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Solo Encounters MCP

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0% found this document useful (0 votes)
2K views55 pages

Solo Encounters MCP

Uploaded by

Julian Dardenne
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

WEB

ULTIMATE ENCOUNTER CORE RULES


In an Ultimate Encounter, players form a Crisis
Team with multiple squads to battle a deadly threat
in unique narrative missions called Encounters.
Each of these Encounters specifies the number of
players as well as the squad size for each player on
their setup card.

CRISIS TEAM
Whenever the rules refer to the Crisis Team, it means
all players that are part of the Crisis Team. If the Crisis
Team must make a choice, players should work together
to choose the most beneficial option for the team. The
members of a Crisis Team are always working together
and should help each other during the game!

COSMIC THREAT
The Cosmic Threat is represented by the opponent of
the Crisis Team. The Cosmic Threat player’s goal is to
complete their objectives and/or to thwart the plans
of the Crisis Team.

GAME ROUNDS

ENCOUNTER RULES
ALL WILL BE METAL
Ultimate Encounters do not use the normal rules for
game rounds. Instead of players alternating turns, the
Crisis Team and the Cosmic Threat alternate turns.

Turns work slightly differently in Ultimate


Encounters. When the Crisis Team takes a turn,
they activate three characters in a row, completing

2
each activation and adding an Activated token to
characters after each of their activations as normal. THE ACTIVATION PHASE
After the Crisis Team has taken their turn and 1. Resolve any effects that happen at the start
activated three characters, the Cosmic Threat player of the Activation Phase, starting with the
takes a turn in which they can activate an Encounter side with priority. After any player effects,
Character and up to one Minion character (see resolve Encounter or Status card effects that
Minions on pg. 8). Instead of adding an Activated happen at the start of the Activation Phase.
token to an Encounter Character at the end of a turn, 2. The Crisis Team takes a turn, during which
they add an Activated token to the Encounter Tracker. it activates three characters. Then the
Once the Encounter Tracker contains three Activated Cosmic Threat takes a turn, activating the
tokens, the Activation Phase is over and players Encounter Character and/or one Minion
proceed to the Cleanup Phase. character. At the end of the Cosmic Threat
player’s turn, they add an Activated token
When an effect states that it lasts for one round, or the to the Encounter Tracker. A player who
effect happens for ‘this round’, it does not actually last activates a character may make actions, use
the entire round during Ultimate Encounters. Effects superpowers, and interact with objectives
with a duration like this will last until the end of the with that character. Repeat this process
next Cosmic Threat player’s turn. until three Activated tokens are added
to the Encounter Tracker. When the third
Below are the modified rules for game rounds to be Activated token is added, move to step 3.
used with Ultimate Encounters. 3. Resolve any effects that happen at the end
of the Activation Phase, starting with the
side with priority. After any player effects,
THE POWER PHASE resolve Encounter or Status card effects that
1. Each character gains 1 Power g. happen at the end of the Activation Phase.
2. Resolve any player effects that happen
during the Power Phase, starting with CHARACTER ACTIVATIONS
the side with priority.
3. Resolve any effects of Encounters or Because of the way turns and activations work
Status cards that happen during the in Ultimate Encounters, it is possible that not all
Power Phase. The side with priority characters will activate every round.
chooses the order.
3 4
SQUAD BUILDING
THE CLEANUP PHASE Players take one of two sides: Crisis Team or Cosmic
1. Players score victory points (VPs) from Threat. How players build squads is indicated on
Encounters or Status cards, if applicable. each Encounter Setup card.
Mark these points on the Encounter
Tracker. When Crisis Team players build their squads, they
2. Resolve player effects that occur during the may use any characters and Team Tactic cards from
Cleanup Phase. their collection unless otherwise specified in the
3. Resolve effects from Encounters or Status Encounter. However, players may not duplicate Alter
cards that occur during the Cleanup Phase. Egos between their squads, even if their collections
The side with priority chooses the order. would allow it. Each player may use a different
4. Characters with a Dazed token remove all affiliation for their squad, but active Leadership
Damage (j) tokens, special conditions, and abilities will affect only their squad. Team Tactic
their Dazed token. They then flip their stat cards, however, can be used with any allied characters
cards over to the Injured side. as specified on the individual card.
5. Crisis Team characters without an
Activated token may advance 1.
6. Remove all Activated tokens from AFFILIATION & TACTICS
characters and the Encounter Tracker. If a Team Tactic card refers to a character by affiliation, that
7. If the encounter uses a round counter, character must be part of a squad using that affiliation. For
move the Round token to the next round example, if both players are playing squads with the Avengers
on the Encounter Tracker, then begin a affiliation, all Avengers characters may use the Avengers
new round, starting with the Power Phase. Assemble Team Tactic card when it is played.

Minions
Some missions allow the Cosmic Threat player to
control specific additional characters. These characters
are called Minions. If a mission tells players to use
specific characters as Minions but you do not have
those characters available to use, use the characters
in your collection that best fit your narrative. Maybe
Hulk is being controlled by the Mind Gem and is
5 6
helping Thanos achieve his goals. Perhaps Loki has ACTIVATING MINIONS
struck a deal for his own life and is now fighting in
service to the Cosmic Threat! If the Cosmic Threat player has Minions in play,
each of them may be activated once per round like
a normal character. When it is the Cosmic Threat
DIFFICULTY player’s turn, they may activate one Minion without
Encounters have a Difficulty option on their mission an Activated token before or after activating the
setup card that will change portions of the Encounter. Cosmic Threat. The Minion receives an Activated
Players should agree on the difficulty level they token as normal.
would like to play during setup.
STATUS CARDS
SELECTING A DIFFICULTY Encounters may tell players to gain or draw a Status
card from a deck. Status cards may give additional
When playing an Ultimate Encounter, keep in mind that superpowers to characters, change how an existing
these are narrative scenarios meant to tell a story and create rule on a character functions, or alter the rules of the
an atmosphere. While you can create highly optimized Encounter. These cards should be placed next to the
and effective squads designed around each Encounter, the stat card of the character or in the play area of the
difficulty level you choose should be adjusted to compensate player that receives them.
for this.
ENCOUNTER CHARACTERS
PRIORITY Characters with the Encounter Character keyword can
only be used in the Encounter that specifies them by
In an Ultimate Encounter, priority is not determined
name and may not be included in rosters. Encounter
by a dice roll or passed during the Cleanup Phase.
Characters do not always have Threat Levels. If an
The mission setup explains how priority works for
Encounter Character is part of an affiliation, it will be
the Encounter.
listed in the Setup section of the Encounter.

7 8
ULTIMATE ENCOUNTER: ULTIMATE ENCOUNTER:
ALL WILL BE METAL
ALL WILL BE METAL The Crisis Team players must battle Ultron, Master of
Metal while evacuating civilians from the city. If they
can Daze Ultron five times, his firmware will break
down and he will be forced to retreat. Additionally,
delaying his Doomsday Device long enough to rescue
the terrified citizens will complete their objective of
saving the populace from the mad machine!

Ultron, Master of Metal is attempting to destroy the


city and its people. As the game goes on, Terrified
Citizen tokens will appear around the battlefield.
Removing those tokens using his Doomsday Device
or interacting with them will score victory points.
Additionally, controlling and powering up the
Doomsday Device will not only help him eliminate
the city but also score points directly. And as always
with any good villain, Dazing and KO’ing opposing
characters will bring him closer to victory!

Terrified Citizens Home Base

Corrupted Doomsday Evacuated


Firmware Consoles
9 10
SQUAD COMPOSITION
The Crisis Team is made up of two players, each with
Maximum Threat: 15 squads. A Crisis Team squad
chooses a number of Team Tactic cards based on the
difficulty level (see Difficulty below). The Cosmic Threat
player’s squad consists of Ultron, Master of Metal.

DIFFICULTY
Before setting up the Encounter, players should
choose the difficulty level from the following chart.
DIFFICULTY CRISIS TACTICS DOOMSDAY DEVICE
Roll 2 dice for the
Tutorial 0 Doomsday Device
each turn.
Roll 3 dice for the
Normal 3 Doomsday Device
DESIGNER NOTE each turn.
Rolls 4 dice for the
This Ultimate Encounter is designed to be able Hard 2 Doomsday Device
to be played with only the Marvel: Crisis Protocol each turn.
Core set and a few print outs as an introduction
Roll 5 dice for the
to Ultimate Encounters. Feel free to customize Insane 1 Doomsday Device
your squads in the future – but if you would like each turn.
to jump right in, we suggest the following squads
for the Crisis Team:

Crisis Team 1: Captain America, Captain Marvel,


Spider Man, and Iron Man

Crisis Team 2: Red Skull, Cross Bones, Doctor


Octopus, Baron Zemo, Black Widow
11 12
DEPLOYMENT MISSION SETUP
The Crisis Team deploys their squads within i 3 of When creating the battlefield for this encounter, make
their battlefield edge. Then the Cosmic Threat player sure to include thematic elements such as buildings
deploys Ultron, Master of Metal within i 3 of his or other city features that civilians could hide in. Feel
battlefield edge. free to change the placement of the terrain so that the
Home Base would be in a vantage point or hidden
TOKENS from Ultron.
Terrified Citizen (Civilian): Terrified Citizens are Prioirty
attempting to flee Ultron’s Doomsday Device and
must be evacuated by the Crisis Team. A Crisis Team The Crisis Team starts with priority and retains
character cannot hold more than one Terrified Citizen priority for the entire Encounter.
at a time.

• Whenever a Crisis Team character drops a Home Base


Terrified Citizen, the Crisis Team places the
Doomsday
token instead of the Cosmic Threat. Consoles
• A character holding a Terrified Citizen cannot
perform more than one move action per turn.

Home Base (Target of Opportunity): Home Base


is a safe haven for Terrified Citizens, who must be
brought there by the Crisis Team.

Evacuated (Target of Opportunity): Evacuated tokens


show that the Crisis Team has already searched the
terrain feature this round.

• Remove all Evacuated tokens from terrain


features during the Cleanup Phase.

14 13
Corrupted Firmware: If Ultron would be Dazed, he ENDING THE ENCOUNTER
gains Corrupted Firmware (see the We Are ULTRON!
superpower). As the corruption spreads through his Mission Accomplished: If the Crisis Team has 12 or
systems, he becomes less predictable. more victory points at any time, they have thwarted
Ultron’s plans and win the game!
Doomsday Console (Target of Opportunity): These
are Ultron’s control consoles for his Doomsday • The Crisis Team earns victory points for each
Device. If he can get the device fully operational, it Doomsday Console they are controlling during
will destroy the whole city! the Cleanup Phase.
• The Crisis Team earns victory points for each
• Ultron rolls an additional die for the Doomsday Terrified Citizen token they bring to the Home
Device effect for each Console he is controlling. Base during their turns.
• Each player scores 1 VP at the end of each round • The Crisis Team wins the game if Ultron is KO’d.
for each Doomsday Console they are controlling.
Pathetic Plans: If the Cosmic Threat player has 12 or
more victory points at any time, they have crushed
DOOMSDAY DEVICE the Crisis Team’s will and destroyed the city! The
Ultron, Master of Metal has assembled a mighty Cosmic Threat player wins.
Doomsday Device to destroy the city.
• The Cosmic Threat player earns victory points
At the start of each of the Cosmic Threat player’s for each Doomsday Console they are controlling
turns, they roll dice equal to the number specified by during the Cleanup Phase.
the difficulty level. Add one die to this roll for each
Doomsday Console they are controlling. Consult the Extinction Imperative: If at any point Ultron
list on the Cosmic Threat player card for the effects of controls all four Doomsday Consoles, the machine
each result, resolving the effect only once no matter immediately becomes fully operational and destroys
how many of a given result are rolled. The effects are the city, and the Cosmic Threat player wins the game.
resolved in the order they appear in the list.

15 16
SCORING
• Players score 1 VP for each Doomsday Console
they are controlling during the Cleanup Phase.
• The Crisis Team can score VPs by evacuating
Terrified Citizens at the Home Base.
• The Cosmic Threat can score VPs by interacting
with Terrified Citizens, via the Doomsday
Device, or by KO’ing Crisis Team characters.

SPECIAL RULES
You will find all of the special rules for the Crisis
Team and the Cosmic Threat on the tip cards for this
Ultimate Encounter.

© MARVEL

Atomic Mass Games and logo are TM of Atomic Mass Games. Atomic Mass Games, 1995 County
Road B2 W, Roseville, MN, 55113, USA, 1-651-639-1905.
Actual components may vary from those shown.

