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Marvel United: Return of the Sinister Six

Expansion for Marvel United

Marvel United: Return of the Sinister Six Rulebook

Table of Contents

Table of Contents

  • Overview
  • Components
  • Sinister Six Mode
    • Setup
  • Gameplay
    • Villain Turn
    • Defeating the Sinister Six
    • Winning & Losing

Overview

This expansion contains a set of six new Villains that players can face individually by simply choosing one and using the basic game rules.

Alternatively, players can take on the ultimate challenge of the Sinister Six Mode. In this unique game mode, players face all six of the Villains contained in this expansion at once! The Villains work together, each bringing their own special effects to bear. The Heroes must find their weak spots and take them out one by one until they are all vanquished.

Components

  • 72 Master Plan Cards (12 for each Villain)
  • 16 Sinister Six Master Plan Cards
  • 1 Sinister Six Dashboard
  • 6 Villain Dashboards
  • 6 Weak Spot Cards
  • 36 Threat Cards (6 for each Villain)
  • Villain miniatures: Doctor Octopus, Electro, Kraven, Vulture, Mysterio, Sandman

Sinister Six Mode

When playing against the Sinister Six all at once, follow all the standard rules from the Core Box, with the following changes or additions.

Setup

  • Step 1: Do not use the Mission Guide nor the Mission cards for this game.
  • Step 2: Do not pick any Villain Dashboard. Instead, place the large 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.
  • Step 4: No Threat cards 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 Sinister Six Dashboard.
  • Step 6: Take the 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 on the Location to the right of it, and 2 on 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.
  • Step 7: The Heroes are placed on the Location opposite to the central Villain Location, so they are not adjacent to any Villain.

Note: the printed setup list runs Steps 1, 2, 4, 6 and 7; no Steps 3 or 5 are printed in the insert, and they are not reproduced here.

Gameplay

Villain Turn

The Villains already start the game Under Pressure, which means from the beginning, they play a Master Plan card on 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 in descending order the 2 topmost Villains listed that have not been defeated yet. 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 token to their Location.
  • The next Villain also moves clockwise the number of Locations indicated on the card, activates their BAM! effect, and then adds 1 Civilian token to their Location.

NOTE: When there is only one Villain left, they perform both activations every Villain turn.

Example: When this card is played, Mysterio moves clockwise 1 Location, activates his BAM! (giving 1 Crisis token to each Hero in his Location) and adds a Thug token to his Location. Then Electro would be activated, but he's already been defeated, so Vulture moves 1 Location, activates his BAM! (moving all Thug and Civilian tokens from his Location to his dashboard) and adds a Civilian token 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 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 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 (once Mysterio is defeated, Heroes with Crisis tokens no longer play their cards randomly).

Winning & 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.