Marvel Trading Card Game FAQ
For play on Nintendo DS
Written by Michael Maillaro AKA Blackmore 

Many Sections contributed by jrasso
Card database put together by MikeBergsma

Version: 0.5
Last Updated: 11/28/07

----------------------------
Before I start, huge thanks go out to jrasso and MikeBergsma who have 
contributed tremendously to this project.  This would have never gotten 
anywhere near this complete without their help!

This FAQ is going to be a work in progress, and as I pick up on new
information, it will be frequently updated.  I'm sure as I get further 
along, I will move and replace sections as they make more sense to me.

You can use the four letter search code next to the items in the table 
of contents to quickly find something in this document.

WARNING!!  There might be some story spoilers here.  I tried to keep 
them confined to the walkthrough, cut scene scripts, and FAQs as much 
as I could.

----------------------------

UPDATE HISTORY
6/11/07 Version 0.1 - Only some basic information here.  Table of 
Contents, some FAQs, initial Deck contents, introduction, copyright 
info, infinite point cheat, and acknowledgements.

6/12/07 - Added Chapter and Mission names for first 5 chapters of 
Heroes Walkthrough.  Starting adding some card details to the card 
list.  Working alphabetically for now, starting with Plot Twists.

6/13/07 - Added a few more plot twists.  Also added a FAQ and section 
about card sets, also added in a numbered list of the cards from each 
set, and moved a few things around.  

6/14/07 - Added some card descriptions for all equipment cards I 
currently have and some location cards.   Added review.

6/15/07 - Added and answered some questions pulled off the boards.  A 
few more location cards added to the card list.  

6/19/07 - Added some information about the various phases of each turn.  
Also added some information about the themes and strategies for each 
team affiliation.  Added information on how to take down Sniper at end 
of Hero Chapter 5.  Cleaned up some of the formatting in an attempt to 
make it easier to read.

6/25/07 - Been a few days since I've had a chance to update  Been 
finishing up the hero's campaign (last boss is a real pain!).  To make 
up for that, added a lot of stuff today:  Added chapter and mission 
titles for Chapter 5, 6 and 7 of Heroes campaign and started adding the 
Villain Campaign.  Added some deck-building strategies that I have 
found working for me.   Added list of Avatars.  I also posted some 
information about my current deck, but not a complete list of it since 
I am at work at the moment.

6/26/07 - Added Challenge opponent list (though I didn't have any idea 
who two of them were supposed to be), and noticed that I was missing 
two missions from Hero Campaign Chapter 6.  Added search codes.  Added 
a few more FAQs from the message board relating to team attacks and 
breakthrough.

6/26/07 - Second update for the day!  Added the list of cards from my 
current deck, and a long winded comment about how to beat the final 
boss.  Added some terms to the glossary section.

6/29/07 - Added some more cards to the card lists, and started to put 
some cards under what packs you can find them in. 

7/2/07 - Continued adding cards to pack and card list.

7/3/07 - Added more chapters for Villain Campaign, and more cards to 
pack list.  Added some character card descriptions to the card listing 
and counts for how many card profiles are in each section at the 
moment.

7/17/07 - Version 0.2 - Biggest update yet!  Added the individual 
battles for most of the chapters,  Thanks to jrasso for adding some 
more FAQs and the complete list of what cards are in what packs!

7/18/07 - Added more chapter and battles for the Villain campaign.  
Also added a few character card descriptions. Added more avatars and 
Challenge opponents. Added glossary terms. Added section on controls.  
Added Basic Game function section

7/23/07 - Added in Basic Puzzle section.  Added the rest of the battles 
for Villain campaign.  

7/25/07 -  Version 0.5 - Added in first three Loyalty Puzzles and 
complete Plot Twists, Locations and Equipment card database.  Working 
on cleaning up format for Character cards, but they should be added in 
a day or so.  

8/6/07 - More character cards added.  

8/14/07 - All card descriptions added to database now.  I apologize for 
the delays, but we've been closing on a house and life has been hectic 
the last few weeks.  

9/14/07 - Continued adding puzzle walkthroughs to the puzzle guide.

11/14/07 - Added the cut scene script for Hero Chapter 1.  Added puzzle 
walkthroughs up to Boost 3.  Added a few things under gameplay 
strategies that I hope to expand more over the next few days.  Added 
and/or expanded notes under How to Play, Strategies, and the Hero and 
Villain walkthroughs.  Added some more tips and information under deck 
building.  Fixed some random typos throughout, and minor 
revisions/additions on other sections.  Added another FAQ.

11/15/07 - Added more puzzle walkthroughs (up to Reservist 1), and 
cleaned up a typo in Boost 3.  Cleaned up formatting some, and did some 
more revisions and additions throughout.  Expanded secion on combat 
phase in a little more detail to explain Protected, Flying, and Range.  
Also added a note in the FAQ section explaining what the New Mutant 
Role Playing Game is.  

11/16/07 - Cleaned up intro for puzzle section.  Added sections on card 
types and card powers.  Expanded on Build Phase, focusing on Resource 
Step.

11/20/07 - Added Card powers section. Sections on team attacking, 
reinforcement, and powering-up.  Added another FAQ and updated card 
sets not included.

11/21/2007 - Added section on Chain and Priority, added updated section 
under WiFi, and added a section on Undocumented features in the game.  
Updated FAQ about Evasion puzzle 4.  Started adding Tutorial cut scenes 
script.  Submitted Cut screen scripts and card database as seperate 
FAQs.  If they are accepted, they will be removed from this guide.

11/26/07 - Game Script FAQ was accepted, so it was removed.  Still 
trying to get card datebase accepted.

11/28/07  Told card database will not be accepted until I remove it 
from this document, so it might be missing for a few days.  It was 
submitted so hopefully it will be back up soon.

----------------------------

TO DO LIST:
- Game Play Strategies (5.2) can use more information
- Campaign Walkthroughs needs more specific information about opponent 
decks
- Maybe add a section on Challenge opponent decks, although a lot of 
that information would be duplicated from the Campaign opponents.
- Puzzle Walkthrough - Reservist 2-4, Concealed 1-4, Leaders 1-4
- Campaign Cut Scene scripts - Hero Chapters 2-7, Villain Chapters 1-7, 
Tutorials, Campaign Start up
- Maybe add something about Wifi play
- Maybe pull apart additional sections of this to post as mini FAQs of 
their own. Puzzle walkthrough?



------------------------------------------------------------

Table Of Contents

Section 1: INTRODUCTION [INTN]

Section 2: REVIEW [REVW]

Section 3: FREQUENTLY ASKED QUESTIONS [FEQ0]
Section 3.1: What is Marvel Trading Card Game? [FEQ1]
Section 3.1a: What is the Vs System? [FEQA]
Section 3.1b: What is a Collectible Card Game? [FEQB]
Section 3.2: How much does it cost to play Marvel Trading Card Game on 
Nintendo DS? [FEQ2]
Section 3.3: What card/deck/team combination will guarantee me a win 
every time? [FEQ3]
Section 3.4: Which takes precedent: game rules or what the cards tell 
me to do? [FEQ4]
Section 3.5: How can I make this game control easier? [FEQ5]
Section 3.6: Where is the go-back option? [FEQ6]
Section 3.7: Why can't I complete Evasion Puzzle 3? [FEQ7]
Section 3.8: Why does my game keep freezing up? [FEQ8]
Section 3.9: Does the infinite money trick work on Chapter 1? [FEQ9]
Section 3.10: Is it possible to trade cards in any way, in game or 
WiFi?  [FEQ10]
Section 3.11: Which Vs. card sets are included? [FEQ11]
Section 3.12: Which Vs. card sets are not included? [FEQ12]
Section 3.13: In this version, do you use the cards from single player 
online? Or do you have to buy them using real money? [FEQ13]
Section 3.14: Is there any way to name your decks? [FEQ14]
Section 3.15: What's the best way to eliminate the sniper?  [FEQ15]
Section 3.16: How does team attacking work? [FEQ16]
Section 3.17: How does breakthrough damage work? [FEQ17]
Section 3.18: Any strategies for the final battle with Mastermold? 
[FEQ18]
Section 3.19: What does the <> symbol in a character's name mean? 
[FEQ19]
Section 3.20: What does the text after a card's name mean? [FEQ20]
Section 3.21: What's the best way to build up points to buy booster 
packs? [FEQ21]
Section 3.22:  I keep pulling duplicates, or I just wasted 1,500 points 
and got a bunch of cards I don't want or need.  What do I do? [FEQ22]
Section 3.23: Are all the cards from the sets in the game? [FEQ23]
Section 3.24: Which version of this game should I buy? [FEQ24]
Section 3.25: What is the New Mutant Role Playing Game? [FEQ25]
Section 3.26: Where can I find really good deck designs?  [FEQ26]

Section 4: CONTROLS/HOW TO PLAY [CNPL]
Section 4.1: Controls/Menus [CTME]
Section 4.1a: Controls [CTRL]
Section 4.1b: Important Note Regarding Pause Screen [NRPS]
Section 4.1c: Menus [MNUS]
Section 4.2: Basic Game Function [BAGF]
Section 4.2a: Viewing Cards [VWCA]
Section 4.2b Selecting Cards [SLTC]
Section 4.2c: Choosing a Card Action [CHCA]
Section 4.2d: Passing [PSNG]
Section 4.2e: Viewing the KO's Pile [VKOP]
Section 4.2f: Scrolling/Expanding Rows [SCER]
Section 4.2g: Field of play [FIOP]
Section 4.2h: The Chain and Priority [TCPY]
Section 4.3: Card Types [CRTY]
Section 4.3a: Characters [CRCT]
Section 4.3b: Equipment [EMNT]
Section 4.3c: Plot Twists [PTTS]
Section 4.3d: Location [LTON]
Section 4.4: More on cards [MOCR]
Section 4.4a: Card Powers [CPOW]
Section 4.5: Phases [PHSE]
Section 4.5a: Initiative/Before the First Turn [BTFT]
Section 4.5b: Draw Phase [DRPH]
Section 4.5c: Build Phase [BUPH]
Section 4.5d: Combat Phase [COPH]
Section 4.5d1: Protected, Flight, and Range [PRFR]
Section 4.5d2: Team attacking [TMTK]
Section 4.5d3: Reinforcement [REIN]
Section 4.5d4: Powering-up [POUP]
Section 4.5e: Recovery Phase [REPH] 
Section 4.6: Notes on Wi-Fi Connection [NWFC]
Section 4.7: Undocumented Features [UNDF]
Section 4.7a - Changing Auto-Pass settings during gameplay [CAUS]
Section 4.7b - Orange Vs. Green Pass arrows [ORGP]
Section 4.7c - Exclamation Points [EXCP]


Section 5:  STRATEGIES [STGT]
Section 5.1: Deck Building Strategies [DBUS]
Section 5.1a: Deck building rules [DBUR]
Section 5.1b: Deck building strategies  [DBS2]
Section 5.1c: Team Affiliations [TEAF]
Section 5.1d: My current deck [MYCD]
Section 5.2: Game Play Strategies [GPLS]

Section 6: HERO WALKTHROUGH [HRWH]
Section 6.1: Starting Hero Deck [STHD]

Section 6.2: Chapter 1 - Spare Parts  [HC1]
Section 6.2a: Chapter 1, Mission 1 - Night Patrol [H1M1]
Section 6.2b: Chapter 1, Mission 2 - High Tech Heist [H1M2]
Section 6.2c: Chapter 1, Mission 3 - Microchip Mayhem [H1M3]
Section 6.2d: Chapter 1, Mission 4 - Spidey to the Rescue [H1M4]
Section 6.2e: Chapter 1, Mission 5 - Weird Science [H1M5]
Section 6.2f: Chapter 1, Mission 6 - Enter the Octopus [H1M6]
Section 6.2g: Chapter 1, Mission 7 - Goblin [H1M7]

Section 6.3: Chapter 2 - Old Enemies, New Threats [HC2] 
Section 6.3a: Chapter 2, Mission 1 - Deadly Danger Room [H2M1]
Section 6.3b: Chapter 2, Mission 2 - Deathstrike [H2M2]
Section 6.3c: Chapter 2, Mission 3 - Muir Island [H2M3]
Section 6.3d: Chapter 2, Mission 4 - Lethal Gambit [H2M4]
Section 6.3e: Chapter 2, Mission 5 - Mutant Menace [H2M5]
Section 6.3f: Chapter 2, Mission 6 - Tooth and Nail [H2M6]
Section 6.3g: Chapter 2, Mission 7 - Mind over Magnetism [H2M7]

Section 6.4: Chapter 3 - Impending Doom [HC3]
Section 6.4a: Chapter 3, Mission 1 - Unpleasant Distraction [H3M1]
Section 6.4b: Chapter 3, Mission 2 - Negative Attitude [H3M2]
Section 6.4c: Chapter 3, Mission 3 - The Not-So-Fantastic Four [H3M3]
Section 6.4d: Chapter 3, Mission 4 - Cracking Some Skrulls [H3M4]
Section 6.4e: Chapter 3, Mission 5 - Latverian Hospitality [H3M5]
Section 6.4f: Chapter 3, Mission 6 - Army of Doom [H3M6]
Section 6.4g: Chapter 3, Mission 7 - No Buts About It [H3M7]

Section 6.5: Chapter 4 - Vendetta  [HC4]
Section 6.5a: Chapter 4, Mission 1 - Hunted Heroes [H4M1]
Section 6.5b: Chapter 4, Mission 2 - Unfinished Business [H4M2]
Section 6.5c: Chapter 4, Mission 3 - Undead Interlude [H4M3]
Section 6.5d: Chapter 4, Mission 4 - Crime and Punishment [H4M4]
Section 6.5e: Chapter 4, Mission 5 - Maximum Carnage [H4M5]
Section 6.5f: Chapter 4, Mission 6 - Heroes United [H4M6]
Section 6.5g: Chapter 4, Mission 7 - A Sinister Syndicate [H4M7]

Section 6.6: Chapter 5 - Knight Moves  [HC5]
Section 6.6a: Chapter 5, Mission 1 - Heroes for Hire [H5M1]
Section 6.6b: Chapter 5, Mission 2 - Breaking and Entering [H5M2]
Section 6.6c: Chapter 5, Mission 3 - A Not-So-Clean Getaway [H5M3]
Section 6.6d: Chapter 5, Mission 4 - X-Static Rescue [H5M4]
Section 6.6e: Chapter 5, Mission 5 - Into the Underworld [H5M5]
Section 6.6f: Chapter 5, Mission 6 - Howling Mad [H5M6]
Section 6.6g: Chapter 5, Mission 7 - Strange Nightmare [H5M7]
Section 6.6h: Chapter 5, Mission 8 - Hand to Hand Combat [H5M8]
Section 6.6i: Chapter 5, Mission 9 - I've Got Your Back [H5M9]

Section 6.7: Chapter 6 - Sinister Vengeance [HC6]
Section 6.7a: Chapter 6, Mission 1 - Enter The Kangs [H6M1]
Section 6.7b: Chapter 6, Mission 2 - Big Trouble [H6M2]
Section 6.7c: Chapter 6, Mission 3 - Mistaken Identity [H6M3]
Section 6.7d: Chapter 6, Mission 4 - The Trask at Hand [H6M4]
Section 6.7e: Chapter 6, Mission 5 - Reinforcements [H6M5]
Section 6.7f: Chapter 6, Mission 6 - Hammer Time [H6M6]
Section 6.7g: Chapter 6, Mission 7 - Menace Out of Time [H6M7]
Section 6.7h: Chapter 6, Mission 8 - Supreme Effort [H6M8]
Section 6.7i: Chapter 6, Mission 9 - Kang Redux [H6M9]
Section 6.7j: Chapter 6, Mission 10 - More Kang for the Buck [H6M10]
Section 6.7k: Chapter 6, Mission 11 - Kang and Kang Again [H6M11]
Section 6.7l: Chapter 6, Mission 12 - Ultimate Evil [H6M12]
Section 6.7m: Chapter 6, Mission 13 - Kang Immortus [H6M13]

Section 6.8: Chapter 7 - Operation: Annihilate! [HC7]
Section 6.8a: Chapter 7, Mission 1 - Sinister Sentinels [H7M1]
Section 6.8b: Chapter 7, Mission 2 - Unlikely Allies [H7M2]
Section 6.8c: Chapter 7, Mission 3 - Common Enemy [H7M3]
Section 6.8d: Chapter 7, Mission 4 - Final Showdown [H7M4]
Section 6.8e: Chapter 7, Mission 5 - Master Plan [H7M5]

Section 7: VILLAIN WALKTHROUGH [VIWA]
Section 7.1: Starting Villain Deck [STVD]

