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Battle Scenes

Battle Scenes Rulebook

Table of Contents

Table of Contents

  • 2. Tipos de Cards (Card Types)
    • 2.1. Personagem (Character)
      • 2.1.1. Personagem-EV (Evolution Character)
    • 2.2. Suporte (Support)
    • 2.3. Cenário (Scenario)
    • 2.4. Habilidade (Ability)
  • 3. Áreas de Jogo (Play Areas)
  • 4. Conceitos Básicos (Basic Concepts)
    • 4.1. Carregar e Descarregar Cards (Loading and Unloading Cards)
    • 4.2. Permutar Cards (Swapping Cards)
    • 4.3. Energia Inicial / Energia Atual (Initial Energy / Current Energy)
    • 4.4. Cards em Cena (Cards in the Scene)
      • 4.4.1. Colocando um Cenário em Cena (Placing a Scenario in the Scene)
      • 4.4.2. Colocando um Personagem ou Suporte em Cena (Placing a Character or Support in the Scene)
      • 4.4.2.1. Requisitos para Entrar em Cena (Requirements to Enter the Scene — Characters and Supports)
      • 4.4.2.2. A Sequência de Entrada em Cena (Characters and Supports)
      • 4.4.2.3. Efeitos recebidos dos cards que estão sendo carregados por personagens e suportes (Effects received from cards being carried by characters and supports)
  • 5. Tipos de Efeitos (Types of Effects)
    • 5.1. Efeitos Ativados (Activated Effects)
    • 5.2. Efeitos Desencadeados (Triggered Effects)
      • 5.2.1. Efeitos Desencadeados de Outras Áreas de Jogo (Triggered Effects from Other Play Areas)
    • 5.3. Efeitos de Modificação do Dano (Damage Modification Effects)
    • 5.4. Efeitos Estáticos (Static Effects)
    • 5.5. Efeitos de Substituição (Replacement Effects)
    • 5.6. Palavras-chave que Definem Características (Keywords that Define Characteristics)
    • 5.7. Outras Classificações Relacionadas com Efeitos (Other Classifications Related to Effects)
    • 5.8. Textos Permanentes Perdendo seus Efeitos (Permanent Texts Losing Their Effects)
  • 6. Preparação do Jogo e Fases do Turno (Game Setup and Turn Phases)
    • 6.1. Início do Jogo (Start of the Game)
    • 6.2. Fases do Turno (Turn Phases)
  • 7. Principais Palavras-chave (Main Keywords)
    • 7.1. Palavras-chave Relacionadas a Ações (Keywords Related to Actions)
    • 7.2. Outras Palavras-chave (Other Keywords)
    • 7.3. Termos de Jogo Usados neste Manual e nos Cards de Battle Scenes (Game Terms Used in this Manual and on Battle Scenes Cards)
  • 8. Regras de Ouro (Golden Rules)
  • 9. Resolução de Efeitos (Resolution of Effects)
    • 9.1. Resolução de Efeitos Desencadeados (Resolution of Triggered Effects)
    • 9.1.1. Procedimentos dentro de Efeitos (Procedures Within Effects)
    • 9.1.2. A Árvore de Efeitos (The Effects Tree)
    • 9.1.2.1. Resolução dos Efeitos Pendentes na Árvore (Resolution of Pending Effects in the Tree)
  • 10. Glossário (Glossary)

2. Tipos de Cards (Card Types)

Battle Scenes has 4 different types of cards. They are:

2.1. Personagem (Character)

This is the most important card type in Battle Scenes. Character cards represent Marvel heroes, villains and other characters.

2.1.1. Personagem-EV (Evolution Character)

EV Character cards are a different kind of character card, representing characters that can "evolve" from other cards. EV Character cards have some features that differ from normal Character cards; they are nevertheless still considered Character cards.

ATTENTION! You may find an "N/A" on certain character and support cards, in the places where alter egos, alignments and/or affiliations would otherwise be shown. This means the character/support in question does NOT have the indicated characteristic. For example, the Dormammu character card shown above has no affiliation.

2.2. Suporte (Support)

Support cards represent machines, vehicles, installations and buildings from the Marvel universe.

2.3. Cenário (Scenario)

Events and occurrences are represented by Scenario cards in Battle Scenes.

2.4. Habilidade (Ability)

Ability cards represent blows, tactics and tools used by Marvel characters. Each Ability card has a different colour that corresponds to one of the thirteen different powers in the game, or it may be grey, indicating that it is a neutral card (N/A).

3. Áreas de Jogo (Play Areas)

There are several play areas in Battle Scenes. They can be seen in the image in the manual.

Deck – Your Battle Scenes deck, where the cards you draw during the game are kept. The deck must be kept with its cards face down, and no other player may look at them; however, any player may check how many cards remain in the deck during the match.

Prêmios do Oponente (Opponent's Prizes) – The area where the cards that will score points for your opponents are placed; normally your character cards knocked out during the game are placed here. The Initial Energy values of each card in this area count as Prize points for your opponent. Cards in this area must be placed face up, allowing any player to identify or count them.

Recursos (Resources) – The discard pile is called Resources in Battle Scenes. Resource cards are used mainly as the way to pay for placing Character and Support cards into play. Cards that are discarded (from hand) or unloaded (removed from characters or supports in play) are placed in Resources, as are the cards from the top of the deck at certain moments of the match (e.g. the Countdown Phase). Each player has their own Resources pile, and the cards there must be placed face up, allowing any player to identify or count them.

Mão (Hand) – Here are the cards you can use to make most of your plays in Battle Scenes. No player may look at the cards in other players' hands, but players may know the number of cards each other player holds in hand.

ATTENTION! The only shared play area in Battle Scenes is the scene (Cena). The other areas are individual to each player, who has their own hand, deck and resources, as well as their own opponent's prize area.

Cena (Scene) – The scene is an area shared by all players. The game starts with no cards in the scene and, each turn, each player may use their cards from hand together with cards from their resources to build their scene, placing there Scenarios, Supports and the Characters who will fight during the game. Cards placed in this area may be seen by all players; however, even though it is a shared area, the cards there are not visible to all — each card in the scene is always under the control of the player who owns that card.

4. Conceitos Básicos (Basic Concepts)

During a Battle Scenes match, each player must place in play (in the scene) the Scenario, Character and Support cards that are in their hand, and use actions of their characters and effects, thus building their strategy against the opponent. There are several pieces of information a Battle Scenes player must know before starting a match: how to load cards onto their characters and supports and when this must be done, how to use actions, how to identify and deal with effects, and so on. We will see how all of this works in the following sections.

4.1. Carregar e Descarregar Cards (Loading and Unloading Cards)

To play Battle Scenes it is essential that you understand one of the most emblematic concepts of the game: unloading and loading cards.

ATTENTION! Certain effects may ask you to unload a character or support. This means that all cards that character or support is carrying must be unloaded from it.

4.2. Permutar Cards (Swapping Cards)

During the game, certain effects may require that cards being carried by characters and supports be swapped with each other. When this happens, one of the cards specified in the effect, which is being carried by a character or support, must be exchanged for the other card specified in the effect, which is being carried by another character or support.

ATTENTION! Swapping cards does not trigger effects for loading or unloading cards (see TRIGGERED EFFECTS).

4.3. Energia Inicial / Energia Atual (Initial Energy / Current Energy)

Initial Energy is a number that represents both the quantity of resource cards that must be loaded onto a character or support when it is placed in the scene, and the maximum number of cards that character or support may be carrying once it is already in the scene, during the Adjustment Phase of its controller's turn. Initial Energy is represented by symbols: on characters, and on supports (the symbols appear on the card; see the card).

The Current Energy of a character or support is the number of cards that character or support is carrying at a given moment in the game.

4.4. Cards em Cena (Cards in the Scene)

Whenever something refers to loading cards onto a character or support, it indicates that cards from the resources (discard pile) of that character's or support's owner must be attached to it. Similarly, whenever something refers to unloading cards from a character or support, it indicates that cards attached to that character or support must be moved to its owner's resource pile.

Unlike characters, supports and scenarios, Ability cards are generally placed in the scene loaded onto characters and supports.

Let us now see how to place Scenario, Character and Support cards into the scene.

ATTENTION! Ability cards are placed into the scene loaded onto characters or supports, and never remain in the scene without being carried by some base card (see 7.1. KEYWORDS RELATED TO ACTIONS and 7.3. GAME TERMS USED IN THIS MANUAL AND ON BATTLE SCENES CARDS).

4.4.1. Colocando um Cenário em Cena (Placing a Scenario in the Scene)

The Scenario is the simplest type of card to place in the scene in Battle Scenes. Use the step-by-step procedure below every time a card's effect or a game rule allows you to place a scenario in the scene.

Scenario cards may normally only be placed in the scene during the Preparation Phase of the Active Player's turn, and only one scenario may be placed in the scene this way per turn. The exception to this rule is scenarios placed in the scene thanks to an effect (which may be the scenario's own effect); these may be placed in the scene at other moments of the game besides the Preparation Phase of the Active Player's turn, and do NOT count as the single scenario placed in the scene that turn.

ATTENTION! There may only be one single scenario in the scene at a time. If a player places a scenario in the scene while another scenario is already in the scene, the scenario that was in the scene must be placed in its owner's resources before the new scenario enters the scene.

4.4.2. Colocando um Personagem ou Suporte em Cena (Placing a Character or Support in the Scene)

4.4.2.1. Requisitos para Entrar em Cena (Requirements to Enter the Scene — Characters and Supports)

To place a character or a support in the scene, you must reveal from your hand the card of the character or support you are trying to place in the scene and complete the steps below.

  • A. Choose and reveal the Scenario card you want to place in the scene. We will call this Scenario card 1.
  • B. Check whether any effect prevents Scenario 1 from entering the scene. If any effect does, Scenario 1 remains in the area where it was and the play does not proceed.

ATTENTION! If any of these steps cannot be completed, you must return to the state the game was in before you began this procedure (all cards return to the areas where they were previously, including the character or support card you were trying to place in the scene). Any effect triggered between steps A.1 and A.4c, described below, must wait until step A.5 to be resolved.

  • C. If there is a scenario in the scene — we will call this Scenario 2 — it leaves the scene and is placed in its controller's resources. At this moment, static effects of Scenario 2 that function while it is in the scene cease to function, and the static effects that function while it is in the resources begin to function (see Static Effects).
  • D. Effects triggered by Scenario 2 leaving the scene, or by its arrival in the resources, are triggered simultaneously and resolved, following the rules for triggered effects (see Resolution of Triggered Effects).

ATTENTION! There are characters with the characteristic Reviver (see glossary); these characters may be revealed from their resources as well as from their hand at this moment.

  • E. Scenario 1 enters the scene (it must be placed in the scene vertically, with its text facing you). At this moment, static effects that function while the scenario is in the area where it was cease to function, and the static effects that function while it is in the scene begin to function.
  • F. Effects triggered by Scenario 1 entering the scene, or by Scenario 2 being replaced by another scenario, are triggered simultaneously and resolved, following the rules for triggered effects.

Example: For the card Fantasma do Espaço V1 (Space Ghost), two cards must be in its resources.

A.1. Número mínimo de cards nos recursos (Minimum number of cards in resources)

  • A.1a. Personagens-EV. There must be a number of cards in your resources equal to or greater than the Valor de Acréscimo (Addition Value) of the EV character you want to place in the scene.
  • A.1b. Personagens não EV e Suportes (non-EV characters and Supports). There must be a number of cards in your resources equal to or greater than the Initial Energy of the character or support you want to place in the scene.

A.5. Apto a entrar em cena e efeitos desencadeados (Able to enter the scene and triggered effects)

At this moment the character or support is able to enter the scene. All triggered effects between items A.1 and A.4 must be resolved following the rules of section 9 — Resolution of Effects.

ATTENTION! Some effects may cause cards to be loaded onto characters or supports that are being placed in the scene, coming from areas other than the resources. In such cases, check whether there are enough cards in that area instead of in the resources.

4.4.2.2. A Sequência de Entrada em Cena (Characters and Supports)

After passing through all the steps of item 4.4.2.1, Requirements to Enter the Scene (Characters and Supports), the character or support enters the scene by following the steps below.

For example, the card Motoqueiro Fantasma V1 (alter ego Kenshiro Cochrane) has Materializar (Materialize) and allows you to place it in the scene loading cards from the top of your deck (see more in 7.2. OTHER KEYWORDS — Materializar).

  • A.1 Efeitos estáticos tornam-se ativos (Static effects become active). The character or support enters the scene (it must be placed in the scene vertically, with its text facing you). Simultaneously, its static effects that function in the scene contained on this card begin to affect the game, and it begins to be affected by the other static effects that affect characters/supports in the scene.

  • A.2. Requisitos de evolução (Evolution requirements)

    • A.2a. Personagens-EV. You must control, from the start of the turn, at least one character or support that can be chosen as a requirement for evolution (with the characteristics indicated in the EV Panel of the EV character card that will be placed in the scene). If there is more than one character or support with that characteristic, you must choose one of them.
  • A.2. Efeitos de entrada em cena desencadeiam (Entry effects are triggered). At this moment, all triggered effects arising from the entry of the character or support into the scene are triggered and remain pending on the Tree, and cannot be resolved now.

  • A.3. Verificação de efeitos (Checking effects). Some effects may prohibit a character or support from entering the scene for some reason; at this moment they must be checked, taking into account the characteristics of the card of the character or support you are trying to place in the scene.

  • A.3. Carregando cards no personagem ou suporte (Loading cards onto the character or support)

    • A.3a. Personagens-EV. Choose a number of cards from your resources equal to the Addition Value of the character entering the scene. These cards — in addition to the base card of the character/support that is going to be evolved and all cards it is carrying — are loaded simultaneously onto this character. At this moment, the static effects that function in the scene of these cards begin to affect the game.

