before now. There are a few ways to do this. Some cards allow you to KO characters with low costs (Sniper is a 2), like Ghost Rider - Danny Ketch (Activate --> KO all characters with cost of 5 or less target opponent controls). Also, some characters (like Rogue- Powerhouse) KO any character they stun. The problem with this is that the Sniper is in the hidden area. But, there are cards (like Insect Swarm or Natasha Romanof <> Black Widow - KGB Killer) that allow other characters to attack hidden characters, so Rogue would be able to KO the sniper pretty easily. Finishing Move is a card that let's you KO a stunned target. If you can stun the Sniper, either from an attack (using one of the above suggestions for attacking stunned characters) or by using a card like Cardiac (Activate -->Stun target character with a cost of 2 or less an opponent controls), you can use Finishing Move to take the Sniper out. The plot twist "Judge, Jury, and Executioner" makes it so you can activate any of your characters to KO a stunned character if it's cost is less than the character you stun. If it's a Marvel Knights character you control, you can KO any stunned character. The Sniper doesn't seem to attack on his own if he has a chance of being stunned, so it is a little harder to get him to stun himself.. You can place a character like the Roscoe Sweeny - Fixer (Crime Lords characters with 0 ATK / 1 DEF) to get him to attack, and then use Nasty Surprise (Target defender gets +5 ATK this attack). Also, there are cards that let you pull characters out of the hidden area, like Out of the Darkness (Target hidden character's controller moves character to his visible area), so you can drag the Sniper into the main play area to make him easier to stun if you have this card. One thing the game does not tell you is that you do not need to knock out the Sniper before you get your opponent down to 0 endurance. When I beat this mission, I just could not pull a "KO a stunned character card." But, I managed to overwhelm my opponent, and kept them from keeping any other characters on the board. When I finally did KO the sniper, they were down to -140 END. It is important to note that if you end up in a recovery phase with 0 or less END, and lower than your opponent, the mission will end in failure. But as long as you keep your END above your opponent, you will not lose, no matter how long it takes for you to actually win. ---------- Section 3.16: How does the team attack work? Is it just add up the total ATT. points? (posted by urameshirei) [FEQ16] For a team attack you add up the ATT totals of the two (or three or however many) attackers against the DEF of the defender. Team attacks can't cause breakthrough, and the opponent gets to pick which of your characters gets stunned (as long as they can deal enough damage to stun it). ---------- Section 3.17: How does breakthrough damage work? (posted by urameshirei) [FEQ17] Breakthrough is the amount of extra damage done by an attacker. In Magic: The Gathering this is called trample, and a special ability. In Marvel Trading Card Game, ever character has "trample" If I have an attacker with a 6 ATK, and they stun a defender with 2 DEF, that would be 4 points of breakthrough damage. The defending player also loses endurance equal to the character's cost. This is explained more in Section 4.5d: Combat Phase [COPH]. ---------- Section 3.18: Any strategies for the final battle with Master Mold? (asked by SpidermanFan914) [FEQ18] This fight is an absolute bitch. It took me about twenty tries, and way too many near misses in order to win it! I used a deck that was mostly Spider-Friends and Avengers (with a few X-Men and T-Bolts thrown in for good measure), packed in a lot of +DEF cards, System Failures, Avengers Disassembled, pretty much anything that will keep cutting down Master Mold's attackers. Also, heavy pack on Bishop!! At 2 cost, his bonus of +3/+3 against ranged attackers is real helpful early on. Pretty much, as long as I stayed alive long enough to start getting some 6s or 7s out on the board, I was fine. It takes a lot of luck and you can't make one mistake or you'll get crushed. T-Bolt cards are another option. They are high stats for low points for the most part. You will take some penalties, but they are usually mild enough that they won't hurt you. Storm, Weather Witch is another helpful weapon. She makes it so back row opponents can't attack, and for some reason, Master Mold doesn't seem able to adjust to this. He will keep half his attackers in the back row at all times, meaning you only have to deal with half the attackers at a time. She is a bit high cost at 6, but if you can keep yourself alive until then, she's well worth it. If you are using an X-Men deck, Ultimate Sacrifice can be a life saver. KO one of your X-Men characters and all your other stunned X-Men recover. This means if the Sentinels happen to knock out all your characters, you can get them all back. This is a stay of execution for a turn to get another shot at taking the advantage. Cardiac or Hawkeye are not bad ways to auto stun your opponent's 2's, but Master Mold throws a lot of 3's at you too, so that is only a partial fix. Any cards that let you attack without getting stunned like Bamf or various team effects (Spider-Man - Friendly Neighborhood) are also really helpful. Once you've stunned two or three Sentinels in a turn, as long as you have blockers, Master Mold will usually not press the attack on his turn. He really doesn't like losing bots, so this will give you another turn to continue building your forces. Once you are able to stand up to the flow of Sentinels, this pretty much becomes another "KO a specific character" battle, and if you follow the strategies I mentioned above for beating the Sniper, you will be fine. ---------- Section 3.19: What does the <> symbol in a character's name mean? (thanks to jrasso for providing question and answer) [FEQ19] The <> symbol means that the card can go by either one of the names for purposes of card effects. For example, Karla Sofen <> Moonstone, Master Manipulator can be affected by cards that target characters named either Karla Sofen or Moonstone. Also, other cards with the name Karla Sofen or Moonstone can be used to power-up this card. Karla Sofen <> Meteorite, Twin Moonstones can be used to power-up Karla Sofen <> Moonstone, Master Manipulator. This is also used for determining uniqueness. Karla Sofen <> Moonstone and Karla Sofen <> Meteorite are considered the same character. ---------- Section 3.20: What does the text after a card's name mean? (thanks to jrasso for providing question and answer) [FEQ20] The text after a card's name is just a way of identifying the version of the character, and making each character card different from a character card bearing the same character name from another set (or sometimes within the same set). For example, there are two Black Cat cards in this game. One is Black Cat, Felicia Hardy, and the other is Black Cat, Master Thief. In effect, you can have eight copies of the Black Cat character card in your deck (four of each version). ---------- Section 3.21: What's the best way to build up points to buy booster packs? (thanks to jrasso for providing question and answer) [FEQ21] The easy answer: Play the story! You'll build up plenty of points as you go along. However, if you are itching to amass a huge number of points you can take advantage of the Tutorial glitch. Each tutorial has four puzzles that go along with it. If you beat all four puzzles, you will earn 2,000 points. After you beat the fourth puzzle, turn off your DS before continuing and you will be able to play through the puzzles again and earn another 2,000 points. Keep doing this until you get bored or you have enough points. I took advantage of this glitch to finish the booster pack list section of this FAQ. ---------- Section 3.22: I keep pulling duplicates, or I just wasted 1,500 points and got a bunch of cards I don't want or need. What do I do? (thanks to jrasso for providing question and answer) [FEQ22] If you turn off your DS before leaving the card store, your purchases will not be saved. You lose the cards, but you get your points back. ---------------------- Section 3.23: Are all the cards from the sets in the game? [FEQ23] I'm not sure. In both my and jrasso's work, it seems like neither of us came across MAV-102 - Melissa Gold <> Songbird, Heroine Unbound MAV-199 - Shrink MAV-201 - United We Stand MAV-202 - War of Attrition MMK-033 - Deposed MOR-193 - Gamma Bomb MSM-106 - Shadowcat, Pride of the X-Men MSM-136 - Next Generation Technology MSM-137 - Termination Sequence MSM-139 - Lyja, the Lazerfist MSM-142 - Mole Man, Leader of the Moloids MSM-162 - Surrounded Either they are not in the game, or we just haven't come across them. UPDATE - We have received a few comments that some of these cards ARE included in the game, but we still haven't come across them in packs. A few of them we have seen in CPU opponent decks though. More information as we find it. For now, I have these cards listed in the card data base, but not in the pack listings. ---------------------- Section 3.24: Which version of this game should I buy? [FEQ24] The DS one is the only version I have played. Really, it's all up to what system you like best. I have heard the graphics are much better on the PSP and PC versions. Those versions also have a few more puzzle tutorials from the FAQs I've seen. And, I imagine the controls might be a little simpler without the touch screen. That said, the DS is the only one you can play online for no additional cost. Plus, the PC version I downloaded from Konami did not seem to work on my computer, which is a pretty decent system. One big advantage to console (or handheld, in this case) gaming is you never have to worry about compatibility or specs. ---------------------- Section 3.25: What is the New Mutant Role Playing Game? [FEQ25] I had a couple people ask me what I meant when I said thank you to the New Mutants in my last section. Way back in the mid 90's, I was part of a AOL Sim group called Beyond Xavier Simulations. One of the teams was all original characters, and we were called the New Mutants. A great bunch of guys and girls that I still miss to this day (IF ANY OF YOU ARE READING THIS, DROP ME A LINE!!!) In August 2006, I needed something to distract me in the days before my daughter was born, so I started playing around with the idea of creating a message board-based super hero role playing game. I stuck to the New Mutants theme, although it was vastly different from the BXS version. I didn't know how well it would do, but a bunch of people from GameFAQs signed up and now we've now been around for over a year with four different teams. As of writing this (November 15, 2007), we currently have four active teams: New Mutants Unlimited (Led by Xavier, Havok, Rogue and run by lasthero), Generation M (led by Magneto, Mystique, and Shadowcat and run by myself), X-Patriots (a team of former New Mutants and Hellions who are currently serving as part of the Shi'ar Imperial Guard, also run by myself), and Exiles (alternate reality versions of all kinds of characters, run by Grey420). By far, my favorite place to hang around on the net with a fun and creative bunch of nutjobs. Anyone interested in joining should swing by and check us out at http://nmsim.proboards88.com/index.cgi. --------------------------- Section 3.26: Where can I find really good deck designs? [FEQ26] This website seems pretty decent: http://vs.tcgplayer.com/ Lots of good deck designs here and you should be able to build quite a few of them with the cards in the game. ------------------------------------------------------------ Section 4: HOW TO PLAY [CNPL] ---------- Section 4.1: Controls/Menus - [CTME] Section 4.1a - Controls [CTRL] In Menus: Touch Screen - Tap to make selection B Button - Back/Undo In Game: Touch Screen - Tap to select cards, actions and options + Control Pad/X and Y Buttons - Scroll text on a card's details display Select Button - Display the glossary Start - Pause/Option Screen: In Deck Editor: Touch Screen - Tap to make selection, drag the scroll bar to view more of your card collection. + Control Pad/X and Y Buttons - Scroll text on a card's details display Select Button - Display the glossary Section 4.1b - Important Note Regarding Pause Screen [NRPS] VERY IMPORTANT NOTE! During a game, press start to bring up Options Screen. CHANGE THE AUTO PASS SETTING!! This will make the game play much easier for you. When the auto-pass is low, you will find yourself clicking the pass button constantly and this will cause you to miss steps. The options are: Manual - No auto-passing. You must manually pass on every effect and phase. Low (default) - Auto-pass on draw effects and empty chains, except attack proposals and attacks. Medium - Auto-pass on draw effects, empty chains, ad your own effects (including your attack proposals). High - Auto-pass on all effects. In all auto-pass modes, the game is supposed to pause to allow you to play a phase/step-specific effect if one is available. That might not always happen, and there are some cards that you might want to play a lower Auto-Pass setting on to avoid missing opportunities to use them. Section 4.1c - Menus [MNUS] Once you start the game, pick a save file to go to the Main Menu. From there you can select: Single Player - Story Mode or go one-on-one against the AI in Challenge Mode Multi Player - Play local or WIFI multiplayer matches. Deck Editor - View card library and build up to five custom decks. Unlockables - View cutscenes and tutorials, and play puzzles that you have unlocked. You can also purchase card parks and play mats you have unlocked with reward points earned from the Campaign and puzzle modes. Erase - Clear out save file game. Options - Change direction of game screen to South Paw, adjust music volume, and effects volume. ---------- Section 4.2: Basic Game Functions [BAGF] Section 4.2a: Viewing Cards [VWCA] To get a more detail view of any card, tap a card to move cursor to that card. A close-up, detailed view of that card will appear on the opposite screen. You can use the + control pad or X/Y buttons to scroll up and down to see more of the card. ---------- Section 4.2b Selecting Cards [SLTC] When prompted, tap a card to select it. To confirm, tap the green check mark that appears on the action buttons along the right hand side of the screen. ---------- Section 4.2c: Choosing a Card Action [CHCA] Select the card, and then select an action button from the row along the right hand side of the screen, Cards with available actions will have a white glow around them. ---------- Section 4.2d: Passing [PSNG] Tap the pass arrow to pass control to your opponent. The Pass Arrow is the double arrow above the ?