Marvel Trading Card Game FAQ
For play on Nintendo DS
Written by Michael Maillaro AKA Blackmore

Many Sections contributed by jrasso
Card database put together by MikeBergsma

Version: 0.5
Last Updated: 11/28/07

----------------------------
Before I start, huge thanks go out to jrasso and MikeBergsma who have
contributed tremendously to this project.  This would have never gotten
anywhere near this complete without their help!

This FAQ is going to be a work in progress, and as I pick up on new
information, it will be frequently updated.  I'm sure as I get further
along, I will move and replace sections as they make more sense to me.

You can use the four letter search code next to the items in the table
of contents to quickly find something in this document.

WARNING!!  There might be some story spoilers here.  I tried to keep
them confined to the walkthrough, cut scene scripts, and FAQs as much
as I could.

----------------------------

UPDATE HISTORY
6/11/07 Version 0.1 - Only some basic information here.  Table of
Contents, some FAQs, initial Deck contents, introduction, copyright
info, infinite point cheat, and acknowledgements.

6/12/07 - Added Chapter and Mission names for first 5 chapters of
Heroes Walkthrough.  Starting adding some card details to the card
list.  Working alphabetically for now, starting with Plot Twists.

6/13/07 - Added a few more plot twists.  Also added a FAQ and section
about card sets, also added in a numbered list of the cards from each
set, and moved a few things around.

6/14/07 - Added some card descriptions for all equipment cards I
currently have and some location cards.   Added review.

6/15/07 - Added and answered some questions pulled off the boards.  A
few more location cards added to the card list.

6/19/07 - Added some information about the various phases of each turn.
Also added some information about the themes and strategies for each
team affiliation.  Added information on how to take down Sniper at end
of Hero Chapter 5.  Cleaned up some of the formatting in an attempt to
make it easier to read.

6/25/07 - Been a few days since I've had a chance to update  Been
finishing up the hero's campaign (last boss is a real pain!).  To make
up for that, added a lot of stuff today:  Added chapter and mission
titles for Chapter 5, 6 and 7 of Heroes campaign and started adding the
Villain Campaign.  Added some deck-building strategies that I have
found working for me.   Added list of Avatars.  I also posted some
information about my current deck, but not a complete list of it since
I am at work at the moment.

6/26/07 - Added Challenge opponent list (though I didn't have any idea
who two of them were supposed to be), and noticed that I was missing
two missions from Hero Campaign Chapter 6.  Added search codes.  Added
a few more FAQs from the message board relating to team attacks and
breakthrough.

6/26/07 - Second update for the day!  Added the list of cards from my
current deck, and a long winded comment about how to beat the final
boss.  Added some terms to the glossary section.

6/29/07 - Added some more cards to the card lists, and started to put
some cards under what packs you can find them in.

7/2/07 - Continued adding cards to pack and card list.

7/3/07 - Added more chapters for Villain Campaign, and more cards to
pack list.  Added some character card descriptions to the card listing
and counts for how many card profiles are in each section at the
moment.

7/17/07 - Version 0.2 - Biggest update yet!  Added the individual
battles for most of the chapters,  Thanks to jrasso for adding some
more FAQs and the complete list of what cards are in what packs!

7/18/07 - Added more chapter and battles for the Villain campaign.
Also added a few character card descriptions. Added more avatars and
Challenge opponents. Added glossary terms. Added section on controls.
Added Basic Game function section

7/23/07 - Added in Basic Puzzle section.  Added the rest of the battles
for Villain campaign.

7/25/07 -  Version 0.5 - Added in first three Loyalty Puzzles and
complete Plot Twists, Locations and Equipment card database.  Working
on cleaning up format for Character cards, but they should be added in
a day or so.

8/6/07 - More character cards added.

8/14/07 - All card descriptions added to database now.  I apologize for
the delays, but we've been closing on a house and life has been hectic
the last few weeks.

9/14/07 - Continued adding puzzle walkthroughs to the puzzle guide.

11/14/07 - Added the cut scene script for Hero Chapter 1.  Added puzzle
walkthroughs up to Boost 3.  Added a few things under gameplay
strategies that I hope to expand more over the next few days.  Added
and/or expanded notes under How to Play, Strategies, and the Hero and
Villain walkthroughs.  Added some more tips and information under deck
building.  Fixed some random typos throughout, and minor
revisions/additions on other sections.  Added another FAQ.

11/15/07 - Added more puzzle walkthroughs (up to Reservist 1), and
cleaned up a typo in Boost 3.  Cleaned up formatting some, and did some
more revisions and additions throughout.  Expanded secion on combat
phase in a little more detail to explain Protected, Flying, and Range.
Also added a note in the FAQ section explaining what the New Mutant
Role Playing Game is.

11/16/07 - Cleaned up intro for puzzle section.  Added sections on card
types and card powers.  Expanded on Build Phase, focusing on Resource
Step.

11/20/07 - Added Card powers section. Sections on team attacking,
reinforcement, and powering-up.  Added another FAQ and updated card
sets not included.

11/21/2007 - Added section on Chain and Priority, added updated section
under WiFi, and added a section on Undocumented features in the game.
Updated FAQ about Evasion puzzle 4.  Started adding Tutorial cut scenes
script.  Submitted Cut screen scripts and card database as seperate
FAQs.  If they are accepted, they will be removed from this guide.

11/26/07 - Game Script FAQ was accepted, so it was removed.  Still
trying to get card datebase accepted.

11/28/07 – Told card database will not be accepted until I remove it
from this document, so it might be missing for a few days.  It was
submitted so hopefully it will be back up soon.

----------------------------

TO DO LIST:
- Game Play Strategies (5.2) can use more information
- Campaign Walkthroughs needs more specific information about opponent
decks
- Maybe add a section on Challenge opponent decks, although a lot of
that information would be duplicated from the Campaign opponents.
- Puzzle Walkthrough - Reservist 2-4, Concealed 1-4, Leaders 1-4
- Campaign Cut Scene scripts - Hero Chapters 2-7, Villain Chapters 1-7,
Tutorials, Campaign Start up
- Maybe add something about Wifi play
- Maybe pull apart additional sections of this to post as mini FAQs of
their own. Puzzle walkthrough?



------------------------------------------------------------

Table Of Contents

Section 1: INTRODUCTION [INTN]

Section 2: REVIEW [REVW]

Section 3: FREQUENTLY ASKED QUESTIONS [FEQ0]
Section 3.1: What is Marvel Trading Card Game? [FEQ1]
Section 3.1a: What is the Vs System? [FEQA]
Section 3.1b: What is a Collectible Card Game? [FEQB]
Section 3.2: How much does it cost to play Marvel Trading Card Game on
Nintendo DS? [FEQ2]
Section 3.3: What card/deck/team combination will guarantee me a win
every time? [FEQ3]
Section 3.4: Which takes precedent: game rules or what the cards tell
me to do? [FEQ4]
Section 3.5: How can I make this game control easier? [FEQ5]
Section 3.6: Where is the go-back option? [FEQ6]
Section 3.7: Why can't I complete Evasion Puzzle 3? [FEQ7]
Section 3.8: Why does my game keep freezing up? [FEQ8]
Section 3.9: Does the infinite money trick work on Chapter 1? [FEQ9]
Section 3.10: Is it possible to trade cards in any way, in game or
WiFi?  [FEQ10]
Section 3.11: Which Vs. card sets are included? [FEQ11]
Section 3.12: Which Vs. card sets are not included? [FEQ12]
Section 3.13: In this version, do you use the cards from single player
online? Or do you have to buy them using real money? [FEQ13]
Section 3.14: Is there any way to name your decks? [FEQ14]
Section 3.15: What's the best way to eliminate the sniper?  [FEQ15]
Section 3.16: How does team attacking work? [FEQ16]
Section 3.17: How does breakthrough damage work? [FEQ17]
Section 3.18: Any strategies for the final battle with Mastermold?
[FEQ18]
Section 3.19: What does the <> symbol in a character's name mean?
[FEQ19]
Section 3.20: What does the text after a card's name mean? [FEQ20]
Section 3.21: What's the best way to build up points to buy booster
packs? [FEQ21]
Section 3.22:  I keep pulling duplicates, or I just wasted 1,500 points
and got a bunch of cards I don't want or need.  What do I do? [FEQ22]
Section 3.23: Are all the cards from the sets in the game? [FEQ23]
Section 3.24: Which version of this game should I buy? [FEQ24]
Section 3.25: What is the New Mutant Role Playing Game? [FEQ25]
Section 3.26: Where can I find really good deck designs?  [FEQ26]

Section 4: CONTROLS/HOW TO PLAY [CNPL]
Section 4.1: Controls/Menus [CTME]
Section 4.1a: Controls [CTRL]
Section 4.1b: Important Note Regarding Pause Screen [NRPS]
Section 4.1c: Menus [MNUS]
Section 4.2: Basic Game Function [BAGF]
Section 4.2a: Viewing Cards [VWCA]
Section 4.2b Selecting Cards [SLTC]
Section 4.2c: Choosing a Card Action [CHCA]
Section 4.2d: Passing [PSNG]
Section 4.2e: Viewing the KO's Pile [VKOP]
Section 4.2f: Scrolling/Expanding Rows [SCER]
Section 4.2g: Field of play [FIOP]
Section 4.2h: The Chain and Priority [TCPY]
Section 4.3: Card Types [CRTY]
Section 4.3a: Characters [CRCT]
Section 4.3b: Equipment [EMNT]
Section 4.3c: Plot Twists [PTTS]
Section 4.3d: Location [LTON]
Section 4.4: More on cards [MOCR]
Section 4.4a: Card Powers [CPOW]
Section 4.5: Phases [PHSE]
Section 4.5a: Initiative/Before the First Turn [BTFT]
Section 4.5b: Draw Phase [DRPH]
Section 4.5c: Build Phase [BUPH]
Section 4.5d: Combat Phase [COPH]
Section 4.5d1: Protected, Flight, and Range [PRFR]
Section 4.5d2: Team attacking [TMTK]
Section 4.5d3: Reinforcement [REIN]
Section 4.5d4: Powering-up [POUP]
Section 4.5e: Recovery Phase [REPH]
Section 4.6: Notes on Wi-Fi Connection [NWFC]
Section 4.7: Undocumented Features [UNDF]
Section 4.7a - Changing Auto-Pass settings during gameplay [CAUS]
Section 4.7b - Orange Vs. Green Pass arrows [ORGP]
Section 4.7c - Exclamation Points [EXCP]


Section 5:  STRATEGIES [STGT]
Section 5.1: Deck Building Strategies [DBUS]
Section 5.1a: Deck building rules [DBUR]
Section 5.1b: Deck building strategies  [DBS2]
Section 5.1c: Team Affiliations [TEAF]
Section 5.1d: My current deck [MYCD]
Section 5.2: Game Play Strategies [GPLS]

Section 6: HERO WALKTHROUGH [HRWH]
Section 6.1: Starting Hero Deck [STHD]

Section 6.2: Chapter 1 - Spare Parts  [HC1]
Section 6.2a: Chapter 1, Mission 1 - Night Patrol [H1M1]
Section 6.2b: Chapter 1, Mission 2 - High Tech Heist [H1M2]
Section 6.2c: Chapter 1, Mission 3 - Microchip Mayhem [H1M3]
Section 6.2d: Chapter 1, Mission 4 - Spidey to the Rescue [H1M4]
Section 6.2e: Chapter 1, Mission 5 - Weird Science [H1M5]
Section 6.2f: Chapter 1, Mission 6 - Enter the Octopus [H1M6]
Section 6.2g: Chapter 1, Mission 7 - Goblin [H1M7]

Section 6.3: Chapter 2 - Old Enemies, New Threats [HC2]
Section 6.3a: Chapter 2, Mission 1 - Deadly Danger Room [H2M1]
Section 6.3b: Chapter 2, Mission 2 - Deathstrike [H2M2]
Section 6.3c: Chapter 2, Mission 3 - Muir Island [H2M3]
Section 6.3d: Chapter 2, Mission 4 - Lethal Gambit [H2M4]
Section 6.3e: Chapter 2, Mission 5 - Mutant Menace [H2M5]
Section 6.3f: Chapter 2, Mission 6 - Tooth and Nail [H2M6]
Section 6.3g: Chapter 2, Mission 7 - Mind over Magnetism [H2M7]

Section 6.4: Chapter 3 - Impending Doom [HC3]
Section 6.4a: Chapter 3, Mission 1 - Unpleasant Distraction [H3M1]
Section 6.4b: Chapter 3, Mission 2 - Negative Attitude [H3M2]
Section 6.4c: Chapter 3, Mission 3 - The Not-So-Fantastic Four [H3M3]
Section 6.4d: Chapter 3, Mission 4 - Cracking Some Skrulls [H3M4]
Section 6.4e: Chapter 3, Mission 5 - Latverian Hospitality [H3M5]
Section 6.4f: Chapter 3, Mission 6 - Army of Doom [H3M6]
Section 6.4g: Chapter 3, Mission 7 - No Buts About It [H3M7]

Section 6.5: Chapter 4 - Vendetta  [HC4]
Section 6.5a: Chapter 4, Mission 1 - Hunted Heroes [H4M1]
Section 6.5b: Chapter 4, Mission 2 - Unfinished Business [H4M2]
Section 6.5c: Chapter 4, Mission 3 - Undead Interlude [H4M3]
Section 6.5d: Chapter 4, Mission 4 - Crime and Punishment [H4M4]
Section 6.5e: Chapter 4, Mission 5 - Maximum Carnage [H4M5]
Section 6.5f: Chapter 4, Mission 6 - Heroes United [H4M6]
Section 6.5g: Chapter 4, Mission 7 - A Sinister Syndicate [H4M7]

Section 6.6: Chapter 5 - Knight Moves  [HC5]
Section 6.6a: Chapter 5, Mission 1 - Heroes for Hire [H5M1]
Section 6.6b: Chapter 5, Mission 2 - Breaking and Entering [H5M2]
Section 6.6c: Chapter 5, Mission 3 - A Not-So-Clean Getaway [H5M3]
Section 6.6d: Chapter 5, Mission 4 - X-Static Rescue [H5M4]
Section 6.6e: Chapter 5, Mission 5 - Into the Underworld [H5M5]
Section 6.6f: Chapter 5, Mission 6 - Howling Mad [H5M6]
Section 6.6g: Chapter 5, Mission 7 - Strange Nightmare [H5M7]
Section 6.6h: Chapter 5, Mission 8 - Hand to Hand Combat [H5M8]
Section 6.6i: Chapter 5, Mission 9 - I've Got Your Back [H5M9]

Section 6.7: Chapter 6 - Sinister Vengeance [HC6]
Section 6.7a: Chapter 6, Mission 1 - Enter The Kangs [H6M1]
Section 6.7b: Chapter 6, Mission 2 - Big Trouble [H6M2]
Section 6.7c: Chapter 6, Mission 3 - Mistaken Identity [H6M3]
Section 6.7d: Chapter 6, Mission 4 - The Trask at Hand [H6M4]
Section 6.7e: Chapter 6, Mission 5 - Reinforcements [H6M5]
Section 6.7f: Chapter 6, Mission 6 - Hammer Time [H6M6]
Section 6.7g: Chapter 6, Mission 7 - Menace Out of Time [H6M7]
Section 6.7h: Chapter 6, Mission 8 - Supreme Effort [H6M8]
Section 6.7i: Chapter 6, Mission 9 - Kang Redux [H6M9]
Section 6.7j: Chapter 6, Mission 10 - More Kang for the Buck [H6M10]
Section 6.7k: Chapter 6, Mission 11 - Kang and Kang Again [H6M11]
Section 6.7l: Chapter 6, Mission 12 - Ultimate Evil [H6M12]
Section 6.7m: Chapter 6, Mission 13 - Kang Immortus [H6M13]

Section 6.8: Chapter 7 - Operation: Annihilate! [HC7]
Section 6.8a: Chapter 7, Mission 1 - Sinister Sentinels [H7M1]
Section 6.8b: Chapter 7, Mission 2 - Unlikely Allies [H7M2]
Section 6.8c: Chapter 7, Mission 3 - Common Enemy [H7M3]
Section 6.8d: Chapter 7, Mission 4 - Final Showdown [H7M4]
Section 6.8e: Chapter 7, Mission 5 - Master Plan [H7M5]

Section 7: VILLAIN WALKTHROUGH [VIWA]
Section 7.1: Starting Villain Deck [STVD]

Section 7.2: Chapter 1 - Spare Parts [VC1]
Section 7.2a: Chapter 1, Mission 1 - Reprisals [V1M1]
Section 7.2b: Chapter 1, Mission 2 - Chips [V1M2]
Section 7.2c: Chapter 1, Mission 3 - Cloak and Dagger [V1M3]
Section 7.2d: Chapter 1, Mission 4 - Inside Job [V1M4]
Section 7.2e: Chapter 1, Mission 5 - The Goblin and the Octopus [V1M5]
Section 7.2f: Chapter 1, Mission 6 - Who's the Boss? [V1M6]
Section 7.2g: Chapter 1, Mission 7 - Spider-Trouble [V1M7]

Section 7.3: Chapter 2 - Old Enemies, New Threats [VC2]
Section 7.3a: Chapter 2, Mission 1 - Breakout [V2M1]
Section 7.3b: Chapter 2, Mission 2 - Roadblock[V2M2]
Section 7.3c: Chapter 2, Mission 3 - Barroom Blitz [V2M3]
Section 7.3d: Chapter 2, Mission 4 - Trading Faces [V2M4]
Section 7.3e: Chapter 2, Mission 5 - Springing the Trap [V2M5]
Section 7.3f: Chapter 2, Mission 6 - De-Clawed [V2M6]
Section 7.3g: Chapter 2, Mission 7 - Master of Magnetism [V2M7]

Section 7.4: Chapter 3 - Impending Doom [VC3]
Section 7.4a: Chapter 3, Mission 1 - The Siege of Atlantis [V3M1]
Section 7.4b: Chapter 3, Mission 2 - The Natives are Restless [V3M2]
Section 7.4c: Chapter 3, Mission 3 - Nasty Surprise [V3M3]
Section 7.4d: Chapter 3, Mission 4 - Invasion [V3M4]
Section 7.4e: Chapter 3, Mission 5 - Namor [V3M5]
Section 7.4f: Chapter 3, Mission 6 - Uninvited Guests [V3M6]
Section 7.4g: Chapter 3, Mission 7 - Doom Triumphant [V3M7]

Section 7.5: Chapter 4 - Vendetta [VC4]
Section 7.5a: Chapter 4, Mission 1 - Open Season [V4M1]
Section 7.5b: Chapter 4, Mission 2 - Hunted [V4M2]
Section 7.5c: Chapter 4, Mission 3 - Kraven Punishment[V4M3]
Section 7.5d: Chapter 4, Mission 4  - Random Carnage [V4M4]
Section 7.5e: Chapter 4, Mission 5  - Clash of the Spiders [V4M5]
Section 7.5f: Chapter 4, Mission 6 - A Bridge Too Far [V4M6]
Section 7.5g: Chapter 4, Mission 7 - Showdown [V4M7]