17
CRISIS TEAM TIP CARD: COSMIC THREAT TIP CARD:
ALL WILL BE METAL ALL WILL BE METAL
TOKENS TOKENS
Terrified Citizen (Civilian): Terrified Citizens are attempting to flee Terrified Citizen (Civilian): Terrified Citizens are attempting to flee
Ultron’s Doomsday Device and must be evacuated by the Crisis Team. Ultron’s Doomsday Device and must be evacuated by the Crisis Team.
A Crisis Team character cannot hold more than one Terrified Citizen at A Crisis Team character cannot hold more than one Terrified Citizen at
a time. a time.
• Whenever a Crisis Team character drops a Terrified Citizen, the • Whenever a Crisis Team character drops a Terrified Citizen, the
Crisis Team places the token instead of the Cosmic Threat. Crisis Team places the token instead of the Cosmic Threat.
• A character holding a Terrified Citizen cannot perform more than • A character holding a Terrified Citizen cannot perform more than
one move action per turn. one move action per turn.
Home Base (Target of Opportunity): Home Base is a safe haven for Home Base (Target of Opportunity): Home Base is a safe haven for
Terrified Citizens, who must be brought there by the Crisis Team. Terrified Citizens, who must be brought there by the Crisis Team.
Evacuated (Target of Opportunity): Evacuated tokens show that the Evacuated (Target of Opportunity): Evacuated tokens show that the
Crisis Team has already searched the terrain feature this round. Crisis Team has already searched the terrain feature this round.
• Remove all Evacuated tokens from terrain features during the • Remove all Evacuated tokens from terrain features during the
Cleanup Phase. Cleanup Phase.
Corrupted Firmware: If Ultron would be Dazed, he gains Corrupted Corrupted Firmware: If Ultron would be Dazed, he gains Corrupted
Firmware (see the We Are ULTRON! superpower). As the corruption Firmware (see the We Are ULTRON! superpower). As the corruption
spreads through his systems, he becomes less powerful. spreads through his systems, he becomes less predictable.
Doomsday Console (Target of Opportunity): These are Ultron’s Doomsday Console (Target of Opportunity): These are Ultron’s
control consoles for his Doomsday Device. If he can get the device fully control consoles for his Doomsday Device. If he can get the device fully
operational, it will destroy the whole city! operational, it will destroy the whole city!
• Ultron rolls an additional die for the Doomsday Device effect for • Ultron rolls an additional die for the Doomsday Device effect for
each Console he is controlling. each Console he is controlling.
• Each player scores 1 VP at the end of each round for each • Each player scores 1 VP at the end of each round for each
Doomsday Console they are controlling. Doomsday Console they are controlling.

Terrified Citizens Home Base Corrupted Doomsday Evacuated Terrified Citizens Home Base Corrupted Doomsday Evacuated
© MARVEL © AMG
Firmware Consoles © MARVEL © AMG
Firmware Consoles
CRISIS TEAM SPECIAL RULES COSMIC THREAT SPECIAL RULES
Find the Civilians: Crisis Team characters can interact with terrain Interact (Terrified Citizen): Remove the Terrified Citizen from the
features as if they were Objective tokens. battlefield. The Cosmic Threat player scores 1 VP.
Interact (Terrified Citizen): Pick up the Terrified Citizen. Interact (Doomsday Console): The Cosmic Threat player is now
controlling the Doomsday Console.
Interact (Home Base): A Crisis Team character does not have to spend
g to interact with this token. If the interacting character is holding a The Flesh Is Weak: The Cosmic Threat player scores 1 VP each time an
Terrified Citizen, remove the Terrified Citizen from the character. The enemy character is KO’d.
Crisis Team scores 1 VP.
Interact (Terrain Feature): If the terrain feature does not have an DOOMSDAY DEVICE
Evacuated token, roll dice equal to the size of the terrain feature. If Ultron, Master of Metal has assembled a mighty Doomsday Device to
one or more dice are p or l, the character has found a Terrified destroy the city.
Citizen and picks it up. If the character finds a Terrified Citizen, add an
Evacuated token to the terrain feature. At the start of each of the Cosmic Threat player’s turns, they roll dice
equal to the number specified by the difficulty level. Add one die to
Interact (Doomsday Console): If the Doomsday Console is not this roll for each Doomsday Console they are controlling. Consult the
contested by an enemy character, the Crisis Team players are now list below for the effects of each result, resolving the effect only once no
controlling the Doomsday Console. matter how many of a given result are rolled. The effects are resolved in
the order they appear in the list below.
ENDING THE ENCOUNTER Blank or o Secondary Power Reserves: Ultron, Master of Metal gains
Mission Accomplished: If the Crisis Team has 12 or more victory 3 g. Additionally, if the Cosmic Threat player is not controlling any
pointsat any time, they have thwarted Ultron’s plans and win the game! Doomsday Consoles, choose a Doomsday Console. The Cosmic Threat
player is now controlling that Doomsday Console.
• The Crisis Team earns victory points for each Doomsday Console
they are controlling during the Cleanup Phase. n One Path to Peace: Remove all Terrified Citizen tokens from the
battlefield. The Cosmic Threat player scores 1 VP for each Citizen
• The Crisis Team earns victory points for each Terrified Citizen removed in this way.
token they bring to the Home Base during their turns.
m Horrifying Scraping Sound: Crisis Team characters drop all
• The Crisis Team wins the game if Ultron is KO’d. Objective tokens they are holding. If no Crisis Team characters are
holding Objective tokens, treat this result as a Devastating Barrage.
Pathetic Plans: If the Cosmic Threat player has 12 or more victory
points at any time, they have crushed the Crisis Team’s will and l A Better Age...: The Cosmic Threat player chooses a terrain feature
destroyed the city! The Cosmic Threat player wins. with an Evacuated token on it. If there are no Evacuated tokens on
terrain features, they may choose any terrain feature. The Crisis Team
• The Cosmic Threat player earns victory points for each Doomsday places a Terrified Citizen token within i 1 of the chosen terrain feature,
Console they are controlling during the Cleanup Phase. then the terrain feature is destroyed and removed from the battlefield.
Extinction Imperative: If at any point Ultron controls all four Ultron, Master of Metal gains g equal to the size of the terrain feature.
Doomsday Consoles, the machine immediately becomes fully p Devastating Barrage: The Cosmic Threat player chooses three
operational and destroys the city, and the Cosmic Threat player wins Crisis Team characters within i 3 of the Home Base token. The chosen
the game. characters suffer 1 j and gains 1 g.
© MARVEL © AMG © MARVEL © AMG
ALL WILL BE METAL
ULTIMATE ENCOUNTER:

ENCOUNTER TRACKER

© MARVEL © AMG
ULTRON, MetAllic tAlons 2
• After this attack is resolved, this character gains g equal to the j dealt.
6 0

MASTER
Ultron
OF METAL • l Bleed: After this attack is resolved, the target character gains the Bleed special condition.
• l Pierce: Change one of the defending character’s p, l, or n results to a blank.

energy BlAst 4 7 2
• After this attack is resolved, this character gains 1 g.
• This attack rolls one less attack die for each Corrupted Firmware token on this character.

the rAge oF Ultron A1 9 6


• If this attack deals j, after this attack is resolved push the target character 1.
• If this character has three or more Corrupted Firmware tokens, increase the range of this
attack to A2.

MAtter trAnsFerence 2
Place this character within i 2 of its current position. This superpower can be used only once
per turn.

enoUgh!!! 2
• Increase the cost of this superpower by 1 for each Corrupted Firmware token on
this character.
• After an attack that damaged this character is resolved, you may use this superpower. Throw
the attacking character 1.

the Folly oF MAn 2


Before rolling attack dice, you may use this superpower. During this attack, this character adds
blanks in its attack rolls to its total successes.

We Are Ultron!
8 m 3 30 When Ultron, Master of Metal would gain a Dazed token, if he has four or less Corrupted
Firmware tokens he instead removes all j and special conditions from himself and gains a
5 4 5 Corrupted Firmware token. Place him within i 3 of his current location or within i 1 of a
Doomsday Console that is controlled by the Cosmic Threat player. Otherwise, Ultron, Master of
Encounter Character, Flight, Immunity [Bleed, Poison, Stagger, Stun] Metal is KO’d and removed from the table.
© MARVEL © AMG
PROGRAMMING FUNCTIONS
Is there a character holding a Terrified
Citizen within i 5 of Ultron? IF YES Advance toward the character. THEN

IF NO
Is there a Terrified Citizen token
within i 5 of Ultron? IF YES Advance toward the token. THEN

IF NO
Advance Ultron toward the Console. Use
Is there a Doomsday Console NOT Matter Transferrence to place Ultron within
controlled by Ultron NOT within i 5 of IF YES i 1 of the Doomsday Console, if needed. THEN
Ultron? Ultron interacts with the Console.
IF NO
Advance Ultron toward the Console. Use
Is there a Doomsday Console NOT Matter Transferrence to place Ultron within
IF YES i 1 of the Doomsday Console, if needed.
THEN
controlled by Ultron within i 5 of Ultron?
Ultron interacts with the Console.
PERFORM ASSAULT FUNCTION

PRIORITY Holding a Terrified


Injured
Lowest Energy © MARVEL
© AMG
PROGRAMMING: Citizen Token Defense
ASSAULT FUNCTIONS

Ultron makes a Metallic Talons attack


Is there only one Crisis Team Character targeting that character. Ultron uses The Folly
within i 2 of Ultron? IF YES THEN
of Man superpower when making this attack.

IF NO
Are there MORE than one Crisis Team Ultron makes a Rage of Ultron attack. If
Ultron has more than 3 Corrupted Firmware
Characters within the Range (i) of the IF YES tokens, Ultron uses The Folly of Man THEN
‘Rage of Ultron’ attack?
superpower when making these attacks.
IF NO
Ultron makes an Energy Blast attack targeting
Is there a Crisis Team character a Crisis Team character. If multiple characters
within i 4 of Ultron? IF YES are in range, see Prioirty Programming to pick THEN
a target.
IF NO END COSMIC THREAT TURN
Perform another Programming Function.

PRIORITY Holding a Terrified


Injured
Lowest Energy © MARVEL
© AMG
PROGRAMMING: Citizen Token Defense
A BRAVE NEW WORLD A BRAVE NEW WORLD
DOCTOR OCTOPUS DOCTOR OCTOPUS
M SCENARIO, SETUP, & RULES
20 2 4 SCENARIO
Since his escape from S.H.I.E.L.D custody, Doc Ock’s been busy building a device in
secret to create a singularity. Presumably he is creating this device to create a power

4 3 4 source great enough to power all of his creations. We will only know for sure once we can
find him and bring him back into custody for further questioning. We were too late, he has
successfully created his device but has lost control of it. The Crisis Team must stop the
device and recapture Doc Ock before the singularity sucks the entire planet into it.

SETUP
Place the Singularity Token in the center of the board. Then place Doc Ock’s model 2
in front of the Singularity Token closest to the Crisis Team’s deployment board edge. Then
place 4 size 2 or more interactive terrain pieces 4 from the Singularity, but no closer
than 4 from other terrain pieces or Doc Ock. Now create a secondary ring of terrain
with 6 size 2 or greater interactive terrain pieces 4 from each other, Doc Ock, or the 4
STRIKE 3 4 terrain pieces in the inner ring. Pick up to 15 threat worth of characters for the Crisis Team
and deploy them according to normal deployment rules. If wanting to play this scenario
• Move towards the closest Crisis Team member and perform this attack. cooperatively, this threat value can be split between all players.
• Flurry of Arms: When making this attack, each in the attack roll counts as two
successes. RULES
The Crisis Team starts the game with and retains priority throughout the scenario. The
Crisis Team is attempting to shutdown the Singularity by performing an interact action
GET AWAY FROM MY CREATION and KO’ing Doc Ock. The interact is successful if the Crisis Team member is able to roll a
— when rolling a number of dice equal to the interacting Crisis Team member’s . Doc
• Move this character towards the Crisis Team member closest to the Singularity. If you Ock will activate after all characters from The Crisis Team has activated each round. At
move within 3 of that Crisis Team member, throw them S toward the Singularity. the beginning of Doc Ock’s activation, roll a number of dice equal to his threat plus any
terrain pieces that have been destroyed by the Singularity since the beginning of the
YOU HAVE TO FEED IT game. Then sort the results by type discarding all blank results. Doc Ock will then perform
actions based on each die result from top to bottom on his character card. During the
• Move this character towards the closest interactive terrain feature. If you move within cleanup phase all terrain pieces and Crisis Team members will move 2 towards the
— 3 of the terrain, throw it S toward the Singularity singularity. If any portion of the terrain or Crisis Team member’s base ever come into
contact with the Singularity they are removed from the board and are considered to be
destroyed by the Singularity. Terrain pieces’ positioning with the ruler can be manipulated
ARM LASERS B4 6 to keep it out of the Singularity so long as it moved a full 2.

