Justice League MegaClash
Justice League MegaClash Rulebook
Table of Contents
Table of Contents
Components
- 8 Battleground Cards
- 112 Attack Cards
- 56 Hero Cards
- 56 Villain Cards
Object of the Game
Be the first player to capture three battlegrounds by playing the correct sequence of Attack Cards, called an Attack Stack, on three different battlegrounds.
Starting Out
Remove the eight oversized Battleground Cards from the deck and shuffle them.
Deal out five Battleground Cards and place them face-up on the table between the two players. Set the others aside.
Divide the Hero (blue stripe on back) and Villain (red stripe on back) Attack Cards into separate decks.
Once the players have chosen which deck they will play, each player shuffles their respective deck then draws seven cards. The remainders of both decks are placed face-down before the players to form their DRAW piles.
The person playing the Villain deck starts play.
Let's Clash
The cards in your deck of Hero or Villain Attack Cards are numbered 1 through 10. An Attack Stack consists of a series of cards played in numeric order, either forward (...8, 9, 10, 1, 2, 3...) or back (...2, 1, 10, 9, 8, 7...). You will note that when counting backwards and you reach 1, you jump to the number 10 and continue counting backwards from there. Likewise, when playing forward, the number sequence jumps from 10 to 1.
You play Attack Cards on Battleground Cards.
Every battleground has a Defense number in the center of the card. In order to start building an Attack Stack on a battleground, the first Attack Card played on that battleground must have the same value as the battleground's Defense number. For example, if the Defense number is a 5, the first Attack Card played on that battleground must also be a 5.
In the corner of each Battleground Card is the Victory number. This is the number you are building your Attack Stack to reach. If you manage to play the Victory number on that stack, you conquer that battleground.
To begin, choose a battleground to attack. You may only play Attack Cards on one battleground per turn unless you play a Power Card (see COMMAND CARDS: Power).
Remember, the first card played on a Battleground Card must match that battleground's Defense number. The first card played is the beginning of the Attack Stack for that battleground. After that, you must play a card with a value one greater or one less than the value of the top card on the Attack Stack.
The difference between a battleground's Defense number and its Victory number is always 5, no matter which direction you're building your number sequence (up or down). As a result, you may attack the Victory number from either direction. For example, the S.T.A.R. Labs battleground, with a Defense of 7 and a Victory of 2, can be taken by playing cards in the order of 7, 6, 5, 4, 3, and 2 or the other direction by playing 7, 8, 9, 10, 1, 2. (See EXAMPLE 1)
This style of play offers up another important strategy. Since you can play cards one less or one greater than the card currently in play, you could reverse the direction of the cards to prevent your opponent from an easy win.
Example 1: The Villain player stacks a 7, 6, 5, and 4 on the S.T.A.R. Labs battleground. The Hero player doesn't have a 3 or a 2 (which would allow the Hero to finish the stack and win that battleground).
The Hero is concerned that the Villain may have drawn the necessary cards to win the S.T.A.R. Labs battleground on the next turn. As a result, the Hero decides to reverse the direction of play by playing a 5, 6, and 7, on top of the Villain's 4, thus ensuring no easy win for the Villain.
Once a player finishes playing all the cards that they wish, the player draws back up to 7 cards and their turn ends. Note: you always start your next turn with 7 cards in your hand.
During your turn, you can play as few or as many cards as you want, but you must always play at least one numbered card on your turn if you are able. If you can't play any numbered cards and don't want to play a command card (WILD or STOP), discard one card and draw back up to seven.
Command Cards
The functions of the Command Cards and when they may be played are set out below.
Power Card
Several of the numbered Attack Cards are POWER CARDS, identifiable by the burst around their numbers. Power Cards are played as if they were normal Attack Cards; however, when played they allow the option of attacking a second battleground during the turn they are played. You don't have to play on the second battleground immediately after playing a Power Card; you just have to play on the other battleground before you draw cards at the end of your turn. If multiple Power Cards are played, multiple battlegrounds can be attacked during that turn, as many battlegrounds as the number of Power Cards played. Power cards can also be used to undo Stop Cards (detailed under Stop Card).
Stop Card
When you play a STOP CARD on an Attack Stack, your opponent can no longer play on that stack until you play on it again.
Strategically, this is an excellent way to protect a stack while you assault other battlegrounds. The only way for your opponent to circumvent your Stop Card is to play a Power Card with the next consecutive number, either up or down, from the card underneath your Stop Card.
Wild Card
A Wild Card can become any normal numbered card you want. It can be played at any time during a player's turn even if the player has another playable card in their hand.
Winning the Game
When a player succeeds in playing the Victory number on an Attack Stack, the player removes that battleground from the field of play. The first player to win three battlegrounds wins the game.
If either player runs out of cards in their draw pile, continue the game until neither player can play any more cards. At that point the game ends and the player with the most battlegrounds wins. If neither player possesses a battleground or both players have the same number of battlegrounds, the player who still has cards remaining wins. If neither player has any cards left, the game is a tie.
A Note on Separating the Decks
After playing a game, the Hero and Villain Attack Cards will be mixed together. Instead of sorting them one by one, stack them into one pile. If you look closely, you will see that the two decks are different sizes: the Hero cards are slightly longer and the Villain cards are slightly wider. When you pick up the stacked deck by its edges and give it a good shake, either the Hero or the Villain cards will fall from the deck, automatically separating the two.