Section 7.6: Chapter 5 - Knight Moves  [VC5]
Section 7.6a: Chapter 5, Mission 1 - Late Night Visitor [V5M1]
Section 7.6b: Chapter 5, Mission 2 - Cage Match [V5M2]
Section 7.6c: Chapter 5, Mission 3 - X-Static Ambush [V5M3]
Section 7.6d: Chapter 5, Mission 4 - One Hell of a Fight [V5M4]
Section 7.6e: Chapter 5, Mission 5 - Bad Voodoo [V5M5]
Section 7.6f: Chapter 5, Mission 6 - Children of the Night [V5M6]
Section 7.6g: Chapter 5, Mission 7 - Diversionary Tactics [V5M7]
Section 7.6h: Chapter 5, Mission 8 - Hand It Over [V5M8]
Section 7.6i: Chapter 5, Mission 9 - Mind If We Cut In? [V5M29

Section 7.7: Chapter 6 - Sinister Vengeance [VC7]
Section 7.7a: Chapter 6, Mission 1 - Dark Disguise [V7M1]
Section 7.7b: Chapter 6, Mission 2 - Trask [V7M2]
Section 7.7c: Chapter 6, Mission 3 - Thunderbolts No More! [V7M3]
Section 7.7d: Chapter 6, Mission 4 - Masters of Evil [V7M4]
Section 7.7e: Chapter 6, Mission 5 - Thunderstorm [V7M5]
Section 7.7f: Chapter 6, Mission 6 - Kang Rising [V7M6]
Section 7.7g: Chapter 6, Mission 7 - Wreckers [V7M7]
Section 7.7h: Chapter 6, Mission 8 - Dark Pharoah [V7M8]
Section 7.7i: Chapter 6, Mission 9 - The Growing Menace [V7M9]
Section 7.7j: Chapter 6, Mission 10 - Supreme Sacrifice
Section 7.7k: Chapter 6, Mission 11 - God of Thunder

Section 7.8: Chapter 7 - Operation: Annihilate! [VC7]
Section 7.8a: Chapter 7, Mission 1 - Sinister Sentinels [V7M1]
Section 7.8b: Chapter 7, Mission 2 - Unlikely Allies [V7M2]
Section 7.8c: Chapter 7, Mission 3 - Common Enemy [V7M3]
Section 7.8d: Chapter 7, Mission 4 - Final Showdown [V7M4]
Section 7.8e: Chapter 7, Mission 5 - Master Plan [V7M5]

Section 8: PUZZLE WALKTHROUGH [PZWT]
Section 8.1: Basic [BSC0]
Section 8.1a Basic 1 [BSC1]
Section 8.1b Basic 2 [BSC2]
Section 8.1c Basic 3 [BSC3]
Section 8.1d Basic 4 [BSC4]

Section 8.2: Loyalty [LTY0]
Section 8.2a: Loyalty 1 [LYT1]
Section 8.2b: Loyalty 2 [LTY2]
Section 8.2c: Loyalty 3 [LTY3]
Section 8.2d: Loyalty 4 [LTY4]

Section 8.3: Boost [BST0]
Section 8.3a: Boost 1 [BST1]
Section 8.3b: Boost 2 [BST2]
Section 8.3c: Boost 3 [BST3]
Section 8.3d: Boost 4 [BST4]

Section 8.4: Evasion [EVN0]
Section 8.4a: Evasion 1 [EVN1]
Section 8.4b: Evasion 2 [EVN2]
Section 8.4c: Evasion 3 [EVN3]
Section 8.4d: Evasion 4 [EVN4]

Section 8.5: Reservist [RVT0]
Section 8.5a: Reservist 1 [RVT1]
Section 8.5b: Reservist 2 [RVT2]
Section 8.5c: Reservist 3 [RVT3]
Section 8.5d: Reservist 4 [RVT4]

Section 8.6: Concealed [CND0]
Section 8.6a: Concealed 1 [CND1]
Section 8.6b: Concealed 2 [CND2]
Section 8.6c: Concealed 3 [CND3]
Section 8.6d: Concealed 4 [CND4]

Section 8.7: Leaders [LDR0]
Section 8.7a: Leaders 1 [LDR1]
Section 8.7b: Leaders 2 [LDR2]
Section 8.7c: Leaders 3 [LDR3]
Section 8.7d: Leaders 4 [LDR4]

Section 9: MISCELLANEOUS [MSCS]
Section 9.1: Infinite Point Cheat [INPC]
Section 9.2: Avatar List [AVLT]
Section 9.3: Challenge Opponent List [CHOL]
Section 9.4: Glossary [GLSY]

Section 10: LAW OF THE LAND [LOTL]

Section 11: CLOSING STATEMENTS AND SPECIAL THANKS [CSST]

------------------------------------------------------------

SECTION 1: INTRODUCTION [INTN]

It's been a long time since I've done one of these.  Seems whenever
there is a video game version of a CCCG, I need to jump on the grenade
and create a FAQ for them.  I did it a few years ago when Magic: The
Gathering Online came out, and now I'm doing it again with Marvel
Trading Card Game.

While this FAQ will provide some general information about the Vs.
Collectible Card Game, it really focuses on the Nintendo DS version of
the game.  I haven't played the other two versions or the actual card
game so I have no idea how well this guide translates to those versions
of the games.  You've been warned.

------------------------------------------------------------

SECTION 2: REVIEW [REVW]

"A very underrated game!"

I've always had a great love for Collectible Card Games.  Even though
I'm not a fan of the cartoon, I have quite a few versions of Yu-Gi-Oh!
on my various Nintendo systems.   I've been playing Magic: The
Gathering Online on and off since its inception.

On top of that, I am also a huge comic book fan.  As you can imagine,
seeing the Marvel Vs. cards turned into a video game was the perfect
fit for me as a gamer.  But, the constant delays, and the less that
stellar reviews for this game were definitely turn offs.  I ended up
picking this up on a whim.  I am glad I did.
This game won't land in my top ten games all time, but it's a solid
title that's a lot of fun, and keeps me coming back for more no matter
how many hours I put into here.

Graphics: 6 - Even for a DS game, Marvel Trading Card has pretty basic
graphics.  Some of the avatars are pretty unrecognizable at times
(THAT'S SUPPOSED TO BE CHAMELEON??), and this version doesn't have the
battle animations that the PSP version has.  That said, they make
terrific use of the duel screens, and the card art all looks solid.
This isn't really the type of game when graphics matter all that much,
but Marvel Trading Card Games graphics are functional.

Sound: 7: - No voice acting, and the music isn't all that memorable,
but it's also not annoying, which is a plus.  I typically have the
volume off on my portable systems anyway.  Again, it's functional.  It
doesn't really add to the experience, but it takes nothing away from it
either.

Gameplay: 8 - The first time I played this game, I was just about ready
to return it. The tutorial does a nice job teaching you the card game,
but a lousy job explaining how it works in the video game format.  Too
many times, I would not be able to figure out how to things to work the
way I wanted them to work.  It doesn't help that the game lacks a go-
back feature, so once you make a mistake, even a simple one, it can
really lead to devastation.

The first hour or two, it felt much more like work than it did playing.
In fact, this game has just about the biggest learning curve I've ever
had to overcome in 20+ years of gaming.

By now, you're probably wondering how I could possible give it an 8
after that negative start.  Once you start getting used to the game,
and figuring out how things work, it becomes a much smoother
experience.  You are going to make a lot of mistakes in the beginning,
and not just in strategy, but also just in basic control mistakes.  But
pretty quickly on, everything clicks for you, and the game's design
just makes sense.  Granted, the tutorial could definitely use some
work, but the cleverly designed puzzles make up for it.  I learned more
trying to beat each puzzle than I would have ever expected.

The AI on this game is surprisingly solid!  A few times I've seen the
opponent's come up with clever combinations that I wasn't expecting.
Each opponent really seems to know their deck well and how to take
advantage of their cards.  You will find yourself being challenged even
by decks that you should overwhelm.  You'll constantly be reworking
your deck and coming up with new strategies to beat your opponents.
I highly recommend changing the Auto-Pass option in the game to suit
your needs better.  The default manual setting will lead to you
constantly pressing the skip button, and you will skip parts of the
turn than you are not trying to.   Once I did that, all my mistakes
came from bad planning, not because of bad controls.

Fun Factor: 9 - The sheer variety of the cards in this game and
opponent's deck keeps me coming back over and over again.  I keep
looking for new combinations and new ways to win, and there seems to be
a limitless variety of combinations.  Typically, I have to charge my DS
every few weeks.  Since I've bought Marvel Trading Card Game, I've out
so many hours into it, I've had to charge my DS every three or four
days.  I haven't even had to play against other people over the Wi-Fi
to have a great time with this game.

Despite all the hours I've put into this game, I am still only on the
6th chapter of the Hero Campaign.  There is a whole second campaign to
play, with more packs of cards to choose from.

Plus, this game is really made for fans of the comics.  I can't believe
the variety of obscure characters who get some spotlight in this game.
Frog Man is one of the cards in your starting Hero Deck.  FROG MAN!!!
Squadron Supreme, Thunderbolts, X-Statix, and other characters who
haven't had the benefit of movie or cartoon exposure also pop up in the
game.  It's nice to see a bigger variety than Wolverine, Spider-Man,
Fantastic Four, and Punisher, though there are still plenty of versions
of those cards for the fan boys.

And there is plenty of unlockables to keep you coming back for more.
There are two complete campaigns for you to play through (I am still on
the first and it's is long and a lot of fun), challenging puzzles for
each chapter, more card packs, and different back drops to purchase
using points earned from victories.  Plus a challenge mode where you
can take on a variety of opponent decks you will encounter in the game,
and online capability to play with opponent's using the DS version of
the game.

Overall: 8 - A very solid title.  It definitely has its flaws, but once
you get past the huge learning curve, it became a game I was very glad
that I bought.  I would definitely want to see some kind of expansion
or sequel for this, especially one that allows you to play with some of
the DC cards.    If you are a fan of collectible card games, this is
definitely a title worth playing.

------------------------------------------------------------

SECTION 3: FAQs [FEQ0]

3.1: What is Marvel Trading Card Game? [FEQ1]

(From wikipedia): Marvel Trading Card Game is a video game for the
Nintendo DS, PC, and PlayStation Portable based on Upper Deck
Entertainment's Marvel Comics based VS System card game. The game is a
virtual card game in which the player chooses to be either a superhero
or supervillain in single player mode.

----------

3.1a: What is the Vs System? [FEQA]

(From wikipedia): VS System (pronounced "Versus System") is a gaming
system designed for collectible card games, in which players take their
decks and attempt to wear down their opponents to 0 or less endurance.
It was first published in 2004 by Upper Deck Entertainment and is
currently used for the superhero games, though as a system rather than
an individual game it could be applied to other genres in the future.

Card art, characters, and game play concepts are inspired by their
comic book appearances with the designers using what they describe as
"Top Down" development, meaning they make every attempt to develop a
character card mechanic in keeping with how the character is
represented in comic books.[1] Well known artists that have contributed
card art include Alex Ross, John Van Fleet, Alex Garner, Jim Lee,
Rachael Dodson, and Bill Sienkiewicz.

Currently the CCG is based mainly on Marvel and DC Comics, with smaller
sets called Essential Collections to feature characters from other
comics publishers. UDE released a collection based on Hellboy to the
general public March 2007. Expansion sets have since alternated release
between Marvel based sets and DC Comics based sets with a new set
approximately every 3 months. All sets are interchangeable and
compatible with each other and share the same card back. This allows
players to mix characters fighting against or with each other.

While the VS System shares many familiar features with CCG's like
Magic: The Gathering, a notable innovation of VS System is that players
share a turn, but alternate holding initiative for the turn. Initiative
allowing him or her to act first in the phases of play.

----------

3.1b: What is a Collectible Card Game? [FEQB]

(adapted From Magic: The Gathering Online) The main difference between
a trading card game (TCG) like Marvel Trading Card Game and a regular
card game is that each player uses his or her own deck of cards when
playing instead of having a common deck from which all players draw.
These decks can be customized using any cards a player owns.

Another difference between a TCG and other games is that you trade
cards with other players (much like sports cards). Some cards are
considered more rare and valuable, and therefore more collectible, than
others.

Unfortunately, the DS version of this game does not let you trade
cards.

----------

3.2: How much does it cost to play Marvel Trading Card Game on Nintendo
DS? [FEQ2]

Just the cost of the game pack (I got mine for $29.95).  In the DS
version, you can use Wi-Fi to play online over your internet
connection, and the cards themselves are paid for with points earned
from the single player campaign instead of paying real money.

I have heard that the PSP and PC versions of this game require you to
actually buy the cards to use them in online play, which is pretty
absurd.

----------

3.3: What card/deck/team combination will guarantee me a win every
time? [FEQ3]

To be honest, there is none.  Every game is different (even if you use
the same deck every single game).  You could have the best cards and
the best strategies and get a terribly unlucky draw.  I've seen it
happen many times.

Plus, not everyone plays the same way.  I've seen a lot of varieties of
Vs decks online fitting how people like to play.  You'll develop your
own preferences and strategies over time and with some practice.  This
guide is to provide you with ideas, not hard fast rules to guarantee
you a win every time.

----------

3.4: Which takes precedent: game rules or what the cards tell me to do?
[FEQ4]

One of the coolest (and most frustrating) things about collectible card
games is that the cards constantly change the rules of the games.
Pretty much every character, plot twist, location, etc. in the game
changes the rules of the game, if just a tiny bit.

Whenever a card contradicts a game rule, the card gets precedent.

----------

3.5: How can I make this game control easier? [FEQ5]

The game has an option to set the auto-pass option to make it play much
more comfortable for you.  Press START during any mission, and just
select options, Auto-Pass.  Set it to Medium or High, and you will have
a much easier time.  It makes it so you don't accidentally over tap and
miss a vital part of your turn.

----------

3.6: Where is the go-back option? [FEQ6]

Unfortunately, there isn't one.  This is actually my biggest gripe with
this game, BUT, it does make sure that you pay attention to what you
are doing.  It's not like there is a go-back button in chess or even
the real Vs. Card Game.  If you make a mistake, you have to live with
the consequences.

----------

3.7: Why can't I complete Evasion Puzzle 3? [FEQ7]

You probably how your auto-pass option set too high.  This causes the
game to skip right over the step you need to get your opponent's
Endurance low enough to beat the puzzle.  Before you do this puzzle,
make sure your auto pass option is set to low or manual.

UPDATE: The game has an undocumented features (see Section 4.7) where
if you hold left on the D-Pad, the autopass is disabled as long as you
hold it for.  This is a nice way to beat this puzzle without changing
your autopass features.

----------

3.8: Why does my game keep freezing up? [FEQ8]

I've never really had the game freeze up.  The few times I did think it
froze, it was just because I didn't notice the game was looking for me
to answer a question, like picking a target for an effect cast by my
opponent.  Look around your screen for any notes that you are missing
before assuming the game is frozen.

----------

3.9: Does the infinite money trick work on Chapter 1? (asked by
Danner16) [FEQ9]

Nope.  It's from Chapter 2 on.  For more information, check the
Miscellaneous section of this FAQ.

----------

3,10: Is it possible to trade cards with other players in any way,
either system to system or across the WiFi?  (asked by TheWildVortex)
[FEQ10]

Nope.  Which I consider a huge lost opportunity!  I end up with a lot
of doubles or cards I don't plan on using that I wouldn't mind trading
off.   You should be able to sell them off for extra points or trade
them over the WiFi!

----------

3.11: Which Vs. card sets are included? (thanks to jrasso) [FEQ11]

Marvel Origins (released April 2004), Web of Spider-Man (released
September 2004), Marvel Knights (released February 2005), and The
Avengers (released August 2005).  Also, included in this game are the
28 cards of the Fantastic Four starter set.  In total, there are 852
individual cards

----------

3.12: Which Vs. card sets are not included? [FEQ12]

DC sets - DC Origins (released July 2004), Superman, Man of Steel
(released November 2004),  Green Lantern Corps (released May 2005),
Justice League of America (released November 2005), Infinite Crisis
(released April 2006), Legion of Super-Heroes (released December 2006),
and World's Finest (released July 2007)

Marvel sets after The Avengers - X-Men (released February 2006),
Heralds of Galactus (released September 2006), Marvel Team Up (released
February 2007), Marvel Legends (Released August 2007), and The Coming
of Galactus (November 2007).

Essential Collection Sets - Hellboy (released February 2007)

Upcoming sets -DC Comics Legends (scheduled for December 2007)."Marvel
Universe's Player Choice" (Q1 2008)

----------

3.13: The other 2 versions are linked to play against each other and
all you were provided with were the starter deck. Any other cards had
to be bought with real money. you could not use cards from single
player.  In this version, do you use the cards from single player? Or
do you have to buy them on here also? (posted by ertok) [FEQ13]

You can use the cards from single player in your online matches. You
don't have to buy any additional cards in this version using real
money, just in game points. Nice bonus!

----------

Section 3.14: Is there any way to name your decks? (posted by OTR)
[FEQ14]

Not that I've seen.  Pretty sure you're stuck with calling them Decks
1-5.

----------

Section 3.15: What's the best way to eliminate the sniper? (posted by
LuigiD) [FEQ15]

The final mission of Hero Chapter 5 features the unusual rule set of
"KO Sniper and  reduce opponent to 0 END to win!"  The CPU will always
pick the sniper as it's recovered KO'd character during the recovery
phase, so you need some way to knock him out of the game entirely.

Winning this mission is all about planning.  You need to find some way
to take down a hidden character, which is probably not something you
have been worrying about too much in your deck design before now.

There are a few ways to do this.  Some cards allow you to KO characters
with low costs (Sniper is a 2), like Ghost Rider - Danny Ketch
(Activate --> KO all characters with cost of 5 or less target opponent
controls).

Also, some characters (like Rogue- Powerhouse) KO any character they
stun.  The problem with this is that the Sniper is in the hidden area.
But, there are cards (like Insect Swarm or Natasha Romanof <> Black
Widow - KGB Killer) that allow other characters to attack hidden
characters, so Rogue would be able to KO the sniper pretty easily.

Finishing Move is a card that let's you KO a stunned target.   If you
can stun the Sniper, either from an attack (using one of the above
suggestions for attacking stunned characters) or by using a card like
Cardiac (Activate -->Stun target character with a cost of 2 or less an
opponent controls), you can use Finishing Move to take the Sniper out.
The plot twist "Judge, Jury, and Executioner" makes it so you can
activate any of your characters to KO a stunned character if it's cost
is less than the character you stun.  If it's a Marvel Knights
character you control, you can KO any stunned character.

The Sniper doesn't seem to attack on his own if he has a chance of
being stunned, so it is a little harder to get him to stun himself..
You can place a character like the Roscoe Sweeny - Fixer (Crime Lords
characters with 0 ATK / 1 DEF) to get him to attack, and then use Nasty
Surprise (Target defender gets +5 ATK this attack).

Also, there are cards that let you pull characters out of the hidden
area, like Out of the Darkness (Target hidden character's controller
moves character to his visible area), so you can drag the Sniper into
the main play area to make him easier to stun if you have this card.

