My Hero Academia: The Card Game
My Hero Academia: The Card Game Rulebook
Table of Contents
Table of Contents
Components
- 60 Student Cards (3 of each student)
- 60 Action Cards
- 40 Mission Cards
- 5 Recruiter Cards (with ability)
- 5 Recruiter Marker Cards (without ability)
- 4 Turn Order Cards
Overview
In My Hero Academia: The Card Game, each player takes on the role of an Agency, recruiting Student Heroes to help complete Missions and make the world a safer place!
Objective
Your goal is to become the most popular Superhero Agency in the world. Agencies gain popularity by completing Missions and recruiting the best Student Heroes for the job, so recruit wisely!
The Cards
Recruiter Card
- Name
- Directive: the text box describing the Recruiter's ability.
- Official Use Only: a non-rules area of the card.
Recruiter Marker
- A Recruiter Marker has the same name, birthday, height and quirk information as a Recruiter Card, but has no Directive (no ability). It is marked "Official Use Only" and "Recruiter."
Student Card
- Name
- Student ID, Birthday, Height and Quirk.
- Assignment: the text box describing the Student's ability.
- Strength, Speed and Intelligence values.
Turn Order Card
- Lists the five steps of a turn (see "On Your Turn" below).
Action Card
- Name
- Type of Action (for example, Attack).
- Effect: the text describing what the card does when played.
Mission Card
- Name
- Popularity points: the points the Agency gains when it completes the Mission.
- Effect: the text describing the Mission's ability.
- Requirements: the Strength, Intelligence and Speed values a Student must meet or exceed to complete the Mission.
Setup
The player whose birthday is coming next goes first. Play will proceed clockwise around the table.
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Shuffle all the Student Cards into a deck. Next, draw 20 Students and set them in five rows of four students.
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Shuffle the Recruiter Cards, keeping the Recruiter Markers separate. Each Agency (player) then chooses a random Recruiter Card and places it in front of them. Then, starting with the first Agency and continuing clockwise, each Agency takes their corresponding Recruiter Marker and places it at the top of a row.
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Shuffle the Action Cards, then deal 3 Action Cards face down to each Agency. Place the Action deck off to the side, but within easy reach of all players.
Next, shuffle the Mission Cards then deal 3 Mission Cards face up to each Agency. Place the Mission deck off to the side, but again, within easy reach of all players.
Playing the Game
My Hero Academia: The Card Game is played in a series of turns. Once an Agency (player) completes their turn, the Agency to the left takes the next turn. Play continues this way for two Rounds.
On Your Turn
During a turn, an Agency (player) must follow these steps in order:
- DRAW an Action Card.
- PLAY up to one Action Card.
- MOVE your Recruiter.
- ACQUIRE the Student in front of your Recruiter.
- COMPLETE up to one Mission. DRAW another Mission Card.
Draw an Action Card
Draw the top card from the Action Card deck. If there are no Action Cards remaining, shuffle the discard pile and replace the deck with it. Then, draw the top card.
Play an Action Card
You may play up to one Action Card from your hand per turn.
- To play an Action Card, reveal it to the other Agencies, read the card aloud, then resolve the effects and discard it.
- When an Action Card would move a Student more spaces than there are, it moves them as far as possible instead. If a Student moves to a seat containing another Student, they swap positions. Do this for each space the moving Student moves to.
Move Your Recruiter
You may move your Recruiter to an adjacent row containing Students.
- To move your Recruiter, choose a row that is adjacent to your Recruiter's current row, then move it to the new row.
- If the adjacent row has no Students in it, continue moving your Recruiter in that direction until they are in a row with Students, or are at the edge of the classroom.
Acquire Students
Acquire the Student at the front of the row your Recruiter is in by taking the Student Card from that row and placing it face up in front of you. If there is no Student currently in the row, skip this step. After acquiring the Student, move the other Students forward in the row to fill in.
Complete a Mission
See Example on Page 6.
- You may complete up to one of your Missions per turn. To complete a Mission, discard any number of Students in front of you so the total amount of Strength, Speed, and Intelligence is equal to or more than the requirements on the Mission Card you wish to complete. If a Mission has an effect, perform the effect when you complete the Mission, then place it face down in front of you.
- All Recruiters have abilities that can take effect after completing a Mission. After completing a Mission, you may choose to use your Recruiter's ability, following the effects on their card.
- Finally, draw a new Mission from the Mission deck and place it face up in front of you.
End of a Turn
At the end of your turn, if you have more than seven Action Cards in your hand, you must discard down to seven cards. The Agency to your left then begins their turn.
Example: Completing a Mission
- On your turn you acquire Hanta Sero. Combine Hanta Sero with Fumikage Tokoyami and Mezo Shoji. Together, these Students have Strength = 12, Speed = 4, and Intelligence = 4.
- With that combination you can discard the three Students to complete the Mission, "Catch the Bank Robber" since it only requires Strength = 8 and Speed = 3.
- The extra Strength, Speed, and Intelligence from the Students used for the Mission has no effect or added bonus, point-wise.
Catch the Bank Robber (Mission Card, Popularity points: 5): When you complete this Mission, all other Agencies must GIVE you one Action Card from their hand. Requirements: Strength 8, Speed 3, Intelligence 0.
End of a Round
A Round ends when there are no more face up Students in the classroom that can be acquired.
- If this was the end of the first round — place new Students from the Student deck face up, in the rows, filling the rows evenly until there are 20 students or there are no more cards in the deck. Then begin the second round. The Agency that would have taken the next turn goes first for the second round.
- If this was the second round — the game ends.
End of the Game
Each Agency takes their completed Missions and adds up all their Popularity points, as well as any other effects that add or subtract from their Popularity total.
Each Agency also gets +1 Popularity point for each Student they have remaining in front of them.
The Agency with the highest total of Popularity points at the end of the game wins!
Additional Rules
- A row may exceed the normal limit of 5 Students if a card adds a Student to that row.
- If there is a tie when an effect has multiple options (two Students with the highest strength, for example), then the Agency playing the card chooses which Student is affected.
- If you can't do everything a card says, do as much as you can.