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Marvel Champions: The Card Game – Age of Apocalypse

Expansion for Marvel Champions: The Card Game

Marvel Champions: The Card Game – Age of Apocalypse Rulebook

Table of Contents

Table of Contents

  • Components
    • Villain Cards
  • New Keywords and Traits
    • Teamwork (Trait)
    • Victory X
    • Villainous
    • Victory Display
    • Amplify Icon
  • Standard III Encounter Set
  • New Rules
    • "Find"
  • Featured Keywords
    • Hinder X
    • Patrol
    • Permanent
    • Piercing
    • Ranged
    • Setup
    • Stalwart
    • Steady
  • Campaign Mode
    • Campaign Mode Rules
    • Campaign-Specific Cards
    • Campaign Log
  • Side Missions
    • Side Missions Overview
    • Mission Rules Card
    • Mission Side Scheme Card Text
  • Mission Attempts
    • Cards Shown in the Mission Attempt Example
  • Overseer Minions
    • Sugar Man
  • Expert Campaign
    • Persistent Damage
    • Elimination and Victory
  • Starter Decks
    • Bishop / Leadership
    • Magik / Aggression
  • Scenarios
    • Scenario #1 – Unus
      • Infinites Modular Set
      • Modular Difficulty
      • Scenario #1 Card Text
      • Scenario #1 Campaign Instructions
    • Scenario #2 – Four Horsemen
      • Multiple Villains
      • Active Villain
      • Adjustable Difficulty
      • Scenario #2 Card Text
      • Scenario #2 Campaign Instructions

Components

The Age of Apocalypse expansion contains 271 cards, consisting of 91 player cards, 15 villain cards, and 165 encounter cards.

Cards from the Age of Apocalypse expansion can be identified by the Age of Apocalypse set symbol.

Two pre-built player decks introduce two new heroes, Bishop and Magik. See Starter Decks for their decklists.

Villain Cards

Each of the five new scenarios in this expansion features at least one new villain: Unus, Four Horsemen, Dark Beast, and Apocalypse. Each scenario has its own entry in this rulebook.

New Keywords and Traits

Teamwork (Trait)

After a minion with teamwork enters play and engages a player, if there is at least one other minion that shares the specified trait in play, the minion that just entered play will activate against the player it is engaged with.

Example: Jason is engaged with Tusk when Emily reveals and engages Gauntlet, who has Teamwork (DARK RIDER). Because Tusk also has the DARK RIDER trait, Gauntlet will activate against Emily.

Victory X

When a card with victory X is defeated, place it in the victory display instead of its owner's discard pile.

Villainous

When a minion with villainous activates, give it a facedown boost card from the top of the encounter deck. When you resolve that minion's activation, turn the boost card faceup, resolve any boost ability on that card, and apply its boost icons to the minion's stats for this activation. Discard the boost card after the activation.

Victory Display

The victory display is an out-of-play game area shared by all players. Cards in the victory display follow the standard rules for out-of-play cards.

Amplify Icon

The amplify icon increases the number of boost icons on boost cards. When a boost card is turned faceup during an enemy activation, add one additional boost icon to that card for each amplify icon in play.

Standard III Encounter Set

The Age of Apocalypse comes with the Standard III encounter set. This set changes the way nemesis sets enter the game by replacing the Shadow of the Past treachery with the Pursued by the Past environment. Pursued by the Past has both the permanent and setup keywords, so it always begins the game in play and cannot leave play. The rest of the Standard III set places counters on the environment in order to bring nemesis sets into play.

Standard III is approximately the same difficulty as the original Standard set. When a scenario requires the Standard set, you may replace it with the Standard III set.

New Rules

"Find"

When you are instructed to find a card, search each area where the card could be found (play area, set-aside area, player deck, discard pile, encounter deck, etc). Players should not unnecessarily search game areas if they know where the card they are looking for can be found. Do NOT look at facedown encounter cards currently dealt to players.

Featured Keywords

Hinder X

When a card with hinder X is put into play, place X threat on that card.

Patrol

While a minion with the patrol keyword is engaged with a player, that player cannot use cards they control to thwart the main scheme.

Permanent

A card with the permanent keyword cannot be defeated, leave play, or have any part of its text box blanked, except by card abilities in the same set (hero set, scenario set, or modular set).

Piercing

An attack with piercing discards any tough status cards from the attacked character before dealing damage.

Ranged

An attack with ranged ignores the retaliate keyword.

Setup

A card with setup begins the game in play.