One thing the game does not tell you is that you do not need to knock
out the Sniper before you get your opponent down to 0 endurance.  When
I beat this mission, I just could not pull a "KO a stunned character
card."   But, I managed to overwhelm my opponent, and kept them from
keeping any other characters on the board.  When I finally did KO the
sniper, they were down to -140 END.

It is important to note that if you end up in a recovery phase with 0
or less END, and lower than your opponent, the mission will end in
failure.  But as long as you keep your END above your opponent, you
will not lose, no matter how long it takes for you to actually win.


----------

Section 3.16: How does the team attack work? Is it just add up the
total ATT. points? (posted by urameshirei) [FEQ16]

For a team attack you add up the ATT totals of the two (or three or
however many) attackers against the DEF of the defender. Team attacks
can't cause breakthrough, and the opponent gets to pick which of your
characters gets stunned (as long as they can deal enough damage to stun
it).

----------

Section 3.17: How does breakthrough damage work? (posted by
urameshirei) [FEQ17]

Breakthrough is the amount of extra damage done by an attacker. In
Magic: The Gathering this is called trample, and a special ability.  In
Marvel Trading Card Game, ever character has "trample"

If I have an attacker with a 6 ATK, and they stun a defender with 2
DEF, that would be 4 points of breakthrough damage.  The defending
player also loses endurance equal to the character's cost. This is
explained more in Section 4.5d: Combat Phase  [COPH].


----------

Section 3.18: Any strategies for the final battle with Master Mold?
(asked by SpidermanFan914) [FEQ18]

This fight is an absolute bitch.  It took me about twenty tries, and
way too many near misses in order to win it!

I used a deck that was mostly Spider-Friends and Avengers (with a few
X-Men and T-Bolts thrown in for good measure), packed in a lot of +DEF
cards, System Failures, Avengers Disassembled, pretty much anything
that will keep cutting down Master Mold's attackers.  Also, heavy pack
on Bishop!!  At 2 cost, his bonus of +3/+3 against ranged attackers is
real helpful early on.

Pretty much, as long as I stayed alive long enough to start getting
some 6s or 7s out on the board, I was fine.  It takes a lot of luck and
you can't make one mistake or you'll get crushed.  T-Bolt cards are
another option.  They are high stats for low points for the most part.
You will take some penalties, but they are usually mild enough that
they won't hurt you.

Storm, Weather Witch is another helpful weapon.  She makes it so back
row opponents can't attack, and for some reason, Master Mold doesn't
seem able to adjust to this.  He will keep half his attackers in the
back row at all times, meaning you only have to deal with half the
attackers at a time.  She is a bit high cost at 6, but if you can keep
yourself alive until then, she's well worth it.

If you are using an X-Men deck, Ultimate Sacrifice can be a life saver.
KO one of your X-Men characters and all your other stunned X-Men
recover.  This means if the Sentinels happen to knock out all your
characters, you can get them all back.  This is a stay of execution for
a turn to get another shot at taking the advantage.

Cardiac or Hawkeye are not bad ways to auto stun your opponent's 2's,
but Master Mold throws a lot of 3's at you too, so that is only a
partial fix.

Any cards that let you attack without getting stunned like Bamf or
various team effects (Spider-Man - Friendly Neighborhood) are also
really helpful.  Once you've stunned two or three Sentinels in a turn,
as long as you have blockers, Master Mold will usually not press the
attack on his turn.  He really doesn't like losing bots, so this will
give you another turn to continue building your forces.

Once you are able to stand up to the flow of Sentinels, this pretty
much becomes another "KO a specific character" battle, and if you
follow the strategies I mentioned above for beating the Sniper, you
will be fine.


----------

Section 3.19: What does the <> symbol in a character's name mean?
(thanks to jrasso for providing question and answer) [FEQ19]

The <> symbol means that the card can go by either one of the names for
purposes of card effects.  For example, Karla Sofen <> Moonstone,
Master Manipulator can be affected by cards that target characters
named either Karla Sofen or Moonstone.  Also, other cards with the name
Karla Sofen or Moonstone can be used to power-up this card.  Karla
Sofen <> Meteorite, Twin Moonstones can be used to power-up Karla Sofen
<> Moonstone, Master Manipulator.

This is also used for determining uniqueness.  Karla Sofen <> Moonstone
and Karla Sofen <> Meteorite are considered the same character.

----------

Section 3.20: What does the text after a card's name mean? (thanks to
jrasso for providing question and answer) [FEQ20]

The text after a card's name is just a way of identifying the version
of the character, and making each character card different from a
character card bearing the same character name from another set (or
sometimes within the same set).  For example, there are two Black Cat
cards in this game.  One is Black Cat, Felicia Hardy, and the other is
Black Cat, Master Thief.   In effect, you can have eight copies of the
Black Cat character card in your deck (four of each version).

----------

Section 3.21: What's the best way to build up points to buy booster
packs? (thanks to jrasso for providing question and answer) [FEQ21]

The easy answer: Play the story!  You'll build up plenty of points as
you go along.  However, if you are itching to amass a huge number of
points you can take advantage of the Tutorial glitch.  Each tutorial
has four puzzles that go along with it.  If you beat all four puzzles,
you will earn 2,000 points.  After you beat the fourth puzzle, turn off
your DS before continuing and you will be able to play through the
puzzles again and earn another 2,000 points.  Keep doing this until you
get bored or you have enough points.  I took advantage of this glitch
to finish the booster pack list section of this FAQ.

----------

Section 3.22:  I keep pulling duplicates, or I just wasted 1,500 points
and got a bunch of cards I don't want or need.  What do I do? (thanks
to jrasso for providing question and answer) [FEQ22]

If you turn off your DS before leaving the card store, your purchases
will not be saved.  You lose the cards, but you get your points back.

----------------------

Section 3.23: Are all the cards from the sets in the game? [FEQ23]

I'm not sure.  In both my and jrasso's work, it seems like neither of
us came across
MAV-102 - Melissa Gold <> Songbird, Heroine Unbound
MAV-199 - Shrink
MAV-201 - United We Stand
MAV-202 - War of Attrition
MMK-033 - Deposed
MOR-193 - Gamma Bomb
MSM-106 - Shadowcat, Pride of the X-Men
MSM-136 - Next Generation Technology
MSM-137 - Termination Sequence
MSM-139 - Lyja, the Lazerfist
MSM-142 - Mole Man, Leader of the Moloids
MSM-162 - Surrounded

Either they are not in the game, or we just haven't come across them.

UPDATE - We have received a few comments that some of these cards ARE
included in the game, but we still haven't come across them in packs.
A few of them we have seen in CPU opponent decks though.  More
information as we find it.  For now, I have these cards listed in the
card data base, but not in the pack listings.

----------------------

Section 3.24: Which version of this game should I buy? [FEQ24]

The DS one is the only version I have played.  Really, it's all up to
what system you like best.

I have heard the graphics are much better on the PSP and PC versions.
Those versions also have a few more puzzle tutorials from the FAQs I've
seen.  And, I imagine the controls might be a little simpler without
the touch screen.  That said, the DS is the only one you can play
online for no additional cost.

Plus, the PC version I downloaded from Konami did not seem to work on
my computer, which is a pretty decent system.  One big advantage to
console (or handheld, in this case) gaming is you never have to worry
about compatibility or specs.

----------------------

Section 3.25: What is the New Mutant Role Playing Game? [FEQ25]

I had a couple people ask me what I meant when I said thank you to the
New Mutants in my last section.  Way back in the mid 90's, I was part
of a AOL Sim group called Beyond Xavier Simulations.  One of the teams
was all original characters, and we were called the New Mutants.  A
great bunch of guys and girls that I still miss to this day (IF ANY OF
YOU ARE READING THIS, DROP ME A LINE!!!)

In August 2006, I needed something to distract me in the days before my
daughter was born, so I started playing around with the idea of
creating a message board-based super hero role playing game.  I stuck
to the New Mutants theme, although it was vastly different from the BXS
version.  I didn't know how well it would do, but a bunch of people
from GameFAQs signed up and now we've now been around for over a year
with four different teams.

As of writing this (November 15, 2007), we currently have four active
teams: New Mutants Unlimited (Led by Xavier, Havok, Rogue and run by
lasthero), Generation M (led by Magneto, Mystique, and Shadowcat and
run by myself), X-Patriots (a team of former New Mutants and Hellions
who are currently serving as part of the Shi'ar Imperial Guard, also
run by myself), and Exiles (alternate reality versions of all kinds of
characters, run by Grey420).

By far, my favorite place to hang around on the net with a fun and
creative bunch of nutjobs.  Anyone interested in joining should swing
by and check us out at http://nmsim.proboards88.com/index.cgi.

---------------------------

Section 3.26: Where can I find really good deck designs?  [FEQ26]

This website seems pretty decent: http://vs.tcgplayer.com/  Lots of
good deck designs here and you should be able to build quite a few of
them with the cards in the game.


------------------------------------------------------------

Section 4: HOW TO PLAY [CNPL]

----------

Section 4.1: Controls/Menus - [CTME]

Section 4.1a - Controls [CTRL]

In Menus:
Touch Screen - Tap to make selection
B Button - Back/Undo

In Game:
Touch Screen - Tap to select cards, actions and options
+ Control Pad/X and Y Buttons - Scroll text on a card's details display
Select Button - Display the glossary
Start - Pause/Option Screen:

In Deck Editor:
Touch Screen - Tap to make selection, drag the scroll bar to view more
of your card collection.
+ Control Pad/X and Y Buttons - Scroll text on a card's details display
Select Button - Display the glossary

Section 4.1b - Important Note Regarding Pause Screen [NRPS]

VERY IMPORTANT NOTE! During a game, press start to bring up Options
Screen.  CHANGE THE AUTO PASS SETTING!!  This will make the game play
much easier for you.   When the auto-pass is low, you will find
yourself clicking the pass button constantly and this will cause you to
miss steps.

The options are:

Manual - No auto-passing.  You must manually pass on every effect and
phase.

Low (default) - Auto-pass on draw effects and empty chains, except
attack proposals and attacks.

Medium - Auto-pass on draw effects, empty chains, ad your own effects
(including your attack proposals).

High - Auto-pass on all effects.

In all auto-pass modes, the game is supposed to pause to allow you to
play a phase/step-specific effect if one is available.  That might not
always happen, and there are some cards that you might want to play a
lower Auto-Pass setting on to avoid missing opportunities to use them.

Section 4.1c - Menus [MNUS]

Once you start the game, pick a save file to go to the Main Menu. From
there you can select:

Single Player - Story Mode or go one-on-one against the AI in Challenge
Mode

Multi Player - Play local or WIFI multiplayer matches.

Deck Editor - View card library and build up to five custom decks.

Unlockables - View cutscenes and tutorials, and play puzzles that you
have unlocked.  You can also purchase card parks and play mats you have
unlocked with reward points earned from the Campaign and puzzle modes.

Erase - Clear out save file game.

Options - Change direction of game screen to South Paw, adjust music
volume, and effects volume.

----------

Section 4.2: Basic Game Functions  [BAGF]

Section 4.2a: Viewing Cards [VWCA]

To get a more detail view of any card, tap a card to move cursor to
that card.  A close-up, detailed view of that card will appear on the
opposite screen.  You can use the + control pad or X/Y buttons to </pre><pre id="faqspan-2">
scroll up and down to see more of the card.

----------

Section 4.2b Selecting Cards [SLTC]

When prompted, tap a card to select it.  To confirm, tap the green
check mark that appears on the action buttons along the right hand side
of the screen.

----------

Section 4.2c: Choosing a Card Action [CHCA]

Select the card, and then select an action button from the row along
the right hand side of the screen,  Cards with available actions will
have a white glow around them.

----------

Section 4.2d: Passing [PSNG]

Tap the pass arrow to pass control to your opponent.  The Pass Arrow is
the double arrow above the ?-Help Button on the right hand side of the
screen.

----------

Section 4.2e: Viewing the KO's Pile [VKOP]

Tap the KO's pile to view the list of cards in that pile.  Cards in the
KO's pile can be tapped to view and get more detail.

----------

Section 4.2f: Scrolling/Expanding Rows [SCER]

----------

To view resource or in play cards that are off-screen, tap the scroll
arrows that appear at the left or right hand sides of card rows.  Your
rows and your opponent's row both scroll separately.

----------

Section 4.2g: Field of play.

This is how the field of play looks

AAAAAAA - Your opponent's resource row
BBBBBBBB - Your opponent's support row
CCCCCCCC - Your opponent's front row
---------------
DDDDDDDD - Your front row
EEEEEEEEE - Your support row
FFFFFFFFF - Your resource row

XXXXXXX - Your hand

Icons on the left of the screen indicate endurance totals for you and
your opponent.  Also, the active player's icon will be highlighted.  If
an icon is highlighted during the draw or recovery phase, that is the
player currently with the initiative.

----------


Section 4.2h: The Chain and Priority [TCPY]

Most actions in the game generate effects, for example, drawing cards,
recruiting characters, playing plot twists, and declaring attacks.

Whenever an effect is generated by an action you initiate the other
player can respond by playing actions of their own.  The game uses a
timing system known as the chain to keep track of and resolve the
effects generated player actions.  When as effect is generated, it
becomes the first "link" in the chain.  Each effect played in response
becomes another link.  When you and your opponent have finished playing
effects (when both of you pass consecutively without adding to the
chain), it's time to start resolving the effects.  Starting with the
last card added to the chain, each player passes to resolve the effect.
More effects can be added during resolution as well.

Putting effects on the chain is governed by the rules of priority.
When you have priority, you have the option of playing an effect of
passing.

- When a new phase begins, the player with initiative on the current
turn has priority.
- When a new step begins, the player whose step it is has priority.
- When an affect resolves from the chain, priority is given to the
player whose step it is.

When you put an effect on the chain, you retain priority.  You can
continue playing effects until you pass.  When you pass, your opponent
gets priority.

You can examine the effects that are on the chain at anytime by tapping
the chain circle in the middle of the screen.  As you select each chain
effect, the card generating the effect and the target(s) of the effect
are highlighted.

----------

Section 4.3: Card Types [CRTY]

There are four type of cards in the game.  Characters, Equipment, Plot
twists, and locations.

-------
Section 4.3a: Characters [CRCT]

Character cards are almost all red, except for character cards with the
"concealed" keyword which are black.  Along the left hand side of the
card, where all the other cards say what type of card they are,
character cards list their team affiliations.

Characters are the heroes and villains who fight for you.  Character
cards are recruited by paying a number of resource points equal to the
character's recruit cost (the number on the top left of the card) and
selecting an empty space in play.  Typically, character cards can only
be played during your Recruit Phase.  Characters have ATK and DEF
numbers on the bottom right of the card.  The top number is their ATK
value and shows how much damage they can dish out.  The bottom number
is their DEF value and shows how much damage they can take.  The game
automatically adjusts these numbers based on the circumstances of the
game.

Characters have names and versions.  Characters are unique.  If you
recruit a character with the same name as a character you already
control, the character in play is KO'd.

Characters with the version "Army" are exceptions to this rule.  You
can recruit as many army characters with the same name as you want.

----------

Section 4.3b: Equipment [EMNT]

Equipment cards are grey.

Characters can be equipped with Equipment cards to gain new abilities
or to modify their statistics.  Like character cards, equipment cards
are recruited by paying a number of resource points equal to the
equipment's recruit cost (the number on the top left of the card).
Equipment can only be recruited to an eligible character who is
unequipped, and are typically only played during the recruit phase.

Some equipment cards are labeled unique.  If you recruit an equipment
card with the same name as a piece of equipment you already control,
the equipment card in play is KO'd.

---------

Section 4.3c: Plot Twists [PTTS]

Plot twist cards are blue.

Plot Twists represent situations that affect the characters or the
state of the game in general.  You can play plot twists from your hand
or if they are facedown in your resource row.  In order to play a plot
twist, you must have a number of resources in play that is equal to or
greater than the cards threshold cost (the number on the top left of
the card).

Playing plot twists doesn't cost you any resource points.  If you have
one resource in play, you could play an infinite number of Plot Twists
with a threshold cost of 1.  You can play a plot twist whenever you
have priority, although many plot twists refer to specific game
situations.

When you play a plot twist from your hand, it is placed in your KO'd
pile when it resolves.  When you play a plot twist from your resource
row, it remains there face-up, and still counts as a resource.

Ongoing plot twists (identified by a clock icon on the left hand side
of the card and the word ongoing in the card's text) have continuing
effects as long as they remain face-up in your resource row.  The
effects of face-up plot twists that are not ongoing as ignored after
they resolve.

---------------

Section 4.3d: Locations [LTON]

Location cards are green.

Like plot twists, locations can effect characters and the state of the
game.  Locations can only be played (flipped) when they are face down
in your resource row.   In order to flip a location, you must have a
number of resources in play that is equal to or greater than the cards
threshold cost (the number on the top left of the card).

Flipping locations doesn't cost you any resource points.  If you have
one resource in play, you could play an infinite number of Plot Twists
with a threshold cost of 1.  You can flip a location card whenever you
have priority.  Unlike Plot Twists, most location cards have continuing
effects as long as they remain face-up in your resource row.

Like characters, locations are unique.  If you flip a location while
you control a face-up location with the same name, you must KO the
existing location.

----------

Section 4.4: More on cards [MOCR]


Section 4.4a: Card Powers [CPOW]

Game text on characters and locations represent card powers.  When the
text includes an -->, that means you can choose when to use that power.
Anything before the arrow represents the power's cost.  Text after the
arrow describes what happens when you pay the cost.

If the cost is "activate," your card must be ready in order for you to
use this power.  When you pay the activate cost, the card turns
sideways and is "exhausted."

When a character is stunned, turn it face down.  Whenever a card is
face down, all of its game text is inactive.


----------

Section 4.5: PHASES OF TURNS [PHSE]

Note: It's important to remember that cards can change the way these
phases normally work.

----------

Section 4.5a: Initiative/Before First Turn [BTFT]

Before the game, the CPU randomly chooses who gets to choose who gets
"initiative" first.  This just means who gets to act first in each
phase of the turn.  The initiative swaps back and forth between turns.

About half the time, before a match starts, you will be prompted if you
want initiative first, or pass it to your opponent.  For the most part,
I always take initiative first, but during the mission about Speed
Demon where you have to win in six turns, I let the computer get
initiative to make sure I had initiative in the final turn of the
match.

Some decks specializing in Crime Lord characters tend to work better on
the defensive, so that might influence your decision on whether to take
the initiative or not.  Also, as I will explain in section 4.5c, not
having initiative gives you an advantage during the formation step.

Also, before the first turn starts, each player draws two cards.  At
this point, players can choose to take a Mulligan.  They take the four
cards they drew, place them at the bottom of the deck and draw four new
cars.  You are only allowed to do this once.

----------

Section 4.5b: Draw Phase [DRPH]

During the draw phase, each player simultaneously draws 2 cards from
their deck.

----------
Section 4.5c: Build Phase [BUPH]

Starting with the player with initiative, and going clockwise, each
player goes through the following three steps.


- 1. Resource Step: During this step, you may place one card face down
into the resource row.  The number of cards in your resource step is
how many resource points you have to spend on characters and equipment,
along with some other powers found in on various cards.