• Target the closest Crisis Team member. SCORING & WINNING


• This attack ignores LOS, Cover, and counts blanks as successes. The Crisis Team must shutdown the Singularity and KO Doc Ock before the end of the 6th
round. If all the terrain pieces are destroyed by the Singularity or Doc Ock survives then

WALL CRAWLER the Crisis Team loses.

• In addition to its standard definition, Doc Ock can move on or thru the Singularity and
does not move toward the Singularity during the cleanup phase.
A BRAVE NEW WORLD
DOCTOR OCTOPUS
SINGULARITY TOKEN
Custom 03 MISSION: MARVEL ZOMBIES
General Ross, in his attempt to replicate the Super Soldier Serum, has begun
MARVEL ZOMBIES
experimentation on delivering Gamma infused DNA into a host through live virus
injections with a manufactured GAMMA charged virus. Unfortunately, the host General
Ross was experimenting on escaped during a vehicle accident while it was being
convoyed between labs and started attacking people turning them into zombies. The
Crisis Team must find the documentation containing all of the data and bring it back
to the Medical Lab so that a cure can be produced and distributed.

PRIORITY
SOLO/COOP SCENARIO

The Crisis Team always has priority and all Crisis Team characters will activate prior
to the Zombies activating.

SQUAD CREATION
Choose 16 threat worth of characters to make up the Crisis Team squad. If playing
cooperatively, players split the threat between them. They will also share a total of 5
Team Tactic cards.

MISSION SETUP
When creating the battlefield for this mission make sure to include thematic
elements such as buildings and cars with a representation of General Ross’ convoy
along the back battlefield edge. This battlefield should feel like a war zone straight
out a zombie movie with wrecked cars and damaged buildings.

The Medical Lab (token provided), Biomedical Containers (Serum Canister Tokens),
and Zombie Spawn Points (tokens provided) are placed on the battlefield according to
the diagram on page 2. The Zombie Spawn Points are tokens containing the different
die faces. These tokens can be placed randomly amongst the Zombie Spawn Point
locations except for the center battlefield location which is always the result.

Build a Superhero Zombie Deck by selecting and/or shuffling all of your unused
character cards with the topmost character showing the next Superhero Zombie to
appear, if any.
5 4 4 SCORING & SPECIAL RULES
SPECIAL RULES
The Crisis Team have to gather all data associated with General Ross’ experiment and bring it
back to the Medical Lab. To do this a Crisis Team member must interact with a Biomedical
Container by spending power while within range 1 and rolling a number of dice equal to the
power spent. During the roll, if a , , or is rolled then a piece of data has been found.
Remove the Biomedical Container from the board and place it on the Crisis Team’s character
card that found the data. The data must now be carried back to the Medical Lab and once a
Crisis Team member’s base is touching or overlapping any part of the Medical Lab while
carrying a Biomedical Container they have successfully collected the data and it may be
scored. Take the Biomedical Container token and place it back on the board in any empty
Biomedical Container starting location according to the diagram on page 2 so it may be
4
collected again.

At the beginning of the Zombies activation, roll 5 dice. Place Zombies (either provided tokens or
any zombie miniatures you may have) at each Zombie Spawn Point location that coincides with
the results. Beware! All Zombies make an additional move for every blank that is rolled. If any
— were rolled, deploy the figure or figures matching the top card or cards of the Superhero
Zombie Deck to the Zombie Spawn Point in the center of the battlefield. Zombies will activate
5
starting with the one closest to the Medical Lab and working out until all Zombies have
activated. All Zombies will move (if at a range greater than 2 if the closest target is a Crisis
Crisis Team Team member) to the closest target (Medical Lab or Crisis Team members) and then make an
5 4
attack if within range of a Crisis Team member. If any part of a Zombie’s base ever touches the
Medical Lab, it is considered overrun and destroyed. If a Zombie ever damages a Crisis Team
Biomedical Container (Assets) Medical Lab Zombie Spawn Point member within range 2, that Crisis Team member has one more activation before turning into a
Zombie. Zombies will always move around terrain unless they are a Superhero Zombie with an
— ability such as Wall-Crawling or Flight. Any Superheroes that are Zombies use their
character card instead of the provided Zombie character card. A Superhero Zombie will use
DEPLOYMENT their character specific speed when moving and their topmost attack (builder) when attacking.
Additionally, Superhero Zombies will use any abilities that they may have. Zombies ignore
The Crisis Team deploys first, placing all of their characters within range 3 of the
all status effects and do not take damage. A Zombie is only KO’d when a is rolled during a
battlefield edge. Then roll five dice to determine where, how many, and what type of
successful attack roll that would have normally caused damage. This means that while a
zombies will be deployed. If more than one zombie is deployed at a location, place the Zombie can be thrown, a throw would never KO a Zombie.
additional zombies in base contact or as close as possible to the first.

SCORING
The Crisis Team scores 4 points for every piece of data collected & returned to the Medical Lab.

WINNING THE MISSION


The Crisis Team wins if they can score 16 points before the Zombies can turn the entire Crisis
Team into Zombies or destroy the Medical Lab. There is no round limitation.
ZOMBIE SPAWN POINT TOKENS ZOMBIE TOKENS
MEDICAL LAB TOKEN MARVEL ZOMBIES SOLO SCENARIO
ZOMBIES
- S 2 -

2 2 2
M

INFECTED BITE 2 4
• Add one die to this attack for each additional Zombie within range 2 of the target.
• If this attack causes damage to the target, that target has one more activation before
turning into a Zombie.
Note: Only Normal Zombies and Superhero Zombies who have a range 3 or greater
topmost attack (builder) use this attack.

Medical Lab
MINDLESS DEAD
• All Zombies (including Superhero Zombies) cannot be affected by statuses and do not
take damage.
• Any time an attack that would have normally caused damage includes a result, KO
that Zombie and remove it from the battlefield.
• All Zombies (except Superhero Zombies with a ability that allows them to) must
move around terrain.
Custom 02 MISSION: BATMAN V MARVEL
Doctor Strange has found a substance ,Kryptonite, in another universe that has the
BATMAN V MARVEL
properties needed to repel Galactus. The mission to retrieve a small piece from a
dark subterranean base in that universe was a success, but as the portal behind the
Crisis Team was closing something or someone came through. The Crisis Team must
protect the Kryptonite and deal with this unknown threat from another universe in
order to stop Galactus. The threat appeared to be a bat man…..

PRIORITY
The Crisis Team always has priority and all Crisis Team characters will activate prior
SOLO/COOP SCENARIO

to Batman activating.

SQUAD CREATION
Choose 4 character to make up the Crisis Team squad. If playing cooperatively,
players split the characters between them. They will also share a total of 5 Team
Tactic cards.

MISSION SETUP
When creating the battlefield for this mission make sure to include thematic
elements such as buildings and cars. This battlefield should feel like a dark, rundown,
and unpopulated area of the city.

Four lamp posts (or anything depicting a light source) are placed according to Map
Card B. These locations are also depicted on the diagram on the next page as red
circles. Assign one of the following die faces ( ) to each lamp post, as they
will determine Batman’s movement during the game.

The Batmobile and Batwing tokens are intended to be functional for their movement.
Models for both the Batwing and Batmobile can also be used but it is recommended
that the tokens remain on the board for movement with the models being removed
and replaced back on the tokens after movement is complete.

Batman will have a stamina that is 2 times the total of the chosen Crisis Team
members.
BM BW SCORING & SPECIAL RULES
Batman
SPECIAL RULES
Lamp posts cannot be destroyed or thrown, but can be interacted with by spending one power
to roll a number of dice equal to 1 plus the number lamp posts that are lit. A roll of , , or
successfully illuminates the lamp post. All lamp posts begin the game extinguished.

The Batmobile and Batwing can be interacted as per normal terrain rules. The Batmobile and
Batwing can move through each other but cannot end their movement on top of or overlapping
each other. A figure that is on the Batmobile or Batwing when it moves, also moves with them.

When Batman activates, roll a number of dice equal to his threat rating minus one die for each
status condition he has. Then remove all status conditions. Remove any blank die results from
the rolled pool. Perform one action corresponding to each die result starting at the top of
4 4
Batman’s character card. For example if you had the results , , , , , and , you
2 would perform “I gotta get me one of those” three times, followed by “I am fear”, “I’m Batman”,
and “Theatricality and Deception”.

5 5
SCORING
There is no scoring in this scenario.

Crisis Team
5 4 WINNING THE MISSION
The Crisis Team wins if they can keep the Kryptonite protected for all six rounds. Batman wins
if he can be at range 2 of the Kryptonite with all Lamp posts extinguished before the end of the
Lamp posts (Target of Opportunity) Batwing/Batmobile Batman sixth round.
Kryptonite (Asset)

DEPLOYMENT
The Crisis Team deploys first, placing all of their characters within range 3 of the
battlefield edge. Then Batman, Batwing, and Batmobile are deployed as depicted
above. The intended corners for the Batwing and Batmobile are annotated by the
initials BW and BM in the diagram respectively .
LAMP POST & KRYPTONITE TOKENS BATMOBILE TOKEN

M 3

Batmobile
BATWING TOKEN BATMAN V MARVEL SOLO SCENARIO
BATMAN
x2 M 2 8

3 3 3
L 3
I GOTTA GET ME ONE OF THOSE
• Move the Batwing (clockwise) and Batmobile (counter clockwise) along the board
edge.
• Then extinguish any lamp post within 3 of the Batwing or Batmobile.
• Concussion Missiles: Batmobile performs a 8 attack on the nearest Crisis Team
member within 4 with any successful hits removing power before removing
stamina.
• Sky Hook: Batwing throws nearest Crisis Team member, within 5, L directly away
from the Kryptonite.

I AM FEAR A3 3
• Roll a die, move Batman directly toward the lamp post matching the result rolled
extinguishing any lamp post within 2.
• Target the nearest Crisis Team member and perform the “I Am Fear” attack.
Before damage is dealt, apply the Stun special condition.

I’M BATMAN 2 5
• Roll a die, move Batman directly toward the lamp post matching the result rolled
extinguishing any lamp post within 2.
• Target the nearest Crisis Team member and perform the “I’m Batman” attack.
• If the target has the Stun special condition, push the target S directly away from
Batman and apply the Stagger special condition.

Batwing THEATRICALITY AND DECEPTION


• Batman swaps locations with the Crisis Team member nearest the Kryptonite.
• That Crisis Team member gains the Stun special condition.

LEAGUE OF SHADOWS TRAINING


• Add one die to Batman’s attack and defense rolls for every extinguished lamp post.
Custom 01 MISSION: FEAR ITSELF
The Serpent: God of Fear has been released from his watery grave by Sinthea Schmidt
(now known as Skadi while wielding the Hammer of Skadi). He is set on destroying
Odin, Asgard, and his precious Midgard by releasing seven magical hammers to
unleash “The Worthy” upon the Earth instilling fear to fuel The Serpent: God of Fear’s
power allowing his realization of Odin’s destruction.

PRIORITY
FEAR ITSELF

Players may either roll off or decide amongst themselves which side of the scenario
they will play: The Worthy or The Mighty. The Worthy starts with priority.
ORGANIZED PLAY KIT

SQUAD CREATION
The Worthy must have Sin (Sinthea Schmidt) and choose 7 other characters for their
squad with 5 Team Tactic cards from their collection. They also take the included
scenario The Worthy Leadership and Hammer Abilities cards.

The Mighty creates a 28 Threat Value squad (or two 14 Threat Value squads if 2 v 1)
with 5 Team Tactic cards (shared if 2 vs 1) from their collection. They also take the
included scenario The Mighty Leadership Ability card.

MISSION SETUP
When creating the battlefield for this mission make sure to include thematic
elements such as civilians (will act as size 2 terrain), buildings, and cars. This
battlefield should feel like a populated area as the Worthy try and generate as much
fear as possible. There should be at least 20 pieces of terrain.

The Worthy player will place the seven hammers as depicted in the diagram on page
2. Each hammer brings with it a unique ability and their placement will be important
to the overall strategy The Worthy will pursue.

The Mighty player will place Odin’s Forge according to the diagram on page 2 and
setup the terrain after the seven hammers have been placed and cannot place terrain
on or touching the hammers locations.
5 4
SCORING & SPECIAL RULES
The Worthy
SPECIAL RULES
Sin begins the game with “The Worthy” leadership ability, Skadi’s hammer, and associated
ability. The Worthy characters gain “The Worthy” affiliation once they have attained a hammer
along with the ability associated with that hammer. The Worthy are the only characters who
may interact with a hammer and The Worthy may interact as normal by being within range 1
and paying a power. Only one hammer may be held by a character at a time. Note: The Worthy
may have a separate affiliation and associated leadership ability with the characters chosen
during squad building and retain it even after gaining “The Worthy” affiliation.

The Mighty may interact with Odin’s Forge moving onto the Forge (any part of their base can
4
overlap to count) and paying 10 power to gain “The Mighty” affiliation and access to the
4
4
leadership ability.

