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The Boys: This Is Going to Hurt

The Boys: This Is Going to Hurt Rulebook

Table of Contents

Table of Contents

  • Game Components
  • How to Play
  • Game Setup
  • Hero Cards
  • "Homelander Attacks!" Cards
  • Player Turns
    • Resource Draw Phase
    • Actions & Action Points
    • Movement
    • Resource Cards
    • Sabotage
    • Character Recruitment
      • Recruiting BETA Characters
      • Recruiting ALPHA Characters
      • Duo Bonus
      • Teams
    • Anatomy of a Character Card
    • Upgrading Your CIA Agent
  • Winning the Game
  • Additional Modes of Play
    • Go It Alone Mode (Solo Play)
    • Diabolical Mode
    • Bloody Doors Off (Bonus Endgame)
  • Character Glossary
    • G-Men
    • G-Wiz
    • Highland Laddies
    • Paralactic
    • Payback
    • Super Duper
    • Team Titanic
    • Teenage Kix
    • The Boys
    • The Seven
    • US Government
    • Vought-American
    • Young Americans

Game Components

  • 1 Game Board
  • 8 BETA (Black) & 8 ALPHA (Red) Combat Dice
  • 10 Player Standees
  • 5 Dossier Mats
  • 36 ALPHA Character Cards
  • 58 BETA Character Cards
  • 30 Mission Cards
  • 40 "Homelander Attacks!" Cards
  • 125 Resource Cards
  • 45 Blackmail Tokens
  • 60 Compound V Tokens
  • 36 $5 Million Tokens
  • 26 $10 Million Tokens
  • 20 $20 Million Tokens
  • 5 Hit Bonus Tracker Tokens
  • 5 Movement Bonus Tracker Tokens
  • 6 Compromised Sector Markers
  • 11 Standee Bases
  • 10 Hero Cards

Printed component count for "Homelander Attacks!" cards is 40; Game Setup below says to shuffle "all 30" of these cards. Both figures are transcribed as printed.

How to Play

As newly activated CIA agents, players are drawn into the top secret reality of The Boys. In this 1-5 person game, each player's mission is to assemble the strongest squad of characters they can to defeat the most powerful Supe of all, Homelander. To defeat him players need enough Beta characters to begin recruiting Alpha characters. It will take multiple Alpha characters to challenge Homelander. Players utilize 3 Action Points each turn to move around the board, draw cards, recruit characters and attack other players. The first player to defeat Homelander before the end of round 21 wins, otherwise all players lose and the whole world belongs to him.

Game Setup

  1. Shuffle the Hero Cards and deal one out to each player. Use the matching Player Standee as your Hero Card for gameplay. (See Hero Cards below.)

  2. Shuffle all 30 of the "Homelander Attacks!" (A) cards. Deal 9 cards facedown and return them to the box. Place the remaining stack of 21 cards in their designated location on the game board. (See Deck Setup Guide.)

  3. Shuffle each of the remaining 4 stacks of cards: Resource (B), Mission (C), Alpha characters (D), and Beta characters (E). Once each stack has been shuffled, place the stacks facedown in their respective positions on the game board. (See Deck Setup Guide.)

  4. Each player is given a Dossier that will be used throughout the game. (The player's Recruited Characters should be grouped near it.)

  • There are two slots for Mission Cards. Players always have 2 Missions faceup on their Dossier (3A).
  • The CIA agent on your Dossier (3B) gives players 1 (Beta) Combat die to start the game. This character can be upgraded to an Alpha, but may not be discarded or stolen (see Upgrading your CIA Agent).
  • Trackers for both Hit and Movement bonuses (3C). Players use the Tracker Tokens to track the ability bonuses from their squad of recruited characters.
  1. Each player is dealt 4 Resource Cards, 3 Beta Cards (this is their starting hand), $15 Million, and 2 Mission Cards.
  • A player may not have more than 7 cards in their hand at the end of their turn unless a recruited character allows for more. Players must discard down to their hand limit before the end of their turn.
  1. To determine who goes first, each player rolls 2 Red Combat Dice. The player with the highest total goes first and play continues clockwise. In the event of a tie, players should roll again until there is a winner.