Section 7.2: Chapter 1 - Spare Parts [VC1]
Section 7.2a: Chapter 1, Mission 1 - Reprisals [V1M1]
Section 7.2b: Chapter 1, Mission 2 - Chips [V1M2]
Section 7.2c: Chapter 1, Mission 3 - Cloak and Dagger [V1M3]
Section 7.2d: Chapter 1, Mission 4 - Inside Job [V1M4]
Section 7.2e: Chapter 1, Mission 5 - The Goblin and the Octopus [V1M5]
Section 7.2f: Chapter 1, Mission 6 - Who's the Boss? [V1M6]
Section 7.2g: Chapter 1, Mission 7 - Spider-Trouble [V1M7]

Section 7.3: Chapter 2 - Old Enemies, New Threats [VC2]
Section 7.3a: Chapter 2, Mission 1 - Breakout [V2M1]
Section 7.3b: Chapter 2, Mission 2 - Roadblock[V2M2]
Section 7.3c: Chapter 2, Mission 3 - Barroom Blitz [V2M3]
Section 7.3d: Chapter 2, Mission 4 - Trading Faces [V2M4]
Section 7.3e: Chapter 2, Mission 5 - Springing the Trap [V2M5]
Section 7.3f: Chapter 2, Mission 6 - De-Clawed [V2M6]
Section 7.3g: Chapter 2, Mission 7 - Master of Magnetism [V2M7]

Section 7.4: Chapter 3 - Impending Doom [VC3]
Section 7.4a: Chapter 3, Mission 1 - The Siege of Atlantis [V3M1]
Section 7.4b: Chapter 3, Mission 2 - The Natives are Restless [V3M2]
Section 7.4c: Chapter 3, Mission 3 - Nasty Surprise [V3M3]
Section 7.4d: Chapter 3, Mission 4 - Invasion [V3M4]
Section 7.4e: Chapter 3, Mission 5 - Namor [V3M5]
Section 7.4f: Chapter 3, Mission 6 - Uninvited Guests [V3M6]
Section 7.4g: Chapter 3, Mission 7 - Doom Triumphant [V3M7]

Section 7.5: Chapter 4 - Vendetta [VC4]
Section 7.5a: Chapter 4, Mission 1 - Open Season [V4M1]
Section 7.5b: Chapter 4, Mission 2 - Hunted [V4M2]
Section 7.5c: Chapter 4, Mission 3 - Kraven Punishment[V4M3]
Section 7.5d: Chapter 4, Mission 4  - Random Carnage [V4M4]
Section 7.5e: Chapter 4, Mission 5  - Clash of the Spiders [V4M5]
Section 7.5f: Chapter 4, Mission 6 - A Bridge Too Far [V4M6]
Section 7.5g: Chapter 4, Mission 7 - Showdown [V4M7]

Section 7.6: Chapter 5 - Knight Moves  [VC5]
Section 7.6a: Chapter 5, Mission 1 - Late Night Visitor [V5M1]
Section 7.6b: Chapter 5, Mission 2 - Cage Match [V5M2]
Section 7.6c: Chapter 5, Mission 3 - X-Static Ambush [V5M3]
Section 7.6d: Chapter 5, Mission 4 - One Hell of a Fight [V5M4]
Section 7.6e: Chapter 5, Mission 5 - Bad Voodoo [V5M5]
Section 7.6f: Chapter 5, Mission 6 - Children of the Night [V5M6]
Section 7.6g: Chapter 5, Mission 7 - Diversionary Tactics [V5M7]
Section 7.6h: Chapter 5, Mission 8 - Hand It Over [V5M8]
Section 7.6i: Chapter 5, Mission 9 - Mind If We Cut In? [V5M29

Section 7.7: Chapter 6 - Sinister Vengeance [VC7]
Section 7.7a: Chapter 6, Mission 1 - Dark Disguise [V7M1]
Section 7.7b: Chapter 6, Mission 2 - Trask [V7M2]
Section 7.7c: Chapter 6, Mission 3 - Thunderbolts No More! [V7M3]
Section 7.7d: Chapter 6, Mission 4 - Masters of Evil [V7M4]
Section 7.7e: Chapter 6, Mission 5 - Thunderstorm [V7M5]
Section 7.7f: Chapter 6, Mission 6 - Kang Rising [V7M6]
Section 7.7g: Chapter 6, Mission 7 - Wreckers [V7M7]
Section 7.7h: Chapter 6, Mission 8 - Dark Pharoah [V7M8]
Section 7.7i: Chapter 6, Mission 9 - The Growing Menace [V7M9]
Section 7.7j: Chapter 6, Mission 10 - Supreme Sacrifice
Section 7.7k: Chapter 6, Mission 11 - God of Thunder

Section 7.8: Chapter 7 - Operation: Annihilate! [VC7]
Section 7.8a: Chapter 7, Mission 1 - Sinister Sentinels [V7M1]
Section 7.8b: Chapter 7, Mission 2 - Unlikely Allies [V7M2]
Section 7.8c: Chapter 7, Mission 3 - Common Enemy [V7M3]
Section 7.8d: Chapter 7, Mission 4 - Final Showdown [V7M4]
Section 7.8e: Chapter 7, Mission 5 - Master Plan [V7M5]

Section 8: PUZZLE WALKTHROUGH [PZWT]
Section 8.1: Basic [BSC0]
Section 8.1a Basic 1 [BSC1]
Section 8.1b Basic 2 [BSC2]
Section 8.1c Basic 3 [BSC3]
Section 8.1d Basic 4 [BSC4]

Section 8.2: Loyalty [LTY0]
Section 8.2a: Loyalty 1 [LYT1]
Section 8.2b: Loyalty 2 [LTY2]
Section 8.2c: Loyalty 3 [LTY3]
Section 8.2d: Loyalty 4 [LTY4]

Section 8.3: Boost [BST0]
Section 8.3a: Boost 1 [BST1]
Section 8.3b: Boost 2 [BST2]
Section 8.3c: Boost 3 [BST3]
Section 8.3d: Boost 4 [BST4]

Section 8.4: Evasion [EVN0]
Section 8.4a: Evasion 1 [EVN1]
Section 8.4b: Evasion 2 [EVN2]
Section 8.4c: Evasion 3 [EVN3]
Section 8.4d: Evasion 4 [EVN4]

Section 8.5: Reservist [RVT0]
Section 8.5a: Reservist 1 [RVT1]
Section 8.5b: Reservist 2 [RVT2]
Section 8.5c: Reservist 3 [RVT3]
Section 8.5d: Reservist 4 [RVT4]

Section 8.6: Concealed [CND0]
Section 8.6a: Concealed 1 [CND1]
Section 8.6b: Concealed 2 [CND2]
Section 8.6c: Concealed 3 [CND3]
Section 8.6d: Concealed 4 [CND4]

Section 8.7: Leaders [LDR0]
Section 8.7a: Leaders 1 [LDR1]
Section 8.7b: Leaders 2 [LDR2]
Section 8.7c: Leaders 3 [LDR3]
Section 8.7d: Leaders 4 [LDR4]

Section 9: MISCELLANEOUS [MSCS]
Section 9.1: Infinite Point Cheat [INPC]
Section 9.2: Avatar List [AVLT]
Section 9.3: Challenge Opponent List [CHOL]
Section 9.4: Glossary [GLSY]

Section 10: LAW OF THE LAND [LOTL]

Section 11: CLOSING STATEMENTS AND SPECIAL THANKS [CSST]

------------------------------------------------------------

SECTION 1: INTRODUCTION [INTN]

It's been a long time since I've done one of these.  Seems whenever 
there is a video game version of a CCCG, I need to jump on the grenade 
and create a FAQ for them.  I did it a few years ago when Magic: The 
Gathering Online came out, and now I'm doing it again with Marvel 
Trading Card Game. 

While this FAQ will provide some general information about the Vs. 
Collectible Card Game, it really focuses on the Nintendo DS version of 
the game.  I haven't played the other two versions or the actual card 
game so I have no idea how well this guide translates to those versions 
of the games.  You've been warned.

------------------------------------------------------------

SECTION 2: REVIEW [REVW]

"A very underrated game!"

I've always had a great love for Collectible Card Games.  Even though 
I'm not a fan of the cartoon, I have quite a few versions of Yu-Gi-Oh! 
on my various Nintendo systems.   I've been playing Magic: The 
Gathering Online on and off since its inception.  

On top of that, I am also a huge comic book fan.  As you can imagine, 
seeing the Marvel Vs. cards turned into a video game was the perfect 
fit for me as a gamer.  But, the constant delays, and the less that 
stellar reviews for this game were definitely turn offs.  I ended up 
picking this up on a whim.  I am glad I did.
This game won't land in my top ten games all time, but it's a solid 
title that's a lot of fun, and keeps me coming back for more no matter 
how many hours I put into here.  

Graphics: 6 - Even for a DS game, Marvel Trading Card has pretty basic 
graphics.  Some of the avatars are pretty unrecognizable at times 
(THAT'S SUPPOSED TO BE CHAMELEON??), and this version doesn't have the 
battle animations that the PSP version has.  That said, they make 
terrific use of the duel screens, and the card art all looks solid.   
This isn't really the type of game when graphics matter all that much, 
but Marvel Trading Card Games graphics are functional.

Sound: 7: - No voice acting, and the music isn't all that memorable, 
but it's also not annoying, which is a plus.  I typically have the 
volume off on my portable systems anyway.  Again, it's functional.  It 
doesn't really add to the experience, but it takes nothing away from it 
either.   

Gameplay: 8 - The first time I played this game, I was just about ready 
to return it. The tutorial does a nice job teaching you the card game, 
but a lousy job explaining how it works in the video game format.  Too 
many times, I would not be able to figure out how to things to work the 
way I wanted them to work.  It doesn't help that the game lacks a go-
back feature, so once you make a mistake, even a simple one, it can 
really lead to devastation.

The first hour or two, it felt much more like work than it did playing.  
In fact, this game has just about the biggest learning curve I've ever 
had to overcome in 20+ years of gaming.

By now, you're probably wondering how I could possible give it an 8 
after that negative start.  Once you start getting used to the game, 
and figuring out how things work, it becomes a much smoother 
experience.  You are going to make a lot of mistakes in the beginning, 
and not just in strategy, but also just in basic control mistakes.  But 
pretty quickly on, everything clicks for you, and the game's design 
just makes sense.  Granted, the tutorial could definitely use some 
work, but the cleverly designed puzzles make up for it.  I learned more 
trying to beat each puzzle than I would have ever expected.

The AI on this game is surprisingly solid!  A few times I've seen the 
opponent's come up with clever combinations that I wasn't expecting.  
Each opponent really seems to know their deck well and how to take 
advantage of their cards.  You will find yourself being challenged even 
by decks that you should overwhelm.  You'll constantly be reworking 
your deck and coming up with new strategies to beat your opponents.
I highly recommend changing the Auto-Pass option in the game to suit 
your needs better.  The default manual setting will lead to you 
constantly pressing the skip button, and you will skip parts of the 
turn than you are not trying to.   Once I did that, all my mistakes 
came from bad planning, not because of bad controls.  

Fun Factor: 9 - The sheer variety of the cards in this game and 
opponent's deck keeps me coming back over and over again.  I keep 
looking for new combinations and new ways to win, and there seems to be 
a limitless variety of combinations.  Typically, I have to charge my DS 
every few weeks.  Since I've bought Marvel Trading Card Game, I've out 
so many hours into it, I've had to charge my DS every three or four 
days.  I haven't even had to play against other people over the Wi-Fi 
to have a great time with this game.

Despite all the hours I've put into this game, I am still only on the 
6th chapter of the Hero Campaign.  There is a whole second campaign to 
play, with more packs of cards to choose from.  

Plus, this game is really made for fans of the comics.  I can't believe 
the variety of obscure characters who get some spotlight in this game.  
Frog Man is one of the cards in your starting Hero Deck.  FROG MAN!!!  
Squadron Supreme, Thunderbolts, X-Statix, and other characters who 
haven't had the benefit of movie or cartoon exposure also pop up in the 
game.  It's nice to see a bigger variety than Wolverine, Spider-Man, 
Fantastic Four, and Punisher, though there are still plenty of versions 
of those cards for the fan boys.  

And there is plenty of unlockables to keep you coming back for more.  
There are two complete campaigns for you to play through (I am still on 
the first and it's is long and a lot of fun), challenging puzzles for 
each chapter, more card packs, and different back drops to purchase 
using points earned from victories.  Plus a challenge mode where you 
can take on a variety of opponent decks you will encounter in the game, 
and online capability to play with opponent's using the DS version of 
the game.   

Overall: 8 - A very solid title.  It definitely has its flaws, but once 
you get past the huge learning curve, it became a game I was very glad 
that I bought.  I would definitely want to see some kind of expansion 
or sequel for this, especially one that allows you to play with some of 
the DC cards.    If you are a fan of collectible card games, this is 
definitely a title worth playing.

------------------------------------------------------------

SECTION 3: FAQs [FEQ0]

3.1: What is Marvel Trading Card Game? [FEQ1]

(From wikipedia): Marvel Trading Card Game is a video game for the 
Nintendo DS, PC, and PlayStation Portable based on Upper Deck 
Entertainment's Marvel Comics based VS System card game. The game is a 
virtual card game in which the player chooses to be either a superhero 
or supervillain in single player mode.

----------

3.1a: What is the Vs System? [FEQA]

(From wikipedia): VS System (pronounced "Versus System") is a gaming 
system designed for collectible card games, in which players take their 
decks and attempt to wear down their opponents to 0 or less endurance. 
It was first published in 2004 by Upper Deck Entertainment and is 
currently used for the superhero games, though as a system rather than 
an individual game it could be applied to other genres in the future.

Card art, characters, and game play concepts are inspired by their 
comic book appearances with the designers using what they describe as 
"Top Down" development, meaning they make every attempt to develop a 
character card mechanic in keeping with how the character is 
represented in comic books.[1] Well known artists that have contributed 
card art include Alex Ross, John Van Fleet, Alex Garner, Jim Lee, 
Rachael Dodson, and Bill Sienkiewicz.

Currently the CCG is based mainly on Marvel and DC Comics, with smaller 
sets called Essential Collections to feature characters from other 
comics publishers. UDE released a collection based on Hellboy to the 
general public March 2007. Expansion sets have since alternated release 
between Marvel based sets and DC Comics based sets with a new set 
approximately every 3 months. All sets are interchangeable and 
compatible with each other and share the same card back. This allows 
players to mix characters fighting against or with each other.

While the VS System shares many familiar features with CCG's like 
Magic: The Gathering, a notable innovation of VS System is that players 
share a turn, but alternate holding initiative for the turn. Initiative 
allowing him or her to act first in the phases of play.

----------

3.1b: What is a Collectible Card Game? [FEQB]

(adapted From Magic: The Gathering Online) The main difference between 
a trading card game (TCG) like Marvel Trading Card Game and a regular 
card game is that each player uses his or her own deck of cards when 
playing instead of having a common deck from which all players draw. 
These decks can be customized using any cards a player owns.

Another difference between a TCG and other games is that you trade 
cards with other players (much like sports cards). Some cards are 
considered more rare and valuable, and therefore more collectible, than 
others. 

Unfortunately, the DS version of this game does not let you trade 
cards.

----------

3.2: How much does it cost to play Marvel Trading Card Game on Nintendo 
DS? [FEQ2]

Just the cost of the game pack (I got mine for $29.95).  In the DS 
version, you can use Wi-Fi to play online over your internet 
connection, and the cards themselves are paid for with points earned 
from the single player campaign instead of paying real money.  

I have heard that the PSP and PC versions of this game require you to 
actually buy the cards to use them in online play, which is pretty 
absurd.  

----------

3.3: What card/deck/team combination will guarantee me a win every 
time? [FEQ3]

To be honest, there is none.  Every game is different (even if you use
the same deck every single game).  You could have the best cards and
the best strategies and get a terribly unlucky draw.  I've seen it
happen many times.

Plus, not everyone plays the same way.  I've seen a lot of varieties of 
Vs decks online fitting how people like to play.  You'll develop your 
own preferences and strategies over time and with some practice.  This 
guide is to provide you with ideas, not hard fast rules to guarantee 
you a win every time.

----------

3.4: Which takes precedent: game rules or what the cards tell me to do? 
[FEQ4]

One of the coolest (and most frustrating) things about collectible card 
games is that the cards constantly change the rules of the games.  
Pretty much every character, plot twist, location, etc. in the game 
changes the rules of the game, if just a tiny bit.

Whenever a card contradicts a game rule, the card gets precedent.

----------

3.5: How can I make this game control easier? [FEQ5]
 
The game has an option to set the auto-pass option to make it play much 
more comfortable for you.  Press START during any mission, and just 
select options, Auto-Pass.  Set it to Medium or High, and you will have 
a much easier time.  It makes it so you don't accidentally over tap and 
miss a vital part of your turn.