-Help Button on the right hand side of the screen. ---------- Section 4.2e: Viewing the KO's Pile [VKOP] Tap the KO's pile to view the list of cards in that pile. Cards in the KO's pile can be tapped to view and get more detail. ---------- Section 4.2f: Scrolling/Expanding Rows [SCER] ---------- To view resource or in play cards that are off-screen, tap the scroll arrows that appear at the left or right hand sides of card rows. Your rows and your opponent's row both scroll separately. ---------- Section 4.2g: Field of play. This is how the field of play looks AAAAAAA - Your opponent's resource row BBBBBBBB - Your opponent's support row CCCCCCCC - Your opponent's front row --------------- DDDDDDDD - Your front row EEEEEEEEE - Your support row FFFFFFFFF - Your resource row XXXXXXX - Your hand Icons on the left of the screen indicate endurance totals for you and your opponent. Also, the active player's icon will be highlighted. If an icon is highlighted during the draw or recovery phase, that is the player currently with the initiative. ---------- Section 4.2h: The Chain and Priority [TCPY] Most actions in the game generate effects, for example, drawing cards, recruiting characters, playing plot twists, and declaring attacks. Whenever an effect is generated by an action you initiate the other player can respond by playing actions of their own. The game uses a timing system known as the chain to keep track of and resolve the effects generated player actions. When as effect is generated, it becomes the first "link" in the chain. Each effect played in response becomes another link. When you and your opponent have finished playing effects (when both of you pass consecutively without adding to the chain), it's time to start resolving the effects. Starting with the last card added to the chain, each player passes to resolve the effect. More effects can be added during resolution as well. Putting effects on the chain is governed by the rules of priority. When you have priority, you have the option of playing an effect of passing. - When a new phase begins, the player with initiative on the current turn has priority. - When a new step begins, the player whose step it is has priority. - When an affect resolves from the chain, priority is given to the player whose step it is. When you put an effect on the chain, you retain priority. You can continue playing effects until you pass. When you pass, your opponent gets priority. You can examine the effects that are on the chain at anytime by tapping the chain circle in the middle of the screen. As you select each chain effect, the card generating the effect and the target(s) of the effect are highlighted. ---------- Section 4.3: Card Types [CRTY] There are four type of cards in the game. Characters, Equipment, Plot twists, and locations. ------- Section 4.3a: Characters [CRCT] Character cards are almost all red, except for character cards with the "concealed" keyword which are black. Along the left hand side of the card, where all the other cards say what type of card they are, character cards list their team affiliations. Characters are the heroes and villains who fight for you. Character cards are recruited by paying a number of resource points equal to the character's recruit cost (the number on the top left of the card) and selecting an empty space in play. Typically, character cards can only be played during your Recruit Phase. Characters have ATK and DEF numbers on the bottom right of the card. The top number is their ATK value and shows how much damage they can dish out. The bottom number is their DEF value and shows how much damage they can take. The game automatically adjusts these numbers based on the circumstances of the game. Characters have names and versions. Characters are unique. If you recruit a character with the same name as a character you already control, the character in play is KO'd. Characters with the version "Army" are exceptions to this rule. You can recruit as many army characters with the same name as you want. ---------- Section 4.3b: Equipment [EMNT] Equipment cards are grey. Characters can be equipped with Equipment cards to gain new abilities or to modify their statistics. Like character cards, equipment cards are recruited by paying a number of resource points equal to the equipment's recruit cost (the number on the top left of the card). Equipment can only be recruited to an eligible character who is unequipped, and are typically only played during the recruit phase. Some equipment cards are labeled unique. If you recruit an equipment card with the same name as a piece of equipment you already control, the equipment card in play is KO'd. --------- Section 4.3c: Plot Twists [PTTS] Plot twist cards are blue. Plot Twists represent situations that affect the characters or the state of the game in general. You can play plot twists from your hand or if they are facedown in your resource row. In order to play a plot twist, you must have a number of resources in play that is equal to or greater than the cards threshold cost (the number on the top left of the card). Playing plot twists doesn't cost you any resource points. If you have one resource in play, you could play an infinite number of Plot Twists with a threshold cost of 1. You can play a plot twist whenever you have priority, although many plot twists refer to specific game situations. When you play a plot twist from your hand, it is placed in your KO'd pile when it resolves. When you play a plot twist from your resource row, it remains there face-up, and still counts as a resource. Ongoing plot twists (identified by a clock icon on the left hand side of the card and the word ongoing in the card's text) have continuing effects as long as they remain face-up in your resource row. The effects of face-up plot twists that are not ongoing as ignored after they resolve. --------------- Section 4.3d: Locations [LTON] Location cards are green. Like plot twists, locations can effect characters and the state of the game. Locations can only be played (flipped) when they are face down in your resource row. In order to flip a location, you must have a number of resources in play that is equal to or greater than the cards threshold cost (the number on the top left of the card). Flipping locations doesn't cost you any resource points. If you have one resource in play, you could play an infinite number of Plot Twists with a threshold cost of 1. You can flip a location card whenever you have priority. Unlike Plot Twists, most location cards have continuing effects as long as they remain face-up in your resource row. Like characters, locations are unique. If you flip a location while you control a face-up location with the same name, you must KO the existing location. ---------- Section 4.4: More on cards [MOCR] Section 4.4a: Card Powers [CPOW] Game text on characters and locations represent card powers. When the text includes an -->, that means you can choose when to use that power. Anything before the arrow represents the power's cost. Text after the arrow describes what happens when you pay the cost. If the cost is "activate," your card must be ready in order for you to use this power. When you pay the activate cost, the card turns sideways and is "exhausted." When a character is stunned, turn it face down. Whenever a card is face down, all of its game text is inactive. ---------- Section 4.5: PHASES OF TURNS [PHSE] Note: It's important to remember that cards can change the way these phases normally work. ---------- Section 4.5a: Initiative/Before First Turn [BTFT] Before the game, the CPU randomly chooses who gets to choose who gets "initiative" first. This just means who gets to act first in each phase of the turn. The initiative swaps back and forth between turns. About half the time, before a match starts, you will be prompted if you want initiative first, or pass it to your opponent. For the most part, I always take initiative first, but during the mission about Speed Demon where you have to win in six turns, I let the computer get initiative to make sure I had initiative in the final turn of the match. Some decks specializing in Crime Lord characters tend to work better on the defensive, so that might influence your decision on whether to take the initiative or not. Also, as I will explain in section 4.5c, not having initiative gives you an advantage during the formation step. Also, before the first turn starts, each player draws two cards. At this point, players can choose to take a Mulligan. They take the four cards they drew, place them at the bottom of the deck and draw four new cars. You are only allowed to do this once. ---------- Section 4.5b: Draw Phase [DRPH] During the draw phase, each player simultaneously draws 2 cards from their deck. ---------- Section 4.5c: Build Phase [BUPH] Starting with the player with initiative, and going clockwise, each player goes through the following three steps. - 1. Resource Step: During this step, you may place one card face down into the resource row. The number of cards in your resource step is how many resource points you have to spend on characters and equipment, along with some other powers found in on various cards. You can resource any card you want, but it is better to resource Plot Twists, Locations, or characters with the Reservist trait. Plot Twists and Reservists cards can be played from your hand or the resource row. Locations can only be played from your resource row. - 2. Recruit Step: During this step, you may spend your resource points to recruit characters and/or equipment. You may recruit as many characters or equipment as you can afford to. - 3. Formation Step: During this step, you may rearrange your characters between your front and support rows. You can also move characters to different positions in the same row, which can allow them to take advantage of other characters "Leader" abilities. Many times, the formation step is actually more of an advantage to the player without initiative. They already know what cards the opponent has played, so they can move their characters to best take advantage of the field. ---------- Section 4.5d: Combat Phase [COPH] The player with initiative declares attacks on their opponent's characters, or if possible, directly at the opponent. Each attacker that is declared is exhausted by their player. The attacking character's ATK value is compared to the defender's DEF value, and the defending character's ATK value is compared to the attacker's DEF value. If the ATK is equal or higher to the DEF, the character is stunned, and the player loses Endurance equal to the character's cost. Further more, unless the defending character has reinforcement, any extra point of damage over the defender's DEF number cause Breakthrough damage to the defending character's player. Example: Player 1 has Character A with a cost of 3, and 3 ATK/4 DEF. Player 2 has Character B with a cost of 2, and 4 ATK/1 DEF. Player 1 has the initiative and it is his combat phase. Player 1 has Character A attack Character B. Character A has a 3 ATK, which is higher than Character B's 1 DEF. Character B would be stunned. Player 2 would take 2 points of damage (Character B's cost), plus an additional 2 points of breakthrough damage. Character B's 4 ATK is equal to Character A's 4 DEF. Character A would also be stunned, and Player 1 would take 3 points of damage (Character A's cost). Once the player with initiative has attacked with all of his characters, or chooses to pass, the opponent gets to attack with any legal attackers they still have available. ------------ Section 4.5d1: Protected, Flight, and Range [PRFR] For the most part, a character can only attack from your Front Row. That character can either attack an opponent's character in their front row, or an unprotected character in the support row. A support character is protected as long as there is a non-stunned character in the front row in the same column. BUT, there are special abilities that let you change the attack rules. On the left hand side of a character card you might see a sniper sight icon and/or a wings icon. These represent range and flight, respectively. Range - A support row character with range can attack a character in the opponent's front row. Flight - A front row character with flight can attack a character in the opponent's support row even if they are protected. If a character has both icons, they have both range and flight. A support row character with both can attack a character in the opponent's support row, even if they are protected. ----------- Section 4.5d2: Team attacking [TMTK] Two or more characters with the same team affiliation can participate in a team attack against the same defending character or unprotected player, When resolving a team attack, the ATK values of all attackers are combined and compared to the DEF value of the defender. If the combined ATK is greater than of equal to the defending characters DEF, the defender's controller takes stun damage. No breakthrough damage is ever applied in a team attack. The defending player chooses one of the attackers to stun back. If the defenders ATK is greater than the DEF of the chosen attacker, the attacker stuns and its controller takes stun damage. ----------- Section 4.5d3: Reinforcement [REIN] In response to an attack, a ready support row character can be used to reinforce an adjacent defender (one that is on either side or directly in front of it) with the same team affiliation. To reinforce, select the care with which you want to reinforce with and tap the reinforce action button. The reinforcing character is exhausted. When a defender is reinforced (or has the