You can resource any card you want, but it is better to resource Plot
Twists, Locations, or characters with the Reservist trait.  Plot Twists
and Reservists cards can be played from your hand or the resource row.
Locations can only be played from your resource row.


- 2. Recruit Step: During this step, you may spend your resource
points to recruit characters and/or equipment.  You may recruit as many
characters or equipment as you can afford to.

- 3. Formation Step: During this step, you may rearrange your
characters between your front and support rows.  You can also move
characters to different positions in the same row, which can allow them
to take advantage of other characters "Leader" abilities.

Many times, the formation step is actually more of an advantage to the
player without initiative.  They already know what cards the opponent
has played, so they can move their characters to best take advantage of
the field.

----------

Section 4.5d: Combat Phase [COPH]

The player with initiative declares attacks on their opponent's
characters, or if possible, directly at the opponent.   Each attacker
that is declared is exhausted by their player.

The attacking character's ATK value is compared to the defender's DEF
value, and the defending character's ATK value is compared to the
attacker's DEF value.  If the ATK is equal or higher to the DEF, the
character is stunned, and the player loses Endurance equal to the
character's cost.  Further more, unless the defending character has
reinforcement, any extra point of damage over the defender's DEF number
cause Breakthrough damage to the defending character's player.

Example:  Player 1 has Character A with a cost of 3, and 3 ATK/4 DEF.
Player 2 has Character B with a cost of 2, and 4 ATK/1 DEF.  Player 1
has the initiative and it is his combat phase.   Player 1 has Character
A attack Character B.  Character A has a 3 ATK, which is higher than
Character B's 1 DEF.  Character B would be stunned.  Player 2 would
take 2 points of damage (Character B's cost), plus an additional 2
points of breakthrough damage.   Character B's 4 ATK is equal to
Character A's 4 DEF.  Character A would also be stunned, and Player 1
would take 3 points of damage (Character A's cost).

Once the player with initiative has attacked with all of his
characters, or chooses to pass, the opponent gets to attack with any
legal attackers they still have available.

------------

Section 4.5d1: Protected, Flight, and Range [PRFR]

For the most part, a character can only attack from your Front Row.
That character can either attack an opponent's character in their front
row, or an unprotected character in the support row.  A support
character is protected as long as there is a non-stunned character in
the front row in the same column.

BUT, there are special abilities that let you change the attack rules.
On the left hand side of a character card you might see a sniper sight
icon and/or a wings icon.  These represent range and flight,
respectively.

Range - A support row character with range can attack a character in
the opponent's front row.

Flight - A front row character with flight can attack a character in
the opponent's support row even if they are protected.

If a character has both icons, they have both range and flight.  A
support row character with both can attack a character in the
opponent's support row, even if they are protected.

-----------

Section 4.5d2: Team attacking [TMTK]

Two or more characters with the same team affiliation can participate
in a team attack against the same defending character or unprotected
player,  When resolving a team attack, the ATK values of all attackers
are combined and compared to the DEF value of the defender.  If the
combined ATK is greater than of equal to the defending characters DEF,
the defender's controller takes stun damage.  No breakthrough damage is
ever applied in a team attack.

The defending player chooses one of the attackers to stun back.  If the
defenders ATK is greater than the DEF of the chosen attacker, the
attacker stuns and its controller takes stun damage.

-----------

Section 4.5d3: Reinforcement [REIN]

In response to an attack, a ready support row character can be used to
reinforce an adjacent defender (one that is on either side or directly
in front of it) with the same team affiliation.  To reinforce, select
the care with which you want to reinforce with and tap the reinforce
action button.  The reinforcing character is exhausted.

When a defender is reinforced (or has the reinforcement keyword), it
can still be stunned and inflict stun damage on the controller, but
breakthrough is blocked.

--------------

Section 4.5d4: Powering-up [POUP]

You can power-up an attacker or defender by discarding a character card
with the same name from your hand.  It can be a different version or
the same version, as long as the name is the same.  The powered-up
character gets +1 ATK/+1 DEF for each power-up until the end of the
current attack.

To power-up an attacker or defender, select the card you want to
discard for the power-up, and tap the power-up action button.

----------

Section 4.5e: Recovery Phase  [REPH]

At the start of the recovery phase, each player compares endurance
totals, and determines whether or not the game is over.  If a player's
endurance is 0 or lower, they lose the game.  If both players endurance
is 0 or lower, whoever's endurance is lower loses the game.  If they
are tied, the game continues for another turn.

If the game has not ended, each player can recover one stunned
character.  They then KO all their remaining stunned characters, ready
all their characters (and locations), and the next round starts.

----------

Section 4.6: Notes on Wi-Fi Connection  [NWFC]

It seems like there aren't that many people using the "find an
opponent" option on the Wi-Fi at the moment, so finding an opponent on
the Wi-Fi might not always be easy.  Your best bet might be to use
Friend Codes instead.

If you drop by the message board on GameFAQs you should be able to find
a few people to get Friend Codes from.

UPDATE: I have been experimenting the last few days with looking for
opponents on WiFi, and have only found a connection once, on a Saturday
afternoon.

--------

Section 4.7: Undocumented Features [UNDF]

Some things in the game that were omitted from being explained in the
instruction book.  I have tested the auto-pass settings too throughly,
so use them at your own risk:

-------------

Section 4.7a - Changing Auto-Pass settings during gameplay [CAUS]

If you hold down the "right" button on the D-pad (after rotation, so
it's the "down" for most gamers), it will temporarily set the auto-pass
setting to "high", until you release it.

Holding down the "left" D-Pad disables autopass, while you hold it
down.  This would allow you, for example, to complete Evasion puzzle 3
with autopass on, if you held down the "right" key at the correct time.

Both of these features can be a little buggy, but they are very useful.

--------------

Section 4.7b - Orange Vs. Green Pass arrows [ORGP]

The pass button turns orange when the game believes that you probably
should not pass, to help avoid really dumb mistakes (such as passing
when you still have a card you can recruit).  Clearly it's not always
right, since you don't always want to recruit or attack everything you
can, but it's right often enough to be a useful
warning... especially during Recovery!

---------------

Section 4.7c - Exclamation Points [EXCP]

When a red exclamation mark appears over an action icon, it means
taking this action will cause one of your cards in play to KO due to
the uniqueness rule.

----------

Section 5:  STRATEGIES [STGT]

It is important to remember that there is no sure fire guaranteed way
to win every match.  A lot of times it depends on your luck at drawing
the cards you need when you need it.  You can build your deck to
optimize those chances as much as possible, but no amount of planning
can help you when you draw only high cost characters on both your deal
and your Mulligan, or no characters at all for the first four turns of
the game.  This has happened to me plenty of time in playing real
collectible card games, and Marvel Trading Card Game is no exception.

This section is primarily how I do things.  The trick is to find a
style that is really comfortable for you and that works with the cards
you have to work with.  And be ready to change your strategy and deck
to deal to deal with the changing scenarios during Campaign play,
especially the ones where you have to KO a specific character card!
You have five different decks you can save in the game, so take
advantage.  In addition to your core deck, make sure you build a deck
that is designed to KO a stunned target as that will come up several
times in the Campaigns, and in most cases, your core deck is not going
to be designed to achieve that goal.


----------

Section 5.1: Deck Building [DBUS]

Section 5.1a: Deck building rules [DBUR]

- Your deck can only have 60-80 cards (this is a change from VS. where
there is no upper limit)

- Your deck can only have four copies of any card with the same name
and version.  (Example - You can have 4 copies each of Spider-Man:
Friendly Neighborhood Spider-Man, and Spider-Man: Cosmic Spider-Man.
You can also have four copies of each of the "Marvel Team-Up" cards
(one card's art features Spider-Man, Daredevil, and Captain America,
the other features Wolverine and Doop), even though the cards are
identical except for art and card number.  I am not sure if that was an
error or not.

- According to the game's instruction book and Vs's rulebook, you are
supposed to be able to have any number of each "Army" card, but my game
seems to cap it at four copies of any of these cards.

----------------------------

Section 5.1b: Deck Building Strategies: [DBS2]

- I would say that most collectible card games are heavily based on how
well you build your deck.  The starter decks in the game are actually
not bad, but by the end of the first chapters of each campaign, they
are already overmatched by the opponent's decks.

- A bigger deck size means more options, but a smaller deck size means
you are much more likely to draw a specific card you need.  I tend to
play my decks with a lot of variety, so I prefer using 75-80 cards.
For most players, I would say 70 cards is probably the ideal size.

- Make sure you have a balanced number of character cards of all
costing costs.  You want to be able to always have some characters on
the board.  Packing your deck with characters costing 6 and higher over
looks great on paper, but by the time you are able to recruit them, you
will probably already have lost the game if you don't have strong early
and mid game support.

- Unless you are playing T-Bolts (who tend to have low cost characters
with penalties) or X-Statix (which involves a lot of sacrifices), I
really would not recommend putting too many characters with cost of 1
into the deck.  For the most part, they might give you a few points
head start, but in the long term, they are just going to get crushed by
a powerful opponent and cost you a lot of endurance points.  They have
low DEF numbers and typically no reinforcement.  You're not going to
want to waste your equipment or more powerful characters trying to
provide reinforcement for them.  2 to 4 should be more than enough.

- Try to stick to one or two team affiliations.  A lot of cards focus
on specific team affiliations, and having characters with the same team
affiliation allows you to reinforce characters and to team attack.
Plus, for the most part, the different affiliations are based around
specific strategies, so this will give you some help with your deck
planning.

- If you are playing with two affiliations, make sure you have a few
Team Up cards.  There are a few different types, but I consider Marvel
Team-Up to be the best.  Marvel Team-Up is available in the first Hero
Pack, and allows you to combine any two teams.  This is a life saver!

- My decks tend to be mostly characters and plot twists.  I try to keep
about an even number of each, typically around 30 of each.  Less than
10 equipment cards, and very few locations.  Different characters or
team affiliations might make you want to bring more equipment
(Fantastic Four decks in particular) or locations to a match, but that
is really personal preference.

- For equipment, I prefer 0 cost equipment, 1 cost at the most.  For
the most part, I don't see the value in using those resource points
just for a small boost when I can get another character on the board.
There are decks that make great use of resource points like Masters of
Evil and decks that make great use of equipment like Fantastic Four, so
your play style might be a little different than mine.

- Non-Army Characters, locations, and certain equipment are unique.
For the most part, this means only one of those characters, locations,
or equipment can be in play on your side of the field at a time.  When
you recruit another of that character (even if it is a different
version of the character) or equipment, or flip that location, you have
to KO the original.  This means if you have Dr. Doom, Diabolic Genius
on the table, and want to recruit Dr. Doom, Victor Von Doom you will
have to KO Dr. Doom, Diabolic Genius.

Note: a major exception to this rule is Jackal who lets you play a
duplicate of a low level character card by having you play the
character outside of the recruiting stage.  Since Jackal in the comic
creates clones of other characters, this makes perfect sense and is not
a rules glitch.

Additional note: Many of the Kang character cards have a note saying
"Kang is not unique," which means those specific cards are not effected
by uniqueness rules.

- Because of these rules regarding uniqueness, I tend not to over pack
my deck with multiple versions of unique cards.  There is enough
variety that you just don't have to do this, and waste your cards
already in play.   You can increase your chance of pulling a specific
card you need but upping the frequency, but since there are typically
other cards that can achieve similar effects, I don't like wasting the
slots.

-One argument for overpacking characters is that you can discard
another copy or version of the card to give the character a temporary
+1 ATK and +1 DEF power-up for one attack, but during the mid and end
game, it is very rare this +1/+1 will be the difference between success
and failure.  And there are plenty of Plot Twists, location, and
equipment that can do similar effects, and many of these give permanent
bonuses.

Note: Kang decks are great for power-ups.  The characters are not
unique so you can have as many versions of as many Kang cards as you
want, and all can be in play at the same time.  Plus, they can all be
used to power-up each other, and there are cards that will give you
additional bonuses for powering-up characters.

-Most non-unique cards you can feel free to put as many as you find
useful.  If you have 4 Surprise Attacks in your deck, you can use them
all without any problem.

There are some ongoing cards (like Marvel Team-up) that really can only
be used once, but I still tend to put 2 or 3 of those in my deck to
ensure that I get them as quickly as possible.

- If you have a card in your deck that you go several games without
ever having a use for, it is probably the wrong card for your deck.


--------------------

Section 5.1c: Team Affiliations [TEAF]

There are many different teams in the VS card game and most of them
have some unique qualities.  Knowing how the team affiliations work
will definitely shape how you build your deck.

Avengers - The Avengers focus heavily on the reservist and leader
mechanics, and team attacks.  The key here is teamwork.

Brotherhood - I know some of the later sets of Marvel Trading Card
Games use Brotherhood heavily, but most of those cards are not
available here.

Crime Lords - Focus on reinforcement and various bonuses when a
character is reinforced.  Because of this, Crime Lord decks tend to
thrive when the player does not have the initiative, so they can let
the opponent attack first.

Doom - Doom team allows manipulation of the opponent's side of the
board.  A lot of the cards involved strengthening and protecting Dr.
Doom once he is on the board.  In fact, many of the cards only work
when you have Dr. Doom on the board.  There are also cards that allow
you to act like you have Dr. Doom on the board.

Fantastic Four - Lots of focus on equipment and increasingly stronger
versions of the characters as the game progresses.

Kang Council - Just about the most annoying deck type to play against.
All the characters are Kangs which allows for constant powering up.
And the Kangs are low cost for higher stats, which makes them a real
hassle.  Add in their strong deck searching and exhaustion effects, and
you will pull your hair out quickly.

Marvel Knights - Pretty much a catch all team.  The Marvel Knights have
many different themes, although none are particularly pronounced.  They
do have a lot of concealed characters, and some abilities that are more
typical of the bad guy teams like direct damage and KO effects.

Masters of Evil - Use resource points for effects instead of just for
recruiting characters and equipment.  Several of the cards generate
extra resource points that can only be used to activate abilities, not
to recruit.  Lots of strong low point cards.

Negative Zone - In Marvel Trading Card Game, the Negative Zone is only
Annilhilus and Blastaar.  Both need to have the Negative Zone location
in effect or they get serious penalties.

Sentinels - Lots of army characters in this one.  A Sentinel deck can
really fill the field on you quickly and overwhelm you with sheer
numbers.

Sinister Syndicate - Lots of KO effects, and some nasty cards that
force you to choose whether to lose cards or characters instead of
endurance.  Also has a lot of Beatdown tactics, including many that
don't require targets.  Cards like Jackal or Fisk Towers allows the
deck to swarm on you pretty quickly.

Skrull - Not really represented.  Just Super Skrull and the Skrull
Solider.  These two cards compliment each other well, but there is no
way to buld a deck soley around Skrulls in Marvel Trading Card Game.

Spider-Friends - Lots of evasion mechanics here.  Characters specialize
is dodging attacks.  Also, a lot of cards that let you boost up
characters defense capabilities.

Squadron Supreme - Lots of cards that focus on empty hand tactics.  You
get special bonuses whenever you have no cards in your hand.

Thunderbolts - T-Bolts tend to give opponents advantages in exchange
for stronger advantages of their own.  They also have several effects
that apply whenever they are ready, which makes them more suited for
defense that attacking.

Underworld - Focuses heavily on the KO pile, with things like bonuses
for having more characters in KO pile, or being able to pull characters
out of the KO pile.

X-Men - Cards that let you recover characters outside of recovery phase
and various effects that protect them from being stunned during combat.

X-Statix - High level X-Statix cards tend to work better when they are
the only character on the board.  Lower level X-Statix cards can swarm
for various effects too.  This team is full of characters that most
people have probably never even heard of, which makes them a personal
favorite.


---------------------

Section 5.1d: My Deck [MYCD]

-My current deck is 75 cards, heavy on Avengers and Thunderbolts.   I
do tend to change it around a lot as I have the cards needed to fill a
set.  I started with a pure Spider-Friends deck, then moved on to
Spider-Friends/X-Men, then Spider-Friends/Avengers, and when I started
the Villains campaign I went to Avengers/Thunderbolts.

It tends to skew more towards low to mid point cards, just because the
T-Bolts cards are low cost for high stats with various penalties.

Avengers/ Thunderbolts (75 cards total):

Characters -30 cards

1 x Beetle <> Mach 1 - Reluctant Hero
1 x Beetle <> Mach 2 - Matthew Davis
1 x Beetle <> Mach 3 - Repentant Villain
1 x Captain America - Steve Rogers
1 x Carol Danvers <> Warbird - Galactic Adventurer
1 x Dane Whitman <> Black Knight - Heroic Paladin
1 x Genis-Vell <> Captain Marvel - Son of Mar-Vell
1 x Hank Pym <> Giant Man - Towering Titan
1 x Hank Pym <> Goliath - Giant Genius
1 x Hawkeye - Clint Barton
1 x Helmut Zemo <> Citizen V - Warmonger
1 x Iron Man - Invincible
1 x Iron Man - Tony Stark
1 x Jarvis - Honorary Avenger
1 x Jolt - Helen Takahama
1 x Joystick - Janice Yanizesh
1 x Karla Sofen <> Meteorite - Twin Moonstones
1 x Melissa Gold <> Songbird - Sonic Cara[oce
1 x Natasha Romanoff <> Black Widow - Super Spy
1 x Ogre - Weaponsmith
1 x Paul Ebersol <> Techno - Man of Metal
1 x Quicksilver - Mutant Avenger
1 x Radioactive Man - Reformed Renegade
1 x Scarlet Witch - Mistress of Chaos Magic
1 x She-Hulk - Gamma Bombshell
1 x Speed Demon - Second Chance Speedster
1 x Thor - Odinson
1 x Thor - God of Thunder
1 x Vision - Synthetic Humanoid
1 x Wonder Man - Simon Williams

Of the character cards,
Cost 1 - 4 cards
Cost 2 - 4 cards
Cost 3 - 4 cards
Cost 4 - 5 cards
Cost 5 - 5 cards
Cost 6 - 5 Cards
Cost 7 - 2 Cards
Cost 8 - 2 Cards.

No exact duplicates on the character cards, although I do have a couple
multiple versions. To be honest, a big part of that is just because I
am a fanboy of certain characters.  The three versions of Beetle/Mach
is probably overkill, but I love the character.

Equipment - 10 cards
2 x Advanced Hardware
4 x Borrowed Blade
1 x Dual Sidearms
1 x Jetpack
1 x Mjolnir
1 x V-Wing

Locations - 3 cards
1 x Avalon Space Station
1 x Base of Operations
1 x Bio-modem Satellite

Plot Twists - 30 cards
2 x A Second Chance
2 x Acrobatic Dodge
2 x Call to Arms
1 x Earth's Mightiest Heroes
2 x Finishing Move
2 x Flying Kick
1 x Grounded
2 x Legendary Battles
2 x Marvel Team-Up (Spider-Man, Captain America, Daredevil art)
1 x Marvel Team-Up (Wolverine/Doop art)
1 x Marvel's Most Wanted
2 x Nasty Surprise
2 x New Identity
1 x No Fear
2 x One-Two Punch
1 x Overload
2 x Pleasant Distraction
2 x Repulsor Ray
1 x Savage Beatdown
1 x Weapon of Choice
----------


Section 5.2: Game Play Strategies [GPLS] - COMING SOON

- The most important thing I can suggest is you need to be flexible.
If you build a pure weenie deck, and come against an opponent ready for
it, you are screwed.   Give yourself options in your deck, and build
multiple decks to experiment with.