----------

3.6: Where is the go-back option? [FEQ6]

Unfortunately, there isn't one.  This is actually my biggest gripe with 
this game, BUT, it does make sure that you pay attention to what you 
are doing.  It's not like there is a go-back button in chess or even 
the real Vs. Card Game.  If you make a mistake, you have to live with 
the consequences.

----------

3.7: Why can't I complete Evasion Puzzle 3? [FEQ7]

You probably how your auto-pass option set too high.  This causes the 
game to skip right over the step you need to get your opponent's 
Endurance low enough to beat the puzzle.  Before you do this puzzle, 
make sure your auto pass option is set to low or manual.  
 
UPDATE: The game has an undocumented features (see Section 4.7) where 
if you hold left on the D-Pad, the autopass is disabled as long as you 
hold it for.  This is a nice way to beat this puzzle without changing 
your autopass features.

----------

3.8: Why does my game keep freezing up? [FEQ8]

I've never really had the game freeze up.  The few times I did think it 
froze, it was just because I didn't notice the game was looking for me 
to answer a question, like picking a target for an effect cast by my 
opponent.  Look around your screen for any notes that you are missing 
before assuming the game is frozen.  

----------

3.9: Does the infinite money trick work on Chapter 1? (asked by 
Danner16) [FEQ9]

Nope.  It's from Chapter 2 on.  For more information, check the 
Miscellaneous section of this FAQ.

----------

3,10: Is it possible to trade cards with other players in any way, 
either system to system or across the WiFi?  (asked by TheWildVortex) 
[FEQ10]

Nope.  Which I consider a huge lost opportunity!  I end up with a lot 
of doubles or cards I don't plan on using that I wouldn't mind trading 
off.   You should be able to sell them off for extra points or trade 
them over the WiFi!

----------

3.11: Which Vs. card sets are included? (thanks to jrasso) [FEQ11]

Marvel Origins (released April 2004), Web of Spider-Man (released 
September 2004), Marvel Knights (released February 2005), and The 
Avengers (released August 2005).  Also, included in this game are the 
28 cards of the Fantastic Four starter set.  In total, there are 852 
individual cards

----------

3.12: Which Vs. card sets are not included? [FEQ12]

DC sets - DC Origins (released July 2004), Superman, Man of Steel 
(released November 2004),  Green Lantern Corps (released May 2005), 
Justice League of America (released November 2005), Infinite Crisis 
(released April 2006), Legion of Super-Heroes (released December 2006), 
and World's Finest (released July 2007)

Marvel sets after The Avengers - X-Men (released February 2006), 
Heralds of Galactus (released September 2006), Marvel Team Up (released 
February 2007), Marvel Legends (Released August 2007), and The Coming 
of Galactus (November 2007).

Essential Collection Sets - Hellboy (released February 2007)

Upcoming sets -DC Comics Legends (scheduled for December 2007)."Marvel 
Universe's Player Choice" (Q1 2008) 

----------

3.13: The other 2 versions are linked to play against each other and 
all you were provided with were the starter deck. Any other cards had 
to be bought with real money. you could not use cards from single 
player.  In this version, do you use the cards from single player? Or 
do you have to buy them on here also? (posted by ertok) [FEQ13]

You can use the cards from single player in your online matches. You 
don't have to buy any additional cards in this version using real 
money, just in game points. Nice bonus!

----------

Section 3.14: Is there any way to name your decks? (posted by OTR) 
[FEQ14]

Not that I've seen.  Pretty sure you're stuck with calling them Decks 
1-5.

----------

Section 3.15: What's the best way to eliminate the sniper? (posted by 
LuigiD) [FEQ15]

The final mission of Hero Chapter 5 features the unusual rule set of 
"KO Sniper and  reduce opponent to 0 END to win!"  The CPU will always 
pick the sniper as it's recovered KO'd character during the recovery 
phase, so you need some way to knock him out of the game entirely.  

Winning this mission is all about planning.  You need to find some way 
to take down a hidden character, which is probably not something you 
have been worrying about too much in your deck design before now.

There are a few ways to do this.  Some cards allow you to KO characters 
with low costs (Sniper is a 2), like Ghost Rider - Danny Ketch 
(Activate --> KO all characters with cost of 5 or less target opponent 
controls).  

Also, some characters (like Rogue- Powerhouse) KO any character they 
stun.  The problem with this is that the Sniper is in the hidden area.  
But, there are cards (like Insect Swarm or Natasha Romanof <> Black 
Widow - KGB Killer) that allow other characters to attack hidden 
characters, so Rogue would be able to KO the sniper pretty easily.

Finishing Move is a card that let's you KO a stunned target.   If you 
can stun the Sniper, either from an attack (using one of the above 
suggestions for attacking stunned characters) or by using a card like 
Cardiac (Activate -->Stun target character with a cost of 2 or less an 
opponent controls), you can use Finishing Move to take the Sniper out.  
The plot twist "Judge, Jury, and Executioner" makes it so you can 
activate any of your characters to KO a stunned character if it's cost 
is less than the character you stun.  If it's a Marvel Knights 
character you control, you can KO any stunned character.

The Sniper doesn't seem to attack on his own if he has a chance of 
being stunned, so it is a little harder to get him to stun himself..  
You can place a character like the Roscoe Sweeny - Fixer (Crime Lords 
characters with 0 ATK / 1 DEF) to get him to attack, and then use Nasty 
Surprise (Target defender gets +5 ATK this attack).

Also, there are cards that let you pull characters out of the hidden 
area, like Out of the Darkness (Target hidden character's controller 
moves character to his visible area), so you can drag the Sniper into 
the main play area to make him easier to stun if you have this card.

One thing the game does not tell you is that you do not need to knock 
out the Sniper before you get your opponent down to 0 endurance.  When 
I beat this mission, I just could not pull a "KO a stunned character 
card."   But, I managed to overwhelm my opponent, and kept them from 
keeping any other characters on the board.  When I finally did KO the 
sniper, they were down to -140 END.  

It is important to note that if you end up in a recovery phase with 0 
or less END, and lower than your opponent, the mission will end in 
failure.  But as long as you keep your END above your opponent, you 
will not lose, no matter how long it takes for you to actually win.


----------

Section 3.16: How does the team attack work? Is it just add up the 
total ATT. points? (posted by urameshirei) [FEQ16]

For a team attack you add up the ATT totals of the two (or three or 
however many) attackers against the DEF of the defender. Team attacks 
can't cause breakthrough, and the opponent gets to pick which of your 
characters gets stunned (as long as they can deal enough damage to stun 
it).

----------

Section 3.17: How does breakthrough damage work? (posted by 
urameshirei) [FEQ17]

Breakthrough is the amount of extra damage done by an attacker. In 
Magic: The Gathering this is called trample, and a special ability.  In 
Marvel Trading Card Game, ever character has "trample"

If I have an attacker with a 6 ATK, and they stun a defender with 2 
DEF, that would be 4 points of breakthrough damage.  The defending 
player also loses endurance equal to the character's cost. This is 
explained more in Section 4.5d: Combat Phase  [COPH]. 


----------

Section 3.18: Any strategies for the final battle with Master Mold? 
(asked by SpidermanFan914) [FEQ18]

This fight is an absolute bitch.  It took me about twenty tries, and 
way too many near misses in order to win it!

I used a deck that was mostly Spider-Friends and Avengers (with a few 
X-Men and T-Bolts thrown in for good measure), packed in a lot of +DEF 
cards, System Failures, Avengers Disassembled, pretty much anything 
that will keep cutting down Master Mold's attackers.  Also, heavy pack 
on Bishop!!  At 2 cost, his bonus of +3/+3 against ranged attackers is 
real helpful early on. 

Pretty much, as long as I stayed alive long enough to start getting 
some 6s or 7s out on the board, I was fine.  It takes a lot of luck and 
you can't make one mistake or you'll get crushed.  T-Bolt cards are 
another option.  They are high stats for low points for the most part.  
You will take some penalties, but they are usually mild enough that 
they won't hurt you.  

Storm, Weather Witch is another helpful weapon.  She makes it so back 
row opponents can't attack, and for some reason, Master Mold doesn't 
seem able to adjust to this.  He will keep half his attackers in the 
back row at all times, meaning you only have to deal with half the 
attackers at a time.  She is a bit high cost at 6, but if you can keep 
yourself alive until then, she's well worth it.  

If you are using an X-Men deck, Ultimate Sacrifice can be a life saver.  
KO one of your X-Men characters and all your other stunned X-Men 
recover.  This means if the Sentinels happen to knock out all your 
characters, you can get them all back.  This is a stay of execution for 
a turn to get another shot at taking the advantage.

Cardiac or Hawkeye are not bad ways to auto stun your opponent's 2's, 
but Master Mold throws a lot of 3's at you too, so that is only a 
partial fix.  

Any cards that let you attack without getting stunned like Bamf or 
various team effects (Spider-Man - Friendly Neighborhood) are also 
really helpful.  Once you've stunned two or three Sentinels in a turn, 
as long as you have blockers, Master Mold will usually not press the 
attack on his turn.  He really doesn't like losing bots, so this will 
give you another turn to continue building your forces.  

Once you are able to stand up to the flow of Sentinels, this pretty 
much becomes another "KO a specific character" battle, and if you 
follow the strategies I mentioned above for beating the Sniper, you 
will be fine.


----------

Section 3.19: What does the <> symbol in a character's name mean? 
(thanks to jrasso for providing question and answer) [FEQ19]

The <> symbol means that the card can go by either one of the names for 
purposes of card effects.  For example, Karla Sofen <> Moonstone, 
Master Manipulator can be affected by cards that target characters 
named either Karla Sofen or Moonstone.  Also, other cards with the name 
Karla Sofen or Moonstone can be used to power-up this card.  Karla 
Sofen <> Meteorite, Twin Moonstones can be used to power-up Karla Sofen 
<> Moonstone, Master Manipulator.

This is also used for determining uniqueness.  Karla Sofen <> Moonstone 
and Karla Sofen <> Meteorite are considered the same character.

----------

Section 3.20: What does the text after a card's name mean? (thanks to 
jrasso for providing question and answer) [FEQ20]

The text after a card's name is just a way of identifying the version 
of the character, and making each character card different from a 
character card bearing the same character name from another set (or 
sometimes within the same set).  For example, there are two Black Cat 
cards in this game.  One is Black Cat, Felicia Hardy, and the other is 
Black Cat, Master Thief.   In effect, you can have eight copies of the 
Black Cat character card in your deck (four of each version).

----------

Section 3.21: What's the best way to build up points to buy booster 
packs? (thanks to jrasso for providing question and answer) [FEQ21]

The easy answer: Play the story!  You'll build up plenty of points as 
you go along.  However, if you are itching to amass a huge number of 
points you can take advantage of the Tutorial glitch.  Each tutorial 
has four puzzles that go along with it.  If you beat all four puzzles, 
you will earn 2,000 points.  After you beat the fourth puzzle, turn off 
your DS before continuing and you will be able to play through the 
puzzles again and earn another 2,000 points.  Keep doing this until you 
get bored or you have enough points.  I took advantage of this glitch 
to finish the booster pack list section of this FAQ.

----------

Section 3.22:  I keep pulling duplicates, or I just wasted 1,500 points 
and got a bunch of cards I don't want or need.  What do I do? (thanks 
to jrasso for providing question and answer) [FEQ22]

If you turn off your DS before leaving the card store, your purchases 
will not be saved.  You lose the cards, but you get your points back.

----------------------

Section 3.23: Are all the cards from the sets in the game? [FEQ23]

I'm not sure.  In both my and jrasso's work, it seems like neither of 
us came across 
MAV-102 - Melissa Gold <> Songbird, Heroine Unbound
MAV-199 - Shrink
MAV-201 - United We Stand
MAV-202 - War of Attrition
MMK-033 - Deposed
MOR-193 - Gamma Bomb
MSM-106 - Shadowcat, Pride of the X-Men
MSM-136 - Next Generation Technology
MSM-137 - Termination Sequence
MSM-139 - Lyja, the Lazerfist
MSM-142 - Mole Man, Leader of the Moloids
MSM-162 - Surrounded

Either they are not in the game, or we just haven't come across them.  

UPDATE - We have received a few comments that some of these cards ARE 
included in the game, but we still haven't come across them in packs.  
A few of them we have seen in CPU opponent decks though.  More 
information as we find it.  For now, I have these cards listed in the 
card data base, but not in the pack listings.

----------------------

Section 3.24: Which version of this game should I buy? [FEQ24]

The DS one is the only version I have played.  Really, it's all up to 
what system you like best.  

I have heard the graphics are much better on the PSP and PC versions.  
Those versions also have a few more puzzle tutorials from the FAQs I've 
seen.  And, I imagine the controls might be a little simpler without 
the touch screen.  That said, the DS is the only one you can play 
online for no additional cost.

Plus, the PC version I downloaded from Konami did not seem to work on 
my computer, which is a pretty decent system.  One big advantage to 
console (or handheld, in this case) gaming is you never have to worry 
about compatibility or specs.   

----------------------

Section 3.25: What is the New Mutant Role Playing Game? [FEQ25]

I had a couple people ask me what I meant when I said thank you to the 
New Mutants in my last section.  Way back in the mid 90's, I was part 
of a AOL Sim group called Beyond Xavier Simulations.  One of the teams 
was all original characters, and we were called the New Mutants.  A 
great bunch of guys and girls that I still miss to this day (IF ANY OF 
YOU ARE READING THIS, DROP ME A LINE!!!)

In August 2006, I needed something to distract me in the days before my 
daughter was born, so I started playing around with the idea of 
creating a message board-based super hero role playing game.  I stuck 
to the New Mutants theme, although it was vastly different from the BXS 
version.  I didn't know how well it would do, but a bunch of people 
from GameFAQs signed up and now we've now been around for over a year 
with four different teams.  

As of writing this (November 15, 2007), we currently have four active 
teams: New Mutants Unlimited (Led by Xavier, Havok, Rogue and run by 
lasthero), Generation M (led by Magneto, Mystique, and Shadowcat and 
run by myself), X-Patriots (a team of former New Mutants and Hellions 
who are currently serving as part of the Shi'ar Imperial Guard, also 
run by myself), and Exiles (alternate reality versions of all kinds of 
characters, run by Grey420).

By far, my favorite place to hang around on the net with a fun and 
creative bunch of nutjobs.  Anyone interested in joining should swing 
by and check us out at http://nmsim.proboards88.com/index.cgi.  

---------------------------

Section 3.26: Where can I find really good deck designs?  [FEQ26]

This website seems pretty decent: http://vs.tcgplayer.com/  Lots of 
good deck designs here and you should be able to build quite a few of 
them with the cards in the game.


------------------------------------------------------------

Section 4: HOW TO PLAY [CNPL]

----------

Section 4.1: Controls/Menus - [CTME]

Section 4.1a - Controls [CTRL]

In Menus:
Touch Screen - Tap to make selection
B Button - Back/Undo

In Game: 
Touch Screen - Tap to select cards, actions and options
+ Control Pad/X and Y Buttons - Scroll text on a card's details display
Select Button - Display the glossary
Start - Pause/Option Screen:  

In Deck Editor:
Touch Screen - Tap to make selection, drag the scroll bar to view more 
of your card collection.
+ Control Pad/X and Y Buttons - Scroll text on a card's details display
Select Button - Display the glossary

Section 4.1b - Important Note Regarding Pause Screen [NRPS]

VERY IMPORTANT NOTE! During a game, press start to bring up Options 
Screen.  CHANGE THE AUTO PASS SETTING!!  This will make the game play 
much easier for you.   When the auto-pass is low, you will find 
yourself clicking the pass button constantly and this will cause you to 
miss steps.

The options are: 

Manual - No auto-passing.  You must manually pass on every effect and 
phase.

Low (default) - Auto-pass on draw effects and empty chains, except 
attack proposals and attacks.

Medium - Auto-pass on draw effects, empty chains, ad your own effects 
(including your attack proposals).

High - Auto-pass on all effects.

In all auto-pass modes, the game is supposed to pause to allow you to 
play a phase/step-specific effect if one is available.  That might not 
always happen, and there are some cards that you might want to play a 
lower Auto-Pass setting on to avoid missing opportunities to use them.

Section 4.1c - Menus [MNUS]

Once you start the game, pick a save file to go to the Main Menu. From 
there you can select:

Single Player - Story Mode or go one-on-one against the AI in Challenge 
Mode

Multi Player - Play local or WIFI multiplayer matches.

Deck Editor - View card library and build up to five custom decks.

Unlockables - View cutscenes and tutorials, and play puzzles that you 
have unlocked.  You can also purchase card parks and play mats you have 
unlocked with reward points earned from the Campaign and puzzle modes.

Erase - Clear out save file game.

Options - Change direction of game screen to South Paw, adjust music 
volume, and effects volume.