Terrain is not destroyed when thrown, but instead take a point of damage and is only removed
4 4 when damage taken is equal to or exceeds its size. The terrain is placed within range 2 of the
targeted character by the owner of the targeted character after damage is resolved for the
thrown object. Characters with “The Worthy” affiliation may target and attack a piece of terrain
just like an opposing character with the terrain rolling defense dice equal to it size regardless
5
of attack type with statuses having no effect. This attack may be any attack on the character
card of the attacking character, those gained by holding a hammer, or those gained thru tactics
The Mighty cards. There is no round limitation in this mission.
5 4

Abilities associated with hammers do not cost any power and are persistent, but the attack
Hammer Tokens (Assets) Odin’s Armory associated with the hammers do cost power and an action just like a normal attack ability.
Note: Kuurth’s Hammer ability to move thru characters and terrain is unique in that your
character acts like a battering ram. When moving (thru action, ability, or superpower), place
this character at its desired end location based on the characters movement speed. Then
DEPLOYMENT starting with the first piece of terrain/character along its path, resolve a throw from Kuurth’s
end location for each terrain/character. Before resolving the throw for each terrain/character,
The Worthy deploys first, placing all of their characters within range 3 of the
you may choose to attack it with any of your attacks if you have available actions and power to
battlefield edge. Then The Mighty deploys all of their characters within range 3 of the
do so.
opposite battlefield edge after The Worthy player has deployed.

SCORING
Once The Worthy characters have attained the “The Worthy” affiliation they can begin scoring 1
point for each piece of terrain that is destroyed or opposing character that is dazed/KO’d.

WINNING THE MISSION


The Mighty win if they can KO all members of the opposing team. The Worthy win if they can
attain 16 points before The Mighty can KO all of their characters.
HAMMER AND FORGE TOKENS THE WORTHY LEADERSHIP AND HAMMER ABILITIES
IT CALLS TO ME (AFFILIATION: THE WORTHY)
• Characters with this affiliation can now score 1 point whenever terrain is destroyed or
opposing characters are dazed/KO’d.

SKADI’S HAMMER 2 8 2
• This character gains “The Worthy” affiliation.
• This character gains Flight.
Kuurth’s Hammer Angrir’s Hammer Nul’s Hammer • This character may take an extra action during its activation.

MOKK’S HAMMER 2 8 2
• This character gains “The Worthy” affiliation.
• This character gains Flight.
• This character’s defenses are all increased by 3.

SKIRN’S HAMMER 2 8 2
Greithoth’s Hammer Skirn’s Hammer Nerkkod’s Hammer • This character gains “The Worthy” affiliation.
• This character gains Flight.
• This character steals one power from each opposing character within range 3 at the
beginning of its activation.

ANGRIR’S HAMMER 2 8 2
• This character gains “The Worthy” affiliation.
• This character gains Flight.
• This character adds dice equal to its defense rolls equal to its current damage.

Mokk’s Hammer

Odin’s Dwarven Forge


Skadi’s Hammer
THE WORTHY LEADERSHIP AND HAMMER ABILITIES THE MIGHTY LEADERSHIP ABILITY
NUL’S HAMMER 2 8 2 ODINFORCE IMBUED WEAPONS (AFFILIATION: THE MIGHTY)
• This character gains “The Worthy” affiliation. • May pay any amount of power to add 2 dice to any attack per power spent.
• This character gains Flight.
• This character adds dice to its attack rolls equal to its current damage.

NERKKOD’S HAMMER 2 8 2
• This character gains “The Worthy” affiliation.
• This character gains Flight.
• This character gains power equal to its current damage during the Power Phase.

GREITHOTH’S HAMMER A1 8 2
• This character gains “The Worthy” affiliation.
• This character gains Flight.
• This character adds range to its Hammer attack equal its current total power to a
maximum of A5.

KUURTH’S HAMMER 2 8 2
• This character gains “The Worthy” affiliation.
• This character gains Flight.
• This character may move thru characters and terrain throwing them S and may also
choose to perform an attack before the throw is resolved if actions and/or power are
available to do so.

Odin’s Dwarven Forge


RED ROOM SOLO SCENARIO RED ROOM SOLO SCENARIO
TASKMASTER TASKMASTER

M SCENARIO, SETUP, & RULES


15 2 3 SCENARIO
Upon his escape from S.H.I.E.L.D custody, Taskmaster gathered up the remaining Red
Room initiates to recover a very “Powerful Item” from the Crisis Team. Can the Crisis

3 3 3 Team stop Taskmaster and his Red Room initiates from taking this item?

SETUP
Select 14 threat worth of characters for the Crisis Team and deploy them according to
3 normal deployment rules on a board edge. Deploy Taskmaster in the center of the
opposite board edge at 3 from the edge with 3 Red Room initiates on either side at M
distance from each other. Terrain as desired by the player/s. If playing cooperatively, split
14 threat amongst all players for character selection. You can adjust difficulty by
increasing Crisis Team threat value. Select a token or piece of terrain to act as the
RED ROOM INITIATE - PISTOL 3 4 “Powerful Item” and place it anywhere in the Crisis Team deployment area.

• Cannot be targeted outside of 3.


4 L 2
RULES
• Activates every time a is rolled (Crisis Team or Taskmaster). The Crisis Team starts the game with and retains priority throughout the scenario. The
• If a Crisis Team member is in range target the closest with Pistol.
3 2 4
Crisis Team is attempting prevent the Red Room Initiates from take the “Powerful Item”
• Otherwise, move L to the “Powerful Item” before the end of Round 6. The Red Room Initiates will move or attack (if target is within
• When an initiate is holding the “Powerful Item” move to board edge if holding the “Pistol” range) anytime a is rolled. Multiple on the same roll only activate the Red
“Powerful Item” or move to Closest Crisis Team member if required and attack with Room Initiates once. When the Red Room Initiates move they will move directly to the
Pistol. “Powerful Item” with the Red Room Initiate closest to the “Powerful Item” moving first. If
a Crisis Team member is within of the Red Room Initiate when it activates, it will then

SWORD STRIKE 2 5 perform its “Pistol” attack targeting the closest Crisis Team member. If a Red Room
Initiate is ever within 1 of the “Powerful Item” they will automatically pick it up. If a Red
Room Initiate is in possession of the “Powerful Item”, the initiate holding the “Powerful
• Bleed: After this attack is resolved, the target character gains the Bleed special
Item” will always move towards their deployment board while the others will then move to
condition
the nearest Crisis Team member or attack. If a Red Room Initiate holding the “Powerful
item is KO’d, then place it within 2 of the initiate at the Crisis Team player’s discretion.
I SEE YOU Taskmaster gains equal to the damage he or the Red Room Initiates take. Taskmaster
only activates after all Crisis Team members have activated. When Taskmaster activates
• Identify the last or attack performed by the Crisis Team. he will move to get within range of the closest Crisis Team member using the of the last
• Target the closest Crisis Team member. or attack used by the Crisis Team. When Taskmaster attacks he will discard all of
• Move Taskmaster toward the targeted Crisis Team member, if required, to be within his and perform the last or attack performed by the Crisis Team with a equal
identified attack’s range. to the amount of discarded. Taskmaster gains additional attack and defense dice to all
• Discard all and perform the identified attack at a equal to the amount of rolls equal to the number of KO’d Red Room Initiates. Conditions and statuses placed on
discarded. All conditions, statuses, and special effects of that attack also apply. Taskmaster are removed at the beginning of his activation reducing his available by 1
• If no or attack has been performed yet by the Crisis Team, then perform Sword for each condition and status removed.
Strike
SCORING & WINNING

PHOTOGRAPHIC REFLEXES The Crisis Team must keep the “Powerful Item” from being carried off the board before
the end of the 6th round in order to win. If the “Powerful Item” is carried off the board or
the entire Crisis Team is KO’d, then Taskmaster wins.
• This character adds 1 die to all attack and defense rolls for each Red Room Initiate
that has been KO’d this game.
RED ROOM SOLO SCENARIO
TASKMASTER
RED ROOM INITIATE & POWERFUL ITEM TOKENS
USURP THE THRONE SOLO SCENARIO USURP THE THRONE SOLO SCENARIO
KILLMONGER KILLMONGER

M SCENARIO, SETUP, & RULES


15 2 4 SCENARIO
Upon his escape from S.H.I.E.L.D custody, Killmonger immediately went on the offensive
seizing his “rightful” place as King of Wakanda. His subjugation of the most

4 3 3 technologically advanced society on earth poses a threat to the world. One that
S.H.I.E.L.D cannot allow. A member of the Crisis Team must challenge Killmonger for the
throne while the rest of the team scramble to collect the Heart Shaped Herb before
Killmonger destroys them.

SETUP
Using Map Card F, place KillMonger in the center of the board and Heart Shaped Herb
tokens (Target of Opportunity) on the 4 corner locations depicted on Map Card F. Select
14 threat worth of characters for the Crisis Team and deploy them according to normal
deployment rules on a board edge as depicted on Map Card F. Terrain as desired by the
player/s. If playing cooperatively, split 14 threat amongst all players for character
selection. You can adjust difficulty by increasing Crisis Team threat value. Select and
identify the Crisis Team member that will challenging Killmonger directly.
BURN IT ALL 1 RULES
• Move this character towards the nearest Heart Shaped Herb token. The Crisis Team starts the game with and retains priority throughout the scenario. The
Crisis Team is attempting secure the Heart Shaped Herb tokens while the Crisis Team
member identified as challenging Killmonger tries to KO him before the end of Round 6. A
BLACK OPS STRIKE 3 7 3 Crisis Team member counts as contesting A Heart Shaped Herb token when within
and securing when the Crisis Team has more models contesting. Killmonger counts as
1

• Stagger: After this attack is resolved the target character gains the Stagger special two models when contesting and destroys any herb he has secured at the beginning of his
condition activation removing it from the board. Crisis Team members cannot directly interfere with
the contest between Killmonger and the challenging Crisis Team member. A supporting
Crisis Team member cannot target Killmonger with an attack, superpower, or ability.
CHARGE 5 Supporting Crisis Team members can target the challenging Crisis Team member though.
All targets are valid for Killmonger and the challenging Crisis Team member. The
• Target the closest Crisis Team member contesting a Heart Shaped Herb token. challenging Crisis Team member gains additional attack and defense dice to all rolls equal
• Move Killmonger into base contact with the targeted Crisis Team member ignoring to the number of Heart Shaped Herbs secured by the Crisis Team. Killmongers gains
terrain and perform a no cost Black Ops Strike with a strength equal to the additional attack and defense dice to all rolls equal to the number of unsecured Heart
Killmonger moved. Note: This could require Killmonger to move a distance beyond Shaped Herb tokens plus 1 each during the Power Phase. Additionally, Killmonger
range 5. If so, use additional range rulers to determine the total distance traveled regains 4 health, up to his maximum, each time he destroys a Heart Shaped Herb token.
when determining this attack’s strength. Killmonger gains as normal whenever he takes damage. Killmonger will perform
• Push: If the target character is size 2 or less, before is dealt it is pushed away S actions based on their cost, always performing the most expensive action he can
perform. Killmonger will perform actions until he no longer has the power to do so.

I AM THE TRUE KING Conditions and statuses placed on Killmonger are removed at the beginning of his
activation reducing his available by 1 for each condition and status removed.

