Marvel Champions Codex

RulingHall of Heroes (rules 1.6)2024-09-26

15 – Could you please help us with some Setup questions – specifically relating to new modular sets with the…

⚠ This ruling is from an older rules version (Hall of Heroes (rules 1.6)) and might be outdated.

Question

15 – Could you please help us with some Setup questions – specifically relating to new modular sets with the Setup keyword in Marvel Champions. Blue Moon, Genosha and Savage Lands all have a “Setting” environment card with the Setup keyword. This keyword means they begin the game in play – and their When Revealed effect says: “When Revealed: Discard each other Setting Environment in play”. We’re uncertain what happens if we start to play a scenario and want to include two of these new modular sets with “Setting” environment Setup cards. We try to put both out during the setup steps but both of them try to discard the other.

There is also some confusion around how Setup cards that attach to the villain function in multi-villain scenarios. So my specific questions are:

1. At What stage during the Setup rules found in the 1.5 rules reference do Setup cards’ When Revealed effects trigger? Step 12 covers When Revealeds but only specifically gives an order for the main scheme and villain with 12b and 12c.

2. How would it work if we include two Setup modulars whose When Revealed effects try to discard each other? Do we choose which order they are put into play, and in doing so effectively choose the last Setting card left standing? Or something else? E.g. If I include Savage Lands and Genosha in a regular scenario as its modular sets, what Setup cards are in play, in the deck, and in the discard pile by the time the first player’s turn begins?

3. How do Setup cards that attach to the villain work in multi-villain scenarios? Example: The Four Horsemen scenario recommends you use two modular sets. You start the game with four villains in play. I choose the Super Strength and Flight modulars from NeXt Evolution. Both have Setup cards which say to “Attach to the villain”. Are we officially allowed to attach Super Strength to one villain and Flight to a different villain? Or are we forced to attach all of them to the villain with the active counter?

Following the setup rules in RR 1.6, cards with the “Setup” keyword are put into play at step 11, and any “When Revealed” abilities on them are resolved during Step 12. If you include The Savage Land and Genosha sets in a scenario, the environments’ “When Revealed” abilities trigger in the same step, so you can resolve them in either order, essentially choosing which one to discard and which one to keep in play. Most multi-villain scenarios state that abilities that refer to “the villain” only refer to the active villain. This means that if you include the Super Strength and Flight attachments in a scenario, they will attach to the villain with the active counter (and remain on that villain throughout the scenario.)

Answer

Note: if the attached villain leaves play, because Super Strength and Flight are permanent, they can’t also leave play; you must to attach them to the current active villain (or if there is none in play, set them aside and attach them to the next active villain).

— Alex