Stalwart

A character with stalwart cannot be stunned or confused.

Steady

A character with steady can have one additional stunned status card and one additional confused status card. That character is not stunned unless they have two stunned status cards, and is not confused unless they have two confused status cards. After that character's activation is replaced by a status card effect, remove all status cards of that type from that character.

Campaign Mode

Campaign Mode Rules

Each of the scenarios in this expansion can be played individually as a standalone adventure, or together with the other scenarios as part of one overarching campaign.

Campaign mode combines all five scenarios in the Age of Apocalypse expansion into a single, epic experience where the outcome of each game impacts the next scenario.

To complete the campaign, the players must win all five scenarios in numerical order, starting with scenario #1 – Unus and ending with scenario #5 – En Sabah Nur.

To begin a campaign, the players start by choosing their heroes. Each player must use their chosen identity for the entire campaign, but they are free to change aspects and alter the contents of their deck between scenarios, following the deck customization rules in the Marvel Champions Rules Reference.

To play a scenario in campaign mode, set up the scenario as per the normal rules of the game. Then, follow that scenario's setup instructions in the order in which they are listed in the Campaign Instructions.

When the game ends, if the players won, follow that scenario's victory instructions in the order in which they are listed in the Campaign Instructions. If the players lost, they may reset the scenario and try again with no penalty.

Campaign-Specific Cards

During a campaign, campaign-specific cards may be added to encounter decks and player decks. These cards cannot be included in any deck unless playing the Age of Apocalypse campaign and the players are directed to add them to a deck by the Campaign Instructions.

Cards 164–183 are cards that were created specifically for use in the Age of Apocalypse campaign. Cards 171–176 are player campaign cards that can only be used when playing the Age of Apocalypse campaign and the players have been instructed to use them.

Card 172, Destiny (Irene Adler), is basic but also specific to the Age of Apocalypse campaign. Its printed text:

  • Destiny (Ally, Irene Adler; traits X-Men). THW 3, ATK 1. Response: After Destiny enters your hand, remove 2 threat from the main scheme. "Outsmarting your opponent is child's play when you know the future."

Campaign Log

The campaign log found on page 24 of this rulebook tracks the progress of the entire campaign. At the end of each scenario, the players record their results by entering the required information in the campaign log.

A printable copy of the campaign log can be found on our support page at: www.FantasyFlightGames.com/Marvel-Champions

The campaign log lists the four mission side schemes that can be drawn in scenarios 1 through 4, with the Setup, Defeated, and Not Defeated instructions for each. After each scenario, the mission side scheme that started the game is struck from the log, as described under Mission Attempts. The fifth mission side scheme, Protect the Professor, is reserved for scenario 5.

Mission Side SchemeSetupDefeatedNot Defeated
Liberate the Seattle CoreSet each copy of Desperate Measures upgrade aside.For the rest of the campaign, each player may shuffle 1 copy of Desperate Measures into their deck at the start of each game. That card does not count against your minimum deck size.Remove each copy of Desperate Measures from the campaign.
Evacuate SurvivorsEach player shuffles a copy of Panicked Refugees into their deck.Remove each copy of Panicked Refugees from the campaign. Each player chooses an upgrade from any aspect. They may include 1 copy of that card in their deck for the rest of the campaign. That card does not count against your minimum deck size.For the rest of the campaign, each player must shuffle a copy of Panicked Refugees into their deck at the start of each game.
Sabotage the Sea WallShuffle the North American Sea Wall side scheme into the encounter deck.Remove the North American Sea Wall side scheme from the campaign. Each player chooses a support from any aspect. They may include 1 copy of that card in their deck for the rest of the campaign. That card does not count against your minimum deck size.For the rest of the campaign, shuffle the North American Sea Wall into the encounter deck during setup.
Find Lost MutantsSet each campaign ally aside.

Available Overseer minions (strike a name when it is defeated): Mister Sinister, The Shadow King, Abyss, Sugar Man, Mikhail Rasputin.

The campaign log also has a Player Information area with one entry per player: the player's identity and its remaining hit points (used by the Expert Campaign rules).

Side Missions

Side Missions Overview

In the Age of Apocalypse campaign, the titular villain's rule extends across all of North America and threatens the rest of the world. To represent the global nature of this crisis, the Age of Apocalypse campaign introduces side missions.

Side missions are side schemes with the MISSION trait. They represent events taking place around the world while the heroes combat the villain. Because the heroes are already occupied, they must rely on their allies to defeat these side missions. If they are successful, each player earns a reward!