• When this character Dazes or KO’s an enemy character it gains a Kill Count token. SCORING & WINNING
When this character is attacking or defending it may reroll on die for each Kill Count The Crisis Team must KO Killmonger before the end of Round 6 in order to reclaim the
token it has. throne of Wakanda. Killmonger wins if he KO’s the challenging Crisis Team member or
survives till the end of the 6th round.
MAXIMUM EFFORT SOLO SCENARIO MAXIMUM EFFORT SOLO SCENARIO
DEADPOOL VS CABLE DEADPOOL VS CABLE

S SCENARIO, SETUP, & RULES


20 2 5 SCENARIO
Deadpool and his X-Force Team must stop a time traveling madman (Cable, not the
Asgardian foster child with horns) from completing his B-movie version of Minority Report

5 5 5
on Russell Collins aka Firefist, a misguided mass murderer in the future. Because it’s
better than a garbage truck, fuel truck, or Toyota Yaris, Russell is being transported from
the game box to the paint table in Deadpool’s taco truck. Interview your team and get
ready to apply Maximum Effort.
Taco 10 2 3
SETUP
Truck 3 3 3 Select 6 characters to be on Deadpool’s X-Force Team and place each member of the
team in it’s own corner or center board edge, just off the board, since they have to
parachute in. Dramatic, yes, I know. Deploy the Old Boy, Cable, in the center of the board.
YOU GOT THIRTY SECONDS 3 5 Place Deadpool’s taco truck in one corner of the board facing the opposite diagonal
corner. Terrain is placed as desired by the player/s, but a clear path has to be available for
• If X-Force Team member is within 3. the taco truck to the board corner it’s facing. If playing cooperatively, split the X-Force
• Target the closest X-Force Team member and perform above attack. Team amongst all players.
• Otherwise, move toward the taco truck.
• After moving, if within perform above attack on the taco truck RULES
The X-Force Team has to KO “W”, Cable, or ensure Russell (the taco truck) survives 6

THERE’S NOTHING I CAN’T KILL 5 7 rounds. The taco truck moves 2 at the end of each round towards the opposite
diagonal corner of the board. The X-Force Team always has priority with young Agent K,
Cable, bringing his planet of terror after all X-Force Team members have activated.
• If X-Force Team member or taco truck is within 5.
Llewelyn, Cable, has an ability called “Time Cop” that allows him to keep the Round from
• Target closest X-Force Team member or taco truck and perform above attack.
advancing and in turn the taco truck from moving forward. Jonah Hex, Cable, does not
• Otherwise, move toward the taco truck.
gain , but instead follows the logic tree from top to bottom on his card starting with
“You Got Thirty Seconds” and ending with “Time Cop”. Special conditions placed on
DUB STEP SUCKS Sicario, Cable, are placed instead on the bottom most action on Cable’s card that is not
already covered up by an action. This will prevent that action from being performed on
• Target closest X-Force Team member. One Eyed Willey’s, Cable, next activation. If a condition is not met for a part of the logic
• Throw the nearest 3 or less terrain feature (including the taco truck) at the targeted tree, it is skipped and the next part is executed based on conditions. Wind Advisory!!!! On
X-Force Team member. the X-Force Team’s first activation roll a number of dice equal to each team member’s
threat rating at the start of each activation. Make a move action for each rolled
from the respective starting location off the board toward the opposite edge of the board,
CRANKED UP TO 11 4 11 corner to corner or edge to edge. If this would move the character off the opposite board
edge/corner, then they are KO’d and removed from the game. Whose idea was it to
• Move toward closest X-Force Team member or taco truck. parachute in these winds?! If the team member lands on a piece of terrain, or heaven
• If within , perform the attack above. forbid the short scary mean guy in the middle, they take damage equal to the size of the
• Push: Before damage is applied, throw the target away S . terrain/Cable. Once they are on the board the X-Force Team member may begin their
activation and take their two actions. The taco truck may be thrown, but is not removed
from the board and takes 3 damage.
TIME COP
SCORING & WINNING
• The round tracker does not advance nor does the taco truck move at the end of the The X-Force Team has to KO “W”, Cable, or ensure Russell (the taco truck) survives 6
round. rounds. Cable wins if he is able to KO Russell, aka taco truck.
FRIENDLY NEIGHBORHOOD SOLO SCENARIO FRIENDLY NEIGHBORHOOD SOLO SCENARIO
SPIDERMAN SPIDERMAN

L SCENARIO, SETUP, & RULES


10 2 3 SCENARIO
You finally got that punk web head right where you want him. Spiderman won’t be able to
run away now that you have lured his girlfriend, MJ, and his Aunt May into a trap. Let’s see

3 3 3 him get out of this one.

SETUP
Select 14 threat worth of characters for the Villain Team and deploy them according to

WEB-A-PULT normal deployment rules on a board edge. Deploy Spiderman in the center of the board
with a Civilian token for both MJ and Aunt May touching Spiderman’s base opposite to the
• If Villain Team member is within 5 of MJ/Aunt May, Villain Team. Terrain as desired by the player/s. If playing cooperatively, split 14 threat
amongst all players for character selection. You can adjust difficulty by increasing or
• Target the Villain Team member closest to MJ/Aunt May.
decreasing Villain Team threat value.
• Throw target into Villain Team member furthest from MJ/Aunt May.
• Damaged Villain Team members gain the Stun special condition.
RULES
The Villain Team is attempting to KO MJ, Aunt May, and Spiderman before the end of
WISECRACK 4 5 Round 6 while Spiderman is trying to buy MJ and Aunt May time to get off the board. The
two Civilian tokens representing MJ and Aunt May will move S toward the two board
• If no Villain Team member is within 2, corners opposite the Villain Team deployment area at the start of every Round. The two
• Target closest Villain Team member. Civilian tokens are targetable by the Villain Team and miniatures such as “Heroclix” could
• Perform “Wisecrack” attack above against the target. be used instead of tokens. MJ and Aunt May are 10 2 and roll two dice when
• — Anger: Advance target S toward Spiderman. defending against attacks regardless of the type. When MJ and Aunt May move they will
always move around obstacles vice going over along the shortest path to their respective
corner. Special conditions placed on MJ and Aunt May will just be counted as extra
ALL WEBBED UP damage on a 1 for 1 basis instead of having a lingering effect. The Villain Team will
activate after MJ and Aunt May have moved. Spiderman will activate after the Villain Team
• If a Villain Team member is within 2, has completed all of its activations. Spiderman has a passive ability called “Peter Tingle”
• Target closest Villain Team member. that allows him to re-roll any unsuccessful dice once during a defense or dodge roll.
• Target gains the Slow special condition. Spiderman does not gain — , but instead follows the logic tree from top to bottom on
his card starting with “Web-A-Pult” and ending with “Web Swing”. Special conditions
placed on Spiderman just add damage on a 1 for 1 basis as they do with MJ and Aunt
WEB SWING May. If a condition is not met for a part of the logic tree, it is skipped an the next part is
executed based on conditions. Example: If a Villain Team member was not within 5 at
• Move to a position that is 4 from the closest Villain Team Member and 5 from the start of Spiderman’s activation to satisfy “Web-A-Pult’s” requirement, Spiderman
the thrown Villain Team member. would then try and execute “Wisecrack”.
• If unable due to distance being too great to meet the two requirements, split the
distance between the two Villain Team members. SCORING & WINNING
• If unable due to any other reason, throw the closest Villain Team member into the The Villain Team must KO MJ, Aunt May, and Spiderman before the end of the 6th round in
furthest Villain Team member with both gaining the Stagger special condition. order to win. If MJ and/or Aunt May survive and or escape, then Spiderman wins.

PETER TINGLE
• Re-roll any unsuccessful die result once, when defending or dodging.
TIME TO KILL SOLO SCENARIO TIME TO KILL SOLO SCENARIO
M.O.D.O.K M.O.D.O.K
SCENARIO, SETUP, & RULES
20 S 4 5 SCENARIO
Upon his escape from S.H.I.E.L.D custody, M.O.D.O.K completed his work on time travel.
Integrating this device into his chair. While his device has many applications, M.O.D.O.K

2 3 3
has calculated that without intervention the current timeline will lead to apocalyptic state
void of all who would oppose him save Wolverine and the Hulk who can be manipulated to
fight of each other. Can the Crisis Team shutdown his Time Device and bring M.O.D.O.K
back into custody?

SETUP
Gather 6 numbered tokens, Time Portal (included as cutouts) along with score/round
tracker and place them next to the board. The round tracker will be used to signify the
scenarios place in time. Using Map Card D, randomly place the 6 numbered tokens (Target
of Opportunity) on the 4 locations and choose a location in each deployment zone
LASER BEAM 5 7 Rounds 2&4 depicted on Map Card D. Place M.O.D.O.K in the center of the board. Select 20 threat
worth of characters for the Crisis Team and deploy them according to normal deployment
• Target the closest Crisis Team member. rules on a board edge as depicted on Map Card D. Terrain as desired by the player/s. If
• After this attack is resolved, this character gains equal to the dealt. playing cooperatively, split 20 threat amongst all players for character selection. You can
• Time Warp: Before damage is dealt, push all Crisis Team members S directly away adjust difficulty by increasing Crisis Team threat value.
from M.O.D.O.K. If a Crisis Team member would be pushed off the board, then that
character is KO’d. RULES
The Crisis Team starts the game with and retains priority throughout the scenario. The
HOMING MISSILES A3 5 Rounds 1,3,5 Crisis Team is attempting to KO M.O.D.O.K, deactivating the Time Device, before the
round tracker moves past the 6th round on the round tracker (thus placing time into an
• Target all Crisis Team members in . apocalyptic future). M.O.D.O.K only takes damage while the round tracker is on one. Any
• After this attack is resolved, this character gains equal to the dealt. damage M.O.D.O.K would take while the round tracker is on any round other than 1
• Time Warp: Before damage is dealt, push all Crisis Team members M directly away instead reduces his for each point of damage taken. Any damage in excess of his is
from M.O.D.O.K. If a Crisis Team member would be pushed off the board, then that lost. M.O.D.O.K only gains through his attacks and not for any damage he receives. At
character is KO’d. the beginning of the Crisis Team activation, place the Time Portal on the numbered token
that corresponds to the round that the round tracker is currently on. A Crisis Team

PSIONIC BLAST B5 7 Round 6 member can enter this Time Portal, removing them from the board, and spend
the round by one. The
to lower
cost is equal to the round the round tracker is currently on and
can be performed multiple times. For example, Black Widow enters the Time Portal, which
• Target the closest Crisis Team member.
is on the numbered token 5 and leaves the board. The round tracker is on round 5, so she
• After this attack is resolved, this character gains equal to the dealt.
spends 5 to lower the round to 4 and spends another 4 to reduce it to 3. At the end
• Time Warp: Before damage is dealt, push all Crisis Team members L directly away
of the Crisis Team activation she appears on top of the Time Portal which is now on the
from M.O.D.O.K. If a Crisis Team member would be pushed off the board, then that
character is KO’d. numbered token 3. M.O.D.O.K performs his Innate Superpower at the beginning of his
activation and then the action/s on his character card that corresponds to where the
round tracker is. Conditions and statuses placed on M.O.D.O.K are removed at the
DOOMSDAY CHAIR beginning of his activation reducing his available by 1 for each condition and status
removed.
• Spend to advance the round tracker, spending equal to the number the round
tracker is on. Do this until M.O.D.O.K no longer has enough to advance the round SCORING & WINNING
tracker. The Crisis Team must KO M.O.D.O.K before the round tracker moves past the 6th round,
• Now perform the action that corresponds to the number of the round tracker. otherwise M.O.D.O.K wins.
TIME TO KILL SOLO SCENARIO
M.O.D.O.K
NUMBERED & TIME PORTAL TOKENS

6 5 4

3 2 1
HAIL HYDRA SOLO SCENARIO HAIL HYDRA SOLO SCENARIO
RED SKULL RED SKULL
M SCENARIO, SETUP, & RULES
20 2 4 SCENARIO
Red Skull has learned how to harness the destructive power of the cosmic cube in a
warhead and has just launched it aboard a long range missile set to target New York City

4 3 3 in order to provide a good test of its destructive capability. 4 of the 5 Keycards needed to
abort the missile were scattered during the initial engagement with Red Skull, but he was
able to keep the 5th on his person. Can the Crisis Team collect and deliver all of the 

Keycards to the Launch Computer in order to stop the missile before it reaches the city?

SETUP
Using Map Card B, place the Keycard tokens (Asset) as depicted on the map card. Place a
unmovable/non-destroyable terrain feature representing the Launch Computer in the
center of the board with Red Skull directly in front facing the Crisis Team deployment
area. Select 15 threat worth of characters for the Crisis Team and deploy them according
to normal deployment rules on a board edge as depicted on Map Card B. Terrain as
desired by the player/s. If playing cooperatively, split 15 threat amongst all players for
character selection. You can adjust difficulty by increasing Crisis Team threat value.

RULES

STRIKE 2 5 1 The Crisis Team starts the game with and retains priority throughout the scenario. The
Crisis Team is attempting to recover all of the keycards, in order to abort the long range
• Move towards the closest Crisis Team member and perform this attack. missile before it reaches New York City. A Crisis Team member may hold a Keycard by
• Push: Before damage is dealt, this character pushes the target character away M . Interacting with a Keycard token. A Crisis Team member may hold more than one
Keycard. A character may secure the Keycard by interacting with the Launch Computer
while holding 1 or more Keycards removing that token from the characters card and
POWER OF THE GODS 3 placing it on the score track. Note: The Keycards cannot me removed once secured this
way. If ever a Crisis Team member is Dazed/KO’d while holding a Keycard, it’s token is
• Target the Crisis Team character closest to the Launch Computer. placed on the board within 2 of the Dazed/KO’d character. If Red Skull is ever within
• Move the targeted Crisis Team member directly away from the Launch Computer 5. —- 1 of a Keycard token, he immediately picks it up placing it on his character sheet. If
• Sap Power: The targeted Crisis Team member loses equal to their threat rating. Red Skull is ever KO’d, he immediately drops all Keycards he was carrying placing it’s
token/s within 2. Red Skull gains whenever he takes damage as normal, but also
gains 1 for each Keycard that is currently being held by himself and/or the Crisis Team.

