Marvel United: Multiverse – Kickstarter Promos Box
Marvel United: Multiverse – Kickstarter Promos Box Rulebook
Table of Contents
Table of Contents
Villain Dashboards and Rules
Each villain in this box uses a Villain Dashboard. The Dashboard carries that villain's Special Rules, its Overflow effect, its BAM! effect and its Villainous Plot track. The Masterplan deck and the Threat cards for that villain follow the Dashboard's rules.
Klaw
Klaw Dashboard
Special Rules: Only Heroes with any cleared Threats in front of them can damage Klaw (once 2 Missions have been completed). When a Hero is KO'd, Klaw doesn't activate his BAM! Instead, draw a Master Plan card and add it facedown in the Storyline.
BAM!: Deal 2 damage to 1 Hero in each Location adjacent to Klaw's and 1 damage to 1 Hero in each Location adjacent to the Location opposite to Klaw's.
Overflow: If 1 or more Civilian / Thug tokens can't be added to a Location, accelerate the next Villain turn by 1 card (if not already accelerated).
Player-count table (printed in the lower left of the Dashboard; the card gives no label for it): 2 Heroes: 5; 3 Heroes: 6; 4 Heroes: 7.
Back of the Dashboard (Super Villain): Heroes' starting tokens: one Action token and one Heroic Action token.
Klaw Threat Cards
The Klaw Threat deck has six cards, all the same: Solid Sound Body.
- Solid Sound Body (6 cards): While Klaw is in this Location, he ignores 1 damage each Hero turn. The Hero that clears this Threat places it in front of them.
Klaw Masterplan Deck
The Masterplan cards are listed in the order they appear in the source sheet. Each card gives a Move value, a BAM! icon where printed, the tokens placed in the Location on each side of the Villain's Location (the orange arrow in the placement diagram marks the Villain's Location), and any named effect.
- Move 0. BAM!. Sonic Wave Blast: Move each Hero 1 Location away from Klaw's. Place 1 Civilian in each Location beside Klaw's.
- Move 0. BAM!. Sonic Wave Blast: Move each Hero 1 Location away from Klaw's. Place 1 Thug in each Location beside Klaw's.
- Move 1. BAM!. Place 1 Civilian in each Location beside Klaw's.
- Move 1. BAM!. Place 1 Thug in each Location beside Klaw's.
- Move 2. BAM!. Place 1 Civilian in each Location beside Klaw's.
- Move 2. BAM!. Place 1 Thug in each Location beside Klaw's.
- Move 3. Consolidating Sound: If Klaw is at full Health, accelerate the next Villain turn by 1 card. Otherwise, he recovers 2 Health (can't go above starting value). Place 1 Civilian in each Location beside Klaw's.
- Move 3. Consolidating Sound: If Klaw is at full Health, accelerate the next Villain turn by 1 card. Otherwise, he recovers 2 Health (can't go above starting value). Place 1 Thug in each Location beside Klaw's.
- Move 4. BAM!. Place 1 Civilian in each Location beside Klaw's.
- Move 4. BAM!. Place 1 Thug in each Location beside Klaw's.
- Move 5. BAM!. Sonic Wave Blast: Move each Hero 1 Location away from Klaw's. Place 1 Civilian in each Location beside Klaw's.
- Move 5. BAM!. Sonic Wave Blast: Move each Hero 1 Location away from Klaw's. Place 1 Thug in each Location beside Klaw's.
Gap: the token placements on the Klaw Masterplan cards were read from the card images at display resolution. Each card shows one token icon in each side slot; the icon count per slot was not confirmed at full size.
Chameleon
Chameleon Dashboard
Special Rules: Once 2 Missions have been completed, when a Hero is trying to damage Chameleon, first shuffle all the Find the Chameleon tokens. Then, reveal 1 token, plus 1 for each empty slot in Chameleon's Location. If one of the revealed tokens shows Chameleon, he can be damaged for the rest of the turn. Otherwise, he can't be damaged until the end of the turn.
BAM!: If there is at least 1 Hero in Chameleon's Location, accelerate the next Villain turn by 1 card.
Overflow: If 1 or more Civilian / Thug tokens can't be added to a Location, bring back in play 1 random cleared Threat in the first clockwise Location with no Threat. If not possible, draw a Master Plan card and add it facedown in the Storyline.
Player-count table (printed in the lower left of the Dashboard; the card gives no label for it): 2 Heroes: 4; 3 Heroes: 4; 4 Heroes: 4.
Back of the Dashboard (Super Villain): Special Setup: Keep the 8 Find the Chameleon tokens aside, facedown, within reach of the players (alternatively, place them in a bag). Heroes' starting tokens: two yellow star icons.
Chameleon Threat Cards
No Threat sheet for Chameleon is included in this box's source; see the Gaps note in the Chameleon section below.
Chameleon Masterplan Deck
No Masterplan sheet for Chameleon is included in this box's source.
Gap: the source sheets for Chameleon are the Dashboard front and back only. No Masterplan or Threat sheet for Chameleon is in the source, so none is transcribed here.
Titania
Titania Dashboard
Special Rules: Each time Titania is reduced to 0 Health, she is not defeated. Instead, lay her down and add 1 Crisis token to this dashboard. At the start of the next Villain or Hero turn, Titania is placed back upright and restored to full Health.
When a Hero is KO'd during a Villain turn, Titania doesn't activate her BAM! Instead, add 1 KO token to this dashboard.
When a Hero is KO'd during a Hero turn, Titania doesn't activate her BAM! Instead, accelerate the next Villain turn by 1 card.
BAM!: 1 Hero in Titania's Location takes 1 damage, plus damage equal to the number of Crisis tokens on this dashboard.
Overflow: If 1 or more Civilian / Thug tokens can't be added to a Location, deal 1 damage to 1 Hero anywhere.
Villainous Plot / Heroic Goal: When either Titania or a Hero should play a card but they have none, the usual game loss conditions don't apply. Instead, compare the number of Crisis and KO tokens on this dashboard. If the number of Crisis tokens is higher, the Heroes win. Otherwise, they lose.
Player-count table (printed in the lower left of the Dashboard; the card gives no label for it): 2 Heroes: 3; 3 Heroes: 4; 4 Heroes: 4.
Back of the Dashboard (Super Villain): Special Setup: Players may decide to add the special Absorbing Man Challenge to the game by placing his Threat card facedown near the play area and reading it. Heroes' starting tokens: two yellow star icons and two red burst icons (the icon values were not identified at display resolution).
Titania Threat Cards
The Titania Threat sheet shows six Double Feature cards, all the same, and one Absorbing Man Challenge card (transcribed in the Absorbing Man section).
- Double Feature (6 cards): This turn, Titania's BAM! has an additional effect: If possible, also deal 1 damage to a different Hero in Titania's Location.
Titania Masterplan Deck
The Masterplan cards are listed in the order they appear in the source sheet. Each card gives a Move value, a BAM! icon where printed, the tokens placed in the Locations around the Villain's Location (the orange arrow in the placement diagram marks the Villain's Location), and any named effect.
- Move 0. BAM!. Place 2 Thugs in the left Location and 2 Thugs in the right Location.
- Move 0. BAM!. Place 1 Thug in the left Location, 2 Thugs in Titania's Location and 1 Thug in the right Location.
- Move 1. BAM!. Place 2 Civilians in the left Location and 2 Civilians in the right Location.
- Move 1. BAM!. Hammer of Skirn: Move Titania clockwise 1 Location. Then, BAM! Place 1 Civilian in the left Location and 1 Civilian in the right Location.
- Move 2. BAM!. Place 1 Thug in the left Location, 2 Thugs in Titania's Location and 1 Thug in the right Location.
- Move 2. BAM!. Hammer of Skirn: Move Titania clockwise 1 Location. Then, BAM! Place 1 Thug in the left Location and 1 Thug in the right Location.
- Move 3. BAM!. Place 1 Civilian in the left Location, 2 Civilians in Titania's Location and 1 Civilian in the right Location.
- Move 3. BAM!. Place 1 Thug in the left Location and 2 Thugs in the right Location.
- Move 4. BAM!. Place 1 Civilian in the left Location, 2 Civilians in Titania's Location and 1 Civilian in the right Location.
- Move 4. BAM!. Hammer of Skirn: Move Titania counter-clockwise 1 Location. Then, BAM! Place 1 Civilian in the left Location and 1 Civilian in the right Location.
- Move 5. BAM!. Place 1 Civilian in each side Location and 1 Civilian in Titania's Location.
- Move 5. BAM!. Hammer of Skirn: Move Titania counter-clockwise 1 Location. Then, BAM! Place 1 Thug in the left Location and 1 Thug in the right Location.
Gap: the Titania Masterplan token placements were read from the card images at display resolution. Several placements, notably the counts on cards 8 and 11, were not confirmed at full size and should be checked against the card files before use.
Absorbing Man
Absorbing Man Dashboard
Special Rules: When a Hero is KO'd, Absorbing Man doesn't activate his BAM! Instead, remove the top Master Plan card from the game.
BAM!: If there is a Threat with a villain-ability symbol (the orange arrow icon) in Absorbing Man's Location, resolve its BAM! effect. If there is no such Threat there, deal 1 damage to 1 Hero in Absorbing Man's Location instead.
Overflow: If 1 or more Civilian / Thug tokens can't be added to a Location, bring back 1 random cleared Threat into play in the first Location without a Threat, starting from Absorbing Man's Location and going clockwise. If not possible, 1 Hero anywhere takes 1 damage.
Player-count table (printed in the lower left of the Dashboard; the card gives no label for it): 2 Heroes: 5; 3 Heroes: 6; 4 Heroes: 7.
Back of the Dashboard (Super Villain): Special Setup: Players may decide to add the special Titania Challenge to the game by placing her Threat card facedown near the play area and reading it. Heroes' starting tokens: one yellow star icon and one red burst icon (the icon values were not identified at display resolution).
