All Your MARVEL CHAMPIONS Rules Mistakes!

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it doesn't matter how much you play a game there'll always be a time when that rules reference you thought you'd seen for the last time is needed but then what if the I do not ever Scooby what to do here is a weird one and the instructions are as clear at clarifying the matter as a cat with cue cards would be my name is Benji and this is the most common rules queries and mistakes you all encounter playing Marvel champions so we kick off this little educational sermon with some general pointers Overlook rules and those not often seen just like we have a two for one special when discarding cards from an identity or encounter deck most often when searching for a specific card you only check what's still in the deck if you draw the last card and NADA then you forget you ever heard the word reshuffle and move on in a similar vein an encounter card is drawn or acceleration token is taken immediately upon drawing the last card of the respective Identity or encounter deck only cards with counters that have the word uses on them are discarded once their counters have been expended if not it stays in play which can of course be useful if you're ever forced to discard a card speaking of this card remember the game uses that word as a catch-all term for cards in your hand or in play so unless a card is explicit where you discard it from pick anything eligible when something does indirect damage it requires you to assign said damage to Friendly characters but only to the limit of their health any remaining there must be assigned to identities regardless of whether they're in hero form or not unique cards affect the whole table so not just identities and allies but also supports and upgrades can fulfill of this however in the case of the former you can still play cards with different subtypes for example the multiple versions of the Spider-Man persona but when assessing commonalities with identities make sure you consider the names of both the alter ego and hero sides of identities combined when confused or stunned you're unable to initiate the act of thwarting or attacking so no triggers or interactions that are enabled off the back of those actions act as if you were gonna do the thing and then discard the status card instead likewise we're tough the first time the character is assigned a source of damage it receives none so no damage procs whatsoever and talking of non-optional triggers if a response or interrupt doesn't say falst in front of it then well the choice is yours but the minute and I mean the minute you see f-o-r-c-e-d don't even think about skipping it its triggering condition is met and you do what it tells you speaking of which if there is an issue of timing and the sequence in which card effects resolve then always consider that constant or passive abilities are applied first then false the interrupts take place followed by the regular kind and then finally forced responses come before those of the non-false variety the final three before we move on to the player phase and they're all short and sweet when a card says pay a printed type of resource you cannot use a wild one as a substitute not at all similarly when a character has to retaliate keyword it has to survive the incoming damage for it to do its damage back and although somewhat nichely if damaged vanquishes a villain stage the next stage of the Villa must have retaliate as well for it to go off and finally even if it costs to do something is a positive such as healing an identity you still need to be able to do all the requirements to get the benefit of the action I pictured a scene then you're a player you sit in the very midst of the player plays and you play a hero action while in Alter Ego form which you didn't realize was a big No-No until after the devil on your shoulder calls you a cheater make sure you're in the right form to play certain cards if it's his alter ego something something it doesn't mean you can be in hero form for the lulls and vice versa when a card trigger something when an enemy is defeated then that also applies when a villain stage is conquered unfortunately though there is no damage over spill to the next stage and don't forget all status cards and attachments still stay on zibos when you advance any card that says the word action on it can be quote unquote requested and used by other players on their turns that includes cards on the table or from your hand so long as you have the resources to pay for them either from hand or from resources in your play area when one is false two or even offered the opportunity to change your identity's form from a card ability they can still choose to use their once per turn form flip in the regular way now don't go thinking rules mishaps confusions don't take place in the villain phase because we have a laundry list of shenanigans to get through here first up is that whilst you may be dealt a face down encounter card at any point you're in a round you only reveal and deal with them during that one particular step of the villain phase after each player has drawn their mandatory encounter card for the phase one of the classic rules confusions comes from the difference between encounter cards being revealed and those that are put into play once again they are only revealed when the prescribed step of the villain phase takes place and notably during setup as well any other time an encounter card is placed face face up in the play area is put into play and therefore any when revealed effects do not take place keep a cane eye as well on the language on Boost cards some most notably minions are put into play as part of the Boost action and so as per the above understanding the when revealed action does not take place now when a minion is put into play by a boost card during a villain's prescribed activation it will subsequently attack however if a villain is forced to activate and draw a boost card due to the ability on another card outside of that sequence then a minion would not attack until the relevant step of the villain phase but if a minion has the quick strike keyword and it's revealed as an encounter card then it will attack you but only if you're in hero form for those perplexed by the hinder keyword on schemes it's basically a means to apply a keyword to threat placed on this game when it's revealed before that science games comes in all types of configurations but now hinder is generally used to provide the threat per Play account and the scheme's starting threat will be a fixed amount regardless of player count and or whether the card has been revealed or not you must declare your intent to defend before boost cards are turned face up no foresight asks who's saying for you furthermore and somewhat tenuously linked to this is if a boost card happens to do direct damage instead of adding damage to the villains then it does so prior to the villain's source of damage and that can be relevant when said damage defeats an ally which will then leave the villain's actual attack undefended cards with the action keyword cannot be used under any circumstances in the villain phase interrupt response and resource keywords can be activated however but that's not to say that there are not a number of attack swult and obviously defend cards that are not actions if any excess threat cannot be placed on the current stage of the main scheme then it does not carry over to the next stage and speaking of schemes those that Force players to draw encounter cards do not require every player at the table to do so just the plant that triggered the response similarly Hazard icons only require players to draw one extra encounter card not one per player and the same goes for acceleration icons that add one extra threat only to the main scheme throughout penultimate tidbit when given the choice normally the choice of two bad things such as those found on an identity's obligation you must pick one that changes the game state in some way which leaves us with what really amounts to some honorable mentions quickfire style pay bloody attention to cards that last until the end of the phase or until the end of the round it makes a big difference cards that say attacks what would if then trigger other cards that reference you doing those things it's not just turning your identity sideways and you can still use abilities on exhausted cards so long as exhausting isn't part of the cost and that there is as comprehensive a list of rules mistakes people make that I can imagine mastering I poured every inch of the interwebs to supplement the list with my own mistake that I'd learned the hard way from and here we are I do hope you found this helpful alas I open the voice in your head and this video has ended [Music]
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Channel: Dice vs Cards
Views: 7,003
Rating: undefined out of 5
Keywords: marvel champions rules, marvel champions rules mistakes, marvel champions lcg rules, marvel champions lcg rules mistakes, marvel champions card game rules, marvel champions card game rules mistakes, how to play marvel champions card game, how to play marvel champions, how to play marvel champions lcg
Id: -Yo1l2RSuWI
Channel Id: undefined
Length: 10min 3sec (603 seconds)
Published: Mon Apr 24 2023
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