  2. Starting with the first player and continuing clockwise, each player places their Player Standee on one of the Black Market locations on the board. Any number of players can begin from the same Black Market location.

  3. The first player turns over the top "Homelander Attacks!" card and places it faceup alongside the "Homelander Attacks!" deck, reading it aloud.

Hero Cards

  1. Each player's Hero Card acts as their ally that will help in the fight against Homelander.
  • Place the Hero Card and corresponding Character Card next to your Dossier Mat. Neither of these count towards the player's hand limit (7 cards).
  • These cards cannot be stolen or discarded.
  • Allies may only be recruited by their player, any time they are able to.
  1. Each Hero has both a Power and a Special Ability.
  • Powers can be used throughout the game.
  • The Special Ability may only be used once per game. To indicate that you have used your Hero's Special Ability, turn the Hero Card sideways.
  • A Hero's Special Ability may only be used once the player has recruited their ally.

Example Hero Card (The Female): Power – "Every time you complete a Mission, collect double the rewards." Special Ability – "Draw any 3 cards."

"Homelander Attacks!" Cards

Each round begins by turning over a "Homelander Attacks!" Card and its effect applies to all players.

  1. "Homelander Attacks!" can only be prevented by playing "The Boys Black Leather Trench Coat" card.
  • If a player does so, then the effects on the card are ignored for that player only.
  • Doomsday Cards may not be prevented.

Example card, The Boys Black Leather Trenchcoat – Effect: Play this card to avoid a "Homelander Attacks!", Sabotage, or Hijack card. May be played at any time. Cash Value: $5M.

  1. Each Card's Effect is resolved immediately and only applies to the current round of gameplay.

  2. Some "Homelander Attacks!" Cards require players to forfeit specific Resources or discard from their hand. If a player does not have the Resource(s) required, they forfeit their Money & Resource Draw Phase at the start of their next turn.

  3. Doomsday Cards Compromise Sectors (indicated on each card). Place a Compromised Sector token on the outer edge of that Sector. That Sector is Compromised for the rest of the game.

Attempts to Recruit characters within* a Compromised Sector now permanently cost an additional Action Point (AP). This penalty lasts for the duration of the game and cannot be removed or blocked.

Example Doomsday Alert card: "Homelander Attacks Sector 3! Place one Compromised Sector Token on the outer Sector Guide. All Character Recruitment for these spaces is increased by 1 AP."

Player Turns

Players compete against the clock and each other to recruit Alpha and Beta Characters to build the perfect squad to defeat Homelander.

Resource Draw Phase

At the start of their turn each player receives $10 Million and 1 Resource Card.

Actions & Action Points

Players begin each turn with 3 Action Points (Unused AP expire at the end of a player's turn.)

  1. The following Actions cost 1 AP:
  • Move up to 2 locations. (See Movement.)
  • Draw one Resource, Alpha, or Beta card.
  • Attempt to Sabotage another player. (See Sabotage.)
  • Attempt to Recruit a Character. (See Recruitment.)
  • Upgrade the CIA Agent on your Dossier. (See Upgrading your CIA Agent.)
  1. Free Actions:
  • Play a Resource Card.
  • Play a Hijack Card.
  • Use the Black Market. (See The Black Market.)

Movement

There are 36 Character locations and 4 Black Markets on the board.

  • Player Standees can be moved up to 2 locations (per AP) along connected paths. (See Movement Example on the board.)
  • The Space Station at the center of the board is not considered a location for the purposes of movement.
  • Players can increase their movement using Compound V & Resource Cards.
  • Some Characters also grant bonuses to movement and do not cost additional Action Points to use. If more than one Recruited Character has a movement bonus, the player receives the greater bonus.

(Ex. If a player has Recruited Jet Streak, with 1 free movement, and A-Train, with 3 free movement, they receive the greater bonus, which in this case is 3 free movement.)

Resource Cards

There are a variety of Resource Cards, ranging from helpful Items to CIA Caches.

Resources do not cost Action Points to play and take effect immediately. Resource Cards may only be played on your turn, except "The Boys Black Leather Trench Coat" Card which can be used to prevent various events or actions as they occur.

