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Marvel Champions

Timing Diagrams

  1. Take turns in player order
    1. Repeatedly perform any of:
      1. Play Card
      2. Trigger/Request Action
      3. Use Basic Power
      4. Change Form (limit once/turn)
    2. End Turn (proceed to next player)
  2. After each player has taken a turn, each player:
    • Discards any number of cards
    • Draws up to hand size
    • Readies each exhausted card

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Player Phase

1. Player Turn: In player order, each player takes one turn

1.1.4. Change your form (limit once per turn)

1.2. End your turn

2. End Player Phase: Once all players have ended their turn, each player does the following:

2.1. In Player Order, discard any number of cards from your hand (must discard down to hand size)

2.2. Simultaneously, draw up to your hand size

2.3. Simultaneously, ready each of your exhausted cards

1.1. Repeatedly perform any of the following:

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Play a Card/Use an Ability

1. Declare Intent: Say what card you will be playing, verify that it can be done and that the effect will

change the game state.

2. Pay Costs

2.1. If playing a card, generate at least as many resources as indicated in the top-left corner.

2.2 If playing an event or triggering an ability with an ->, pay any costs to the left of that ->

4. Resolve the ability (sentence by sentence, interrupting/responding to each game occurrence)

4.1. If resolving the ability results in an additional game occurrence (such as a minion or side scheme

being defeated), Trigger “when” abilities for that occurrence. (i.e. Interrupts)

4.2. Resolve the occurrence.

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Using a Basic Power

1. Exhaust the character who is using their basic power. (If that character is exhausted, they cannot use

their basic power)

5. If using an ally apply consequential damage equal to the number of * icons in the ATK/THW field.

3. Resolve the basic power:

3.2. Deal Damage/Remove Threat/Heal HP. If this results in something being defeated: Trigger any abilities that happen “When” the thing is defeated (such as Interrupts/When Defeated) then discard it.

3.3. If a villain is defeated, immediately advance to the next stage and resolve effects of such.

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When/After Effects Timing Priority

1. Trigger any Status Effects, these are all replacement effects, so do not execute any interrupts or

responses, and remove the status card instead of doing the normal effect.

2. Trigger any Constant Abilities or Keywords that are appropriate.

0. (When only) Trigger any “before” effects (i.e. Piercing)

5. Trigger any When Defeated abilities as appropriate (may be simultaneous with the discard)

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Villain Phase

1. Accelarate: Add threat to the main scheme according to the Acceleration value on the main scheme

and any acceleration icons/tokens.

2.1. If the player is in Hero Form they attack, if the player is in Alter-Ego Form, they scheme.

3. Deal: Deal 1 face-down encounter card to each player.

4. Reveal: In Player Order, each player reveals all of their face-down encounter cards, until no face-down

encounter cards remain. (If an Enemy Attacks, resolve as for an activation)

5. Pass: Pass the first player token to the next player, Villain Phase ends.

3.1. If there are any Hazard Icons, deal 1 total additional encounter card per hazard icon, in player

order.

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Enemy Activations (Attacks or Schemes)

2. Boost: If the enemy is a villain, deal them one face-down boost card.

3. (Attack only): Any player may declare a defender.

4. Turn each the Boost card face up, one at a time.

3.2. Exhaust the defending character

4.2. Execute the Boost ability

4.2. The enemy gets + ATK/SCH equal to the number of Boost Icons (Y) on the card.

5. Resolve attack/scheme (Activations, Part 2)

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Enemy Activations (Part 2: Add threat/deal damage)

5.a. Resolve Enemy’s Scheming

5.b. Resolve Enemy’s Attack, calculate damage equal to enemy’s ATK minus defender’s DEF if any.

5.a.2. Place threat on the main scheme, if it is complete, immediately advance to the next stage, and resolve any “When Revealed” abilities.

5.b.2. Deal the damage. If the character’s HP is now 0, Trigger any abilities that happen “when” a character is defeated (i.e. Interrupts), then discard the character.