Absorbing Man Threat Cards
The Absorbing Man Threat sheet shows six Absorbing Man Threats, one card each: Diamond, Fire, Glass, Steel, Stone and Water. Each card gives its BAM! effect and a rule for the Location it sits in. The Titania Challenge card is on the same sheet and is transcribed at the end of this section.
- Diamond: Absorbing Man's BAM! is: Deal 2 damage to each Hero in this Location. While here, Absorbing Man can't be damaged.
- Fire: Absorbing Man's BAM! is: Deal 1 damage to each Hero in this and both adjacent Locations. While here, Heroes must use a Heroic Action (star icon) to damage him instead of an Attack (red burst icon).
- Glass: Absorbing Man's BAM! is: Accelerate the next Villain turn by 1 card. While Absorbing Man is here, once per Hero turn, he takes 1 additional damage if he is damaged.
- Steel: Absorbing Man's BAM! is: Deal 2 damage to 1 Hero in this Location. While here, Absorbing Man ignores 1 damage each Hero and Villain turn.
- Stone: Absorbing Man's BAM! is: Deal 1 damage to each Hero in this Location. While here, Absorbing Man ignores the first damage he would take until the next Villain turn.
- Water: Absorbing Man's BAM! is: Remove the top Master Plan card from the game. While Absorbing Man is here, Heroes must first forfeit 1 Action token (green arrow icon) in this Location before damaging him.
Gap: the Heroic Action and Attack icons in the Fire card text are identified from their appearance on the card and were not confirmed against a rules key.
Titania Challenge (Absorbing Man Threats sheet)
This card is the special Titania Challenge, added to the game by the Absorbing Man Dashboard's Special Setup.
- Titania Challenge: Deal 2 damage to 1 Hero in this Location and 1 damage to 1 Hero in each adjacent Location. When this Threat is cleared, remove it from the game.
Absorbing Man Challenge (Titania Threat sheet)
This card is the special Absorbing Man Challenge, added to the game by the Titania Dashboard's Special Setup. It is printed on the Titania Threat sheet.
- Absorbing Man Challenge: Deal 1 damage to 1 Hero in this Location and in each Location with a Double Feature Threat. Absorbing Man ignores 1 damage each Hero turn. When this Threat is cleared, remove it from the game.
Absorbing Man Masterplan Deck
The Masterplan cards are listed in the order they appear in the source sheet. Each card gives a Move value, a BAM! icon where printed, the tokens placed in the Locations around the Villain's Location (the orange arrow in the placement diagram marks the Villain's Location), and any named effect.
- Move 1. BAM!. Place 2 Thugs in the left Location and 2 Thugs in the right Location.
- Move 1. BAM!. Double Move: Move Absorbing Man clockwise to the next Location with a Threat with a villain symbol. Then, BAM! Place 1 Civilian in each of the three Locations.
- Move 2. BAM!. Place 2 Thugs in the left Location and 2 Thugs in the right Location.
- Move 2. BAM!. Double Move: Move Absorbing Man clockwise to the next Location with a Threat with a villain symbol. Then, BAM! Place 1 Civilian in each of the three Locations.
- Move 3. Cosmic Force: Each Hero takes 1 damage and removes the top card of their deck from the game. Place 1 Civilian in each of the three Locations.
- Move 3. BAM!. Ball and Chain: Deal 1 damage to 1 Hero in Absorbing Man's and each adjacent Location. Discard 1 Civilian from each of these Locations with no Heroes. Place 2 Thugs in each of the three Locations.
- Move 3. BAM!. Ball and Chain: Deal 1 damage to 1 Hero in Absorbing Man's and each adjacent Location. Discard 1 Civilian from each of these Locations with no Heroes. Place 2 Thugs in each of the three Locations.
- Move 4. BAM!. Place 1 Civilian in the left Location and 1 Civilian in the right Location.
- Move 4. BAM!. Double Move: Move Absorbing Man clockwise to the next Location with a Threat with a villain symbol. Then, BAM! Place 1 Thug in each of the three Locations.
- Move 5. BAM!. Place 1 Civilian in the left Location and 1 Civilian in the right Location.
- Move 5. BAM!. Double Move: Move Absorbing Man clockwise to the next Location with a Threat with a villain symbol. Then, BAM! Place 1 Thug in each of the three Locations.
Gap: the Absorbing Man Masterplan token placements were read from the card images at display resolution. Cards 6 and 7 (Ball and Chain) were read as two Thugs in each of the three Locations, and the counts on cards 6, 7, 9 and 11 were not confirmed at full size.
Abomination
Abomination Dashboard
Special Rules: Abomination is Under Pressure and vulnerable to damage from the start of the game.
When any Mission is completed, each Hero draws 1 card.
When a Hero is KO'd, Abomination doesn't activate his BAM! Instead, accelerate the next Villain turn by 1 card (if not already accelerated).
BAM!: Deal 2 damage to 1 Hero in Abomination's Location. Discard all Thugs and Civilians from Abomination's Location.
Overflow: If 1 or more Civilian / Thug tokens can't be added to a Location, discard all Thugs and Civilians from that Location.
Player-count table (printed in the lower left of the Dashboard; the card gives no label for it): 2 Heroes: 10; 3 Heroes: 12; 4 Heroes: 13.
Back of the Dashboard (Super Villain): Heroes' starting tokens: one yellow star icon and one red burst icon (the icon values were not identified at display resolution).
Abomination Threat Cards
The Abomination Threat deck has six cards, one each.
- Expert Strategist: As long as this Threat is in play, Heroes can't use the End of Turn effect of the Location Abomination is currently in.
- Healing Factor: As long as this Threat is in play, Abomination recovers 2 Health at the end of each Villain turn (can't go above starting value).
- Superhuman Durability: As long as this Threat is in play, Heroes can't deal more than 2 damage to Abomination each Hero turn.
- Superhuman Strength: As long as this Threat is in play, damage dealt by Abomination is unpreventable.
- Suspended Animation: As long as this Threat is in play, Abomination can't go below 1 Health unless all Heroes are in his Location when they deal damage to him.
- Toxic Gamma Ray: As long as this Threat is in play, Heroes ending their turn in Abomination's Location must turn 1 of their Hero cards in the Storyline facedown.
Abomination Masterplan Deck
The Masterplan cards are listed in the order they appear in the source sheet. Each card gives a Move value, a BAM! icon where printed, the tokens placed at the Villain's Location and the Locations beside it, and any named effect.
- Move clockwise to the next Location with any Heroes. BAM!. Superhuman Uppercut: Move the Hero who was just damaged 2 Locations away from Abomination's. Place 2 Civilians in the left Location and 2 Civilians in the right Location.
- Move clockwise to the next Location with any Heroes. BAM!. Superhuman Uppercut: Move the Hero who was just damaged 2 Locations away from Abomination's. Place 2 Civilians in the left Location and 2 Civilians in the right Location.
- Move clockwise to the next Location with the Hero with the most cards in hand. BAM!. Stronger Than You: Move Abomination to the opposite Location. Then, deal 1 damage to each Hero there. Place 2 Thugs in the left Location and 2 Thugs in the right Location.
- Move clockwise to the next Location with the Hero with the most cards in hand. BAM!. Stronger Than You: Move Abomination to the opposite Location. Then, deal 1 damage to each Hero there. Place 2 Thugs in the left Location and 2 Thugs in the right Location.
- Move counter-clockwise to the next Location with any Heroes. BAM!. Superhuman Uppercut: Move the Hero who was just damaged 2 Locations away from Abomination's. Place 2 Civilians in the left Location and 2 Civilians in the right Location.
- Move counter-clockwise to the next Location with any Heroes. BAM!. Superhuman Uppercut: Move the Hero who was just damaged 2 Locations away from Abomination's. Place 2 Civilians in the left Location and 2 Civilians in the right Location.
- Move counter-clockwise to the next Location with the Hero with the most cards in hand. BAM!. Stronger Than You: Move Abomination to the opposite Location. Then, deal 1 damage to each Hero there. Place 2 Thugs in the left Location and 2 Thugs in the right Location.
- Move counter-clockwise to the next Location with the Hero with the most cards in hand. BAM!. Stronger Than You: Move Abomination to the opposite Location. Then, deal 1 damage to each Hero there. Place 2 Thugs in the left Location and 2 Thugs in the right Location.
Gap: the Abomination Masterplan token placements were read from the card images at display resolution. The counts on cards 1, 2, 5 and 6 (Civilians) and on cards 11 and 12 (Abomination's Location) were not confirmed at full size. Cards 3, 4, 7 and 8 read as two Thugs in each side Location. The Hiding Underwater Action icon is identified from its appearance on the card and was not confirmed against a rules key.
Crimson Dynamo
Crimson Dynamo Dashboard
Special Rules: Heroes may spend Heroic Action (star icon) actions in Crimson Dynamo's Location to remove Crisis tokens from the Power Struggle Mission, 1 Heroic Action per Crisis token, as many times as they wish.
When there are no Crisis tokens on the Power Struggle Mission, it is completed. Flip it and place it here, covering both the Special Rules and Villainous Plot.
BAM!: Add 1 Crisis token to the Power Struggle Mission. A Hero in Crimson Dynamo's Location may take 1 damage to prevent this effect.
Overflow: For each Civilian / Thug token that can't be added to a Location, add 1 Crisis token to the Power Struggle Mission.
Villainous Plot: The Heroes lose if at any time there are 12 Crisis tokens on the Power Struggle Mission.
Player-count table (printed in the lower left of the Dashboard; the card gives no label for it): 2 Heroes: 4; 3 Heroes: 6; 4 Heroes: 8.