  • After playing a Resource Card, place it in the discard pile located beside the Resource deck.
  • Resource Cards may be sold for their Cash Value at any Black Market.

Sabotage

Each turn, players can attempt to Sabotage an opponent and steal a Recruited Character from their Squad.

The Saboteur must either be occupying the same location as the intended target and spend 1 AP, or have the "Butcher's Crowbar" Card. Each player must have at least 2 Recruited Characters on their Squad.

  1. The Saboteur rolls 3 BETA Combat dice to determine whether or not their attack is successful. Attacks can be blocked if the Target plays "The Boys Black Leather Trench Coat" Card.

  2. The Saboteur must roll to Hit. To succeed, the 3 dice's combined total must be 4 or greater, otherwise the target has an opportunity to Counterattack (unless they were Sabotaged by the "Butcher's Crowbar" Card.)

  • To execute a Counterattack, the same rules apply: the Target rolls 3 BETA Combat dice to Hit. The Counterattack succeeds if the dice's total is 4 or greater.
  1. Rewards are described in the Sabotage table below.

  2. Character Abilities do not affect dice rolls and neither Resource Cards nor Compound V can be used to influence Sabotage Attacks or Counterattacks.

  3. A player may only attempt to Sabotage another player once per turn, including when using the "Butcher's Crowbar" Card.

Sabotage Rewards (*Opponent's Choice where marked)

RollReward (Attacker)Reward (Counter Attacker)
1, 2, 3NothingNothing
41 Recruited BETA*Nothing
51 Recruited BETA* & 1 card from their hand*2 Compound V or $30 Million or 1 card from their hand*
61 Recruited ALPHA* or 1 BETA & 2 cards from their hand3 Compound V or $40 Million or 1 Recruited BETA*

* Opponent's Choice

Character Recruitment

There are 2 types of Character Cards: ALPHA and BETA. ALPHA Characters use a stronger Combat Die with higher Hits, no chance to Miss, and they generally have stronger Abilities.

Players can Recruit a maximum of 7 additional Characters to their Squad, including the CIA Agent on their Dossier.

Before attempting to Recruit a Character, the player must have:

  • The Character's Card.
  • Available Resource to pay the Recruitment Cost.
  • The required number of Action Points.
  • Their Player Standee in the appropriate location (details below).

Recruiting BETA Characters

Players may attempt to Recruit BETA Characters from any Location within the Character's Sector. To determine which Sector the Character belongs to, match the color of the Character's Sector Location icon to the Sector on the Game Board. (See Anatomy of a Character Card.)

Recruiting ALPHA Characters

To Recruit an ALPHA Character, the Player Standee must be in the Character's Location on the game board. Next, the player should place the Character's Card faceup in front of them.

Once on the correct location, place the Character card they're attempting to recruit in front of them.

  • Spend 1 AP. (2 AP if the Character is in a Compromised Sector.)
  • Pay the Recruitment Cost (top left corner of the Character Card). Some Characters will require a combination of different Currencies. (See Currencies.) If a player fails to Recruit the Character, they forfeit the Recruitment Cost and the Character Card is returned to their hand.

Players must defeat the Character in combat to convince them to join their Squad. They must match or exceed the Hit Points (HP) of the Character they are attempting to Recruit.

  1. Each Recruited ALPHA Character gives the player 1 red ALPHA die and each Recruited BETA gives the player 1 black die. (If you are uncertain which type of die belongs to each Character, check the top right corner of the Card, below their Sector Pin.)

  2. Add any Hit bonuses granted by their Recruited Characters' Powers or Special Abilities. Players should track their Squad's Hit bonuses on their Dossier.

  3. Players may add up to +3 Hit bonus from any combination of Resource Cards in their hand and Compound V tokens (each Compound V token adds +1 Hit, Resources vary by card.)

If the player successfully Recruits the Character, they can add the Character Card to their Recruited Squad (positioned faceup in front of the player). If the player's Squad already has 7 Recruited Characters (not including their initial CIA Agent), they must discard a Recruited Character.