ATTENTION! Some effects may allow characters or supports to be placed in the scene even if there is already another character or support with the same alter ego (or same name, if there is no alter ego, or if it is a support) under the control of the same player. In such cases, the effect must be active at this moment, or, if possible, be resolved at this moment.

  • A.4. Alter egos e nomes (Alter egos and names)
    • A.4a. Personagens-EV. There may not be another character in the scene under your control with the same alter ego (or same name, if there is no alter ego) as the character card you are trying to place in the scene, except for the character/support that will be evolved.

ATTENTION! For all effects, the cards that the character/support being evolved is carrying are at no time unloaded from it, but they are loaded onto the EV character. Note that they are not loaded from the resources — only the cards equivalent to the Addition Value are loaded onto the EV character from the resources.

  • A.4b. Personagens não EV. There may not be another character in the scene under your control with the same alter ego (or same name, if there is no alter ego) as the character you are trying to place in the scene.
  • A.4c. Suportes. There may not be another support in the scene under your control with the same name as the support that is entering the scene.
  • A.4. Efeitos de carregar cards desencadeiam (Loading effects are triggered). At this moment, all triggered effects arising from loading these cards onto the character or support are triggered and remain pending on the Tree, and cannot be resolved now.
  • A.5. Os efeitos são resolvidos (Effects are resolved). The character has finished the process of entering the scene, and the effects triggered in steps A.2 and A.4 must now be resolved following the rules of section 9 — Resolution of Effects.

ATTENTION! An EV character that enters the scene by evolving from another character or support gains Readiness (Prontidão) for all of its actions (see Readiness in 7. MAIN KEYWORDS).

4.4.2.3. Efeitos recebidos dos cards que estão sendo carregados por personagens e suportes (Effects received from cards being carried by characters and supports)

  • A.1. Personagens (Characters)
    • A.1.1. Cards de Habilidade carregados em Personagens (Ability cards loaded onto characters). The permanent texts of the Ability cards that the character is carrying become functional. This means these texts are active and their effects may be activated or triggered, depending on what type of effect they are. The character may also use the actions described on these Ability cards if it has the power for that action.

ATTENTION! Two or more character cards with the same alter ego, name and version loaded onto the same character with the same alter ego but a different version do not grant these attributes more than once. It is as if the character were carrying only a single one of those cards.

ATTENTION! Note that most permanent texts of Ability cards have some condition or limitation, usually involving the character possessing a certain power.

Example: The character Capitão América V4 with alter ego Steve Rogers, seen in the previous example, is carrying two character cards Capitão América V3 with alter ego Steve Rogers. Because the alter egos of these cards are the same, Capitão América V4 will have the affiliations, alignments, powers, permanent texts and action of ONE OF THE Capitão América V3 cards it is carrying. The second Capitão América V3 will not grant its attributes to Capitão América V4 unless the first is unloaded.

  • A.1.2. Cards de Personagem carregados em Personagens (Character cards loaded onto characters). Character cards loaded onto a character that do not share the same alter ego (or name, if there is no alter ego) do nothing beyond counting as energy for that character, unless their texts say otherwise.

Example: the character Devastador V1 being loaded onto a character with affiliation Maggia.

Example: the character Capitão América V4 with alter ego Steve Rogers in the scene is carrying a Capitão América V1 character card with alter ego James Buchanan Barnes. Because the alter egos of these cards are not the same, the card Capitão América/James Buchanan Barnes will count only as energy for Capitão América V4.

  • A.1.2a. If the character has an alter ego. Character cards loaded onto a character that has the same alter ego, but which are of a different version from the base card of the character in the scene, grant that character their affiliations, alignments, powers, all their permanent texts and the actions described on them.
  • A.1.2b. If the character has no alter ego. Character cards loaded onto a character without an alter ego that share the same name, but a different version, grant that character their affiliations, their alignments, their powers, all their permanent texts and the actions described on them.

ATTENTION! Two or more character cards with the same name and version loaded onto the same character without an alter ego do not grant these attributes more than once. It is as if the character were carrying only a single one of those cards.

  • A.1c. Cards de Cenário e Suporte carregados em Personagens (Scenario and Support cards loaded onto characters). Scenario and Support cards loaded onto characters do nothing beyond counting as energy for that character, unless their texts say otherwise.
  • A.2. Suportes (Supports)
    • A.2a. Cards de Habilidade, Personagem e Cenário carregados em Suportes (Ability, Character and Scenario cards loaded onto supports). Ability, Character and Scenario cards loaded onto supports do nothing beyond counting as energy for that support, unless their texts say otherwise. Example: Reparos Provisórios (Temporary Repairs).
    • A.2b. Cards de Suporte carregados em Suportes (Support cards loaded onto supports). Support cards loaded onto a support that does not have the same name do nothing beyond counting as energy for that support, unless their texts say otherwise. Support cards loaded onto a support that has the same name but a different version grant that support their affiliations, all their permanent texts and the actions described on them.

ATTENTION! Two or more Support cards with the same name and version loaded onto the same support do not grant these attributes more than once.

ATTENTION! Characters at Stage 2 of Capacitação (empowerment) cannot be capacitated in any way. If an effect incapacitates a character, that effect is carried out as far as possible.

For example, if a character is at Stage 1, effects that incapacitate it by 2 will incapacitate it as far as possible. Similarly, characters at Stage 0 cannot be incapacitated in any way. If an effect capacitates a character, that effect is carried out as far as possible. For example, if a character is at Stage 1, effects that capacitate it by 2 will capacitate it as far as possible.

4.5. Estágio de Capacitação, Capacitar/Incapacitar (Capacitation Stage, Capacitate/Incapacitate)

A character is considered to be at Capacitation Stage 1 when it is placed in its vertical position in the scene. If its card is horizontal, turned to the left, it is at Stage 2. Characters horizontal and turned to the right are at Stage 0.

4.5.1. Capacitando e Incapacitando um Personagem (Capacitating and Incapacitating a Character)

To capacitate means to turn the character's card to the left, increasing the stage number the character is at. Obviously, to incapacitate means to turn it to the right, decreasing its stage number.

When something asks you to capacitate a character by 1, simply turn that character card 90º to the left. If you are to capacitate it by 2, turn that character 180º to the left. When that character has to be incapacitated by 1, turn the card 90º to the right, or turn the card 180º when it has to be incapacitated by 2.

4.6. Ações, Tipos, Alvos e Custos (Actions, Types, Targets and Costs)

Battles in Battle Scenes take place through the use of actions, and if you control one or more characters in the scene, you may have them use actions, generating various effects in the game. Let us find out how this works.

4.6.1. A Caixa de Texto das Ações (The Action Text Box)

The texts, numbers and symbols that appear inside each action's text box contain essential information so that the player can use that action correctly. This information is:

  • Nome da ação (Action name)
  • Custo de incapacitação (Incapacitation cost)
  • Características da ação (Action characteristics) — Singularidade, Clarividência, Energia Cósmica, Ação Única (Singularity, Clairvoyance, Cosmic Energy, Single Action).
  • Custos adicionais (Additional costs)
  • Efeitos (Effects)
  • Poder da ação (Power of the action)

Example card (illustration credits omitted): 1 ROMPANTE MÍSTICO (Mystic Burst) — Clarividência 4 (when using this action, separate the top four cards of your deck, look at them and reveal as many as you wish; at the end of the action, return those cards to the top of your deck in any order). Place ROMPANTE MÍSTICO at the bottom of its owner's deck. Choose a card type: ROMPANTE MÍSTICO causes 2 points of damage to the target for each card of the chosen type that was revealed (the card types are character, support, scenario and ability).

On the example card, the power indicator (MAGIA, Magic) and the card type (HABILIDADE, Ability) are shown in the card's frame; the power icon itself is not recoverable from the text layer of the source.

ATTENTION! C.5.4 – Normal actions (those that are neither Antecipar actions nor Imprevistas actions) may only be used during the Attack Step of your turn.

4.6.2. Usando Ações (Using Actions)

There is a whole method for using actions in Battle Scenes. See the complete step-by-step below:

  • D. Check whether any effect prevents the action from being used. At this moment you check whether any effect makes the action unusable, observing several factors such as the name of the action, the type of the action, the power of the action, whether it is an action that causes damage (according to the chosen mode), the Capacitation stage of the character, and on which card that action is described.
  • A. Say which character is using the action and which action it is using.
  • B. If the action has options (e.g. "this action causes X points of damage to the target, OR incapacitates the target"), choose which of these options will be used, or which — some actions allow more than one option to be chosen in the same execution. Most actions have no options; in that case its single option is considered chosen.

Examples of cards with effects that must be checked at this step: Mulher-Aranha, Cassandra Nova, Rei das Sombras, Homem Formiga, Raio Negro V1, Garra Sônica, Mercenário V1, Tempestade V2, Prisão 42, Tumba do Drácula, Singularidade Temporal, Momento de Hesitação, Seduzir, Tiro incapacitante, Joia do Infinito – Tempo, etc.

  • C. Verify that an action has all the requirements to be used.

    • C.1. The character has been in the scene since the start of the turn, or has Readiness (Prontidão) for the action it is going to use.
    • C.2. The character has the power of the action, or some effect allows it to use that action even without the power.
    • C.3. The action must be on the base card of the character, or on some Ability card it is carrying, or on some Character card it is carrying that has the same alter ego (or name, if there is no alter ego) as the base card — or if some effect allows the character to use the action even though it is not in any of these places.
    • C.4. The character may not have used another action this turn, or, if it has already used actions, some effect must allow the character to use one more action. There is no limit to the number of actions a character may use, provided that, for each one beyond the first, some effect allows one more action to be used.
    • C.5. The action must be of a type that can be used in the current phase/step of the turn, or be usable as if it were an action of a type that can be used in the current phase/step.
      • C.5.1. Antecipar actions may be used in the Attack Step of your turn or in the Anticipation Step of an opponent's turn.
      • C.5.2. Imprevistas actions may be used in the Attack Step of your turn or in the Preparation Phase of your turn.
      • C.5.3. Imprevistas and Antecipar actions may be used in the Attack Step of your turn, in the Preparation Phase of your turn, or in the Anticipation Step of an opponent's turn.

Some cards whose effects must be checked at this step: Armadilha Reforçada, Chamariz Holográfico, J. J. Jameson, Blob V2, General Ross, Esconderijo Secreto, Fogo Cruzado, Líder, Magia, Pigmeu, Rei do Crime V1, Shuma-Gorath V1, Prisão 42, Invocar o Relâmpago, Fogo Cruzado, etc.

  • F. Choose the targets of the action. Triggered effects in this step remain pending and must wait until step 7 to be resolved. Effects arising from target choices are triggered in this step.

    • F.1. Defining the targets.
      • F.1.1. If an action uses the term "target" accompanied by some other characteristic, the target must have that characteristic. Examples: "Personagem alvo" (target character), "Suporte alvo" (target support), "Oponente alvo" (target opponent), "Personagem alvo com a afiliação Asgardianos" (target character with the Asgardian affiliation), "alvo controlado por um oponente" (target controlled by an opponent), etc.
      • F.1.2. If an action uses the term "target" without being accompanied by a characteristic, the target must be a character or a support.
      • F.1.3. Actions that do not use the term "target" in their texts to indicate what they are affecting in the game are considered actions that have no target.
    • F.2. Effects that limit targets. Some effects force the player to choose certain characters or supports as targets, and others prevent some targets from being chosen. These effects must be observed at this moment.
      • F.2.1. If an effect says that a certain character/support must be the target of the action being used, or that while you are choosing the targets of the action a character/support must be chosen, then if the action has one or more targets that can choose that character/support, the player may only use the action if it has that character/support as a target. Where there are multiple effects, the action must have each of the characters/supports as a target.
      • F.2.2. If an effect says that a certain character/support cannot be the target of the action being used, no action may be used if it chooses that character/support as a target. This effect prevails over the effects of item F.2.1.

4.7. Personagem Nocauteado e Suporte Destruído (Knocked-Out Character and Destroyed Support)

When a character controlled by a player is not carrying any card (has no cards attached to it), it is normally considered to have been knocked out, and its card must be placed in the prize pile, where the characters defeated by that player's opponent are kept. When a support is not carrying any card, it is considered destroyed and must be placed in its owner's resources — not in the prizes.

ATTENTION! The Shield value can never be a negative value. If an effect reduces the Shield of a character or support to less than 0, that Shield will be 0.

4.8. Dano e Escudo, Dano Penetrante e Cálculo de Dano (Damage and Shield, Piercing Damage and Damage Calculation)

4.8.1. Dano e Escudo (Damage and Shield)

Most actions and effects in Battle Scenes cause damage to characters and/or supports, which show on their cards a Shield value just below the Initial Energy symbol. Damage to a character or support whose Shield value is 0 is applied by unloading a number of cards that the character or support that received damage is carrying equal to the damage it received. This is done by removing cards attached to that character or support and sending them to the resources of those cards' owner.

4.8.1.1. Múltiplas Fontes Causando Dano em um Mesmo Destino (Multiple Sources Causing Damage to the Same Target)

If several sources cause an amount of damage greater than a character's or support's Shield value in the same turn, the Shield will absorb the initial damage, and the remainder of the damage will cause cards that character is carrying to be unloaded.

ATTENTION! Certain effects will unload the cards a character/support is carrying, but the effect itself will ensure that the character/support is transferred from the scene to another play area, thus preventing it from being knocked out/destroyed.

Example: a Hulk V3 (Shield 3, Initial Energy 8) receives damage from three actions: the first causes 2 points of damage, the second 4 and the third 3. The first action's damage takes 2 points off the Shield, reducing it to 1. The second action reduces the Shield to 0 and causes 3 more points of damage (three cards are unloaded), and the third causes 3 points of damage (three more cards are unloaded), so a total of six cards are unloaded from the Hulk.

Example: the scenario Bater em Retirada (Retreat) moves the character/support from the scene to its owner's hand; the Metamorfo (Shapeshifter) keyword of characters such as Espião Skrull moves the character to the resources, thus preventing a knockout.