When setting up scenarios 1 through 4 in campaign mode, shuffle the Age of Apocalypse encounter set into the encounter deck. Then, randomly select one of the available MISSION side schemes (numbers 1/5 – 4/5) and reveal it.

  • MISSION side schemes are available unless their name has been struck from the campaign log.
  • MISSION side scheme number 5/5, Protect the Professor, is reserved for scenario 5, En Sabah Nur.

MISSION side schemes begin the game in a separate game area called the "mission area."

  • Players cannot thwart MISSION side schemes.
  • Cards in the mission area are in play but under no player's control. They cannot be affected by card abilities unless the ability refers to the mission area.

After putting the MISSION side scheme into play, randomly select an available OVERSEER minion and put it into play in the mission area.

  • OVERSEER minions are found in the five card Overseer set (on the reverse sides of the Prelates set).
  • OVERSEER minions are available unless their name has been struck from the campaign log.
  • Most OVERSEER minions have a Mission Response ability. This is a new type of Forced Response that only resolves after a player discards cards from the top of their deck during a mission attempt.

After putting the OVERSEER minion into play, put the double-sided Mission Rules card into play next to it. Then, the first player takes control of the Mission Team (171A) support card, MISSION side faceup.

While a MISSION side scheme is in play, when a player plays an ally, they must choose: either play that ally into their game area per the normal rules of the game, or play it into the mission area.

  • Allies in the mission area are used to make mission attempts. They do not count towards your ally limit.
  • Treat the printed text box of each ally in the mission area as blank, except for TRAITS.
  • Players may attach upgrades to allies in the mission area.

When a card in the mission area leaves play, place it in its owner's discard pile.

Mission Rules Card

Printed on the reverse of the Overseer minion's Mission Rules card:

  • Players cannot thwart the MISSION side scheme.
  • Cards in the mission area are in play but under no player's control. They cannot be affected by card abilities unless the ability refers to the mission area.
  • When a player plays an ally, they must choose: put that ally into play under their control, or put it in the mission area.
  • Treat the printed text box of each ally at the mission as if it were blank, except for TRAITS.
  • Upgrades can be attached to allies at the mission.
  • The MISSION side scheme cannot be defeated while there are any minions in the mission area.

Flip this card over to see the steps to resolve a mission attempt.

Mission Side Scheme Card Text

Example: Evacuate Survivors (MISSION 1/5), printed text:

  • Forced Response: After you resolve a mission attempt, place 1 attempt counter here and deal 1 damage to each ally at the mission. If there are 4 attempt counters here, remove Mission Team from the game and flip this card over.
  • When Defeated: Shuffle each player card at the mission into its owner's deck. Flip Mission Team and this card over.

Mission Attempts

Mission attempts are triggered by the Mission Team (171A) support card. When a player makes a mission attempt, they resolve the following five steps in order:

  1. Discard X cards from the top of their deck, where X is the number of allies at the mission.
  2. Assign each of the discarded cards to a different ally at the mission.
    • If a resource icon on the ally matches a resource icon on the card assigned to it, that ally participates in the mission attempt.
    • Wild resource icons on cards discarded for the mission attempt may be used to match any resource icon on an ally at the mission (physical, mental, energy, or wild).
    • Any resource icon (physical, mental, energy, or wild) may be used to match an ally with a wild resource icon.
    • Return the discarded cards to their discard pile after determining which allies will participate in the attempt.
  3. Gather X damage tokens into a damage pool, where X is the total ATK of all participating allies.
  4. Deal damage from this pool to enemies at the mission one at a time until there is no damage in the pool or there are no enemies remaining at the mission.
  5. Remove X threat from the MISSION side scheme, where X is the total THW of all participating allies.

When the MISSION side scheme has no threat remaining on it, it is defeated.

  • The MISSION side scheme cannot be defeated while there are any minions in the mission area.
  • The OVERSEER minion cannot take damage while another minion in the mission area.

After defeating a scenario, update the campaign log by striking out the name of the mission side scheme that started the game in play. Then, follow the instructions for "defeated" or "not defeated" next to that side scheme.

  • If an OVERSEER minion was defeated that game, strike its name from the campaign log.

Example (Mission Attempt in Progress): Each ally pictured will participate in the mission. The physical resource icon assigned to Randall matches his wild resource icon. The mental resource icon assigned to X-23 matches her mental resource icon. The wild resource icon assigned to Marrow matches her energy resource icon.