  • Players cannot use a Character's Special Ability or Power unless the Character has been Recruited to their Squad.
  • Characters may be discarded immediately after they are Recruited. This satisfies any Missions which require Recruiting that Character.
  • Discarded characters are placed in the corresponding discard pile.

If a player fails to Recruit, the Character Card returns to their hand.

Duo Bonus

If a player has Recruited Characters with a Duo Bonus, their Squad gains a +2 Hit bonus.

Teams

Each Character belongs to a Team and each Team has a Leader. By Recruiting a Team Leader, players gain a Hit bonus for each Recruited member of that team.

Anatomy of a Character Card

The card diagram in the rulebook labels the following parts:

  • HP (Hit Points) – the Hit Points the player must match or exceed to Recruit the character.
  • Recruitment Cost – shown in the top left corner of the card.
  • Sector Indicator – the coloured pin showing the character's Sector.
  • Die Type – the ALPHA (red) or BETA (black) die the character gives the player.
  • Character Name.
  • Team Name – e.g. "Team: The Boys".
  • Power Name and Power Effect – the power's name and the effect text.
  • Duo Bonus – the bonus that applies when the named partner is also Recruited.

Upgrading Your CIA Agent

  1. Move to an available Black Market location and spend 4 Compound V and 1 AP.

  2. Place a Compound V token on top of the CIA Agent on their Dossier.

  3. Exchange the Character's BETA Combat die for an ALPHA Combat die. This effect cannot be reversed and this Character still cannot be discarded or stolen.

A player who has Recruited 3 or more ALPHA Characters to their Squad can travel to a Black Market to upgrade the starting CIA agent on their Dossier.

Currencies

There are 3 Currencies: Compound V, Blackmail, and Money.

Compound V

The most valuable Resource in the game, players will need this on almost every turn.

When a player uses a Compound V Resource Card, it is immediately discarded and the player collects the corresponding number of Compound V Tokens (listed on the card).

1 Compound V Token can be exchanged for:

  • 1 Location of Movement.
  • +1 Hit bonus on a Combat Roll to Recruit a Character or against Homelander.
  • Satisfy a Character's Recruitment Cost of 1 Compound V.

Compound V cannot be sold, but can be purchased from the Black Market for $15 Million per Token. (See The Black Market.)

Players can also acquire Compound V from Hijacks, Sabotage Counterattacks, and Missions. (See Missions, pg. 15-16.)

Blackmail

Blackmail is used for Recruitment Costs and can be bought and sold in the Black Market. (See The Black Market.)

Money

There are 3 denominations of money: $5 Million, $10 Million, and $20 Million Tokens.

Money can be used for:

  • Recruitment Costs.
  • Purchasing Blackmail and Compound V from the Black Market. (See The Black Market.)

The Black Market

Using their Movement, players may travel to any of the 4 Black Markets where they can exchange/sell Currency Tokens, Resources & Characters, and upgrade their CIA Agent.

Players may sell un-Recruited ALPHA and BETA Character Cards from their hand. When a player sells a card, place it in the appropriate discard pile. Note: Once a Character has been Recruited, their Card can no longer be sold.

Resource Cards can also be sold for the cash values listed on their cards.

Players may purchase as many Currency Tokens as they can afford.

NameBuySell
ALPHA Cards–$10 Million
BETA Cards–$5 Million
Blackmail$30 Million$10 Million
Compound V$15 Million$5 Million

For information on upgrading CIA Agents, refer to Upgrading Your CIA Agent.

Mission Cards

Missions are optional objectives which reward players with Currency and Resources.

To earn Mission rewards, players must successfully complete the Assignment described on the Mission Card. If multiple Missions share an objective, they can be completed concurrently. Players can complete more than one Mission in a single turn if they have the Action Points or Resources available.

(Ex. For example, if both Mission's Assignments are "Recruit a BETA," the player only needs to Recruit a single BETA Character to complete both Missions.)

