Marvel United: Maximum Carnage
Marvel United: Maximum Carnage Rulebook
Table of Contents
Table of Contents
Components
- 1 Carnage Die
- 1 Challenge Card
- 1 Carnage Challenge Dashboard
- 16 New Sinister Six Master Plan Cards
- 1 New Sinister Six Dashboard
- 16 Weak Spot Cards
- 12 Hero Cards
- 4 Locations
- 60 Master Plan Cards (12 for each Villain)
- 30 Threat Cards (6 for each Villain)
- 1 Mission Card
- 5 Villain Dashboards
- 6 Infection Tokens
- 4 KO Tokens
- 1 Stunned Token
- 1 Sinister Six Assembled Special Rules Card
- 1 Sinister Six Assembled Centerpiece
- 22 Sinister Six Assembled Villain Modules
- 16 Sinister Six Assembled Master Plan Cards
- Miniatures: Morbius, Shriek, Scream, Scorpion, Demogoblin, Doppelganger, Dark Carnage
Carnage Challenge
The Carnage Challenge can be added to any game, adding Dark Carnage as an infectious agent of death, alongside the regular Villain. Dark Carnage infects Civilians and Thugs, using them to attack the Heroes. If he's not stopped, Heroes might end up facing him as a full-fledged Villain! This Challenge seriously increases the difficulty of the game, so only experienced players should take it on.
Setup
Perform these extra steps at the end of the Setup:
- Place the Dark Carnage dashboard with the Challenge side up, within reach of the players, with a number of Health tokens according to the number of Heroes in the game.
- Place Dark Carnage in the next counter-clockwise Location adjacent to the Villain's.
- In each Location, place 1 Infection token below the leftmost Civilian / Thug, if any. Infection tokens must not cover or be hidden by the Civilian / Thug tokens.
- Keep any remaining Infection tokens in a side pool within reach of the players.
Dark Carnage Activation
Before each Villain turn, roll the Carnage die and check the result.
- Don't roll the Carnage die before the 1st Villain turn.
- Don't roll the Carnage die before a Villain turn that takes place immediately following the previous Villain turn.
On a 0 to 5 result, perform the following:
- Move Dark Carnage clockwise the number of Locations shown on the die.
- Place 1 Infection token below the leftmost not Infected Civilian / Thug in Dark Carnage's Location, if any. If there are no Civilian / Thug there, add 1 Thug there and place 1 Infection token below it.
On a Carnage symbol result, perform the following:
- Move Dark Carnage clockwise to the next Location with any Heroes.
- Place 1 Infection token below the leftmost not Infected Civilian / Thug in Dark Carnage's Location, if any. If there are no Civilian / Thug there, add 1 Thug there and place 1 Infection token below it.
- Deal 1 damage to 1 Hero in each Location with 1 or more Infected Civilian / Thug.
If ever an Infection token must be placed but the pool is empty, the Heroes lose the game.
- Dark Carnage is considered a Villain for all game effects. However, his activation is not considered a Villain turn, but part of the main Villain's turn.
- If Dark Carnage ends his movement on a Threat with a Threat symbol, he doesn't activate it.
Infection Special Rules
- As soon as an Infected Civilian is rescued or discarded, or an Infected Thug is defeated or discarded, the attached Infection token is discarded and returns to the pool.
- If an Infected Civilian / Thug is moved to another Location, the Infection token is moved with it.
- If an Infected Civilian is turned into a Thug, or vice versa, the Infection token is not discarded.
- All game effects that discard or remove Crisis tokens also affect Infection tokens.
Dark Carnage Special Rules
- As long as there is at least 1 Infected Thug / Civilian on the board, Heroes cannot damage or defeat Dark Carnage by any means.
- Whenever there are no Infection tokens on the board, Heroes can defeat Dark Carnage by attacking him and bringing his Health down to 0. When Dark Carnage is defeated, remove him from the game and stop rolling the Carnage die.
Dark Carnage Becomes the Main Villain
If the main Villain is defeated (or there are no more Villains in play in case of multiple Villains) but Dark Carnage is still in play, immediately remove all the defeated Villain's components and flip the Dark Carnage dashboard to its Villain side, replacing the defeated Villain's dashboard. Move all Dark Carnage's Health tokens to his Villain side and add a number of Health tokens equal to the number of Infection tokens currently in play. Then, remove all Infection tokens from the game. The Heroes must now defeat Dark Carnage to win the game. The Hero that defeated the Villain continues their turn, if not already finished, and the game continues following the regular turn sequence.
During each Villain turn, instead of playing a Master Plan card, roll the Carnage die and check the result:
On a 0 to 5 result, perform the following:
- Move Dark Carnage clockwise the number of Locations shown on the die.
- Deal 1 damage to each Hero in Dark Carnage's Location and in both adjacent Locations.
On a Carnage symbol result, perform the following:
- Move Dark Carnage clockwise to the next Location with any Heroes.
- Deal 2 damage to each Hero in Dark Carnage's Location.