Cards Shown in the Mission Attempt Example

  • Randall (Ally; TEMPORAL, X-MEN; Bishop; THW 2, ATK 1). Action: Discard a resource card from your hand → ready Randall. If that card has a physical resource icon, heal 1 damage from Randall. (Limit once per phase.) "We're with you, boss. All the way."
  • X-23 (Ally; X-FORCE; Leadership; THW 1, ATK 3). Response: After X-23 attacks and defeats an enemy, ready her. "Call me 'Lady-Wolverine' one more time – I dare you!"
  • Marrow (Ally; X-FORCE; Basic; THW 1, ATK 2). Play only if you have the X-FORCE or X-MEN trait. Response: After Marrow enters play, deal 2 damage to an enemy. "You won't look so pretty once I get you!"
  • Magik's Crown (Upgrade; Item; Magik). Magik gains steady. While the top card of your deck has a physical or wild resource icon, Magik gets +1 THW. "Raised in Limbo, Magik is destined to usurp its rule from the man who brought her there."
  • Clobber (Event; Attack; Aggression). Hero Action (attack): Deal 3 damage to an enemy. If this is the first card you have played this round, return this card to your hand. "It feels good to hit ninjas again." –Psylocke
  • Bloodgem (Upgrade; Item; Basic). Play only if your identity has the MYSTIC trait. Max 1 per deck. Resource: Exhaust Bloodgem and take 2 damage → generate a wild resource.

Overseer Minions

Sugar Man

Printed card text (OVERSEER 4/5; ELITE, OVERSEER; Victory 5):

  • Cannot take damage while another minion is at the mission.
  • Mission Response: After you discard cards, heal 3 damage from Sugar Man for each physical resource discarded.

Expert Campaign

To play the Age of Apocalypse campaign in expert difficulty, see "Expert Campaign" below.

For players who want an even more challenging campaign experience, the Age of Apocalypse expansion comes with everything you need to play an expert campaign.

Some Setup and Victory instructions are preceded by Expert Campaign Only. Ignore these instructions unless you are playing an expert campaign.

Persistent Damage

While playing the Age of Apocalypse campaign at the expert level, each player must record their remaining hit points in the campaign log after they win a game. This determines each player's starting hit points for the next scenario.

  • If a player's remaining hit point value is greater than their base hit point value, record their base hit points in the campaign log instead.

The setup instructions for each scenario offer each player the opportunity to restore their identity to their full hit point value by placing 3 threat on the MISSION side scheme.

Elimination and Victory

In an expert campaign, if a player is defeated during a scenario that their teammates go on to win, the defeated player does not participate in the Victory steps of that scenario.

However, during the Setup instructions of the next scenario, the defeated player can rejoin their teammates by placing 3 threat on that scenario's MISSION side scheme to restore their identity to full hit points.

When playing expert campaign, the ally you choose during Setup must share a trait with your hero.

Starter Decks

These preconstructed decks and character introductions are intended for the player who wants to play the game immediately without customizing their own deck.

Bishop / Leadership

Bishop has the uncanny ability to absorb energy and rechannel it. When he takes any amount of damage, he discards an equal number of cards from the top of his deck, adding each resource card discarded this way to your hand. Use those resources to pay for Concussive Blast or power up Super-Charged for big attacks. Play Bishop's Rifle and Bishop's Uniform to get some extra damage and healing from those resource cards.

In addition to his mutant power, Bishop is also a battle-tested field commander, so he comes paired with the Leadership aspect. Play Suit Up in alter-ego form to search your deck for an ally and an upgrade that can be played on that ally. Attach Sidekick to one of Bishop's identity-specific allies, then play Side-by-Side to ready both of them and boost their stats until the end of the phase!

  • Bishop cards: Malcolm, Randall, Bishop's Rifle, Bishop's Uniform, Super-Charged (x2), Concussive Blast (x2), Command Authority (x2), Energy Conversion (x2), Stored Energy (x3)
  • Leadership cards: Cable, X-23, Team Training (x3), Advanced Suit (x3), Sidekick, Side-by-Side (x3), Suit Up (x3), Lead from the Front (x3), The Power of Leadership (x2)
  • Basic cards: Legion, Marrow, Energy, Genius, Strength
  • Nemesis set: Trevor Fitzroy, Portal Through Time, Bantam, Temporal Trickery (x2)
  • Obligation: Fear the Future

Magik / Aggression

Magik is a mutant and a magic-user with the power to teleport through the Limbo dimension, the source of her mystic powers. While in hero form, keep the top card of your deck faceup. Match the resource icons on Magik's Crown, Soulsword, or Mystical Armor with the top card of your deck to get different stat boosts. Use Limbo to swap the top card of your deck with a card in your hand. Then, play Soul Strike to attack an enemy. If the top card of your deck has the physical or wild resource icons, stun that enemy as well!