ATTENTION! Energy values are not recovered unless actions and effects are used for that (e.g. "Ações de [icon]" — the manual's icon is not recoverable from the text layer), but at the end of each turn all Shields of characters and supports are restored to their original values, plus any bonuses applicable to them.

4.8.2. Dano Penetrante (Piercing Damage)

Piercing damage is a type of damage that ignores the Shields of characters and supports, striking their Energy directly. In the case of actions or effects that cause piercing damage, the Shield value shown on a character or support that has received the damage must be ignored when calculating the damage. This does not zero the Shield of the character or support receiving the piercing damage — the Shield remains there to absorb the non-piercing damage it may receive later.

Any effect that increases or decreases the amount of damage applied to piercing damage will modify the value of the damage, not its type — the damage will still be piercing.

For example, if a character carrying 5 cards with Shield 0 receives 3 points of damage, 3 of these cards must be unloaded — the controller of the source of that damage chooses which cards are unloaded.

Most characters and supports in Battle Scenes show on their cards a Shield value greater than 0. This value represents that character's or support's defensive capacity. Whenever a character or support suffers damage, the first part of this damage must be directed to the Shield, reducing its value by the amount of damage received.

For example, a character with Shield 3 that receives 2 points of damage will be left with Shield 1.

Note: a damage that would otherwise be reduced by -1 point would be reduced if the scenario Batalha em Área Povoada (Battle in a Populated Area) were in the scene.

4.8.2.1. Efeitos que Descarregam Cards ou os Retiram de Cena (Not Damage)

Certain effects, such as the Sumiço Fantasma (Ghost Vanish) action of the character Fantasma do Espaço (Space Ghost) and the action Improbabilidade (Improbability) of the Ability card of the same name, unload cards. Other effects, such as the permanent text of Mercenário V2, remove from the scene cards being carried by characters or supports, sending those cards to play areas other than the resources.

Although they reduce the Energy of characters or supports while ignoring their Shields in a manner similar to piercing damage, these effects are not considered damage of any type.

In short:

  • Although damage causes cards of characters/supports to be unloaded, there are other ways of unloading cards from them that are not considered damage.
  • For an effect to generate damage, at some point in its text it must say that a source (a card, character, support, scenario or other effect) causes damage to a character/support. If the word "dano" (damage) is not used, that effect does not cause damage and does not trigger any of the effects related to damage.
  • Effects that unload or remove from the scene cards of a character/support are not damage effects.

Example from the manual: the scenario A Essência do Medo (The Essence of Fear) BSPO is an example of a card that makes an Antecipar action cause half of its damage, rounded down. If Bishop used the Metralhadora (Machine Gun) action with a Sentinel as the target, each use of Metralhadora would cause 4 points (1+3) of damage to that Sentinel, and A Essência do Medo would then divide this damage by half (2).

4.8.3. Regra de Cálculo de Dano (Damage Calculation Rule)

Many effects of cards and actions in Battle Scenes provide increases and reductions to the damage that would be caused to characters or supports. Several of these modifiers may act together at certain moments of the game, which can make the final damage values confusing. The sequence of steps below determines the order in which bonuses and modifiers are applied, allowing the final damage value to be obtained.

  • A. Determine the initial damage value of an action or effect, according to the text of that action or effect. E.g.: the action Superaquecer (Overheat) of Hulk Vermelho V1 starts from a value of 8-X, where this X changes according to the number of cards Hulk Vermelho is carrying. The initial damage must always pass through all the steps of the damage calculation below, even in cases where the initial damage is 0.

ATTENTION! Note that damage bonuses do not change the type of the damage.

(For example, if Wolverine V1 uses his action Garras (Claws) with X = 0, the initial damage will be 0, but this value may be increased during the damage calculation.)

  • B. Apply additions (+) and subtractions (-) to the initial value obtained previously. E.g.: if Bishop V1 is using an action that causes damage to a character with the alter ego Sentinela (Sentinel), the initial damage of that action is increased by +3 points. As Bishop V1 is a hero, [the remainder of this example is not legible in the text layer]. For example, if Thanos V1 is carrying two Item Único (Unique Item) cards, his action Flertar com a Morte (Flirt with Death) causes +2 points of damage. As the damage of the action is piercing, this bonus is also piercing.
  • C. Apply multiplications and then divisions. (see the example in 4.8.2.1 above for the case of A Essência do Medo)
  • D. Apply effects of fixed value. Certain effects define that the damage will be zeroed, cancelled, or will have a fixed value, and these are the modifiers that must be evaluated last in the calculation of the total damage.
    • If, on reaching this step of the calculation, the damage value is 0 or less, none of the effects that would be triggered in this step are triggered, and the source does not cause damage (if it is an action, it becomes an action that does not cause damage).
    • However, if, on reaching this step of the calculation, the damage value is greater than 0, all effects that must be triggered in this step are triggered simultaneously, with the active player deciding the order in which they apply, as in the case of triggered abilities. If any of these effects makes the damage 0, the source does not cause damage (if it is an action, it ceases to be an action that causes damage), and effects that would increase the damage after that do not work, because the effect no longer causes damage.

Example: the Ability card Escudo Improvisado (Improvised Shield) and the permanent text of Blob V1: with the scenario A Essência do Medo in the scene, the opponent uses the action Navalhas de Sangue (Blood Blades) of Carnificina V1 during the Anticipation Step, causing 1 point of piercing damage to Blob. This damage is reduced to 0 by the effect of A Essência do Medo, which makes it an action that does not cause damage — so neither Blob's effects nor those of Escudo Improvisado are triggered. The opponent then uses Garras de Wolverine V1 causing 2 points of piercing damage to Blob, reduced to 1 by A Essência do Medo. Because it is an action that causes damage (1), both Blob's effect and Escudo Improvisado's effect are triggered, reducing the damage to 0.

For example, characters such as Kraven V1 allow the damage they cause to be increased, while Tempestade V2 reduces the damage it suffers.

4.8.3.1. Redirecionamento de Dano (Damage Redirection)

Several effects in Battle Scenes may redirect damage that was caused to one character or support to another character or support, such as the permanent text of Mulher-Hulk V2. Whenever a damage redirection effect is used, giving the damage a new destination, after steps A, B, C and D of 4.8.3 Damage Calculation Rule have been carried out in relation to the damage's original destination, the following steps must be observed:

  • B. Apply additions (+) and subtractions (-) to the initial value obtained previously. Nothing happens, as there are no bonuses to apply.
  • E. Redirect the final damage to the damage's new destination. Note that if at this moment the original damage value is 0, no damage is caused to the new destination (if the source of damage is an action, it ceases to be an action that causes damage).
  • C. Apply multiplications and then divisions. Here too, nothing happens, and the damage stays the same.
  • D. Apply effects of fixed value. No change here either.
  • F. Repeat steps B, C and D, and recalculate the final damage value, if necessary. If the damage value is greater than 0, the damage passes through the whole calculation process again for the new destination, but only effects and modifiers that have not yet been applied in the previous damage calculations are applied.
  • F.B (repeat step B, as indicated in step F): apply additions and subtractions to the initial value obtained previously.

Example, Situation A: player B uses the action Pancadaria (Brawl) during player B's Attack Step, and player A uses the permanent text of Maximus to redirect the damage to Triton. Step by step:

  • A. The action Pancadaria causes 2 points of normal (non-piercing) damage to Maximus.
  • E. As the damage is greater than 0, player A uses the permanent text of Maximus to redirect the damage to Triton.
  • F.B. As Capanga do Rei (King's Thug) is a character without the Inumanos (Inhumans) affiliation, Triton's effect is triggered, reducing the damage of the action Pancadaria by 1 point.
  • Triton receives 1 point of damage, which is absorbed by its Shield.

Note: effects such as those of Cubo Cósmico (Cosmic Cube), À Espreita (Lurking) and Homem-Máquina V1 are applied to the damage only the first time the damage calculation is done, whereas effects such as the Manchete do Clarim (Bugle Headline) or Kraven V1 apply only when the destination of the damage is the character chosen for them, whether on the first or the last time the damage calculation is done.

Example, Situation B: player B uses the action of Capanga do Rei during player B's Preparation Phase, and player A uses the permanent text of Maximus to redirect the damage to Karnak. In this case, step A causes 2 points of normal damage to Maximus; steps B, C and D cause nothing; step E redirects the damage to Karnak; and in step F.D, as it is the Preparation Phase of another player, the effect of Karnak is triggered, reducing the damage of the action Pancadaria to 0. The action Pancadaria becomes an action that does not cause damage.

Effects such as that of Cavaleiro Negro V1 and of a same card Barreira Telecinética (Telekinetic Barrier) apply only to one of the calculations, even if both characters benefit from the effect. If there are two Barreira Telecinética cards, one affecting the original destination of the damage and another affecting the final destination, each will work in only one calculation.

The manual then gives a more complex example, with player A controlling Mulher-Hulk V1 (MH1, carrying Rir do Perigo (Laugh in the Face of Danger), Mulher-Hulk V2, Cubo Cósmico and Barreira Telecinética), a second Mulher-Hulk V1 (MH2, carrying Rir do Perigo, Mulher-Hulk V2 and three other cards), and the support Veículo de Combate S.H.I.E.L.D. V3 (carrying three cards, with its permanent text directed to MH1); and player B controlling Kraven V1 (effect directed to MH2, carrying Cubo Cósmico, Impossível de se Ver (Impossible to See) and two other cards), Norman Osborn V1 (carrying one card), Soprano V1 (carrying three cards, with the Quarteto Fantástico (Fantastic Four) affiliation chosen in its permanent text) and the scenario Manchete do Clarim (Bugle Headline) with MH1 chosen for its effect.

ATTENTION! Each effect that redirects damage triggers only once for each procedure. In the example above, with two Mulher-Hulk, if MH1 were to suffer damage, the damage would be redirected at most twice, being transferred to MH2, and then (if player B so chooses) returning to MH1, which would suffer the damage originally. As its effect has already been used for this procedure, the damage will not be redirected again to MH2.

4.8.4. Dano Múltiplo (Multiple Damage)

4.8.4.1. Dano em Dois ou Mais Personagens/Suportes Diferentes (Damage to Two or More Different Characters/Supports)

If an effect were to cause damage to multiple destinations, each of them a different character or support, that effect will be divided into different procedures for each destination that is to receive damage from that effect, generating different damage calculations for each of them. The player who controls the effect chooses the order in which each of these procedures happens.

Situation: during the Preparation Phase of player B, Kraven uses the action Impossível de se Ver (Impossible to See) with a target on MH2, this being the first action used in the turn. A summary of what happens in this play:

  • A. The base damage value of the action Impossível de se Ver is 1.
  • B. The effects of Barreira Telecinética (-1), Impossível de se Ver (+2), Kraven (+4), Cubo Cósmico (+1) and Soprano (+1) are applied. The damage becomes 8.
  • C. The effect of Rir do Perigo (Laugh in the Face of Danger) carried by MH2 is applied, dividing the damage by half. The damage becomes 4.
  • D. No effect is applied.
  • E. The damage is greater than 0 and is redirected to MH1 by player A.
  • F.B. As the damage is being caused to MH1, the effect of Manchete do Clarim (+2) is applied. The damage increases to 6.
  • F.C. The effect of Rir do Perigo carried by MH1 is applied, dividing the damage by half. The damage becomes 3.
  • F.D. No effect is applied.
  • F.E. The damage is greater than 0 and must be redirected again to MH2 or to the Veículo de Combate S.H.I.E.L.D. In this case the choice of redirection belongs to the Active Player (see Phases of the Turn). Whichever is chosen will not modify the damage further, since all effects have already been applied.

Example: a character carrying Rompante do Absoluto and Cubo Cósmico. When the action Rompante do Absoluto is used, if the damage is divided between four targets, 1 point of piercing damage per target, the action's effect will cause a total of 2 points of piercing damage to each of those targets (Cubo Cósmico adds +1 damage to each target).

If the damage were divided so as to cause 3 points to one target and 1 to another, after the calculation the total damage caused will be 4 to the first target and 2 to the second. If all the damage were applied to a single target, it would suffer 5 points of piercing damage at the end.

Example: the action Ação Surpresa Dolorosa (Painful Surprise): "Until the end of the turn, every time a character causes damage to this character, THIS CHARACTER CAUSES 2 points of damage to the character that caused that damage."

4.8.4.2. Efeitos que Distribuem uma Quantidade de Dano entre Personagens/Suportes (Effects that Distribute an Amount of Damage Among Characters/Supports)

If a single effect were to distribute a given amount of damage among several characters and/or supports, the controller of the effect must first distribute all the damage of that effect to each of the affected characters and supports. This defines the number of procedures into which the effect will be divided, and the original damage that will be counted in step A of the damage calculation of each of those procedures, generating different damage calculations for each of them.

Note: the damage of the effect may be split among several targets; the controller of the effect chooses the order in which each of these procedures happens.

4.8.4.3. Efeitos Múltiplos que Causem Dano em um Mesmo Personagem/Suporte (Multiple Effects Causing Damage to the Same Character/Support)

In the examples above, the actions produce lasting effects (until the end of the turn, or this turn) that create new damage sources, but these damage sources are different: the actions themselves (and the characters that used them) in the case of Mão de Lança (Spear Hand) and Contra-Golpear (Counter-Strike), and the character carrying the card in the case of Surpresa Dolorosa (Painful Surprise).

If multiple separate effects were to cause damage to the same destination, each of those effects will pass separately through the damage calculation, even if they come from the same source.

Example: Carnificina V2, carrying Multiplicação de DNA (DNA Multiplication), with the scenario À Espreita (Lurking) in the scene.

ATTENTION! When using the effect of Multiplicação de DNA during the Combat Phase, you choose to load three cards from your resources onto Carnificina. This triggers the character's permanent text, allowing you to...