- Along the same token, don't panic if you fall behind quickly.  A lot
of the CPU's decks are weenie heavy, so you might find yourself losing
10-20 points of endurance before you can mount a counter attack.  But,
once you place a 3 or 4 recruit cost character on the board, you will
be able to turn the tables immediately.

- Now to contradict the last statement.  If you know you have built a
well-balanced deck, and find yourself stuck with too many high cost
cards on your initial deal, or cards you just can't use (a few times, I
have gotten all Spider-Friends plot twists and all X-Men character
cards in my deals), even after a Mulligan, don't be afraid to restart
the match.  I don't mind losing a match, but when I lose purely because
of a bad shuffle, it just frustrates me.

- Unlike most video game translations of CCCG's, the AI is smart in
this game without being cheaty.  They know how to use their deck, and
will surprise you with pretty clever choices as they play, but you
never feel like they are looking at your hand or face down cards.  Some
of the Underworld character in particular put together combos that
really impressed me.

There aren't any huge loopholes you can exploit.  Huge credit to the
programmers for that.  You really have to approach the CPU opponents
just like you would a human opponent.

- Don't waste cards!  If a defending character has reinforcement, don't
overboost the attacking characters.  All you are doing is wasting your
plot twists or special abilities.

- Whenever you have the initiative, attack a character with low DEF
card using the highest possible attacker.  Either you will get a lot of
breakthrough damage, or you will force your opponent to waste a card or
exhaust a stronger character in order to prevent the breakthrough
damage.

- You don't have to Recover a character every turn.  Late in the game,
you may find your opponent pounding on your low cost characters.
Instead of Recovering those characters, which just leaves them on the
table and open to getting attacked again next turn at huge endurance
cost to you, skip the Recover stage and let them all go to the KO pile.

- Read all the cards in play carefully, including your opponents.  You
don't want to be caught unexpected.  And always click on the cards in
the chain to see why something unusual happened.  You will often
discover the CPU playing combinations you would have never thought of.
I love stealing those ideas for my own use later on.


------------------------------------------------------------

Section 6: HERO WALKTHROUGH [HRWH]

Note 1:  Unless stated otherwise, the victory condition of each battle
is the normal Vs. rules: at the start of the recovery phase, each
player compares endurance totals, and determines whether or not the
game is over.  If a player's endurance is 0 or lower, they lose the
game.  If both players endurance is 0 or lower, whoever's endurance is
lower loses the game.  If they are tied, the game continues for another
turn.

Note 2: During each battle, you are represented by an avatar.  This
avatar has no effect on your deck, and you will still use the deck that
you have created.  There are a few battles where your avatar will be on
the field of play, but for the most part, it doesn't affect the game at
all.

Note 3: I will be adding information about each opponent's deck in a
future update.  Unlike most games' walkthroughs, I really can't give
you a step by step breakdown of what cards to play on which turns to
win.   Everyone will build their deck differently, and randomness of
the shuffling makes it hard to know exactly what cards you or your
opponent will have at any one time.

Section 6.1: Starting Hero Deck [STHD]

This is the deck you start the Hero Campaign with:

60 Cards
1 x Advance Recon
1 x Armored Spider Suit
2 x Base of Operations
2 x Battering Ram - Short-Lived Strongman
2 x Bishop - Lucas Bishop
2 x Black Cat - Felicia Hardy
2 x Blind Sided
1 x Crushing Blow
2 x Crystal - Inhuman
2 x Dagger - Tandy Bowen
2 x Ezekiel - Spirit of the Spider
1 x Flying Kick
2 x Frog Man - Eugene Patili
2 x Grounded
2 x Hornet - Eddie McDonough
2 x Human Torch - Friendly Rival
1 x Iceman - Cool Customer
2 x Jetpack
2 x Marvel Team-Up
1 x Mattie Franklin <> Spider-Woman - Gift Of Power
2 x Meltdown
2 x Nova - Richard Rider
2 x One-Two Punch
1 x Personal Force Field
2 x Pleasant Distraction
2 x Prowler - Hobie Brown
1 x Psylocke - Betsy Braddock
2 x Punisher - Vigilante
2 x Reconnaissance
1 x Rise from the Dead
2 x She-Hulk - Green Jeans
1 x Spider Senses
1 x Spider-Man - The Amazing Spider-Man
1 x Thing - Strongman
2 x Unexpected Mutation
2 x Wild Pack - Army

----------

Section 6.2: Chapter 1 - Spare Parts  [HC1]

Section 6.2a: Chapter 1, Mission 1 - Night Patrol [H1M1]
Battle 1 - Spider-Man vs. Thieves

Section 6.2b: Chapter 1, Mission 2 - High Tech Heist [H1M2]
Battle 1 -  Spider-Man vs. Goons

Section 6.2c: Chapter 1, Mission 3 - Microchip Mayhem [H1M3]
Battle 1 - Spider-Man vs. Punks
Battle 2 - Daredevil vs. Punks

Section 6.2d: Chapter 1, Mission 4 - Spidey to the Rescue [H1M4]
Battle 1 - Spider-Man vs. Rhino
Battle 2 - Spider-Woman vs. Lizard

Section 6.2e: Chapter 1, Mission 5 - Weird Science [H1M5]
Battle 1 - Spider-Man vs. Electro
Battle 2 - Spider-Man vs. Vulture

Section 6.2f: Chapter 1, Mission 6 - Enter the Octopus [H1M6]
Battle 1 - Spider-Man vs. Dr. Octopus

Section 6.2g: Chapter 1, Mission 7 - Goblin [H1M7]
Battle 1 - Spider-Man vs. Green Goblin
Special Rules: Defeat opponent 2 times!

----------

Section 6.3: Chapter 2 - Old Enemies, New Threats [HC2]

Section 6.3a: Chapter 2, Mission 1 - Deadly Danger Room [H2M1]
Battle 1 - Storm vs. Robot Enforcers
Battle 2 - Cyclops vs. Robot Enforcers

Section 6.3b: Chapter 2, Mission 2 - Deathstrike [H2M2]
Battle 1 - Wolverine vs. Lady Deathstrike
Special Rules: You start with Wolverine in play.  Opponent starts with
Lady Deathstrike in play.

Section 6.3c: Chapter 2, Mission 3 - Muir Island [H2M3]
Battle 1 - Banshee vs. Juggernaut
Battle 2 - Iceman vs. Black Tom

Section 6.3d: Chapter 2, Mission 4 - Lethal Gambit [H2M4]
Battle 1 - Rogue vs. Mystique

Section 6.3e: Chapter 2, Mission 5 - Mutant Menace [H2M5]
Battle 1 - Cyclops vs. Blob
Battle 2 - Banshee vs. Avalanche
Battle 3 - Iceman vs. Pyro
Battle 4 - Rogue vs. Toad

Section 6.3f: Chapter 2, Mission 6 - Tooth and Nail [H2M6]
Battle 1 - Wolverine vs. Sabretooth

Section 6.3g: Chapter 2, Mission 7 - Mind over Magnetism [H2M7]
Battle 1 - Professor X vs. Magneto
Special Rules: Defeat opponent 2 times!

----------

Section 6.4: Chapter 3 - Impending Doom [HC3]

Section 6.4a: Chapter 3, Mission 1 - Unpleasant Distraction [H3M1]
Battle 1 - Thing vs. Mole Man
Battle 2 - Human Torch vs. Mole Man

Section 6.4b: Chapter 3, Mission 2 - Negative Attitude [H3M2]
Battle 1 - Invisible Woman vs. Annihulus
Special Rules: You start with Four Freedoms Plaza in the resource row.
Opponent starts with Negative Zone in the resource row.

Section 6.4c: Chapter 3, Mission 3 - The Not-So-Fantastic Four [H3M3]
Battle 1 - Thing vs. Skrull Soldiers

Section 6.4d: Chapter 3, Mission 4 - Cracking Some Skrulls [H3M4]
Battle 1 - Human Torch vs. Skrull Soldiers
Battle 2 - Mr. Fantastic vs. Super Skrull

Section 6.4e: Chapter 3, Mission 5 - Latverian Hospitality [H3M5]
Battle 1 - Invisible Woman vs. Robot Enforcers
Battle 2 - Thing vs. Doom Guards

Section 6.4f: Chapter 3, Mission 6 - Army of Doom [H3M6]
Battle 1 - Thing vs. Doom Bots
Battle 2 - Human Torch vs. Doom Bots
Battle 3 - Invisible Woman vs. Doom Bots
Battle 4 - Mr. Fantastic vs. Doom Bots

Section 6.4g: Chapter 3, Mission 7 - No Buts About It [H3M7]
Battle 1 - Mr. Fantastic vs. Dr. Doom
Special Rules: Defeat opponent 3 times!

----------

Section 6.5: Chapter 4 - Vendetta  [HC4]

Section 6.5a: Chapter 4, Mission 1 - Hunted Heroes [H4M1]
Battle 1 - Daredevil vs. Hammerhead

Section 6.5b: Chapter 4, Mission 2 - Unfinished Business [H4M2]
Battle 1 - Daredevil vs. Kingpin

Section 6.5c: Chapter 4, Mission 3 - Undead Interlude [H4M3]
Battle 1 - Punisher vs. Morbius

Section 6.5d: Chapter 4, Mission 4 - Crime and Punishment [H4M4]
Battle 1 - Punisher vs. Speed Demon
Special Rules: You must win in 6 turns!
Battle 2 - Punisher vs. Mysterio

Section 6.5e: Chapter 4, Mission 5 - Maximum Carnage [H4M5]
Battle 1 - Spider-Man vs. Carnage

Section 6.5f: Chapter 4, Mission 6 - Heroes United [H4M6]
Battle 1 - Spider-Man vs. Kaine
Battle 2 -  Spider-Man vs. Jackal
Battle 3 - Daredevil vs. Kaine
Battle 4 - Daredevil vs. Jackal

Section 6.5g: Chapter 4, Mission 7 - A Sinister Syndicate [H4M7]
Battle 1 - Spider-Man vs. Venom
Special Rules: You lose if opponent starts a turn with 4 or more
characters in play.

----------

Section 6.6: Chapter 5 - Knight Moves  [HC5]

Section 6.6a: Chapter 5, Mission 1 - Heroes for Hire [H5M1]
Battle 1 - Luke Cage vs. Cobra
Battle 2 - Iron Fist vs. Mr. Hyde

Section 6.6b: Chapter 5, Mission 2 - Breaking and Entering [H5M2]
Battle 1 - Black Widow vs. Deadpool
Battle 2 - Black Widow vs. The Russian

Section 6.6c: Chapter 5, Mission 3 - A Not-So-Clean Getaway [H5M3]
Battle 1 - Moon Knight vs. Mercenaries

Section 6.6d: Chapter 5, Mission 4 - X-Static Rescue [H5M4]
Battle 1 - Doop vs. Steel Wind
Battle 2 - Orphan vs. Tryks

Section 6.6e: Chapter 5, Mission 5 - Into the Underworld [H5M5]
Battle 1 - Vivisector vs. Anton Hellgate
Battle 2 - U-Go Girl vs. New Blood

Section 6.6f: Chapter 5, Mission 6 - Howling Mad [H5M6]
Battle 1 - Deadgirl vs. Dracula
Special Rules: You opponent gains 2 endurance each turn.
Battle 2 - Vivisector vs. Werewolf by Night

Section 6.6g: Chapter 5, Mission 7 - Strange Nightmare [H5M7]
Battle 1 - Dr. Strange vs. Nightmare

Section 6.6h: Chapter 5, Mission 8 - Hand to Hand Combat [H5M8]
Battle 1 - Elektra vs. The Hand

Section 6.6i: Chapter 5, Mission 9 - I've Got Your Back [H5M9]
Battle 1 - Daredevil vs. Bullseye
Special Rules: KO Sniper and reduce opponent to 0 endurance to win.

----------

Section 6.7: Chapter 6 - Sinister Vengeance [HC6]

Section 6.7a: Chapter 6, Mission 1 - Enter The Kangs [H6M1]
Battle 1 - Hawkeye vs. Kangs Guards
Battle 2 - Beast vs. Kang 1

Section 6.7b: Chapter 6, Mission 2 - Big Trouble [H6M2]
Battle 1 - Giant Man vs. Growing Man
Battle 2 - Wasp vs. Kangs Guards

Section 6.7c: Chapter 6, Mission 3 - Mistaken Identity [H6M3]
Battle 1 - Iron Man vs. Vantage
Battle 2 - Captain America vs. Citizen V

Section 6.7d: Chapter 6, Mission 4 - The Trask at Hand [H6M4]
Battle 1 - Jolt vs. Kangs Guards
Battle 2 - Meteorite vs. Kang 1
Special Rules: You start with Bolivar Trask in play.  If you start your
turn without Bolivar Trask in play, you lose.

Section 6.7e: Chapter 6, Mission 5 - Reinforcements [H6M5]
Battle 1 - Beetle <> Mach 1 vs, Baltag
Battle 2 - Atlas vs. Kang 2

Section 6.7f: Chapter 6, Mission 6 - Hammer Time [H6M6]
Battle 1 - Thor vs. Enchantress
Special Rules: Defeat opponent 2 times!

Section 6.7g: Chapter 6, Mission 7 - Menace Out of Time [H6M7]
Battle 1 - Vision vs. Ultron
Battle 2 - Scarlet Witch vs. Tempus

Section 6.7h: Chapter 6, Mission 8 - Supreme Effort [H6M8]
Battle 1 - Dr. Spectrum vs. Executioner
Battle 2 - Whizzer vs. Melter

Section 6.7i: Chapter 6, Mission 9 - Kang Redux [H6M9]
Battle 1 - Moonglow vs. Kangs Guards
Battle 2 - Power Princess vs. Kang 3

Section 6.7j: Chapter 6, Mission 10 - More Kang for the Buck [H6M10]
Battle 1 - Nighthawk vs. Amenhotep
Battle 2 - Hyperion vs. Kang 4

Section 6.7k: Chapter 6, Mission 11 - Kang and Kang Again [H6M11]
Battle 1 - Hawkeye vs. Kang 1
Battle 2 - Captain America vs. Kang 1

Section 6.7l: Chapter 6, Mission 12 - Ultimate Evil [H6M12]
Battle 1 - Hulk vs. Ultron 5

Section 6.7m: Chapter 6, Mission 13 - Kang Immortus [H6M13]
Battle 1 - Iron Man vs. Kang 5
Special Rules: You start with Iron Man in play.  Opponent starts with
Kang in play.

----------

Section 6.8: Chapter 7 - Operation: Annihilate! [HC7]

Section 6.8a: Chapter 7, Mission 1 - Sinister Sentinels [H7M1]
Battle 1 - Magneto vs. Mark II Number II

Section 6.8b: Chapter 7, Mission 2 - Unlikely Allies [H7M2]
Battle 1 - Professor X vs. Trisentinel

Section 6.8c: Chapter 7, Mission 3 - Common Enemy [H7M3]
Battle 1 - Spider-Man vs. Nimrod
Battle 2 - Dr. Doom vs. Nimrod

Section 6.8d: Chapter 7, Mission 4 - Final Showdown [H7M4]
Battle 1 - Mystique vs. Mr. Sinister
Special Rules: KO Mr. Sinister and reduce opponent to 0 endurance to
win.

Section 6.8e: Chapter 7, Mission 5 - Master Plan [H7M5]
Battle 1 - Captain America vs. Master Mold
Special Rules: KO Master Mold and reduce opponent to 0 endurance to
win.

------------------------------------------------------------

Section 7: VILLAIN WALKTHROUGH [VIWA]

Note 1:  Unless stated otherwise, the victory condition of each battle
is the normal Vs. rules: at the start of the recovery phase, each
player compares endurance totals, and determines whether or not the
game is over.  If a player's endurance is 0 or lower, they lose the
game.  If both players endurance is 0 or lower, whoever's endurance is
lower loses the game.  If they are tied, the game continues for another
turn.

Note 2: During each battle, you are represented by an avatar.  This
avatar has no effect on your deck, and you will still use the deck that
you have created.  There are a few battles where your avatar will be on
the field of play, but for the most part, it doesn't affect the game at
all.

Note 3: I will be adding information about each opponent's deck in a
future update.  Unlike most games' walkthroughs, I really can't give
you a step by step breakdown of what cards to play on which turns to
win.   Everyone will build their deck differently, and randomness of
the shuffling makes it hard to know exactly what cards you or your
opponent will have at any one time.

Section 7.1: Starting Villain Deck [STVD]

This is the deck you start the Villain Campaign with:

60 Cards
1 x Advance Recon
2 x Base of Operations
2 x Blind Sided
2 x Boris - Doom's Caretaker
2 x Carrion - Cadaverous Clone
2 x Chameleon - Dmitri Smerdy
1 x Crushing Blow
2 x Darkorth - Death Demon
1 x Dr. Octopus - Doc Ock
2 x Electro - Maxwell Dillon
2 x Enchantress - Amora
1 x Flying Kick
1 x Goblin Glider
1 x Green Goblin - Norman Osborn
2 x Grounded
1 x Hammerhead - Gangster
2 x Hired Goons
2 x Hydro-Man - Morris Beach
2 x Jackal - Dr. Miles Warren
2 x Jetpack
2 x Lizard - Dr. Curtis Connors
2 x Marvel Team-Up
1 x Medical Attention
2 x Meltdown
1 x Morbius - Dr. Michael Morbius
2 x Mystique - Shape-Changing Assassin
2 x One-Two Punch
1 x Personal Force Field
2 x Pleasant Distraction
2 x Reconnaissance
1 x Rhino - Alex O' Hirn
1 x Sadistic Choice
2 x Shocker - Herman Schultz
2 x Titania - Big Bad Bully
1 x Venom - Eddie Brock
2 x Volcana - Raging Inferno
2 x Vulture - Adrian Toomes

----------

Section 7.2: Chapter 1 - Spare Parts [VC1]

Section 7.2a:  Chapter 1, Mission 1 - Reprisals [V1M1]
Battle 1 - Green Goblin vs. Traitors

Section 7.2b: Chapter 1, Mission 2 - Chips [V1M2]
Battle 1 - Green Goblin vs. Cops

Section 7.2c: Chapter 1, Mission 3 - Cloak and Dagger [V1M3]
Battle 1 - Green Goblin vs. Cloak
Battle 1 - Green Goblin vs. Dagger

Section 7.2d: Chapter 1, Mission 4 - Inside Job [V1M4]
Battle 1- Green Goblin vs. Tombstone

Section 7.2e: Chapter 1, Mission 5 - The Goblin and the Octopus [V1M5]
Battle 1 - Dr. Octopus vs. Henchmen
Battle 2 - Green Goblin vs. Jackal

Section 7.2f: Chapter 1, Mission 6 - Who's the Boss? [V1M6]
Battle 1 - Green Goblin vs. Dr. Octopus

Section 7.2g: Chapter 1, Mission 7 - Spider-Trouble [V1M7]
Battle 1 - Green Goblin vs. Spider-Man
Special Rules: Defeat opponent 2 times!