  • Players can complete more than one Mission in a single turn if they have the Action Points or Resources available.
  • Players may exchange 1 Mission Card per turn at any Black Market as a free Action (0 AP).
  • Players may discard and re-draw up to 2 Mission Cards per turn by spending 1 Action Point. (This can be done from any Location on the board, even if Homelander has locked down the Black Market.)
  • When a Mission has been completed, the player discards it beside the Mission deck and draws a new Mission Card as a free Action (0 AP) on their turn.

Winning the Game

The main goal of the game is to Kill Homelander, saving the world! Players have until the end of Round 21 to defeat Homelander or the world ends and everyone loses the game.

Homelander starts the game with 30 Hit Points (HP). Each time a Doomsday is revealed and a Sector is Compromised, Homelander gains +2 HP.

To face Homelander, players must move their Player Standee to any Black Market and:

  1. Spend $30 Million to Travel to the Space Station (located at the center of the game board).

  2. Spend 3 Action Points to Attack Homelander.

  • If "Homelander Attacks!" and players do not start the round with 3 AP, the cost to Attack is reduced to 2 AP for that round only.
  • Players can choose to use Resource Cards, like the "CIA Issued Hawaiian Shirt", in lieu of Action Points.
  1. Roll their Squad's Combat Dice, adding any bonuses from Resources, Compound V, and their Character's Special Abilities. Any Compound V or other Resources the player wishes to use must be played before rolling their Squad's Combat Dice.
  • If the Total to Hit is greater than or equal to Homelander's current HP Total, Homelander is destroyed! The player has defeated Homelander, saved the world, and won the game!

If the Total to Hit does not meet or exceed Homelander's current HP Total, the player is sent back to the Black Market they used to travel to the Space Station. Any Resources, Compound V, or Currency used in the Attack are also forfeit.

  1. If the total is less than Homelander's HP, the player is sent back to the Black Market location they attacked him from and they lose any Resource cards, money, and Compound V that they played.

Additional Modes of Play

Go It Alone Mode (Solo Play)

Taking on Homelander on your own in The Boys: This is Going To Hurt, requires a slightly altered setup and a few modifications to play.

  1. Follow standard setup rules for the base game, lay out the decks, select a player mat, deal yourself 4 Resource Cards, 3 BETA Character Cards and $15 Million from the bank.

  2. Place 4 unused Player Standees, 1 on each of the Black Market locations.

  • These Player Standees are Homelander Fanatics. As a CIA Agent, your path to Homelander is more treacherous than before, but also more rewarding.
  1. Flip over the first 5 BETA and first 5 ALPHA Cards and place them along the edges of the board.
  • Whenever you enter a Black Market, you may purchase one of these Character Cards and add them to your hand. BETA Cards cost $10 Million & ALPHA Cards cost $25 Million.
  • Once per round, while in a Black Market, you may spend $5 Million to replace any 1 of the 10 available Character Cards with a new Character of the same type from the deck and discard the old Character.
  1. Any time you enter or pass through a Black Market, you must Attack one of the Homelander Fanatics by playing a Hijack Card or by spending an Action Point to Sabotage the Homelander Fanatic.
  • If you play a Hijack Card, you may pass through a Black Market freely, but you will not receive the Hijack rewards.
  • If you choose to Sabotage the Homelander Fanatic, you must either use a "Butcher's Crowbar" Card or spend 1 AP. The rewards for Sabotage are as follows:

Fanatic Sabotage Rewards

RollReward
1, 2, 3Nothing
4$20 Million
5$20 Million and 2 Compound V
6Draw the top BETA Character Card and place it immediately with the rest of your Squad as a Recruited Character.
  • If you attempt to Sabotage the Fanatic without using the Butcher's Crowbar and roll 3 or less on your Combat Dice, the Fanatic will Counterattack.
  • If you choose not to Hijack or Sabotage a Fanatic upon entering the Black Market, they will Attack immediately.
  • Whenever a Fanatic Attacks or Counterattacks, refer to the table below to determine the outcome of their Attack.

Homelander Fanatic Consequences

RollConsequences
0-1Nothing
2-3Discard 1 card
4-5Discard 2 cards
6Discard 3 cards

Attacking Fanatic

  • If you do not have the required cards to pay the consequences of a Homelander Fanatic Attack, you must turn in as much of it as you can.
  • The "Butcher's Crowbar" Card cannot be used to Sabotage a Fanatic unless you are in a Black Market.
  • The Homelander Fanatics do not attack you when you begin the game in a Black Market.