Note that the actions Surpresa Dolorosa and Instigar Fúria (Incite Fury) are not actions that cause damage, which means, among other things, that they do not receive bonuses from cards that say "every time an action causes damage", such as the scenarios Manchete do Clarim and A Essência do Medo.

  • Unload a card of Carnificina, causing 2 points of piercing damage (thanks to the effect of À Espreita) to a character;
  • Action Instigar Fúria: "Incapacitate the target character by 1. THAT CHARACTER CAUSES 2 points of damage to another character of your choice controlled by the player who controls the target."
  • Unload a second card of Carnificina, again causing 2 points of damage to a character;
  • Permanent text of Cassandra Nova: "At the start of the turn of the controller of the chosen character, you may make THE CHOSEN CHARACTER CAUSE 2 points of damage to another character (you choose the character that will suffer the damage)."
  • Unload a third card of Carnificina, causing another 2 points of piercing damage to a character.

ATTENTION! Note that in this case, as each of these unloadings happens separately, each 1 point of damage that Carnificina produces this way will be increased by the effect of À Espreita, even if these damages are applied to the same character — which would then receive 6 points of piercing damage.

In the examples above, it can be seen that both the action Instigar Fúria and the permanent text of Cassandra Nova make another character become a source of damage.

  • Permanent text of Experimentos Sabotados (Sabotaged Experiments): "While this character has [icon], every time the effect of an action of a character you control causes you to draw one or more cards during the Combat Phase, EXPERIMENTOS SABOTADOS CAUSES 1 point of damage to a character or support."

4.8.5. Identificando Fontes de Dano (Identifying Sources of Damage)

Certain sources of damage in longer card texts can be somewhat complex to identify, but it becomes quite simple to identify these sources if the player pays attention to the words that precede expressions such as "causa dano" (causes damage), and its variations, in these texts.

  • Permanent text of Adaga Psíquica (Psychic Dagger): "When this card is loaded from your resources onto a character with [icon] that you control, you may choose another character in the scene. If you do, THIS ABILITY CAUSES 1 point of damage to the chosen character."

Let us see how to identify sources of damage in some examples:

  • Action Mão de Lança (Spear Hand): "Mão de Lança causes 1 point of damage to the target character. Every time that character uses an action this turn, MÃO DE LANÇA CAUSES 1 point of damage to it."

In both cases above, the cards themselves, Experimentos Sabotados and Adaga Psíquica, are the sources of damage.

  • Action Contra-Golpear (Counter-Strike) (Gamora V1): "Contra-Golpear causes 2 points of damage to the target character. Every time the target uses an action this turn, CONTRA-GOLPEAR CAUSES 2 points of damage to the target."

  • Permanent text of Atacar até Derrubar (Attack Until Knocked Down): "When a character with the Mestres do Terror (Masters of Terror) affiliation that you control causes damage to a character or support without the Mestres do Terror affiliation, you may place this scenario in its owner's resources. If you do, THIS SCENARIO CAUSES 4 points of damage to that character or support."

4.8.6. Cálculo de Escudos em Situações Complexas (Calculating Shields in Complex Situations)

All characters and supports in Battle Scenes have Shields, represented by the Shield symbol and a numeric value. These Shields help to reduce normal (non-piercing) damage suffered by characters and supports.

During a match, Shield values commonly increase or decrease due to damage and other effects. The order in which these changes are checked, and how they must be applied, is as follows.

A. Determine the current Base Shield. Normally the nominal value shown on the Shield of a character's or support's base card is considered the Base Shield (the texts of the character's or support's base card are not considered). However, there are effects that may change the Shield of characters or supports to a specific value (e.g. the actions of Homem de Ferro V2, Karnak V1 and Alucinação (Hallucination), and the effects of Portal para o Microverso (Portal to the Microverse) and Hulk V1). If one or more of these effects are in operation, the Base Shield will be the value of the last effect of this type that came into operation and is still in operation.

  • 1. If that effect is still in operation, damage and effects that reduce the Shield value that occurred outside the duration of that effect are not applied to the Shield calculation.
  • 2. If that effect is no longer in operation, damage and effects that reduce the Shield value that occurred during the duration of that effect are not applied to the calculation.

Example: Player A controls a Homem de Ferro V2 whose Shield was changed by the opponent's action Amarrar (Bind). If Homem de Ferro then uses its action Mach 6, its Shield will be restored, ignoring the effect of Amarrar.

Example: Player A controls a Hulk V1 that is carrying only one card. The action Amarrar targets Hulk, changing its Shield. If a card is then loaded onto Hulk, its Shield will change, making it "forget" the effect of Amarrar.

B. Determine the current Total Shield Bonus. All Shield bonuses (positive modifiers) are added together and counted as a single bonus (including the texts of the base card of the character or support itself). This figure is called the Total Shield Bonus.

Example: the permanent text of Decisão Extrema (Extreme Decision): "When this scenario enters the scene, you may unload a character you control and place it in its resources. If you do, THIS SCENARIO CAUSES 2 points of damage to a character or support, or THIS SCENARIO CAUSES 4 points of damage to a character or support if the character placed in the resources this way has the Illuminati affiliation."

ATTENTION! Note that if an effect has modified the Base Shield during step A (Determine the current Base Shield): if that effect is still in operation, Shield bonuses that began outside the duration of that effect are not applied to the Shield calculation.

Conversely, if that effect is no longer in operation, Shield bonuses that began during the duration of that effect are not applied to the calculation.

  • Example: the permanent text of Garras Imoladoras (Burning Claws): "When this scenario enters the scene, you may incapacitate a character you control by 1. If you do, THAT CHARACTER CAUSES 3 points of damage distributed among up to three characters and/or supports."

Example: player A controls Ultron-6 V1 in the scene. The Ultron-6 is the target of the action Barreira Telecinética (Telekinetic Barrier) from another character controlled by player A, and its Shield value is changed. If Ultron-6 then becomes the target of the action Ponto de Contato (Point of Contact) of Karnak V1 controlled by the opponent, its Shield value changes, without taking into account the bonus offered by Barreira Telecinética.

Example: the permanent text of Quebrar com Tudo (Break Everything): "When a character with [affiliation] enters the scene under your control, you may incapacitate that character by 1 and place this scenario in your resources. If you do, THAT CHARACTER CAUSES 4 points of damage to a support or to a character that does not have [affiliation]."

These examples show that, in Atacar até Derrubar and Decisão Extrema, it is the scenario itself that causes the damage. In Garras Imoladoras and Quebrar com Tudo, the source of the damage is a character.

Example: player A controls a Hulk V1 in the scene, which is carrying only one card. Player A uses the action Barreira Telecinética of another character, targeting Hulk and raising its Shield. If a card is then loaded onto Hulk, its Shield will change, making it "forget" the bonus offered by Barreira Telecinética.

C. Determine the current Penalties. Damage and effects that reduce the Shield value must always be applied first to the Base Shield. After that, if the value of the Base Shield reaches 0, the remainder of the damage and/or penalties that would reduce the Shield value will be applied so as to reduce the value of the Total Shield Bonus.

During a match it is common for Shield values to increase or decrease due to damage and other effects. The order in which these changes are checked and how they must be applied is as follows (see above).

Example: player A controls a Homem-Aranha whose Shield was changed; in the same turn, the bonus that Armadura de Combate I.M.A. (I.M.A. Combat Armour) offers restarts at +2, as it is a new effect. In this case the Shield of Homem-Aranha becomes the new value.

Example: player A controls a Hulk V1 carrying only one card. Hulk is the target of the action Amarrar. If a card is then loaded onto Hulk, its Shield changes, making it "forget" the effect of Amarrar.

ATTENTION! Note that if an effect that sets a character's or support's Shield to a specific value is in operation when a second effect that grants Shield bonuses stops operating, and the effect that gives the specific Shield value is no longer in operation when the second effect resumes granting bonuses, that bonus will not be applied to this new calculation.

ATTENTION! The minimum Shield value is 0 (zero). Effects that impose penalties greater than the current Shield value apply their penalties until the total Shield value becomes zero (the Shield value cannot be negative). If the Shield value increases afterwards, the penalties that were lost are not retroactively valid.

Examples in the manual (Mansão dos Vingadores V1, Gerador de P.E.M., Hulk V1, Abutre V1, Armadura de Combate I.M.A.) show Shield values changing when effects that set or reduce Shield values stop or start, and when cards are loaded or unloaded. The numeric values in these examples are shown as icons and are not recoverable from the text layer of the source.

Effects that increased a Shield value may at certain moments be suspended or modified, cancelling or reducing the bonuses they offered to Shields. When this happens, the cancelled or reduced bonus value must be subtracted from the Shield value (the Shield cannot become negative). If the same effect later again grants a bonus to the Shield, it will grant only the bonus value that was reduced when the effect was interrupted (updated by the changes in the game), and not its full value.

Example: player A controls Mansão dos Vingadores V1 and a Hulk V1 carrying two cards. When player B places the Gerador de P.E.M. in the scene and names Mansão dos Vingadores, Hulk's Shield bonus is reduced. If a card is then unloaded from Hulk, its Shield changes. If the Gerador de P.E.M. is destroyed during the same turn, Hulk's Shield stays at the reduced value.

Example: a Homem-Aranha V4 carrying a Homem-Aranha V3 and an Armadura de Combate I.M.A., which grants it Shield +2. The Homem-Aranha receives 3 points of damage, reducing its Shield. If an effect then unloads the Homem-Aranha V3, the Homem-Aranha loses its power and the Shield bonus granted by Armadura de Combate I.M.A. stops applying, leaving the character with a Shield that cannot be negative. Later in the same turn, if the Homem-Aranha V3 card is loaded onto the Homem-Aranha in the scene again (which regains the power), its Shield returns to its value, and not the reduced one.

4.9. Prêmios e Como Ganhar o Jogo (Prizes and How to Win)

4.9.1. Vitória por Pontos (Victory by Points)

Each time a character controlled by a player is knocked out, its card is moved to the Opponent's Prizes play area, granting a number of points equal to that character's Initial Energy to the opponent.

A player wins the match at any moment when the Initial Energy values of the character cards in their opponent's Prizes play area, added together, total 15 or more.

4.9.2. Derrota por Deck (Defeat by Deck)

A player loses the match if their deck has run out and they cannot draw cards at any moment of the game that requires them to do so.

Example: in the same situation as above, after Homem-Aranha received 3 points of damage and its Shield was reduced, if the Armadura de Combate I.M.A. is unloaded from it and then loaded again, the Shield bonus is recalculated.

5. Tipos de Efeitos (Types of Effects)

5.1. Efeitos Ativados (Activated Effects)

As the name says, an Activated Effect depends on a player activating it.

Example: Cristalys V1 — "[TRIGGER] Every time a character with the Inumanos (Inhumans) affiliation that you control is incapacitated by 1 or 2 by an effect controlled by an opponent, you may capacitate that character by 1."

Most of these effects have one or more conditions or limitations for being activated, such as being in a certain Phase or Step of the turn, or being usable only once per turn.

Example: Gata Negra V2 — "[TRIGGER] At the end of each Countdown Phase of each opponent's turn, [CONDITIONS AND LIMITATIONS] if each character you control has the Defensores (Defenders) and/or Heróis de Aluguel (Mercenary Heroes) affiliation, count the number of cards that opponent placed from the top of their own deck into their resources. You may place that same number of cards from the top of your own deck into your resources."

These effects may only be activated at a moment when the Effects Tree is empty (there is no pending effect). Nor may they be activated in the middle of the resolution of another effect or play.

Example: Odin V1 — "[CONDITIONS AND LIMITATIONS] During your Preparation Phase, once per turn, if you have controlled this character since the start of the turn and each character you control has the Asgardianos (Asgardians) affiliation, you may discard a character card with the Asgardianos affiliation from your hand. If you do, look at the top five cards of your deck, place any number of those cards in your resources and the others on top of your deck in any order, and then draw a card."

5.2. Efeitos Desencadeados (Triggered Effects)

Like Activated Effects, some Triggered Effects may have one or more conditions or limitations for them to occur, but unlike Activated Effects, these limitations are only checked at the moment of their resolution.

Example: Novos Horizontes (New Horizons) — "[CONDITIONS AND LIMITATIONS] During your Preparation Phase, once per turn, if you control a character (or more than one), you may search your deck for a scenario card. If you do, reveal it, place it in your hand, and then shuffle your deck."

5.2.1. Efeitos Desencadeados de Outras Áreas de Jogo (Triggered Effects from Other Play Areas)

Some cards have effects that are triggered when they are in play areas other than the scene. When such an effect is triggered, the player must reveal the card with the effect to the opponent. From that moment, it follows all the other rules as if it were a triggered effect of a card in the scene.

Enfermeira Noturna V1, Homem-Formiga V1 and Shang-Chi V1 are good examples of cards with this type of effect, which triggers when a card is not in the scene.

Triggered Effects are effects that have a trigger described in their text. This trigger can be any event in the game.

ATTENTION! There may be cases in which an effect in the scene produces a reaction from both players, as both will have cards with external effects that may be triggered from the same effect or procedure that occurred in the game. In these cases, if both players reveal cards with triggered effects from other play areas, the Active Player of the turn will define which effect is resolved first — this may even cancel, in whole or in part, the effect triggered in this way second.

Such effects are usually preceded and signalled by specific terms and expressions, such as "When", "Every time" or "At the start/end of". There are countless forms of triggers. Some examples: a character entering the scene (or leaving it); loading a card onto a character (or unloading a card from it); using an action; the start or end of a step, a phase or a turn; some damage being caused; some character being the target of an action.

The trigger defines the moment at which the effect is triggered and becomes pending at a level of the Effects Tree. Depending on the moment at which that effect becomes pending in the Tree, it will either be resolved immediately or have to wait its turn while other effects are resolved and cease to be pending effects in the Tree — use the rules of section 9 — Resolution of Effects to find the correct order in which effects must be resolved.

