My Hero Academia: Plus Ultra! Board Game
My Hero Academia: Plus Ultra! Board Game Rulebook
Table of Contents
Table of Contents
Contents and Game Elements
- 1 Game Board. The game board is made up of 5 spaces called Locations. During their turns, Heroes move around the board and interact with any card in their Location.
- 10 Hero Standees.
- 10 Plastic Bases. Used to hold the Hero Standees.
- 10 Hero Boards. Each Hero has a Hero Board which shows their unique Quirk and Stamina value. Quirks are always active and can be resolved whenever their conditions are met.
- 6 Blue Hero Dice. Players roll these dice up to 3 times on their turn and spend them for various effects.
- 1 Red Power Die. Each player rolls this die with their Hero Dice when they gain the Overwhelming Power card.
- 27 Damage Tokens. These tokens track how close Heroes and Villains are to being Knocked Out or Captured.
- 32 Hero Point Tokens. These tokens track the total number of Hero Points a Hero has gained. The game ends once a player has earned 20. At which point, any Heroes that have not had a turn, complete one.
- 3 Ice Tokens. Shoto Todoroki uses these tokens with his Quirk.
- 1 Dark Shadow Token. Fumikage Tokoyami uses this token with his Quirk.
- 6 Plus Ultra Cards. These cards are gained when the indicated requirements on them are met. They reward Hero Points at various points during or after the game.
Scan note: the left edge of this page is cropped in the scan, so the first words of the Game Board entry are cut off. The visible text is transcribed above.
Game Setup
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Place the Game Board in the center of the table within easy reach of all players.
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Each player chooses a Hero and collects the Hero's corresponding Hero Board, Hero's Standee, and a Plastic Base. All players carefully insert their standee into the base and place them on U.A. High School in the center of the Game Board.
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Set aside the 6 Plus Ultra Cards a. Shuffle all remaining cards into a single 46-card deck, then place the deck next to the board within reach of all players.
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Select a number of Plus Ultra cards to use for the game. Then randomly draw and place that number faceup near the board. We recommend using 3 Plus Ultra cards. Return the rest to the game box.
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Draw 4 cards from the top of the deck and place 1 faceup on each of the Locations outside of U.A. High School. If All For One's card is drawn, set it aside and draw a new card, then shuffle it back into the deck.
Ignore the Reveal effects on all Villain cards drawn during this step.
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Gather all Hero Point tokens and Damage tokens into two separate pools.
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Each player rolls 6 Hero Dice, then the player that rolled the most Fist symbols chooses who will be the First Player. Players who tie for first, reroll until one of them rolls more Fist symbols than the other players.
Scan notes: "Set aside the 6 Plus Ultra Cards a." is printed as shown; the stray "a" appears to be a typographical error in the printed booklet and is kept as printed. The right edge of this page is cropped, so the ends of steps 6 and 7 are partly cut off; the visible words are transcribed. The dice symbol shown as an icon in step 7 is the Fist symbol (see Dice Symbols below). The printed board in the setup picture also carries Location text at U.A. High School (small print, partly unreadable at scan resolution), which is not transcribed.
How to Play
Beginning with the First Player and continuing clockwise, each player completes the following steps for their turn:
- Move to a Location
- Roll Hero Dice
- Spend Hero Dice
- Resolve Cards
- End of Turn
1. Move to a Location
On your turn, you may choose to stay at your current Location or move to any other Location on the board.
2. Roll Hero Dice
You will roll the 6 Hero Dice up to 3 times.
You always roll all 6 Hero Dice for your first Roll. Then, set aside any dice that you would like to spend later during your Spend Dice step. You may also choose to stop rolling and keep the dice you rolled. After setting dice aside, roll a second time with the remaining dice.
After your second Roll, you may set aside any dice that you would like to spend during your Spend Dice step, or you may stop rolling.
On your third Roll, you may roll any of the 6 dice, including dice you set aside from your previous Rolls.