reinforcement keyword), it can still be stunned and inflict stun damage on the controller, but breakthrough is blocked. -------------- Section 4.5d4: Powering-up [POUP] You can power-up an attacker or defender by discarding a character card with the same name from your hand. It can be a different version or the same version, as long as the name is the same. The powered-up character gets +1 ATK/+1 DEF for each power-up until the end of the current attack. To power-up an attacker or defender, select the card you want to discard for the power-up, and tap the power-up action button. ---------- Section 4.5e: Recovery Phase [REPH] At the start of the recovery phase, each player compares endurance totals, and determines whether or not the game is over. If a player's endurance is 0 or lower, they lose the game. If both players endurance is 0 or lower, whoever's endurance is lower loses the game. If they are tied, the game continues for another turn. If the game has not ended, each player can recover one stunned character. They then KO all their remaining stunned characters, ready all their characters (and locations), and the next round starts. ---------- Section 4.6: Notes on Wi-Fi Connection [NWFC] It seems like there aren't that many people using the "find an opponent" option on the Wi-Fi at the moment, so finding an opponent on the Wi-Fi might not always be easy. Your best bet might be to use Friend Codes instead. If you drop by the message board on GameFAQs you should be able to find a few people to get Friend Codes from. UPDATE: I have been experimenting the last few days with looking for opponents on WiFi, and have only found a connection once, on a Saturday afternoon. -------- Section 4.7: Undocumented Features [UNDF] Some things in the game that were omitted from being explained in the instruction book. I have tested the auto-pass settings too throughly, so use them at your own risk: ------------- Section 4.7a - Changing Auto-Pass settings during gameplay [CAUS] If you hold down the "right" button on the D-pad (after rotation, so it's the "down" for most gamers), it will temporarily set the auto-pass setting to "high", until you release it. Holding down the "left" D-Pad disables autopass, while you hold it down. This would allow you, for example, to complete Evasion puzzle 3 with autopass on, if you held down the "right" key at the correct time. Both of these features can be a little buggy, but they are very useful. -------------- Section 4.7b - Orange Vs. Green Pass arrows [ORGP] The pass button turns orange when the game believes that you probably should not pass, to help avoid really dumb mistakes (such as passing when you still have a card you can recruit). Clearly it's not always right, since you don't always want to recruit or attack everything you can, but it's right often enough to be a useful warning... especially during Recovery! --------------- Section 4.7c - Exclamation Points [EXCP] When a red exclamation mark appears over an action icon, it means taking this action will cause one of your cards in play to KO due to the uniqueness rule. ---------- Section 5: STRATEGIES [STGT] It is important to remember that there is no sure fire guaranteed way to win every match. A lot of times it depends on your luck at drawing the cards you need when you need it. You can build your deck to optimize those chances as much as possible, but no amount of planning can help you when you draw only high cost characters on both your deal and your Mulligan, or no characters at all for the first four turns of the game. This has happened to me plenty of time in playing real collectible card games, and Marvel Trading Card Game is no exception. This section is primarily how I do things. The trick is to find a style that is really comfortable for you and that works with the cards you have to work with. And be ready to change your strategy and deck to deal to deal with the changing scenarios during Campaign play, especially the ones where you have to KO a specific character card! You have five different decks you can save in the game, so take advantage. In addition to your core deck, make sure you build a deck that is designed to KO a stunned target as that will come up several times in the Campaigns, and in most cases, your core deck is not going to be designed to achieve that goal. ---------- Section 5.1: Deck Building [DBUS] Section 5.1a: Deck building rules [DBUR] - Your deck can only have 60-80 cards (this is a change from VS. where there is no upper limit) - Your deck can only have four copies of any card with the same name and version. (Example - You can have 4 copies each of Spider-Man: Friendly Neighborhood Spider-Man, and Spider-Man: Cosmic Spider-Man. You can also have four copies of each of the "Marvel Team-Up" cards (one card's art features Spider-Man, Daredevil, and Captain America, the other features Wolverine and Doop), even though the cards are identical except for art and card number. I am not sure if that was an error or not. - According to the game's instruction book and Vs's rulebook, you are supposed to be able to have any number of each "Army" card, but my game seems to cap it at four copies of any of these cards. ---------------------------- Section 5.1b: Deck Building Strategies: [DBS2] - I would say that most collectible card games are heavily based on how well you build your deck. The starter decks in the game are actually not bad, but by the end of the first chapters of each campaign, they are already overmatched by the opponent's decks. - A bigger deck size means more options, but a smaller deck size means you are much more likely to draw a specific card you need. I tend to play my decks with a lot of variety, so I prefer using 75-80 cards. For most players, I would say 70 cards is probably the ideal size. - Make sure you have a balanced number of character cards of all costing costs. You want to be able to always have some characters on the board. Packing your deck with characters costing 6 and higher over looks great on paper, but by the time you are able to recruit them, you will probably already have lost the game if you don't have strong early and mid game support. - Unless you are playing T-Bolts (who tend to have low cost characters with penalties) or X-Statix (which involves a lot of sacrifices), I really would not recommend putting too many characters with cost of 1 into the deck. For the most part, they might give you a few points head start, but in the long term, they are just going to get crushed by a powerful opponent and cost you a lot of endurance points. They have low DEF numbers and typically no reinforcement. You're not going to want to waste your equipment or more powerful characters trying to provide reinforcement for them. 2 to 4 should be more than enough. - Try to stick to one or two team affiliations. A lot of cards focus on specific team affiliations, and having characters with the same team affiliation allows you to reinforce characters and to team attack. Plus, for the most part, the different affiliations are based around specific strategies, so this will give you some help with your deck planning. - If you are playing with two affiliations, make sure you have a few Team Up cards. There are a few different types, but I consider Marvel Team-Up to be the best. Marvel Team-Up is available in the first Hero Pack, and allows you to combine any two teams. This is a life saver! - My decks tend to be mostly characters and plot twists. I try to keep about an even number of each, typically around 30 of each. Less than 10 equipment cards, and very few locations. Different characters or team affiliations might make you want to bring more equipment (Fantastic Four decks in particular) or locations to a match, but that is really personal preference. - For equipment, I prefer 0 cost equipment, 1 cost at the most. For the most part, I don't see the value in using those resource points just for a small boost when I can get another character on the board. There are decks that make great use of resource points like Masters of Evil and decks that make great use of equipment like Fantastic Four, so your play style might be a little different than mine. - Non-Army Characters, locations, and certain equipment are unique. For the most part, this means only one of those characters, locations, or equipment can be in play on your side of the field at a time. When you recruit another of that character (even if it is a different version of the character) or equipment, or flip that location, you have to KO the original. This means if you have Dr. Doom, Diabolic Genius on the table, and want to recruit Dr. Doom, Victor Von Doom you will have to KO Dr. Doom, Diabolic Genius. Note: a major exception to this rule is Jackal who lets you play a duplicate of a low level character card by having you play the character outside of the recruiting stage. Since Jackal in the comic creates clones of other characters, this makes perfect sense and is not a rules glitch. Additional note: Many of the Kang character cards have a note saying "Kang is not unique," which means those specific cards are not effected by uniqueness rules. - Because of these rules regarding uniqueness, I tend not to over pack my deck with multiple versions of unique cards. There is enough variety that you just don't have to do this, and waste your cards already in play. You can increase your chance of pulling a specific card you need but upping the frequency, but since there are typically other cards that can achieve similar effects, I don't like wasting the slots. -One argument for overpacking characters is that you can discard another copy or version of the card to give the character a temporary +1 ATK and +1 DEF power-up for one attack, but during the mid and end game, it is very rare this +1/+1 will be the difference between success and failure. And there are plenty of Plot Twists, location, and equipment that can do similar effects, and many of these give permanent bonuses. Note: Kang decks are great for power-ups. The characters are not unique so you can have as many versions of as many Kang cards as you want, and all can be in play at the same time. Plus, they can all be used to power-up each other, and there are cards that will give you additional bonuses for powering-up characters. -Most non-unique cards you can feel free to put as many as you find useful. If you have 4 Surprise Attacks in your deck, you can use them all without any problem. There are some ongoing cards (like Marvel Team-up) that really can only be used once, but I still tend to put 2 or 3 of those in my deck to ensure that I get them as quickly as possible. - If you have a card in your deck that you go several games without ever having a use for, it is probably the wrong card for your deck. -------------------- Section 5.1c: Team Affiliations [TEAF] There are many different teams in the VS card game and most of them have some unique qualities. Knowing how the team affiliations work will definitely shape how you build your deck. Avengers - The Avengers focus heavily on the reservist and leader mechanics, and team attacks. The key here is teamwork. Brotherhood - I know some of the later sets of Marvel Trading Card Games use Brotherhood heavily, but most of those cards are not available here. Crime Lords - Focus on reinforcement and various bonuses when a character is reinforced. Because of this, Crime Lord decks tend to thrive when the player does not have the initiative, so they can let the opponent attack first. Doom - Doom team allows manipulation of the opponent's side of the board. A lot of the cards involved strengthening and protecting Dr. Doom once he is on the board. In fact, many of the cards only work when you have Dr. Doom on the board. There are also cards that allow you to act like you have Dr. Doom on the board. Fantastic Four - Lots of focus on equipment and increasingly stronger versions of the characters as the game progresses. Kang Council - Just about the most annoying deck type to play against. All the characters are Kangs which allows for constant powering up. And the Kangs are low cost for higher stats, which makes them a real hassle. Add in their strong deck searching and exhaustion effects, and you will pull your hair out quickly. Marvel Knights - Pretty much a catch all team. The Marvel Knights have many different themes, although none are particularly pronounced. They do have a lot of concealed characters, and some abilities that are more typical of the bad guy teams like direct damage and KO effects. Masters of Evil - Use resource points for effects instead of just for recruiting characters and equipment. Several of the cards generate extra resource points that can only be used to activate abilities, not to recruit. Lots of strong low point cards. Negative Zone - In Marvel Trading Card Game, the Negative Zone is only Annilhilus and Blastaar. Both need to have the Negative Zone location in effect or they get serious penalties. Sentinels - Lots of army characters in this one. A Sentinel deck can really fill the field on you quickly and overwhelm you with sheer numbers. Sinister Syndicate - Lots of KO effects, and some nasty cards that force you to choose whether to lose cards or characters instead of endurance. Also has a lot of Beatdown tactics, including many that don't require targets. Cards like Jackal or Fisk Towers allows the deck to swarm on you pretty quickly. Skrull - Not really represented. Just Super Skrull and the Skrull Solider. These two cards compliment each other well, but there is no way to buld a deck soley around Skrulls in Marvel Trading Card Game. Spider-Friends - Lots of evasion mechanics here. Characters specialize is dodging attacks. Also, a lot of cards that let you boost up characters defense capabilities. Squadron Supreme - Lots of cards that focus on empty hand tactics. You get special bonuses whenever you have no cards in your hand. Thunderbolts - T-Bolts tend to give opponents advantages in exchange for stronger advantages of their own. They also have several effects that apply whenever they are ready, which makes them more suited for defense that attacking. Underworld - Focuses heavily on the KO pile, with things like bonuses for having more characters