Marvel Champions Codex

RulingHall of Heroes (rules 1.0–1.4)

Expansion card questions: The rules for the ally limit say you can play an ally over the limit and then discard an ally to get back…

⚠ This ruling is from an older rules version (Hall of Heroes (rules 1.0–1.4)) and might be outdated.

Question

1.The rules for the ally limit say you can play an ally over the limit and then discard an ally to get back down to the limit. But the same permission is not specifically given to the Restricted keyword, does it work the same way? 2.With the card “Phase disruption” from the vision hero pack, does the 2nd bullet point under “choose” in the latest rules reference make it to where this card can only be played if there is an attachment on an enemy in play with the text hero action or hero response and cannot be played just to confuse an enemy? And if so is this intentional? 3.What would happen in a situation in which the Sandman villain attacks a player with only their hero in play with a tough status card, and his attack deals more indirect damage then the hero’s remaining hit points? The indirect damage entry in the latest Rules reference doesn’t seem to cover this scenario. What happens to the damage that wasn’t assigned?

4.Just so I understand. Your saying you can play a restricted card that takes you over the limit and then discard down to the limit just like with allies and im assuming you need to do that before triggering any responses to that new Restricted card entering play just like the way the ally rule is written. Basically they work exactly the same way correct? 5. The current rules say “While assigning indirect damage, a character cannot be assigned more indirect damage than would cause it to be defeated. This is assessed without accounting for interactions with other abilities.” Are you saying that in my previous email question that you would just assign enough of the indirect damage to the hero (ignoring the tough) that would defeat it and then that damage and the “rest” of the unassigned damage is all applied at the same time and therefore the tough blocks it all. That sound right? I’m confused why having allies would force you to apply any of the damage then if it works this way.

Answer

  1. In the current iteration of the Online Rules Reference, you would choose and discard any “Restricted” cards that you have in play over the limit of 2, until you get back down to 2 “Restricted” cards in play.
  2. Phase Disruption is able to be played where it can Confuse an enemy without an attachment. The rules on “Choose” in the Rules Reference were mostly intended to apply to cards where their entire ability relies on a “Choose” choice to be made.
  3. The Tough status card should absorb all indirect damage that would be dealt to the hero, because indirect damage is still dealt simultaneously. Note that if allies were in play, they would be forced to take the remaining damage.
  4. Note that if allies were in play, they would be forced to take the remaining damage.
  5. Yes, you can think of the Restricted limits as similar to the Ally limits. You must “immediately” choose and discard from play any Restricted cards over the limit, and you must make that choice before resolving abilities triggered by them entering play.
  6. I answered as I did based on part of the discussion I had with the designers on this question. One of the rules of indirect damage is that a character cannot be assigned indirect damage beyond the amount that would cause it to be defeated. If you had a Tough hero and an ally in play, you could still only assign as much indirect damage to the hero as would cause it to be defeated (as if it didn’t have Tough), and if there was remaining damage, that damage would have to be directed to the ally, even though your hero will block its indirect damage using Tough. I apologize if including that led to more confusion.

-Alex