When a Hero is KO'd, they are eaten by Dark Carnage and removed from the game. Their Hero turns are skipped, but the Turn Sequence doesn't change. The Heroes lose when they have all been removed from the game. Dark Carnage doesn't add Civilian / Thug to Locations, but if an Overflow is triggered due to other game effects, he gains 1 Health (may go above his starting value).
Sinister Six Mode
When playing against the combined Sinister Six, follow all the standard rules with the following changes or additions.
Setup
- Do not use the Mission Guide or the Mission cards for this game.
- Do not pick any Villain Dashboard. Instead, place the large New Sinister Six Dashboard at the center of the table. Each of the 6 Villains has their own Health pile that must be filled with tokens according to the number of Heroes, as usual.
- No Threat cards or tokens are used in this game. Leave the Location slots empty. Instead, place a Weak Spot card on the corresponding slot of each Villain around the New Sinister Six Dashboard.
- Take the New Sinister Six Master Plan deck, shuffle it, and place it facedown next to a random Location. Randomly, place 2 of the Villains' game pieces in that Location, 2 in the Location to the right of it, and 2 in the Location to the left of it. In this game mode, the Villains must always be placed on top of the Locations' End of Turn effect slot.
- The Heroes are placed in the Location opposite to the central Villain Location, so they are not adjacent to any Villain.
Gameplay
Villain Turn
The Villains already start the game Under Pressure, which means from the beginning, they play a Master Plan card in the Storyline after every TWO Hero turns.
Each Master Plan card shows all of the Sinister Six in a column, in different orders. When a card is played, activate the 2 topmost Villains listed that have not been defeated yet in descending order. If one of the topmost Villains has already been defeated, move on to the Villain listed under them, and so on.
- The top Villain moves clockwise the number of Locations indicated on the card, activates their BAM! effect, as listed on the Sinister Six Dashboard, and then adds 1 Thug or Civilian token to their Location, as indicated.
- The next Villain also moves clockwise the number of Locations indicated on the card, activates their BAM! effect, and then adds 1 Thug or Civilian token to their Location, as indicated.
NOTE: When there is only one Villain left, they perform both activations every Villain turn.
Example: When this card is played, Scorpion moves clockwise 1 Location, activates his BAM! (giving 1 Crisis token and dealing 1 damage to 1 Hero in his Location) and adds a Thug to his Location. Then, Doppelganger would be activated, but he's already been defeated. So, Morbius moves 1 Location, activates his BAM! (dealing 1 damage to 1 Hero in his Location and recovering 1 Health) and adds a Civilian to his Location.
IMPORTANT: When Villains move, their piece is always placed on top of their Location's End of Turn effect slot. This is to show that the Location Effect cannot be used by a Hero as long as there are any Villains on top of it. Heroes can only use the End of Turn effect of a Location that is completely free of Villains.
Defeating the Sinister Six
While players don't need to complete Missions in this mode, each Villain can only take damage once their Weak Spot has been found. Each Villain has a Weak Spot card on their section of the dashboard, showing a different combination of 2 or 3 Actions. During their turn, a Hero in the same Location as a Villain may use actions in order to place the same token on a corresponding slot of that Villain's Weak Spot card (they may also use Wild symbols, Action tokens, or Special Effects that grant actions to do so). Once all the slots of a Villain's Weak Spot card have been filled, the card is removed and that Villain can now be damaged.
Once a Villain is defeated, place their character piece on their section of the dashboard. They are ignored on the Master Plan cards and any special rules related to them are no longer in effect.
Winning and Losing
HEROES WIN if they defeat all 6 Villains. To be able to damage a Villain, Heroes must first clear their corresponding Weak Spot card.
HEROES LOSE if the Villains must draw a Master Plan card but their deck is empty. They also lose if any Hero starts their turn with no cards both in their deck and in their hand.
Sinister Six Assembled
The Sinister Six Assembled format follows the same rules as the Sinister Six mode, but here players can use the modular dashboards to choose any combination of 6 Villains to face.
The individual Villains are identified on the Master Plan cards by the letters which match their Villain board position around the Sinister Six Assembled centerpiece.
Setup
During Setup, apply the following changes:
- Place the Sinister Six Assembled centerpiece board at the center of the table.
- Choose 6 Villains to face and take their game pieces, Weak Spot cards, and Villain modular boards.
- Attach the 6 modular boards to the centerpiece to form a large, hexagonal board.
- Use the Sinister Six Assembled Master Plan deck.
- If facing Scorpion, Shriek, or Vulture, take the Sinister Six Assembled Special Rules card and keep it within view of all players.
Statue of Liberty Location
At the end of each Villain turn, the Heroes can choose to add 1 Civilian to the Statue of Liberty Location. Heroes are not required to be in that Location to apply this effect.
When using the Statue of Liberty Location in Team vs Team mode, the Team with the Initiative chooses whether or not to add 1 Civilian to this Location at the end of the Villain turn.
Villains Special Rules for Team vs Team Mode
DEMOGOBLIN & DOPPELGANGER: When a Civilian / Thug is discarded or an Overflow is triggered, follow the Villains' special rules, placing tokens on the Mission card belonging to the Team with the Initiative.
SCORPION: The Scorpion Suit Enhancement Starting Master Plan card is turned facedown when both Teams' Clear Threats Missions are completed.