5.3. Efeitos de Modificação do Dano (Damage Modification Effects)

Damage Modification Effects are similar to Triggered Effects, but serve exclusively to redirect and modify the amount of damage caused by other effects. See the rules for resolution and examples of this type of effect in 4. DAMAGE AND SHIELD, PIERCING DAMAGE AND DAMAGE CALCULATION (section 4.8).

5.4. Efeitos Estáticos (Static Effects)

Static Effects are usually written in the form of affirmations or negations. This type of effect does not depend on the activation of any player, nor on a trigger, in order to happen.

Example: Cidade Fantasma (Ghost Town) — "If [PROCEDURE TO BE REPLACED] a player were to search for one or more cards in their deck, [PROCEDURE THAT WILL HAPPEN] they must draw that same number of cards instead."

As soon as a card with one of these effects enters the play area where its Static Effect must function, that effect begins to function, and it remains functioning while the card remains in that area. When the card leaves that play area, the effect stops functioning immediately.

5.5. Efeitos de Substituição (Replacement Effects)

Naturally, a Replacement Effect replaces part of an effect or rule with something different. When a Replacement Effect replaces a procedure, that procedure does not happen, and any effect that would have been triggered from it is not triggered. Instead, another procedure happens, and effects may be triggered normally from that new procedure.

Example: Hela V1 — "When [PROCEDURE TO BE REPLACED] an effect controlled by a player causes a character that player controls to leave the scene and be placed in hand, ..."

Note on Item Único (Unique Item) and Item Mágico (Magic Item): as these keywords are valid in any play area, the effect of the scenario Investigar Ruínas (Investigate Ruins) — "search your deck for an Ability card with the Item Único keyword, reveal it, place it in your hand and shuffle your deck" — and the action of Dr. Estranho V2 — "you may search your deck for an Ability card with Item Mágico or a character card with the alter ego Stephen Vincent Strange, reveal it, load it onto this character and shuffle your deck" — both work and allow the player to search their deck for the card with the indicated keyword.

Example: Boneco Vodu (Voodoo Doll) is an Ability card with the keywords Item Único and Item Mágico. The effect of Item Único (only one copy of this card may be in your deck) works even before the match starts, invalidating a deck that has more than one Boneco Vodu. The effect of Item Mágico (during your Preparation Phase you may load this card from your resources onto a character you control; if you do, unload a card from that character) works when the card is in the resources.

5.6. Palavras-chave que Definem Características (Keywords that Define Characteristics)

Several keywords that may be identified in the permanent texts of Battle Scenes cards create effects that grant characteristics to those cards. Unlike other types of effect, effects identified by keywords are valid in any play area of the game.

Some Static Effects may have one or more conditions or limitations that allow them to function. Whenever one of these conditions changes, the effect is "updated" immediately, without the need for any player's intervention. For example, a Static Effect that must remain active while a certain condition is not met will be functioning all the time that condition is not met.

These keywords may grant other effects to the card besides the characteristic, but these other effects only function when the card in question is in the scene (unless it is specified that they function in another area or moment of the game, as is the case with Ability cards with Item Mágico).

Static Effects are always updated with every change in the state of the game, and all of them update simultaneously.

For example, the character Capanga do Rei V2 has the keyword Pelotão (Squad) in its permanent text, which is valid while the card Capanga do Rei V2 is anywhere. However, the effect "there may be any number of characters called Capanga do Rei V2 in the scene" is only valid while Capanga do Rei V2 is in the scene.

Examples: Garota-Aranha V1 — "[AFFIRMATION/NEGATION] This character cannot be the target of the first action with a target used by an opponent each turn."

A second, more complex example involves the cards Boneco Vodu, Investigar Ruínas and Dr. Estranho V2.

Medusa V2 — "[AFFIRMATION/NEGATION] This character gains Shield +X. X equals the number of cards it is carrying."

The manual's second example here involves the cards Boneco Vodu, Investigar Ruínas and Dr. Estranho V2, which is transcribed in 5.5 above.

B. Efeitos Gerados por outros Efeitos (Effects Generated by Other Effects). There are effects (normally simple effects) that may create new effects. Each of these new effects comes into force at the moment the effect that created it is resolved, and its duration is defined by that effect — in general, where no duration is defined, such effects happen only once.

5.7. Outras Classificações Relacionadas com Efeitos (Other Classifications Related to Effects)

A. Efeitos Simples ou Contínuos (Simple or Continuous Effects — permanent texts and actions)

A.1. Efeitos Simples (Simple Effects). These are effects that have no duration, and whose texts happen immediately. Examples: drawing cards, causing damage, choosing. Effects created in this way follow the rules of effects like any others. An effect of this type may, in most cases, be a triggered effect or a damage-modification effect, with a trigger that may happen after the end of the effect that created it.

Examples:

  • Fantasma do Espaço V1 — "When this character enters the scene, draw two cards." — Simple Triggered Effect.
  • Fantasma do Espaço V1 — "Unload up to two cards being carried by characters or supports." — Simple Action Effect.
  • Colleen Wing V1 — "Golpe de Katana (Katana Strike) causes 1 point of piercing damage to the target. [Generated Effect] Until the end of the turn, every time an action of a character you control with the Heróis de Aluguel (Mercenary Heroes) affiliation causes damage to the target of this action (Golpe de Katana), it will cause that amount of damage +1." — Simple Action Effect, which generates a Simple Damage-Modification Effect.
  • Raio Negro V2 — "During your Preparation Phase, once per turn, if each character you control has the Inumanos affiliation, you may search your deck for a character card with the Inumanos affiliation. If you do, reveal that card, place it in your hand and shuffle your deck." — Simple Activated Effect.
  • Gamora V1 — "Contra-Golpear (Counter-Strike) causes 2 points of damage to the target character. [Generated Effect] Every time the target uses an action this turn, Contra-Golpear causes 2 points of damage to the target." — Simple Action Effect, which generates a Simple Triggered Effect.
  • Raio Negro V2 — "Sussurro Aniquilador (Annihilating Whisper) causes 3+X points of piercing damage to the target. X equals the number of Inumanos character cards in your opponents' Prizes." — Simple Action Effect.
  • União Inabalável V1 — "When this scenario enters the scene, draw a card and choose an affiliation. [Generated Effect] Until the end of the turn, all damage that is not from actions caused to characters with the chosen affiliation is reduced to 0." — Simple Triggered Effect, which generates a Simple Damage-Modification Effect.

A.2. Efeitos Contínuos (Continuous Effects). Unlike Simple Effects, these effects do not happen only immediately. They affect some rule or characteristic of a card, player or object in the scene in some way while they are in operation.

  • A.2.1. Efeitos Contínuos com Duração Definida (Continuous Effects with a Defined Duration). Some continuous effects state a duration in their effect, for example "until the end of the turn".
  • A.2.2. Efeitos Contínuos com Duração Indefinida (Continuous Effects with an Undefined Duration). Some continuous effects state no duration; in these cases the effect lasts for as long as that card is in a place where its effect functions (normally in the scene).

Example: Enviar Para o Futuro v1 (Send to the Future) — "Clairvoyance 2 — Place a card from your hand on top of your deck. [Generated Effect] You may draw a card after this action." — Simple Action Effect, which generates a Simple Triggered Effect.

5.8. Textos Permanentes Perdendo seus Efeitos (Permanent Texts Losing Their Effects)

When an effect states that the permanent texts of one or more cards, scenarios, characters or supports have no effect, any text that appears on those cards is lost, including keywords.

Examples:

  • Planos Frustrados V1 — "Players may not search cards in decks." — Continuous Static Effect with no defined duration.
  • Planos Frustrados V1 — "When this scenario leaves the scene, players may not search cards in decks until the end of the turn." — Continuous Triggered Effect with a defined duration.

ATTENTION! Note that this removal of effects from texts affects each type of effect differently.

  • Any Simple Effect of an affected card that has already been resolved before this removal of effects from its texts will not be cancelled. Simple effects that are still being resolved when their card loses its text have their resolution interrupted immediately.
  • Any Continuous Effect with a defined duration of an affected card that has already been resolved before this removal will not be cancelled. Continuous Effects with a defined duration that are still being resolved when their card loses its text have their resolution interrupted immediately.
  • All Continuous Effects with an undefined duration of the affected cards stop functioning immediately.
  • Any effect of that card will no longer be triggered, nor may it be activated from this moment on.

Examples (numbered as printed in the manual, which lists them 1, 3, 4, 2, 5):

  1. A player controls a Shuma-Gorath V1, which is the only Shuma-Gorath in the scene. The opponent places a Câmara Neutralizadora (Neutralizing Chamber) choosing that Shuma-Gorath. While only the Shuma-Gorath affected by the Chamber is in the scene, its controller may not place another character with the Shuma-Gorath alter ego in the scene, because no effect remains that allows this.
  2. A player controls a character carrying an Ability card with Item Único (Unique Item). If the opponent places a Câmara Neutralizadora choosing that character, the card loaded on it loses both the Item Único characteristic and the text limiting the number of copies in the deck. The opponent therefore cannot use the permanent text of the character Colecionador V1 to place that card at the bottom of the deck, because while the first character is under the effect of the Câmara Neutralizadora, that Ability card is no longer an Item Único.

By contrast, if a player controls two Shuma-Gorath V1 and the opponent places a Câmara Neutralizadora choosing one of them, the controller of the affected Shuma-Gorath may still place other characters with the Shuma-Gorath alter ego in the scene, because an effect remains that allows this.

  1. Alan controls two Homem de Ferro V3 in the scene and uses the action Luta pela Justiça (Fight for Justice) of one of them. Priscila uses the effect of Homem-Formiga (Ant-Man) to place it in the scene and prevent the action from having its effect. Alan then places a Câmara Neutralizadora choosing Homem-Formiga. Even so, Alan may not use the action Luta pela Justiça of the other Homem de Ferro, because the effect of Homem-Formiga has already been validated and will continue to function this turn.
  2. A player controls a Blade V2 and a Drácula V1. If the opponent places a Câmara Neutralizadora choosing Blade V2, it loses all the effects of its permanent texts, including the Predador (Predator) characteristic. So, if an opponent's character uses an action with Blade as the target, the effect of Drácula — "Every time a character controlled by an opponent uses an action targeting a character with Predador that you control, you may incapacitate that character by 1. If you do, that character causes 1 point of piercing damage to the character that used the action." — is not triggered, because Blade no longer has the Predador characteristic.
  3. Pedro controls Vampira V2 and Mulher-Aranha V1 in the scene. Bruno places a Cassandra Nova V1 in the scene, and when she enters, he chooses Vampira as the destination of Cassandra Nova's effect. At the start of Pedro's turn, Vampira causes 2 points of damage to Mulher-Aranha, so Pedro places a Câmara Neutralizadora choosing Cassandra Nova. At this moment Vampira may use actions again, but it remains the character chosen by Cassandra, and Mulher-Aranha remains having suffered the 2 points of damage. On Bruno's turn, he places a Gerador de P.E.M. naming Câmara Neutralizadora. At this moment the effect of Cassandra again prevents Vampira from using actions.

6. Preparação do Jogo e Fases do Turno (Game Setup and Turn Phases)

After these steps have been completed and the players' initial hands and resources have been defined, the game begins. The players follow the Turn Phases, each in their own turn, beginning with the first player. The Active Player is the player who controls the turn.

6.1. Início do Jogo (Start of the Game)

The rules below consider a match between two players, against each other.

  1. One player is chosen by lot (draw). That player must choose which of the players will begin the match.

ATTENTION! The choice must always be made before the player who won the draw looks at their starting hand. If they look at their hand before choosing who starts the match, it will be considered that they chose to start playing.

ATTENTION! During your turn you are the Active Player, including within each of its Phases and Steps, except during the Anticipation Step (see Active Player in 7.1. GAME TERMS USED IN THIS MANUAL).

  1. Each player shuffles their own deck and cuts or shuffles their opponent's deck.

ATTENTION! Every time a player shuffles their deck, their opponent may cut it or shuffle it again. This applies throughout the whole match.

6.2. Fases do Turno (Turn Phases)

A. Countdown Phase (Fase de Contagem Regressiva).

  • Triggering and resolution of the effects that are triggered at the start of the Countdown Phase.
  1. Each player draws a hand of the ten cards from the top of their own deck.
  2. The player who will begin the match may choose to exchange their hand in two distinct ways:

If you do not control any character in the scene:

  • If you have only one or no character card in your hand, you must reveal your hand, shuffle it into the deck and draw the same number of cards you had. Each player may make this type of hand exchange only once per match.
  • Place one card from the top of your deck into your resources;
  • Place one more card from the top of your deck into your resources for each character controlled by your opponent (characters they have in the scene);
  • The player may shuffle the hand into the deck and draw two cards fewer than the previous hand (if the player had ten cards, they must draw eight; if they had eight, they must draw six, and so on). This exchange may be made as many times as the player wishes, while they have cards in hand.
  • Place one more card from the top of your deck into your resources for each card your opponent has in their own Prizes.
  • Triggering and resolution of the effects that are triggered at the end of the Countdown Phase.

The hand exchange options above may be interleaved. For example, a player may exchange their hand of ten cards for a new hand of eight cards and then reveal this hand of eight cards to the opponent, showing that there is only one or no character card in it, which will allow this hand to be exchanged for a new hand of eight cards.

B. Draw Phase (Fase de Compra).

  • Triggering and resolution of the effects that are triggered at the start of the Draw Phase.
  • If you control no character, draw ONE CARD from your deck. If you control any character, draw TWO CARDS from your deck.
  • Triggering and resolution of the effects that are triggered at the end of the Draw Phase.

ATTENTION! The player who begins the match does not draw any card in the Draw Phase of their first turn.

  1. The second player may exchange their hand using the same procedures seen above.

  2. After the hand exchanges, the first player places as many cards as they wish from their hand into their resources, thus defining their initial hand and resources. Then the second player does the same.