Back of the Dashboard (Super Villain): Special Setup: Replace the Clear Threats Mission with the Power Struggle Mission. Threat tokens are not used in this game. Place 2 Crisis tokens on the Power Struggle Mission. Set aside the The Struggle Begins Master Plan card and place it on top of the deck after shuffling it. Heroes' starting tokens: two Heroic Action icons (yellow star).
Crimson Dynamo Threat Cards
The Crimson Dynamo Threat deck has six cards: two Armor Power, one Red Militia and three Winter Guard Power.
- Armor Power (2 cards): As long as 1 or more Armor Power are in play, Crimson Dynamo ignores 1 damage each Hero and Villain turn.
- Red Militia (1 card): BAM!: Turn all Civilians in this Location into Thugs. Deal 1 damage to 1 Hero in each Location with 1 or more Thugs.
- Winter Guard Power (3 cards): BAM!: Add 1 Crisis token to the Power Struggle Mission. 1 Hero in this Location may take 1 damage to prevent this effect. When this Threat is cleared, discard 1 Crisis token from the Power Struggle Mission.
Crimson Dynamo Masterplan Deck
The Masterplan cards are listed in the order they appear in the source sheet. Each card gives a Move value, a BAM! icon where printed, the tokens placed in the Location on each side of the Villain's Location and at the Villain's Location (the orange arrow in the placement diagram marks the Villain's Location), and any named effect.
- Move 1. BAM!. Place 1 Civilian in the left Location, 1 Thug in Crimson Dynamo's Location and 1 Civilian in the right Location.
- Move 1. BAM!. Place 1 Thug in the left Location, 1 Civilian in Crimson Dynamo's Location and 1 Thug in the right Location.
- Move 2. BAM!. Place 1 Civilian in the left Location, 1 Thug in Crimson Dynamo's Location and 1 Civilian in the right Location.
- Move 2. BAM!. Place 1 Thug in the left Location, 1 Civilian in Crimson Dynamo's Location and 1 Thug in the right Location.
- Move 4. BAM!. Place 1 Civilian in the left Location, 1 Thug in Crimson Dynamo's Location and 1 Civilian in the right Location.
- Move 4. BAM!. Place 1 Thug in the left Location, 1 Civilian in Crimson Dynamo's Location and 1 Thug in the right Location.
- Move 5. BAM!. Place 1 Civilian in the left Location, 1 Thug in Crimson Dynamo's Location and 1 Civilian in the right Location.
- Move 5. BAM!. Place 1 Thug in the left Location, 1 Civilian in Crimson Dynamo's Location and 1 Thug in the right Location.
- Move 0. The Struggle Begins: Add 1 Crisis token to the Power Struggle Mission.
- Move 0. Micro Missiles: Deal 1 damage to each Hero in both Locations adjacent to Crimson Dynamo's.
- Move 3. Electric Blasts: Each Hero in Crimson Dynamo's and both adjacent Locations must turn all their Equipment facedown. If not possible, they take 1 damage instead. Place 1 Civilian in the left Location and 2 Civilians in Crimson Dynamo's Location.
- Move 3. Electric Blasts: Each Hero in Crimson Dynamo's and both adjacent Locations must turn all their Equipment facedown. If not possible, they take 1 damage instead. Place 2 Thugs in Crimson Dynamo's Location and 1 Thug in the right Location.
Gap: the Crimson Dynamo Masterplan token placements were read from the card images at display resolution. The Move 0 cards (9 and 10) and the Electric Blasts counts (11 and 12) were not confirmed at full size. The Struggle Begins card is read as one Thug in each of the three Locations.
Crossbones
Crossbones Dashboard
Special Rules: When a Hero is KO'd, Crossbones doesn't activate his BAM! Instead, increase the Headmoney Track by 2 spaces and the KO'd Hero discards all their Crisis tokens.
BAM!: Give 1 Crisis token to 1 Hero in Crossbones' and each adjacent Location. Then, discard 1 Civilian from each of these Locations, if any.
Overflow: For each Civilian token that can't be added to a Location, increase the Headmoney Track by 1. For each Thug token that can't be added to a Location, bring back 1 random cleared Threat into play in the first clockwise Location without a Threat, if possible.
Villainous Plot - Headmoney Track: The Heroes lose if this track reaches 10. The track runs from 0 to 10.
Player-count table (printed in the lower left of the Dashboard; the card gives no label for it): 2 Heroes: 5; 3 Heroes: 6; 4 Heroes: 7.
Back of the Dashboard (Super Villain): Heroes' starting tokens: one Action token (green arrow icon) and two Heroic Action tokens (yellow star icons).
Crossbones Threat Cards
The Crossbones Threat deck has six cards, all the same: Headmoney.
- Headmoney (6 cards): Each time a Civilian is discarded from this Location, increase the Headmoney Track by 1.
Crossbones Masterplan Deck
The Masterplan cards are listed in the order they appear in the source sheet. Each card gives a Move value, a BAM! icon where printed, the tokens placed in Crossbones' Location and the Locations beside it (the orange arrow in the placement diagram marks the Villain's Location), and any named effect.
- Move 1. BAM!. Throwing Knives: Each Hero in Crossbones' and both adjacent Locations must discard 1 card (with an Action icon at the bottom, if possible). Place 3 Thugs in the left Location and 1 Civilian in Crossbones' Location and 1 Civilian in the right Location.
- Move 1. BAM!. Elite Sniper: For each Crisis token they have, each Hero must discard 1 card (with a card-icon at the bottom, if possible). Place 1 Civilian in the left Location, 3 Thugs in Crossbones' Location and 1 Civilian in the right Location.
- Move 2. BAM!. Stiletto Blade Gauntlets: Each Hero in Crossbones' Location must discard 1 card (with a Heroic Action icon at the bottom, if possible). Place 1 Civilian in the left Location, 1 Civilian in Crossbones' Location and 3 Thugs in the right Location.
- Move 2. BAM!. Crossbow Master: Each Hero with any Crisis tokens must discard 2 cards (with an Attack icon at the bottom, if possible). Place 1 Civilian in each of the three Locations.
- Move 3. You Can't Protect Everybody: Add as many Civilians to Crossbones' Location as there are Heroes in play. Place 1 Thug in the left Location and 1 Thug in the right Location.
- Move 3. You Can't Protect Everybody: Add as many Civilians to Crossbones' Location as there are Heroes in play. Place 1 Thug in the left Location and 1 Thug in the right Location.
- Move 4. BAM!. Stiletto Blade Gauntlets: Each Hero in Crossbones' Location must discard 1 card (with a Heroic Action icon at the bottom, if possible). Place 1 Civilian in the left Location, 1 Civilian in Crossbones' Location and 3 Thugs in the right Location.
- Move 4. BAM!. Crossbow Master: Each Hero with any Crisis tokens must discard 2 cards (with an Attack icon at the bottom, if possible). Place 1 Civilian in each of the three Locations.
Gap: the Crossbones Masterplan token placements were read from the card images at display resolution. Several Thug and Civilian counts (cards 1, 2, 3, 7, 9 and 10 at 3 Thugs, and cards 11 and 12) were not confirmed at full size, and the Heroic Action, Action and Attack icons are identified from their appearance on the cards. Check against the card files before use.
Maximus
Maximus Dashboard
Special Rules: When a Hero is KO'd, Maximus doesn't activate his BAM! Instead, draw a Master Plan card and add it facedown in the Storyline.
Overflow: If 1 or more Civilian / Thug tokens can't be added to a Location, draw a Master Plan card and add it facedown in the Storyline.
BAM!: 1 Hero in the Location counter-clockwise to Maximus' reveals 1 random card from their hand and resolves the symbols at the bottom of that card in reading order, applying these effects:
- Action icon (green arrow): Move that Hero 1 Location away from Maximus.
- Heroic Action icon (yellow star): Add 1 Civilian or 1 Thug to that Hero's Location.
- Attack icon (red burst): Deal 1 damage to another Hero in that Hero's Location or an adjacent one.
- Card icon (multicolour card symbol): Draw a Master Plan card and add it facedown in the Storyline.
Then, do the same to a different Hero in Maximus' Location and then in the clockwise Location.
Player-count table (printed in the lower left of the Dashboard; the card gives no label for it): 2 Heroes: 5; 3 Heroes: 6; 4 Heroes: 6.
Back of the Dashboard (Super Villain): Special Setup: Set aside the Scheming Master Plan card and place it on top of the deck after shuffling it. Heroes' starting tokens: two Action tokens (green arrow icons) and two Attack tokens (red burst icons).
Gap: the four icon meanings in the BAM! effect (Action, Heroic Action, Attack, and the card icon) are identified from their appearance on the Dashboard and were not confirmed against a rules key. The card icon's name is not printed on the card.
Maximus Threat Cards
The Maximus Threat deck has six cards, each named for a Threat: Aireo, Falcona, Leonus, Nebulo, Stallior and Timberius. Each card gives its BAM! effect and any condition for attacking it.
- Aireo: BAM!: Move each Hero in this and both adjacent Locations to their respective opposite Locations.
- Falcona: BAM!: 1 Hero in this and each adjacent Location takes damage equal to the number of Thugs in their Location.
- Leonus: In order to attack Leonus, a Hero must first forfeit 1 Action (green arrow icon) in this Location. BAM!: Deal 1 damage to each Hero in this Location.
- Nebulo: In order to attack Nebulo, a Hero must first forfeit 1 Heroic Action (star icon) in this Location. BAM!: Deal 1 damage to each Hero in this Location.
- Stallior: BAM!: Deal 2 damage to 1 Hero in this Location.
- Timberius: Heroes using Action icons to leave this Location must use 1 additional Action for each Civilian here. BAM!: Add 1 Civilian to this Location.
Gap: the Action and Heroic Action icons in the Leonus, Nebulo and Timberius text are identified from their appearance on the cards and were not confirmed against a rules key.