----------

Section 4.2: Basic Game Functions  [BAGF]

Section 4.2a: Viewing Cards [VWCA]

To get a more detail view of any card, tap a card to move cursor to 
that card.  A close-up, detailed view of that card will appear on the 
opposite screen.  You can use the + control pad or X/Y buttons to 
scroll up and down to see more of the card.

----------

Section 4.2b Selecting Cards [SLTC]

When prompted, tap a card to select it.  To confirm, tap the green 
check mark that appears on the action buttons along the right hand side 
of the screen.

----------

Section 4.2c: Choosing a Card Action [CHCA]

Select the card, and then select an action button from the row along 
the right hand side of the screen,  Cards with available actions will 
have a white glow around them.

----------

Section 4.2d: Passing [PSNG]

Tap the pass arrow to pass control to your opponent.  The Pass Arrow is 
the double arrow above the ?-Help Button on the right hand side of the 
screen.

----------

Section 4.2e: Viewing the KO's Pile [VKOP]

Tap the KO's pile to view the list of cards in that pile.  Cards in the 
KO's pile can be tapped to view and get more detail.

----------

Section 4.2f: Scrolling/Expanding Rows [SCER]

----------

To view resource or in play cards that are off-screen, tap the scroll 
arrows that appear at the left or right hand sides of card rows.  Your 
rows and your opponent's row both scroll separately.

----------

Section 4.2g: Field of play.

This is how the field of play looks

AAAAAAA - Your opponent's resource row
BBBBBBBB - Your opponent's support row
CCCCCCCC - Your opponent's front row
---------------
DDDDDDDD - Your front row
EEEEEEEEE - Your support row
FFFFFFFFF - Your resource row

XXXXXXX - Your hand

Icons on the left of the screen indicate endurance totals for you and 
your opponent.  Also, the active player's icon will be highlighted.  If 
an icon is highlighted during the draw or recovery phase, that is the 
player currently with the initiative.

----------


Section 4.2h: The Chain and Priority [TCPY]

Most actions in the game generate effects, for example, drawing cards, 
recruiting characters, playing plot twists, and declaring attacks.

Whenever an effect is generated by an action you initiate the other 
player can respond by playing actions of their own.  The game uses a 
timing system known as the chain to keep track of and resolve the 
effects generated player actions.  When as effect is generated, it 
becomes the first "link" in the chain.  Each effect played in response 
becomes another link.  When you and your opponent have finished playing 
effects (when both of you pass consecutively without adding to the 
chain), it's time to start resolving the effects.  Starting with the 
last card added to the chain, each player passes to resolve the effect.  
More effects can be added during resolution as well.

Putting effects on the chain is governed by the rules of priority.  
When you have priority, you have the option of playing an effect of 
passing.

 - When a new phase begins, the player with initiative on the current 
turn has priority.
 - When a new step begins, the player whose step it is has priority.
 - When an affect resolves from the chain, priority is given to the 
player whose step it is.

When you put an effect on the chain, you retain priority.  You can 
continue playing effects until you pass.  When you pass, your opponent 
gets priority.  

You can examine the effects that are on the chain at anytime by tapping 
the chain circle in the middle of the screen.  As you select each chain 
effect, the card generating the effect and the target(s) of the effect 
are highlighted.

----------

Section 4.3: Card Types [CRTY]

There are four type of cards in the game.  Characters, Equipment, Plot 
twists, and locations.

-------
Section 4.3a: Characters [CRCT]

Character cards are almost all red, except for character cards with the 
"concealed" keyword which are black.  Along the left hand side of the 
card, where all the other cards say what type of card they are, 
character cards list their team affiliations.

Characters are the heroes and villains who fight for you.  Character 
cards are recruited by paying a number of resource points equal to the 
character's recruit cost (the number on the top left of the card) and 
selecting an empty space in play.  Typically, character cards can only 
be played during your Recruit Phase.  Characters have ATK and DEF 
numbers on the bottom right of the card.  The top number is their ATK 
value and shows how much damage they can dish out.  The bottom number 
is their DEF value and shows how much damage they can take.  The game 
automatically adjusts these numbers based on the circumstances of the 
game.

Characters have names and versions.  Characters are unique.  If you 
recruit a character with the same name as a character you already 
control, the character in play is KO'd.

Characters with the version "Army" are exceptions to this rule.  You 
can recruit as many army characters with the same name as you want.

----------

Section 4.3b: Equipment [EMNT]

Equipment cards are grey.  

Characters can be equipped with Equipment cards to gain new abilities 
or to modify their statistics.  Like character cards, equipment cards 
are recruited by paying a number of resource points equal to the 
equipment's recruit cost (the number on the top left of the card).  
Equipment can only be recruited to an eligible character who is 
unequipped, and are typically only played during the recruit phase.

Some equipment cards are labeled unique.  If you recruit an equipment 
card with the same name as a piece of equipment you already control, 
the equipment card in play is KO'd.

---------

Section 4.3c: Plot Twists [PTTS]

Plot twist cards are blue.

Plot Twists represent situations that affect the characters or the 
state of the game in general.  You can play plot twists from your hand 
or if they are facedown in your resource row.  In order to play a plot 
twist, you must have a number of resources in play that is equal to or 
greater than the cards threshold cost (the number on the top left of 
the card).  

Playing plot twists doesn't cost you any resource points.  If you have 
one resource in play, you could play an infinite number of Plot Twists 
with a threshold cost of 1.  You can play a plot twist whenever you 
have priority, although many plot twists refer to specific game 
situations.

When you play a plot twist from your hand, it is placed in your KO'd 
pile when it resolves.  When you play a plot twist from your resource 
row, it remains there face-up, and still counts as a resource.

Ongoing plot twists (identified by a clock icon on the left hand side 
of the card and the word ongoing in the card's text) have continuing 
effects as long as they remain face-up in your resource row.  The 
effects of face-up plot twists that are not ongoing as ignored after 
they resolve.  

---------------

Section 4.3d: Locations [LTON]

Location cards are green.

Like plot twists, locations can effect characters and the state of the 
game.  Locations can only be played (flipped) when they are face down 
in your resource row.   In order to flip a location, you must have a 
number of resources in play that is equal to or greater than the cards 
threshold cost (the number on the top left of the card).

Flipping locations doesn't cost you any resource points.  If you have 
one resource in play, you could play an infinite number of Plot Twists 
with a threshold cost of 1.  You can flip a location card whenever you 
have priority.  Unlike Plot Twists, most location cards have continuing 
effects as long as they remain face-up in your resource row.    

Like characters, locations are unique.  If you flip a location while 
you control a face-up location with the same name, you must KO the 
existing location.

----------

Section 4.4: More on cards [MOCR]


Section 4.4a: Card Powers [CPOW]

Game text on characters and locations represent card powers.  When the 
text includes an -->, that means you can choose when to use that power.  
Anything before the arrow represents the power's cost.  Text after the 
arrow describes what happens when you pay the cost.

If the cost is "activate," your card must be ready in order for you to 
use this power.  When you pay the activate cost, the card turns 
sideways and is "exhausted."

When a character is stunned, turn it face down.  Whenever a card is 
face down, all of its game text is inactive.  


----------

Section 4.5: PHASES OF TURNS [PHSE]

Note: It's important to remember that cards can change the way these 
phases normally work.  

----------

Section 4.5a: Initiative/Before First Turn [BTFT]

Before the game, the CPU randomly chooses who gets to choose who gets 
"initiative" first.  This just means who gets to act first in each 
phase of the turn.  The initiative swaps back and forth between turns.

About half the time, before a match starts, you will be prompted if you 
want initiative first, or pass it to your opponent.  For the most part, 
I always take initiative first, but during the mission about Speed 
Demon where you have to win in six turns, I let the computer get 
initiative to make sure I had initiative in the final turn of the 
match.  

Some decks specializing in Crime Lord characters tend to work better on 
the defensive, so that might influence your decision on whether to take 
the initiative or not.  Also, as I will explain in section 4.5c, not 
having initiative gives you an advantage during the formation step.  

Also, before the first turn starts, each player draws two cards.  At 
this point, players can choose to take a Mulligan.  They take the four 
cards they drew, place them at the bottom of the deck and draw four new 
cars.  You are only allowed to do this once.  

----------

Section 4.5b: Draw Phase [DRPH]

During the draw phase, each player simultaneously draws 2 cards from 
their deck. 

----------
Section 4.5c: Build Phase [BUPH]

Starting with the player with initiative, and going clockwise, each 
player goes through the following three steps. 


 - 1. Resource Step: During this step, you may place one card face down 
into the resource row.  The number of cards in your resource step is 
how many resource points you have to spend on characters and equipment, 
along with some other powers found in on various cards.  

You can resource any card you want, but it is better to resource Plot 
Twists, Locations, or characters with the Reservist trait.  Plot Twists 
and Reservists cards can be played from your hand or the resource row.  
Locations can only be played from your resource row.


 - 2. Recruit Step: During this step, you may spend your resource 
points to recruit characters and/or equipment.  You may recruit as many 
characters or equipment as you can afford to.   

 - 3. Formation Step: During this step, you may rearrange your 
characters between your front and support rows.  You can also move 
characters to different positions in the same row, which can allow them 
to take advantage of other characters "Leader" abilities.

Many times, the formation step is actually more of an advantage to the 
player without initiative.  They already know what cards the opponent 
has played, so they can move their characters to best take advantage of 
the field.  

----------

Section 4.5d: Combat Phase [COPH]

The player with initiative declares attacks on their opponent's 
characters, or if possible, directly at the opponent.   Each attacker 
that is declared is exhausted by their player.

The attacking character's ATK value is compared to the defender's DEF 
value, and the defending character's ATK value is compared to the 
attacker's DEF value.  If the ATK is equal or higher to the DEF, the 
character is stunned, and the player loses Endurance equal to the 
character's cost.  Further more, unless the defending character has 
reinforcement, any extra point of damage over the defender's DEF number 
cause Breakthrough damage to the defending character's player.

Example:  Player 1 has Character A with a cost of 3, and 3 ATK/4 DEF.  
Player 2 has Character B with a cost of 2, and 4 ATK/1 DEF.  Player 1 
has the initiative and it is his combat phase.   Player 1 has Character 
A attack Character B.  Character A has a 3 ATK, which is higher than 
Character B's 1 DEF.  Character B would be stunned.  Player 2 would 
take 2 points of damage (Character B's cost), plus an additional 2 
points of breakthrough damage.   Character B's 4 ATK is equal to 
Character A's 4 DEF.  Character A would also be stunned, and Player 1 
would take 3 points of damage (Character A's cost).

Once the player with initiative has attacked with all of his 
characters, or chooses to pass, the opponent gets to attack with any 
legal attackers they still have available.  

------------

Section 4.5d1: Protected, Flight, and Range [PRFR]

For the most part, a character can only attack from your Front Row.  
That character can either attack an opponent's character in their front 
row, or an unprotected character in the support row.  A support 
character is protected as long as there is a non-stunned character in 
the front row in the same column.

BUT, there are special abilities that let you change the attack rules.  
On the left hand side of a character card you might see a sniper sight 
icon and/or a wings icon.  These represent range and flight, 
respectively.

Range - A support row character with range can attack a character in 
the opponent's front row.

Flight - A front row character with flight can attack a character in 
the opponent's support row even if they are protected.

If a character has both icons, they have both range and flight.  A 
support row character with both can attack a character in the 
opponent's support row, even if they are protected.  

-----------

Section 4.5d2: Team attacking [TMTK]

Two or more characters with the same team affiliation can participate 
in a team attack against the same defending character or unprotected 
player,  When resolving a team attack, the ATK values of all attackers 
are combined and compared to the DEF value of the defender.  If the 
combined ATK is greater than of equal to the defending characters DEF, 
the defender's controller takes stun damage.  No breakthrough damage is 
ever applied in a team attack.

The defending player chooses one of the attackers to stun back.  If the 
defenders ATK is greater than the DEF of the chosen attacker, the 
attacker stuns and its controller takes stun damage.

-----------

Section 4.5d3: Reinforcement [REIN]

In response to an attack, a ready support row character can be used to 
reinforce an adjacent defender (one that is on either side or directly 
in front of it) with the same team affiliation.  To reinforce, select 
the care with which you want to reinforce with and tap the reinforce 
action button.  The reinforcing character is exhausted.

When a defender is reinforced (or has the reinforcement keyword), it 
can still be stunned and inflict stun damage on the controller, but 
breakthrough is blocked. 

--------------

Section 4.5d4: Powering-up [POUP]

You can power-up an attacker or defender by discarding a character card 
with the same name from your hand.  It can be a different version or 
the same version, as long as the name is the same.  The powered-up 
character gets +1 ATK/+1 DEF for each power-up until the end of the 
current attack.

To power-up an attacker or defender, select the card you want to 
discard for the power-up, and tap the power-up action button.

----------

Section 4.5e: Recovery Phase  [REPH]

At the start of the recovery phase, each player compares endurance 
totals, and determines whether or not the game is over.  If a player's 
endurance is 0 or lower, they lose the game.  If both players endurance 
is 0 or lower, whoever's endurance is lower loses the game.  If they 
are tied, the game continues for another turn.

If the game has not ended, each player can recover one stunned 
character.  They then KO all their remaining stunned characters, ready 
all their characters (and locations), and the next round starts.   

----------

Section 4.6: Notes on Wi-Fi Connection  [NWFC]

It seems like there aren't that many people using the "find an 
opponent" option on the Wi-Fi at the moment, so finding an opponent on 
the Wi-Fi might not always be easy.  Your best bet might be to use 
Friend Codes instead.  

If you drop by the message board on GameFAQs you should be able to find 
a few people to get Friend Codes from.

UPDATE: I have been experimenting the last few days with looking for 
opponents on WiFi, and have only found a connection once, on a Saturday 
afternoon.

--------

Section 4.7: Undocumented Features [UNDF]

Some things in the game that were omitted from being explained in the 
instruction book.  I have tested the auto-pass settings too throughly, 
so use them at your own risk:

-------------

Section 4.7a - Changing Auto-Pass settings during gameplay [CAUS]

If you hold down the "right" button on the D-pad (after rotation, so 
it's the "down" for most gamers), it will temporarily set the auto-pass 
setting to "high", until you release it.  

Holding down the "left" D-Pad disables autopass, while you hold it 
down.  This would allow you, for example, to complete Evasion puzzle 3 
with autopass on, if you held down the "right" key at the correct time.   

Both of these features can be a little buggy, but they are very useful.

--------------

Section 4.7b - Orange Vs. Green Pass arrows [ORGP]

The pass button turns orange when the game believes that you probably 
should not pass, to help avoid really dumb mistakes (such as passing 
when you still have a card you can recruit).  Clearly it's not always 
right, since you don't always want to recruit or attack everything you 
can, but it's right often enough to be a useful
warning... especially during Recovery!

---------------

Section 4.7c - Exclamation Points [EXCP]

When a red exclamation mark appears over an action icon, it means 
taking this action will cause one of your cards in play to KO due to 
the uniqueness rule.

----------

Section 5:  STRATEGIES [STGT]

It is important to remember that there is no sure fire guaranteed way 
to win every match.  A lot of times it depends on your luck at drawing 
the cards you need when you need it.  You can build your deck to 
optimize those chances as much as possible, but no amount of planning 
can help you when you draw only high cost characters on both your deal 
and your Mulligan, or no characters at all for the first four turns of 
the game.  This has happened to me plenty of time in playing real 
collectible card games, and Marvel Trading Card Game is no exception.

This section is primarily how I do things.  The trick is to find a 
style that is really comfortable for you and that works with the cards 
you have to work with.  And be ready to change your strategy and deck 
to deal to deal with the changing scenarios during Campaign play, 
especially the ones where you have to KO a specific character card!  
You have five different decks you can save in the game, so take 
advantage.  In addition to your core deck, make sure you build a deck 
that is designed to KO a stunned target as that will come up several 
times in the Campaigns, and in most cases, your core deck is not going 
to be designed to achieve that goal.


----------

Section 5.1: Deck Building [DBUS]

Section 5.1a: Deck building rules [DBUR]

- Your deck can only have 60-80 cards (this is a change from VS. where 
there is no upper limit)

- Your deck can only have four copies of any card with the same name 
and version.  (Example - You can have 4 copies each of Spider-Man: 
Friendly Neighborhood Spider-Man, and Spider-Man: Cosmic Spider-Man.  
You can also have four copies of each of the "Marvel Team-Up" cards 
(one card's art features Spider-Man, Daredevil, and Captain America, 
the other features Wolverine and Doop), even though the cards are 
identical except for art and card number.  I am not sure if that was an 
error or not.

- According to the game's instruction book and Vs's rulebook, you are 
supposed to be able to have any number of each "Army" card, but my game 
seems to cap it at four copies of any of these cards.  