C. Preparation Phase (Fase de Preparação).

ATTENTION! All the steps above may be carried out more than once per turn, except — (once) placing a Scenario card in the scene, which may only be carried out once per turn.

ATTENTION! During this Phase the players may not activate effects, use actions or carry out the steps indicated below while all effects that have been triggered have not been resolved.

D. Adjustment Phase (Fase de Ajuste).

  • Triggering and resolution of the effects that are triggered at the start of the Adjustment Phase.
  • In this Phase you MUST comply with the adjustments listed in the steps below, in the following order:

D.1. Energy Adjustment (Ajuste de Energia). In this Phase you may carry out the following steps (not mandatory) in any order:

  • C.1. Basic capacitation (see 4.5. CAPACITATION STAGE, CAPACITATE/INCAPACITATE): discard a card from your hand to capacitate by 1 a character you control that has not yet received a basic capacitation this turn (you may not discard cards to capacitate by 1 a character already at stage 2).
  • C.2. Extra capacitation: discard a character card from your hand to capacitate a character of the same alter ego (or name, if there is no alter ego) that you control (you may not discard cards to capacitate by 1 a character already at stage 2).

ATTENTION! If any effect obliges you to unload cards from characters/supports or to discard cards at the start of your Adjustment Phase, those cards must be unloaded or discarded before steps D.1 and D.2. E.g.: Cubo Cósmico.

Unload cards from each character/support you control in the scene that is carrying a number of cards greater than its Initial Energy, until that character or support is carrying a number of cards equal to its Initial Energy.

ATTENTION! Effects of cards such as the characteristic Liderar (Lead) may offer extra capacitations to characters.

If any effect loads cards onto a character or support that you control during the Energy Adjustment, this adjustment will occur again until that character or support is carrying a number of cards equal to its Initial Energy.

  • C.3. Place in the scene (Colocar em cena):
    • Place a character or EV character card in the scene (EV characters may only be placed in the scene if you can comply with the Evolution requirements shown on the EV character card itself — see 4.4.2. PLACING A CHARACTER OR SUPPORT IN THE SCENE).
    • Place a support card in the scene (see 4.4.2. PLACING A CHARACTER OR SUPPORT IN THE SCENE).
    • (1x) Place a scenario card in the scene (see 4.4.1. PLACING A SCENARIO IN THE SCENE).

D.2. Hand Adjustment (Ajuste de Mão). If you have more than seven cards in your hand, discard cards until you have exactly seven cards in your hand.

ATTENTION! If any effect adds cards to your hand during the Hand Adjustment, this adjustment will occur again until your hand has exactly seven cards.

  • C.4. Discard: discard a card from your hand.
  • Triggering and resolution of the effects that are triggered at the end of the Adjustment Phase.
  • C.5. Render a character (Render um personagem): knock out a character you have controlled since the start of the turn (to knock out a character, unload the cards it is carrying and place it in your opponents' Prizes) and then draw a card from your deck.

E. Combat Phase (Fase de Combate).

  • Triggering and resolution of the effects that are triggered at the start of the Combat Phase.

In this Phase, players may use the actions of the characters they control. This Phase is divided into two Steps which must be carried out in the following order:

  • C.6. Use Imprevistas actions: use an Imprevistas action of a character you control (see 4.6.2. USING ACTIONS).

E.1. Anticipation Step (Etapa de Antecipação).

  • Triggering and resolution of the effects that are triggered at the start of the Anticipation Step.

ATTENTION! During this Step players may not activate effects, use actions or carry out the steps indicated below while all effects that have been triggered have not been resolved.

During this Step your opponent becomes the Active Player of the turn, and may use Antecipar actions (see 4.6.2. USING ACTIONS).

  • Triggering and resolution of the effects that are triggered at the end of the Anticipation Step.

E.2. Attack Step (Etapa de Ataque).

  • Triggering and resolution of the effects that are triggered at the start of the Attack Step.

ATTENTION! During this Step players may not activate effects, use actions or carry out the steps indicated below while all effects that have been triggered have not been resolved.

In this Step you may use normal actions, Antecipar actions and Imprevistas actions (see 4.6.2. USING ACTIONS).

  • Triggering and resolution of the effects that are triggered at the end of the Attack Step.

ATTENTION! Each character may only use one action per turn. If a character used an Imprevistas action in step C.6 of the Preparation Phase, it may not use actions during the Attack Step.

  • Triggering and resolution of the effects that are triggered at the end of the Combat Phase.

Final do Turno (End of the Turn).

  • Triggering and resolution of the effects that are triggered at the end of the turn.

After all triggered effects have been resolved, all effects with a duration "until the end of the turn" or that are valid "during this turn" or "this turn" end, the Shields of characters and supports return to their initial values, and the count of effects that may be executed X times per turn starts again. Other effects, such as those of the keywords Liderar, Atrasar, Singularidade and Ação Única, are also "reset".

7. Principais Palavras-chave (Main Keywords)

7.1. Palavras-chave Relacionadas a Ações (Keywords Related to Actions)

  • Ataque-Surpresa (Surprise Attack). Triggered effect from another play area (hand). The trigger for this effect occurs when the Attack Step of your turn begins and this card is in your hand. At the start of the Attack Step of your turn, if this card is in your hand, you may reveal it. If you do, load this card onto a character you control and unload a card from that character. You must reveal simultaneously all cards with Ataque-Surpresa you intend to use. Once revealed, the effect of each of them becomes pending, following the rule for resolving triggered effects (see section 9 — Resolution of Effects) to be resolved.
  • Ação Única (Single Action). A characteristic of an action that affects the possibility of it being used. A character may not use an action with Ação Única that has the same name as an action it has already used this turn.
  • Clarividência (Clairvoyance). A characteristic of actions (normally of ) that affects the effect of the action, adding two procedures to it, one at the start and one at the end. It is generally written in the form: Clarividência N. At the start of the effect of this action, separate the N cards from the top of your deck, look at them and reveal as many as you wish. At the end of the effect of this action, return those cards to the top of your deck in any order.
  • Atrasar (Delay). An activated effect that may only be activated while in the scene, during your Preparation Phase, and only once per turn. It is generally written in the form: Atrasar (N) — Characteristic. During your Preparation Phase, once per turn, you may incapacitate by (N) a character you control that has at least one of the indicated characteristics.
  • Energia Cósmica (Cosmic Energy). A characteristic of actions (normally of ) that affects the cost of the action, placing an additional cost on it. It is generally written in the form: Energia Cósmica N. As part of the cost of this action, place N cards from your resources at the bottom of your deck.
  • Clone. A static effect that works only in the scene and modifies the possibility of characters entering the scene. There may be any number of characters with this character's alter ego in the scene, provided that each of them has different names.

7.2. Outras Palavras-chave (Other Keywords)

  • Antecipação-Surpresa (Anticipation Surprise). Triggered effect from another play area (hand). The trigger for this effect occurs when the Anticipation Step of an opponent's turn begins and this card is in your hand. At the start of the Anticipation Step of an opponent's turn, if this card is in your hand, you may reveal it. If you do, load this card onto a character you control and unload a card from that character. You must reveal simultaneously all cards with Antecipação-Surpresa you intend to use. Once revealed, the effect of each of them becomes pending, following the rule for resolving triggered effects (see section 9 — Resolution of Effects) to be resolved.
  • Interligar (Interlink). A static effect that works only while the card with Interligar is being carried by a character, allowing the character to use an action that it normally could not. The character carrying a card with Interligar may use that card's action (if it has the necessary power).
  • Item Mágico (Magic Item). An activated effect that may only be activated from the resources, during your Preparation Phase. During your Preparation Phase, you may load this card from your resources onto a character you control. If you do, unload a card from that character.
  • Aprimoramento (Enhancement). An activated effect that may only be activated while in the scene, during your Preparation Phase, and only once per turn. During your Preparation Phase, once per turn, you may load onto this character a character card from your resources that has the same alter ego as it. If you do, unload a card from this character.
  • Item Único (Unique Item). A static effect of a card that reduces to 1 the maximum number of copies of that card allowed in a deck.
  • Liderar (Lead). An activated effect that may only be activated while in the scene, during your Preparation Phase, and only once per turn. It is generally written in the form: Liderar (N) — Characteristic. During your Preparation Phase, once per turn, you may capacitate by (N) a character you control that has at least one of the indicated characteristics.

7.3. Termos de Jogo Usados neste Manual e nos Cards de Battle Scenes (Game Terms Used in this Manual and on Battle Scenes Cards)

  • Metamorfo (Shapeshifter). Activated effect of a character that may only be activated while that character is in the scene, during your Preparation Phase, and if you have controlled that character since the start of the turn. During your Preparation Phase, if you have controlled this character since the start of the turn, you may unload it and place it in your resources. If you do, you may place into the scene a character card with the same name or alter ego as a character your opponent controls.
  • Ação (Action). The text that appears inside the lighter text box on many Battle Scenes cards represents an action. Actions may only be used by characters that have the power indicated in the action's text box, once per turn, during the Attack Step of the Combat Phase of the player's own turn. Only the player who controls a character may make decisions about whether or not to use that character's actions. Actions of Ability cards attached to a character may be used by that character if it has the power indicated in the action's text box.
  • Pelotão (Squad). A static effect that works only in the scene and modifies the possibility of characters entering the scene. There may be any number of characters with the alter ego (or name, if there is no alter ego) of this character in the scene.
  • Ações de Antecipar (Anticipation Actions). Actions of Antecipar may be used by a player in the Attack Step of their own turn, and also during the Anticipation Step of the Combat Phase of that player's opponent.
  • Potencializar (Empower). An activated effect that may only be activated while in the scene, during your Attack Step, and only once per turn. It is generally written in the form: Potencializar (N) — Characteristic. During your Attack Step, once per turn, you may choose another character with the indicated characteristic that has not yet been empowered this turn. If you do, the next action that causes damage that that character uses this turn causes +(N) points of damage to each of its targets. (A character is considered empowered when it is chosen for an effect with the keyword Potencializar.)
  • Ações Imprevistas (Unforeseen Actions). Actions that may be used by a player both during the Preparation Phase and in the Attack Step of their own turn.

8. Regras de Ouro (Golden Rules)

D. A player's cards never mix with other players' cards during a match of Battle Scenes. Your cards that are in one play area and are transferred to another area will always remain your cards. In addition, characters and supports that you control will always be loaded with their own cards.

These rules serve to resolve conflicts regarding the various effects that may occur during a Battle Scenes match.

A. Whenever the effect of a card conflicts with a game rule, the effect of the card prevails over that rule.

Examples: Motoqueiro Fantasma with the alter ego Kenshiro Cochrane may be placed in the scene loading cards from the top of the deck instead of cards from the resources, and you may place Ultron-6 in the scene even if a player already has Ultron-14 in the scene.

Example: you use the effect of Colecionador V1 and remove an Ability card with Item Único that an opponent's character is carrying, placing it at the bottom of that player's deck. Similarly, if you use Colecionador's effect to remove a card with Item Único from a character that you yourself control, the removed card will be placed at the bottom of your own deck.

B. Negative effects always take precedence over positive ones. Whenever an effect of a card that allows something to be done in the game and the effect of another card that prevents that thing from being done happen together, the effect that prevents the thing from being done prevails.

Example: the controller of Raio Negro V2 may not search the deck for character cards with the Inumanos affiliation if the effect of the scenario Planos Frustrados is functioning.

  • B.1. If an action gains and loses a type (Ação de Antecipar or Imprevistas), it will lose that type.
  • B.2. If an effect makes a character or support gain some name, alter ego, power, affiliation, alignment or any other characteristic, and another makes it lose that same attribute, the effect that makes it lose prevails.

Examples: the effect of Cicatriz Verde V1 beats that of Programação Defeituosa, and the characters end up with no affiliation. The effect of the action Drenar Poder of Vampira V2 beats that of Armadura IMA, leaving the target character of Drenar Poder without its characteristic.

  • B.3. If two effects change the cost of an action to a specific value, that action will have the higher cost.

Examples: If Cable V1 uses the action Arma Com Silenciador as an Antecipar action, the cost of the action Arma Com Silenciador will be 2. If Ossos Cruzados V1 uses his action Chuva de Balas while a Máquina de Bloqueio Mental V1 is in the scene, the cost of the action Chuva de Balas will always be 2.

C. If an effect cannot be fulfilled in its entirety, the maximum possible of that effect must be carried out.

Examples: a player uses the action Corrente de Plasma with X = a value on a character that is carrying only one card, so only that card is unloaded. The action Poltergeist is used with an opponent with fewer than five cards in the deck as its target — the effect of the action will place all the cards of the opponent's deck into the resources.

9. Resolução de Efeitos (Resolution of Effects)

9.1. Resolução de Efeitos Desencadeados (Resolution of Triggered Effects)

9.1.1. Procedimentos dentro de Efeitos (Procedures Within Effects)

During a game of Battle Scenes, players will make plays that trigger effects. These effects will often be complex events, which may be subdivided into "pseudo-effects", or procedures, that will interfere with the game and that may be quite diverse from one another.

From then on, whenever an effect is triggered during the resolution of an effect located in the Tree, that effect will also become pending one level above the level of the effect that was being resolved at the moment it was triggered.

Example: consider the use of the actions Adaga Psíquica and Excentricidade. It can be said that the effect of each of these actions may be broken into two distinct procedures. See:

  • Adaga Psíquica — "[PROCEDURE 1] Incapacitate the target character by 1. [PROCEDURE 2] If that character has suffered damage this turn, Adaga Psíquica causes 2 points of piercing damage to that character."
  • Excentricidade — "[PROCEDURE 1] The target gains Shield -1 until the end of the turn. [PROCEDURE 2] Excentricidade causes 2 points of damage to the target."

For example, if during the resolution of a pending effect at level 1 of the Tree, a second effect is triggered, this new effect will be pending at level 2 of the Tree. And if during the resolution of this second pending effect at level 2 another effect is triggered, this last effect will be pending at level 3, and so on.