----------

Section 7.3: Chapter 2 - Old Enemies, New Threats [VC2]

Section 7.3a: Chapter 2, Mission 1 - Breakout [V2M1]
Battle 1 - Blob vs. Guards
Battle 2 - Avalanche vs. Robot Enforcers

Section 7.3b: Chapter 2, Mission 2 - Roadblock [V2M2]
Battle 1 - Blob vs. She-Hulk
Battle 2 - Avalanche vs. Luke Cage

Section 7.3c: Chapter 2, Mission 3 - Barroom Blitz [V2M3]
Battle 1 - Sabretooth vs. Dragon Man
Special Rules: You start with Sabretooth in play.  Opponent starts with
Dragon Man in play.

Section 7.3d: Chapter 2, Mission 4 - Trading Faces [V2M4]
Battle 1 - Mystique vs. Gambit

Section 7.3e: Chapter 2, Mission 5 - Springing the Trap [V2M5]
Battle 1 - Blob vs. Cyclops
Battle 2 - Avalanche vs. Colossus
Battle 3 - Pyro vs. Iceman
Battle 4 - Destiny vs. Shadowcat

Section 7.3f: Chapter 2, Mission 6 - De-Clawed [V2M6]
Battle 1 - Sabretooth vs. Wolverine
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Section 7.3g: Chapter 2, Mission 7 - Master of Magnetism [V2M7]
Battle 1 - Magneto vs. Professor X
Special Rules: Defeat opponent 2 times!

----------

Section 7.4: Chapter 3 - Impending Doom [VC3]

Section 7.4a: Chapter 3, Mission 1 - The Siege of Atlantis [V3M1]
Battle 1 - Namor vs. Doom Bots

Section 7.4b: Chapter 3, Mission 2 - The Natives are Restless [V3M2]
Battle 1 - Dr. Doom vs. Villagers
Battle 2 - Dr. Doom vs. Zorba
Special Rules: If your opponent has a non-stunned character, he cannot
lose.

Section 7.4c: Chapter 3, Mission 3 - Nasty Surprise [V3M3]
Battle 1 - Dr. Doom vs. Darkoth

Section 7.4d: Chapter 3, Mission 4 - Invasion [V3M4]
Battle 1 - Dr. Doom vs. Microbots
Battle 2 - Dr. Doom vs. Atlantian Soldiers

Section 7.4e: Chapter 3, Mission 5 - Namor [V3M5]
Battle 1 - Dr. Doom vs. Namor

Section 7.4f: Chapter 3, Mission 6 - Uninvited Guests [V3M6]
Battle 1 - Dr. Doom vs. Invisible Woman
Battle 2 - Dr. Doom vs. Mr. Fantastic

Section 7.4g: Chapter 3, Mission 7 - Doom Triumphant [V3M7]
Battle 1 - Dr. Doom vs. Human Torch
Special Rules: Defeat opponent 2 times!

----------

Section 7.5: Chapter 4 - Vendetta [VC4]

Section 7.5a: Chapter 4, Mission 1 - Open Season [V4M1]
Battle 1 - Kingpin vs. Daredevil

Section 7.5b: Chapter 4, Mission 2 - Hunted [V4M2]
Battle 1 - Kraven vs. Scarlet Spider

Section 7.5c: Chapter 4, Mission 3 - Kraven Punishment[V4M3]
Battle 1 - Kraven vs. Punisher

Section 7.5d: Chapter 4, Mission 4  - Random Carnage [V4M4]
Battle 1 - Carnage vs. Wild Pack
Battle 2 - Carnage vs. Silver Sable

Section 7.5e: Chapter 4, Mission 5  - Clash of the Spiders [V4M5]
Battle 1- Venom vs. Spider-Woman

Section 7.5f: Chapter 4, Mission 6 - A Bridge Too Far [V4M6]
Battle 1 - Venom vs. Hornet
Battle 2 - Venom vs. Ricochet
Special Rules: You must win in 6 turns!
Battle 3 - Carnage vs. Black Cat
Battle 4 - Carnage vs. Firestar

Section 7.5g: Chapter 4, Mission 7 - Showdown [V4M7]
Battle 1 - Venom vs. Spider-Man
Special Rules: You lose if opponent starts a turn with 4 or more
characters in play.

----------

Section 7.6: Chapter 5 - Knight Moves  [VC5]

Section 7.6a: Chapter 5, Mission 1 - Late Night Visitor [V5M1]
Battle 1 - Vanessa Fisk vs. Black Widow

Section 7.6b: Chapter 5, Mission 2 - Cage Match [V5M2]
Battle 1 - Deadpool vs. Luke Cage
Battle 2 - Bullseye vs. Iron Fist

Section 7.6c: Chapter 5, Mission 3 - X-Static Ambush [V5M3]
Battle 1 - Deadpool vs. Doop
Battle 2 - The Rose vs. Venus Dee Milo

Section 7.6d: Chapter 5, Mission 4 - One Hell of a Fight [V5M4]
Battle 1 - Zarathos vs. Ghost Rider

Section 7.6e: Chapter 5, Mission 5 - Bad Voodoo [V5M5]
Battle 1- New Blood vs. Brother Voodoo
Battle 2 - Dracula vs. Blade

Section 7.6f: Chapter 5, Mission 6 - Children of the Night [V5M6]
Battle 1 - Dracula vs. Hannibal King
Battle 2 - Mephisto vs. Dr. Strange
Special Rules: You automatically lose 2 endurance per turn.

Section 7.6g: Chapter 5, Mission 7 - Diversionary Tactics [V5M7]
Battle 1 - The Hand vs. Shang Chi

Section 7.6h: Chapter 5, Mission 8 - Hand It Over [V5M8]
Battle 1 - Bullseye vs. Punisher
Battle 2 - Typhoid Mary vs. Moon Knight

Section 7.6i: Chapter 5, Mission 9 - Mind If We Cut In? [V5M29
Battle 1 - Bullseye vs. Electra
Special Rules: KO Electra and reduce opponent to 0 endurance to win.

-----------------------------
Section 7.7: Chapter 6 - Sinister Vengeance [VC7]

Section 7.7a: Chapter 6, Mission 1 - Dark Disguise [V7M1]
Battle 1 - Ultron vs. Scarlet Witch
Battle 2 - Ultron vs. Vision

Section 7.7b: Chapter 6, Mission 2 - Trask [V7M2]
Battle 1 - Ultron vs. Beast
Battle 2 - Ultron vs. Captain Marvel
Special Rules: You start with Bolivar Trask in play.  If you start your
turn without Bolivar Trask in play, you lose.

Section 7.7c: Chapter 6, Mission 3 - Thunderbolts No More! [V7M3]
Battle 1- Techno vs. She-Hulk
Battle 2-Meteorite vs. Black Panther

Section 7.7d: Chapter 6, Mission 4 - Masters of Evil [V7M4]
Battle 1 - Atlas vs. Giant Man
Battle 2 - Songbird vs. Wonder Man

Section 7.7e: Chapter 6, Mission 5 - Thunderstorm [V7M5]
Battle 1 - Beetle (Armorsmith) vs. Warbird
Battle 2 - Baron Zemo vs. Thor

Section 7.7f: Chapter 6, Mission 6 - Kang Rising [V7M6]
Battle 1 - Kang 6 vs. Captain America

Section 7.7g: Chapter 6, Mission 7 - Wreckers [V7M7]
Battle 1 - Kangs Guards vs. Thunderball
Battle 2 - Kang 6 vs. Piledriver

Section 7.7h: Chapter 6, Mission 8 - Dark Pharoah [V7M8]
Battle 1 - Amenhotep vs. Golden Archer
Battle 2 - Kang 4 vs. Hawkeye

Section 7.7i: Chapter 6, Mission 9 - The Growing Menace [V7M9]
Battle 1 - Growing Man vs. Power Princess
Battle 2 - Kang 6 vs. Dr. Spectrum

Section 7.7j: Chapter 6, Mission 10 - Supreme Sacrifice
Battle 1 - Kang 5 vs. Hyperion

Section 7.7k: Chapter 6, Mission 11 - God of Thunder
Battle 1 - Ultron vs. Thor
Battle 2 - Tempus vs. Thor

-------------------------------

Section 7.8: Chapter 7 - Operation: Annihilate! [VC7]

Section 7.8a: Chapter 7, Mission 1 - Sinister Sentinels [V7M1]
Battle 1 - Lady Deathstrike vs. Mark II Number II

Section 7.8b: Chapter 7, Mission 2 - Unlikely Allies [V7M2]
Battle 1 - Jean Grey vs. Trisentinel

Section 7.8c: Chapter 7, Mission 3 - Common Enemy [V7M3]
Battle 1 - Volcana vs. Bastion
Battle 2 - Invisible Woman vs. Bastion

Section 7.8d: Chapter 7, Mission 4 - Final Showdown [V7M4]
Battle 1 - Scarlet Witch vs. Mr. Sinister
Special Rules: KO Mr. Sinister and reduce opponent to 0 endurance to
win.

Section 7.8e: Chapter 7, Mission 5 - Master Plan [V7M5]
Battle 1 - She-Hulk vs. Nimrod
Special Rules: Opponent regains 5 endurance at the start of every turn.
Battle 2 - Dark Phoenix vs. Master Mold
Special Rules: KO Master Mold and reduce opponent to 0 endurance to
win.

------------------------------------------------------------

Section 8: PUZZLE WALKTHROUGH [PZWT]

I am making these as detailed as possible to help you not just beat
them, but also to help you understand how you were able to beat your
opponent.  In the descriptions of the cards, I only put things that are
relevant to the current scenario.

Each puzzle starts you at the beginning of a turn's build phase, and
you must defeat opponent by the end of the turn.  You have initiative
during turn, and your opponent will take no actions at all.


---------------

Section 8.1: Basic [BSC0]

These puzzles introduce you to the basics of the game: recruiting,
attacking, team attacking, breakthrough, equipment, and plot twists.

Section 8.1a Basic 1 [BSC1]

Scenario:
Your Starting Endurance: 1
Opponent Starting Endurance: 7

Opponent has in play -
Front Row - Thing, Strongman (equipped with Armored Spider-Suit) Cost
6, 16 ATK/14 DEF with reinforcement

You have in play -
3 Resources - 2 face up, and 1 Savage Beatdown facedown (Target
attacker gets +5 ATK this attack)

In Hand -
-Savage Beatdown
-Electro, Maxwell Dillon - Cost: 2, 2 ATK /2 DEF
-Kristoff Von Doom, Ticking Time Bomb Cost :1, 2 ATK/1 DEF
-Jetpack - Cost: 0, Equipped characters gets +2 ATK and has flight.

Strategy: Since Thing has a cost of 6, we need to stun him to complete
this mission

Resource Phase
- Place Savage Beatdown as a resource (Total Resource Points - 4)

Recruit Phase
-Recruit Electro and Kristoff to your front row.
-Recruit Jetpack and equip it to Kristoff.  The reason for equipping
Kristoff instead of Electro is that the attack on Thing is going to be
a suicide run.  Looking at the characters' costs, it is better to loss
1 endurance of stun damage then 2.

Formation Phase
-Skip this phase

Combat Phase
-Select Kristoff as your attacker, select Thing as the defender.
- Use both Savage Beatdowns on Kristoff.   That will make him 14 ATK/1
DEF.  Thing and Kristoff will both be stunned during this attack.

Your endurance: 0, Your opponent's endurance: 1

- Attack with Electro.  This will be a direct attack since your
opponent has no defenders left.

Your endurance: 0, Your opponent's endurance: -1

Victory!

------------------

Section 8.1b Basic 2 [BSC2]

Scenario:
Your Starting Endurance: 2
Opponent Starting Endurance: 18

Opponent has in play -
Front Row - Jackal, Dr. Miles Warren (equipped with Armored Spider-
Suit) Cost 4, 8 ATK/8 DEF with reinforcement

You have in play -
Front Row: Thing, Strongman Cost 6, 14 ATK/12 DEF
6 Resources - All face up

In Hand -
- Wild Pack, Army - Cost 1 1ATK/1 DEF, Wild Pack gets +1 ATK while team
attacking.
-Jetpack - Cost: 0, Equipped characters gets +2 ATK and has flight

Strategy: We need to stun Jackal with the Wild Pack and then attack
with Thing to finish things off.

Resource Phase
-Skip Resource Phase without resourcing any cards.

Recruit Phase
-Recruit the 3 Wild Pack to your front row.
-Recruit the Jetpack to one of the Wild Pack , it doesn't matter which
one.

Formation Phase
-Skip this phase

Combat Phase
- Team attack with the 3 Wild Pack on Jackal.  The Wild Pack with the
Jetpack will be 4 ATK/1 DEF, and the other two will be 2 ATK/1 DEF,
thanks to the +1 bonus for Wild Pack on team attacks.  This is a total
of 8 damage, which will stun Jackal.   Jackal will stun 1 of the Wild
Pack.

Your endurance: 1, Your opponent's endurance: 14

- Attack with Thing.  This will be a direct attack since your opponent
has no defenders left.

Your endurance: 1, Your opponent's endurance: 0

Triumph!

------------

Section 8.1c Basic 3 [BSC3]

Scenario:
Your Starting Endurance: 1
Opponent Starting Endurance: 12

Opponent has in play -
Front Row
- Bishop, Lucas Bishop - Cost 2, 2 ATK/2 DEF, gets + 3 ATK/ +3 DEF when
attacked by a character with ranged.
- Hornet, Eddie McDonough - Cost 2, 2 ATK /2 DEF
- Psylocke, Betsy Braddock (equipped with Personal Force Field) - Cost
3, 3 ATK/7 DEF with reinforcement

You have in play -
5 Resources - All face up

In Hand -
- Titania, Big Bad Bully - Cost 3, 4 ATK/4 DEF, Gets +1 ATK for each
character in your front row.
-Vulture, Arian Toomes - Cost 1, flight, 2 ATK/1 DEF.  As additional
cost to recruit, reveal another Sinister Syndicate character card from
hand.  When Vulture causes breakthrough, you gain that much endurance.
- Electro, Maxwell Dillon - Cost 2, range, 2 ATK/2 DEF.  Team
Affiliation - Sinister Syndicate
- Dual Sidearms - Cost 0, Equipped character gets +2 ATK and has range.
- One-Two Punch - Target attacker gets +1 ATK/+2 DEF this attack.

Strategy: Need to do as much damage to opponent as possible without
getting any of your own characters stunned.  Also, need to avoid
attacking Bishop with a character with range, which means Electro and
whoever you give Dual Sidearms to.

Resource Phase
- Place One-Two Punch as a resource (Total Resource Points - 6)

Recruit Phase
-Recruit Titania into your front row
-Recruit Vulture (you have to recruit Vulture before Electro in order
to pay the extra recruit cost for Vulture of revealing another Sinister
Syndicate care from your hand).
- Recruit Electro
-Recruit Dual Sidearms, and Equip to Vulture, making him 4 ATK/1 DEF
with range and flight.

Formation Phase
-Skip this phase

Combat Phase
- Select Titania as your attacker, select Bishop as the defender.  She
doesn't have range, and will be attacking as a 7 ATK/4 DEF, which means
she will do breakthrough and will not be stunned herself.

Your endurance: 1, Your opponent's endurance: 5

- Select Vulture as your attacker, select Hornet as the defender.
- Use One-Two Punch on Vulture. That will make him 5 ATK/3 DEF.  He
will not be stunned and deal 3 points of breakthrough damage to your
opponent.  Vulture's power gives you those endurance points.

Your endurance: 4, Your opponent's endurance: 0

- Skip rest of phase, DO NOT ATTACK WITH ELECTRO!

Edu!!

------------------------

Section 8.1d Basic 4 [BSC4]

Scenario:
Your Starting Endurance: 1
Opponent Starting Endurance: 9

Opponent has in play -
Front Row
- Volcana, Raging Inferno (equipped wth Armored Spider Suit) Cost 4, 10
ATK/8 DEF with reinforcement.
- Hornet, Eddie McDonough - Cost 2 2ATK / 2DEF

Support Row
- Shriek, Frances Barrison - Cost 2, 2 ATK/1 DEF.  Other characters get
+1 ATK.  That is all characters, not just ones your opponent controls.

You have in play -
2 Resources - All face up

Front Row
Hornet, Eddie McDonough - Cost 2, flight, range 2 ATK/2 DEF.  "Exhaust
Spider-Friends character --> Target players loses 1 endurance."  Team
Affiliation - Spider-Friends.

In Hand -
- Psylocke, Betsy Braddock) - Cost 3, 3 ATK/4 DEF.
- Flying Kick - Character had flight this turn.  While attacking this
turn, that character gets +3 ATK.

Strategy: You really don't have the ability to take down Volcana, so
you need to figure out how to damage your opponent without stunning
Volcana.

Resource Phase
- Place Flying Kick as a resource (Total Resource Points - 3)

Recruit Phase
-Recruit Psylocke into your front row.

Formation Phase
-Skip this phase

Combat Phase
- Play Flying Kick, targeting Psylocke.

- Select Psylocke as your attacker, select Shriek as the defender.
With the bonus from Flying Kick and Shriek herself, Psylocke attacks as
a 7 ATK/4 DEF. She will stun Shriek, without being stunned herself.

Your endurance: 1, Your opponent's endurance: 1

- Activate Hornet to use his power to deal 1 damage to opponent.  Since
he has Spider-Friends team affiliation, you can stun him as the
activation cost.

Your endurance: 1, Your opponent's endurance: 0

Voit!!

--------------------------

Section 8.2: Loyalty [LTY0]

These puzzles introduce you to the loyalty keyword.  A character with
loyalty can only be recruited if they share a team affiliation with
another character you control.

Section 8.2a: Loyalty 1 [LYT1]

Scenario:
Your Starting Endurance: 50
Opponent Starting Endurance: 14

Opponent has in play -
Nothing

You have in play -
6 Resources - All face up

In Hand -
- Mikado + Mosha, Angels of Destruction - Marvel Knights, Cost 1, 1 ATK
/1 DEF
- Hobgoblin, Roderick Kingsley- Sinister Syndicate, Cost 6, 13 ATK /10
DEF Loyalty
- Midnight Sons - Play only if you control a Marvel Knights character.
Choose a team affiliation.  Characters you control, as well as cards in
hand, deck, and KO'd pile that have either Marvel Knights or chosen
affiliation have both affiliations.

Strategy: Your opponent has nothing in play, so all you need to do is
get Hobgoblin in play and attack.

Resource Phase
- Place Midnight Sons as a resource (Total Resource Points - 7)

Recruit Phase
- Recruit Mikado + Mosha
- Play Midnight Sons, select Sinister Syndicate as the team
affiliation.  This will give Mikado + Mosha the Sinister Syndicate
affiliation and allow you to recruit Hobgoblin.
-Recruit Hobgoblin

Formation Phase
-Skip this phase

Combat Phase
- Team attack with Mikado + Mosha and Hobgoblin.

Your endurance: 50; Your opponent's endurance: 0

YAHTZEE!