If being a mutant-sorcerer wasn't intimidating enough, Magik is also a fierce fighter. That is why she comes paired with the Aggression aspect. Exhaust Blood Rage to take 1 damage and draw 1 card after you defeat an enemy. Let a couple enemy attacks go undefended to get her hit points below half of her starting value, then play Full-Body Charge for 8 damage with overkill!

  • Magik cards: Colossus, Limbo, Magik's Crown, Soulsword, Mystical Armor, Scrying, Stepping Disc (x3), Exorcism (x2), Soul Strike (x2), Magic Barrier (x2)
  • Aggression cards: Goldballs, Tempus, Blood Rage (x3), Test the Defense (x3), Full-Body Charge (x3), Clobber (x3), The Power of Aggression (x2)
  • Basic cards: Triage, Stepford Cuckoos, Bloodgem, Basic Spell (x3), Spiritual Meditation (x3)
  • Nemesis cards: Belasco, Ruler of Limbo, S'ym, Witchfire, Battle for Limbo
  • Obligation: Darkchilde

Scenarios

The five scenarios can be played individually, or together as a campaign (see Campaign Mode). Each scenario's Campaign Instructions are reproduced in its entry below.

Scenario #1 – Unus

Villain Deck: Unus (I), Unus (II). Remove Unus (I) and add Unus (III) for expert mode.

Main Scheme Deck: Hunting Gene Traitors.

Encounter Deck: Unus, Infinites, Dystopian Nightmare, and Standard sets. (The Standard set can be found in the Marvel Champions core set.)

The Dystopian Nightmare set can be removed from this scenario and/or added to other scenarios when using the scenario customization rules. The Infinites set may be used in other scenarios, but it is required when playing Unus.

Infinites Modular Set

The Unus scenario requires the Infinites modular set, which includes the Gene Pool side scheme. Gene Pool has both the permanent and setup keywords, so it always begins the game in play and cannot leave play.

Both Unus and the Infinite Soldier (included in the Infinites set) grow stronger or weaker depending on how much threat is on Gene Pool, so be careful not to let it stack up too high!

Modular Difficulty

If players wish to modify the difficulty of a scenario while using the Infinites modular set, they may place threat on Gene Pool during setup. This extra threat represents the previous cullings carried out by the Infinites. The amount of threat placed is up to the players as a group, but listed below are some recommendations for each difficulty mode:

  • Skirmish Mode: Place 0 threat.
  • Standard Mode: Place 1 threat.
  • Expert Mode: Place 2 threat.
  • Heroic Mode: Place 3 threat.
  • Expert Campaign Only: Record each identity's remaining hit points in the campaign log.

Scenario #1 Card Text

  • Unus (Villain, Prelate; 1/14; 12 hit points): Toughness. If the amount of threat on Gene Pool is at least: 3 – Unus gains retaliate 1. 6 – Unus gains stalwart. 9 – Unus gains the acceleration icon.
  • Hunting Gene Traitors (Main Scheme, 4/14): Prelate Unus and his squad of Infinites scour the ruins of the X-Mansion for the enemies of Apocalypse. Forced Response: After resolving step one of the villain phase, place 1 threat on Gene Pool. If this scheme is completed, the players lose the game.

Scenario #1 Campaign Instructions

  • Setup: Each player records their identity in the campaign log found on the back cover of this rulebook. Players cannot switch identities during a campaign. Shuffle the Age of Apocalypse modular set into the encounter deck. Randomly select one of the available MISSION side schemes and follow the Setup directions for it in the campaign log. Randomly select one of the available OVERSEER minions and add it to the mission area. Put the double-sided Mission Rules card into play next to it. The first player takes control of the Mission Team (171A) support card, MISSION side faceup. Each player searches their deck for an ally and adds it to their hand. (This card counts towards your hand size.)
  • Victory: Strike the MISSION side scheme from the campaign log. If the MISSION side scheme was defeated, follow the "Defeated" instructions for that side scheme in the campaign log. If the MISSION side scheme was not defeated, follow the "Not Defeated" instructions for that side scheme in the campaign log. If the OVERSEER minion was defeated, strike its name from the campaign log.
  • Expert Campaign Only (Victory): Record each identity's remaining hit points in the campaign log.