You may choose to proceed to the Spend Dice step after any of your 3 Rolls, but you must end the Roll Hero Dice step after your third Roll.
Roll Hero Dice Example
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First Roll. You roll the following result. Since the Villain symbol will cause you to lose 1 Hero Point or take 1 Damage token, you decide to reroll it, along with the 2 Fist symbols, since they will have no effect on the card in your location.
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Second Roll. Another Villain! Seeing the possibly of rolling three 3 Hero Point symbols, you decide to reroll the Villain symbol and the previously rolled 1 Hero Point symbol.
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Third Roll. Success! You spend the four matching 3 Hero Point symbols to gain 4 Hero Points, and spend the Heart symbol to remove 1 Damage token from another Hero in your location, gaining 1 more Hero Point. The left over 2 Hero Point symbol cannot be spent.
3. Spend Hero Dice
You may spend each symbol on your Hero Dice to either complete the requirements on the card in your Location, or you may spend each symbol to resolve its unique effect.
- Fist. For each Fist symbol you spend, a Villain at your Location takes 1 Damage token. Gain 1 Hero Point after each Damage token is placed on the Villain.
- Heart. For each Heart symbol you spend, remove 1 Damage token from your Hero or another Hero at the same Location. If you remove Damage token from another Hero, you may gain 1 Hero Point for each Damage token that you removed.
- Hero Point. These range from 1 to 3. If you spend 3 matching Hero Point symbols, you score Hero Points equal to the number in the symbol. You gain 1 additional Hero Point for each additional die spent with that matching value.
- Villain. You must spend all Villain symbols that you rolled. First, check to see if a Villain is in your Location. If there is a Villain in your Location, the Villain's Card will determine the Villain symbol's effects. If you are at a Location without a Villain, you must lose 1 Hero Point or take 1 Damage token for each Villain symbol spent.
Example: the Villain card Twice has the Quirk "Double": for each Villain symbol result the active Hero rolls, they take 2 Damage tokens. For example, a Hero at the same Location as Twice takes 2 Damage tokens for each Villain symbol, instead of 1.
U.A. High School Effect. While at U.A. High School, you cannot take Damage tokens or gain Hero Points. While this makes it a safe Location to recover in, you are also unable to get ahead of your classmates.
Hero Knockout. When the number of Damage tokens placed on your Hero Board is equal to their Stamina value, you lose 3 Hero Points and are moved to U.A. High School. Then, your turn ends without spending the rest of your dice.
4. Resolve Cards
If the card at your Location was completed, then take it and collect the rewards. Cards that are not completed will stay.
Event Cards are completed by spending the required symbols. Gain the reward noted in the "If Passed" section of the card. If an Event is not completed, then resolve the "If Failed" section on the card.
Example card: the Event "Defend Others" shows "To Complete: Spend" followed by the required symbols, an "If Passed" reward of Gain (Hero Points), and an "If Failed" penalty of Take (Damage tokens). The symbols and figures on the printed example are not fully legible at scan resolution, and the right edge of the "If Failed" label is cut off in the scan.
Scan note: the left edge of the next page is cropped; the first letter of the Ally Cards paragraph is cut off and is not reconstructed.
Ally Cards will have a recruit requirement. Simply spend the required amount of Hero Point tokens and move the card next to your Hero Board. You gain the listed effect for the rest of the game, or until the card effect says otherwise.
Example: the Ally card Mei Hatsume, "You get 1 extra reroll during your turns," with the "To Recruit: Spend" cost printed on the card. The Effect and To Recruit labels point to the matching areas of the card.
Encounter Cards will describe what is required to complete them, along with their reward for passing them and penalty for failing them, if any.
Villain Cards reward players with Hero Points when the Villain takes Damage tokens. A Hero gains 1 Hero Point for each Damage token that the Villain takes during their turn. Villains are captured when they take Damage tokens equal to the Stamina value listed on their card. Some Villains have effects that resolve when they are captured. Make sure to resolve these before collecting the card.
