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02 03 - Cryptozoic Entertainment · Resolving Challenge Cards When a card tells you to draw a Challenge, take the top card from the Challenge deck and place it face up in front of

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Page 1: 02 03 - Cryptozoic Entertainment · Resolving Challenge Cards When a card tells you to draw a Challenge, take the top card from the Challenge deck and place it face up in front of
Page 2: 02 03 - Cryptozoic Entertainment · Resolving Challenge Cards When a card tells you to draw a Challenge, take the top card from the Challenge deck and place it face up in front of

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The game is played over multiple rounds, with 6 rounds per match.

Each round:1. Reveal Objective Cards from the deck equal to the number of players and place them face up within reach of all players (reshuffle discarded Objective Cards to make a new deck as needed). If this is the first round in a match, any revealed Objective Cards with special text on them should be shuffled back into the Objective deck and replaced.

Banded together from remote galaxies are 13 of the most sinister villains of all time. Only one group dares to challenge this intergalactic threat… the Super Friends!

Challenge of the Super Friends Card Game lets you play as Superman, Batman & Robin, Wonder Woman, and Aquaman as you take on the nefarious plots of the Legion of Doom. Use the right Power Card at the right time to score big points, but look out for harmful cards! At the end of each match, players add up the points on their Objective Cards and the one with the highest total wins.

POWER CARDSEach player chooses a Character, then takes that Character’s deck (consisting of 10 Power Cards), shuffles it, and places it face down next to them to create their Power deck. Then, each player draws 3 cards from the top of their Power deck into their hand.

OBJECTIVE AND CHALLENGE DECKSShuffle the Objective Cards together to create an Objective deck and put it face down in the middle of the play area.

Do the same for the Challenge Cards and place the Challenge deck next to the Objective deck.

2-4 Players • Playtime: 20 minutes

COMPONENTS

OVERVIEWGAMEPLAY

SETUP82 Cards: 4 Power Decks (10 Cards Each)

32 Objective Cards 10 Challenge Cards

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2. Each player secretly selects a single Power Card from their hand and places it face down in front of them.

3. All players reveal their Power Cards by turning them face up simultaneously.

4. Battle! Players determine the order of selecting Objective Cards by comparing the Power values on their Power Cards and resolving any Power effects. Players then take turns choosing Objective Cards to add to their score piles. (See next section for more details.)

5. Resolve any Challenge Cards that were drawn, if possible.

6. Discard the cards used. Take the Power Card you used and put it into your discard pile. Put any unclaimed Objective Cards and resolved Challenge Cards into their respective discard piles.

7. Each player draws a Power Card from their deck (players may have 3 cards again or they may have more/less depending on other card effects).

8. End the round and move to the next round if appropriate, starting over at Step 1.

During the Battle! step, compare the Power values (the big numbers) on the revealed Power Cards. The player who plays the card with the highest Power gets to go first. In the case of a tie, compare the tiebreaker values (the small number next to the Power values).

NOTE: Remember to examine each Power Card’s text before determining Power and turn order! Some cards can modify Power values, or affect who gets to go first, so don’t overlook them.

The player who goes first gets to choose a single Objective Card from those revealed for the round, adding that card to their score pile. Then the next player chooses an Objective

BATTLE! STEP IN DETAIL

After 6 rounds, each player totals the VP (Victory Point) values on all of the cards in their score pile. The player who has the highest VP total wins the match.

The first player to win 2 matches wins the game.

Power VaIue

Tiebreaker VaIue

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A match ends after 6 rounds have been played. At the end of the sixth round, add up your collected Objective Cards with positive VP values, and then subtract your Objective Cards with negative VP values to determine your total VP. The player with the highest total VP is the winner of the match. Keep track of who wins each match.

Follow the setup instructions again to begin a new match starting at Round 1.

MATCH END

GAME END

CARD EFFECT RULES AND EXPLANATIONSIf a card tells you to do something that contradicts the game rules, follow the card.

If different cards conflict and tell you that you both CAN and CAN’T do something at the same time, you cannot do that thing. The “can’t” effect wins out.

Simultaneous Card Effects: If 2 cards ever need to resolve at the same time, the card with the higher listed Power goes first. (Use the tiebreaker number to resolve ties.)

Replacement Effects: When a card says that you can do something instead of choosing or gaining an Objective Card, there must first be a valid Objective Card for you to choose or gain. (You need to replace a valid move.)

When a player has won 2 matches, the game ends and that player is declared the winner!

(For a super-quick game, play only 1 match and, for a longer game, play until someone has won 3 matches.)