Scenario #2 – Four Horsemen

Villain Deck: War (A), Famine (A), Pestilence (A), and Death (A). Replace each villain with their (B) side for expert mode.

Main Scheme Deck: The Horsemen of Apocalypse.

Encounter Deck: Four Horsemen, Hounds, Dystopian Nightmare, and Standard sets. (The Standard set can be found in the Marvel Champions core set.)

The Hounds and Dystopian Nightmare sets can be removed from this scenario and/or added to other scenarios when using the scenario customization rules.

Multiple Villains

The Four Horsemen scenario has four different villains: War (81), Famine (82), Pestilence (83), and Death (84). All four villains are revealed in random order and put into play in a row when setting up the scenario. Give each villain a hit point dial and set it to their starting hit points. If you do not have enough hit point dials, you can use dice, counters, pen and paper, or some other method to track each villain's hit points.

Active Villain

There are four villains in play during the scenario, but only the active villain will activate during the villain phase. The active villain is the villain with the active counter (an all-purpose counter). The active counter is placed and/or moved by card effects. The Horsemen of Apocalypse (1A) instructs players to give the leftmost villain the active counter at the start of the game.

The Horsemen of Apocalypse (1B) causes the active counter to pass to the "next villain" after the villain activates. The "next villain" is immediately to the right of the current villain. If the current villain is the rightmost, then the "next villain" is the leftmost.

Any encounter card that refers to "the villain" only refers to the active villain. When a player triggers a player card ability that refers to "the villain," they choose which villain they want to be the target of that ability. If a constant ability or keyword refers to "the villain," it only refers to the active villain.

Players can attack any villain they choose regardless of which villain is the active villain. Certain encounter cards will cause a specific villain to activate regardless of who is the active villain.

Adjustable Difficulty

Each of the Horsemen villains has a side A and a side B to allow players to adjust their desired difficulty. To play the scenario in skirmish or standard mode, use each villain's side A. To play the scenario in expert or heroic mode, use each villain's side B. Players may also customize their experience by using a mix of side A or B as they choose.

Scenario #2 Card Text

  • The Horsemen of Apocalypse (Main Scheme, 5/20): Forced Response: After a villain activates, move the active counter to the next villain. If this stage is completed, the players lose the game.
  • War (Villain, Four Horsemen, 1/20; 9 hit points; ATK 2, SCH 1): Forced Response: After War attacks you, if he has at least 1 hit point remaining, discard an upgrade or support you control. War cannot be defeated while another villain has hit points remaining.
  • Famine (Villain, Four Horsemen, 2/20; 9 hit points; ATK 1, SCH 2): Forced Response: After Famine attacks you, if she has at least 1 hit point remaining, discard the top 10 cards of your deck. Famine cannot be defeated while another villain has hit points remaining.
  • Pestilence (Villain, Four Horsemen, 3/20; 9 hit points; ATK 1, SCH 2): Forced Response: After Pestilence attacks you, if she has at least 1 hit point remaining, treat your identity's text box as if it were blank (except for TRAITS) until the next villain phase. Pestilence cannot be defeated while another villain has hit points remaining.
  • Death (Villain, Four Horsemen, 4/20; 9 hit points; ATK 2, SCH 1): Forced Response: After Death attacks you, if he has at least 1 hit point remaining, deal 1 damage to each character you control. Death cannot be defeated while another villain has hit points remaining.

Scenario #2 Campaign Instructions

  • Setup: Shuffle the Age of Apocalypse modular set into the encounter deck. Randomly select one of the available MISSION side schemes and follow the Setup directions for it in the campaign log. Randomly select one of the available OVERSEER minions and add it to the mission area. Put the double-sided Mission Rules card into play next to it. The first player takes control of the Mission Team (171A) support card, MISSION side faceup. Each player searches their deck for an ally and adds it to their hand. (This card counts towards your hand size.)
  • Expert Campaign Only (Setup): Set each player's hit points to their remaining hit point value recorded in the campaign log for the previous scenario.
  • Expert Campaign Only (Setup): Each player may place 3 threat on the MISSION side scheme to heal their identity to its full hit point value.
  • Victory: Strike the MISSION side scheme from the campaign log. If the MISSION side scheme was defeated, follow the "Defeated" instructions for that side scheme in the campaign log. If the MISSION side scheme was not defeated, follow the "Not Defeated" instructions for that side scheme in the campaign log. If the OVERSEER minion was defeated, strike its name from the campaign log.
  • Expert Campaign Only (Victory): Record each identity's remaining hit points in the campaign log.

