Marvel Champions Codex

RulingHall of Heroes (rules 1.0–1.4)

Core Set questions: I have a question about setup and resolving main schemes during setup. So it seems, going off the Learn to…

⚠ This ruling is from an older rules version (Hall of Heroes (rules 1.0–1.4)) and might be outdated.

Question

I have a question about setup and resolving main schemes during setup. So it seems, going off the Learn to Play guide, that the villain deck is set aside. Then, you are supposed to resolve the scheme setup (swap from 1A to 1B) during step 10. For Klaw, that would mean discarding cards from the encounter deck until a minion is discarded, then putting it into play. Would that mean that standard/expert/mods are not in the deck at that point? You are only supposed to “create the encounter deck” at step 11, as per the Learn to Play guide. So Klaw’s main scheme technically wouldn’t be able to fire, as it says to “discard cards from the encounter deck” during step 10, but the “encounter deck” isn’t actually built until step 11. This seems like an oversight, but clarification on the steps would be helpful. Ultimately, does Klaw’s main scheme fire before mods are added? So it would never allow you to trigger Masters of Evil, for instance? Just the minions in the Klaw set? Also, when you’re done discarding, do you reshuffle the cards in the discard pile back into the encounter deck when you build it for step 11?

Answer

I’m sorry for the confusion. The “Learn to Play” setup is really for learning your first game with Rhino. After that you should refer to the Setup instructions on page 19 of the Rules Reference. The encounter deck is really constructed during step 10 “Resolve Scheme Setup.” The Contents portion of the main scheme is resolved before the Setup portion. We will be updating our online Rules Reference to make this more clear. In any case, build the encounter deck as described in Contents before resolving the Setup ability on the main scheme.

-Caleb