COSMIC BLAST B5 7 5 Red Skull will perform actions based on their cost, always performing the most
expensive action he can perform. Red Skull will perform actions until he no longer has the
power to do so. Conditions and statuses placed on Red Skull are removed at the
• Target the Crisis Team character closest to the Launch Computer.
beginning of his activation reducing his available by 1 for each condition and status
• This attack ignores LOS, Cover, and counts blanks as successes.
removed.

UNLEASH THE CUBE A5 7 6 SCORING & WINNING


The Crisis Team must collect all keycards and deliver them to the Launch Computer
before the end of the 6th round in order to win. If Red Skull is able to prevent all of the
• If this attack deals
M
, after it is resolved this character throws the target character/s
keycards from being delivered to the Launch Computer before the end of the 6th round
—- away
Red Skull wins.
• Reality Warp: After this attack is resolved, all target characters gain the Stun
special condition.
HELL’S KITCHEN SCENARIO
KINGPIN
SETUP & SCENARIO
SCENARIO
Kingpin having escaped the clutches of S.H.I.E.L.D with the aid of Green Goblin has
restarted his criminal enterprise. The Crisis Team must put an end to his criminal
syndicate. With his criminal enterprise full established, Kingpin is nigh unstoppable.
The Crisis Team will have to run around gathering up evidence while dealing with
other members of the syndicate in order to lower Kingpin’s defenses. Time is running
out for the Crisis Team cause rumor has it Kingpin is making his last deal that will
secure his Criminal Enterprise for good.

SETUP
Place Kingpin in the center of the board with 4 randomly chosen Criminal Syndicate
members placed according to Map Card D. Then place 4 tokens, representing
evidence, as shown in the board example below. This scenario will use the standard
character cards for the Criminal Syndicate members. I also used a D6 to randomly
determine the Criminal Syndicate members to use.
Terrain used is at the player’s discretion.

RULES
The Crisis Team always has priority. Kingpin’s
defensive stats are increased by 1 for evidence 4
token that has not yet been collected. The Crisis Team
can collect evidence token by performing an interact 5
Crisis Team Deployment Area
action while within 1. This interact action cannot be
taken while a Criminal Syndicate member is within 3 of the collecting Crisis Team
member. Criminal Syndicate member’s defensive stats are reduced by 1 for each
evidence token that is collected to a minimum of 1. During the Power Phase, Criminal
Syndicate members will gain power equal to the number of uncollected evidence
token. When Criminal Syndicate members activate, they will target the closes Crisis
Team member and move (if needed) to just within of the best available (power
dependent) attack. Criminal Syndicate members only gain power during the Power
Phase and not with attacks or for damage received. Example: Taskmaster begins his
activation with 3 power with Wolverine being the closest target at 3. Taskmaster
will move to within 2 and perform a Mnemonic Technique as he had enough power
and its his most powerful attack.

SCORING & WINNING


Kingpin wins if he is not KO’d by the end of Round 6. The Crisis Team wins if they can
KO Kingpin by the end of Round 6 and no Crisis Team members have been KO’d.
HELL’S KITCHEN SCENARIO
KINGPIN
SETUP & SCENARIO
SCENARIO
Kingpin having escaped the clutches of S.H.I.E.L.D with the aid of Green Goblin has
restarted his criminal enterprise. The Crisis Team must put an end to his criminal
syndicate. With his criminal enterprise full established, Kingpin is nigh unstoppable.
The Crisis Team will have to run around gathering up evidence while dealing with
other members of the syndicate in order to lower Kingpin’s defenses. Time is running
out for the Crisis Team cause rumor has it Kingpin is making his last deal that will
secure his Criminal Enterprise for good.

SETUP
Place Kingpin in the center of the board with 4 randomly chosen Criminal Syndicate
members placed according to Map Card D. Then place 4 tokens, representing
evidence, as shown in the board example below. This scenario will use the standard
character cards for the Criminal Syndicate members. I also used a D6 to randomly
determine the Criminal Syndicate members to use.
Terrain used is at the player’s discretion.

RULES
The Crisis Team always has priority. Kingpin’s
defensive stats are increased by 1 for evidence 4
token that has not yet been collected. The Crisis Team
can collect evidence token by performing an interact 5
Crisis Team Deployment Area
action while within 1. This interact action cannot be
taken while a Criminal Syndicate member is within 3 of the collecting Crisis Team
member. Criminal Syndicate member’s defensive stats are reduced by 1 for each
evidence token that is collected to a minimum of 1. During the Power Phase, Criminal
Syndicate members will gain power equal to the number of uncollected evidence
token. When Criminal Syndicate members activate, they will target the closes Crisis
Team member and move (if needed) to just within of the best available (power
dependent) attack. Criminal Syndicate members only gain power during the Power
Phase and not with attacks or for damage received. Example: Taskmaster begins his
activation with 3 power with Wolverine being the closest target at 3. Taskmaster
will move to within 2 and perform a Mnemonic Technique as he had enough power
and its his most powerful attack.

SCORING & WINNING


Kingpin wins if he is not KO’d by the end of Round 6. The Crisis Team wins if they can
KO Kingpin by the end of Round 6 and no Crisis Team members have been KO’d.
SO MANY SNACKS SOLO SCENARIO SO MANY SNACKS SOLO SCENARIO
VENOM VENOM
S SETUP & SCENARIO
20 3 4 SCENARIO
Venom is on the loose after his escape from S.H.I.E.L.D custody and on a ravenous killing
spree. The Crisis Team has tracked him down to a specific location, but his symbiotic form

4 2 3
is keeping Venom hidden in the darkness. Can you bring the symbiote named Venom to
justice and question Eddie Brock for some much needed answers?

SETUP
Choose and setup 8 size 2 or greater terrain pieces no closer than 3 to each other or to
the board edge chosen by the Crisis Team for deployment. Then randomly place the 8
noise markers facedown on tops of those terrain pieces without knowing which one has
the Venom symbol.

Pick up to 20 threat worth of characters for the Crisis Team and deploy them according to
normal deployment rules. If wanting to play this scenario cooperatively, this threat value
SYMBIOTE TENDRILS 3 5 1 can be split between all players.

• If this attack was made during an Ambush, this character gains equal to the RULES
dealt after the attack is resolved. The Crisis Team begins the game with priority. The Crisis Team members may interact with
• After this attack is resolved, the target character gains the Bleed special condition. a noise marker within 1 by spending a per normal rules. A noise marker is flipped
when it is interacted with. If a noise marker containing an exclamation symbol is revealed,
replace the noise marker with Venom’s model and perform an “Ambush” attack using the
DON’T WOUND WHAT YOU CAN’T KILL 2 Symbiote Tendrils attack. This attack when used during an “Ambush” will not cost Venom
any . Venom will stay on the board until the end of the revealing Crisis Team members
• Move this character S towards the nearest Noise Marker. Ignore if none remain on turn. (Example: If Black Widow revealed a noise marker with an exclamation point. Venom
the board would immediately interrupt Black Widow’s turn with a Symbiotic Tendrils attack. If Black
Widow had actions or superpowers available for use then she could attack Venom back.
WE ARE VENOM A3 4 3 Venom gets removed once Black Widow passes her turn to the next Crisis Team member.)
If a noise marker is revealed with the Venom symbol, replace the noise marker with
• STAGGER: After this attack is resolved, target character gains the Stagger special Venom’s model and perform the available actions based on the amount of Venom has
condition. accumulated. Venom will always use the highest point cost action he can perform.
Venom’s initial action will interrupt the revealing Crisis Team member’s turn. Subsequent
actions by Venom will be taken in between each Crisis Team member’s turn until he has
SO MANY SNACKS 2 7 4 escaped back into the shadows or been KO’d. If Venom ever gets within 2 of a noise
marker remove his model from the board and reshuffle the noise marker with the Venom
• After this attack is resolved, this character removes 1 from itself for each 1 symbol back onto the board amongst those noise markers that have not yet been
inflicted. revealed.

ESCAPE INTO THE SHADOWS SCORING & WINNING


The Crisis Team must find and KO Venom before the end of the 6th round. If Venom
accumulates 16 points or survives, then the heroes lose. Venom will accumulate 1 point
• After this character has used all its , it will move to the nearest Noise Marker. If he per each unrevealed noise marker during the cleanup phase as well as 1 point for each
gets within 2 of the Noise Marker, remove this character from the board. If none dazed/KO’s Crisis Team member.
remain on the board, this character will move to within 2 of nearest enemy
character.
SECRET EMPIRE SOLO SCENARIO SECRET EMPIRE SOLO SCENARIO
CAPTAIN AMERICA CAPTAIN AMERICA
M SCENARIO, SETUP, & RULES
30 2 = SCENARIO
During a mission to protect 5 VIP’s with Captain America, The Crisis Team is faced
with a horrifying truth. Captain America has been a Hydra Agent the entire time and

4 4 3 he has chosen this very moment to enact his perfectly timed attack. Can the Crisis
Team, confused and horrified, defeat Captain America and rescue the VIP’s from
what is perhaps the most dangerous adversary imaginable?

SETUP
Place 5 VIP’s (Civilians) on the board according to Map F. The Crisis Team will choose
up to 15 threat worth of characters. If there is more than one player, split the 15
threat amongst all players. The Crisis Team will then select a board edge and deploy
within 3 of the edge. Captain America will deploy to the opposite board edge,
centered, and within 3. Any board or terrain may be selected to fit the specific
A DAY FOREVER IN INFAMY 2 5 environment you would like for the scenario to take place.

• Add 1 die to this attack for every objective Captain America controls.
RULES *Note - If not specified here core gameplay rules apply
• After this attack resolves, move to nearest unclaimed/opposed VIP (Civilian) and claim
The Crisis Team starts with priority and retains priority for the entire scenario. The
if within 1.
Crisis Team is attempting to control as many VIP’s (Civilians) as possible. This will
effectively lower Cap’s defense and prevent him from scoring with the ultimate goal
NO NOT YOU, YOU CAN’T BE…… being to KO Captain America. Be precise in the execution of your attacks against
Cap as he gains tactical advantage when and are rolled by The Crisis Team.
• The character that is the furthest away from Captain America makes 2 move actions to
the nearest unclaimed/opposed VIP (Civilian) and claims it for Captain America if their Anytime The Crisis Team rolls these symbols, whether through interaction with VIP’s
movement ends within 1. or attacks against Cap, place these dice on Captain America’s character card.
Captain America will activate after all characters from The Crisis Team has activated
SHIELD THROW 4 4 each round. At the beginning of Cap’s activation, roll all the dice currently on his
character card plus a number of dice equal to the total number of VIP’s he controls.
• This attack ignore LOS, and the defending character does not benefit from Cover. Then sort the results by type discarding all blank results. Captain America will then
• RICOCHET: After this attack is resolved, this character may make an additional Shield perform actions based on each die result from top to bottom on his character card.
Throw attack for every objective controlled by opposing characters. These additional EXAMPLE: If Captain America rolled 5 dice and got the result blank, , , , .
attacks must target another character within 3 of the previous target. No character He would perform “A Day Forever In Infamy” twice followed by two “Shield Slams”.
may be targeted more than once.

INTERACT W/ VIP (Civilians)


SHIELD SLAM 2 8 Roll dice equal to the interacting character’s physical defense stat and place a Crisis
Team control marker if or is rolled.
• After this attack is resolved, the target gains the Stagger effect and if the target
character is Size 2 or less it is thrown S .
SCORING & WINNING
The Crisis Team and Captain America score 1 VP during the Cleanup Phase for each
VIBRANIUM SHIELD VIP (Civilian) controlled. The Crisis Team wins if they are able to outscore or KO
Captain America prior to the end of Round 6.
• Add one die to Captain America’s defense rolls for every VIP (Civilian) he controls.
DARK DIMENSION SOLO SCENARIO DARK DIMENSION SOLO SCENARIO
DORMAMMU DORMAMMU
NA SETUP & SCENARIO
20 8 5 PLACE ALL MAP CARDS NEAR THE BOARD AS THESE WILL BE RANDOMLY
SELECTED THROUGHOUT THE GAME. RANDOMLY SELECT A MAP CARD,
THEN DEPLOY MINDLESS ONE TOKENS ACCORDING TO THE MAP CARD
4 4 4 SELECTED.

PICK UP TO 20 THREAT WORTH OF CHARACTERS AND PLACE ACCORDING


TO NORMAL DEPLOYMENT RULES. IF WANTING TO PLAY COOPERATIVELY,
THIS THREAT VALUE MUST BE SPLIT BETWEEN ALL PLAYERS.

PLACE DORMAMMU’S MINIATURE/TOKEN AT THE OPPOSITE BOARD EDGE


AND PLACE THE DARK PORTAL IN THE CENTER OF THE BOARD. TREAT THE
PORTAL AS A 6 IMMOVABLE TERRAIN FEATURE FOR PURPOSES OF
GIANT ARM SLAM B4 5 MOVEMENT ONLY, IT DOES NOT AFFECT LINE OF SIGHT.