Diabolical Mode

If you get too good at killing Homelander, or are simply "dying" for a brutal challenge, then this is the mode for you. There is only one main change to the game.

  • When the game begins and players select their Standees, they do not receive the Standee's Hero Card nor their Character Card.
  • Players will only win if they are Diabolically strategic!

Bloody Doors Off (Bonus Endgame)

Players can choose to engage in the Bloody Doors Off either at the start of play or after Homelander has been defeated. The object of this Bonus Endgame is to be the last agent alive. The player who defeated Homelander is now The Omega Agent. Their goal is to hunt down and eliminate the remaining players. Everyone else will continue to play the game as before, making their Squad as strong as possible against the Omega Agent's inevitable attack.

  1. All players retain their Squad of Recruited Characters.

  2. The Omega Agent discards their hand, Blackmail, Compound V, and Money. The Omega Agent:

  • Does not draw a Resource Card at the start of their turn.
  • Collects $15 Million at the start of their turn and can still purchase Compound V from the Black Market.
  • Cannot attempt to Recruit Characters.
  • Cannot use Resource Cards.
  • Only has 2 Action Points to spend each round.
  • Can use their Movement as normal: spend 1 AP to move up to 2 locations and any bonuses from Characters' Abilities still apply.
  • Must be in the same location as another player to Attack (costs 1 AP).
  • Cannot be Sabotaged or Hijacked by other players.
  1. The other players still have 3 Action Points and may continue to play the game as before. They can Recruit Characters, complete Missions, and Sabotage other players.

  2. When The Omega Agent attacks another player:

  • Each player rolls their Squad's Combat dice and adds their Recruited Character's Abilities to their Hit total.
  • Resource Cards and Compound V cannot be added to these Combat Rolls.
  • The player with the higher Hit Total has eliminated their opponent and stays in the game as the Omega Agent.
  • In the event of a tie, players re-roll their Combat Dice until there is a winner.
  1. The last player remaining at the end of the Bloody Doors Off wins.

Character Glossary

Indicates a Character Card from an Expansion pack.

G-Men

CharacterLevelPower
Cold SnapALPHAOnce Recruited, gain two Action Points to spend on this turn. / DUO BONUS: Five-Oh
CritterBETAAdd +1 Hit / DUO BONUS: John Godolkin
DivineBETAAdd +1 Hit / 1 Free Movement
Five-OhALPHAAdd +1 Hit / DUO BONUS: Cold Snap
GroundhawkBETAAdd +1 Hit / DUO BONUS: The Reptilian
John GodolkinALPHATEAM LEADER: Add +1 Hit to all other Recruited members of G-MEN / DUO BONUS: Critter
The ReptilianBETAAdd +1 Hit / DUO BONUS: Groundhawk

G-Wiz

CharacterLevelPower
Bagpipe*BETAAdd +1 Hit
Blowchowski*BETAAdd +1 Hit
Buzzcut*BETATEAM LEADER: Add +1 Hit to all other Recruited members of G-WIZ
Dimebag*BETAEach time a DOOMSDAY ALERT Card is revealed, draw any one card
Jetlag*BETAOnce Recruited, may be discarded at any time to draw any two cards.
Pinwheel*BETAOnce per turn, you may buy or sell any one Card or Item without entering the Black Market

Highland Laddies

CharacterLevelPower
Big BobbyBETAAdd +1 Hit / DUO BONUS: Det
Black Pierre & Treacherous MarieBETAOnce Recruited, spend three Action Points to swap this card with any other player's Recruited Beta Character of your choice
DetBETADUO BONUS: Big Bobby
Maw & Paw / Campbell*BETAOnce Recruited you may use this card as one Blackmail for the purposes of Recruitment. (Discard after use)
Mr. TupperBETAOnce Recruited, gain one Action Point to spend on this turn. / DUO BONUS: Wee Sarah
Wee SarahBETAAdd +1 Hit / DUO BONUS: Mr. Tupper