in KO pile, or being able to pull characters out of the KO pile. X-Men - Cards that let you recover characters outside of recovery phase and various effects that protect them from being stunned during combat. X-Statix - High level X-Statix cards tend to work better when they are the only character on the board. Lower level X-Statix cards can swarm for various effects too. This team is full of characters that most people have probably never even heard of, which makes them a personal favorite. --------------------- Section 5.1d: My Deck [MYCD] -My current deck is 75 cards, heavy on Avengers and Thunderbolts. I do tend to change it around a lot as I have the cards needed to fill a set. I started with a pure Spider-Friends deck, then moved on to Spider-Friends/X-Men, then Spider-Friends/Avengers, and when I started the Villains campaign I went to Avengers/Thunderbolts. It tends to skew more towards low to mid point cards, just because the T-Bolts cards are low cost for high stats with various penalties. Avengers/ Thunderbolts (75 cards total): Characters -30 cards 1 x Beetle <> Mach 1 - Reluctant Hero 1 x Beetle <> Mach 2 - Matthew Davis 1 x Beetle <> Mach 3 - Repentant Villain 1 x Captain America - Steve Rogers 1 x Carol Danvers <> Warbird - Galactic Adventurer 1 x Dane Whitman <> Black Knight - Heroic Paladin 1 x Genis-Vell <> Captain Marvel - Son of Mar-Vell 1 x Hank Pym <> Giant Man - Towering Titan 1 x Hank Pym <> Goliath - Giant Genius 1 x Hawkeye - Clint Barton 1 x Helmut Zemo <> Citizen V - Warmonger 1 x Iron Man - Invincible 1 x Iron Man - Tony Stark 1 x Jarvis - Honorary Avenger 1 x Jolt - Helen Takahama 1 x Joystick - Janice Yanizesh 1 x Karla Sofen <> Meteorite - Twin Moonstones 1 x Melissa Gold <> Songbird - Sonic Cara[oce 1 x Natasha Romanoff <> Black Widow - Super Spy 1 x Ogre - Weaponsmith 1 x Paul Ebersol <> Techno - Man of Metal 1 x Quicksilver - Mutant Avenger 1 x Radioactive Man - Reformed Renegade 1 x Scarlet Witch - Mistress of Chaos Magic 1 x She-Hulk - Gamma Bombshell 1 x Speed Demon - Second Chance Speedster 1 x Thor - Odinson 1 x Thor - God of Thunder 1 x Vision - Synthetic Humanoid 1 x Wonder Man - Simon Williams Of the character cards, Cost 1 - 4 cards Cost 2 - 4 cards Cost 3 - 4 cards Cost 4 - 5 cards Cost 5 - 5 cards Cost 6 - 5 Cards Cost 7 - 2 Cards Cost 8 - 2 Cards. No exact duplicates on the character cards, although I do have a couple multiple versions. To be honest, a big part of that is just because I am a fanboy of certain characters. The three versions of Beetle/Mach is probably overkill, but I love the character. Equipment - 10 cards 2 x Advanced Hardware 4 x Borrowed Blade 1 x Dual Sidearms 1 x Jetpack 1 x Mjolnir 1 x V-Wing Locations - 3 cards 1 x Avalon Space Station 1 x Base of Operations 1 x Bio-modem Satellite Plot Twists - 30 cards 2 x A Second Chance 2 x Acrobatic Dodge 2 x Call to Arms 1 x Earth's Mightiest Heroes 2 x Finishing Move 2 x Flying Kick 1 x Grounded 2 x Legendary Battles 2 x Marvel Team-Up (Spider-Man, Captain America, Daredevil art) 1 x Marvel Team-Up (Wolverine/Doop art) 1 x Marvel's Most Wanted 2 x Nasty Surprise 2 x New Identity 1 x No Fear 2 x One-Two Punch 1 x Overload 2 x Pleasant Distraction 2 x Repulsor Ray 1 x Savage Beatdown 1 x Weapon of Choice ---------- Section 5.2: Game Play Strategies [GPLS] - COMING SOON - The most important thing I can suggest is you need to be flexible. If you build a pure weenie deck, and come against an opponent ready for it, you are screwed. Give yourself options in your deck, and build multiple decks to experiment with. - Along the same token, don't panic if you fall behind quickly. A lot of the CPU's decks are weenie heavy, so you might find yourself losing 10-20 points of endurance before you can mount a counter attack. But, once you place a 3 or 4 recruit cost character on the board, you will be able to turn the tables immediately. - Now to contradict the last statement. If you know you have built a well-balanced deck, and find yourself stuck with too many high cost cards on your initial deal, or cards you just can't use (a few times, I have gotten all Spider-Friends plot twists and all X-Men character cards in my deals), even after a Mulligan, don't be afraid to restart the match. I don't mind losing a match, but when I lose purely because of a bad shuffle, it just frustrates me. - Unlike most video game translations of CCCG's, the AI is smart in this game without being cheaty. They know how to use their deck, and will surprise you with pretty clever choices as they play, but you never feel like they are looking at your hand or face down cards. Some of the Underworld character in particular put together combos that really impressed me. There aren't any huge loopholes you can exploit. Huge credit to the programmers for that. You really have to approach the CPU opponents just like you would a human opponent. - Don't waste cards! If a defending character has reinforcement, don't overboost the attacking characters. All you are doing is wasting your plot twists or special abilities. - Whenever you have the initiative, attack a character with low DEF card using the highest possible attacker. Either you will get a lot of breakthrough damage, or you will force your opponent to waste a card or exhaust a stronger character in order to prevent the breakthrough damage. - You don't have to Recover a character every turn. Late in the game, you may find your opponent pounding on your low cost characters. Instead of Recovering those characters, which just leaves them on the table and open to getting attacked again next turn at huge endurance cost to you, skip the Recover stage and let them all go to the KO pile. - Read all the cards in play carefully, including your opponents. You don't want to be caught unexpected. And always click on the cards in the chain to see why something unusual happened. You will often discover the CPU playing combinations you would have never thought of. I love stealing those ideas for my own use later on. ------------------------------------------------------------ Section 6: HERO WALKTHROUGH [HRWH] Note 1: Unless stated otherwise, the victory condition of each battle is the normal Vs. rules: at the start of the recovery phase, each player compares endurance totals, and determines whether or not the game is over. If a player's endurance is 0 or lower, they lose the game. If both players endurance is 0 or lower, whoever's endurance is lower loses the game. If they are tied, the game continues for another turn. Note 2: During each battle, you are represented by an avatar. This avatar has no effect on your deck, and you will still use the deck that you have created. There are a few battles where your avatar will be on the field of play, but for the most part, it doesn't affect the game at all. Note 3: I will be adding information about each opponent's deck in a future update. Unlike most games' walkthroughs, I really can't give you a step by step breakdown of what cards to play on which turns to win. Everyone will build their deck differently, and randomness of the shuffling makes it hard to know exactly what cards you or your opponent will have at any one time. Section 6.1: Starting Hero Deck [STHD] This is the deck you start the Hero Campaign with: 60 Cards 1 x Advance Recon 1 x Armored Spider Suit 2 x Base of Operations 2 x Battering Ram - Short-Lived Strongman 2 x Bishop - Lucas Bishop 2 x Black Cat - Felicia Hardy 2 x Blind Sided 1 x Crushing Blow 2 x Crystal - Inhuman 2 x Dagger - Tandy Bowen 2 x Ezekiel - Spirit of the Spider 1 x Flying Kick 2 x Frog Man - Eugene Patili 2 x Grounded 2 x Hornet - Eddie McDonough 2 x Human Torch - Friendly Rival 1 x Iceman - Cool Customer 2 x Jetpack 2 x Marvel Team-Up 1 x Mattie Franklin <> Spider-Woman - Gift Of Power 2 x Meltdown 2 x Nova - Richard Rider 2 x One-Two Punch 1 x Personal Force Field 2 x Pleasant Distraction 2 x Prowler - Hobie Brown 1 x Psylocke - Betsy Braddock 2 x Punisher - Vigilante 2 x Reconnaissance 1 x Rise from the Dead 2 x She-Hulk - Green Jeans 1 x Spider Senses 1 x Spider-Man - The Amazing Spider-Man 1 x Thing - Strongman 2 x Unexpected Mutation 2 x Wild Pack - Army ---------- Section 6.2: Chapter 1 - Spare Parts [HC1] Section 6.2a: Chapter 1, Mission 1 - Night Patrol [H1M1] Battle 1 - Spider-Man vs. Thieves Section 6.2b: Chapter 1, Mission 2 - High Tech Heist [H1M2] Battle 1 - Spider-Man vs. Goons Section 6.2c: Chapter 1, Mission 3 - Microchip Mayhem [H1M3] Battle 1 - Spider-Man vs. Punks Battle 2 - Daredevil vs. Punks Section 6.2d: Chapter 1, Mission 4 - Spidey to the Rescue [H1M4] Battle 1 - Spider-Man vs. Rhino Battle 2 - Spider-Woman vs. Lizard Section 6.2e: Chapter 1, Mission 5 - Weird Science [H1M5] Battle 1 - Spider-Man vs. Electro Battle 2 - Spider-Man vs. Vulture Section 6.2f: Chapter 1, Mission 6 - Enter the Octopus [H1M6] Battle 1 - Spider-Man vs. Dr. Octopus Section 6.2g: Chapter 1, Mission 7 - Goblin [H1M7] Battle 1 - Spider-Man vs. Green Goblin Special Rules: Defeat opponent 2 times! ---------- Section 6.3: Chapter 2 - Old Enemies, New Threats [HC2] Section 6.3a: Chapter 2, Mission 1 - Deadly Danger Room [H2M1] Battle 1 - Storm vs. Robot Enforcers Battle 2 - Cyclops vs. Robot Enforcers Section 6.3b: Chapter 2, Mission 2 - Deathstrike [H2M2] Battle 1 - Wolverine vs. Lady Deathstrike Special Rules: You start with Wolverine in play. Opponent starts with Lady Deathstrike in play. Section 6.3c: Chapter 2, Mission 3 - Muir Island [H2M3] Battle 1 - Banshee vs. Juggernaut Battle 2 - Iceman vs. Black Tom Section 6.3d: Chapter 2, Mission 4 - Lethal Gambit [H2M4] Battle 1 - Rogue vs. Mystique Section 6.3e: Chapter 2, Mission 5 - Mutant Menace [H2M5] Battle 1 - Cyclops vs. Blob Battle 2 - Banshee vs. Avalanche Battle 3 - Iceman vs. Pyro Battle 4 - Rogue vs. Toad Section 6.3f: Chapter 2, Mission 6 - Tooth and Nail [H2M6] Battle 1 - Wolverine vs. Sabretooth Section 6.3g: Chapter 2, Mission 7 - Mind over Magnetism [H2M7] Battle 1 - Professor X vs. Magneto Special Rules: Defeat opponent 2 times! ---------- Section 6.4: Chapter 3 - Impending Doom [HC3] Section 6.4a: Chapter 3, Mission 1 - Unpleasant Distraction [H3M1] Battle 1 - Thing vs. Mole Man Battle 2 - Human Torch vs. Mole Man Section 6.4b: Chapter 3, Mission 2 - Negative Attitude [H3M2] Battle 1 - Invisible Woman vs. Annihulus Special Rules: You start with Four Freedoms Plaza in the resource row. Opponent starts with Negative Zone in the resource row. Section 6.4c: Chapter 3, Mission 3 - The Not-So-Fantastic Four [H3M3] Battle 1 - Thing vs. Skrull Soldiers Section 6.4d: Chapter 3, Mission 4 - Cracking Some Skrulls [H3M4] Battle 1 - Human Torch vs. Skrull Soldiers Battle 2 - Mr. Fantastic vs. Super Skrull Section 6.4e: Chapter 3, Mission 5 - Latverian Hospitality [H3M5] Battle 1 - Invisible Woman vs. Robot Enforcers Battle 2 - Thing vs. Doom Guards Section 6.4f: Chapter 3, Mission 6 - Army of Doom [H3M6] Battle 1 - Thing vs. Doom Bots Battle 2 - Human Torch vs. Doom Bots Battle 3 - Invisible Woman vs. Doom Bots Battle 4 - Mr. Fantastic vs. Doom Bots Section 6.4g: Chapter 3, Mission 7 - No Buts About It [H3M7] Battle 1 - Mr. Fantastic vs. Dr. Doom Special Rules: Defeat opponent 3 times! ---------- Section 6.5: Chapter 4 - Vendetta [HC4] Section 6.5a: Chapter 4, Mission 1 - Hunted Heroes [H4M1] Battle 1 - Daredevil vs. Hammerhead Section 6.5b: Chapter 4, Mission 2 - Unfinished Business [H4M2] Battle 1 - Daredevil vs. Kingpin Section 6.5c: Chapter 4, Mission 3 - Undead Interlude [H4M3] Battle 1 - Punisher vs. Morbius Section 6.5d: Chapter 4, Mission 4 - Crime and Punishment [H4M4] Battle 1 - Punisher vs. Speed Demon Special Rules: You must win in 6 turns! Battle 2 - Punisher vs. Mysterio Section 6.5e: Chapter 4, Mission 5 - Maximum Carnage [H4M5] Battle 1 - Spider-Man vs. Carnage Section 6.5f: Chapter 4, Mission 6 - Heroes United [H4M6] Battle 1 - Spider-Man vs. Kaine Battle 2 - Spider-Man vs. Jackal Battle 3 - Daredevil vs. Kaine Battle 4 - Daredevil vs. Jackal Section 6.5g: Chapter 4, Mission 7 - A Sinister Syndicate [H4M7] Battle 1 - Spider-Man vs. Venom Special Rules: You lose if opponent starts a turn with 4 or more characters in play. ---------- Section 6.6: Chapter 5 - Knight Moves [HC5] Section 6.6a: Chapter 5, Mission 1 - Heroes for Hire [H5M1] Battle 1 - Luke Cage vs. Cobra Battle 2 - Iron Fist vs. Mr. Hyde Section 6.6b: Chapter 5, Mission 2 - Breaking and Entering [H5M2] Battle 1 - Black Widow vs. Deadpool Battle 2 - Black Widow vs. The Russian Section 6.6c: Chapter 5, Mission 3 - A Not-So-Clean Getaway [H5M3] Battle 1 - Moon Knight vs. Mercenaries Section 6.6d: Chapter 5, Mission 4 - X-Static Rescue [H5M4] Battle 1 - Doop vs. Steel Wind Battle 2 - Orphan vs. Tryks Section 6.6e: Chapter 5, Mission 5 - Into the Underworld [H5M5] Battle 1 - Vivisector vs. Anton Hellgate Battle 2 - U-Go Girl vs. New Blood Section 6.6f: Chapter 5, Mission 6 - Howling Mad [H5M6] Battle 1 - Deadgirl vs. Dracula Special Rules: You opponent gains 2 endurance each turn. Battle 2 - Vivisector vs. Werewolf by Night Section 6.6g: Chapter 5, Mission 7 - Strange Nightmare [H5M7] Battle 1 - Dr. Strange vs. Nightmare Section 6.6h: Chapter 5, Mission 8 - Hand to Hand Combat [H5M8] Battle 1 - Elektra vs. The Hand Section 6.6i: Chapter 5, Mission 9 - I've Got Your Back [H5M9] Battle 1 - Daredevil vs. Bullseye Special Rules: KO Sniper and reduce opponent to 0 endurance to win. ---------- Section 6.7: Chapter 6 - Sinister Vengeance [HC6] Section 6.7a: Chapter 6, Mission 1 - Enter The Kangs [H6M1] Battle 1 - Hawkeye vs. Kangs Guards Battle 2 - Beast vs. Kang 1 Section 6.7b: Chapter 6, Mission 2 - Big Trouble [H6M2] Battle 1 - Giant Man vs. Growing Man Battle 2 - Wasp vs. Kangs Guards Section 6.7c: Chapter 6, Mission 3 - Mistaken Identity [H6M3] Battle 1 - Iron Man vs. Vantage Battle 2 - Captain America vs. Citizen V Section 6.7d: Chapter 6, Mission 4 - The Trask at Hand [H6M4] Battle 1 - Jolt vs. Kangs Guards Battle 2 - Meteorite vs. Kang 1 Special Rules: You start with Bolivar Trask in play. If you start your turn without Bolivar Trask in play, you lose. Section 6.7e: Chapter 6, Mission 5 - Reinforcements [H6M5] Battle 1 - Beetle <> Mach 1 vs, Baltag Battle 2 - Atlas vs. Kang 2 Section 6.7f: Chapter 6, Mission 6 - Hammer Time [H6M6] Battle 1 - Thor vs. Enchantress Special Rules: Defeat opponent 2 times! Section 6.7g: Chapter 6, Mission 7 - Menace Out of Time [H6M7] Battle 1 - Vision vs. Ultron Battle 2 - Scarlet Witch vs. Tempus Section 6.7h: Chapter 6, Mission 8 - Supreme Effort [H6M8] Battle 1 - Dr. Spectrum vs. Executioner Battle 2 - Whizzer vs. Melter Section 6.7i: Chapter 6, Mission 9 - Kang Redux [H6M9] Battle 1 - Moonglow vs. Kangs Guards Battle 2 - Power Princess vs. Kang 3 Section 6.7j: Chapter 6, Mission 10 - More Kang for the Buck [H6M10] Battle 1 - Nighthawk vs. Amenhotep Battle 2 - Hyperion vs. Kang 4 Section 6.7k: Chapter 6, Mission 11 - Kang and Kang Again [H6M11] Battle 1 - Hawkeye vs. Kang 1 Battle 2 - Captain America vs. Kang 1 Section 6.7l: Chapter 6, Mission 12 - Ultimate Evil [H6M12] Battle 1 - Hulk vs. Ultron 5 Section 6.7m: Chapter 6, Mission 13 - Kang Immortus [H6M13] Battle 1 - Iron Man vs. Kang 5 Special Rules: You start with Iron Man in play. Opponent starts with Kang in play. ---------- Section 6.8: Chapter 7 - Operation: Annihilate! [HC7] Section 6.8a: Chapter 7, Mission 1 - Sinister Sentinels [H7M1] Battle 1 - Magneto vs. Mark II Number II Section 6.8b: Chapter 7, Mission 2 - Unlikely Allies [H7M2] Battle 1 - Professor X vs. Trisentinel Section 6.8c: Chapter 7, Mission 3 - Common Enemy [H7M3] Battle 1 - Spider-Man vs. Nimrod Battle 2 - Dr. Doom vs. Nimrod Section 6.8d: Chapter 7, Mission 4 - Final Showdown [H7M4] Battle 1 - Mystique vs. Mr. Sinister Special Rules: KO Mr. Sinister and reduce opponent to 0 endurance to win. Section 6.8e: Chapter 7, Mission 5 - Master Plan [H7M5] Battle 1 - Captain America vs. Master Mold Special Rules: KO Master Mold and reduce opponent to 0 endurance to win. ------------------------------------------------------------ Section 7: VILLAIN WALKTHROUGH [VIWA] Note 1: Unless stated otherwise, the victory condition of each battle is the normal Vs. rules: at the start of the recovery phase, each player compares endurance totals, and determines whether or not the game is over. If a player's endurance is 0 or lower, they lose the game. If both players endurance is 0 or lower, whoever's endurance is lower loses the game. If they are tied, the game continues for another turn. Note 2: During each battle, you are represented by an avatar. This avatar has no effect on your deck, and you will still use the deck that you have created. There are a few battles where your avatar will be on the field of play, but for the most part, it doesn't affect the game at all. Note 3: I will be adding information about each opponent's deck in a future update. Unlike most games' walkthroughs, I really can't give you a step by step breakdown of what cards to play on which turns to win. Everyone will build their deck differently, and randomness of the shuffling makes it hard to know exactly what cards you or your opponent will have at any one time. Section 7.1: Starting Villain Deck [STVD] This is the deck you start the Villain Campaign with: 60 Cards 1 x Advance Recon 2 x Base of Operations 2 x Blind Sided 2 x Boris - Doom's Caretaker 2 x Carrion - Cadaverous Clone 2 x Chameleon - Dmitri Smerdy 1 x Crushing Blow 2 x Darkorth - Death Demon 1 x Dr. Octopus - Doc Ock 2 x Electro - Maxwell Dillon 2 x Enchantress - Amora 1 x Flying Kick 1 x Goblin Glider 1 x Green Goblin - Norman Osborn 2 x Grounded 1 x Hammerhead - Gangster 2 x Hired Goons 2 x Hydro-Man - Morris Beach 2 x Jackal - Dr. Miles Warren 2 x Jetpack 2 x Lizard - Dr. Curtis Connors 2 x Marvel Team-Up 1 x Medical Attention 2 x Meltdown 1 x Morbius - Dr. Michael Morbius 2 x Mystique - Shape-Changing Assassin 2 x One-Two Punch 1 x Personal Force Field 2 x Pleasant Distraction 2 x Reconnaissance 1 x Rhino - Alex O' Hirn 1 x Sadistic Choice 2 x Shocker - Herman Schultz 2 x Titania - Big Bad Bully 1 x Venom - Eddie Brock 2 x Volcana - Raging Inferno 2 x Vulture - Adrian Toomes ---------- Section 7.2: Chapter 1 - Spare Parts [VC1] Section 7.2a: Chapter 1, Mission 1 - Reprisals [V1M1] Battle 1 - Green Goblin vs. Traitors Section 7.2b: Chapter 1, Mission 2 - Chips [V1M2] Battle 1 - Green Goblin vs. Cops Section 7.2c: Chapter 1, Mission 3 - Cloak and Dagger [V1M3] Battle 1 - Green Goblin vs. Cloak Battle 1 - Green Goblin vs. Dagger Section 7.2d: Chapter 1, Mission 4 - Inside Job [V1M4] Battle 1- Green Goblin vs. Tombstone Section 7.2e: Chapter 1, Mission 5 - The Goblin and the Octopus [V1M5] Battle 1 - Dr. Octopus vs. Henchmen Battle 2 - Green Goblin vs. Jackal Section 7.2f: Chapter 1, Mission 6 - Who's the Boss? [V1M6] Battle 1 - Green Goblin vs. Dr. Octopus Section 7.2g: Chapter 1, Mission 7 - Spider-Trouble [V1M7] Battle 1 - Green Goblin vs. Spider-Man Special Rules: Defeat opponent 2 times! ---------- Section 7.3: Chapter 2 - Old Enemies, New Threats [VC2] Section 7.3a: Chapter 2, Mission 1 - Breakout [V2M1] Battle 1 - Blob vs. Guards Battle 2 - Avalanche vs. Robot Enforcers Section 7.3b: Chapter 2, Mission 2 - Roadblock [V2M2] Battle 1 - Blob vs. She-Hulk Battle 2 - Avalanche vs. Luke Cage Section 7.3c: Chapter 2, Mission 3 - Barroom Blitz [V2M3] Battle 1 - Sabretooth vs. Dragon Man Special Rules: You start with Sabretooth in play. Opponent starts with Dragon Man in play. Section 7.3d: Chapter 2, Mission 4 - Trading Faces [V2M4] Battle 1 - Mystique vs. Gambit Section 7.3e: Chapter 2, Mission 5 - Springing the Trap [V2M5] Battle 1 - Blob vs. Cyclops Battle 2 - Avalanche vs. Colossus Battle 3 - Pyro vs. Iceman Battle 4 - Destiny vs. Shadowcat Section 7.3f: Chapter 2, Mission 6 - De-Clawed [V2M6] Battle 1 - Sabretooth vs. Wolverine Section 7.3g: Chapter 2, Mission 7 - Master of Magnetism [V2M7] Battle 1 - Magneto vs. Professor X Special Rules: Defeat opponent 2 times! ---------- Section 7.4: Chapter 3 - Impending Doom [VC3] Section 7.4a: Chapter 3, Mission 1 - The Siege of Atlantis [V3M1] Battle 1 - Namor vs. Doom Bots Section 7.4b: Chapter 3, Mission 2 - The Natives are Restless [V3M2] Battle 1 - Dr. Doom vs. Villagers Battle 2 - Dr. Doom vs. Zorba Special Rules: If your opponent has a non-stunned character, he cannot lose. Section 7.4c: Chapter 3, Mission 3 - Nasty Surprise [V3M3] Battle 1 - Dr. Doom vs. Darkoth Section 7.4d: Chapter 3, Mission 4 - Invasion [V3M4] Battle 1 - Dr. Doom vs. Microbots Battle 2 - Dr. Doom vs. Atlantian Soldiers Section 7.4e: Chapter 3, Mission 5 - Namor [V3M5] Battle 1 - Dr. Doom vs. Namor Section 7.4f: Chapter 3, Mission 6 - Uninvited Guests [V3M6] Battle 1 - Dr. Doom vs. Invisible Woman Battle 2 - Dr. Doom vs. Mr. Fantastic Section 7.4g: Chapter 3, Mission 7 - Doom Triumphant [V3M7] Battle 1 - Dr. Doom vs. Human Torch Special Rules: Defeat opponent 2 times! ---------- Section 7.5: Chapter 4 - Vendetta [VC4] Section 7.5a: Chapter 4, Mission 1 - Open Season [V4M1] Battle 1 - Kingpin vs. Daredevil Section 7.5b: Chapter 4, Mission 2 - Hunted [V4M2] Battle 1 - Kraven vs. Scarlet Spider Section 7.5c: Chapter 4, Mission 3 - Kraven Punishment[V4M3] Battle 1 - Kraven vs. Punisher Section 7.5d: Chapter 4, Mission 4 - Random Carnage [V4M4] Battle 1 - Carnage vs. Wild Pack Battle 2 - Carnage vs. Silver Sable Section 7.5e: Chapter 4, Mission 5 - Clash of the Spiders [V4M5] Battle 1- Venom vs. Spider-Woman Section 7.5f: Chapter 4, Mission 6 - A Bridge Too Far [V4M6] Battle 1 - Venom vs. Hornet Battle 2 - Venom vs. Ricochet Special Rules: You must win in 6 turns! Battle 3 - Carnage vs. Black Cat Battle 4 - Carnage vs. Firestar Section 7.5g: Chapter 4, Mission 7 - Showdown [V4M7] Battle 1 - Venom vs. Spider-Man Special Rules: You lose if opponent starts a turn with 4 or more characters in play. ---------- Section 7.6: Chapter 5 - Knight Moves [VC5] Section 7.6a: Chapter 5, Mission 1 - Late Night Visitor [V5M1] Battle 1 - Vanessa Fisk vs. Black Widow Section 7.6b: Chapter 5, Mission 2 - Cage Match [V5M2] Battle 1 - Deadpool vs. Luke Cage Battle 2 - Bullseye vs. Iron Fist Section 7.6c: Chapter 5, Mission 3 - X-Static Ambush [V5M3] Battle 1 - Deadpool vs. Doop Battle 2 - The Rose vs. Venus Dee Milo Section 7.6d: Chapter 5, Mission 4 - One Hell of a Fight [V5M4] Battle 1 - Zarathos vs. Ghost Rider Section 7.6e: Chapter 5, Mission 5 - Bad Voodoo [V5M5] Battle 1- New Blood vs. Brother Voodoo Battle 2 - Dracula vs. Blade Section 7.6f: Chapter 5, Mission 6 - Children of the Night [V5M6] Battle 1 - Dracula vs. Hannibal King Battle 2 - Mephisto vs. Dr. Strange Special Rules: You automatically lose 2 endurance per turn. Section 7.6g: Chapter 5, Mission 7 - Diversionary Tactics [V5M7] Battle 1 - The Hand vs. Shang Chi Section 7.6h: Chapter 5, Mission 8 - Hand It Over [V5M8] Battle 1 - Bullseye vs. Punisher Battle 2 - Typhoid Mary vs. Moon Knight Section 7.6i: Chapter 5, Mission 9 - Mind If We Cut In? [V5M29 Battle 1 - Bullseye vs. Electra Special Rules: KO Electra and reduce opponent to 0 endurance to win. ----------------------------- Section 7.7: Chapter 6 - Sinister Vengeance [VC7] Section 7.7a: Chapter 6, Mission 1 - Dark Disguise [V7M1] Battle 1 - Ultron vs. Scarlet Witch Battle 2 - Ultron vs. Vision Section 7.7b: Chapter 6, Mission 2 - Trask [V7M2] Battle 1 - Ultron vs. Beast Battle 2 - Ultron vs. Captain Marvel Special Rules: You start with Bolivar Trask in play. If you start your turn without Bolivar Trask in play, you lose. Section 7.7c: Chapter 6, Mission 3 - Thunderbolts No More! [V7M3] Battle 1- Techno vs. She-Hulk Battle 2-Meteorite vs. Black Panther Section 7.7d: Chapter 6, Mission 4 - Masters of Evil [V7M4] Battle 1 - Atlas vs. Giant Man Battle 2 - Songbird vs. Wonder Man Section 7.7e: Chapter 6, Mission 5 - Thunderstorm [V7M5] Battle 1 - Beetle (Armorsmith) vs. Warbird Battle 2 - Baron Zemo vs. Thor Section 7.7f: Chapter 6, Mission 6 - Kang Rising [V7M6] Battle 1 - Kang 6 vs. Captain America Section 7.7g: Chapter 6, Mission 7 - Wreckers [V7M7] Battle 1 - Kangs Guards vs. Thunderball Battle 2 - Kang 6 vs. Piledriver Section 7.7h: Chapter 6, Mission 8 - Dark Pharoah [V7M8] Battle 1 - Amenhotep vs. Golden Archer Battle 2 - Kang 4 vs. Hawkeye Section 7.7i: Chapter 6, Mission 9 - The Growing Menace [V7M9] Battle 1 - Growing Man vs. Power Princess Battle 2 - Kang 6 vs. Dr. Spectrum Section 7.7j: Chapter 6, Mission 10 - Supreme Sacrifice Battle 1 - Kang 5 vs. Hyperion Section 7.7k: Chapter 6, Mission 11 - God of Thunder Battle 1 - Ultron vs. Thor Battle 2 - Tempus vs. Thor ------------------------------- Section 7.8: Chapter 7 - Operation: Annihilate! [VC7] Section 7.8a: Chapter 7, Mission 1 - Sinister Sentinels [V7M1] Battle 1 - Lady Deathstrike vs. Mark II Number II Section 7.8b: Chapter 7, Mission 2 - Unlikely Allies [V7M2] Battle 1 - Jean Grey vs. Trisentinel Section 7.8c: Chapter 7, Mission 3 - Common Enemy [V7M3] Battle 1 - Volcana vs. Bastion Battle 2 - Invisible Woman vs. Bastion Section 7.8d: Chapter 7, Mission 4 - Final Showdown [V7M4] Battle 1 - Scarlet Witch vs. Mr. Sinister Special Rules: KO Mr. Sinister and reduce opponent to 0 endurance to win. Section 7.8e: Chapter 7, Mission 5 - Master Plan [V7M5] Battle 1 - She-Hulk vs. Nimrod Special Rules: Opponent regains 5 endurance at the start of every turn. Battle 2 - Dark Phoenix vs. Master Mold Special Rules: KO Master Mold and reduce opponent to 0 endurance to win. ------------------------------------------------------------ Section 8: PUZZLE WALKTHROUGH [PZWT] I am making these as detailed as possible to help you not just beat them, but also to help you understand how you were able to beat your opponent. In the descriptions of the cards, I only put things that are relevant to the current scenario. Each puzzle starts you at the beginning of a turn's build phase, and you must defeat opponent by the end of the turn. You have initiative during turn, and your opponent will take no actions at all. --------------- Section 8.1: Basic [BSC0] These puzzles introduce you to the basics of the game: recruiting, attacking, team attacking, breakthrough, equipment, and plot twists. Section 8.1a Basic 1 [BSC1] Scenario: Your Starting Endurance: 1 Opponent Starting Endurance: 7 Opponent has in play - Front Row - Thing, Strongman (equipped with Armored Spider-Suit) Cost 6, 16 ATK/14 DEF with reinforcement You have in play - 3 Resources - 2 face up, and 1 Savage Beatdown facedown (Target attacker gets +5 ATK this attack) In Hand - -Savage Beatdown -Electro, Maxwell Dillon - Cost: 2, 2 ATK /2 DEF -Kristoff Von Doom, Ticking Time Bomb Cost :1, 2 ATK/1 DEF -Jetpack - Cost: 0, Equipped characters gets +2 ATK and has flight. Strategy: Since Thing has a cost of 6, we need to stun him to complete this mission Resource Phase - Place Savage Beatdown as a resource (Total Resource Points - 4) Recruit Phase -Recruit Electro and Kristoff to your front row. -Recruit Jetpack and equip it to Kristoff. The reason for equipping Kristoff instead of Electro is that the attack on Thing is going to be a suicide run. Looking at the characters' costs, it is better to loss 1 endurance of stun damage then 2. Formation Phase -Skip this phase Combat Phase -Select Kristoff as your attacker, select Thing as the defender. - Use both Savage Beatdowns on Kristoff. That will make him 14 ATK/1 DEF. Thing and Kristoff will both be stunned during this attack. Your endurance: 0, Your opponent's endurance: 1 - Attack with Electro. This will be a direct attack since your opponent has no defenders left. Your endurance: 0, Your opponent's endurance: -1 Victory! ------------------ Section 8.1b Basic 2 [BSC2] Scenario: Your Starting Endurance: 2 Opponent Starting Endurance: 18 Opponent has in play - Front Row - Jackal, Dr. Miles Warren (equipped with Armored Spider- Suit) Cost 4, 8 ATK/8 DEF with reinforcement You have in play - Front Row: Thing, Strongman Cost 6, 14 ATK/12 DEF 6 Resources - All face up In Hand - - Wild Pack, Army - Cost 1 1ATK/1 DEF, Wild Pack gets +1 ATK while team attacking. -Jetpack - Cost: 0, Equipped characters gets +2 ATK and has flight Strategy: We need to stun Jackal with the Wild Pack and then attack with Thing to finish things off. Resource Phase -Skip Resource Phase without resourcing any cards. Recruit Phase -Recruit the 3 Wild Pack to your front row. -Recruit the Jetpack to one of the Wild Pack , it doesn't matter which one. Formation Phase -Skip this phase Combat Phase - Team attack with the 3 Wild Pack on Jackal. The Wild Pack with the Jetpack will be 4 ATK/1 