----------------------------

Section 5.1b: Deck Building Strategies: [DBS2]

- I would say that most collectible card games are heavily based on how 
well you build your deck.  The starter decks in the game are actually 
not bad, but by the end of the first chapters of each campaign, they 
are already overmatched by the opponent's decks.

- A bigger deck size means more options, but a smaller deck size means 
you are much more likely to draw a specific card you need.  I tend to 
play my decks with a lot of variety, so I prefer using 75-80 cards.  
For most players, I would say 70 cards is probably the ideal size.

- Make sure you have a balanced number of character cards of all 
costing costs.  You want to be able to always have some characters on 
the board.  Packing your deck with characters costing 6 and higher over 
looks great on paper, but by the time you are able to recruit them, you 
will probably already have lost the game if you don't have strong early 
and mid game support.  

- Unless you are playing T-Bolts (who tend to have low cost characters 
with penalties) or X-Statix (which involves a lot of sacrifices), I 
really would not recommend putting too many characters with cost of 1 
into the deck.  For the most part, they might give you a few points 
head start, but in the long term, they are just going to get crushed by 
a powerful opponent and cost you a lot of endurance points.  They have 
low DEF numbers and typically no reinforcement.  You're not going to 
want to waste your equipment or more powerful characters trying to 
provide reinforcement for them.  2 to 4 should be more than enough.

- Try to stick to one or two team affiliations.  A lot of cards focus 
on specific team affiliations, and having characters with the same team 
affiliation allows you to reinforce characters and to team attack.   
Plus, for the most part, the different affiliations are based around 
specific strategies, so this will give you some help with your deck 
planning.

- If you are playing with two affiliations, make sure you have a few 
Team Up cards.  There are a few different types, but I consider Marvel 
Team-Up to be the best.  Marvel Team-Up is available in the first Hero 
Pack, and allows you to combine any two teams.  This is a life saver!  

- My decks tend to be mostly characters and plot twists.  I try to keep 
about an even number of each, typically around 30 of each.  Less than 
10 equipment cards, and very few locations.  Different characters or 
team affiliations might make you want to bring more equipment 
(Fantastic Four decks in particular) or locations to a match, but that 
is really personal preference.

- For equipment, I prefer 0 cost equipment, 1 cost at the most.  For 
the most part, I don't see the value in using those resource points 
just for a small boost when I can get another character on the board.  
There are decks that make great use of resource points like Masters of 
Evil and decks that make great use of equipment like Fantastic Four, so 
your play style might be a little different than mine.

- Non-Army Characters, locations, and certain equipment are unique.  
For the most part, this means only one of those characters, locations, 
or equipment can be in play on your side of the field at a time.  When 
you recruit another of that character (even if it is a different 
version of the character) or equipment, or flip that location, you have 
to KO the original.  This means if you have Dr. Doom, Diabolic Genius 
on the table, and want to recruit Dr. Doom, Victor Von Doom you will 
have to KO Dr. Doom, Diabolic Genius.  

Note: a major exception to this rule is Jackal who lets you play a 
duplicate of a low level character card by having you play the 
character outside of the recruiting stage.  Since Jackal in the comic 
creates clones of other characters, this makes perfect sense and is not 
a rules glitch.  

Additional note: Many of the Kang character cards have a note saying 
"Kang is not unique," which means those specific cards are not effected 
by uniqueness rules.

- Because of these rules regarding uniqueness, I tend not to over pack 
my deck with multiple versions of unique cards.  There is enough 
variety that you just don't have to do this, and waste your cards 
already in play.   You can increase your chance of pulling a specific 
card you need but upping the frequency, but since there are typically 
other cards that can achieve similar effects, I don't like wasting the 
slots.

-One argument for overpacking characters is that you can discard 
another copy or version of the card to give the character a temporary 
+1 ATK and +1 DEF power-up for one attack, but during the mid and end 
game, it is very rare this +1/+1 will be the difference between success 
and failure.  And there are plenty of Plot Twists, location, and 
equipment that can do similar effects, and many of these give permanent 
bonuses.  

Note: Kang decks are great for power-ups.  The characters are not 
unique so you can have as many versions of as many Kang cards as you 
want, and all can be in play at the same time.  Plus, they can all be 
used to power-up each other, and there are cards that will give you 
additional bonuses for powering-up characters.  

-Most non-unique cards you can feel free to put as many as you find 
useful.  If you have 4 Surprise Attacks in your deck, you can use them 
all without any problem.  

There are some ongoing cards (like Marvel Team-up) that really can only 
be used once, but I still tend to put 2 or 3 of those in my deck to 
ensure that I get them as quickly as possible.  

- If you have a card in your deck that you go several games without 
ever having a use for, it is probably the wrong card for your deck.  


--------------------

Section 5.1c: Team Affiliations [TEAF]

There are many different teams in the VS card game and most of them 
have some unique qualities.  Knowing how the team affiliations work 
will definitely shape how you build your deck.

Avengers - The Avengers focus heavily on the reservist and leader 
mechanics, and team attacks.  The key here is teamwork. 

Brotherhood - I know some of the later sets of Marvel Trading Card 
Games use Brotherhood heavily, but most of those cards are not 
available here.   

Crime Lords - Focus on reinforcement and various bonuses when a 
character is reinforced.  Because of this, Crime Lord decks tend to 
thrive when the player does not have the initiative, so they can let 
the opponent attack first.

Doom - Doom team allows manipulation of the opponent's side of the 
board.  A lot of the cards involved strengthening and protecting Dr. 
Doom once he is on the board.  In fact, many of the cards only work 
when you have Dr. Doom on the board.  There are also cards that allow 
you to act like you have Dr. Doom on the board.

Fantastic Four - Lots of focus on equipment and increasingly stronger 
versions of the characters as the game progresses.
   
Kang Council - Just about the most annoying deck type to play against.  
All the characters are Kangs which allows for constant powering up.  
And the Kangs are low cost for higher stats, which makes them a real 
hassle.  Add in their strong deck searching and exhaustion effects, and 
you will pull your hair out quickly.     

Marvel Knights - Pretty much a catch all team.  The Marvel Knights have 
many different themes, although none are particularly pronounced.  They 
do have a lot of concealed characters, and some abilities that are more 
typical of the bad guy teams like direct damage and KO effects.  

Masters of Evil - Use resource points for effects instead of just for 
recruiting characters and equipment.  Several of the cards generate 
extra resource points that can only be used to activate abilities, not 
to recruit.  Lots of strong low point cards.   

Negative Zone - In Marvel Trading Card Game, the Negative Zone is only 
Annilhilus and Blastaar.  Both need to have the Negative Zone location 
in effect or they get serious penalties.   

Sentinels - Lots of army characters in this one.  A Sentinel deck can 
really fill the field on you quickly and overwhelm you with sheer 
numbers.   

Sinister Syndicate - Lots of KO effects, and some nasty cards that 
force you to choose whether to lose cards or characters instead of 
endurance.  Also has a lot of Beatdown tactics, including many that 
don't require targets.  Cards like Jackal or Fisk Towers allows the 
deck to swarm on you pretty quickly.  

Skrull - Not really represented.  Just Super Skrull and the Skrull 
Solider.  These two cards compliment each other well, but there is no 
way to buld a deck soley around Skrulls in Marvel Trading Card Game. 

Spider-Friends - Lots of evasion mechanics here.  Characters specialize 
is dodging attacks.  Also, a lot of cards that let you boost up 
characters defense capabilities. 

Squadron Supreme - Lots of cards that focus on empty hand tactics.  You 
get special bonuses whenever you have no cards in your hand. 

Thunderbolts - T-Bolts tend to give opponents advantages in exchange 
for stronger advantages of their own.  They also have several effects 
that apply whenever they are ready, which makes them more suited for 
defense that attacking.    

Underworld - Focuses heavily on the KO pile, with things like bonuses 
for having more characters in KO pile, or being able to pull characters 
out of the KO pile.

X-Men - Cards that let you recover characters outside of recovery phase 
and various effects that protect them from being stunned during combat.  

X-Statix - High level X-Statix cards tend to work better when they are 
the only character on the board.  Lower level X-Statix cards can swarm 
for various effects too.  This team is full of characters that most 
people have probably never even heard of, which makes them a personal 
favorite. 


---------------------

Section 5.1d: My Deck [MYCD]

-My current deck is 75 cards, heavy on Avengers and Thunderbolts.   I 
do tend to change it around a lot as I have the cards needed to fill a 
set.  I started with a pure Spider-Friends deck, then moved on to 
Spider-Friends/X-Men, then Spider-Friends/Avengers, and when I started 
the Villains campaign I went to Avengers/Thunderbolts.

It tends to skew more towards low to mid point cards, just because the 
T-Bolts cards are low cost for high stats with various penalties.  

Avengers/ Thunderbolts (75 cards total):

Characters -30 cards

1 x Beetle <> Mach 1 - Reluctant Hero
1 x Beetle <> Mach 2 - Matthew Davis
1 x Beetle <> Mach 3 - Repentant Villain
1 x Captain America - Steve Rogers
1 x Carol Danvers <> Warbird - Galactic Adventurer
1 x Dane Whitman <> Black Knight - Heroic Paladin
1 x Genis-Vell <> Captain Marvel - Son of Mar-Vell
1 x Hank Pym <> Giant Man - Towering Titan
1 x Hank Pym <> Goliath - Giant Genius
1 x Hawkeye - Clint Barton
1 x Helmut Zemo <> Citizen V - Warmonger
1 x Iron Man - Invincible
1 x Iron Man - Tony Stark
1 x Jarvis - Honorary Avenger
1 x Jolt - Helen Takahama
1 x Joystick - Janice Yanizesh
1 x Karla Sofen <> Meteorite - Twin Moonstones
1 x Melissa Gold <> Songbird - Sonic Cara[oce
1 x Natasha Romanoff <> Black Widow - Super Spy
1 x Ogre - Weaponsmith
1 x Paul Ebersol <> Techno - Man of Metal
1 x Quicksilver - Mutant Avenger
1 x Radioactive Man - Reformed Renegade
1 x Scarlet Witch - Mistress of Chaos Magic
1 x She-Hulk - Gamma Bombshell
1 x Speed Demon - Second Chance Speedster
1 x Thor - Odinson
1 x Thor - God of Thunder
1 x Vision - Synthetic Humanoid
1 x Wonder Man - Simon Williams

Of the character cards, 
Cost 1 - 4 cards
Cost 2 - 4 cards
Cost 3 - 4 cards
Cost 4 - 5 cards
Cost 5 - 5 cards
Cost 6 - 5 Cards
Cost 7 - 2 Cards
Cost 8 - 2 Cards.

No exact duplicates on the character cards, although I do have a couple 
multiple versions. To be honest, a big part of that is just because I 
am a fanboy of certain characters.  The three versions of Beetle/Mach 
is probably overkill, but I love the character.   

Equipment - 10 cards
2 x Advanced Hardware
4 x Borrowed Blade
1 x Dual Sidearms
1 x Jetpack
1 x Mjolnir
1 x V-Wing

Locations - 3 cards
1 x Avalon Space Station
1 x Base of Operations
1 x Bio-modem Satellite

Plot Twists - 30 cards
2 x A Second Chance
2 x Acrobatic Dodge
2 x Call to Arms
1 x Earth's Mightiest Heroes
2 x Finishing Move
2 x Flying Kick
1 x Grounded
2 x Legendary Battles
2 x Marvel Team-Up (Spider-Man, Captain America, Daredevil art)
1 x Marvel Team-Up (Wolverine/Doop art)
1 x Marvel's Most Wanted
2 x Nasty Surprise
2 x New Identity
1 x No Fear
2 x One-Two Punch
1 x Overload
2 x Pleasant Distraction
2 x Repulsor Ray
1 x Savage Beatdown
1 x Weapon of Choice
----------


Section 5.2: Game Play Strategies [GPLS] - COMING SOON

- The most important thing I can suggest is you need to be flexible.  
If you build a pure weenie deck, and come against an opponent ready for 
it, you are screwed.   Give yourself options in your deck, and build 
multiple decks to experiment with.  

- Along the same token, don't panic if you fall behind quickly.  A lot 
of the CPU's decks are weenie heavy, so you might find yourself losing 
10-20 points of endurance before you can mount a counter attack.  But, 
once you place a 3 or 4 recruit cost character on the board, you will 
be able to turn the tables immediately.  

- Now to contradict the last statement.  If you know you have built a 
well-balanced deck, and find yourself stuck with too many high cost 
cards on your initial deal, or cards you just can't use (a few times, I 
have gotten all Spider-Friends plot twists and all X-Men character 
cards in my deals), even after a Mulligan, don't be afraid to restart 
the match.  I don't mind losing a match, but when I lose purely because 
of a bad shuffle, it just frustrates me.

- Unlike most video game translations of CCCG's, the AI is smart in 
this game without being cheaty.  They know how to use their deck, and 
will surprise you with pretty clever choices as they play, but you 
never feel like they are looking at your hand or face down cards.  Some 
of the Underworld character in particular put together combos that 
really impressed me.

There aren't any huge loopholes you can exploit.  Huge credit to the 
programmers for that.  You really have to approach the CPU opponents 
just like you would a human opponent.  

- Don't waste cards!  If a defending character has reinforcement, don't 
overboost the attacking characters.  All you are doing is wasting your 
plot twists or special abilities.

- Whenever you have the initiative, attack a character with low DEF 
card using the highest possible attacker.  Either you will get a lot of 
breakthrough damage, or you will force your opponent to waste a card or 
exhaust a stronger character in order to prevent the breakthrough 
damage.  

- You don't have to Recover a character every turn.  Late in the game, 
you may find your opponent pounding on your low cost characters.  
Instead of Recovering those characters, which just leaves them on the 
table and open to getting attacked again next turn at huge endurance 
cost to you, skip the Recover stage and let them all go to the KO pile.  

- Read all the cards in play carefully, including your opponents.  You 
don't want to be caught unexpected.  And always click on the cards in 
the chain to see why something unusual happened.  You will often 
discover the CPU playing combinations you would have never thought of.  
I love stealing those ideas for my own use later on.


------------------------------------------------------------

Section 6: HERO WALKTHROUGH [HRWH]

Note 1:  Unless stated otherwise, the victory condition of each battle 
is the normal Vs. rules: at the start of the recovery phase, each 
player compares endurance totals, and determines whether or not the 
game is over.  If a player's endurance is 0 or lower, they lose the 
game.  If both players endurance is 0 or lower, whoever's endurance is 
lower loses the game.  If they are tied, the game continues for another 
turn.

Note 2: During each battle, you are represented by an avatar.  This 
avatar has no effect on your deck, and you will still use the deck that 
you have created.  There are a few battles where your avatar will be on 
the field of play, but for the most part, it doesn't affect the game at 
all.

Note 3: I will be adding information about each opponent's deck in a 
future update.  Unlike most games' walkthroughs, I really can't give 
you a step by step breakdown of what cards to play on which turns to 
win.   Everyone will build their deck differently, and randomness of 
the shuffling makes it hard to know exactly what cards you or your 
opponent will have at any one time.  

Section 6.1: Starting Hero Deck [STHD]

This is the deck you start the Hero Campaign with:

60 Cards
1 x Advance Recon
1 x Armored Spider Suit
2 x Base of Operations
2 x Battering Ram - Short-Lived Strongman
2 x Bishop - Lucas Bishop
2 x Black Cat - Felicia Hardy
2 x Blind Sided
1 x Crushing Blow
2 x Crystal - Inhuman
2 x Dagger - Tandy Bowen
2 x Ezekiel - Spirit of the Spider
1 x Flying Kick
2 x Frog Man - Eugene Patili
2 x Grounded
2 x Hornet - Eddie McDonough
2 x Human Torch - Friendly Rival
1 x Iceman - Cool Customer
2 x Jetpack 
2 x Marvel Team-Up
1 x Mattie Franklin <> Spider-Woman - Gift Of Power
2 x Meltdown
2 x Nova - Richard Rider
2 x One-Two Punch
1 x Personal Force Field
2 x Pleasant Distraction
2 x Prowler - Hobie Brown
1 x Psylocke - Betsy Braddock
2 x Punisher - Vigilante
2 x Reconnaissance
1 x Rise from the Dead
2 x She-Hulk - Green Jeans
1 x Spider Senses
1 x Spider-Man - The Amazing Spider-Man
1 x Thing - Strongman
2 x Unexpected Mutation
2 x Wild Pack - Army

----------

Section 6.2: Chapter 1 - Spare Parts  [HC1]

Section 6.2a: Chapter 1, Mission 1 - Night Patrol [H1M1]
Battle 1 - Spider-Man vs. Thieves

Section 6.2b: Chapter 1, Mission 2 - High Tech Heist [H1M2]
Battle 1 -  Spider-Man vs. Goons

Section 6.2c: Chapter 1, Mission 3 - Microchip Mayhem [H1M3]
Battle 1 - Spider-Man vs. Punks
Battle 2 - Daredevil vs. Punks

Section 6.2d: Chapter 1, Mission 4 - Spidey to the Rescue [H1M4]
Battle 1 - Spider-Man vs. Rhino
Battle 2 - Spider-Woman vs. Lizard

Section 6.2e: Chapter 1, Mission 5 - Weird Science [H1M5]
Battle 1 - Spider-Man vs. Electro
Battle 2 - Spider-Man vs. Vulture

Section 6.2f: Chapter 1, Mission 6 - Enter the Octopus [H1M6]
Battle 1 - Spider-Man vs. Dr. Octopus

Section 6.2g: Chapter 1, Mission 7 - Goblin [H1M7]
Battle 1 - Spider-Man vs. Green Goblin
Special Rules: Defeat opponent 2 times!