Paralactic

CharacterLevelPower
Astroglide*BETA1 Free Movement
Lady Arklite*BETAAdd +1 Hit
Stopcock*BETAOnce Recruited, may be discarded at any time to add +2 Hit to a single Combat Roll.
Strap-On*BETADraw one free Resource Card immediately after Recruitment
The Truncheon*BETAAdd +1 Hit
Trojan*BETATEAM LEADER: Add +1 Hit to all other Recruited members of PARALACTIC

Payback

CharacterLevelPower
Crimson CountessALPHAAdd +1 Hit / 2 Free Movement / DUO BONUS: Stormfront
LaddioBETADUO BONUS: Tek-Knight
Mind-DroidBETAAdd +1 Hit / 1 Free Movement
Soldier BoyALPHAAdd +2 Hit / TEAM LEADER: Add +1 Hit to all other Recruited members of PAYBACK
StormfrontALPHAAdd +3 Hit / DUO BONUS: Crimson Countess
SwattoBETA1 Free Movement
SwingwingBETA1 Free Movement / DUO BONUS: The Talon
Tek-KnightALPHA

Super Duper

CharacterLevelPower
Auntie SisALPHATEAM LEADER: Add +1 Hit to all other Recruited members of SUPER DUPER
Black HoleBETAOnce Recruited, gain one Blackmail / DUO BONUS: Kid Camo
Bobby BadoingBETAWhile Recruited, you may draw a Character Card instead of your initial Resource Card draw. / DUO BONUS: Klanker
Kid CamoBETA1 Free Movement / DUO BONUS: Black Hole
KlankerBETAOnce Recruited, gain one Action Point to spend on this turn. / DUO BONUS: Bobby Badoing
LadyfoldBETAEach time a DOOMSDAY ALERT "Homelander Attacks!" Card is revealed, draw any one card. / DUO BONUS: Stool Shadow
MalchemicalALPHAAdd +3 Hit / If you draw a Character Card you may draw two (Immediately discard one of them)

Team Titanic

CharacterLevelPower
Country MamaBETAAdd +1 Hit
Dry-HumpALPHAAdd +2 Hit
Earl MulchBETADUO BONUS: Snaffletwat
GumchumBETAWhen using the Black Market, you may buy a single Compound V for $10 Million (Once per turn). / DUO BONUS: Jimmy the One
Jimmy the OneBETAAdd +1 Hit / 1 Free Movement / DUO BONUS: Gumchum
MuzzeltovBETAOnce per turn, you may discard one card that you draw. If you do, draw a new one of the same type. / DUO BONUS: Regina Dentata
Regina DentataBETAAdd +1 Hit / DUO BONUS: Muzzeltov
Snaffletwat

Teenage Kix

CharacterLevelPower
Big GameALPHAAdd +1 Hit / TEAM LEADER: Add +1 Hit to all other Recruited members of TEENAGE KIX
Blarney CockBETAWhile Recruited, you may hold one extra card in your hand / DUO BONUS: Queen Maeve
GunpowderBETAOnce Recruited, you may discard it at any time to receive $25 Million
JetstreakBETA1 Free Movement
PopclawALPHAOnce per turn, you may discard one card that you draw. If you do, draw one of the same type
ShoutoutALPHAAdd +1 Hit / 2 Free Movement
WhackjobBETAAdd +1 Hit

The Boys

CharacterLevelPower
Billy ButcherALPHAAdd +4 Hit / DUO BONUS: Terror
Doc PeculiarBETAWhen using the Black Market, you may buy a single Blackmail for $20 Million (Once per turn)
FrenchieALPHAAdd +3 Hit / 2 Free Movement / DUO BONUS: The Female
Guiseppe & Sean McGuinneaBETADUO BONUS: The Legend
Jamie the Hamster*BETA1 Free Movement
Ltc. Greg MalloryALPHATEAM LEADER: Add +1 Hit to all other Recruited members of THE BOYS
Mother's MilkALPHAAdd +4 Hit / DUO BONUS: Sheriff Roger Davenport
Terror