Maximus Masterplan Deck
The Masterplan cards are listed in the order they appear in the source sheet. Each card gives a Move value, a BAM! icon where printed, the tokens placed in Maximus' Location and the Locations beside it (the orange arrow in the placement diagram marks the Villain's Location), and any named effect.
- Move 0. BAM!. Place 1 Civilian in the left Location, 1 Thug in Maximus' Location and 1 Civilian in the right Location.
- Move 0. Scheming: Add a Thug to all empty slots in Maximus' and both adjacent Locations. No tokens placed.
- Move 1. BAM!. Place 1 Thug in the left Location, 1 Civilian in Maximus' Location and 1 Thug in the right Location.
- Move 2. BAM!. Place 1 Thug in the left Location, 1 Civilian in Maximus' Location and 1 Thug in the right Location.
- Move 2. Brain Manipulation: Until the next Villain Turn, Heroes do not benefit from the symbols on the previous Hero card in the Storyline. Place 1 Civilian in the left Location, 2 Civilians in Maximus' Location and 1 Civilian in the right Location.
- Move 3. BAM!. Place 1 Civilian in the left Location, 1 Thug in Maximus' Location and 1 Civilian in the right Location.
- Move 3. Brain Manipulation: Until the next Villain Turn, Heroes do not benefit from the symbols on the previous Hero card in the Storyline. Place 1 Civilian in the left Location, 2 Civilians in Maximus' Location and 1 Civilian in the right Location.
- Move 4. BAM!. Place 1 Thug in the left Location, 1 Civilian in Maximus' Location and 1 Thug in the right Location.
- Move 4. Brain Manipulation: Until the next Villain Turn, Heroes do not benefit from the symbols on the previous Hero card in the Storyline. Place 1 Civilian in each of the three Locations, with 2 Civilians in Maximus' Location.
- Move 5. BAM!. Place 1 Thug in the left Location, 1 Civilian in Maximus' Location and 1 Thug in the right Location.
- Move clockwise to the next Location with the most Heroes. BAM!. Place 1 Civilian in each of the three Locations.
- Move clockwise to the next Location with the most Heroes. BAM!. Place 1 Civilian in each of the three Locations.
Gap: the Maximus Masterplan token placements were read from the card images at display resolution. Cards 9 and 11 to 12 in particular were not confirmed at full size. The Scheming card's Thug icon is identified from its appearance on the card.
Cabal (Iron Patriot)
Cabal Dashboard
The Cabal set plays one Cabal member as the Villain. The Villain's own card (its BAM! and Masterplan rules) is placed on the flipside of this dashboard; the dashboard carries the shared rules below.
Special Rules: When a Hero is KO'd, the Villain doesn't activate their BAM! Instead, add 1 Crisis token to this dashboard.
Overflow: If 1 or more Civilian / Thug tokens can't be added to a Location, add 1 Crisis token to this dashboard.
Villainous Plot: The Heroes lose if, at any moment, either the Villain or any Henchman has 5 or more Crisis tokens.
Player-count table (printed in the lower left of the Dashboard; the card gives no label for it): 2 Heroes: 5; 3 Heroes: 5; 4 Heroes: 5.
Back of the Dashboard (Super Villain): Special Setup: Choose 1 Cabal member to be the Villain and place their Villain/Threat card on the indicated space on the flipside of this dashboard, Villain-side up. No Threat is placed in the Villain's starting Location. Place the remaining 5 Villain/Threat cards Threat-side up in the other Locations. Heroes' starting tokens: two Action tokens (green arrow icons) and two tokens showing a red and yellow split icon (the split icon's meaning was not identified at display resolution).
Cabal Villain and Threat Cards
Each Cabal member has a Villain/Threat card. Six are printed on the sheet: Doctor Doom, Emma Frost, Iron Patriot, Loki, Namor and Taskmaster. Each card gives its BAM! effect; the Crisis tokens it counts are added to that card.
- Doctor Doom: BAM!: If there are at least 2 Thugs in this or an adjacent Location, add 1 Crisis token to this card. Otherwise, add 1 Thug to this Location.
- Emma Frost: BAM!: If there is at least 1 Location with more than 1 Hero, add 1 Crisis token to this card. Otherwise, turn the earliest faceup Hero card in the Storyline facedown.
- Iron Patriot: BAM!: Deal 1 damage to each Hero in both adjacent Locations. If this dealt at least 1 damage, add 1 Crisis token to this card.
- Loki: BAM!: If there is at least 1 Hero in this or an adjacent Location, add 1 Crisis token to this card. Otherwise, deal 1 damage to 1 Hero in the opposite Location.
- Namor: BAM!: If there are at least 2 Civilians in this or an adjacent Location, add 1 Crisis token to this card. Otherwise, add 1 Civilian to this Location.
- Taskmaster: BAM!: If there is at least 1 multicolour card symbol at the bottom of the latest 3 Hero cards in the Storyline, add 1 Crisis token to this card. Otherwise, deal 1 damage to 1 Hero in this Location.
Gap: the Taskmaster card's symbol is the multicolour card symbol, identified from its appearance on the card (the same icon as on the Maximus Dashboard); the icon has no printed name.
Cabal Masterplan Deck
The Masterplan cards are listed in the order they appear in the source sheet. Each card gives a Move value, a BAM! icon where printed, the tokens placed in the Villain's Location and the Locations beside it (the orange arrow in the placement diagram marks the Villain's Location), and any named effect.
- Move 0. BAM!. Place 2 Civilians in the left Location, 1 Thug in the Villain's Location and 2 Civilians in the right Location.
- Move 1. BAM!. Place 1 Thug in the left Location, 1 Thug in the Villain's Location and 1 Thug and 1 Civilian in the right Location.
- Move 1. BAM!. Place 1 Civilian in the left Location, 1 Thug in the Villain's Location and 2 Civilians in the right Location.
- Move 2. BAM!. Place 2 Civilians in the left Location, 1 Thug in the Villain's Location and 1 Thug in the right Location.
- Move 2. BAM!. Place 1 Civilian in the left Location, 1 Thug and 1 Civilian in the Villain's Location and 1 Civilian in the right Location.
- Move 3. BAM!. Place 1 Thug in each of the three Locations.
- Move 4. BAM!. Place 1 Civilian in the left Location, 1 Thug in the Villain's Location and 1 Civilian in the right Location.
- Move 4. BAM!. Place 1 Thug in each of the three Locations.
- Move 5. BAM!. Place 1 Thug and 1 Civilian in the left Location, 1 Thug in the Villain's Location and 1 Thug in the right Location.
- Move 5. BAM!. Place 1 Civilian in the left Location, 1 Thug and 1 Civilian in the Villain's Location and 1 Thug in the right Location.
- Move 0. BAM!. Cabal Secret Deals: Add 1 Crisis token to the Henchmen with the fewest Crisis tokens. Place 1 Thug in the left Location, 1 Civilian in the Villain's Location and 1 Thug in the right Location.
- Move 3. BAM!. Cabal Secret Deals: Add 1 Crisis token to the Henchmen with the fewest Crisis tokens. Place 1 Civilian in the left Location, 1 Thug in the Villain's Location and 1 Civilian in the right Location.
Gap: the Cabal Masterplan token placements were read from the card images at display resolution and are approximate. Icon counts per slot were not confirmed at full size, so every placement on this deck must be checked against the card files before use.
Blastaar
Blastaar Dashboard
BAM!: Move 1 Hero in Blastaar's Location or an adjacent one to the Negative Zone card. If not possible, draw a Master Plan card and add it facedown in the Storyline. Then, deal 1 damage to 1 Hero in each Location adjacent to Blastaar's and in the Location opposite to him.
Overflow: If 1 or more Civilian / Thug tokens can't be added to a Location, bring back 1 random cleared Threat into play in the first clockwise Location without a Threat. If not possible, 1 Hero in that Location or an adjacent one takes 1 damage.
Villainous Plot: The Heroes lose if they are all in the Negative Zone card.
Commander Solo Mode: The Hero loses if they are in the Negative Zone at the start of a Villain turn.
Player-count table (printed in the lower left of the Dashboard; the card gives no label for it): 2 Heroes: 5; 3 Heroes: 7; 4 Heroes: 9.
Back of the Dashboard (Super Villain): Special Setup: Place the Negative Zone card next to the play area. (If playing in Solo Mode use its corresponding side.) Heroes' starting tokens: two Heroic Action tokens (yellow star icons).
Blastaar Threat Cards
The Blastaar Threat deck has six cards, all the same: Negative Zone Portal.
- Negative Zone Portal (6 cards): Heroes in this Location may forfeit 1 Heroic Action (star icon) to bring a Hero from the Negative Zone card back in play, in the opposite Location.
Negative Zone Card
The Negative Zone card is placed next to the play area during setup (see the Blastaar Dashboard).
Heroes moved here discard all their Action tokens and ignore all game effects except the Negative Zone Portal Threat effect. They skip their turns (the next player plays instead) until they are brought back into play by another Hero.
Blastaar Masterplan Deck
The Masterplan cards are listed in the order they appear in the source sheet. Each card gives a Move value, a BAM! icon where printed, the tokens placed in Blastaar's Location and the Locations beside it (the orange arrow in the placement diagram marks the Villain's Location), and any named effect.
- Move 0. BAM!. Negative Zone Patrols: Until the next Villain turn, Heroes in Locations with a Negative Zone Portal Threat must forfeit 1 additional Heroic Action to bring a Hero from the Negative Zone card back into play. Place 1 Civilian in the left Location, 1 Thug and 1 Civilian in Blastaar's Location and 1 Civilian in the right Location.
- Move 0. BAM!. Negative Zone Patrols: Until the next Villain turn, Heroes in Locations with a Negative Zone Portal Threat must forfeit 1 additional Heroic Action to bring a Hero from the Negative Zone card back into play. Place 1 Thug in the left Location, 1 Thug and 1 Civilian in Blastaar's Location and 1 Thug in the right Location.