• This attack will target the character with the most health remaining. DORMAMMU WILL ACTIVATE AFTER ALL PLAYERS HAVE ACTIVATED.
• STUN: This character gains a stun marker DORMAMMU WILL ROLL DICE EQUAL TO HIS THREAT EACH ACTIVATION AND
WILL PERFORM THE ACTIONS AS PRINTED ON THE CHARACTER CARD IN
GIANT ARM SWIPE A5 5 DESCENDING ORDER. IF ANY MINDLESS ONES ARE ON THE BOARD, THEY
WILL ACTIVATE AFTER DORMAMMU AND MOVE S TOWARDS THE PORTAL.
• KNOCKBACK: Throw the character S directly away from Dormammu. ANY MINDLESS ONES STANDING ON THE PORTAL DURING THE CLEANUP
PHASE WILL SCORE 3 POINTS FOR DORMAMMU. PLAYERS LOSE IF
REIGN DOWN HELL A3 8 DORMAMMU SCORE 16 POINTS PRIOR TO THE END OF THE 6TH ROUND OR
SURVIVES.
• Randomly select a Map Card, place an Dark Matter token at each location and then
perform the attack listed in the header for each Dark Matter token then remove token.
THE MINDLESS ONE’S STATS ARE:
• INCINERATE: Gain an incinerate marker

SUMMON THE MINDLESS ONES B5 7


• Randomly select a Map Card, then deploy a Mindless One token to each location on
that card.
• For each skull rolled after the initial during Dormammu’s activation, perform a DARK
ENERGY beam attack with each Mindless One on the board against the nearest target 1 S 3 NA
using the header information instead.

DARK PROTECTION 4 5 6
• Dormammu cannot sustain damage while any Mindless Ones are on the board.
DARK DIMENSION SOLO SCENARIO DARK DIMENSION SOLO SCENARIO
DORMAMMU DORMAMMU
CUTOUT MINIATURE CUTOUT MINIATURE BASE/TOKEN & PORTAL TOKEN
DARK DIMENSION SOLO SCENARIO DARK DIMENSION SOLO SCENARIO
DORMAMMU DORMAMMU
MINDLESS ONE TOKENS DARK MATTER TOKENS
WORLD WAR HULK SOLO SCENARIO
HULK
30 S 4 6

2 2 3

GAMMA LEAP
• After initial movement, Place this character within 2 of its current location toward
the nearest available target, unless Hulk is already within 2 of a target then execute
“Hulk Smash” instead.

HULK SMASH 2 8
• Stagger: After this attack is resolved, the target character gains the Stagger special
condition.
• Throw: Before damage is dealt, this character will throw the target character S
directly away from Hulk.

THUNDER CLAP A3 4
• After damage is dealt, any characters holding a civilian immediately drop the civilian in
their current location and the character is thrown L directly away from Hulk.

STRONGEST ONE THERE IS


• Choose an interactive terrain feature or Crisis Team member both of Size 4 or less and
within 2, and throw it 5 directly away from Hulk if a Crisis Team member or at the
closest Crisis Team member or civilian if a terrain feature. If this would throw a Crisis
Team member off the map, then they are immediately KO’d.

YOU WON’T LIKE ME WHEN I’M ANGRY


• Add one die to this character’s attack rolls for every 5 it has.
WORLD WAR HULK SOLO SCENARIO
HULK
SCENARIO, SETUP, & RULES
SCENARIO
Hulk has returned from his exile into space and he is set on destroying those
sent him there. Will the Crisis Team be able to rescue the civilians trapped in his
wake of destruction while enduring Hulk’s onslaught until the Sentry can arrive?

SETUP
Setup the Extraction Mission “Panic Grips City as Evacuation Efforts Continue!”
and follow the rules on the card. Disregard scoring as evacuations are needed
for the Crisis Team’s win condition. Select up to 20 threat worth of characters
for the Crisis Team and deploy per normal deployment rules. Then by using Map
Card F, randomly place Hulk in one of the five map card locations.

RULES
Hulk wins if a majority of the Crisis Team member’s or any civilians are KO’d.
The Crisis Team wins if they evacuate all civilians or if Hulk is KO’d. The Crisis
Team always has priority activating characters until one activates without
attacking Hulk. Hulk will activate after this Crisis Team member who chose not
to attack. Then after Hulk’s activation, the remainder of the Crisis Team will
activate. At the beginning of Hulk’s activation, he rolls dice equal to his threat
(6) plus an additional die for each Crisis Team member who chose not to attack
the Hulk. Each individual die result triggers one of Hulk’s actions, executed from
top to bottom as depicted on Hulk’s character card. Hulk will always move and
target the nearest Crisis Team member, civilian, or interactive terrain feature (in
that order in case of a tie) during these actions.
BREAKOUT SOLO SCENARIO BREAKOUT SOLO SCENARIO
GREEN GOBLIN GREEN GOBLIN
M SETUP & SCENARIO
20 3 5 SCENARIO
Green Goblin has attacked and disabled a prisoner transport as it attempted to move
Criminal Syndicate/Spider-Foe members to a S.H.I.E.L.D ship enroute to The Raft.

3 3 5 Can the Crisis Team capture Green Goblin while also keeping the prisoners from
escaping.

SETUP
Place a size 3 vehicle in the center of the board with Green Goblin on top. This
MAD OBSESSION vehicle cannot be interacted with by any means outside of Green Goblins “Free The
Prisoners” action. Then select 7 Criminal Syndicate/Spider-Foe members to act as
• Assign Green Goblin’s obsession token to the Crisis Team member that is furthest the “Escaping Prisoners” and place them next to the board. Now select 2 of the 7
away from Green Goblin, unless Peter Parker is on the Crisis Team. If so, assign it to Criminal Syndicate/Spider-Foe members and deploy them in base contact with the
Peter Parker. vehicle (prisoner transport) facing a random table edge/corner. Example: Assign a
• Move Green Goblin directly toward the Crisis Team member with the obsession token.
number to each board edge and corner clockwise 1 thru 8. Then roll a D8 and have
• If movement crosses or comes into base contact with a Crisis Team member, roll
the “free prisoner” facing that direction in base contact with the prisoner transport.
a 5 attack against that character. RAZOR SHARP: Before damage is dealt,
the enemy character gains the following special condition: Bleed This method can be used as a random method for placing the prisoner every time the
• If Green Goblin reaches the Crisis Team member with the obsession token and has “Free The Prisoners” action is performed by Green Goblin. Then select up to 15
— dice results remaining, reassign the obsession token per the above instructions threat worth of characters to act as the Crisis Team and deploy them within 3 of
and continue the selected board edge.

TRICK OR TREAT RULES


Green Goblin begins the game with priority. At the beginning of Green Goblin’s
• Identify all enemy characters within 4 of this character. Choose an interactive terrain activations, roll dice equal to Green Goblin’s threat and any prisoners currently on the
feature within 2 of the identified character/s. Destroy that terrain feature. The board or that have escaped off of the board. You will notice that attention will have to
enemy character/s suffer an attack as if the terrain feature had been thrown at them. be given to capturing the escaping prisoners or Green Goblin will become
increasingly harder to deal with. If a prisoner would move off of the edge of the
FREE THE PRISONERS board, they are considered to have escaped. If the Crisis Team dazes a prisoner, then
the prisoner is considered to have been captured and are then placed back off to the
• Move this character to the Prisoner Transport Vehicle in the center of the board. If this side of the board where they can be released by Green Goblin again with the “Free
character gets within 2 of the Prisoner Transport Vehicle, randomly place a The Prisoners” action. Note: Green Goblin will assign his obsession token at the
Spider-Foes/Criminal Syndicate character next to it facing a board corner with no beginning of each activation and if he reaches the Crisis Team members who is
enemy characters between it and the corner of the board.
currently assigned the obsession token. He will then move to the Crisis Team
• Move all released prisoners to nearest board edge and perform top most attack listed
member with the obsession token for each / result attacking other Crisis Team
on their corresponding character card to nearest enemy character, if able.
members who happen to be in his path.
PUMPKIN BOMBS A4 4 SCORING & WINNING
There is no scoring in this scenario and Green Goblin wins if 3 prisoners escape off
• Add a die to this attack for every released prisoner currently on the board.
• BAG OF TRCIKS: Before damage is dealt, the enemy character gains the following the board. The Crisis Team wins if they can KO Green Goblin. There is no 6 round
special condition: Incinerate limit in this scenario.
SOLO INFINITY CHALLENGE SOLO INFINITY CHALLENGE
THANOS THANOS
M SCENARIO, SETUP, & RULES
x2 3 6 SCENARIO
Destiny has arrived, or should I say Thanos has. Thanos has come to collect the Infinity
Gems. Can the Crisis Team stop him before he becomes too powerful to stop?

3 3 4 SETUP
Place Thanos in the center of the board. Set aside all 6 Infinity Gem Team Tactics Cards
and randomly select four (distinguishable tokens) to place on the board as shown on Map
Card D. The remaining 2 Infinity Gem Team Tactic Cards are given to Thanos and are
considered controlled by Thanos for round scoring. Thanos does not receive the written
benefits of controlled Infinity Gems during course of play as those benefits are expressed
thru the accumulated . Then place 4 Innocent Bystanders (Civilians) on the board as
shown on Map Card B. The Crisis Team player chooses up to a total of 5 characters and
can deploy them within 3 of any board edge. Thanos’ stamina is equal to 2 times the
total threat level of the entire Crisis Team.

DESTINY HAS ARRIVED…. 2 6 RULES


Thanos wins if he can score 16 victory points or KO the entire Crisis Team. Thanos
immediately scores 4 victory points for every civilian KO’d and 1 victory point for every
• If no target is in , move to target Infinity Gem.
• THROW: Before is dealt, this character throws the target 3. Infinity Gem controlled during the Cleanup Phase. The Crisis Team wins if they can score
16 victory points, KO Thanos, or last 6 rounds with 1 surviving Crisis Team member. The
Crisis Team scores 1 victory point for every Crisis Team controlled civilian and 1 victory
GAUNTLET BLAST B4 5 point for every uncontrolled Infinity Gem during the Cleanup Phase. The Crisis Team player
always has priority and Thanos activates after all Crisis Team members have activated. At
• When creating the dice pool for this attack, add 1 die to this attack roll for each Infinity the beginning of Thanos’ activation, he rolls dice equal to his threat level (6) plus any
Gem controlled.
accumulated , subtracting a single die for each status (stun, bleed, stagger, etc…) he
• TITAN’S WILL: After this attack is resolved, this character pushes the target character
currently has. Discard all and status tokens once after the dice are rolled. Thanos
away 2 and gains equal to dealt. The pushed character gains the Slow special
condition. accumulates 1 for each attack attempted against him during the Crisis Team’s
activations. Note: Counterattacks performed against Thanos during his turn do not grant
YOU SHOULD HAVE GONE FOR THE HEAD….. him . Each individual result is used as an action during Thanos’ turn and are performed
in order from top to bottom as written on his character card. All other rules are in
• Remove 1 from this character. accordance with the basic rules and when Thanos throws, it will be directly away from
Thanos. Thanos will move towards the targeted Infinity Gem before randomly selecting
another Infinity Gem to target. Randomly choose the targeted Infinity Gem if there is none
currently target. When attacking, Thanos will target the closest Crisis Team member or
civilian. Civilians are 3 2 with all defenses being 1. The Crisis Team can take
POWER OF THE COSMOS A1 6 control of a civilian by interacting with them per normal rules. If a Crisis Team member is
KO’d while controlling a civilian, they may place the civilian on the board anywhere within
• Add 1 to the of this attack for each Infinity Gem this character has, to a maximum
— 2. Thanos collects gems automatically when in 1 as long as they are not contested
A5
by Crisis Team members.
• A target damaged by this attack is pushed away L
JUSTICE FOR ALL CAMPAIGN
CRIMINAL SYNDICATE/SPIDER FOES
SETUP & SCENARIO
SCENARIO
This campaign begins with the Breakout Green Goblin scenario. During that scenario
some Criminal Syndicate/Spider Foes may have escaped off the board. This will then
prompt your selected Crisis Team members to go and recapture those villains by
playing each of their solo scenarios effectively placing those villains back into
S.H.I.E.L.D custody. Once you have played all the required scenarios you will then
score how your selected Crisis Team did.

SETUP
Select 30 threat worth of characters. This will comprise the whole of your Crisis Team
as you play through the campaign.