------------------------

Section 8.2b: Loyalty 2 [LTY2]

Scenario:
Your Starting Endurance: 5
Opponent Starting Endurance: 1

Opponent has in play -
Front Row -
She-Hulk, Jennifer Walters (Equipped with Armored Spider Suit) Cost 3,
8 ATK/8 DEF with reinforcement, +2/+2 when ready

You have in play -
Support Row - Centurious, The Soulless Man, Cost 4, 7 ATK/7 DEF,
Underworld

4 Resources - All face up

In Hand -
- Firestar, Hot Stuff - Spider-Friends, Cost: 5, 8 ATK/8 DEF, Loyalty
- Punisher, Vigilante - Spider-Friends, Cost: 4, 7 ATK/5 DEF
- Entangle - As an additional cost to play, exhaust a character you
control and discard a card; Exhaust target character if it's cost is
less than the cost of the character you exhausted.
- Hypnotic Charms - Play only if you control an Underworld character;
Affiliated characters you control and in your KO'd pile have the
affiliation of each character card in your KO'd pile.
- Blind Sided -  Target character loses reinforcement and cannot have
reinforcement this turn.

Strategy: Need to get a Spider-Friends character on the field in order
to recruit Firestar.

Resource Phase
- Place Hypnotic Charms as a resource (Total Resource Points - 5)

Recruit Phase
- Play Hypnotic Charms.
- Use Entangle.  Target She-Hulk and exhaust Centurious.  Discard
Punisher to pay the card's additional cost.  Because of Hypnotic
Charms, this will give Centurious the Spider-Friends Affiliation.  In
addition, since Entangle exhausts She-Hulk, she loses her ready bonus,
putting her as a 6 ATK/6 DEF.
-Recruit Firestar
- Play Blind Sided, targeting She-Hulk to get rid of her reinforcement.

Formation Phase
- Skip this phase

Combat Phase
- Select Firestar as your attacker, select She-Hulk as the defender.  2
points of breakthrough, plus 3 points of damage because you stunned
She-Hulk.

Your endurance: 1; Your opponent's endurance: 0

HENSHIN-A-GO-GO, BABY!

------------------------

Section 8.2c: Loyalty 3 [LTY3]

Scenario:
Your Starting Endurance: 3
Opponent Starting Endurance: 19

Opponent has in play -
Front Row -
Doctor Doom, Lord of Latveria (Equipped with Armored Spider Suit) Cost
8, 20 ATK/21 DEF with reinforcement)

You have in play -
Front Row - Chameleon, Dmitry Smerdyakov, Cost 1, 1 ATK/1 DEF, Sinister
Syndicate; Pat 1 endurance --> Choose a team affiliation.  Cham has the
chosen team affiliation this turn.  Use this power only once per turn,
and only if you control another Sinister Syndicate character.

8 Resources - All face up

In Hand -
- Hammerhead, Gangster - Sinister Syndicate, Cost: 2, 3 ATK/2 DEF;
Sinister Syndicate attackers you control get +2 ATK while attacking a
player directly.
- Vulture, Adrian Toomes -  Sinister Syndicate, Cost: 1, flight, 2
ATK/1 DEF.  As additional cost to recruit, reveal another Sinister
Syndicate character card from hand.  When Vulture causes breakthrough,
you gain that much endurance.
- War Wagon - Cost: 1, War Wagon costs 1 less to recruit while you
control a Marvel Knights character; equipped character has "Activate--
>KO Target stunned character.  It's controller loses endurance equal to
that character's cost."
- Savage Beatdown - Target attacker gets +5 ATK this attack.
- Backfire - Target character gets -1 DEF this turn.  KO all equipment
equipped to that character.
- Spider-Man, Spectacular Spider-Man, Marvel Knights, Cost: 6, 12
ATK/12 DEF, loyalty.

Strategy: Need to get a Marvel Knights character in order to recruit
Spider-Man and War Wagon.  Also, need to take down Doom while
minimizing your damage in return..

Resource Phase
- Place either Backfire or Savage Beatdown as a resource.  Does not
matter since you will be playing both this turn. (Total Resource Points
- 9)

Recruit Phase
- Recruit Vulture.  Reveal Hammerhead to pay additional cost (Resources
- 8)
- Recruit Hammerhead (Resources - 6)
- Use Chameleon's Special Ability, Select Marvel Knights as the team
affiliation.

Your endurance: 2; Your opponent's endurance: 19

- Recruit Spider-Man (Resources 0)
- Recruit War Wagon to Hammerhead.

Formation Phase
- Skip this phase

Combat Phase
-  Use Backfire, Target Doctor Doom.  Dr. Doom will now be 18 ATK/18
DEF.
- Team attack with Spider-Man and Chameleon, select Dr. Doom as the
defender.  Play Savage Beatdown on either Spider-Man or Chameleon.
Doom will be stunned, but so will Spider-Man.

Your endurance: -4; Your opponent's endurance: 11

- Use War Wagon equipped to Hammerhead, target the stunned Dr. Doom.

Your endurance: -4; Your opponent's endurance: 3

- Attack with Vulture.  He will still get the +2 bonus from Hammerhead,
and you will recover endurance equal to his four points of breakthrough
damage.

Your endurance: 0; Your opponent's endurance: -1

Vini, Vidi, Vici!

------------------------

Section 8.2d: Loyalty 4 [LTY4]

Scenario:
Your Starting Endurance: 2
Opponent Starting Endurance: 21

Opponent has in play -  None

You have in play -

8 Resources - All face up

In Hand -
- Green Goblin, Altered Ego, Sinister Syndicate, Cost: 7, 17 ATK/11
DEF, Loyalty
- Firestar, Hot Stuff - Spider-Friends, Cost: 5, 8 ATK/8 DEF, Loyalty
- Tinkerer, Phineas Mason - Sinister Syndicate, Cost: 1, 1 ATK/1 DEF
- 2 x Wild Pack, Army - Spider-Friends, Cost: 1, 1 ATK/1 DEF, Get +1
ATK when team attacking.
- Sinister Six - Play only if you control a Sinister Syndicate
character.  Affiliated characters you control, as well as affiliated
cards in your deck, hand, and KO'd pile have the Sinister Syndicate
team affiliation.
- Clone Saga - Play only if you control a Sinister Syndicate character.
Affiliated characters you control, as well as affiliated cards in your
deck, hand, and KO'd pile have the Sinister Syndicate team affiliation.

Strategy: Need to get Green Goblin on the board, and all the characters
the same affiliation so you can take advantage of the Wild Pack's bonus
when team attacking.

Resource Phase
- Place Sinister Six as a resource.  (Note: You can also complete this
mission by resourcing Clone Saga instead.  As long as the characters
all share one affiliation, it doesn't matter what affiliation that
is.).  (Total Resource Points - 9)

Recruit Phase
- Recruit Tinkerer (Resource Points - 8)
- Recruit one of the Wild Pack (Resource -7)
- Recruit Green Goblin (Resource - 0)
- Use Sinister Six card.  This will give all characters the same team
affiliation and allow for a team attack.  (Note: if you resourced Clone
Saga instead, then use Clone Saga here).

Formation Phase
- Skip this phase

Combat Phase
- Team attack with all three characters.  Right now, you will have 20
points in attack (17 from Green Goblin, 1 from Tinkerer, and 2 from
Wild Pack (1 base + 1 bonus from team attack).
- Discard the other Wild Pack card in order to power up the attacking
Wild Pack character.

Your endurance: 2; Your opponent's endurance: 0

You Win!  Fatality!

--------------------------

Section 8.3: Boost [BST0]

This section introduces you to the Boost keyword.  When a character has
Boost, you can pay an optional additional recruitment cost which gives
the character extra abilities.

Section 8.3a: Boost 1 [BST1]

Scenario:
Your Starting Endurance: 3
Opponent Starting Endurance: 6

Opponent has in play -
Front Row
- Alistair Smythe, Ultimate Spider-Slayer - Cost 3, 3 ATK/5 DEF
- Basilisk, Basil Elks (Equipped with Armored Spider Suit) - Cost 1, 6
ATK/ 3 DEF

You have in play -
5 Resources - All face up

In Hand -
- Kingpin, Wilson Fisk - Crime Lords, Cost: 3, 5 ATK/3 DEF, Boost 1:
When Kingpin comes into play, you may distribute two +1 ATK/ + 1 DEF
counters as you choose among any number of Crime Lords characters you
control.
- Stilt-Man, Wilbur Day - Crime Lords, Cost 2, 3 ATK, 2 DEF, Boost 1:
When Stilt-Man comes into play, put a +1 ATK/+1 DEF counter on him.
- Steel Wind, Cyborg Cyclist - Underworld, Cost 2, 1 ATK, 4 DEF

Strategy: Need to knock out both of the opponent's characters, and
still get two more points of breakthrough damage.

Resource Phase
- Place Steel Wind as a resource (Total Resource Points - 6)

Recruit Phase
- Recruit Kingpin, pay Boost (Resource Points - 2).  Put both counters
on Kingpin to make him 7 ATK/5 DEF
- Recruit Stilt-Man, don't pay Boost (no resource points left to pay)
(Resource Points - 0)

Formation Phase
-Skip this phase

Combat Phase
- Attack Basilisk with Stilt-Man.  Both will be stunned

Your endurance: 1, Your opponent's endurance: 5

- Attack Smythe with Kingpin.

Your endurance: 1, Your opponent's endurance: 0

FTW!

------------------------

Section 8.3b: Boost 2 [BST2]

Scenario:
Your Starting Endurance: 1
Opponent Starting Endurance: 17

Opponent has in play -
Front Row
-  Prowler, Hobie Brown - Cost 1, 1 ATK/1 DEF
- Aunt May, May Parker -Cost 1, 0 ATK/0 DEF
- Solo, James Brown -Cost 2, 4 ATK/1 DEF
- Silver Sable, Silver Sablinovia - Cost 2, 2 ATK/ 2 DEF

You have in play -
Front Row
- MJ, Mary Jane Watson - Spider-Friends, Cost 1, 1 ATK, 1 DEF
- Hammerhead, Gangster - Sinister Syndicate, Cost 2, 3 ATK, 2 DEF,
Sinister Syndicate attackers you control get +2 ATK while attacking a
player directly.

8 Resources - All face up

In Hand -
- Cloak, Tyrone Johnson - Spider-Friends, Cost 4, 6 ATK/6 DEF, Loyalty,
Whenever Cloak stuns an attacker, return that character to owner's
hand.  Boost 4: When Cloak comes into play, return any number of target
characters with a cost of 4 or less to owner's hands.
- Wild Pack, Army - Spider-Friends, Cost: 1, 1 ATK/1 DEF, Get +1 ATK
when team attacking.
- Tinkerer, Phineas Mason - Sinister Syndicate, Cost: 1, 1 ATK/1 DEF

Strategy: Need to get rid of all of opponent's characters to allow
Hammerhead's bonus to apply.  BUT, you can't just use Cloak's Boost
power to clear the playing field, because you ATK scores alone won't
give you 17 points of damage.  You are going to need extra damage from
stuns and breakthroughs.  Plus, you only have 1 endurance point so you
can't sacrifice any of your characters in attacks.

Resource Phase
- Place Wild Pack as a resource (Total Resource Points - 9)

Recruit Phase
- Recruit Tinkerer (Resource Points - 8)
- Recruit Cloak (MJ already has Spider-Friends affiliation, so you
don't have to worry about Cloak's loyalty), pay Boost (Resources Points
- 0).  Select Prowler and Silver Sable as the target for Cloak's boost
effect to return them to your opponent's hand. Leave Aunt May and Solo
on the table so when you attack and stun them, opponent will lose their
recruit costs.  Aunt May's DEF is 0, Solo's DEF is 1.  This makes them
ideal targets for breakthrough damage.

Formation Phase
-Skip this phase

Combat Phase
- Attack Aunt May with Mary Jane.  I could not help but laugh when I
did this step.  Make sure you apologize to the old lady.  Aunt May will
be stunned.

Your endurance: 1, Your opponent's endurance: 15

- Attack Solo with Cloak.  Solo will be stunned (and returned to your
opponent's hand, but that doesn't matter).

Your endurance: 1, Your opponent's endurance: 8

- Attack your opponent directly with Tinkerer and Hammerhead, both are
Sinister Syndicate members and can take advantage of Hammerhead's +1
ATK bonus when attacking opponent directly.

Your endurance: 1, Your opponent's endurance: 0

Mischief Managed!

------------------------

Section 8.3c: Boost 3 [BST3]

Scenario:
Your Starting Endurance: 2
Opponent Starting Endurance: 4

Opponent has in play -
Front Row
-  Frankie Raye, Herald of Galactus (Equipped with Armored Spider-
Suit), Cost 1, 3 ATK, 3 DEF, reinforcement.  (This card starts the
scenario exhausted)
- She-Hulk, Jennifer Walters (Equipped with Armored Spider Suit) Cost
3, 8 ATK/8 DEF with reinforcement, +2/+2 when ready

You have in play -

8 Resources - All face up

In Hand -
- El Guapo, Robbie Rodriguez - X-Statix, Cost 1, 1 ATK/ 1 DEF, Boost 2:
When El Guapo comes into play, characters you control have
reinforcement while defending this turn. Return El Guapo to his owner's
hand.
- Phat, William Reilly - X-Statix, Cost 1, 1 ATK/ 1 DEF, Boost X: When
Phat comes into play, you may discard an X-Statix card.  If you do, put
two +1 ATK/ +1 DEF counters on Phat for each resource point you spent
on X.
- Plazm, Protoplasmic Protagonist - X-Statix, Cost 3, 5 ATK/2 DEF,
Boost 3: When Plazm comes into play, if you control another X-Statix
character, you may stun target character with a DEF of 10 or less.
Return Plazm to his owner's hand.

Strategy: Since you won't get any breakthrough in this battle, there is
no point in using up all your resource points to supercharge Phat.  You
need to stun both of your opponent's characters to do the 4 points of
damage you need to your opponent.  You have 2 points of endurance, so
you can afford to sacrifice one of your 1 pointers.

Resource Phase
- Place none (Total Resource Points - 8)

Recruit Phase
- Recruit Phat.   Pay 1 point only for boost, discard El Guapo to pay
the extra boost cost.  (Resource Points - 6), Phat will be 3 ATK/3 DEF.

- Recruit Plazm, pay boost (Resource Points - 0), Target She-Hulk with
Plazm's boost effect, she will be stunned.

Your endurance: 2, Your opponent's endurance: 1

Formation Phase
-Skip this phase

Combat Phase
- Attack Frankie with Phat.  Both will be stunned so you and your
opponent will both lose 1 endurance.

Your endurance: 1, Your opponent's endurance: 0

Mission Complete!

------------------------
Section 8.3d: Boost 4 [BST4]

Scenario:
Your Starting Endurance: 50
Opponent Starting Endurance: 20

Opponent has in play -
Front Row
-  Invisible Woman, Sue Storm - Cost 4, 6 ATK/8DEF, Reinforcement

You have in play -

9 Resources - All face up

In Hand -
- Anton Hellgate, Thanatologist - Underworld, Cost 4, 8 ATK/6 DEF,
Boost 1: When Anton Hellgate comes into play, discard any # of cards.
AH gets +1 ATK and +1 DEF this turn for each card you discarded this
way.

Deacon Frost, Vampire Master - Underword, Cost 2, 2 ATK/3 DEF, Boost X:
When Deacon Frost comes into play, put X character cards named New
Blood from your KO'd pile into your front row.

Zodiak, Norman Harrison - Underworld, Cost 2, 3 ATK/2 DEF, Boost 3:
When Zodiak comes into play, he gets +X ATK and +X DEF this turn, where
X is the number of cards in your hand.

3 x New Blood, Army - Underworld, Cost 1, 2 ATK/1 DEF

Strength of the Grave - Threshold 4, As an additional cost to play
Strength of the Grave, put X Underworld cards from your KO'd pile on
the bottom of your deck.  Choose one: Target character gets +X ATK this
attack or target character gets +X DEF this attack.

Strategy: Since Invisible Woman has reinforcement, you need to stun
her, and then follow up with a 16 point ATK directly at your opponent.

Resource Phase
- Place Strength of the Grave (Total Resource Points - 10)

Recruit Phase
- Recruit Zodiak, pay boost.  (Resource Points - 5).  With Boost,
Zodiak is 8 ATK/7 DEF this turn.  You want to recruit Zodiak
immediately so you have the most cards (5) in your hand to take
advantage of his boost.

- Recruit Anton Hellgate, pay boost (Resource Points - 0).  Discard all
cards in hand (4).  This makes Anton Hellgate 12/10.  Since you have no
more resource points anyway, it's not like you need them in hand, so
give Anton the full bonus.

Formation Phase
-Skip this phase

Combat Phase
- Attack Invisible Woman with Zodiak.  Invisible Woman will be stunned.

Your endurance: 50, Your opponent's endurance: 16

- Attack opponent directly with Anton Hellgate.  Activate Strength of
the Grave.  Target Anton Hellgate, choose "Target character gets +X ATK
this attack" and then move your 4 cards from the KO pile back into the
deck.  This will make Anton Hellgate 16 ATK/10 DEF.

Your endurance: 50, Your opponent's endurance: 0

Congrats!

------------------------
Section 8.4: Evasion [EVN0]

This section introduces the Evasion keyword.  Evasion gives the
character the power of: "Stun this character-->At the start of the
recovery phase this turn, recover this character."

Honestly, in the game, I very rarely used this effect.  It is useful as
a way to keep you from having to sacrifice characters in the recovery
stage, but most of the characters with Evasion are pretty low level, so
by the time you have to use their power, you could be better off just
letting them get killed.  But that is purely my own opinion.

Section 8.4a: Evasion 1 [EVN1]

Scenario:
Your Starting Endurance: 3
Opponent Starting Endurance: 5

Opponent has in play -
Front Row
-  Shape, Malleable Mutant (Equipped with Armored Spider-Suit) - Cost
2, 8/3 with reinforcement.

You have in play -

3 Resources - All face up

In Hand -
- Jessica Drew <> Spider-Woman, Venom Blast - Spider-Friends, Cost 2, 3
ATK/2 DEF, Evasion.  Other Spider-Friends with evasion you control get
+1 ATK.
- Dusk, Cassie St. Commons - Spider-Friends, Cost 2, 2 ATK/3 DEF,
Evasion.  Other Spider-Friends characters with evasion you control get
+1 DEF.
-Julia Carpenter <> Spider-Woman, Web Weaver - Spider-Friends, Cost 4,
7 ATK/7 DEF, Evasion.

Strategy: Since Shape has reinforcement, you need to get rid of Shape
and then hit your opponent for 3 more points of damage.  Because the
extra points of damage won't carry over, there is no reason to recruit
Julia Carpenter.

Comment: This puzzle is actually a little silly.  You don't even need
the Evasion skill set, except for the fact that your characters get ATK
and DEF bonuses just because of Jessica Drew and Dusk giving each other
bonuses for having evasion.

Resource Phase
- Place Julia Carpenter (Total Resource Points - 4)

Recruit Phase
- Recruit Dusk and Jessica Drew (Resource Points - 0).  Both will be 3
ATK/3 DEF.