- Move 1. BAM!. Opening Portal: Bring back 1 cleared Threat into play in the next clockwise Location without a Threat, if possible. Place 1 Thug in the left Location, 1 Thug in Blastaar's Location and 1 Thug in the right Location.
- Move 1. BAM!. Accelerate the Invasion: If, at the end of this Villain turn, all the Negative Zone Portal Threats are in play, accelerate the next Villain turn by 1 card. Place 1 Civilian in each of the three Locations.
- Move 2. BAM!. Exiled Forever: If, at the start of the next Villain turn, there are any Heroes in the Negative Zone card, the Heroes immediately lose the game. Place 1 Civilian in the left Location, 1 Thug and 1 Civilian in Blastaar's Location and 1 Civilian in the right Location.
- Move 2. BAM!. Concussive Kinetic Force: Move Heroes in Locations adjacent to Blastaar 1 Location away from him. Move Heroes in Blastaar's Location to the opposite Location. Place 1 Thug in the left Location, 1 Thug and 1 Civilian in Blastaar's Location and 1 Thug in the right Location.
Gap: the Blastaar Masterplan token placements were read from the card images at display resolution and are approximate. Icon counts per slot were not confirmed at full size, so every placement on this deck must be checked against the card files before use. The Negative Zone Portal Threat card's Heroic Action icon is identified from its appearance on the card.
Hobgoblin
Hobgoblin Dashboard
Special Rules: The first time Hobgoblin would be defeated, he immediately gains 2 Health plus 1 Health for each Threat in play. Then, he moves to the opposite Location. When a Hero is KO'd, Hobgoblin doesn't activate his BAM! Instead, draw a Master Plan card and add it facedown in the Storyline.
BAM!: Deal 1 damage to each Hero in both Locations adjacent to Hobgoblin's.
Overflow: If 1 or more Civilian / Thug tokens can't be added to a Location, bring back 1 random cleared Threat into play in the first clockwise Location without a Threat. If not possible, deal 1 damage to 1 Hero anywhere.
Player-count table (printed in the lower left of the Dashboard; the card gives no label for it): 2 Heroes: 3; 3 Heroes: 3; 4 Heroes: 3.
Back of the Dashboard (Super Villain): Heroes' starting tokens: one Action token (green arrow icon) and two Heroic Action tokens (yellow star icons).
Hobgoblin Threat Cards
The Hobgoblin Threat deck has six cards: two Diversion, two Misleading Information and two Pumpkin Bomb Trap.
- Diversion (2 cards): Heroes starting their turn in this Location must forfeit 1 available Attack (red burst icon) action.
- Misleading Information (2 cards): Heroes starting their turn in this Location must forfeit 1 available Heroic Action (star icon) action.
- Pumpkin Bomb Trap (2 cards): Heroes taking damage in this Location take 1 additional damage.
Gap: the Diversion icon is identified as the red burst (Attack) icon from its appearance on the card.
Hobgoblin Masterplan Deck
The Masterplan cards are listed in the order they appear in the source sheet. Each card gives a Move value, a BAM! icon where printed, the tokens placed in the Location on each side of the Villain's Location and at the Villain's Location (the orange arrow in the placement diagram marks the Villain's Location), and any named effect.
- Move 0. BAM!. Place 1 Civilian in the left Location, 1 Thug in Hobgoblin's Location and 1 Civilian in the right Location.
- Move 1. BAM!. Place 2 Thugs in the left Location and 2 Thugs in the right Location.
- Move 2. BAM!. Place 1 Civilian in the left Location, 2 Civilians in Hobgoblin's Location and 1 Civilian in the right Location.
- Move 2. BAM!. Place 2 Thugs in the left Location and 2 Thugs in the right Location.
- Move 3. BAM!. Place 1 Civilian in the left Location, 2 Civilians in Hobgoblin's Location and 1 Civilian in the right Location.
- Move 3. Unaware Pawns: If Hobgoblin is NOT Under Pressure, each Hero in a Location with 1 or more Civilians must either discard 1 Action token or take 1 damage. If Hobgoblin is Under Pressure, draw and play an additional Master Plan card. Place 1 Civilian in each of the three Locations.
- Move 3. Criminal Power Rising: If Hobgoblin is NOT Under Pressure, each Hero in a Location with 1 or more Thugs must either discard 1 Action token or take 1 damage. If Hobgoblin is Under Pressure, draw and play an additional Master Plan card. Place 1 Thug in each of the three Locations.
- Move 4. BAM!. Place 1 Civilian in the left Location, 2 Civilians in Hobgoblin's Location and 1 Civilian in the right Location.
- Move 4. BAM!. Place 2 Thugs in the left Location and 2 Thugs in the right Location.
- Move 5. BAM!. Place 1 Civilian in the left Location, 2 Civilians in Hobgoblin's Location and 1 Civilian in the right Location.
- Move to the Location opposite to the Hero that will play next. BAM!. Place 1 Thug in the left Location, 2 Thugs in Hobgoblin's Location and 1 Thug in the right Location.
- Move to the Location opposite to the Hero that will play next. BAM!. Place 1 Thug in the left Location, 2 Thugs in Hobgoblin's Location and 1 Thug in the right Location.
Gap: the Masterplan token placements were read from the card images at display and print resolution. Card 6 and card 7 show no BAM! icon, because their text box covers that area of the card.
High Evolutionary
High Evolutionary Dashboard
Special Rules: Heroes can only damage High Evolutionary once 3 Missions have been completed. At that point, flip the Jackal Threat card (who can now be damaged). When a Threat is cleared, place it at the bottom of the Master Plan deck.
Heroes starting their turn with 3 or more Crisis tokens must play their Hero card facedown and discard all their Crisis tokens.
BAM!: Each Hero in High Evolutionary's and both adjacent Locations must discard 1 Action token. If they have none, they take 1 Crisis token instead.
Overflow: For each Civilian / Thug token that can't be added to a Location, increase the Evolution Track by 1 and add those tokens to their corresponding Missions.
Villainous Plot - Evolution Track: Track from 0 to 8. The Heroes lose if this track reaches 8.
Player-count table (printed in the lower left of the Dashboard; the card gives no label for it): 2 Heroes: 6; 3 Heroes: 6; 4 Heroes: 6.
Back of the Dashboard (Super Villain): Special Setup: Shuffle the 11 Master Plan / Threat cards. Draw 6 cards and place them Threat-side up as the starting Master Plan deck. Place the Jackal Threat with the Initial side up in the Villain's starting Location and the remaining 5 Master Plan / Threat cards Threat-side up in the other Locations.
Heroes' starting tokens: two Action tokens (green arrow icons), one Heroic Action token (yellow star icon), one Attack token (red burst icon) and one token showing the multicolour card symbol.
Gap: this box's source has no Master Plan or Threat sheet for High Evolutionary. The 11 Master Plan / Threat cards and the Jackal Threat are not transcribed. The token icon identifications on the Back of the Dashboard are from appearance and were not confirmed against a rules key.
Enchantress
Enchantress Dashboard
Special Rules: As long as Enchantress is in a Location with a Henchman, she can't be damaged.
When a Hero is KO'd, Enchantress doesn't activate her BAM! Instead, accelerate the next Villain turn by 1 card (if not already accelerated).
If Skurge is defeated, put him on top of the Henchmen deck. Other defeated Henchmen are removed as usual.
Henchmen other than Skurge enter play with 1 Health less than their starting value.
BAM!: If Enchantress is in a Location with no Henchman, move her clockwise to the next Location with a Henchman, if possible.
Overflow: If 1 or more Civilian / Thug tokens can't be added to a Location, accelerate the next Villain turn by 1 card (if not already accelerated).
Player-count table (printed in the lower left of the Dashboard; the card gives no label for it): 2 Heroes: 2; 3 Heroes: 3; 4 Heroes: 4.
Back of the Dashboard (Super Villain): Special Setup: Place the Skurge the Executioner Threat in the Villain's starting Location. Choose 9 Henchman Threat cards belonging to other Villains (they must have a Health value and no references to a specific Villain, dashboard, or component). Shuffle them to create a Henchmen deck. Place the top cards in the 5 Locations with no Threat. Henchmen other than Skurge enter play with 1 Health less than their starting value.
Heroes' starting tokens: two Action tokens (green arrow icons) and two Attack tokens (red burst icons).
Gap: this box's source has no Threat sheet for Enchantress. The Skurge the Executioner Threat is not transcribed.
Enchantress Masterplan Deck
The Masterplan cards are listed in the order they appear in the source sheet. Each card gives a Move value, a BAM! icon where printed, the tokens placed in the Location on each side of the Villain's Location and at the Villain's Location (the orange arrow in the placement diagram marks the Villain's Location), and any named effect. A card with no placement diagram places no tokens.
- Move 0. BAM!. New Blood: Bring the top Threat from the Henchmen deck into play in Enchantress' Location, if possible, or the next clockwise Location without a Threat. Place 1 Civilian in the left Location, 1 Civilian in Enchantress' Location and 1 Civilian in the right Location.
- Move 0. BAM!. New Blood: Bring the top Threat from the Henchmen deck into play in Enchantress' Location, if possible, or the next clockwise Location without a Threat. Place 1 Civilian in the left Location, 1 Civilian in Enchantress' Location and 1 Civilian in the right Location.
- Move 0. BAM!. New Blood: Bring the top Threat from the Henchmen deck into play in Enchantress' Location, if possible, or the next clockwise Location without a Threat. Place 1 Thug in the left Location, 1 Thug in Enchantress' Location and 1 Thug in the right Location.
- Move 0. BAM!. New Blood: Bring the top Threat from the Henchmen deck into play in Enchantress' Location, if possible, or the next clockwise Location without a Threat. Place 1 Thug in the left Location, 1 Thug in Enchantress' Location and 1 Thug in the right Location.