RULES
You will never have to play a scenario more than once even if your Crisis Team was
not the winner per the solo scenario win conditions. If a Crisis Team member is KO’d
during a scenario, they are no longer available for follow on scenarios in the
campaign. Other than the initial scenario “Breakout”, there is no specific order in
which the scenarios must be played. Only the scenarios of the Criminal Syndicate/
Spider Foe members who escaped during “Breakout” are played during the
campaign and yes, if you were able to defeat Green Goblin without any villains
escaping then the campaign is over and you would immediately score the campaign.

SCORING
Your Crisis Team gets points equal to the total threat value of your remaining Crisis
Team members. Your Crisis team also gains 1 point for each Criminal Syndicate/
Spider Foe member that was KO’d during the campaign and the ones KO’d while
trying to escape in “Breakout” do count. Additionally, your Crisis Team gains 1 point
for each solo scenario where your team won.
SMASH & GRAB SOLO SCENARIO SMASH & GRAB SOLO SCENARIO
CROSSBONES CROSSBONES

S SCENARIO, SETUP, & RULES


30 2 3 SCENARIO
Upon his escape from S.H.I.E.L.D custody, Crossbones decided to enact his revenge on
Director Fury. Crossbones has disabled Director Fury’s car and is moving in for the kill.

4 2 2 Can the Crisis Team stop Crossbones before his vengeance is realized?

SETUP
Place a vehicle in the center of the board that can only be interacted with by Crossbones.
Select 14 threat worth of characters for the Crisis Team and deploy them according to
normal deployment rules on a board edge. Terrain as desired by the player/s except for
the vehicle in the center of the board as previously described. Crossbones is then
deployed in the center and at 3 from the opposing board edge from where the Crisis
Team deployed. If playing cooperatively, split 14 threat amongst all players for character
selection. You can adjust difficulty by increasing Crisis Team threat value.

RULES
The Crisis Team starts the game with and retains priority throughout the scenario. The
Crisis Team is attempting to KO and/or keep Crossbones from destroying the vehicle in
the center of the board, where Nick Fury is trapped, before the end of Round 6.

STRIKE 2 5 3 Crossbones gains equal to the amount of damage he receives prior to be reduced by “I
don’t work like that anymore”. Crossbones will perform actions based on their cost,
always performing the most expensive action he can perform until he has no
• Target the closest Crisis Team member/Nick Fury’s vehicle.
remaining. Conditions and statuses placed on Crossbones are removed at the beginning
• Move this character S towards the target and perform this attack.
of his activation reducing his available by 1 for each condition and status removed.
Nick Fury’s vehicle can be targeted/attacked by Crossbones as if it were a Crisis Team
HAYMAKER 2 7 5 member, but otherwise cannot be thrown or interacted with. The vehicles stats are:

10 3
• Target the closest Crisis Team member/Nick Fury’s vehicle.
• Move this character S towards the target and perform this attack.
• Stun: After this attack is resolved the target character gains the Stun special
SCORING & WINNING
condition
The Crisis Team must KO Crossbones and/or keep the vehicle with Nick Fury in from
being destroyed before the end of Round 6. Crossbones wins if the vehicle with Nick Fury
OLD PAINLESS 4 10 8 in it is destroyed.

• Target the closest Crisis Team member/Nick Fury’s vehicle.


• Perform this attack against the target and any other targets (Crisis Team members/
Nick Fury’s vehicle) within 3.

I DON’T WORK LIKE THAT ANYMORE


• When this character suffers reduce it 1.
• Additionally, reduce it by the number of rolled during the attack.
Custom 04 MISSION: PEACE IN ALL TIME
Ultron has become aware…… and with the help of the Infinity Stones, he will not only
PEACE IN ALL TIME
bring peace to our time, but also to the Multiverse. Who will Uatu choose to form his
Crisis Team to counter this threat? Will they be able to stop Ultron?

PRIORITY
The Crisis Team starts the game with and maintains priority throughout the entire
scenario.

SQUAD CREATION
SOLO/COOP SCENARIO

The Crisis Team builds a squad worth 14 total threat to start the game. Additionally,
five characters are chosen as a sideline whose total threat cannot exceed 18 points.

MISSION SETUP
Setup the battlefield as depicted on the map diagram on the following page. Ultron
will start the game in the middle of the map with 4 Ultron Sentries on each of the
spawn points. The spawn points are arranged in accordance with Map Card D and is
depicted on the map diagram as well.

Terrain is setup based on the tastes of the player/s and should fit thematically with
the intended location within the multiverse that this epic fight is occurring. Each
board edge corresponds to a different universe within the multiverse and is labeled
in the map diagram just for the effect of flavor. Feel free to refer to each according to
your own desire. Place the Multiverse Portal within the MCP Verse board edge as this
will also be where the Crisis Team will deploy.

All characters chosen for your sideline should be placed off to the side of the battlefield along
with their character card. The Round/Score tracker should be setup with the Crisis Team’s
Score token on the round 6 space. This will the only token on the round tracker as there is no
round limit in this scenario. The Ultron score token is setup just off the score tracker.
SCORING & SPECIAL RULES
Fox Verse SPECIAL RULES
Ultron will have minions called Ultron Sentries during this scenario. They are treated just like
characters which can be attacked, thrown, and KO’d. Ultron Sentry stats and abilities are
MCU Sony included on a provided character card. The Ultron Sentries are attempting to swarm the
Verse Verse Multiverse and if any part of an Ultron Sentry’s base ever touches the Multiverse Portal, remove
the Ultron Sentry and immediately score 1 point for Ultron. When Ultron’s score token reaches
4, 8, and 12 points, you must move the Multiverse Portal to a different Verse (board edge) that
has not yet been selected this game. When sidelined characters are deployed they will begin
on the portal. When Ultron activates, all Ultron Sentries perform all of their action on their card
from top to bottom, then Ultron will do the same. Ultron begins the game with all six Infinity
Stones which will dictate which actions he will take on his turn. These Infinity Stones can and
must be taken from him by the Crisis Team in order to win. When a negative status effect is
placed on Ultron, the Crisis Team can select an Infinity Stone to temporarily negate during
Ultron’s next activation. If the Crisis Team can place another matching status effect then they
have successfully stolen the negated Infinity Stone. Track the negated/stolen Infinity Stones
using the status effect tokens on Ultron’s character card. Two matching status effect tokens on
the same Infinity Stone indicates a stolen Infinity Stone. During Ultron’s activation if an Infinity
Stone has a single status effect on it, remove the status effect rather than taking the action
corresponding to that Infinity Stone. Stolen Infinity Stones are placed and tracked with the
corresponding Infinity Gem (Not Ultimate Gem) tactic card being placed on the character’s
card who stole it and can be used in adherence with the tactic card. Any characters carrying an
Infinity Stone during the Cleanup Phase must pay 3 power. If they cannot pay the power cost of
carrying an Infinity Stone they will lose 1 stamina instead for each power they could not pay.
Infinity Stones cannot be traded between characters and are only removed if the character is
dazed or KO’d and are placed on the board per standard rules using any token to represent the
Infinity Stone. Any Infinity Stones that are on the board during the Power Phase are
MCP Verse immediately given back to Ultron and corresponding status effect tokens are removed from his
character sheet. When an Infinity Stone is stolen, a sidelined Crisis Team member is
immediately selected and deployed on the Multiverse Portal.

Ultron Sentry Spawn Point Multiverse Portal Ultron SCORING


Ultron scores 1 point for each Ultron Sentry that comes in contact with the Multiverse Portal. In
addition, Ultron will score points equal to any damage Ultron causes to the Multiverse Portal.

DEPLOYMENT
The Crisis Team will move their score token on the round tracker corresponding to the number
of Infinity Stones Ultron has. At the start Ultron has all six, so the Crisis Team score token will
The Crisis Team deploys, placing all of their starting characters and Multiverse Portal be on the 6 space of the round tracker.
within range 3 of the MCP Verse battlefield edge. All sideline characters are not
deployed at this time.
WINNING THE MISSION
Ultron wins if he can score 16 points or KO all starting and sidelined Crisis Team characters.
The Crisis Team wins if they can steal and keep all 6 Infinity Stones away from Ultron before he
reaches 16 points, destroying the Multiverse.
ULTRON SENTRY AND MULTIVERSE PORTAL PEACE IN ALL TIME SOLO SCENARIO
ULTRON
40 M 3 14
4 4 4
TIME STONE
• Ultron and Ultron Sentries reroll all failures on any initial attack and defense roll they
make.
• Move all Ultron Sentries toward the Multiverse Portal

REALITY STONE
• Spawn an Ultron Sentry at every spawn point.

POWER STONE 3 10
• Target closest Crisis Team Member and perform the above attack.
• Move toward target and perform the above attack.
THROW: Before damage is dealt, throw target L directly away.

SPACE STONE
• Target furthest Crisis Team member.
• Move Ultron to 2 of the target along an axis between the target and Multiverse
Portal.

MIND STONE B5 8
• Target the closest, Crisis Team member or Multiverse Portal, and perform the attack
above.
STAGGER: After this attack is resolved, the target character gains the Stagger
special condition

SOUL STONE
Multiverse Portal • All Crisis Team members within 4 lose 4 , If they do not have enough. Lose 1
stamina per unable to lose.
ULTRON SENTRY

4 M 2 -
2 2 2

HIVE MIND
• Move toward the Multiverse Portal

REPULSOR BLAST 3 5
• Target the closest Crisis Team member and perform the attack above.
PUSH: Before damage is dealt, push the target S directly away

FLIGHT
• Flight
I NEVER MISS SOLO SCENARIO I NEVER MISS SOLO SCENARIO
BULLSEYE BULLSEYE

M SCENARIO, SETUP, & RULES


15 2 3 SCENARIO
Upon his escape from S.H.I.E.L.D custody, Bullseye began working again as Kingpin’s
number one assassin. Clues to Bullseye’s next target must be found before he is able to

3 3 3
carry through with his contracts. Of course Bullseye isn’t just going to let the Crisis Team
ruin his plans because he never misses. Can the Crisis Team stop Bullseye and bring him
back into shield custody? Because until they do, no one is safe.

SETUP
Using Map Card A, place the 4 provided Clue tokens (Assets) on the board. Select 14
threat worth of characters for the Crisis Team and deploy them according to normal
deployment rules on a board edge as depicted on Map Card A. Terrain as desired by the
player/s. If playing cooperatively, split 14 threat amongst all players for character
selection. You can adjust difficulty by increasing Crisis Team threat value. Bullseye begins
the game of the board.

HIT AND RUN 2 5 1 CLUE RULES


The Crisis Team starts the game with and retains priority throughout the scenario. The
• Target the closest Crisis Team member. Crisis Team is attempting find the clues which reveal Bullseye and KO him before the end
• Perform this attack against the target. of Round 6. A Crisis Team member may interact with a clue token by spending a while
• Remove Bullseye from the board and randomly place the clue tokens back on the within 1 and rolling a number of dice equal to their rating. If a is rolled, the clue
board based on the required Map Card addressed in the rules. token can be flipped to show if Bullseye was revealed. If the clue token is flipped revealing
• Stun: After this attack is resolved, the target character gains the Stun special Bullseye’s picture then place Bullseye’s miniature in that token’s previous location. If
condition. revealed during a round, Bullseye will activate after all Crisis Team members have
completed their activation. Bullseye does not gain or use to determine his actions.

THROWING KNIFE 5 7 2 CLUES


Instead, Bullseye works off of a script that is performed from the bottom to the top of his
character card based on the number of clue tokens that are remaining on the board. For
example if Bullseye were activated and the Crisis Team had left 3 clue tokens on the
• Target the Crisis Team member that is furthest away and within range.
board, Bullseye would perform, in order, Pin Cushion, Throwing Knife, and Hit and Run.
• Perform this attack against the target.
Conditions and statuses placed on Bullseye reduce the number of dice he rolls for attacks
and are removed whenever he removed from the board. Keep track of the number of clue

PIN CUSHION A4 7 3 CLUES tokens gained by characters because they increase the number of dice rolled when
defending against an attack from Bullseye. Additionally, Bullseye increases the number of
• Target all Crisis Team members within range. dice rolled during his attacks for each clue token that is still on the board. After Bullseye’s
• Targets do not benefit from cover. activation, remove his miniature from the board and place the clue tokens down randomly
• Perform this attack against all targets with all targets gaining the Bleed special according to Map Card B. On subsequent turns, use Map Card C, then Map Card D, etc….
condition after resolution. There is an additional clue token provided in case you require the use of Map Card F.

DID I CATCH YOU BY SURPRISE SCORING & WINNING


The Crisis Team must KO Bullseye before the end of Round 6 in order to win. If Bullseye is
not KO’d prior to the end of Round 6, Bullseye wins.
• This character adds dice to all attack rolls equal to the number of clue tokens
remaining on the board.
• Crisis Team members add dice to all defense rolls equal to the number of clue tokens
gained during the course of this scenario.
I NEVER MISS SOLO SCENARIO
BULLSEYE
CLUE TOKENS

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