Scenario #3 – Apocalypse

Villain Deck: Apocalypse (II), Apocalypse (III). Remove Apocalypse (II) and start with Apocalypse (III) for expert mode. For an easier game, begin with Apocalypse (I).

Main Scheme Deck: The Age of Apocalypse.

Encounter Deck: Apocalypse, Prelates, Dark Riders, Infinites, and Standard sets. (The Standard set can be found in the Marvel Champions core set.)

The Dark Riders and Infinites sets can be removed from this scenario and/or added to other scenarios when using the scenario customization rules.

Note: The PRELATE minions (179–183) are found on the reverse sides of the OVERSEER minions. Defeating a PRELATE minion does not remove its OVERSEER version from the campaign.

Stop the Apocalypse

Apocalypse is the eternal tyrant whose mutant ability empowers him to continually regenerate and grow stronger. To defeat him, the heroes must first prove that Apocalypse is no longer fit to rule by revealing the No Longer Worthy attachment found on the reverse side of The Tyrant's Throne side scheme.

When Apocalypse would be defeated, if No Longer Worthy is not attached to him, the players must resolve the Forced Interrupt on The Age of Apocalypse 1B: "When Apocalypse would be defeated, discard each attachment on him and heal all damage from him instead. Remove X threat from this scheme (ignoring any crisis icons)." Defeating Apocalypse this way does not win the game, but it does discard attachments from him and prevents him from growing stronger.

If Apocalypse is defeated with No Longer Worthy attached, the players win the game.

Scenario #3 Card Text

  • Apocalypse (Villain, Mutant; 1/15; 8 hit points; ATK 2, SCH 1; Toughness): Forced Interrupt: When the main scheme is completed, remove all threat from it (ignoring any crisis icons). Flip this card and reveal Apocalypse (II). "Challenge me and be reminded why Apocalypse reigns supreme."

Scenario #3 Campaign Instructions

  • Setup: Shuffle the Age of Apocalypse modular set into the encounter deck. Randomly select one of the available MISSION side schemes and follow the Setup directions for it in the campaign log. Randomly select one of the available OVERSEER minions and add it to the mission area. Put the double-sided Mission Rules card into play next to it. The first player takes control of the Mission Team (171A) support card, MISSION side faceup. Each player searches their deck for an ally and adds it to their hand. (This card counts towards your hand size.)
  • Expert Campaign Only (Setup): Set each player's hit points to their remaining hit point value recorded in the campaign log for the previous scenario.
  • Expert Campaign Only (Setup): Each player may place 3 threat on the MISSION side scheme to heal their identity to its full hit point value.
  • Victory: Strike the MISSION side scheme from the campaign log. If the MISSION side scheme was defeated, follow the "Defeated" instructions for that side scheme in the campaign log. If the MISSION side scheme was not defeated, follow the "Not Defeated" instructions for that side scheme in the campaign log. If the OVERSEER minion was defeated, strike its name from the campaign log.
  • Expert Campaign Only (Victory): Record each identity's remaining hit points in the campaign log.

Scenario #4 – Dark Beast

Villain Deck: Dark Beast (I), Dark Beast (II). Remove Dark Beast (I) and add Dark Beast (III) for expert mode.

Main Scheme Deck: Dark Beast's Bogus Journey.

Encounter Deck: Dark Beast, Blue Moon, Genosha, Savage Land, Dystopian Nightmare, and Standard sets. (The Standard set can be found in the Marvel Champions core set.)

The Dystopian Nightmare set can be removed from this scenario and/or added to other scenarios when using the scenario customization rules. The Blue Moon, Genosha, and Savage Land sets may be used in other scenarios, but they are required when playing Dark Beast.

Scenario #4 Card Text

  • Dark Beast (Villain, Brute, Genius; 1/13; 15 hit points; ATK 2, SCH 2): Forced Interrupt: When Dark Beast attacks you, resolve the "Special" ability on the SETTING environment card in play. When Revealed: Reveal a random set-aside environment and shuffle the rest of its encounter set into the encounter deck. "A villain's work is never done!"