----------

Section 6.3: Chapter 2 - Old Enemies, New Threats [HC2] 

Section 6.3a: Chapter 2, Mission 1 - Deadly Danger Room [H2M1]
Battle 1 - Storm vs. Robot Enforcers
Battle 2 - Cyclops vs. Robot Enforcers

Section 6.3b: Chapter 2, Mission 2 - Deathstrike [H2M2]
Battle 1 - Wolverine vs. Lady Deathstrike
Special Rules: You start with Wolverine in play.  Opponent starts with 
Lady Deathstrike in play.

Section 6.3c: Chapter 2, Mission 3 - Muir Island [H2M3]
Battle 1 - Banshee vs. Juggernaut
Battle 2 - Iceman vs. Black Tom

Section 6.3d: Chapter 2, Mission 4 - Lethal Gambit [H2M4]
Battle 1 - Rogue vs. Mystique

Section 6.3e: Chapter 2, Mission 5 - Mutant Menace [H2M5]
Battle 1 - Cyclops vs. Blob
Battle 2 - Banshee vs. Avalanche
Battle 3 - Iceman vs. Pyro
Battle 4 - Rogue vs. Toad

Section 6.3f: Chapter 2, Mission 6 - Tooth and Nail [H2M6]
Battle 1 - Wolverine vs. Sabretooth

Section 6.3g: Chapter 2, Mission 7 - Mind over Magnetism [H2M7]
Battle 1 - Professor X vs. Magneto
Special Rules: Defeat opponent 2 times!

----------

Section 6.4: Chapter 3 - Impending Doom [HC3]

Section 6.4a: Chapter 3, Mission 1 - Unpleasant Distraction [H3M1]
Battle 1 - Thing vs. Mole Man
Battle 2 - Human Torch vs. Mole Man

Section 6.4b: Chapter 3, Mission 2 - Negative Attitude [H3M2]
Battle 1 - Invisible Woman vs. Annihulus
Special Rules: You start with Four Freedoms Plaza in the resource row.  
Opponent starts with Negative Zone in the resource row.

Section 6.4c: Chapter 3, Mission 3 - The Not-So-Fantastic Four [H3M3]
Battle 1 - Thing vs. Skrull Soldiers

Section 6.4d: Chapter 3, Mission 4 - Cracking Some Skrulls [H3M4]
Battle 1 - Human Torch vs. Skrull Soldiers
Battle 2 - Mr. Fantastic vs. Super Skrull

Section 6.4e: Chapter 3, Mission 5 - Latverian Hospitality [H3M5]
Battle 1 - Invisible Woman vs. Robot Enforcers
Battle 2 - Thing vs. Doom Guards

Section 6.4f: Chapter 3, Mission 6 - Army of Doom [H3M6]
Battle 1 - Thing vs. Doom Bots
Battle 2 - Human Torch vs. Doom Bots
Battle 3 - Invisible Woman vs. Doom Bots
Battle 4 - Mr. Fantastic vs. Doom Bots

Section 6.4g: Chapter 3, Mission 7 - No Buts About It [H3M7]
Battle 1 - Mr. Fantastic vs. Dr. Doom
Special Rules: Defeat opponent 3 times!

----------

Section 6.5: Chapter 4 - Vendetta  [HC4]

Section 6.5a: Chapter 4, Mission 1 - Hunted Heroes [H4M1]
Battle 1 - Daredevil vs. Hammerhead

Section 6.5b: Chapter 4, Mission 2 - Unfinished Business [H4M2]
Battle 1 - Daredevil vs. Kingpin

Section 6.5c: Chapter 4, Mission 3 - Undead Interlude [H4M3]
Battle 1 - Punisher vs. Morbius

Section 6.5d: Chapter 4, Mission 4 - Crime and Punishment [H4M4]
Battle 1 - Punisher vs. Speed Demon
Special Rules: You must win in 6 turns!
Battle 2 - Punisher vs. Mysterio

Section 6.5e: Chapter 4, Mission 5 - Maximum Carnage [H4M5]
Battle 1 - Spider-Man vs. Carnage

Section 6.5f: Chapter 4, Mission 6 - Heroes United [H4M6]
Battle 1 - Spider-Man vs. Kaine
Battle 2 -  Spider-Man vs. Jackal
Battle 3 - Daredevil vs. Kaine
Battle 4 - Daredevil vs. Jackal

Section 6.5g: Chapter 4, Mission 7 - A Sinister Syndicate [H4M7]
Battle 1 - Spider-Man vs. Venom
Special Rules: You lose if opponent starts a turn with 4 or more 
characters in play.

----------

Section 6.6: Chapter 5 - Knight Moves  [HC5]

Section 6.6a: Chapter 5, Mission 1 - Heroes for Hire [H5M1]
Battle 1 - Luke Cage vs. Cobra
Battle 2 - Iron Fist vs. Mr. Hyde

Section 6.6b: Chapter 5, Mission 2 - Breaking and Entering [H5M2]
Battle 1 - Black Widow vs. Deadpool
Battle 2 - Black Widow vs. The Russian

Section 6.6c: Chapter 5, Mission 3 - A Not-So-Clean Getaway [H5M3]
Battle 1 - Moon Knight vs. Mercenaries

Section 6.6d: Chapter 5, Mission 4 - X-Static Rescue [H5M4]
Battle 1 - Doop vs. Steel Wind
Battle 2 - Orphan vs. Tryks

Section 6.6e: Chapter 5, Mission 5 - Into the Underworld [H5M5]
Battle 1 - Vivisector vs. Anton Hellgate
Battle 2 - U-Go Girl vs. New Blood

Section 6.6f: Chapter 5, Mission 6 - Howling Mad [H5M6]
Battle 1 - Deadgirl vs. Dracula
Special Rules: You opponent gains 2 endurance each turn.
Battle 2 - Vivisector vs. Werewolf by Night

Section 6.6g: Chapter 5, Mission 7 - Strange Nightmare [H5M7]
Battle 1 - Dr. Strange vs. Nightmare

Section 6.6h: Chapter 5, Mission 8 - Hand to Hand Combat [H5M8]
Battle 1 - Elektra vs. The Hand

Section 6.6i: Chapter 5, Mission 9 - I've Got Your Back [H5M9]
Battle 1 - Daredevil vs. Bullseye
Special Rules: KO Sniper and reduce opponent to 0 endurance to win.

----------

Section 6.7: Chapter 6 - Sinister Vengeance [HC6]

Section 6.7a: Chapter 6, Mission 1 - Enter The Kangs [H6M1]
Battle 1 - Hawkeye vs. Kangs Guards
Battle 2 - Beast vs. Kang 1

Section 6.7b: Chapter 6, Mission 2 - Big Trouble [H6M2]
Battle 1 - Giant Man vs. Growing Man
Battle 2 - Wasp vs. Kangs Guards

Section 6.7c: Chapter 6, Mission 3 - Mistaken Identity [H6M3]
Battle 1 - Iron Man vs. Vantage
Battle 2 - Captain America vs. Citizen V

Section 6.7d: Chapter 6, Mission 4 - The Trask at Hand [H6M4]
Battle 1 - Jolt vs. Kangs Guards
Battle 2 - Meteorite vs. Kang 1
Special Rules: You start with Bolivar Trask in play.  If you start your 
turn without Bolivar Trask in play, you lose.

Section 6.7e: Chapter 6, Mission 5 - Reinforcements [H6M5]
Battle 1 - Beetle <> Mach 1 vs, Baltag
Battle 2 - Atlas vs. Kang 2

Section 6.7f: Chapter 6, Mission 6 - Hammer Time [H6M6]
Battle 1 - Thor vs. Enchantress
Special Rules: Defeat opponent 2 times!

Section 6.7g: Chapter 6, Mission 7 - Menace Out of Time [H6M7]
Battle 1 - Vision vs. Ultron
Battle 2 - Scarlet Witch vs. Tempus

Section 6.7h: Chapter 6, Mission 8 - Supreme Effort [H6M8]
Battle 1 - Dr. Spectrum vs. Executioner
Battle 2 - Whizzer vs. Melter

Section 6.7i: Chapter 6, Mission 9 - Kang Redux [H6M9]
Battle 1 - Moonglow vs. Kangs Guards
Battle 2 - Power Princess vs. Kang 3

Section 6.7j: Chapter 6, Mission 10 - More Kang for the Buck [H6M10]
Battle 1 - Nighthawk vs. Amenhotep
Battle 2 - Hyperion vs. Kang 4

Section 6.7k: Chapter 6, Mission 11 - Kang and Kang Again [H6M11]
Battle 1 - Hawkeye vs. Kang 1
Battle 2 - Captain America vs. Kang 1

Section 6.7l: Chapter 6, Mission 12 - Ultimate Evil [H6M12]
Battle 1 - Hulk vs. Ultron 5

Section 6.7m: Chapter 6, Mission 13 - Kang Immortus [H6M13]
Battle 1 - Iron Man vs. Kang 5
Special Rules: You start with Iron Man in play.  Opponent starts with 
Kang in play.

----------

Section 6.8: Chapter 7 - Operation: Annihilate! [HC7]

Section 6.8a: Chapter 7, Mission 1 - Sinister Sentinels [H7M1]
Battle 1 - Magneto vs. Mark II Number II

Section 6.8b: Chapter 7, Mission 2 - Unlikely Allies [H7M2]
Battle 1 - Professor X vs. Trisentinel

Section 6.8c: Chapter 7, Mission 3 - Common Enemy [H7M3]
Battle 1 - Spider-Man vs. Nimrod
Battle 2 - Dr. Doom vs. Nimrod

Section 6.8d: Chapter 7, Mission 4 - Final Showdown [H7M4]
Battle 1 - Mystique vs. Mr. Sinister
Special Rules: KO Mr. Sinister and reduce opponent to 0 endurance to 
win.

Section 6.8e: Chapter 7, Mission 5 - Master Plan [H7M5]
Battle 1 - Captain America vs. Master Mold
Special Rules: KO Master Mold and reduce opponent to 0 endurance to 
win.

------------------------------------------------------------

Section 7: VILLAIN WALKTHROUGH [VIWA]

Note 1:  Unless stated otherwise, the victory condition of each battle 
is the normal Vs. rules: at the start of the recovery phase, each 
player compares endurance totals, and determines whether or not the 
game is over.  If a player's endurance is 0 or lower, they lose the 
game.  If both players endurance is 0 or lower, whoever's endurance is 
lower loses the game.  If they are tied, the game continues for another 
turn.

Note 2: During each battle, you are represented by an avatar.  This 
avatar has no effect on your deck, and you will still use the deck that 
you have created.  There are a few battles where your avatar will be on 
the field of play, but for the most part, it doesn't affect the game at 
all.

Note 3: I will be adding information about each opponent's deck in a 
future update.  Unlike most games' walkthroughs, I really can't give 
you a step by step breakdown of what cards to play on which turns to 
win.   Everyone will build their deck differently, and randomness of 
the shuffling makes it hard to know exactly what cards you or your 
opponent will have at any one time.

Section 7.1: Starting Villain Deck [STVD]

This is the deck you start the Villain Campaign with:

60 Cards
1 x Advance Recon
2 x Base of Operations
2 x Blind Sided
2 x Boris - Doom's Caretaker
2 x Carrion - Cadaverous Clone
2 x Chameleon - Dmitri Smerdy
1 x Crushing Blow
2 x Darkorth - Death Demon
1 x Dr. Octopus - Doc Ock
2 x Electro - Maxwell Dillon
2 x Enchantress - Amora
1 x Flying Kick
1 x Goblin Glider
1 x Green Goblin - Norman Osborn
2 x Grounded
1 x Hammerhead - Gangster
2 x Hired Goons
2 x Hydro-Man - Morris Beach
2 x Jackal - Dr. Miles Warren
2 x Jetpack 
2 x Lizard - Dr. Curtis Connors
2 x Marvel Team-Up
1 x Medical Attention
2 x Meltdown
1 x Morbius - Dr. Michael Morbius
2 x Mystique - Shape-Changing Assassin
2 x One-Two Punch
1 x Personal Force Field
2 x Pleasant Distraction
2 x Reconnaissance
1 x Rhino - Alex O' Hirn
1 x Sadistic Choice
2 x Shocker - Herman Schultz
2 x Titania - Big Bad Bully
1 x Venom - Eddie Brock
2 x Volcana - Raging Inferno
2 x Vulture - Adrian Toomes

----------

Section 7.2: Chapter 1 - Spare Parts [VC1]

Section 7.2a:  Chapter 1, Mission 1 - Reprisals [V1M1]
Battle 1 - Green Goblin vs. Traitors

Section 7.2b: Chapter 1, Mission 2 - Chips [V1M2]
Battle 1 - Green Goblin vs. Cops

Section 7.2c: Chapter 1, Mission 3 - Cloak and Dagger [V1M3]
Battle 1 - Green Goblin vs. Cloak
Battle 1 - Green Goblin vs. Dagger

Section 7.2d: Chapter 1, Mission 4 - Inside Job [V1M4]
Battle 1- Green Goblin vs. Tombstone

Section 7.2e: Chapter 1, Mission 5 - The Goblin and the Octopus [V1M5]
Battle 1 - Dr. Octopus vs. Henchmen
Battle 2 - Green Goblin vs. Jackal

Section 7.2f: Chapter 1, Mission 6 - Who's the Boss? [V1M6]
Battle 1 - Green Goblin vs. Dr. Octopus

Section 7.2g: Chapter 1, Mission 7 - Spider-Trouble [V1M7]
Battle 1 - Green Goblin vs. Spider-Man
Special Rules: Defeat opponent 2 times!

----------

Section 7.3: Chapter 2 - Old Enemies, New Threats [VC2]

Section 7.3a: Chapter 2, Mission 1 - Breakout [V2M1]
Battle 1 - Blob vs. Guards
Battle 2 - Avalanche vs. Robot Enforcers

Section 7.3b: Chapter 2, Mission 2 - Roadblock [V2M2]
Battle 1 - Blob vs. She-Hulk
Battle 2 - Avalanche vs. Luke Cage

Section 7.3c: Chapter 2, Mission 3 - Barroom Blitz [V2M3]
Battle 1 - Sabretooth vs. Dragon Man
Special Rules: You start with Sabretooth in play.  Opponent starts with 
Dragon Man in play.

Section 7.3d: Chapter 2, Mission 4 - Trading Faces [V2M4]
Battle 1 - Mystique vs. Gambit

Section 7.3e: Chapter 2, Mission 5 - Springing the Trap [V2M5]
Battle 1 - Blob vs. Cyclops
Battle 2 - Avalanche vs. Colossus
Battle 3 - Pyro vs. Iceman
Battle 4 - Destiny vs. Shadowcat

Section 7.3f: Chapter 2, Mission 6 - De-Clawed [V2M6]
Battle 1 - Sabretooth vs. Wolverine

Section 7.3g: Chapter 2, Mission 7 - Master of Magnetism [V2M7]
Battle 1 - Magneto vs. Professor X
Special Rules: Defeat opponent 2 times!

----------

Section 7.4: Chapter 3 - Impending Doom [VC3]

Section 7.4a: Chapter 3, Mission 1 - The Siege of Atlantis [V3M1]
Battle 1 - Namor vs. Doom Bots

Section 7.4b: Chapter 3, Mission 2 - The Natives are Restless [V3M2]
Battle 1 - Dr. Doom vs. Villagers
Battle 2 - Dr. Doom vs. Zorba
Special Rules: If your opponent has a non-stunned character, he cannot 
lose.

Section 7.4c: Chapter 3, Mission 3 - Nasty Surprise [V3M3]
Battle 1 - Dr. Doom vs. Darkoth

Section 7.4d: Chapter 3, Mission 4 - Invasion [V3M4]
Battle 1 - Dr. Doom vs. Microbots
Battle 2 - Dr. Doom vs. Atlantian Soldiers

Section 7.4e: Chapter 3, Mission 5 - Namor [V3M5]
Battle 1 - Dr. Doom vs. Namor

Section 7.4f: Chapter 3, Mission 6 - Uninvited Guests [V3M6]
Battle 1 - Dr. Doom vs. Invisible Woman
Battle 2 - Dr. Doom vs. Mr. Fantastic

Section 7.4g: Chapter 3, Mission 7 - Doom Triumphant [V3M7]
Battle 1 - Dr. Doom vs. Human Torch
Special Rules: Defeat opponent 2 times!

