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Marvel Champions: The Card Game – The Wrecking Crew Scenario Pack thumbnail

Marvel Champions: The Card Game – The Wrecking Crew Scenario Pack

Expansion for Marvel Champions: The Card Game

Marvel Champions: The Card Game – The Wrecking Crew Scenario Pack Rulebook

Table of Contents

Table of Contents

  • Additional Setup
    • Prepare Villains and Dials
    • Add Side Schemes
    • Prepare Encounter Decks
    • The Final Layout
  • The Wrecking Crew
    • Villains
    • Side Schemes
    • Main Scheme
  • New Rules
    • The Active Villain
    • Multiple Villains and Encounter Decks
    • Signature Side Schemes
  • Adjustable Difficulty

Additional Setup

Prepare Villains and Dials

After placing the main scheme, add all 4 villains (Wrecker, Thunderball, Piledriver, and Bulldozer) to the play area. Use version A for standard mode, or version B for expert mode. 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.

Add Side Schemes

Add the following side schemes to the play area: Day of Reckoning, Thunderstruck, Pile It On!, and Clear the Road. Place each side scheme directly above its corresponding villain, as identified in the side scheme's text box (such as "Thunderball's Side Scheme").

Prepare Encounter Decks

Each villain in The Wrecking Crew has its own encounter deck of 15 cards, identified by the villain's name in the bottom-left corner of each card. Find the cards for Wrecker, shuffle them, place this deck above Wrecker and his side scheme, and leave additional space for his discard pile. Repeat this process for the other three villains.

Note: Nemesis cards and obligations are not used when playing this scenario.

The Final Layout

After setup is complete, there should be 1 main scheme in play, plus 4 villains—each with their corresponding side scheme, encounter deck, and discard pile. Wrecker should have the active villain counter (see page 6).

The Wrecking Crew

Printed typos corrected in this transcription: "cannot eave play" (Thunderstruck) is "cannot leave play"; "if there is 10 tor more threat" (Clear the Road) is "10 or more threat"; "after step one of he villain phase" (Breakout) is "step one of the villain phase".

Villains

Wrecker — Villain

  • Hit Points 18
  • Wrecking Crew. When Wrecker schemes, place the threat on his side scheme instead of the main scheme.
  • While Wrecker is attacking, he gets +2 ATK if the attack is undefended.

Thunderball — Villain

  • Hit Points 16
  • Wrecking Crew. When Thunderball schemes, place the threat on his side scheme instead of the main scheme.
  • Forced Response: After Thunderball attacks you, deal 1 damage to each character you control.

Piledriver — Villain

  • Hit Points 11
  • Wrecking Crew. Retaliate 1.
  • When Piledriver schemes, place the threat on his side scheme instead of the main scheme.

Bulldozer — Villain

  • Hit Points 15
  • Wrecking Crew. When Bulldozer schemes, place the threat on his side scheme instead of the main scheme.
  • Forced Interrupt: When Bulldozer attacks, the attack gains overkill.

The villain cards' scheme and attack values are printed as icons on each card face and are not transcribed here; see the card illustrations on page 2 of the insert.

Side Schemes

Day of Reckoning — Wrecker's Side Scheme

  • This card cannot leave play while Wrecker is in play.
  • Hard Hitter — Forced Response: After threat is placed here, if there is 10 or more threat here, deal 2 damage to each friendly character. Remove all but 3 threat from this scheme.

Thunderstruck — Thunderball's Side Scheme

  • This card cannot leave play while Thunderball is in play.
  • Gamma Blast — Forced Response: After threat is placed here, if there is 10 or more threat here, stun each friendly character. Remove all but 3 threat from this scheme.

Pile It On! — Piledriver's Side Scheme

  • This card cannot leave play while Piledriver is in play.
  • Pile Drive — Forced Response: After threat is placed here, if there is 10 or more threat here, each player discards the upgrade or support they control with the highest cost. Remove all but 3 threat from this scheme.

Clear the Road — Bulldozer's Side Scheme

  • This card cannot leave play while Bulldozer is in play.
  • Charge! — Forced Response: After threat is placed here, if there is 10 or more threat here, each player must discard the top 10 cards of their deck. Remove all but 3 threat from this scheme.

Main Scheme

Breakout — Main Scheme (1B)

  • Forced Response: After step one of the villain phase, place 1 threat on each side scheme. Move the active counter to the villain whose scheme has the most threat. (If there is a tie, the first player chooses.)
  • If this stage is completed, the players lose the game.

New Rules

The Active Villain

There are 4 villains in play at the beginning of the scenario, but only the active villain will activate during the villain phase. The active villain is the villain with the active counter (all-purpose counter). The active counter is placed and/or moved by card effects. The Breakout 1A instructs players to give Wrecker the active counter during setup.

Any card effect that refers to "the villain" only refers to the active villain. Any card that refers to "the encounter deck" only refers to the active villain's deck. When the villain is dealt a boost card, it is dealt from the active villain's deck. When a player is dealt an encounter card, it is dealt from the active villain's deck.

When the active villain is defeated, move the active counter to the villain whose side scheme has the most threat. (In case of a tie, the first player decides.)

Note: Players may attack any villain or thwart any scheme regardless of which villain is the active villain.

Multiple Villains and Encounter Decks

When an encounter card leaves play, it is placed in the discard pile of its corresponding encounter deck.

When a villain's encounter deck is empty, shuffle its discard pile back into its encounter deck and place an acceleration token on the main scheme (per the normal rules of the game).

When a villain is defeated, their side scheme is also removed from the game. Any encounter cards from that villain's deck that are in play remain in play. If the players defeat all 4 villains, they win the game!

Signature Side Schemes

Each of the four villains in The Wrecking Crew has its own side scheme with the same line of text: "This card cannot leave play while [its corresponding villain] is in play." These side schemes are not discarded when they have no threat on them. Instead, these side schemes are removed from the game when their corresponding villain is defeated.

Adjustable Difficulty

The Wrecking Crew does not use other encounter sets, but it can be played at varying levels of difficulty.

To play in standard mode, put each version-A villain into play during setup. To play in expert mode, put each version-B villain into play during setup instead. Players can also customize the difficulty by placing some version-A and some version-B villains during setup.

For an extreme challenge, start with each version-A villain in play and put each villain's version B under it. When the version A of a villain is defeated, its version B enters play, and the game is won only after all version-B villains are defeated.