Scenario #4 Campaign Instructions

  • Setup: Shuffle the Age of Apocalypse modular set into the encounter deck. Randomly select one of the available MISSION side schemes and follow the Setup directions for it in the campaign log. Randomly select one of the available OVERSEER minions and add it to the mission area. Put the double-sided Mission Rules card into play next to it. The first player takes control of the Mission Team (171A) support card, MISSION side faceup. Each player searches their deck for an ally and adds it to their hand. (This card counts towards your hand size.)
  • Expert Campaign Only (Setup): Set each player's hit points to their remaining hit point value recorded in the campaign log for the previous scenario.
  • Expert Campaign Only (Setup): Each player may place 3 threat on the MISSION side scheme to heal their identity to its full hit point value.
  • Victory: Strike the MISSION side scheme from the campaign log. If the MISSION side scheme was defeated, follow the "Defeated" instructions for that side scheme in the campaign log. If the MISSION side scheme was not defeated, follow the "Not Defeated" instructions for that side scheme in the campaign log. If the OVERSEER minion was defeated, strike its name from the campaign log.
  • Expert Campaign Only (Victory): Record each identity's remaining hit points in the campaign log.

Scenario #5 – En Sabah Nur

Three-Sided Villain

The En Sabah Nur scenario features the first ever three-sided villain card for Marvel Champions: The Card Game! Apocalypse begins the game in his BIOMORPH form. From there he can be flipped to his CYBERPATH form, or his card can be unfolded to reveal his GIANT form.

Throughout the scenario, various card abilities will cause Apocalypse to change forms. When this happens, change the Apocalypse villain card to the specified form of his card. This is NOT the same as "defeating" or "revealing" the villain, so do not reset his hit points or discard his attachments when he changes forms.

Villain Deck: Apocalypse (I), Apocalypse (II) (This scenario uses the three-sided versions.) Remove Apocalypse (I) and add Apocalypse (III) for expert mode.

Main Scheme Deck: En Sabah Nur's Pyramid, The Rise of Apocalypse.

Encounter Deck: En Sabah Nur, Celestial Tech, Clan Akkaba, and Standard sets. (The Standard set can be found in the Marvel Champions core set.)

The Celestial Tech and Clan Akkaba sets can be removed from this scenario and/or added to other scenarios when using the scenario customization rules.

Ancient Ritual

The Clan Akkaba modular set includes the Ancient Ritual side scheme. This side scheme has both the permanent and setup keywords, so it always begins the game in play and cannot leave play.

Scenario #5 Card Text

Apocalypse's three-sided villain card, EN SABAH NUR (1/16), 16 hit points:

  • BIOMORPH form (Mutant, Biomorph): Apocalypse's attacks gain overkill. Forced Response: After Apocalypse changes to this form, deal 1 indirect damage to each player.
  • CYBERPATH form (Mutant, Cyberpath): Retaliate 1. Forced Response: After Apocalypse changes to this form, place 1 threat on each scheme in play.
  • GIANT form (179C; Mutant, Giant): Stalwart. Forced Response: After Apocalypse changes to this form, heal 1 damage from him. "I am as far beyond mutants as they are above humans."

Scenario #5 Campaign Instructions

  • Setup: Shuffle the Age of Apocalypse modular set into the encounter deck. Reveal the Protect the Professor MISSION side scheme and put it into play. Randomly select one of the available OVERSEER minions and add it to the mission area. Put the double-sided Mission Rules card into play next to it. The first player takes control of the Mission Team (171A) support card, MISSION side faceup. Each player searches their deck for an ally and adds it to their hand. (This card counts towards your hand size.) Professor X cannot enter play during this game.
  • Expert Campaign Only (Setup): Set each player's hit points to their remaining hit point value recorded in the campaign log for the previous scenario.
  • Expert Campaign Only (Setup): Each player may place 3 threat on the MISSION side scheme to heal their identity to its full hit point value.
  • Victory: If the Protect the Professor MISSION side scheme was defeated, the players saved Professor X and win the campaign! If the Protect the Professor MISSION side scheme was not defeated, the players failed to save Professor X and lose the campaign.
  • Scenario #3 – Apocalypse
    • Stop the Apocalypse
    • Scenario #3 Card Text
    • Scenario #3 Campaign Instructions
  • Scenario #4 – Dark Beast
    • Scenario #4 Card Text
    • Scenario #4 Campaign Instructions
  • Scenario #5 – En Sabah Nur
    • Three-Sided Villain
    • Ancient Ritual
    • Scenario #5 Card Text
    • Scenario #5 Campaign Instructions
  • Each player chooses a campaign ally. They may include that ally in their deck for the rest of the campaign. That card does not count against your minimum deck size.
    Remove each campaign ally from the campaign.