----------

Section 7.5: Chapter 4 - Vendetta [VC4]

Section 7.5a: Chapter 4, Mission 1 - Open Season [V4M1]
Battle 1 - Kingpin vs. Daredevil

Section 7.5b: Chapter 4, Mission 2 - Hunted [V4M2]
Battle 1 - Kraven vs. Scarlet Spider

Section 7.5c: Chapter 4, Mission 3 - Kraven Punishment[V4M3]
Battle 1 - Kraven vs. Punisher

Section 7.5d: Chapter 4, Mission 4  - Random Carnage [V4M4]
Battle 1 - Carnage vs. Wild Pack
Battle 2 - Carnage vs. Silver Sable

Section 7.5e: Chapter 4, Mission 5  - Clash of the Spiders [V4M5]
Battle 1- Venom vs. Spider-Woman

Section 7.5f: Chapter 4, Mission 6 - A Bridge Too Far [V4M6]
Battle 1 - Venom vs. Hornet
Battle 2 - Venom vs. Ricochet
Special Rules: You must win in 6 turns!
Battle 3 - Carnage vs. Black Cat
Battle 4 - Carnage vs. Firestar

Section 7.5g: Chapter 4, Mission 7 - Showdown [V4M7]
Battle 1 - Venom vs. Spider-Man
Special Rules: You lose if opponent starts a turn with 4 or more 
characters in play.

----------

Section 7.6: Chapter 5 - Knight Moves  [VC5]

Section 7.6a: Chapter 5, Mission 1 - Late Night Visitor [V5M1]
Battle 1 - Vanessa Fisk vs. Black Widow

Section 7.6b: Chapter 5, Mission 2 - Cage Match [V5M2]
Battle 1 - Deadpool vs. Luke Cage
Battle 2 - Bullseye vs. Iron Fist

Section 7.6c: Chapter 5, Mission 3 - X-Static Ambush [V5M3]
Battle 1 - Deadpool vs. Doop
Battle 2 - The Rose vs. Venus Dee Milo

Section 7.6d: Chapter 5, Mission 4 - One Hell of a Fight [V5M4]
Battle 1 - Zarathos vs. Ghost Rider

Section 7.6e: Chapter 5, Mission 5 - Bad Voodoo [V5M5]
Battle 1- New Blood vs. Brother Voodoo
Battle 2 - Dracula vs. Blade

Section 7.6f: Chapter 5, Mission 6 - Children of the Night [V5M6]
Battle 1 - Dracula vs. Hannibal King
Battle 2 - Mephisto vs. Dr. Strange
Special Rules: You automatically lose 2 endurance per turn.

Section 7.6g: Chapter 5, Mission 7 - Diversionary Tactics [V5M7]
Battle 1 - The Hand vs. Shang Chi

Section 7.6h: Chapter 5, Mission 8 - Hand It Over [V5M8]
Battle 1 - Bullseye vs. Punisher
Battle 2 - Typhoid Mary vs. Moon Knight

Section 7.6i: Chapter 5, Mission 9 - Mind If We Cut In? [V5M29
Battle 1 - Bullseye vs. Electra
Special Rules: KO Electra and reduce opponent to 0 endurance to win.

-----------------------------
Section 7.7: Chapter 6 - Sinister Vengeance [VC7]

Section 7.7a: Chapter 6, Mission 1 - Dark Disguise [V7M1]
Battle 1 - Ultron vs. Scarlet Witch
Battle 2 - Ultron vs. Vision

Section 7.7b: Chapter 6, Mission 2 - Trask [V7M2]
Battle 1 - Ultron vs. Beast
Battle 2 - Ultron vs. Captain Marvel
Special Rules: You start with Bolivar Trask in play.  If you start your 
turn without Bolivar Trask in play, you lose.

Section 7.7c: Chapter 6, Mission 3 - Thunderbolts No More! [V7M3]
Battle 1- Techno vs. She-Hulk
Battle 2-Meteorite vs. Black Panther

Section 7.7d: Chapter 6, Mission 4 - Masters of Evil [V7M4]
Battle 1 - Atlas vs. Giant Man
Battle 2 - Songbird vs. Wonder Man

Section 7.7e: Chapter 6, Mission 5 - Thunderstorm [V7M5]
Battle 1 - Beetle (Armorsmith) vs. Warbird
Battle 2 - Baron Zemo vs. Thor

Section 7.7f: Chapter 6, Mission 6 - Kang Rising [V7M6]
Battle 1 - Kang 6 vs. Captain America

Section 7.7g: Chapter 6, Mission 7 - Wreckers [V7M7]
Battle 1 - Kangs Guards vs. Thunderball
Battle 2 - Kang 6 vs. Piledriver

Section 7.7h: Chapter 6, Mission 8 - Dark Pharoah [V7M8]
Battle 1 - Amenhotep vs. Golden Archer
Battle 2 - Kang 4 vs. Hawkeye

Section 7.7i: Chapter 6, Mission 9 - The Growing Menace [V7M9]
Battle 1 - Growing Man vs. Power Princess
Battle 2 - Kang 6 vs. Dr. Spectrum

Section 7.7j: Chapter 6, Mission 10 - Supreme Sacrifice
Battle 1 - Kang 5 vs. Hyperion

Section 7.7k: Chapter 6, Mission 11 - God of Thunder
Battle 1 - Ultron vs. Thor
Battle 2 - Tempus vs. Thor

-------------------------------

Section 7.8: Chapter 7 - Operation: Annihilate! [VC7]

Section 7.8a: Chapter 7, Mission 1 - Sinister Sentinels [V7M1]
Battle 1 - Lady Deathstrike vs. Mark II Number II

Section 7.8b: Chapter 7, Mission 2 - Unlikely Allies [V7M2]
Battle 1 - Jean Grey vs. Trisentinel

Section 7.8c: Chapter 7, Mission 3 - Common Enemy [V7M3]
Battle 1 - Volcana vs. Bastion
Battle 2 - Invisible Woman vs. Bastion

Section 7.8d: Chapter 7, Mission 4 - Final Showdown [V7M4]
Battle 1 - Scarlet Witch vs. Mr. Sinister
Special Rules: KO Mr. Sinister and reduce opponent to 0 endurance to 
win.

Section 7.8e: Chapter 7, Mission 5 - Master Plan [V7M5]
Battle 1 - She-Hulk vs. Nimrod
Special Rules: Opponent regains 5 endurance at the start of every turn.
Battle 2 - Dark Phoenix vs. Master Mold
Special Rules: KO Master Mold and reduce opponent to 0 endurance to 
win.

------------------------------------------------------------

Section 8: PUZZLE WALKTHROUGH [PZWT]

I am making these as detailed as possible to help you not just beat 
them, but also to help you understand how you were able to beat your 
opponent.  In the descriptions of the cards, I only put things that are 
relevant to the current scenario.

Each puzzle starts you at the beginning of a turn's build phase, and 
you must defeat opponent by the end of the turn.  You have initiative 
during turn, and your opponent will take no actions at all.


---------------

Section 8.1: Basic [BSC0]

These puzzles introduce you to the basics of the game: recruiting, 
attacking, team attacking, breakthrough, equipment, and plot twists.

Section 8.1a Basic 1 [BSC1]

Scenario: 
Your Starting Endurance: 1 
Opponent Starting Endurance: 7

Opponent has in play - 
Front Row - Thing, Strongman (equipped with Armored Spider-Suit) Cost 
6, 16 ATK/14 DEF with reinforcement

You have in play - 
3 Resources - 2 face up, and 1 Savage Beatdown facedown (Target 
attacker gets +5 ATK this attack)

In Hand -
-Savage Beatdown
-Electro, Maxwell Dillon - Cost: 2, 2 ATK /2 DEF
-Kristoff Von Doom, Ticking Time Bomb Cost :1, 2 ATK/1 DEF
-Jetpack - Cost: 0, Equipped characters gets +2 ATK and has flight.

Strategy: Since Thing has a cost of 6, we need to stun him to complete 
this mission

Resource Phase
- Place Savage Beatdown as a resource (Total Resource Points - 4)

Recruit Phase
-Recruit Electro and Kristoff to your front row.
-Recruit Jetpack and equip it to Kristoff.  The reason for equipping 
Kristoff instead of Electro is that the attack on Thing is going to be 
a suicide run.  Looking at the characters' costs, it is better to loss 
1 endurance of stun damage then 2.  

Formation Phase
-Skip this phase

Combat Phase
-Select Kristoff as your attacker, select Thing as the defender.
- Use both Savage Beatdowns on Kristoff.   That will make him 14 ATK/1 
DEF.  Thing and Kristoff will both be stunned during this attack.

Your endurance: 0, Your opponent's endurance: 1

- Attack with Electro.  This will be a direct attack since your 
opponent has no defenders left.

Your endurance: 0, Your opponent's endurance: -1

Victory!

------------------

Section 8.1b Basic 2 [BSC2]

Scenario: 
Your Starting Endurance: 2
Opponent Starting Endurance: 18

Opponent has in play - 
Front Row - Jackal, Dr. Miles Warren (equipped with Armored Spider-
Suit) Cost 4, 8 ATK/8 DEF with reinforcement

You have in play - 
Front Row: Thing, Strongman Cost 6, 14 ATK/12 DEF
6 Resources - All face up 

In Hand -
- Wild Pack, Army - Cost 1 1ATK/1 DEF, Wild Pack gets +1 ATK while team 
attacking.
-Jetpack - Cost: 0, Equipped characters gets +2 ATK and has flight

Strategy: We need to stun Jackal with the Wild Pack and then attack 
with Thing to finish things off.

Resource Phase
-Skip Resource Phase without resourcing any cards.

Recruit Phase
-Recruit the 3 Wild Pack to your front row.
-Recruit the Jetpack to one of the Wild Pack , it doesn't matter which 
one.

Formation Phase
-Skip this phase

Combat Phase
- Team attack with the 3 Wild Pack on Jackal.  The Wild Pack with the 
Jetpack will be 4 ATK/1 DEF, and the other two will be 2 ATK/1 DEF, 
thanks to the +1 bonus for Wild Pack on team attacks.  This is a total 
of 8 damage, which will stun Jackal.   Jackal will stun 1 of the Wild 
Pack.

Your endurance: 1, Your opponent's endurance: 14

- Attack with Thing.  This will be a direct attack since your opponent 
has no defenders left.

Your endurance: 1, Your opponent's endurance: 0

Triumph!

------------

Section 8.1c Basic 3 [BSC3]

Scenario: 
Your Starting Endurance: 1
Opponent Starting Endurance: 12

Opponent has in play - 
Front Row 
- Bishop, Lucas Bishop - Cost 2, 2 ATK/2 DEF, gets + 3 ATK/ +3 DEF when 
attacked by a character with ranged.
- Hornet, Eddie McDonough - Cost 2, 2 ATK /2 DEF
- Psylocke, Betsy Braddock (equipped with Personal Force Field) - Cost 
3, 3 ATK/7 DEF with reinforcement

You have in play - 
5 Resources - All face up 

In Hand -
- Titania, Big Bad Bully - Cost 3, 4 ATK/4 DEF, Gets +1 ATK for each 
character in your front row.
-Vulture, Arian Toomes - Cost 1, flight, 2 ATK/1 DEF.  As additional 
cost to recruit, reveal another Sinister Syndicate character card from 
hand.  When Vulture causes breakthrough, you gain that much endurance.
- Electro, Maxwell Dillon - Cost 2, range, 2 ATK/2 DEF.  Team 
Affiliation - Sinister Syndicate
- Dual Sidearms - Cost 0, Equipped character gets +2 ATK and has range.
- One-Two Punch - Target attacker gets +1 ATK/+2 DEF this attack.

Strategy: Need to do as much damage to opponent as possible without 
getting any of your own characters stunned.  Also, need to avoid 
attacking Bishop with a character with range, which means Electro and 
whoever you give Dual Sidearms to.

Resource Phase
- Place One-Two Punch as a resource (Total Resource Points - 6)

Recruit Phase
-Recruit Titania into your front row
-Recruit Vulture (you have to recruit Vulture before Electro in order 
to pay the extra recruit cost for Vulture of revealing another Sinister 
Syndicate care from your hand).
- Recruit Electro
-Recruit Dual Sidearms, and Equip to Vulture, making him 4 ATK/1 DEF 
with range and flight.  

Formation Phase
-Skip this phase

Combat Phase
- Select Titania as your attacker, select Bishop as the defender.  She 
doesn't have range, and will be attacking as a 7 ATK/4 DEF, which means 
she will do breakthrough and will not be stunned herself.  

Your endurance: 1, Your opponent's endurance: 5

- Select Vulture as your attacker, select Hornet as the defender.
- Use One-Two Punch on Vulture. That will make him 5 ATK/3 DEF.  He 
will not be stunned and deal 3 points of breakthrough damage to your 
opponent.  Vulture's power gives you those endurance points.

Your endurance: 4, Your opponent's endurance: 0

- Skip rest of phase, DO NOT ATTACK WITH ELECTRO!

Edu!!

------------------------

Section 8.1d Basic 4 [BSC4]

Scenario: 
Your Starting Endurance: 1
Opponent Starting Endurance: 9

Opponent has in play - 
Front Row 
- Volcana, Raging Inferno (equipped wth Armored Spider Suit) Cost 4, 10 
ATK/8 DEF with reinforcement.
- Hornet, Eddie McDonough - Cost 2 2ATK / 2DEF

Support Row
- Shriek, Frances Barrison - Cost 2, 2 ATK/1 DEF.  Other characters get 
+1 ATK.  That is all characters, not just ones your opponent controls.  

You have in play - 
2 Resources - All face up 

Front Row
Hornet, Eddie McDonough - Cost 2, flight, range 2 ATK/2 DEF.  "Exhaust 
Spider-Friends character --> Target players loses 1 endurance."  Team 
Affiliation - Spider-Friends.

In Hand -
- Psylocke, Betsy Braddock) - Cost 3, 3 ATK/4 DEF.
- Flying Kick - Character had flight this turn.  While attacking this 
turn, that character gets +3 ATK.

Strategy: You really don't have the ability to take down Volcana, so 
you need to figure out how to damage your opponent without stunning 
Volcana.

Resource Phase
- Place Flying Kick as a resource (Total Resource Points - 3)

Recruit Phase
-Recruit Psylocke into your front row.

Formation Phase
-Skip this phase

Combat Phase
- Play Flying Kick, targeting Psylocke.

- Select Psylocke as your attacker, select Shriek as the defender.  
With the bonus from Flying Kick and Shriek herself, Psylocke attacks as 
a 7 ATK/4 DEF. She will stun Shriek, without being stunned herself.

Your endurance: 1, Your opponent's endurance: 1

- Activate Hornet to use his power to deal 1 damage to opponent.  Since 
he has Spider-Friends team affiliation, you can stun him as the 
activation cost.

Your endurance: 1, Your opponent's endurance: 0 

Voit!!

--------------------------

Section 8.2: Loyalty [LTY0]

These puzzles introduce you to the loyalty keyword.  A character with 
loyalty can only be recruited if they share a team affiliation with 
another character you control.

Section 8.2a: Loyalty 1 [LYT1]

Scenario: 
Your Starting Endurance: 50
Opponent Starting Endurance: 14

Opponent has in play - 
Nothing

You have in play - 
6 Resources - All face up 

In Hand -
- Mikado + Mosha, Angels of Destruction - Marvel Knights, Cost 1, 1 ATK 
/1 DEF
- Hobgoblin, Roderick Kingsley- Sinister Syndicate, Cost 6, 13 ATK /10 
DEF Loyalty
- Midnight Sons - Play only if you control a Marvel Knights character.  
Choose a team affiliation.  Characters you control, as well as cards in 
hand, deck, and KO'd pile that have either Marvel Knights or chosen 
affiliation have both affiliations.

Strategy: Your opponent has nothing in play, so all you need to do is 
get Hobgoblin in play and attack.

Resource Phase
- Place Midnight Sons as a resource (Total Resource Points - 7)

Recruit Phase
- Recruit Mikado + Mosha
- Play Midnight Sons, select Sinister Syndicate as the team 
affiliation.  This will give Mikado + Mosha the Sinister Syndicate 
affiliation and allow you to recruit Hobgoblin.
-Recruit Hobgoblin

Formation Phase
-Skip this phase

Combat Phase
- Team attack with Mikado + Mosha and Hobgoblin.

Your endurance: 50; Your opponent's endurance: 0

YAHTZEE! 