DEF, and the other two will be 2 ATK/1 DEF, thanks to the +1 bonus for Wild Pack on team attacks. This is a total of 8 damage, which will stun Jackal. Jackal will stun 1 of the Wild Pack. Your endurance: 1, Your opponent's endurance: 14 - Attack with Thing. This will be a direct attack since your opponent has no defenders left. Your endurance: 1, Your opponent's endurance: 0 Triumph! ------------ Section 8.1c Basic 3 [BSC3] Scenario: Your Starting Endurance: 1 Opponent Starting Endurance: 12 Opponent has in play - Front Row - Bishop, Lucas Bishop - Cost 2, 2 ATK/2 DEF, gets + 3 ATK/ +3 DEF when attacked by a character with ranged. - Hornet, Eddie McDonough - Cost 2, 2 ATK /2 DEF - Psylocke, Betsy Braddock (equipped with Personal Force Field) - Cost 3, 3 ATK/7 DEF with reinforcement You have in play - 5 Resources - All face up In Hand - - Titania, Big Bad Bully - Cost 3, 4 ATK/4 DEF, Gets +1 ATK for each character in your front row. -Vulture, Arian Toomes - Cost 1, flight, 2 ATK/1 DEF. As additional cost to recruit, reveal another Sinister Syndicate character card from hand. When Vulture causes breakthrough, you gain that much endurance. - Electro, Maxwell Dillon - Cost 2, range, 2 ATK/2 DEF. Team Affiliation - Sinister Syndicate - Dual Sidearms - Cost 0, Equipped character gets +2 ATK and has range. - One-Two Punch - Target attacker gets +1 ATK/+2 DEF this attack. Strategy: Need to do as much damage to opponent as possible without getting any of your own characters stunned. Also, need to avoid attacking Bishop with a character with range, which means Electro and whoever you give Dual Sidearms to. Resource Phase - Place One-Two Punch as a resource (Total Resource Points - 6) Recruit Phase -Recruit Titania into your front row -Recruit Vulture (you have to recruit Vulture before Electro in order to pay the extra recruit cost for Vulture of revealing another Sinister Syndicate care from your hand). - Recruit Electro -Recruit Dual Sidearms, and Equip to Vulture, making him 4 ATK/1 DEF with range and flight. Formation Phase -Skip this phase Combat Phase - Select Titania as your attacker, select Bishop as the defender. She doesn't have range, and will be attacking as a 7 ATK/4 DEF, which means she will do breakthrough and will not be stunned herself. Your endurance: 1, Your opponent's endurance: 5 - Select Vulture as your attacker, select Hornet as the defender. - Use One-Two Punch on Vulture. That will make him 5 ATK/3 DEF. He will not be stunned and deal 3 points of breakthrough damage to your opponent. Vulture's power gives you those endurance points. Your endurance: 4, Your opponent's endurance: 0 - Skip rest of phase, DO NOT ATTACK WITH ELECTRO! Edu!! ------------------------ Section 8.1d Basic 4 [BSC4] Scenario: Your Starting Endurance: 1 Opponent Starting Endurance: 9 Opponent has in play - Front Row - Volcana, Raging Inferno (equipped wth Armored Spider Suit) Cost 4, 10 ATK/8 DEF with reinforcement. - Hornet, Eddie McDonough - Cost 2 2ATK / 2DEF Support Row - Shriek, Frances Barrison - Cost 2, 2 ATK/1 DEF. Other characters get +1 ATK. That is all characters, not just ones your opponent controls. You have in play - 2 Resources - All face up Front Row Hornet, Eddie McDonough - Cost 2, flight, range 2 ATK/2 DEF. "Exhaust Spider-Friends character --> Target players loses 1 endurance." Team Affiliation - Spider-Friends. In Hand - - Psylocke, Betsy Braddock) - Cost 3, 3 ATK/4 DEF. - Flying Kick - Character had flight this turn. While attacking this turn, that character gets +3 ATK. Strategy: You really don't have the ability to take down Volcana, so you need to figure out how to damage your opponent without stunning Volcana. Resource Phase - Place Flying Kick as a resource (Total Resource Points - 3) Recruit Phase -Recruit Psylocke into your front row. Formation Phase -Skip this phase Combat Phase - Play Flying Kick, targeting Psylocke. - Select Psylocke as your attacker, select Shriek as the defender. With the bonus from Flying Kick and Shriek herself, Psylocke attacks as a 7 ATK/4 DEF. She will stun Shriek, without being stunned herself. Your endurance: 1, Your opponent's endurance: 1 - Activate Hornet to use his power to deal 1 damage to opponent. Since he has Spider-Friends team affiliation, you can stun him as the activation cost. Your endurance: 1, Your opponent's endurance: 0 Voit!! -------------------------- Section 8.2: Loyalty [LTY0] These puzzles introduce you to the loyalty keyword. A character with loyalty can only be recruited if they share a team affiliation with another character you control. Section 8.2a: Loyalty 1 [LYT1] Scenario: Your Starting Endurance: 50 Opponent Starting Endurance: 14 Opponent has in play - Nothing You have in play - 6 Resources - All face up In Hand - - Mikado + Mosha, Angels of Destruction - Marvel Knights, Cost 1, 1 ATK /1 DEF - Hobgoblin, Roderick Kingsley- Sinister Syndicate, Cost 6, 13 ATK /10 DEF Loyalty - Midnight Sons - Play only if you control a Marvel Knights character. Choose a team affiliation. Characters you control, as well as cards in hand, deck, and KO'd pile that have either Marvel Knights or chosen affiliation have both affiliations. Strategy: Your opponent has nothing in play, so all you need to do is get Hobgoblin in play and attack. Resource Phase - Place Midnight Sons as a resource (Total Resource Points - 7) Recruit Phase - Recruit Mikado + Mosha - Play Midnight Sons, select Sinister Syndicate as the team affiliation. This will give Mikado + Mosha the Sinister Syndicate affiliation and allow you to recruit Hobgoblin. -Recruit Hobgoblin Formation Phase -Skip this phase Combat Phase - Team attack with Mikado + Mosha and Hobgoblin. Your endurance: 50; Your opponent's endurance: 0 YAHTZEE! ------------------------ Section 8.2b: Loyalty 2 [LTY2] Scenario: Your Starting Endurance: 5 Opponent Starting Endurance: 1 Opponent has in play - Front Row - She-Hulk, Jennifer Walters (Equipped with Armored Spider Suit) Cost 3, 8 ATK/8 DEF with reinforcement, +2/+2 when ready You have in play - Support Row - Centurious, The Soulless Man, Cost 4, 7 ATK/7 DEF, Underworld 4 Resources - All face up In Hand - - Firestar, Hot Stuff - Spider-Friends, Cost: 5, 8 ATK/8 DEF, Loyalty - Punisher, Vigilante - Spider-Friends, Cost: 4, 7 ATK/5 DEF - Entangle - As an additional cost to play, exhaust a character you control and discard a card; Exhaust target character if it's cost is less than the cost of the character you exhausted. - Hypnotic Charms - Play only if you control an Underworld character; Affiliated characters you control and in your KO'd pile have the affiliation of each character card in your KO'd pile. - Blind Sided - Target character loses reinforcement and cannot have reinforcement this turn. Strategy: Need to get a Spider-Friends character on the field in order to recruit Firestar. Resource Phase - Place Hypnotic Charms as a resource (Total Resource Points - 5) Recruit Phase - Play Hypnotic Charms. - Use Entangle. Target She-Hulk and exhaust Centurious. Discard Punisher to pay the card's additional cost. Because of Hypnotic Charms, this will give Centurious the Spider-Friends Affiliation. In addition, since Entangle exhausts She-Hulk, she loses her ready bonus, putting her as a 6 ATK/6 DEF. -Recruit Firestar - Play Blind Sided, targeting She-Hulk to get rid of her reinforcement. Formation Phase - Skip this phase Combat Phase - Select Firestar as your attacker, select She-Hulk as the defender. 2 points of breakthrough, plus 3 points of damage because you stunned She-Hulk. Your endurance: 1; Your opponent's endurance: 0 HENSHIN-A-GO-GO, BABY! ------------------------ Section 8.2c: Loyalty 3 [LTY3] Scenario: Your Starting Endurance: 3 Opponent Starting Endurance: 19 Opponent has in play - Front Row - Doctor Doom, Lord of Latveria (Equipped with Armored Spider Suit) Cost 8, 20 ATK/21 DEF with reinforcement) You have in play - Front Row - Chameleon, Dmitry Smerdyakov, Cost 1, 1 ATK/1 DEF, Sinister Syndicate; Pat 1 endurance --> Choose a team affiliation. Cham has the chosen team affiliation this turn. Use this power only once per turn, and only if you control another Sinister Syndicate character. 8 Resources - All face up In Hand - - Hammerhead, Gangster - Sinister Syndicate, Cost: 2, 3 ATK/2 DEF; Sinister Syndicate attackers you control get +2 ATK while attacking a player directly. - Vulture, Adrian Toomes - Sinister Syndicate, Cost: 1, flight, 2 ATK/1 DEF. As additional cost to recruit, reveal another Sinister Syndicate character card from hand. When Vulture causes breakthrough, you gain that much endurance. - War Wagon - Cost: 1, War Wagon costs 1 less to recruit while you control a Marvel Knights character; equipped character has "Activate-- >KO Target stunned character. It's controller loses endurance equal to that character's cost." - Savage Beatdown - Target attacker gets +5 ATK this attack. - Backfire - Target character gets -1 DEF this turn. KO all equipment equipped to that character. - Spider-Man, Spectacular Spider-Man, Marvel Knights, Cost: 6, 12 ATK/12 DEF, loyalty. Strategy: Need to get a Marvel Knights character in order to recruit Spider-Man and War Wagon. Also, need to take down Doom while minimizing your damage in return.. Resource Phase - Place either Backfire or Savage Beatdown as a resource. Does not matter since you will be playing both this turn. (Total Resource Points - 9) Recruit Phase - Recruit Vulture. Reveal Hammerhead to pay additional cost (Resources - 8) - Recruit Hammerhead (Resources - 6) - Use Chameleon's Special Ability, Select Marvel Knights as the team affiliation. Your endurance: 2; Your opponent's endurance: 19 - Recruit Spider-Man (Resources 0) - Recruit War Wagon to Hammerhead. Formation Phase - Skip this phase Combat Phase - Use Backfire, Target Doctor Doom. Dr. Doom will now be 18 ATK/18 DEF. - Team attack with Spider-Man and Chameleon, select Dr. Doom as the defender. Play Savage Beatdown on either Spider-Man or Chameleon. Doom will be stunned, but so will Spider-Man. Your endurance: -4; Your opponent's endurance: 11 - Use War Wagon equipped to Hammerhead, target the stunned Dr. Doom. Your endurance: -4; Your opponent's endurance: 3 - Attack with Vulture. He will still get the +2 bonus from Hammerhead, and you will recover endurance equal to his four points of breakthrough damage. Your endurance: 0; Your opponent's endurance: -1 Vini, Vidi, Vici! ------------------------ Section 8.2d: Loyalty 4 [LTY4] Scenario: Your Starting Endurance: 2 Opponent Starting Endurance: 21 Opponent has in play - None You have in play - 8 Resources - All face up In Hand - - Green Goblin, Altered Ego, Sinister Syndicate, Cost: 7, 17 ATK/11 DEF, Loyalty - Firestar, Hot Stuff - Spider-Friends, Cost: 5, 8 ATK/8 DEF, Loyalty - Tinkerer, Phineas Mason - Sinister Syndicate, Cost: 1, 1 ATK/1 DEF - 2 x Wild Pack, Army - Spider-Friends, Cost: 1, 1 ATK/1 DEF, Get +1 ATK when team attacking. - Sinister Six - Play only if you control a Sinister Syndicate character. Affiliated characters you control, as well as affiliated cards in your deck, hand, and KO'd pile have the Sinister Syndicate team affiliation. - Clone Saga - Play only if you control a Sinister Syndicate character. Affiliated characters you control, as well as affiliated cards in your deck, hand, and KO'd pile have the Sinister Syndicate team affiliation. Strategy: Need to get Green Goblin on the board, and all the characters the same affiliation so you can take advantage of the Wild Pack's bonus when team attacking. Resource Phase - Place Sinister Six as a resource. (Note: You can also complete this mission by resourcing Clone Saga instead. As long as the characters all share one affiliation, it doesn't matter what affiliation that is.). (Total Resource Points - 9) Recruit Phase - Recruit Tinkerer (Resource Points - 8) - Recruit one of the Wild Pack (Resource -7) - Recruit Green Goblin (Resource - 0) - Use Sinister Six card. This will give all characters the same team affiliation and allow for a team attack. (Note: if you resourced Clone Saga instead, then use Clone Saga here). Formation Phase - Skip this phase Combat Phase - Team attack with all three characters. Right now, you will have 20 points in attack (17 from Green Goblin, 1 from Tinkerer, and 2 from Wild Pack (1 base + 1 bonus from team attack). - Discard the other Wild Pack card in order to power up the attacking Wild Pack character. Your endurance: 2; Your opponent's endurance: 0 You Win! Fatality! -------------------------- Section 8.3: Boost [BST0] This section introduces you to the Boost keyword. When a character has Boost, you can pay an optional additional recruitment cost which gives the character extra abilities. Section 8.3a: Boost 1 [BST1] Scenario: Your Starting Endurance: 3 Opponent Starting Endurance: 6 Opponent has in play - Front Row - Alistair Smythe, Ultimate Spider-Slayer - Cost 3, 3 ATK/5 DEF - Basilisk, Basil Elks (Equipped with Armored Spider Suit) - Cost 1, 6 ATK/ 3 DEF You have in play - 5 Resources - All face up In Hand - - Kingpin, Wilson Fisk - Crime Lords, Cost: 3, 5 ATK/3 DEF, Boost 1: When Kingpin comes into play, you may distribute two +1 ATK/ + 1 DEF counters as you choose among any number of Crime Lords characters you control. - Stilt-Man, Wilbur Day - Crime Lords, Cost 2, 3 ATK, 2 DEF, Boost 1: When Stilt-Man comes into play, put a +1 ATK/+1 DEF counter on him. - Steel Wind, Cyborg Cyclist - Underworld, Cost 2, 1 ATK, 4 DEF Strategy: Need to knock out both of the opponent's characters, and still get two more points of breakthrough damage. Resource Phase - Place Steel Wind as a resource (Total Resource Points - 6) Recruit Phase - Recruit Kingpin, pay Boost (Resource Points - 2). Put both counters on Kingpin to make him 7 ATK/5 DEF - Recruit Stilt-Man, don't pay Boost (no resource points left to pay) (Resource Points - 0) Formation Phase -Skip this phase Combat Phase - Attack Basilisk with Stilt-Man. Both will be stunned Your endurance: 1, Your opponent's endurance: 5 - Attack Smythe with Kingpin. Your endurance: 1, Your opponent's endurance: 0 FTW! ------------------------ Section 8.3b: Boost 2 [BST2] Scenario: Your Starting Endurance: 1 Opponent Starting Endurance: 17 Opponent has in play - Front Row - Prowler, Hobie Brown - Cost 1, 1 ATK/1 DEF - Aunt May, May Parker -Cost 1, 0 ATK/0 DEF - Solo, James Brown -Cost 2, 4 ATK/1 DEF - Silver Sable, Silver Sablinovia - Cost 2, 2 ATK/ 2 DEF You have in play - Front Row - MJ, Mary Jane Watson - Spider-Friends, Cost 1, 1 ATK, 1 DEF - Hammerhead, Gangster - Sinister Syndicate, Cost 2, 3 ATK, 2 DEF, Sinister Syndicate attackers you control get +2 ATK while attacking a player directly. 