- Move 0. BAM!. Hypnosis: Give 1 Crisis token to 1 Hero in Enchantress' and each adjacent Location. Until the next Villain turn, Heroes starting their turn with Crisis tokens discard them and must choose to either play their card randomly, OR forfeit 1 action on their turn, OR take 1 damage at the end of their turn. Place 1 Thug in the left Location, 2 Thugs in Enchantress' Location and 1 Thug in the right Location.
- Move 1. BAM!. Hypnosis: Give 1 Crisis token to 1 Hero in Enchantress' and each adjacent Location. Until the next Villain turn, Heroes starting their turn with Crisis tokens discard them and must choose to either play their card randomly, OR forfeit 1 action on their turn, OR take 1 damage at the end of their turn. Place 1 Civilian in the left Location, 2 Civilians in Enchantress' Location and 1 Civilian in the right Location.
- Move 2. BAM!. Place 1 Thug in the left Location, 2 Thugs in Enchantress' Location and 1 Thug in the right Location.
Gap: the Masterplan token placements were read from the card images at display resolution. The Hypnosis text is identical on each card that carries it, and cards 7 and 10 show no text box. Card 7 and card 10 are read as Move 2 and Move 5 with BAM!, and cards 11 and 12 show no BAM! icon.
Gorr
Gorr Dashboard
Special Rules: When a Hero is KO'd, Gorr doesn't activate his BAM! Instead, Gorr gains 2 Health (can go above starting value) and that Hero is removed from the game, discarding any tokens they have. On their next turn, the player chooses a different Hero and enters play in the Heroes' starting Location.
BAM!: Heroes in Gorr's Location must reveal their hand. The Hero(es) with the highest number of symbols at the bottom of their cards takes 2 damage.
Overflow: If 1 or more Civilian / Thug tokens can't be added to a Location, deal 1 damage to 1 Hero anywhere.
Villainous Plot: The Heroes lose when 4 or more Heroes have been removed from the game.
Player-count table (printed in the lower left of the Dashboard; the card gives no label for it): 2 Heroes: 4; 3 Heroes: 5; 4 Heroes: 6.
Back of the Dashboard (Super Villain): Special Setup: Set aside the Invasion Begins Master Plan card and place it on top of the deck after shuffling it. Heroes' starting tokens: one Action token (green arrow icon) and one Attack token (red burst icon).
Gorr Threat Cards
The Gorr Threat deck has six cards, all the same: Black Berserker.
- Black Berserker (6 cards): Deal 2 damage to each Hero in this Location. Each Hero here can reveal 1 card from their hand to prevent 1 damage for each Attack icon (red burst) at the bottom of their card.
Gorr Masterplan Deck
The Masterplan cards are listed in the order they appear in the source sheet. Each card gives a Move value, a BAM! icon where printed, the tokens placed in the Location on each side of the Villain's Location and at the Villain's Location (the orange arrow in the placement diagram marks the Villain's Location), and any named effect. A card with no BAM! icon has none.
- Move 0. Invasion Begins: Each Henchman activates their BAM!. Place 1 Thug in the left Location, 1 Thug in Gorr's Location and 1 Thug in the right Location.
- Move 1. BAM!. Necrosword: Heroes damaged by Gorr during this Villain turn treat their Special Effects as blank until the start of the next Villain turn. Place 1 Thug in the left Location, 1 Thug in Gorr's Location and 1 Thug in the right Location.
- Move 2. BAM!. Place 1 Civilian in the left Location, 1 Civilian in Gorr's Location and 1 Civilian in the right Location.
- Move 2. BAM!. Place 1 Thug in the left Location, 1 Thug in Gorr's Location and 1 Thug in the right Location.
- Move 3. Berserkers Invasion: All Threats in play move clockwise 1 Location and activate their BAM!. Then, bring back 1 cleared Threat into play in the first clockwise Location without a Threat. Place 1 Civilian in the left Location, 1 Civilian in Gorr's Location and 1 Civilian in the right Location.
- Move 3. Berserkers Invasion: All Threats in play move counter-clockwise 1 Location and activate their BAM!. Then, bring back 1 cleared Threat into play in the first clockwise Location without a Threat. Place 1 Thug in the left Location, 1 Thug in Gorr's Location and 1 Thug in the right Location.
- Move 4. BAM!. Necrosword: Heroes damaged by Gorr during this Villain turn treat their Special Effects as blank until the start of the next Villain turn. Place 1 Thug in the left Location, 1 Thug in Gorr's Location and 1 Thug in the right Location.
- Move 5. BAM!. Place 1 Civilian in the left Location, 1 Civilian in Gorr's Location and 1 Civilian in the right Location.
- Move clockwise to the next Location with the Hero with the least cards in hand. BAM!. Place 1 Civilian in the left Location, 1 Civilian in Gorr's Location and 1 Civilian in the right Location.
- Move clockwise to the next Location with the Hero with the least cards in hand. BAM!. Place 1 Civilian in the left Location, 1 Civilian in Gorr's Location and 1 Civilian in the right Location.
Gap: the Gorr Masterplan token placements were read from the card images at display resolution. Cards 5 and 6 (Berserkers Invasion) and card 1 (Invasion Begins) show no BAM! icon on the card face. The card 5 and 6 movement direction is read from the card text.
Knull
Knull Dashboard
Special Rules: See the rules leaflet for the Heroes turn sequence.
Knull starts the game Under Pressure. Heroes must complete all 3 Missions to make him vulnerable to damage (they don't draw a card when the 3rd Mission is completed).
When the 2nd Mission is completed, flip Knull's starting Master Plan card facedown (it cannot be turned facedown by any other means).
When a Hero is KO'd, Knull doesn't activate his BAM! Instead, that Hero is removed from play and becomes a Symbiote Henchman. Put a Symbiote Henchman Threat card in play in the first Location without a Threat. If there's none, replace the Threat in the KO'd Hero's Location. Keep their remaining Hero deck next to it. On their next turn, the player chooses a different Hero and enters play from the same Location.
BAM!: Deal 2 unpreventable damage to 1 Hero in Knull's Location and 1 unpreventable damage to 1 Hero in each adjacent Location.
Overflow: If 1 or more Civilian / Thug tokens can't be added to a Location, turn all Civilians there into Thugs. If there are none, deal damage among Heroes there equal to the number of Thugs there.
Villainous Plot: The Heroes lose when 5 of them have been turned into Symbiote Henchmen.
Player-count table (printed in the lower left of the Dashboard; the card gives no label for it): the 2, 3, 4 and 5 Heroes entries are printed with no number; 6 Heroes: 16.
Back of the Dashboard (Super Villain): Special Setup: Unlike other Villains, Knull can be faced by 2, 3, 4, 5, or 6 Heroes in regular play. Set aside the King in Black Master Plan card and place it on top of the deck after shuffling it. Heroes have 3 starting Locations: the regular one and the 2 Locations adjacent to that (they may be split as players like between these Locations). Set aside the 4 Symbiote Henchman Threats and the Symbiote Henchman Behavior card.
Heroes' starting tokens: one Action token (green arrow icon), one Heroic Action token (yellow star icon), one Attack token (red burst icon) and one token showing the multicolour card symbol.
Knull Threat Cards
The Knull Threat sheet shows ten cards. Six are the Knull Threat deck: two Symbiote Resistances, three Symbiote Dragon and one Venom T-Rex. The other four are the Symbiote Henchman Threats, which the Dashboard's Special Setup sets aside.
- Symbiote Resistances (2 cards): As long as 1 or more Symbiote Resistances are in play, each Henchman and Villain ignores 1 damage each Hero turn.
- Symbiote Dragon (3 cards, health 3): BAM!: Deal 1 damage to 1 Hero in this and each adjacent Location.
- Venom T-Rex (1 card, health 5): BAM!: Deal 2 damage to each Hero in this Location.
- Symbiote Henchman (4 cards, health 4): BAM!: Refer to the Symbiote Henchman Behavior card.
Gap: the Symbiote Henchman Behavior card is not on this sheet, so the rules it gives for the Symbiote Henchman's BAM! are not transcribed. The Venom T-Rex card's BAM! icon is not printed on the card face; its effect is the text as printed.
Knull Masterplan Deck
The Masterplan cards are listed in the order they appear in the source sheet. Each card gives a Move value, a BAM! icon where printed, the tokens placed in the Location on each side of the Villain's Location and at the Villain's Location (the orange arrow in the placement diagram marks the Villain's Location), and any named effect. A card with no placement diagram places no tokens.
- Move 0. BAM!. Dragon Invasion: If no Hero has been KO'd this turn, bring back 1 cleared Symbiote Dragon Threat into play in the next clockwise Location without a Threat, if possible. Place 2 Civilians in the left Location and 2 Civilians in the right Location.
- Move 0. King in Black: Add 1 Thug to every Location. As long as this card is faceup in the Storyline, if Knull ends his movement in a Location with no Heroes, move him clockwise to the next Location with any Heroes. No tokens placed.
- Move 1. BAM!. Necrosword: Heroes damaged by Knull this turn treat their Special Effects as blank until the start of the next Villain turn. Place 1 Civilian in the left Location and 2 Civilians in the right Location.
- Move 1. BAM!. Bountiful Prey: Add 1 Civilian to every Location except Knull's.
- Move 2. BAM!. Dragon Invasion: If no Hero has been KO'd this turn, bring back 1 cleared Symbiote Dragon Threat into play in the next clockwise Location without a Threat, if possible. Place 2 Civilians in the left Location and 2 Civilians in the right Location.
- Move 2. BAM!. Bountiful Prey: Add 1 Civilian to every Location except Knull's.
- Move 3. Amortality: Knull recovers 6 Health (can't go above starting value). If he was already at full Health, Knull activates his BAM! (the BAM! symbol is printed in the card text). Place 2 Civilians in the left Location and 2 Civilians in the right Location.