Example: the Villain card Dabi shows a Quirk, a Stamina value of 10, and a Reveal Effect that causes each Hero to lose Hero Points and take Damage tokens. The printed Quirk and Reveal Effect text on the example is small and not fully legible at scan resolution, so the labels Quirk, Stamina, and Reveal Effect are given without the full wording.
5. End of Turn
Resolve the following steps in order:
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Resolve all End of Turn effects on Encounter cards.
Example: the Encounter card Vanguard Action Squad shows "Spend" symbols with a reward "(if you pass, gain 3 Hero Points)" and an End of Turn effect "Heroes take: 1 Damage token" (partly legible at scan resolution).
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Draw and place a new card faceup on all Locations without one. If a Villain card is revealed, all Heroes not on U.A. High School resolve the Reveal effect.
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Pass the Hero Dice to the next player in clockwise order to mark the start of their turn.
Game End
The Pro Heroes show up when a Hero gains 20 Hero Points. Any player who has not had a turn this round, completes their turn. Then calculate final scores.
The player with the most Hero Points is the Number 1 Hero!
Example: the Plus Ultra cards Celebration and Rescue Effort are shown with their Hero Point rewards at the end of the game. The printed text on these cards is partly cut off at the page edge and is not transcribed. The printed caption reads: "After counting up the Hero Points gained from your tokens and cards, your final score is 26 Hero Points! But is it enough to be declared Number 1 Hero?"
Turn Sequence
- Move your Hero
- Roll Dice (may reroll any dice up to 2 times)
- Spend Dice (each die may only be spent once)
- Resolve Card (take the card if you complete it)
- End of Turn
Dice Symbols
- Fist. For each Fist symbol you spend, a Villain at your Location takes 1 Damage token. Gain 1 Hero Point after each Damage token is placed on the Villain.
- Heart. For each Heart symbol you spend, remove 1 Damage token from your Hero or another Hero at the same Location. If you remove Damage token from another Hero, you may gain 1 Hero Point for each Damage token that you removed.
- Hero Point. These range from 1 to 3. If you spend 3 matching Hero Point symbols, you score Hero Points equal to the number in the symbol. You gain 1 additional Hero Point for each additional die spent with that matching value.
- Villain. You must spend all Villain symbols that you rolled. First, check to see if a Villain is in your Location. If there is a Villain in your Location, the Villain's Card will determine the Villain symbol's effects. If you are at a Location without a Villain, you must lose 1 Hero Point or take 1 Damage token for each Villain symbol spent.
Glossary
- Active Hero. The Hero belonging to the player that is completing the current turn.
- Move. To move in the game, take your Hero's Standee and place it on one of the Locations on the Game Board.
- Complete. Take the card from its current play area and place it next to your Hero Board.
- Pass. A card is passed and completed when a player spends the required symbols listed on it.
- Fail. Encounters and Events are failed when a player doesn't spend the required symbols. They are left on the Location.
- Hero Knockout. When the number of Damage tokens placed on your Hero Board is equal to their Stamina value, you lose 3 Hero Points and are moved to the U.A. High. Then, your turn ends without spending the rest of your dice.
- Hero Points. When you gain Hero Points, gather an equal amount of Hero Point tokens from the pool. When you lose Hero Points, return an equal number of Hero Point tokens to the pool. If you cannot lose the required amount, you take 1 Damage token for each Hero Point you lack.
- Damage. When your Hero or a Villain takes Damage, gather an equal amount of Damage tokens from the pool and place them on the appropriate Hero Board or Villain Card. When a Hero or Villain removes Damage, return an equal number of Damage tokens to the pool.
Scan note: the Hero Knockout glossary entry reads "moved to the U.A. High." as printed; the place name is cut short in the printed text and is kept as printed.