Card from those remaining and adds it to their score pile, and so on, until all players have had a chance to choose an Objective Card. Each player must choose an Objective Card, if able. There may be times when, due to a card ability, you cannot gain an Objective Card. In those cases, skip ahead to the person with the next highest Power Card.

Resolving Challenge Cards When a card tells you to draw a Challenge, take the top card from the Challenge deck and place it face up in front of you. Resolve the effect on the card as necessary. Before each player draws a Power Card at the end of the round, put all resolved Challenge Cards still in front of players into a Challenge discard pile. If the Challenge deck ever runs out, shuffle the cards in the discard pile to create a new Challenge deck.

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Special Objective Cards: When an Objective Card is revealed that has special text that says “When revealed,” it affects all players immediately. Resolve the effect, then continue revealing Objective Cards as needed.

Reminder: Objective Cards with special text can’t be used to start a match; they must be shuffled back into the Objective deck and replaced with different cards with no text.

Transformed into a Troll: The Special Power Cards for each player are their 5, 7, and 9 Power Cards.

Trapped in a Storybook: If this card is not gained by a player for any reason this round, then every player draws a Challenge.

Possessed by Brain Creatures: The player you show your hand to may not show your hand or discuss the contents of you hand with other players.

Sucked into a Whirlpool: The player should only shuffle the Power Cards in their discard pile back into their deck.

Frozen in Ice: This card is discarded at the end of the second round it is in play.

Robbed of Super Items: The Special Power Cards for each player are their 5, 7, and 9 Power Cards. These Power

Cards are unique for each player. If that player does not have a Special Power Card, then there is no effect.

Samurai (1): This prevents you from gaining any new Challenges, but does not remove any Challenges you already have. This effect is active the moment you reveal this Power Card. In the next round, you draw a Power Card as usual. Even though this card is still in front of you, you do not add the Power from this card to your new Power Card.

Black Vulcan (3): If the only Objective Cards you can choose have negative VP values, you may pass to the next player without taking a card.

Wonder Twins (4): Opposing players only reveal their hand to you, not to the other players.

Hawkman (6): The player that you swap Power Cards with plays with the Power Card you give them. When Power Cards are discarded at the end of the round, return each Power Card to the original owner’s discard pile.

The Flash (8): Use the tiebreaker number on the revealed card in case of a tie.

Green Lantern (10): Draw the Challenge as soon as Green Lantern is revealed.

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Super-Strength (Superman 7): You may take any card from the player’s score pile of your choosing. It does not need to be an Objective Card.

Super-Mobile (Superman 9): You may discard any card of your choosing from your score pile. It does not need to be an Objective Card.

Utility Belt (Batman & Robin 5): The Objective Card you take out of your score pile is added to the current Objective Cards this turn.

Teamwork (Batman & Robin 7): The Special Power Cards for each player are their 5, 7, and 9 Power Cards. These Power Cards are unique for each player.

Batmobile (Batman & Robin 9): This allows you to take 2 Objective Cards if there is a Riddler or Scarecrow still available or 3 Objective Cards if both a Riddler and Scarecrow are still available.

Porpoise Skis (Aquaman 5): You do not get any game text from the discarded card.

Storm (Aquaman 9): This includes any Challenges that are in your score pile.

CREDITSGame Design

Matthew Riddle and Benjamin Pinchback

Cryptozoic EntertainmentCEO & Founder – John Sepenuk

Founder – John NeeGame Development – Kyle Heuer, Matt Hyra,

Matt Dunn, Jared SaramagoGraphic Design – Christina Will, John Vineyard

VP, Marketing & Product Development – Jamie KiskisVP, Global Sales – Mike LauterVP, Creative – Adam Sblendorio

Producer – Kyle HeuerProduction Manager, Games – Dekan Wheeler

Editor – Shahriar FouladiBusiness Manager – Rumi Asai

Playtesters – Ryan Sutherland, Jacob Wolff, Shane Smith, Krystyl Chwa, Nathaniel Yamaguchi, Kyle McGinty, Ada Holt,

Trevor Hinkley, and countless others

Cryptozoic Special ThanksAmanda Barker, Carol Byrnes, Javier Casillas,

Randall Ford, Matt Hoffman, George Nadeau, Jon Nee, Colin Robinson, MaryCarmen Wilber.

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All DC characters and elements © & ™ DC Comics. WB SHIELD: TM & © WBEI. (s19)

© 2019 Cryptozoic Entertainment.25351 Commercentre Dr. Suite 250, Lake Forest, CA 92630. All rights reserved.

www.cryptozoic.com