- Move 3. Amortality: Knull recovers 6 Health (can't go above starting value). If he was already at full Health, Knull activates his BAM! (the BAM! symbol is printed in the card text). Place 2 Civilians in the left Location and 2 Civilians in the right Location.
- Move 4. BAM!. Heroes damaged by Knull this turn treat their Special Effects as blank until the start of the next Villain turn. Place 2 Civilians in the left Location and 2 Civilians in the right Location.
Gap: the Knull Masterplan token placements were read from the card images at display resolution and are approximate. Icon counts per slot on cards 1, 3, 5, 7, 8, 9, 10 and 11 were not confirmed at full size, so every placement on this deck must be checked against the card files before use. The Amortality card's BAM! symbol is printed inside the card text, not as a separate icon.
Mole Man
Mole Man Dashboard
Special Rules: When adding Crisis tokens to a Location, fill the rightmost empty Civilian / Thug slot there with a Crisis token. If there are no empty slots, replace the rightmost Civilian / Thug token there with a Crisis token.
If all the slots in a Location are filled with Crisis tokens and a Crisis token should be added there, it is added to the next clockwise Location instead.
BAM!: Deal 1 damage to 1 Hero in Mole Man's Location. Then, add 1 Crisis token to Mole Man's Location.
Overflow: For each Civilian / Thug token that can't be added to a Location, add 1 Crisis token there.
Villainous Plot: The Heroes lose if all the slots in 4 or more Locations are filled with Crisis tokens.
Player-count table (printed in the lower left of the Dashboard; the card gives no label for it): 2 Heroes: 4; 3 Heroes: 5; 4 Heroes: 6.
Back of the Dashboard (Super Villain): Special Setup: Set aside the Attack the Surface, My Monsters! Master Plan card and place it on top of the deck after shuffling it. Monster Isle must be the Villain's starting Location. Heroes' starting tokens: two Action tokens (green arrow icons) and two Attack tokens (red burst icons).
Mole Man Threat Cards
The Mole Man Threat deck has six cards: two Moloids, one Underground Tunnels, one Dromedan, one Giganto and one Tricephalous.
- Moloids (2 cards): BAM!: Fill the rightmost empty Civilian / Thug slot in this Location with a Crisis token.
- Underground Tunnels (1 card): If Mole Man is in this or an adjacent Location, he cannot take more than 1 damage each Hero turn.
- Dromedan (1 card, health 5): BAM!: 1 Hero anywhere takes 1 damage and turns their earliest faceup card in the Storyline facedown, if possible. When Dromedan is defeated, Heroes may discard 1 Crisis token from any Location.
- Giganto (1 card, health 5): BAM!: Deal 2 damage to 1 Hero in this Location and 1 damage to 1 Hero in each adjacent one. When Giganto is defeated, Heroes may discard 1 Crisis token from any Location.
- Tricephalous (1 card, health 5): BAM!: Deal 1 damage to 1 Hero in this Location and 2 damage to 1 Hero in each adjacent one. When Tricephalous is defeated, Heroes may discard 1 Crisis token from any Location.
Mole Man Masterplan Deck
The Masterplan cards are listed in the order they appear in the source sheet. Each card gives a Move value, a BAM! icon where printed, the tokens placed in the Location on each side of the Villain's Location and at the Villain's Location (the orange arrow in the placement diagram marks the Villain's Location), and any named effect. A card with no placement diagram places no tokens.
- Move 0. BAM!. Place 2 Civilians in the left Location and 1 Civilian in the right Location.
- Move 0. Attack the Surface, My Monsters!: Each Henchman activates their BAM!. Place 1 Thug in the left Location, 1 Thug in Mole Man's Location and 1 Thug in the right Location.
- Move 1. BAM!. Place 1 Civilian in the left Location and 2 Civilians in the right Location.
- Move 1. BAM!. Defend, My Monsters!: Until the next Villain turn, each Henchman ignores 1 damage each Hero turn. Place 1 Thug in the left Location, 2 Thugs in Mole Man's Location and 1 Thug in the right Location.
- Move 2. BAM!. Place 2 Civilians in the left Location and 1 Civilian in the right Location.
- Move 2. BAM!. Stave Trick: Until the next Villain turn, Mole Man ignores 1 damage each Hero turn. Place 1 Thug in the left Location, 1 Thug in Mole Man's Location and 1 Thug in the right Location.
- Move 3. Regroup, My Monsters!: Bring back 1 random cleared Henchman Threat into play in the next clockwise Location without a Threat, if possible. Place 1 Civilian in the left Location and 2 Civilians in the right Location.
- Move 3. Regroup, My Monsters!: Bring back 1 random cleared Henchman Threat into play in the next clockwise Location without a Threat, if possible. Place 1 Thug in the left Location, 2 Thugs in Mole Man's Location and 1 Thug in the right Location.
- Move 4. BAM!. Place 2 Civilians in the left Location and 1 Civilian in the right Location.
- Move 4. BAM!. Defend, My Monsters!: Until the next Villain turn, each Henchman ignores 1 damage each Hero turn. Place 1 Thug in the left Location, 2 Thugs in Mole Man's Location and 1 Thug in the right Location.
- Move 5. BAM!. Place 1 Civilian in the left Location and 2 Civilians in the right Location.
Gap: the Mole Man Masterplan token placements were read from the card images at display resolution. Cards 1, 3, 5, 7, 8, 9 and 11 were not confirmed at full size, so check the counts against the card files before use. Cards 7 and 8 show no BAM! icon on the card face.
Lizard
Lizard Dashboard
Special Rules: Heroes cannot damage Lizard.
When moving Lizard, ignore Locations. He only moves on Sewer tokens.
Lizard adds Civilian / Thug tokens to the Locations adjacent to his Sewer token.
To place a Find the Cure token (purple skull icon) on the Find the Cure Mission, Heroes must spend 2 Heroic Action (yellow star) actions in a Location with no Thug.
When a Hero is KO'd, Lizard doesn't activate his BAM! Instead, draw a Master Plan card and add it facedown in the Storyline.
BAM!: Deal 1 damage to 1 Hero in each Location adjacent to the Sewer token where Lizard is.
Overflow: If 1 or more Civilian / Thug tokens can't be added to a Location, draw a Master Plan card and add it facedown in the Storyline.
Heroic Goal: The Heroes win if all 3 Missions have been completed and there are Heroes in both Locations adjacent to the Sewer token where Lizard is.
Commander Solo Mode: The Hero wins if all 3 Missions have been completed and they are in a Location adjacent to Lizard's Sewer token.
Gap: this Dashboard prints no player-count table, so none is transcribed.
Back of the Dashboard (Super Villain): Special Setup: Replace the Clear Threats Mission with the Find the Cure Mission. Place 1 Sewer token between each Location. Lizard starts on the first Sewer token going clockwise from the Villain's starting Location. Keep the Threat tokens in a side pool.
Heroes' starting tokens: one Action token (green arrow icon) and two Heroic Action tokens (yellow star icons).
Super Villain cards that target the Villain's Location and Super Hero cards that trigger if the Villain is in a Hero's Location instead consider the 2 Locations adjacent to Lizard's Sewer.
Lizard Threat Cards
The Lizard Threat deck has six cards, all the same: Danger: Alligators!
- Danger: Alligators! (6 cards): This Threat can't be cleared or removed from play by any means. BAM!: Deal damage among the Heroes in this Location equal to the number of Thugs here.
Lizard Masterplan Deck
The Masterplan cards are listed in the order they appear in the source sheet. Each card gives a Move value, a BAM! icon where printed, the tokens placed in the Locations on each side of the Sewer token where Lizard is (the Sewer token sits between the Locations), and any named effect.
- Move 0. BAM!. Place 2 Thugs and 1 Civilian in the left Location and 1 Thug and 1 Civilian in the right Location.
- Move 1. BAM!. Place 1 Thug and 1 Civilian in the left Location and 1 Thug and 1 Civilian in the right Location.
- Move 1. BAM!. Place 1 Thug and 1 Civilian in the left Location and 1 Thug and 1 Civilian in the right Location.
- Move 2. BAM!. Place 1 Thug and 1 Civilian in the left Location and 1 Thug and 1 Civilian in the right Location.
- Move 3. BAM!. Place 1 Thug and 1 Civilian in the left Location and 2 Thugs and 1 Civilian in the right Location.
- Move 3. BAM!. Place 1 Thug and 1 Civilian in the left Location and 2 Thugs and 1 Civilian in the right Location.
- Move 3. Surprise Attack!: If Lizard is NOT Under Pressure, accelerate the next Villain turn by 1 card. If Lizard is Under Pressure, draw a Master Plan card and add it facedown in the Storyline. Place 1 Civilian in the left Location and 1 Thug in the right Location.
- Move 3. Surprise Attack!: If Lizard is NOT Under Pressure, accelerate the next Villain turn by 1 card. If Lizard is Under Pressure, draw a Master Plan card and add it facedown in the Storyline. Place 1 Civilian in the left Location and 1 Thug in the right Location.
- Move 3. On the Run: If Lizard is NOT Under Pressure, remove 1 Find the Cure token from the Find the Cure Mission, if possible. If Lizard is Under Pressure, draw a Master Plan card and add it facedown in the Storyline. Place 1 Thug in the left Location and 1 Civilian in the right Location.
- Move 3. On the Run: If Lizard is NOT Under Pressure, remove 1 Find the Cure token from the Find the Cure Mission, if possible. If Lizard is Under Pressure, draw a Master Plan card and add it facedown in the Storyline. Place 1 Thug in the left Location and 1 Civilian in the right Location.
- Move 4. BAM!. Place 1 Thug and 1 Civilian in the left Location and 1 Thug and 1 Civilian in the right Location.