9.1.2. A Árvore de Efeitos (The Effects Tree)

Whenever one or more effects are triggered, if the Effects Tree is empty, they automatically become pending effects at the lowest level, or level 1.

9.1.2.1. Resolução dos Efeitos Pendentes na Árvore (Resolution of Pending Effects in the Tree)

When the resolution of the effects of an Effects Tree begins, the Active Player must always begin the resolution process by choosing one of the effects that are pending at the highest level of the Tree. For reference only, generally the first effect will be pending at level 1 (the lowest) of the Tree, and the tendency is for effects at this level to be the last ones resolved.

These procedures within each effect may serve to trigger new triggers, which are devices that will trigger new effects. This may cause many triggered effects to remain in a waiting state, or pending, awaiting the appropriate moment to be resolved.

Each time, during resolution, new effects arise and become pending at higher levels in the Tree, the procedure of the effect being resolved at that moment must have its resolution finished, without completing the resolution of the whole effect. That effect must then be interrupted or paused — it remains pending at the level of the Tree where it was, awaiting its turn — and the Active Player must then choose one of the effects at the highest level of the Tree to be resolved.

When several effects are in this waiting situation, it is essential to employ a system that allows these effects to be disentangled from one another, determining the correct order for their resolution. We will call this system the Effects Tree, which may have several levels of overlapping effects, depending on the number of effects triggered in each play.

Every time a pending effect finishes being resolved, it ceases to be a pending effect, leaving the Effects Tree. From that point a new effect must be chosen to be resolved, as follows:

  • a) The Active Player must choose to be resolved one of the effects with a level higher than that of the effect that ceased to be pending.
  • b) If there is no effect at a higher level in the Tree, the Active Player must choose to be resolved an effect of the same level as the effect that ceased to be pending.
  • c) If there are also no effects of the same level, the Active Player must choose the effect of the highest level among those that are in pause, and the resolution of the chosen effect will then continue from the procedure following the one where it stopped being resolved.
  • d) If there is no effect in pause, the Active Player may choose any other effect at the highest level of the Tree to be resolved.

This method must be followed until all effects finish being resolved and cease to be pending, including the effect itself that gave rise to the Effects Tree.

(Note: in the source, items a)–d) appear out of order on the page; they are transcribed here in the order their logic requires.)

When all effects have been resolved, the Tree is empty and the resolution of effects is complete.

Example — the practical process (the manual's walk-through, with its card names and icons as printed):

  • Player A controls Capuz V2 and Umar V1 in the scene; Planos de Infiltração (Infiltration Plans) is in the resources. Player B controls Heimdall in the scene.
  • It is the Anticipation Step of player B's turn. Player A is the Active Player.
  • Player A uses the action Poderes Obscuros (Dark Powers) (Capuz V2), which begins to be resolved. Player A performs the first part of Clairvoyance and sets the card aside.
  • Player A loads the card Planos de Infiltração onto Umar V1. The triggered effect of Planos de Infiltração remains pending at level 1 of the Effects Tree. The effect of the action Poderes Obscuros is paused.
  • The Active Player (Player A) must choose an effect in the Tree; the only option is the effect of Planos de Infiltração. Because Umar V1 has the characteristic shown, player A searches the deck for a character card with the characteristic shown. The triggered effect of Heimdall enters the Effects Tree and remains pending at level 2. The effect of Planos de Infiltração is paused.
  • The Active Player (Player A) must choose an effect one level higher in the Tree. Its only option is the effect of Heimdall. The effect of Heimdall is resolved, and player B chooses to make it cause 1 point of piercing damage to Umar.
  • The effect of Heimdall ends and ceases to be pending in the Tree. The Active Player must choose an effect to continue. As there is no effect at a higher or equal level, the Active Player chooses a paused effect at the highest level: that of Planos de Infiltração. Its resolution continues: player A reveals the character card with the characteristic shown.
  • Player A places that card in hand and shuffles the deck. The effect of Planos de Infiltração ends and ceases to be pending. As there are no more effects in the Tree, the Active Player chooses the effect of the action Poderes Obscuros (start of the Tree). The effect of Poderes Obscuros resumes from where it stopped: player A places the card set aside by Clairvoyance on top of the deck.
  • The effect of Poderes Obscuros ends. The Effects Tree is empty and there are no more effects to be resolved.

10. Glossário (Glossary)

  • Ação (Action). The text that appears inside the lighter text box on many Battle Scenes cards represents an action. Actions may only be used by characters that have the power indicated in the action's text box, once per turn, during the Attack Step of the Combat Phase of the player's own turn. Imprevistas actions may also be used during the Preparation Phase of the player's own turn. Anticipation actions may also be used during the Anticipation Step of the Combat Phase of the opponent of the player whose turn it is. Only the player who controls a character may make decisions about whether or not to use that character's actions. Actions of Ability cards attached to a character may be used by that character if it has the power indicated in the action's text box.
    • Ability cards loaded onto a character with the Ataque-Surpresa keyword may, at the start of the Attack Step of the player's own turn, be revealed from hand and loaded onto characters the player controls, unloading an equivalent number of cards from those characters. Those characters may use the actions indicated on those cards in that same Attack Step, if the requirements can be met and the costs paid (for example, a character placed in the scene this same turn may not use actions).
  • Ação Única (Single Action). An action that a character may not use more than once per turn, even if some other effect or action authorises it to use more than one action per turn.
  • Ataque-Surpresa (Surprise Attack). A characteristic of several Battle Scenes cards (see 7.1).
  • Alvo (Target). Many actions in Battle Scenes have targets, which are defined at the moment the action is used. Effects that are not actions (such as scenarios and supports) have no targets. Whenever an action applies to one or more targets without specifying which targets they are, the targets must always be characters and/or supports in the scene.
  • Antecipação-Surpresa (Anticipation Surprise). A characteristic of several Battle Scenes cards. At the start of the Anticipation Step of an opponent's turn, if there are one or more cards with Antecipação-Surpresa in your hand, you may reveal any number of those cards and load them onto characters you control, unloading an equivalent number of cards from those characters. As those characters are already in the scene, they may use the Antecipar actions indicated on those cards in that same Anticipation Step, if the requirements can be met and the costs of those actions paid.
  • 4.5. Estágio de Capacitação, Capacitar/Incapacitar (Capacitation Stage, Capacitate/Incapacitate)
  • 4.5.1. Capacitando e Incapacitando um Personagem (Capacitating and Incapacitating a Character)
  • 4.6. Ações, Tipos, Alvos e Custos (Actions, Types, Targets and Costs)
  • 4.6.1. A Caixa de Texto das Ações (The Action Text Box)
  • 4.6.2. Usando Ações (Using Actions)
  • 4.7. Personagem Nocauteado e Suporte Destruído (Knocked-Out Character and Destroyed Support)
  • 4.8. Dano e Escudo, Dano Penetrante e Cálculo de Dano (Damage and Shield, Piercing Damage and Damage Calculation)
  • 4.8.1. Dano e Escudo (Damage and Shield)
  • 4.8.1.1. Múltiplas Fontes Causando Dano em um Mesmo Destino (Multiple Sources Causing Damage to the Same Target)
  • 4.8.2. Dano Penetrante (Piercing Damage)
  • 4.8.2.1. Efeitos que Descarregam Cards ou os Retiram de Cena (Not Damage)
  • 4.8.3. Regra de Cálculo de Dano (Damage Calculation Rule)
  • 4.8.3.1. Redirecionamento de Dano (Damage Redirection)
  • 4.8.4. Dano Múltiplo (Multiple Damage)
  • 4.8.4.1. Dano em Dois ou Mais Personagens/Suportes Diferentes (Damage to Two or More Different Characters/Supports)
  • 4.8.4.2. Efeitos que Distribuem uma Quantidade de Dano entre Personagens/Suportes (Effects that Distribute an Amount of Damage Among Characters/Supports)
  • 4.8.4.3. Efeitos Múltiplos que Causem Dano em um Mesmo Personagem/Suporte (Multiple Effects Causing Damage to the Same Character/Support)
  • 4.8.5. Identificando Fontes de Dano (Identifying Sources of Damage)
  • 4.8.6. Cálculo de Escudos em Situações Complexas (Calculating Shields in Complex Situations)
  • 4.9. Prêmios e Como Ganhar o Jogo (Prizes and How to Win)
  • 4.9.1. Vitória por Pontos (Victory by Points)
  • 4.9.2. Derrota por Deck (Defeat by Deck)
  • A.3b. Personagens não EV e Suportes. Choose a number of cards from your resources equal to the Initial Energy of the character or support entering the scene. These cards are loaded simultaneously onto this character or support. At this moment, the static effects that function in the scene of these cards begin to affect the game.
  • E. Pay the costs of the action. Triggered effects in this step become pending effects on the Effects Tree (see Pending Effect in 7.3. GAME TERMS USED IN THIS MANUAL) and must wait until step 7 to be resolved. Effects arising from paying the costs or from incapacitating the character are triggered in this step.

    • E.1. Incapacitation Cost. Actions may or may not have an incapacitation cost. If there is one, it is indicated by a number 0, 1 or 2 (shown as a symbol on the card). If an action has no cost, no cost is shown on the card (e.g. the Ability cards Transcendência and Violência). The incapacitation cost may also be an undetermined value, represented by the symbol X. In that case, the player using the action chooses a number for X, which may be 0, 1 or 2; from that choice the action's cost becomes the chosen value. To pay the incapacitation cost you must use the incapacitation rules (see 4.5. Capacitation Stage, Capacitate/Incapacitate; the manual here cites "4.2", which is a printed cross-reference error for section 4.5). The incapacitation cost may be modified by other effects; if so, those modifications must be observed at this moment. There are also effects that allow actions to be used without paying the incapacitation cost. In these cases the action keeps its costs, but, thanks to this kind of effect, the incapacitation cost need not be paid.
    • E.2. Additional costs. Some actions have additional costs. When they occur, these costs are presented in the action text after the action's characteristics and before the colon (:). As with incapacitation costs, additional costs are not optional and the player must pay all of them in order to use the action.
    • E.2.1. Cosmic Energy (Energia Cósmica). Cosmic Energy is an action characteristic that confers an additional cost on it. In general, Cosmic Energy typically appears on certain actions (see 7. Main keywords).
  • F.2.3. If an effect says that the character's actions cannot be used without a specific target, no action may be used without that target, not even actions without a target.
  • F.2.4. If an effect says that actions with no target cannot be used, and the chosen mode of the action has no target, that action may not be used.
  • ATTENTION! If more than one effect alters the incapacitation cost at the same time, the final incapacitation cost will always be the highest value.

  • G. Pending effects are resolved. If you pass through all these steps, fulfilling all requirements, with all its costs having been paid and all its targets being valid, that action is ready to be carried out, and the effects triggered in the previous steps, which are currently pending, must be resolved following the rules for triggered effects (section 9). If any of the costs cannot be paid or any of the requirements is not met, the action is not ready to be carried out and the player must go back through all the steps taken so far.

  • H. The action is considered used. The action is considered used by the character, triggering all effects with triggers such as "every time/when you use an action", "every time/when an action is used", or similar, that relate to that action. These effects remain pending and must be resolved at this moment, following the rules for triggered effects. Effects such as Nave dos Guardiões, Homem de Ferro V3, Capitão América V4, Cristal, Nico Minoru, Torre Stark, Pantera Negra V2, Homem Formiga, Jaqueta Amarela, etc., are triggered at this moment. (Effects such as Enfermeira Noturna and União Inabalável are not triggered at this moment.)

  • I. The effect of the action happens. At this moment the effect of the action must happen, and it will always have as many of its procedures carried out as possible, following the order described on the card. With each procedure of the effect, new effects may be triggered due to the fulfilment of that procedure. When this happens, the action is paused, these triggered effects become pending and must be resolved at this moment following the rules for triggered effects (section 9). For example, a character that has Shield 3 that receives 2 points of damage will have Shield 1. In cases of multiple effects, the action must have each of the characters/supports as a target. If the action has no targets, or has only targets that cannot be that character/support, it may be used normally.