8 Resources - All face up In Hand - - Cloak, Tyrone Johnson - Spider-Friends, Cost 4, 6 ATK/6 DEF, Loyalty, Whenever Cloak stuns an attacker, return that character to owner's hand. Boost 4: When Cloak comes into play, return any number of target characters with a cost of 4 or less to owner's hands. - Wild Pack, Army - Spider-Friends, Cost: 1, 1 ATK/1 DEF, Get +1 ATK when team attacking. - Tinkerer, Phineas Mason - Sinister Syndicate, Cost: 1, 1 ATK/1 DEF Strategy: Need to get rid of all of opponent's characters to allow Hammerhead's bonus to apply. BUT, you can't just use Cloak's Boost power to clear the playing field, because you ATK scores alone won't give you 17 points of damage. You are going to need extra damage from stuns and breakthroughs. Plus, you only have 1 endurance point so you can't sacrifice any of your characters in attacks. Resource Phase - Place Wild Pack as a resource (Total Resource Points - 9) Recruit Phase - Recruit Tinkerer (Resource Points - 8) - Recruit Cloak (MJ already has Spider-Friends affiliation, so you don't have to worry about Cloak's loyalty), pay Boost (Resources Points - 0). Select Prowler and Silver Sable as the target for Cloak's boost effect to return them to your opponent's hand. Leave Aunt May and Solo on the table so when you attack and stun them, opponent will lose their recruit costs. Aunt May's DEF is 0, Solo's DEF is 1. This makes them ideal targets for breakthrough damage. Formation Phase -Skip this phase Combat Phase - Attack Aunt May with Mary Jane. I could not help but laugh when I did this step. Make sure you apologize to the old lady. Aunt May will be stunned. Your endurance: 1, Your opponent's endurance: 15 - Attack Solo with Cloak. Solo will be stunned (and returned to your opponent's hand, but that doesn't matter). Your endurance: 1, Your opponent's endurance: 8 - Attack your opponent directly with Tinkerer and Hammerhead, both are Sinister Syndicate members and can take advantage of Hammerhead's +1 ATK bonus when attacking opponent directly. Your endurance: 1, Your opponent's endurance: 0 Mischief Managed! ------------------------ Section 8.3c: Boost 3 [BST3] Scenario: Your Starting Endurance: 2 Opponent Starting Endurance: 4 Opponent has in play - Front Row - Frankie Raye, Herald of Galactus (Equipped with Armored Spider- Suit), Cost 1, 3 ATK, 3 DEF, reinforcement. (This card starts the scenario exhausted) - She-Hulk, Jennifer Walters (Equipped with Armored Spider Suit) Cost 3, 8 ATK/8 DEF with reinforcement, +2/+2 when ready You have in play - 8 Resources - All face up In Hand - - El Guapo, Robbie Rodriguez - X-Statix, Cost 1, 1 ATK/ 1 DEF, Boost 2: When El Guapo comes into play, characters you control have reinforcement while defending this turn. Return El Guapo to his owner's hand. - Phat, William Reilly - X-Statix, Cost 1, 1 ATK/ 1 DEF, Boost X: When Phat comes into play, you may discard an X-Statix card. If you do, put two +1 ATK/ +1 DEF counters on Phat for each resource point you spent on X. - Plazm, Protoplasmic Protagonist - X-Statix, Cost 3, 5 ATK/2 DEF, Boost 3: When Plazm comes into play, if you control another X-Statix character, you may stun target character with a DEF of 10 or less. Return Plazm to his owner's hand. Strategy: Since you won't get any breakthrough in this battle, there is no point in using up all your resource points to supercharge Phat. You need to stun both of your opponent's characters to do the 4 points of damage you need to your opponent. You have 2 points of endurance, so you can afford to sacrifice one of your 1 pointers. Resource Phase - Place none (Total Resource Points - 8) Recruit Phase - Recruit Phat. Pay 1 point only for boost, discard El Guapo to pay the extra boost cost. (Resource Points - 6), Phat will be 3 ATK/3 DEF. - Recruit Plazm, pay boost (Resource Points - 0), Target She-Hulk with Plazm's boost effect, she will be stunned. Your endurance: 2, Your opponent's endurance: 1 Formation Phase -Skip this phase Combat Phase - Attack Frankie with Phat. Both will be stunned so you and your opponent will both lose 1 endurance. Your endurance: 1, Your opponent's endurance: 0 Mission Complete! ------------------------ Section 8.3d: Boost 4 [BST4] Scenario: Your Starting Endurance: 50 Opponent Starting Endurance: 20 Opponent has in play - Front Row - Invisible Woman, Sue Storm - Cost 4, 6 ATK/8DEF, Reinforcement You have in play - 9 Resources - All face up In Hand - - Anton Hellgate, Thanatologist - Underworld, Cost 4, 8 ATK/6 DEF, Boost 1: When Anton Hellgate comes into play, discard any # of cards. AH gets +1 ATK and +1 DEF this turn for each card you discarded this way. Deacon Frost, Vampire Master - Underword, Cost 2, 2 ATK/3 DEF, Boost X: When Deacon Frost comes into play, put X character cards named New Blood from your KO'd pile into your front row. Zodiak, Norman Harrison - Underworld, Cost 2, 3 ATK/2 DEF, Boost 3: When Zodiak comes into play, he gets +X ATK and +X DEF this turn, where X is the number of cards in your hand. 3 x New Blood, Army - Underworld, Cost 1, 2 ATK/1 DEF Strength of the Grave - Threshold 4, As an additional cost to play Strength of the Grave, put X Underworld cards from your KO'd pile on the bottom of your deck. Choose one: Target character gets +X ATK this attack or target character gets +X DEF this attack. Strategy: Since Invisible Woman has reinforcement, you need to stun her, and then follow up with a 16 point ATK directly at your opponent. Resource Phase - Place Strength of the Grave (Total Resource Points - 10) Recruit Phase - Recruit Zodiak, pay boost. (Resource Points - 5). With Boost, Zodiak is 8 ATK/7 DEF this turn. You want to recruit Zodiak immediately so you have the most cards (5) in your hand to take advantage of his boost. - Recruit Anton Hellgate, pay boost (Resource Points - 0). Discard all cards in hand (4). This makes Anton Hellgate 12/10. Since you have no more resource points anyway, it's not like you need them in hand, so give Anton the full bonus. Formation Phase -Skip this phase Combat Phase - Attack Invisible Woman with Zodiak. Invisible Woman will be stunned. Your endurance: 50, Your opponent's endurance: 16 - Attack opponent directly with Anton Hellgate. Activate Strength of the Grave. Target Anton Hellgate, choose "Target character gets +X ATK this attack" and then move your 4 cards from the KO pile back into the deck. This will make Anton Hellgate 16 ATK/10 DEF. Your endurance: 50, Your opponent's endurance: 0 Congrats! ------------------------ Section 8.4: Evasion [EVN0] This section introduces the Evasion keyword. Evasion gives the character the power of: "Stun this character-->At the start of the recovery phase this turn, recover this character." Honestly, in the game, I very rarely used this effect. It is useful as a way to keep you from having to sacrifice characters in the recovery stage, but most of the characters with Evasion are pretty low level, so by the time you have to use their power, you could be better off just letting them get killed. But that is purely my own opinion. Section 8.4a: Evasion 1 [EVN1] Scenario: Your Starting Endurance: 3 Opponent Starting Endurance: 5 Opponent has in play - Front Row - Shape, Malleable Mutant (Equipped with Armored Spider-Suit) - Cost 2, 8/3 with reinforcement. You have in play - 3 Resources - All face up In Hand - - Jessica Drew <> Spider-Woman, Venom Blast - Spider-Friends, Cost 2, 3 ATK/2 DEF, Evasion. Other Spider-Friends with evasion you control get +1 ATK. - Dusk, Cassie St. Commons - Spider-Friends, Cost 2, 2 ATK/3 DEF, Evasion. Other Spider-Friends characters with evasion you control get +1 DEF. -Julia Carpenter <> Spider-Woman, Web Weaver - Spider-Friends, Cost 4, 7 ATK/7 DEF, Evasion. Strategy: Since Shape has reinforcement, you need to get rid of Shape and then hit your opponent for 3 more points of damage. Because the extra points of damage won't carry over, there is no reason to recruit Julia Carpenter. Comment: This puzzle is actually a little silly. You don't even need the Evasion skill set, except for the fact that your characters get ATK and DEF bonuses just because of Jessica Drew and Dusk giving each other bonuses for having evasion. Resource Phase - Place Julia Carpenter (Total Resource Points - 4) Recruit Phase - Recruit Dusk and Jessica Drew (Resource Points - 0). Both will be 3 ATK/3 DEF. Formation Phase -Skip this phase Combat Phase - Attack Shape with Dusk. Both characters will be stunned. Since whoever attacks Shape will be stunned, it is important to attack first with Dusk. If you attack with Jessica first, her special ability will be turned off and Dusk will revert back to a 2 ATK/3 DEF, which means you won't be able to win the match. With Dusk stunned, Jessica reverts back to a 3 ATK/2 DEF, which still leaves you with enough attack to defeat your opponent. Your endurance: 1, Your opponent's endurance: 3 - Attack opponent directly with Jessica Drew. Your endurance: 1, Your opponent's endurance: 0 GIRL POWER! ------------------------ Section 8.4b: Evasion 2 [EVN2] Scenario: Your Starting Endurance: 6 Opponent Starting Endurance: 6 Opponent has in play - Front Row - She-Hulk, Jennifer Walters (Equipped with Armored Spider Suit) Cost 3, 8 ATK/8 DEF with reinforcement, +2/+2 when ready You have in play - 4 Resources - All face up In Hand - - Cyronic Grenade - Threshold 2, As an additional cost, exhaust a character you control. Target opponent loses 3 endurance. - Sauron, Dr. Karl Lykos - Cost 4, 7 ATK/6 DEF, Sauron gets +1 ATK for each stunned character in play. - Speed Demon, James Sanders - Cost 1 1 ATK/1 DEF, Evasion Strategy: Need to give Sauron enough ATK to take down She-Hulk, and still cause 2 additional points of damage to your opponent. Resource Phase - Place Cryonic Grenade as resource (Total Resource Points - 5) Recruit Phase - Recruit Sauron and Speed Demon (Resource Points - 0) - Use Cryonic Grenade, exhaust Speed Demon. You need to do this step before you attack with Sauron in order to give Sauron his +1 ATK for Speed Demon being stunned. Your endurance: 6, Your opponent's endurance: 3 - Use Speed Demon's evasion to stun him. You will take 1 endurance of damage for stunning him. Because Speed Demon is stunned, Sauron is now 8 ATK/ 6 DEF Your endurance: 5, Your opponent's endurance: 3 Formation Phase -Skip this phase Combat Phase - Attack She-Hulk with Sauron. Both will be stunned. Your endurance: 1, Your opponent's endurance: 0 Another Mystery is History! --------------- Section 8.4c: Evasion 3 [EVN3] Scenario: Your Starting Endurance: 50 Opponent Starting Endurance: 12 Opponent has in play - None You have in play - 4 Resources - All face up In Hand - - Black Cat, Master Thief - Cost 2, 2 ATK/2 DEF, Evasion - Rocket Racer, Robert Farrell, Cost 1, 1 ATK/1 DEF, Evasion - Flamethrower - Cost 1, Equipped Characters gets +5 ATK, Whenever equipped character becomes stunned, KO equipped character, Exhaust equipped character --> Target player loses 5 endurance. - Salvage, Threshold 1, Return target equipment or location card from KO'd pile to hand. Strategy: You need to do 12 points of damage to opponent, BUT, all of your characters combined, even with +5 bonus from the flamethrower will only give you 9 points of damage. You need to be able to use Salvage in order to get a double use of the Flamethrower. Resource Phase - Place Salvage as resource (Total Resource Points - 5) Recruit Phase - Recruit Black Cat and Rocket Racer (Resource Points - 2) - Recruit Flamethrower and equip it to Rocket Racer (Resource Points - 1) - Use Flamethrower's third ability, exhaust RR and do five damage to opponent. Your endurance: 50, Your opponent's endurance: 7 - Use Rocket Racer's evasion ability. By stunning Rocket Racer (which will do 1 point of damage to you), this will activate the Flamethrower's 2nd effect, which will send Rocket Racer and the Flamethrower to the KO pile. Your endurance: 49, Your opponent's endurance: 7 - Use Salvage to pull Flamethrower out of the graveyward and back into your hand - Equip the Flamethrower to Black Cat (Resources Points - 0). This will give Black Cat 7 ATK/2 DEF. Note: It is important that all of this be done during the Recruit Phase so that you can reequip the Flamethrower on Black Cat. Also, you must equip the Flamethrower on Rocket Racer first. If you had sacrificed Black Cat, Rocket Racer would only be 6 ATK/1 DEF in the end of your recruit phase which would not allow you to win this match. Formation Phase -Skip this phase Combat Phase - Attack opponent directly with Black Cat. Your endurance: 49, Your opponent's endurance: 0 A winner is U! ------------------------ Section 8.4d: Evasion 4 [EVN4] Note: Make sure you lower your auto-skip before doing this puzzle. This requires very precise timing. Scenario: Your Starting Endurance: 31 Opponent Starting Endurance: 27 Opponent has in play - None You have in play - Front Row- -Julia Carpenter <> Spider-Woman, Web Weaver - Spider-Friends, Cost 4, 7 ATK/7 DEF, Evasion. - Punisher, Jury - Marvel Knights, Cost 4, 7 ATK/6 DEF 8 Resources - All face up In Hand - - Blind Justice - Threshold 2, As an additional cost, pay 9 resource points and exhaust a MK character you control. Switch endurance totals with target opponent. - Coalition of Heroes - Threshold 2, Play only if you control a Marvel Knights and Spider-Friends character, Ongoing - Character you control with either Marvel Knights of Spider-Friends Affiliation have both affiliations, Pay 5 endurance --> Target character you control gets +2 ATK this attack. - Penance Stare, Threshold 1, As an additional cost, KO stunned Marvel Knights character you control. Target opponent loses endurance equal to the cost of the character you KO's this way. Strategy: This puzzle requires precise timing and careful planning. You need to know your cards very well. I considered it the most difficult puzzle I had to do in this