Formation Phase
-Skip this phase

Combat Phase
- Attack Shape with Dusk.  Both characters will be stunned.  Since
whoever attacks Shape will be stunned, it is important to attack first
with Dusk.   If you attack with Jessica first, her special ability will
be turned off and Dusk will revert back to a 2 ATK/3 DEF, which means
you won't be able to win the match.  With Dusk stunned, Jessica reverts
back to a 3 ATK/2 DEF, which still leaves you with enough attack to
defeat your opponent.

Your endurance: 1, Your opponent's endurance: 3

- Attack opponent directly with Jessica Drew.

Your endurance: 1, Your opponent's endurance: 0

GIRL POWER!

------------------------

Section 8.4b: Evasion 2 [EVN2]

Scenario:
Your Starting Endurance: 6
Opponent Starting Endurance: 6

Opponent has in play -
Front Row
- She-Hulk, Jennifer Walters (Equipped with Armored Spider Suit) Cost
3, 8 ATK/8 DEF with reinforcement, +2/+2 when ready

You have in play -

4 Resources - All face up

In Hand -
- Cyronic Grenade - Threshold 2, As an additional cost, exhaust a
character you control.  Target opponent loses 3 endurance.
- Sauron, Dr. Karl Lykos - Cost 4, 7 ATK/6 DEF, Sauron gets +1 ATK for
each stunned character in play.
- Speed Demon, James Sanders - Cost 1 1 ATK/1 DEF, Evasion

Strategy: Need to give Sauron enough ATK to take down She-Hulk, and
still cause 2 additional points of damage to your opponent.

Resource Phase
- Place Cryonic Grenade as resource (Total Resource Points - 5)

Recruit Phase
- Recruit Sauron and Speed Demon (Resource Points - 0)
- Use Cryonic Grenade, exhaust Speed Demon.   You need to do this step
before you attack with Sauron in order to give Sauron his +1 ATK for
Speed Demon being stunned.

Your endurance: 6, Your opponent's endurance: 3

- Use Speed Demon's evasion to stun him.  You will take 1 endurance of
damage for stunning him.  Because Speed Demon is stunned, Sauron is now
8 ATK/ 6 DEF

Your endurance: 5, Your opponent's endurance: 3

Formation Phase
-Skip this phase

Combat Phase
- Attack She-Hulk with Sauron.  Both will be stunned.

Your endurance: 1, Your opponent's endurance: 0

Another Mystery is History!

---------------

Section 8.4c: Evasion 3 [EVN3]

Scenario:
Your Starting Endurance: 50
Opponent Starting Endurance: 12

Opponent has in play -
None

You have in play -

4 Resources - All face up

In Hand -
- Black Cat, Master Thief - Cost 2, 2 ATK/2 DEF, Evasion
- Rocket Racer, Robert Farrell, Cost 1, 1 ATK/1 DEF, Evasion
- Flamethrower - Cost 1, Equipped Characters gets +5 ATK, Whenever
equipped character becomes stunned, KO equipped character, Exhaust
equipped character --> Target player loses 5 endurance.
- Salvage, Threshold 1, Return target equipment or location card from
KO'd pile to hand.

Strategy: You need to do 12 points of damage to opponent, BUT, all of
your characters combined, even with +5 bonus from the flamethrower will
only give you 9 points of damage. You need to be able to use Salvage in
order to get a double use of the Flamethrower.

Resource Phase
- Place Salvage as resource (Total Resource Points - 5)

Recruit Phase
- Recruit Black Cat and Rocket Racer (Resource Points - 2)
- Recruit Flamethrower and equip it to Rocket Racer (Resource Points -
1)
- Use Flamethrower's third ability, exhaust RR and do five damage to
opponent.

Your endurance: 50, Your opponent's endurance: 7

- Use Rocket Racer's evasion ability.  By stunning Rocket Racer (which
will do 1 point of damage to you), this will activate the
Flamethrower's 2nd effect, which will send Rocket Racer and the
Flamethrower to the KO pile.

Your endurance: 49, Your opponent's endurance: 7

- Use Salvage to pull Flamethrower out of the graveyward and back into
your hand
- Equip the Flamethrower to Black Cat (Resources Points - 0).  This
will give Black Cat 7 ATK/2 DEF.

Note: It is important that all of this be done during the Recruit Phase
so that you can reequip the Flamethrower on Black Cat.  Also, you must
equip the Flamethrower on Rocket Racer first.  If you had sacrificed
Black Cat, Rocket Racer would only be 6 ATK/1 DEF in the end of your
recruit phase which would not allow you to win this match.

Formation Phase
-Skip this phase

Combat Phase
- Attack opponent directly with Black Cat.

Your endurance: 49, Your opponent's endurance: 0

A winner is U!

------------------------

Section 8.4d: Evasion 4 [EVN4]

Note: Make sure you lower your auto-skip before doing this puzzle.
This requires very precise timing.

Scenario:
Your Starting Endurance: 31
Opponent Starting Endurance: 27

Opponent has in play -
None

You have in play -
Front Row-
-Julia Carpenter <> Spider-Woman, Web Weaver - Spider-Friends, Cost 4,
7 ATK/7 DEF, Evasion.
- Punisher, Jury - Marvel Knights, Cost 4, 7 ATK/6 DEF

8 Resources - All face up

In Hand -
- Blind Justice - Threshold 2, As an additional cost, pay 9 resource
points and exhaust a MK character you control.  Switch endurance totals
with target opponent.
- Coalition of Heroes - Threshold 2, Play only if you control a Marvel
Knights and Spider-Friends character, Ongoing - Character you control
with either Marvel Knights of Spider-Friends Affiliation have both
affiliations, Pay 5 endurance --> Target character you control gets +2
ATK this attack.
- Penance Stare, Threshold 1, As an additional cost, KO stunned Marvel
Knights character you control.  Target opponent loses endurance equal
to the cost of the character you KO's this way.

Strategy: This puzzle requires precise timing and careful planning.
You need to know your cards very well.  I considered it the most
difficult puzzle I had to do in this game.  You need to reduce your own
endurance and then use Blind Justice to swap totals before finishing
your opponent off.

Resource Phase
- Place Coalition of Heroes as resource (Total Resource Points - 9).
You need to resource Coalition of Heroes to use it's ongoing effects.
The other plot twists can be played as a one time effect so they don't
need to be resourced.
- Activate Coalition of Heroes to give both characters both team
affiliations.
- Play Blind Justice, target Spider-Woman to exhaust as the cost of the
card.  IMPORTANT!  YOU MUST DO THE NEXT STEP BEFORE YOU ALLOW BLIND
JUSTICE TO HAVE AN EFFECT.   Activate Spider-Woman's evasion to stun
her.

Your endurance: 23, Your opponent's endurance: 31

- Now you can end your action to allow endurance totals to swap.

Your endurance: 31, Your opponent's endurance: 23

- Use Penance Stare on the stunned Spider-Woman to deal 4 damage to
your opponent.  Spider-Woman will be sent to the KO Pile.

Your endurance: 31, Your opponent's endurance: 19

Recruit Phase
-Skip this phase

Formation Phase
-Skip this phase

Combat Phase
- Attack opponent directly with Punisher.  Use Coalition of Heroes
secondary effect of paying 5 endurance to give Punisher a +2 to ATK.
Do this 6 times, so you will be at 1 endurance, and Punisher will be 19
ATK/ 6 DEF.  Now let the attack do through.


Your endurance: 1, Your opponent's endurance: 0

THREE SNAPS IN Z FORMATION!!


------------------------

Section 8.5: Reservist [RVT0]

This section introduces the reservist keyword.  Reservist means "You
may recruit this card from your hand or your resource row."  When you
recruit a reservist character from your resource row, you may put a
card from your hand face down into your resource row where the
reservist character card was.

When I started using my Avengers/T-Bolts deck, I used this ability a
lot.  It's a great way to take advantage of high point character cards
in your hand if you can store them in your resource row, just to have
them suddenly recruited right on the field to join the attack.

Section 8.5a: Reservist 1 [RVT1]

Scenario:
Your Starting Endurance: 1
Opponent Starting Endurance: 5

Opponent has in play -
None

You have in play -

2 Resources - 1 Face up, 1 Face Down - Beast, Furry Blue Scientist -
Cost 1, 2 ATK/1 DEF, Reservist

In Hand -
- Black Widow, Super Spy - Cost 2, 3 ATK/2 DEF, Reservist

Strategy: Your opponent has no characters on the board, you have two
characters that can do 5 points of damage.  All you need is to get both
characters on the board and have both attack and you are good to go.

Resource Phase
- Place Black Widow (Total Resource Points - 3)

Recruit Phase
- Recruit Beast from Resource Row (Resource Points - 2)
- Recruit Black Widow from Resource Row (Resource Points - 0)

Formation Phase
-Skip this phase

Combat Phase
- Attack opponent directly with both Beast and Black Widow

Your endurance: 1, Your opponent's endurance: 0

Check and Mate!!

---------------

Section 8.5b: Reservist 2 [RVT2]
Section 8.5c: Reservist 3 [RVT3]
Section 8.5d: Reservist 4 [RVT4]

Section 8.6: Concealed [CND0]
Section 8.6a: Concealed 1 [CND1]
Section 8.6b: Concealed 2 [CND2]
Section 8.6c: Concealed 3 [CND3]
Section 8.6d: Concealed 4 [CND4]

Section 8.7: Leaders [LDR0]
Section 8.7a: Leaders 1 [LDR1]
Section 8.7b: Leaders 2 [LDR2]
Section 8.7c: Leaders 3 [LDR3]
Section 8.7d: Leaders 4 [LDR4]


---------------------------------------------------------------------

SECTION 9: MISCELLANEOUS [MSCS]
This section is for anything else that comes to mind, including cheats.

----------

Section 9.1: Infinite Point Cheat (jobygoob was the first person I saw
to post this on GameFAQs) [INPC]

If you are looking for a quick way to unlock all the cards in the game,
here is a simple little cheat you can use to get infinite points.

When you start a new chapter, you are given a chance to do the tutorial
and puzzles for that chapter.  You are given points for completing each
puzzle.  If you leave the mission without completing the first mission
in the chapter, you are able to complete the puzzles again, once again
earning the points for them.   You can repeat this as many times as you
want.

Once you complete the first mission of the chapter, you stop earning
points for completing the puzzles until you reach the next chapter.

WARNING: This does raise the completion percentage of your game every
time you do it, but it tops out at 100% and does not seem to have any
further harm in your game to do this.

----------

Section 9.2: Avatar List [AVLT]

This list covers Avatars earned up to the end of the Heroes Campaign,
and the first few missions in the Villains Campaign.  They are listed
in the order you will find them as you scroll through them in Challenge
or Online Mode.

Just a quick note: during the Hero Campaign, Spider-Woman is Jessica
Drew and wears the original Spider-Woman outfit in the cut scene, but
the Avatar they give you for the match is Julia Carpenter and wears
that costume instead.

Aunt May
Franklin Richards
Gambit
Chameleon
Green Goblin
Blob
Avalanche
Sabretooth
Mystique
Pyro
Destiny
Magneto
Namoe
Dr. Doom
Kingpin
Kraven the Hunter
Carnage
Venom
Vanessa Fisk
Deadpool
The Rose
Zarathos
New Blood
Dracula
Mephisto
The Hand
Bullseye
Ultron
Techno
Atlas
Songbird
Baron Zemo
Kang
Spider-Man
Spider-Woman
Storm
Cyclops
Wolverine
Banshee
Ice Man
Rogue
Professor X
Invisible Woman
Thing
Human Torch
Mr. Fantastic
Daredevil
Punisher
Luke Cage
Iron Fist
Black Widow
Moon Knight
Doop
Orphan
Vivisector
U-Go Girl
Dead Girl
Dr. Strange
Electra
Hawkeye
Beast
Giant Man
Wasp
Iron Man
Captain America
Jolt
Meteorite
Beetle <> Mach 1
Thor
Vision
Scarlet Witch
Dr. Spectrum
Whizzer
Moonglow
Power Princess
Nighthawk
Hyperion
Hulk
Sentinel
Tri-Sentinel
Nimrod
Mr. Sinister

----------

Section 9.3: Challenge Opponent List [CHOL]

This list covers Challenge Opponents earned up to the end of the Heroes
Campaign, and the first few missions in the Villains Campaign.  They
are listed in the order you will find them as you scroll through them
in Challenge Mode.

Chameleon
Kristoff Van Doom
Lorelei
Jackal
Spider-Man
Wolverine
Professor X
Mr. Fantastic
Human Torch
Daredevil
Spider-Woman
Dr. Strange
Punisher
Electra
Captain America
Dr. Octopus
Green Goblin
Sabretooth
Magneto
Annihilus
Dr. Doom
Kingpin
Venom
Dracula
Bullseye
Citizen V
Enchantress
Kang 4 (Rama Tut)
Kang 5 (Immortus)
Sentinel
TriSentinel
Nimrod
Mr. Sinister

----------

Section 9.4: Glossary [GLSY]

The game has a terrific in game glossary.  Just push SELECT during any
mission to bring it up.  I decided that I will put some of the terms
(especially in terms of powers) here for easy access.

"Activate" -  This is the cost of an activated power.  Paying a cost of
"activate" requires the object to be in a ready position, and the
players who is paying the cost exhausts that object.

"Boost" - The phrase "Boost <cost>: <text>" means, "As an additional
cost to play this cards, you may pay <cost>.  If you pay <cost>, this
card has <text> in addition to its other text."  All boost costs are
expressed in resource points unless noted otherwise.

"Concealed" - Concealed means "This card comes into play in the hidden
area."  Character cards without this keyword come into play in the
visible area.

"Concealed-Optional" - Concealed-Optional means "This card may come
into play in the hidden area."  This choice is made as part of putting
the character into play, and cannot be changed later.

"Cosmic" - The phrase "Cosmic: <text>" means "While this character has
a cosmic counter on it, it has <text> in addition to any other text it
has." A character with cosmic comes into play with a cosmic counter on
it.  As a character becomes stunned, remove all cosmic counters from
it.  A character can't have more than one cosmic counter on it at a
time.  A character that doesn't have cosmic can't have any cosmic
counters on it.  Stunned characters can't have cosmic counters.  I
think only Zeitgeist has cosmic in this game.

"Evasion" - Evasion means "Stun this character-->At the start of the
recovery phase this turn, recover this character."  Stunning a
character in this way will result in its controller losing endurance
equal to its recruit cost.  Since stunning this character is the cost
of this power, the stunning can't be reduced by any modifier.  If a
character uses evasion, the character is the source of the stun since
it is a cost of the character's power.

"Flight" - A front row character with flight can attack a character in
opponent's support row even if they are protected.  A support row
character with both range and flight can attack a character in
opponent's support row, even if they are protected.

"Invulnerability" - When invulnerable character becomes stunned, they
caused their controller no stun endurance loss.

"Leader" - Leader powers give powers or effects to characters adjacent
to the leader character.

"Loyalty" - Loyalty means "Recruit this card only if you control a
character that shares at least one team affiliation with this card."

"Power-Up" -  To power up a character is to give it a +1 ATK and +1 DEF
this attack by attacking a character card with the same name as the
character.

"Protected" - When a character is in the support row, and there is a
non-stunned character in the front row in the same column.  Stunned
characters can't be protected.

"Range" - A support row character with range can attack a character in
opponent's front row. A support row character with both range and
flight can attack a character in opponent's support row, even if they
are protected.

"Ready" - As an event, removing exhausted characteristic from a
character and moving it back to a ready characteristic. As a
characteristic, character is in an upright position, and able to be
activated.

"Recover" - An event that takes away the stunned characteristic.
Character is turned face up and retains exhausted characteristics.
Non-stunned characters can never be recovered.

"Reinforcement" - Characters attacking a character with reinforcement
cannot cause breakthrough.  Some characters naturally have
reinforcement, and you can give a character reinforcement by exhausting
an adjacent support row character that shares at least one team
affiliation with the character you want to reinforce.

"Replace" - To replace a resource, its controller reveals it, then KO's
it.  Then that player puts the top card of his deck face down into the
resource row where KO's resource was.

"Reservist" - Reservist means "You may recruit this card from your hand
or your resource row."  When you recruit a reservist character from
your resource row, you may put a card from your hand face down into
your resource row where the reservist character card was.

"Stunned" - Stunned characters are turned face down.  Text box on a </pre><pre id="faqspan-4">
stunned character is treated as though it does not exist.

"Transferable" - Equipment with the Transferable power may be
unattached from one object and attached to another object during the
player's recruit stage.  Target character receiving equipment must be a
legal target.

"Unique" - Locations and non-Army character default to unique.
Equipment and Army characters default to being not unique.  When a
unique character or equipment is recruited or a unique location is
flipped, is the player has any other object they control that shares
the name of the unique card, put the old object into KO'd pile.

"Willpower" - Characters with the keyword Willpower followed by a
number have Willpower equal to that number.  Characters without keyword
or stunned characters have Willpower of 0.  This keyword seems to have
no real effect on the cards in this game, although a small number of
characters do have Willpower numbers listed.

------------------------------------------------------------

SECTION 10: LAW OF THE LAND: [LOTL]
This FAQ is copyright 2007 to Mike Maillaro, AKA blackmore.
Any use of this FAQ for commercial purposes in any way, shape, or form
without the consent of the author is strictly prohibited.  This can be
used for personal use and freely distributed, as long as there is no
profit being made off the FAQ without my approval.

If you see this FAQ on any site other than Game FAQ, let me know, as it
is being used without my permission!

Any failure to comply with said premises can result in legal actions.
In other words, STOP TRYING TO STEAL MY STUFF!

------------------------------------------------------------

SECTION 11: CLOSING STATEMENTS AND SPECIAL THANKS [CSST]

Well that just about wraps up this FAQ.  Send all your questions,
comments, etc. to [email protected].

And if you see me on the GameFAQ boards (blackmore), just drop me a
line.  It's been a long time since I did a FAQ, but this game was
really screaming for one.  Hope you guys found it helpful.

This guide would never have gotten done without:

Huge thanks to jrasso who sent me the complete list of cards and what
packs them were in!  And MikeBergsma for compiling the tremendous card
database! This FAQ could never have been finished without them!!

My parents: For supporting my video game and collectible card game
habits for all those years before I got a real job, and for always at
least pretending to have an interest in my games.

My sister: For always being there for me, and for being the first
person I played Magic: The Gathering with.  That was my first
collectible card game with.  My god, did you kick my ass...

My wife: For the twelve most wonderful years in my life.  I love you,
Imzadi!

My daughter: For always making me smile, no matter what you do.

To my peeps in Michigan: Chris and Mike, you guys are the brothers I
would have always wanted.  There are a lot of days that would just
plain sucked without having the two of you guys to joke around with.
Thanks for everything!

To the New Mutants: My brothers and sister in distraction!  Over the
last few months, you guys have managed to make me smile and keep me
sane no matter how foul of a mood I might get in.   You guys have
helped me remember why I enjoyed writing so much, and I owe you all
more than you can ever realize.

To born: For always listening when I am ranting, and for being able to
give me the Estonian words for Success and Victory!

Jeff "CJayC" Veasey: For GameFAQs!  My favorite video game site on the
web!

Upper Deck and Konami: For creating the fun game.  I hope they make
some expansions in the future.  I would love to see some DC cards in
the next one!

(c) Mike Maillaro 2007