  • Singularidade (Singularity). A characteristic of an action that affects the possibility of it being used. A player may not use an action with Singularidade if they have already used an action with Singularidade this turn.
  • Espionar (Spy). Triggered effect. The trigger for this effect occurs when this card is placed in your opponents' Prizes from any play area. When this card is placed in your opponents' Prizes, you may draw a card.
  • Prontidão (Readiness). A static effect that works only in the scene and modifies the possibility of using actions. It is generally written in the form: Prontidão — Characteristic. This character may use actions with the indicated characteristic in the turn in which it entered the scene.
  • Materializar (Materialize). A static effect that works only in the resources and modifies the entry of characters/supports into the scene. You may place a card with this characteristic into the scene directly from your resources.
  • Reviver (Revive). A static effect that modifies the entry of characters/supports into the scene. You may place this card into the scene loading cards from the top of your deck instead of cards from your resources.
  • Predador (Predator). A triggered effect. The trigger for this effect occurs every time an action of this character causes damage to one or more characters you do not control. Every time an action of this character causes damage to one or more characters you do not control, you may load a card from your resources onto this character. This effect only works the first time an action causes damage to a character — if the same action causes damage to a character after the first time, this effect is not triggered.
  • Alvo (Target). Many actions in Battle Scenes have targets, which are defined at the moment the action is used. Effects that are not actions (such as scenarios and supports) have no targets. Whenever an action applies to one or more targets without specifying which targets they are, the targets in question must always be characters and/or supports in the scene.
  • Ações Normais (Normal Actions). Actions that are neither Ações de Antecipar nor Ações Imprevistas. Normal actions may only be used by a player in the Attack Step of their own turn.
  • Card base (Base card). A character or support card that is in the scene, with other cards loaded onto it.
  • Destruído (Destroyed) (support). A support card whose Energy has reached 0 (it is not carrying any card). Generally, destroyed supports are placed in their owner's resources.
  • Capacitar (Capacitate). Turning a character card in the scene 90º or 180º to the left, according to the capacitation stage it is at, increasing its capacitation stage number.
  • Energia Atual (Current Energy). The quantity of cards that a character or support in the scene is currently carrying.
  • Energia Inicial (Initial Energy). A number that represents both the quantity of cards from the resources that must be loaded onto a character or support when it is placed in the scene, and the maximum quantity of cards that character or support may be carrying during its controller's Adjustment Phase (Energy Adjustment).
  • Carregar (Load). Attaching a card, generally coming from the resources, to a base card of a character or support in the scene (the attached card must be placed vertically, with its texts facing the player who controls the character/support). In general, cards may only be loaded onto characters and supports that are in the scene. Certain effects may load a card coming from an area other than the resources onto a character/support.
  • Estágio (de capacitação) (Stage, capacitation). A word related to character cards that indicates their current capacitation stage. The capacitation stages of a character are 0, 1 and 2.
  • Controlador (Controller). The player who holds possession of a card in any play area (normally the owner of the card) is considered the controller of that card. Similarly, if a card controlled by that player generates an effect, that player will normally be the controller of that effect.
  • Este/Aquele Personagem (This/That Character). Expressions such as "this character" and "that character", or "this support", "this card" and so on, may appear in the texts of Battle Scenes cards to refer to characters, supports and the like, instead of using the names of these cards. Whenever the text of a card mentions "this character", it refers to the character itself that has or uses the text, whereas "that character" refers to a character that was affected by the effect caused by the text, which may be the target of an action or the character chosen to be affected by an effect. The same applies to the texts of supports, abilities, scenarios, etc.
  • Custos da Ação (Action Costs). To use an action of a character, the player must pay its costs, which always include incapacitating the character by the number of stages indicated, 0, 1 or 2. Certain actions will have additional costs shown before the colon (:) in the action's text, which must also be fulfilled or the action cannot be used.
  • Fonte (de dano) (Source of damage). Every time damage is caused, that damage will be caused by a source and will have a destination. The source of damage is not the effects that cause damage, but rather their origins, normally characters, scenarios, supports, Ability cards or actions.
  • Descarregar (Unload). Removing a card that a character/support in the scene is carrying and sending it to its owner's resources.
  • Descartar (Discard). Placing one or more cards from a player's hand into that player's own resources.
  • Incapacitar (Incapacitate). Turning a character card in the scene 90º or 180º to the right, according to the capacitation stage it is at, decreasing the number of its capacitation stage.
  • Destino (do dano) (Destination of damage). Every time damage is caused, that damage will be caused by a source and will have a destination, which may be a character or support. Effects of actions that cause damage with targets will have their targets as the destination of the damage; actions without targets or other effects, although they do not indicate a target, will still have one or more destinations for their damage.
  • Jogador Ativo (Active Player). Whenever effects and procedures are triggered at the same time, it is the Active Player who must decide which of the effects or procedures is resolved first. The Active Player is defined according to the turn, phase and step the game is in.
  • Nocauteado (personagem) (Knocked out (character)). A character whose Energy has reached 0 (it is not carrying any card). Generally, knocked-out characters are placed in the prizes of their owner's opponents.
  • Pausa (efeito) (Pause (effect)). An effect is paused when it has already begun to be resolved but had to be interrupted so that another effect could happen.
  • Pendente (efeito) (Pending (effect)). A pending effect is an effect that is in a waiting state in the Effects Tree, awaiting the appropriate moment to be resolved.
  • Permutar (Swap). Exchanging a card attached to a character/support in the scene for another card attached to another character/support in the scene. This exchange happens immediately and, for rule purposes, does not count as loading or unloading.
  • Procedimento (Procedure). Procedures are parts into which an effect may be subdivided.
    • Example: the action Excentricidade (Eccentricity) has two procedures: "[PROCEDURE 1] The target gains Shield -1 until the end of the turn. [PROCEDURE 2] Excentricidade causes 2 points of damage to the target."
  • Resolução (de efeitos) (Resolution (of effects)). When an effect is resolved, what is described in its text is carried out.
  • Texto Permanente (Permanent text). Any text that is in the text area but outside the action text box on Battle Scenes cards. Permanent texts represent effects that are generally active when a card is in the scene — or being carried by a character or support, in the case of Ability cards.
  • Versão (V1, V2, V3, V4, etc.) (Version). Different versions of cards with the same name (and alter ego, in the case of characters) are indicated by the code V and a number. For example, there is a first version of the Viúva Negra card with the alter ego Natalia Alianovna Romanova in Battle Scenes. Because it is different from that one, the second version of Viúva Negra with the same alter ego is V2. If it had the same name but a different alter ego, the card would be V1. Similarly, if it had the same alter ego but a different name, it would also be V1.
  • Atrasar (Delay). An activated effect that may only be activated while in the scene, during your Preparation Phase, and only once per turn. It is generally written in the form: Atrasar (N) — Characteristic. During your Preparation Phase, once per turn, you may incapacitate by X a character with at least one of the indicated characteristics. For example, if a character has Atrasar 1 — Predador, it means that during your Preparation Phase, once per turn, you may incapacitate by 1 a character with the Predador characteristic.
  • Abreviações das coleções (Set abbreviations). BSUM, BSET, BSPO, BSMI, BSIC, BSIV, BSOS, BSGC, BSAQ, BSDS and BSFE are abbreviations for the names of the Battle Scenes sets, respectively: Universo Marvel, Evolução Tática, Poderes Ocultos, Múltiplas Identidades, Invasão Cósmica, Iniciativa Vingadores, Ofensiva Surpresa, Guerra Civil, Ascensão e Queda, Despertar Sombrio and Forças Estelares.
  • Capacitar (Capacitate). Turning a character 90º to the left, increasing its capacitation stage number.
  • Carregar (Load). Attaching a card, generally coming from the resources, to a character/support in the scene. In general, cards may only be loaded onto characters and supports when they are being placed in the scene. Certain effects may load a card coming from an area other than the resources onto a character/support.
  • Clarividência (Clairvoyance). Part of the effect of Magic actions. When using an action with Clarividência X, after paying the costs and choosing the targets, at the start of the effect of the action, separate the X cards from the top of your deck into a pile, look at them and reveal as many as you wish from among them. At the end of the effect of the action, return those cards to the top of your deck in any order.
  • Aprimoramento (Enhancement). A characteristic of certain character cards. If a character in the scene has this characteristic, during the Preparation Phase of the player who controls it, once per turn, that player may load onto that character another character card from their own resources that has an alter ego the same as its — or a name, if there is no alter ego. If this is done, one card must be immediately unloaded from that character.
  • Clone. A static effect that works only in the scene and modifies the possibility of characters entering the scene. There may be any number of characters with this character's alter ego in the scene, provided that each of them has different names. If a character has the Clone characteristic, this means there may be any number of characters with different names and the alter ego of that character in the scene. For example, you may have one character Ultron-6 and one Ultron-1 in the scene at the same time, but not two Ultron-6. Older cards may contain outdated texts such as Ultron-61112 V1, Ultron-14, Ultron-5 and Ultron-6, among other cards with identical effects. Both have this keyword and must be considered Clone cards.
  • Está sendo carregado / Está carregando (Is being loaded / Is loading). A card attached to a character/support is "being loaded" by that character/support, which in turn is "loading" that card.
    • If a card "cannot be loaded by a character/support", that card may still be attached (loaded/swapped) to that character/support, but will be unloaded from there as soon as the effect that attached it to that character/support is completed.
    • If a card "can only be loaded by character/support X", that card may still be attached (loaded/swapped) to a character/support other than X, but will be unloaded from there as soon as the effect that attached it to that character/support is completed.
  • Custos da Ação (Action Costs). To use an action of a character, the player must pay its costs, which always include incapacitating the character by the number of stages indicated, 0, 1 or 2. Certain actions will have extra costs shown before the colon (:) in the action's text, which must also be fulfilled or the action cannot be used.
  • Descarregar (Unload). Removing a card that a character/support in the scene is carrying and sending it to its owner's resources.
  • Descartar (Discard). Placing one or more cards from a player's hand into that player's own resources.
  • Estágio (Stage). A word related to character cards that indicates their current capacitation stage. The capacitation stages of a character are 0, 1 and 2.
  • Este/Aquele Personagem (This/That Character). As defined in 7.3.
  • Efeito da Ação (Effect of the Action). Whenever an action is used (its costs have been paid and its targets chosen), it generates an effect that is indicated in its text. Actions with extra costs will have their effects indicated always after the colon (:).
  • Energia Atual (Current Energy). The quantity of cards that a character or support in the scene is currently carrying.
  • Energia Cósmica (Cosmic Energy). A characteristic of the cost of actions of the Cosmic Power type. When using an action with Energia Cósmica X, before its effect may be applied, you must choose and place X cards from your resources in any order at the bottom of your deck.
  • Energia Inicial (Initial Energy). A number that represents both the quantity of cards from the resources that must be loaded onto a character or support when it is placed in the scene, and the maximum quantity of cards that character or support may be carrying during the match. During the Adjustment Phase of a player's turn, whenever a character or support controlled by that player is carrying a number of cards greater than its Initial Energy, that player must unload cards from that character or support until it is carrying a number of cards equal to its Initial Energy.
  • Incapacitar (Incapacitate). Turning a character 90º to the right, decreasing its capacitation stage number.
  • Interligar (Interlink). A static effect that works only while the card with Interligar is being loaded by a character, allowing the character to use an action that it normally could not. The character carrying a card with Interligar may use that card's action (if it has the necessary power).
  • Item Mágico (Magic Item). A characteristic of certain Ability cards that may be loaded onto characters during the Preparation Phase, from the resources. During your Preparation Phase, if a Magic Item is in your resources, you may load it onto a character you control; if you do, unload a card from that character.
  • Espionar (Spy). A triggered effect. The trigger for this effect occurs when this card is placed in your opponents' Prizes from any play area. When a character card with Espionar that you control is placed in your opponents' Prizes, you may draw a card (if that character was conceded, you may draw one additional card).
  • Item Único (Unique Item). A characteristic of certain Ability cards that may have at most a single copy in the deck, rather than three.
  • Liderar (Lead). Liderar is a new keyword for an older characteristic of certain cards in Battle Scenes. If you control a card with Liderar, during your Preparation Phase, once per turn, you may capacitate a character you control that has at least one of the characteristics indicated alongside the keyword. Older cards may contain outdated texts such as Capitão América - Steve Rogers V1, Corvus Glaive V1 and Guardião - James MacDonald Hudson V1, among other cards with identical effects. Both have this keyword and must be considered cards with Liderar.
  • Potencializar (Empower). An activated effect that may only be activated while in the scene, during your Attack Step, and only once per turn. If a character or support you control has Potencializar X — Characteristics, this means that, during your Attack Step, once per turn, you may choose another character with the indicated characteristics that has not yet been empowered this turn. If you do, the next action that causes damage that the chosen character uses this turn causes +X points of damage to each of its targets. (A character is considered empowered when it is chosen for an effect with the keyword Potencializar.)
  • Prontidão (Readiness). Prontidão is a new keyword for an older characteristic related to actions in Battle Scenes. If the text on a card grants Prontidão to an action of a character, this means that character may use the action indicated by that text in the turn in which it entered the scene.
  • Materializar (Materialize). A static effect that modifies the entry of characters/supports into the scene. You may place character or support cards with Materializar into the scene loading cards from the top of your deck instead of cards from your resources. Older cards may contain outdated texts such as Motoqueiro Fantasma - Kenshiro Cochrane V1 and Titã Descontrolado V1, among other cards with identical effects. Both have this keyword and must be considered cards with Materializar.
  • Reviver (Revive). A static effect that works only in the resources and modifies the entry of characters/supports into the scene. You may place a card with this characteristic into the scene directly from your resources.
  • Singularidade (Singularity). Ascensão e Queda introduces new cards with actions that have the Singularidade characteristic. Each player may use only one action with the Singularidade characteristic per turn. If a player uses an action with Singularidade in a turn, that player may not use any other action with Singularidade in that same turn.
  • Metamorfo (Shapeshifter). If you have controlled this character since the start of the turn, during your Preparation Phase you may unload the cards of this character and place them in your resources. If you do, you may place into the scene a character card with the same name or alter ego as a character your opponent controls.
  • Texto Permanente (Permanent text). Any text that is in the text area but outside the action text box on Battle Scenes cards. Permanent texts represent effects that are generally active when a card is in the scene — or being loaded by a character or support, in the case of Ability cards.
  • Nocauteado (Knocked out). Said of a character whose Energy has reached 0 (it is not carrying any card). Generally, knocked-out characters are placed in the prizes of their owner's opponents. When the Energy of a support reaches 0, the support is said to have been destroyed.
  • V1, V2, V3, V4. Different versions of cards with the same name (and alter ego, in the case of characters) are indicated by the code V and a number. For example, there is a first version of the Viúva Negra card with the alter ego Natalia Alianovna Romanova in Battle Scenes. Because it is different from that one, the second version of Viúva Negra with the same alter ego is V2. If it had the same name but a different alter ego, the card would be V1. Similarly, if it had the same alter ego but a different name, it would also be V1.
  • Pelotão (Squad). Pelotão is a new keyword for an older characteristic of characters in Battle Scenes. If a character has Pelotão, this means there may be any number of characters with the same alter ego (or name, if it has no alter ego) as it in the scene at the same time.
  • Permutar (Swap). Exchanging a card attached to a character/support in the scene for another card attached to another character/support in the scene. This exchange happens immediately and, for rule purposes, does not count as loading or unloading.
  • Pausa, Pendente, Procedimento, Resolução, Destino, Fonte, Jogador Ativo. As defined in 7.3 and section 9.
  • Predador (Predator), Ações Normais, Ações de Antecipar, Ações Imprevistas. As defined in 7.3.