The Seven

CharacterLevelPower
A-TrainALPHA3 Free Movement / DUO BONUS: Jack from Jupiter
Black NoirALPHAAdd +4 Hit / DUO BONUS: The Deep
Jack from JupiterALPHAAdd +1 Hit / 2 Free Movement / DUO BONUS: A-Train
Lamplighter*BETAAdd +1 Hit / 1 Free Movement
Queen MaeveALPHAAdd +4 Hit / DUO BONUS: Blarney Cock
StarlightALPHAAdd +3 Hit / 2 Free Movement / DUO BONUS: Wee Hughie
The DeepALPHAAdd +2 Hit / 2 Free Movement / DUO BONUS: Black Noir

US Government

CharacterLevelPower
CIA Director Susan RaynerALPHATEAM LEADER: Add +1 Hit to all other Recruited members of US GOVERNMENT / DUO BONUS: Kessler
CIA AgentBETADraw one free Character or Resource Card immediately after Recruitment
F*cker JohnBETAAdd +1 Hit / DUO BONUS: President "Dakota Bob" Shaefer
KesslerBETADUO BONUS: CIA Director Susan Rayner
Sheriff Roger DavenportBETADUO BONUS: Mother's Milk
SSA DubisherBETADUO BONUS: Secret Service Agent Lucero
SSA LuceroBETAAdd +1 Hit / DUO BONUS: Secret Service Agent Dubisher
Pink Aliens

Vought-American

CharacterLevelPower
CoagulaBETAWhile Recruited, you may hold one extra card in your hand / DUO BONUS: Shehemoth
James StillwellALPHATEAM LEADER: Add +1 Hit to all other Recruited members of THE SEVEN
Jess BradleyBETATEAM LEADER: Add +1 Hit to all other Recruited members of VOUGHT-AMERICAN
Little NinaALPHAWhen using the Black Market, you may buy a single Compound V for $5 million (Once per turn)
Red River AgentBETAOnce Recruited, discard any time to avoid a "Homelander Attacks!" Card, Hijack, or Sabotage
ShehemothBETAAdd +1 Hit / DUO BONUS: Coagula
Uncle DreamsBETAOnce Recruited, discard at any time to draw any two cards

Young Americans

CharacterLevelPower
Drummer BoyALPHATEAM LEADER: Add +1 Hit to all other Recruited members of YOUNG AMERICANS
General IssueBETA1 Free Movement
Holy MaryALPHASpend one Action Point to lower your opponent's HP by two (Once per turn)
Oh FatherALPHAAdd +3 Hit
The StandardBETADraw two Resource Cards immediately after Recruiting this Character for no Action Point cost
  • Currencies
  • The Black Market
  • Mission Cards
  • Add +2 Hit / 2 Free Movement / DUO BONUS: Laddio
    The TalonBETA1 Free Movement / DUO BONUS: Swingwing
    Stool ShadowBETA1 Free Movement / DUO BONUS: Ladyfold
    ALPHA
    Add +1 Hit / DUO BONUS: Earl Mulch
    The StarlikeALPHA2 Free Movement / TEAM LEADER: Add +1 Hit to all other Recruited members of TEAM TITANIC
    BETA
    Add +1 Hit / DUO BONUS: Billy Butcher
    The FemaleALPHAAdd +4 Hit / DUO BONUS: Frenchie
    The LegendALPHAWhen using the Black Market, you may buy a single Blackmail for $10 Million / DUO BONUS: Guiseppe & Sean McGuinea
    Vasilii VorishikinALPHAAdd +3 Hit / If you fail a Recruitment attempt, you may spend one Action Point to reroll all your combat dice (Once per turn)
    Wee HughieALPHAAdd +2 Hit / TEAM LEADER: Add +1 Hit to all other Recruited members of HIGHLAND LADDIES / DUO BONUS: Starlight
    ALPHA
    Spend two Action Points to move to a location occupied by another player, and immediately SABOTAGE them
    President "Dakota Bob" ShaeferBETA1 Free Movement / DUO BONUS: F*cker John
    Vic the VeepBETADraw a single Resource card immediately after Recruiting this character for no Action Point cost