CARD-TYPES
PHASES OF YOUR TURN
START
• Your available Energy is set to 4.
• Unused energy does not carry over to your next turn.
DRAW
• You automatically draw one card, if able.
• If you already have 5 cards in your hand, you’ll be forced to discard a card.
ACTION
You may do any of the following, in any order.
Play cards from your hand.
• Choose a card in your hand, pay its Energy Cost, and Deploy it from your hand into play.
• A card’s text does not impact the game until it’s activated.
Activate the cards you have in Play.
• Choose a card you have in Play, pay its Energy Cost. Then, you do everything the card’s text says to do, in the order it’s written (if able).
• A card’s text, when activated, can alter the rules of the game.
• After an Assault, Minion, Tactic or Weapon is activated it is moved to your Stockpile.
• After a Hero or Villain card is activated, it is removed from the game entirely.
END
When you press the ‘pass-turn’ button,
• All of your Stunned cards return to their normal position.
WIN CONDITION
If there are no cards left in your deck during an opponent’s turn, you are defeated!
KEY TERMS
COUNTER
When a card is Countered from play, it is moved to the top of its owner’s Stockpile.
DECK
A Deck can have a maximum of 24 basic cards and a maximum of 1 Hero or Villain Card (for a total of 25 cards).
• Mixing cards from different Superpowers has a drawback. The maximum number of basic cards in your deck is reduced by 1 for each different Superpower represented, beyond the first.
DEPLETE
When you Deplete an amount (i.e. Deplete X), that many cards are moved from the top of your opponent’s deck to their Stockpile.
DEPLOY
When you Deploy a card (from any game zone), it is moved into play, without spending its energy cost.
DISCARD
Discarded cards are moved from their owner’s hand to their Stockpile.
DRAW
When you draw an amount (i.e. Draw X), you take the top card of your deck and put it into your Hand.
• Some cards, when activated, may allow you to Draw from other game zones (and place them into your hand).
GAIN ENERGY
Some cards may cause you to gain additional Energy within a single turn, but unspent Energy disappears at the end of your turn.
PURGE
When a card is purged, it is moved to its owner’s Void.
PUT
Move a card from one game zone to another, without spending Energy.
REPEL
When a card is repelled from play, it must be put into its owner’s Hand.
RESTORE
When you Restore an amount (i.e Restore X), that number of cards is moved from the top of your Stockpile and put on the bottom of your deck.
• Cards are restored in the reverse of the order they were put on top of the Stockpile. For example, the top card of the Stockpile is the first card that must be restored, and so on…
• Some cards, when activated, may allow you to Restore from other game zones (and place the Restored card on the bottom of your deck).
REVEAL
When a card or hand is revealed, it is shown to all players for the duration of that turn.
STEAL
When you steal a card, you become that card’s owner for the rest of the game.
STOCKPILE
The game zone that a player’s cards go after they’re activated, countered, or discarded.
• Cards in this pile remain face-up, in the order they entered it.
STUN
When a card is stunned, it is rotated (from the upright to the horizontal position) until the end phase of the card owner’s turn.
• A stunned card cannot be activated.
VOID
An area where cards are put, face-up, when Purged.
• Unlike the Stockpile, the order of the cards here doesn’t matter.