game. You need to reduce your own endurance and then use Blind Justice to swap totals before finishing your opponent off. Resource Phase - Place Coalition of Heroes as resource (Total Resource Points - 9). You need to resource Coalition of Heroes to use it's ongoing effects. The other plot twists can be played as a one time effect so they don't need to be resourced. - Activate Coalition of Heroes to give both characters both team affiliations. - Play Blind Justice, target Spider-Woman to exhaust as the cost of the card. IMPORTANT! YOU MUST DO THE NEXT STEP BEFORE YOU ALLOW BLIND JUSTICE TO HAVE AN EFFECT. Activate Spider-Woman's evasion to stun her. Your endurance: 23, Your opponent's endurance: 31 - Now you can end your action to allow endurance totals to swap. Your endurance: 31, Your opponent's endurance: 23 - Use Penance Stare on the stunned Spider-Woman to deal 4 damage to your opponent. Spider-Woman will be sent to the KO Pile. Your endurance: 31, Your opponent's endurance: 19 Recruit Phase -Skip this phase Formation Phase -Skip this phase Combat Phase - Attack opponent directly with Punisher. Use Coalition of Heroes secondary effect of paying 5 endurance to give Punisher a +2 to ATK. Do this 6 times, so you will be at 1 endurance, and Punisher will be 19 ATK/ 6 DEF. Now let the attack do through. Your endurance: 1, Your opponent's endurance: 0 THREE SNAPS IN Z FORMATION!! ------------------------ Section 8.5: Reservist [RVT0] This section introduces the reservist keyword. Reservist means "You may recruit this card from your hand or your resource row." When you recruit a reservist character from your resource row, you may put a card from your hand face down into your resource row where the reservist character card was. When I started using my Avengers/T-Bolts deck, I used this ability a lot. It's a great way to take advantage of high point character cards in your hand if you can store them in your resource row, just to have them suddenly recruited right on the field to join the attack. Section 8.5a: Reservist 1 [RVT1] Scenario: Your Starting Endurance: 1 Opponent Starting Endurance: 5 Opponent has in play - None You have in play - 2 Resources - 1 Face up, 1 Face Down - Beast, Furry Blue Scientist - Cost 1, 2 ATK/1 DEF, Reservist In Hand - - Black Widow, Super Spy - Cost 2, 3 ATK/2 DEF, Reservist Strategy: Your opponent has no characters on the board, you have two characters that can do 5 points of damage. All you need is to get both characters on the board and have both attack and you are good to go. Resource Phase - Place Black Widow (Total Resource Points - 3) Recruit Phase - Recruit Beast from Resource Row (Resource Points - 2) - Recruit Black Widow from Resource Row (Resource Points - 0) Formation Phase -Skip this phase Combat Phase - Attack opponent directly with both Beast and Black Widow Your endurance: 1, Your opponent's endurance: 0 Check and Mate!! --------------- Section 8.5b: Reservist 2 [RVT2] Section 8.5c: Reservist 3 [RVT3] Section 8.5d: Reservist 4 [RVT4] Section 8.6: Concealed [CND0] Section 8.6a: Concealed 1 [CND1] Section 8.6b: Concealed 2 [CND2] Section 8.6c: Concealed 3 [CND3] Section 8.6d: Concealed 4 [CND4] Section 8.7: Leaders [LDR0] Section 8.7a: Leaders 1 [LDR1] Section 8.7b: Leaders 2 [LDR2] Section 8.7c: Leaders 3 [LDR3] Section 8.7d: Leaders 4 [LDR4] --------------------------------------------------------------------- SECTION 9: MISCELLANEOUS [MSCS] This section is for anything else that comes to mind, including cheats. ---------- Section 9.1: Infinite Point Cheat (jobygoob was the first person I saw to post this on GameFAQs) [INPC] If you are looking for a quick way to unlock all the cards in the game, here is a simple little cheat you can use to get infinite points. When you start a new chapter, you are given a chance to do the tutorial and puzzles for that chapter. You are given points for completing each puzzle. If you leave the mission without completing the first mission in the chapter, you are able to complete the puzzles again, once again earning the points for them. You can repeat this as many times as you want. Once you complete the first mission of the chapter, you stop earning points for completing the puzzles until you reach the next chapter. WARNING: This does raise the completion percentage of your game every time you do it, but it tops out at 100% and does not seem to have any further harm in your game to do this. ---------- Section 9.2: Avatar List [AVLT] This list covers Avatars earned up to the end of the Heroes Campaign, and the first few missions in the Villains Campaign. They are listed in the order you will find them as you scroll through them in Challenge or Online Mode. Just a quick note: during the Hero Campaign, Spider-Woman is Jessica Drew and wears the original Spider-Woman outfit in the cut scene, but the Avatar they give you for the match is Julia Carpenter and wears that costume instead. Aunt May Franklin Richards Gambit Chameleon Green Goblin Blob Avalanche Sabretooth Mystique Pyro Destiny Magneto Namoe Dr. Doom Kingpin Kraven the Hunter Carnage Venom Vanessa Fisk Deadpool The Rose Zarathos New Blood Dracula Mephisto The Hand Bullseye Ultron Techno Atlas Songbird Baron Zemo Kang Spider-Man Spider-Woman Storm Cyclops Wolverine Banshee Ice Man Rogue Professor X Invisible Woman Thing Human Torch Mr. Fantastic Daredevil Punisher Luke Cage Iron Fist Black Widow Moon Knight Doop Orphan Vivisector U-Go Girl Dead Girl Dr. Strange Electra Hawkeye Beast Giant Man Wasp Iron Man Captain America Jolt Meteorite Beetle <> Mach 1 Thor Vision Scarlet Witch Dr. Spectrum Whizzer Moonglow Power Princess Nighthawk Hyperion Hulk Sentinel Tri-Sentinel Nimrod Mr. Sinister ---------- Section 9.3: Challenge Opponent List [CHOL] This list covers Challenge Opponents earned up to the end of the Heroes Campaign, and the first few missions in the Villains Campaign. They are listed in the order you will find them as you scroll through them in Challenge Mode. Chameleon Kristoff Van Doom Lorelei Jackal Spider-Man Wolverine Professor X Mr. Fantastic Human Torch Daredevil Spider-Woman Dr. Strange Punisher Electra Captain America Dr. Octopus Green Goblin Sabretooth Magneto Annihilus Dr. Doom Kingpin Venom Dracula Bullseye Citizen V Enchantress Kang 4 (Rama Tut) Kang 5 (Immortus) Sentinel TriSentinel Nimrod Mr. Sinister ---------- Section 9.4: Glossary [GLSY] The game has a terrific in game glossary. Just push SELECT during any mission to bring it up. I decided that I will put some of the terms (especially in terms of powers) here for easy access. "Activate" - This is the cost of an activated power. Paying a cost of "activate" requires the object to be in a ready position, and the players who is paying the cost exhausts that object. "Boost" - The phrase "Boost : " means, "As an additional cost to play this cards, you may pay . If you pay , this card has in addition to its other text." All boost costs are expressed in resource points unless noted otherwise. "Concealed" - Concealed means "This card comes into play in the hidden area." Character cards without this keyword come into play in the visible area. "Concealed-Optional" - Concealed-Optional means "This card may come into play in the hidden area." This choice is made as part of putting the character into play, and cannot be changed later. "Cosmic" - The phrase "Cosmic: " means "While this character has a cosmic counter on it, it has in addition to any other text it has." A character with cosmic comes into play with a cosmic counter on it. As a character becomes stunned, remove all cosmic counters from it. A character can't have more than one cosmic counter on it at a time. A character that doesn't have cosmic can't have any cosmic counters on it. Stunned characters can't have cosmic counters. I think only Zeitgeist has cosmic in this game. "Evasion" - Evasion means "Stun this character-->At the start of the recovery phase this turn, recover this character." Stunning a character in this way will result in its controller losing endurance equal to its recruit cost. Since stunning this character is the cost of this power, the stunning can't be reduced by any modifier. If a character uses evasion, the character is the source of the stun since it is a cost of the character's power. "Flight" - A front row character with flight can attack a character in opponent's support row even if they are protected. A support row character with both range and flight can attack a character in opponent's support row, even if they are protected. "Invulnerability" - When invulnerable character becomes stunned, they caused their controller no stun endurance loss. "Leader" - Leader powers give powers or effects to characters adjacent to the leader character. "Loyalty" - Loyalty means "Recruit this card only if you control a character that shares at least one team affiliation with this card." "Power-Up" - To power up a character is to give it a +1 ATK and +1 DEF this attack by attacking a character card with the same name as the character. "Protected" - When a character is in the support row, and there is a non-stunned character in the front row in the same column. Stunned characters can't be protected. "Range" - A support row character with range can attack a character in opponent's front row. A support row character with both range and flight can attack a character in opponent's support row, even if they are protected. "Ready" - As an event, removing exhausted characteristic from a character and moving it back to a ready characteristic. As a characteristic, character is in an upright position, and able to be activated. "Recover" - An event that takes away the stunned characteristic. Character is turned face up and retains exhausted characteristics. Non-stunned characters can never be recovered. "Reinforcement" - Characters attacking a character with reinforcement cannot cause breakthrough. Some characters naturally have reinforcement, and you can give a character reinforcement by exhausting an adjacent support row character that shares at least one team affiliation with the character you want to reinforce. "Replace" - To replace a resource, its controller reveals it, then KO's it. Then that player puts the top card of his deck face down into the resource row where KO's resource was. "Reservist" - Reservist means "You may recruit this card from your hand or your resource row." When you recruit a reservist character from your resource row, you may put a card from your hand face down into your resource row where the reservist character card was. "Stunned" - Stunned characters are turned face down. Text box on a stunned character is treated as though it does not exist. "Transferable" - Equipment with the Transferable power may be unattached from one object and attached to another object during the player's recruit stage. Target character receiving equipment must be a legal target. "Unique" - Locations and non-Army character default to unique. Equipment and Army characters default to being not unique. When a unique character or equipment is recruited or a unique location is flipped, is the player has any other object they control that shares the name of the unique card, put the old object into KO'd pile. "Willpower" - Characters with the keyword Willpower followed by a number have Willpower equal to that number. Characters without keyword or stunned characters have Willpower of 0. This keyword seems to have no real effect on the cards in this game, although a small number of characters do have Willpower numbers listed. ------------------------------------------------------------ SECTION 10: LAW OF THE LAND: [LOTL] This FAQ is copyright 2007 to Mike Maillaro, AKA blackmore. Any use of this FAQ for commercial purposes in any way, shape, or form without the consent of the author is strictly prohibited. This can be used for personal use and freely distributed, as long as there is no profit being made off the FAQ without my approval. If you see this FAQ on any site other than Game FAQ, let me know, as it is being used without my permission! Any failure to comply with said premises can result in legal actions. In other words, STOP TRYING TO STEAL MY STUFF! ------------------------------------------------------------ SECTION 11: CLOSING STATEMENTS AND SPECIAL THANKS [CSST] Well that just about wraps up this FAQ. Send all your questions, comments, etc. to jackknight@gmail.com. And if you see me on the GameFAQ boards (blackmore), just drop me a line. It's been a long time since I did a FAQ, but this game was really screaming for one. Hope you guys found it helpful. This guide would never have gotten done without: Huge thanks to jrasso who sent me the complete list of cards and what packs them were in! And MikeBergsma for compiling the tremendous card database! This FAQ could never have been finished without them!! My parents: For supporting my video game and collectible card game habits for all those years before I got a real job, and for always at least pretending to have an interest in my games. My sister: For always being there for me, and for being the first person I played Magic: The Gathering with. That was my first collectible card game with. My god, did you kick my ass... My wife: For the twelve most wonderful years in my life. I love you, Imzadi! My daughter: For always making me smile, no matter what you do. To my peeps in Michigan: Chris and Mike, you guys are the brothers I would have always wanted. There are a lot of days that would just plain sucked without having the two of you guys to joke around with. Thanks for everything! To the New Mutants: My brothers and sister in distraction! Over the last few months, you guys have managed to make me smile and keep me sane no matter how foul of a mood I might get in. You guys have helped me remember why I enjoyed writing so much, and I owe you all more than you can ever realize. To born: For always listening when I am ranting, and for being able to give me the Estonian words for Success and Victory! Jeff "CJayC" Veasey: For GameFAQs! My favorite video game site on the web! Upper Deck and Konami: For creating the fun game. I hope they make some expansions in the future. I would love to see some DC cards in the next one! (c) Mike Maillaro 2007