Gap: the Lizard Masterplan token placements were read from the card images at 300 dpi, but the Sewer token is drawn in the middle of each diagram, so the placement is read as the two Locations beside it. Cards 1 to 8 read as the counts printed in each diagram; check the counts on cards 5 and 6 and on card 1 against the card files before use.
Purple Man
Purple Man Dashboard
Special Rules: When a Hero is KO'd, Purple Man doesn't activate his BAM! Instead, draw a Master Plan card and add it facedown in the Storyline.
BAM!: 1 Hero in Purple Man's and each adjacent Location must play their next Hero card randomly and can't deal any damage to Purple Man during their next turn.
The Heroes in adjacent Locations can ignore this effect by either:
- Revealing cards from their hand showing at least 2 multicolour card symbols or 5 symbols of any kind at the bottom.
- Having a card with Telepathy in its name either in their hand or faceup in the Storyline.
Overflow: If 1 or more Civilian / Thug tokens can't be added to a Location, draw a Master Plan card and add it facedown in the Storyline.
Player-count table (printed in the lower left of the Dashboard; the card gives no label for it): 2 Heroes: 4; 3 Heroes: 5; 4 Heroes: 6.
Back of the Dashboard (Super Villain): Heroes' starting tokens: one Action token (green arrow icon) and one Heroic Action token (yellow star icon).
Gap: the Back of the Dashboard has no Special Setup text. The Telepathy-card and symbol-count rules are as printed on the card face.
Purple Man Threat Cards
The Purple Man Threat deck has six cards: two Accelerated Recovery, two Mind Control and two Using Innocent Bystanders.
- Accelerated Recovery (2 cards): As long as this Threat is in play, Purple Man goes back to his starting Health value at the beginning of each Villain turn.
- Mind Control (2 cards): As long as 1 or more Mind Control are in play, at the beginning of each Villain turn, each Hero in the same Location as Purple Man or other Heroes takes 1 damage.
- Using Innocent Bystanders (2 cards): As long as this Threat is in play, Purple Man cannot be damaged if there are any Civilians in his Location.
Purple Man Masterplan Deck
The Masterplan cards are listed in the order they appear in the source sheet. Each card gives a Move value, a BAM! icon where printed, the tokens placed in the Location on each side of the Villain's Location and at the Villain's Location (the orange arrow in the placement diagram marks the Villain's Location), and any named effect. Cards alternate between a plain BAM! card and a Subjugate Crowd card, two of each Move value.
- Move 0. BAM!. Place 1 Civilian in the left Location, 1 Thug in Purple Man's Location and 1 Civilian in the right Location.
- Move 0. BAM!. Subjugate Crowd: Turn the leftmost Civilian in Purple Man's and both adjacent Locations into a Thug. Then, deal 1 damage to 1 Hero in any Locations with 1 or more Thugs. (Token placement not confirmed at full size.)
- Move 1. BAM!. Place 2 Civilians in the left Location, 1 Civilian in Purple Man's Location and 1 Thug in the right Location.
- Move 1. BAM!. Subjugate Crowd: Turn the leftmost Civilian in Purple Man's and both adjacent Locations into a Thug. Then, deal 1 damage to 1 Hero in any Locations with 1 or more Thugs. (Token placement not confirmed at full size.)
- Move 2. BAM!. Place 1 Thug in the left Location, 1 Civilian in Purple Man's Location and 2 Civilians in the right Location.
- Move 2. BAM!. Subjugate Crowd: Turn the leftmost Civilian in Purple Man's and both adjacent Locations into a Thug. Then, deal 1 damage to 1 Hero in any Locations with 1 or more Thugs. (Token placement not confirmed at full size.)
- Move 3. BAM!. Place 1 Civilian in the left Location, 1 Thug in Purple Man's Location and 1 Civilian in the right Location.
- Move 3. BAM!. Subjugate Crowd: Turn the leftmost Civilian in Purple Man's and both adjacent Locations into a Thug. Then, deal 1 damage to 1 Hero in any Locations with 1 or more Thugs. (Token placement not confirmed at full size.)
- Move 4. BAM!. Place 2 Civilians in the left Location, 1 Civilian in Purple Man's Location and 1 Thug in the right Location.
- Move 4. BAM!. Subjugate Crowd: Turn the leftmost Civilian in Purple Man's and both adjacent Locations into a Thug. Then, deal 1 damage to 1 Hero in any Locations with 1 or more Thugs. (Token placement not confirmed at full size.)
- Move 5. BAM!. Place 1 Civilian in the left Location, 1 Thug in Purple Man's Location and 1 Civilian in the right Location.
Gap: the Purple Man Masterplan token placements for the plain BAM! cards (1, 3, 5, 7, 9, 11) were read from the card images at display resolution and are approximate. The Subjugate Crowd cards (2, 4, 6, 8, 10, 12) carry only the text above; their token placements were not confirmed and must be checked against the card files before use. Check every placement on this deck against the card files before use.
Shocker
Shocker Dashboard
Special Rules: Shocker can't be assigned Stunned tokens.
Heroes starting their turn with any Stunned tokens treat Special Effects on all their Hero cards as blank until the end of their turn. Then, they discard all their Stunned tokens.
When a Hero is KO'd, Shocker doesn't activate his BAM! Instead, draw a Master Plan card and add it facedown in the Storyline.
BAM!: Assign 1 Stunned token and deal 1 damage to 1 Hero in each Location adjacent to Shocker's.
Overflow: If 1 or more Civilian / Thug tokens can't be added to a Location, draw a Master Plan card and add it facedown in the Storyline.
Villainous Plot: The Heroes lose if Shocker fulfills all of his Achievements (there are 4 Crisis tokens on his Achievements card).
Player-count table (printed in the lower left of the Dashboard; the card gives no label for it): 2 Heroes: 4; 3 Heroes: 5; 4 Heroes: 6.
Back of the Dashboard (Super Villain): Special Setup: Keep Shocker's Achievements card and the Stunned tokens within reach of the players. Heroes' starting tokens: one Heroic Action token (yellow star icon) and one Attack token (red burst icon).
Shocker Achievements
Shocker's Achievements card lists four achievements. Each is fulfilled by the condition printed on it, and the Crisis tokens on the Achievements card count toward the Villainous Plot above.
- KO any Hero.
- Overflow in any Location.
- End a Villain turn in a Location with no Heroes and no Threat OR take more than 2 damage in a single turn without being defeated.
- Eliminate an Equipment card OR stun the same Hero twice during the game.
Shocker Threat Cards
The Shocker Threat deck has six cards: two Ambush!, two Escape Plan and two Minions.
- Ambush! (2 cards): Deal 1 damage to 1 Hero in this Location. If there are no Heroes here, deal 1 damage to 1 Hero in an adjacent Location.
- Escape Plan (2 cards): Until the next Villain turn, the first time a Hero enters Shocker's Location each Hero turn, move Shocker clockwise to the next Location with no Heroes.
- Minions (2 cards): Add 1 Thug to each adjacent Location.
Gap: the Ambush! and Escape Plan icons (the red burst and the orange target-arrow icon) are identified from their appearance on the cards.
Shocker Masterplan Deck
The Masterplan cards are listed in the order they appear in the source sheet. Each card gives a Move value, a BAM! icon where printed, the tokens placed in the Location on each side of the Villain's Location and at the Villain's Location (the orange arrow in the placement diagram marks the Villain's Location), and any named effect. Cards alternate between two cards per Move value, and the last two cards have no BAM! icon.
- Move 0. BAM!. Place 1 Civilian in the left Location, 1 Thug in Shocker's Location and 1 Civilian in the right Location.
- Move 0. BAM!. Place 1 Thug in the left Location, 1 Civilian in Shocker's Location and 1 Thug in the right Location.
- Move 1. BAM!. Place 1 Thug in the left Location, 1 Thug in Shocker's Location and 1 Civilian in the right Location.
- Move 1. BAM!. Place 1 Thug in the left Location, 2 Civilians in Shocker's Location and 1 Thug in the right Location.
- Move 2. BAM!. Place 1 Civilian in the left Location, 1 Thug in Shocker's Location and 1 Thug in the right Location.
- Move 2. BAM!. Place 1 Thug in the left Location, 1 Civilian in Shocker's Location and 1 Thug in the right Location.
- Move 4. BAM!. Place 1 Thug in the left Location, 1 Thug in Shocker's Location and 1 Civilian in the right Location.
- Move 4. BAM!. Place 1 Thug in the left Location, 2 Civilians in Shocker's Location and 1 Thug in the right Location.
- Move 5. BAM!. Place 1 Civilian in the left Location, 1 Thug in Shocker's Location and 1 Thug in the right Location.
- Move 5. BAM!. Place 1 Thug in the left Location, 1 Civilian in Shocker's Location and 1 Thug in the right Location.
- Move clockwise to the next Location with a single Hero, if possible. Underestimated Thief: If Heroes in Shocker's Location have any Equipment cards, remove 1 of these cards from the game. Place 1 Thug in the left Location, 2 Thugs in Shocker's Location and 1 Thug in the right Location.
- Move clockwise to the next Location with a single Hero, if possible. Underestimated Thief: If Heroes in Shocker's Location have any Equipment cards, remove 1 of these cards from the game. Place 1 Thug in the left Location, 2 Thugs in Shocker's Location and 1 Thug in the right Location.
Gap: the Shocker Masterplan token placements were read from the card images at display resolution and are approximate. Icon counts per slot were not confirmed at full size, so every placement on this deck must be checked against the card files before use. Cards 11 and 12 show no BAM! icon.
Scope note
This box's Dashboards and sheets are transcribed above. Hero, anti-hero and team cards, Team Mode, Dark Avengers Mode, Monster Isle Location and Super Hero / Super Villain cards in the source mod are not transcribed (see the Dashboard sections for what each villain carries).