------------------------

Section 8.2b: Loyalty 2 [LTY2]

Scenario: 
Your Starting Endurance: 5
Opponent Starting Endurance: 1

Opponent has in play - 
Front Row -
She-Hulk, Jennifer Walters (Equipped with Armored Spider Suit) Cost 3, 
8 ATK/8 DEF with reinforcement, +2/+2 when ready  

You have in play - 
Support Row - Centurious, The Soulless Man, Cost 4, 7 ATK/7 DEF, 
Underworld

4 Resources - All face up 

In Hand -
- Firestar, Hot Stuff - Spider-Friends, Cost: 5, 8 ATK/8 DEF, Loyalty
- Punisher, Vigilante - Spider-Friends, Cost: 4, 7 ATK/5 DEF 
- Entangle - As an additional cost to play, exhaust a character you 
control and discard a card; Exhaust target character if it's cost is 
less than the cost of the character you exhausted.
- Hypnotic Charms - Play only if you control an Underworld character; 
Affiliated characters you control and in your KO'd pile have the 
affiliation of each character card in your KO'd pile.
- Blind Sided -  Target character loses reinforcement and cannot have 
reinforcement this turn.

Strategy: Need to get a Spider-Friends character on the field in order 
to recruit Firestar.   

Resource Phase
- Place Hypnotic Charms as a resource (Total Resource Points - 5)

Recruit Phase
- Play Hypnotic Charms. 
- Use Entangle.  Target She-Hulk and exhaust Centurious.  Discard 
Punisher to pay the card's additional cost.  Because of Hypnotic 
Charms, this will give Centurious the Spider-Friends Affiliation.  In 
addition, since Entangle exhausts She-Hulk, she loses her ready bonus, 
putting her as a 6 ATK/6 DEF.
-Recruit Firestar
- Play Blind Sided, targeting She-Hulk to get rid of her reinforcement.

Formation Phase
- Skip this phase

Combat Phase
- Select Firestar as your attacker, select She-Hulk as the defender.  2 
points of breakthrough, plus 3 points of damage because you stunned 
She-Hulk.

Your endurance: 1; Your opponent's endurance: 0

HENSHIN-A-GO-GO, BABY! 

------------------------

Section 8.2c: Loyalty 3 [LTY3]

Scenario: 
Your Starting Endurance: 3
Opponent Starting Endurance: 19

Opponent has in play - 
Front Row -
Doctor Doom, Lord of Latveria (Equipped with Armored Spider Suit) Cost 
8, 20 ATK/21 DEF with reinforcement)

You have in play - 
Front Row - Chameleon, Dmitry Smerdyakov, Cost 1, 1 ATK/1 DEF, Sinister 
Syndicate; Pat 1 endurance --> Choose a team affiliation.  Cham has the 
chosen team affiliation this turn.  Use this power only once per turn, 
and only if you control another Sinister Syndicate character.

8 Resources - All face up 

In Hand -
- Hammerhead, Gangster - Sinister Syndicate, Cost: 2, 3 ATK/2 DEF; 
Sinister Syndicate attackers you control get +2 ATK while attacking a 
player directly.
- Vulture, Adrian Toomes -  Sinister Syndicate, Cost: 1, flight, 2 
ATK/1 DEF.  As additional cost to recruit, reveal another Sinister 
Syndicate character card from hand.  When Vulture causes breakthrough, 
you gain that much endurance.
- War Wagon - Cost: 1, War Wagon costs 1 less to recruit while you 
control a Marvel Knights character; equipped character has "Activate--
>KO Target stunned character.  It's controller loses endurance equal to 
that character's cost."
- Savage Beatdown - Target attacker gets +5 ATK this attack.
- Backfire - Target character gets -1 DEF this turn.  KO all equipment 
equipped to that character.
- Spider-Man, Spectacular Spider-Man, Marvel Knights, Cost: 6, 12 
ATK/12 DEF, loyalty.

Strategy: Need to get a Marvel Knights character in order to recruit 
Spider-Man and War Wagon.  Also, need to take down Doom while 
minimizing your damage in return..     

Resource Phase
- Place either Backfire or Savage Beatdown as a resource.  Does not 
matter since you will be playing both this turn. (Total Resource Points 
- 9)

Recruit Phase
- Recruit Vulture.  Reveal Hammerhead to pay additional cost (Resources 
- 8)
- Recruit Hammerhead (Resources - 6)
- Use Chameleon's Special Ability, Select Marvel Knights as the team 
affiliation.

Your endurance: 2; Your opponent's endurance: 19

- Recruit Spider-Man (Resources 0)
- Recruit War Wagon to Hammerhead.

Formation Phase
- Skip this phase

Combat Phase
-  Use Backfire, Target Doctor Doom.  Dr. Doom will now be 18 ATK/18 
DEF.
- Team attack with Spider-Man and Chameleon, select Dr. Doom as the 
defender.  Play Savage Beatdown on either Spider-Man or Chameleon.  
Doom will be stunned, but so will Spider-Man.

Your endurance: -4; Your opponent's endurance: 11

- Use War Wagon equipped to Hammerhead, target the stunned Dr. Doom.

Your endurance: -4; Your opponent's endurance: 3

- Attack with Vulture.  He will still get the +2 bonus from Hammerhead, 
and you will recover endurance equal to his four points of breakthrough 
damage.

Your endurance: 0; Your opponent's endurance: -1

Vini, Vidi, Vici!

------------------------

Section 8.2d: Loyalty 4 [LTY4]

Scenario: 
Your Starting Endurance: 2
Opponent Starting Endurance: 21

Opponent has in play -  None

You have in play -  

8 Resources - All face up 

In Hand -
- Green Goblin, Altered Ego, Sinister Syndicate, Cost: 7, 17 ATK/11 
DEF, Loyalty
- Firestar, Hot Stuff - Spider-Friends, Cost: 5, 8 ATK/8 DEF, Loyalty
- Tinkerer, Phineas Mason - Sinister Syndicate, Cost: 1, 1 ATK/1 DEF
- 2 x Wild Pack, Army - Spider-Friends, Cost: 1, 1 ATK/1 DEF, Get +1 
ATK when team attacking.
- Sinister Six - Play only if you control a Sinister Syndicate 
character.  Affiliated characters you control, as well as affiliated 
cards in your deck, hand, and KO'd pile have the Sinister Syndicate 
team affiliation.  
- Clone Saga - Play only if you control a Sinister Syndicate character.  
Affiliated characters you control, as well as affiliated cards in your 
deck, hand, and KO'd pile have the Sinister Syndicate team affiliation.  

Strategy: Need to get Green Goblin on the board, and all the characters 
the same affiliation so you can take advantage of the Wild Pack's bonus 
when team attacking.   

Resource Phase
- Place Sinister Six as a resource.  (Note: You can also complete this 
mission by resourcing Clone Saga instead.  As long as the characters 
all share one affiliation, it doesn't matter what affiliation that 
is.).  (Total Resource Points - 9)

Recruit Phase
- Recruit Tinkerer (Resource Points - 8)
- Recruit one of the Wild Pack (Resource -7)
- Recruit Green Goblin (Resource - 0)
- Use Sinister Six card.  This will give all characters the same team 
affiliation and allow for a team attack.  (Note: if you resourced Clone 
Saga instead, then use Clone Saga here).

Formation Phase
- Skip this phase

Combat Phase
- Team attack with all three characters.  Right now, you will have 20 
points in attack (17 from Green Goblin, 1 from Tinkerer, and 2 from 
Wild Pack (1 base + 1 bonus from team attack).  
- Discard the other Wild Pack card in order to power up the attacking 
Wild Pack character.  

Your endurance: 2; Your opponent's endurance: 0

You Win!  Fatality!

--------------------------

Section 8.3: Boost [BST0]

This section introduces you to the Boost keyword.  When a character has 
Boost, you can pay an optional additional recruitment cost which gives 
the character extra abilities.

Section 8.3a: Boost 1 [BST1]

Scenario: 
Your Starting Endurance: 3
Opponent Starting Endurance: 6

Opponent has in play - 
Front Row 
- Alistair Smythe, Ultimate Spider-Slayer - Cost 3, 3 ATK/5 DEF
- Basilisk, Basil Elks (Equipped with Armored Spider Suit) - Cost 1, 6 
ATK/ 3 DEF

You have in play - 
5 Resources - All face up 

In Hand -
- Kingpin, Wilson Fisk - Crime Lords, Cost: 3, 5 ATK/3 DEF, Boost 1: 
When Kingpin comes into play, you may distribute two +1 ATK/ + 1 DEF 
counters as you choose among any number of Crime Lords characters you 
control.
- Stilt-Man, Wilbur Day - Crime Lords, Cost 2, 3 ATK, 2 DEF, Boost 1: 
When Stilt-Man comes into play, put a +1 ATK/+1 DEF counter on him.
- Steel Wind, Cyborg Cyclist - Underworld, Cost 2, 1 ATK, 4 DEF

Strategy: Need to knock out both of the opponent's characters, and 
still get two more points of breakthrough damage.  

Resource Phase
- Place Steel Wind as a resource (Total Resource Points - 6)

Recruit Phase
- Recruit Kingpin, pay Boost (Resource Points - 2).  Put both counters 
on Kingpin to make him 7 ATK/5 DEF
- Recruit Stilt-Man, don't pay Boost (no resource points left to pay) 
(Resource Points - 0)

Formation Phase
-Skip this phase

Combat Phase
- Attack Basilisk with Stilt-Man.  Both will be stunned

Your endurance: 1, Your opponent's endurance: 5

- Attack Smythe with Kingpin.

Your endurance: 1, Your opponent's endurance: 0 

FTW!

------------------------

Section 8.3b: Boost 2 [BST2]

Scenario: 
Your Starting Endurance: 1
Opponent Starting Endurance: 17

Opponent has in play - 
Front Row 
-  Prowler, Hobie Brown - Cost 1, 1 ATK/1 DEF
- Aunt May, May Parker -Cost 1, 0 ATK/0 DEF
- Solo, James Brown -Cost 2, 4 ATK/1 DEF
- Silver Sable, Silver Sablinovia - Cost 2, 2 ATK/ 2 DEF

You have in play - 
Front Row
- MJ, Mary Jane Watson - Spider-Friends, Cost 1, 1 ATK, 1 DEF
- Hammerhead, Gangster - Sinister Syndicate, Cost 2, 3 ATK, 2 DEF, 
Sinister Syndicate attackers you control get +2 ATK while attacking a 
player directly.

8 Resources - All face up 

In Hand -
- Cloak, Tyrone Johnson - Spider-Friends, Cost 4, 6 ATK/6 DEF, Loyalty, 
Whenever Cloak stuns an attacker, return that character to owner's 
hand.  Boost 4: When Cloak comes into play, return any number of target 
characters with a cost of 4 or less to owner's hands.
- Wild Pack, Army - Spider-Friends, Cost: 1, 1 ATK/1 DEF, Get +1 ATK 
when team attacking.
- Tinkerer, Phineas Mason - Sinister Syndicate, Cost: 1, 1 ATK/1 DEF

Strategy: Need to get rid of all of opponent's characters to allow 
Hammerhead's bonus to apply.  BUT, you can't just use Cloak's Boost 
power to clear the playing field, because you ATK scores alone won't 
give you 17 points of damage.  You are going to need extra damage from 
stuns and breakthroughs.  Plus, you only have 1 endurance point so you 
can't sacrifice any of your characters in attacks.  

Resource Phase
- Place Wild Pack as a resource (Total Resource Points - 9)

Recruit Phase
- Recruit Tinkerer (Resource Points - 8)
- Recruit Cloak (MJ already has Spider-Friends affiliation, so you 
don't have to worry about Cloak's loyalty), pay Boost (Resources Points 
- 0).  Select Prowler and Silver Sable as the target for Cloak's boost 
effect to return them to your opponent's hand. Leave Aunt May and Solo 
on the table so when you attack and stun them, opponent will lose their 
recruit costs.  Aunt May's DEF is 0, Solo's DEF is 1.  This makes them 
ideal targets for breakthrough damage.

Formation Phase
-Skip this phase

Combat Phase
- Attack Aunt May with Mary Jane.  I could not help but laugh when I 
did this step.  Make sure you apologize to the old lady.  Aunt May will 
be stunned.

Your endurance: 1, Your opponent's endurance: 15

- Attack Solo with Cloak.  Solo will be stunned (and returned to your 
opponent's hand, but that doesn't matter).  

Your endurance: 1, Your opponent's endurance: 8

- Attack your opponent directly with Tinkerer and Hammerhead, both are 
Sinister Syndicate members and can take advantage of Hammerhead's +1 
ATK bonus when attacking opponent directly.

Your endurance: 1, Your opponent's endurance: 0

Mischief Managed!

------------------------

Section 8.3c: Boost 3 [BST3]

Scenario: 
Your Starting Endurance: 2
Opponent Starting Endurance: 4

Opponent has in play - 
Front Row 
-  Frankie Raye, Herald of Galactus (Equipped with Armored Spider-
Suit), Cost 1, 3 ATK, 3 DEF, reinforcement.  (This card starts the 
scenario exhausted)  
- She-Hulk, Jennifer Walters (Equipped with Armored Spider Suit) Cost 
3, 8 ATK/8 DEF with reinforcement, +2/+2 when ready  

You have in play - 

8 Resources - All face up 

In Hand -
- El Guapo, Robbie Rodriguez - X-Statix, Cost 1, 1 ATK/ 1 DEF, Boost 2: 
When El Guapo comes into play, characters you control have 
reinforcement while defending this turn. Return El Guapo to his owner's 
hand.
- Phat, William Reilly - X-Statix, Cost 1, 1 ATK/ 1 DEF, Boost X: When 
Phat comes into play, you may discard an X-Statix card.  If you do, put 
two +1 ATK/ +1 DEF counters on Phat for each resource point you spent 
on X.
- Plazm, Protoplasmic Protagonist - X-Statix, Cost 3, 5 ATK/2 DEF, 
Boost 3: When Plazm comes into play, if you control another X-Statix 
character, you may stun target character with a DEF of 10 or less.  
Return Plazm to his owner's hand.

Strategy: Since you won't get any breakthrough in this battle, there is 
no point in using up all your resource points to supercharge Phat.  You 
need to stun both of your opponent's characters to do the 4 points of 
damage you need to your opponent.  You have 2 points of endurance, so 
you can afford to sacrifice one of your 1 pointers.  

Resource Phase
- Place none (Total Resource Points - 8)

Recruit Phase
- Recruit Phat.   Pay 1 point only for boost, discard El Guapo to pay 
the extra boost cost.  (Resource Points - 6), Phat will be 3 ATK/3 DEF.

- Recruit Plazm, pay boost (Resource Points - 0), Target She-Hulk with 
Plazm's boost effect, she will be stunned.

Your endurance: 2, Your opponent's endurance: 1

Formation Phase
-Skip this phase

Combat Phase
- Attack Frankie with Phat.  Both will be stunned so you and your 
opponent will both lose 1 endurance.  

Your endurance: 1, Your opponent's endurance: 0

Mission Complete!

------------------------
Section 8.3d: Boost 4 [BST4]

Scenario: 
Your Starting Endurance: 50
Opponent Starting Endurance: 20

Opponent has in play - 
Front Row 
-  Invisible Woman, Sue Storm - Cost 4, 6 ATK/8DEF, Reinforcement

You have in play - 

9 Resources - All face up 

In Hand -
- Anton Hellgate, Thanatologist - Underworld, Cost 4, 8 ATK/6 DEF, 
Boost 1: When Anton Hellgate comes into play, discard any # of cards.  
AH gets +1 ATK and +1 DEF this turn for each card you discarded this 
way.

Deacon Frost, Vampire Master - Underword, Cost 2, 2 ATK/3 DEF, Boost X: 
When Deacon Frost comes into play, put X character cards named New 
Blood from your KO'd pile into your front row.

Zodiak, Norman Harrison - Underworld, Cost 2, 3 ATK/2 DEF, Boost 3: 
When Zodiak comes into play, he gets +X ATK and +X DEF this turn, where 
X is the number of cards in your hand.

3 x New Blood, Army - Underworld, Cost 1, 2 ATK/1 DEF

Strength of the Grave - Threshold 4, As an additional cost to play 
Strength of the Grave, put X Underworld cards from your KO'd pile on 
the bottom of your deck.  Choose one: Target character gets +X ATK this 
attack or target character gets +X DEF this attack.

Strategy: Since Invisible Woman has reinforcement, you need to stun 
her, and then follow up with a 16 point ATK directly at your opponent.  

Resource Phase
- Place Strength of the Grave (Total Resource Points - 10)

Recruit Phase
- Recruit Zodiak, pay boost.  (Resource Points - 5).  With Boost, 
Zodiak is 8 ATK/7 DEF this turn.  You want to recruit Zodiak 
immediately so you have the most cards (5) in your hand to take 
advantage of his boost.

- Recruit Anton Hellgate, pay boost (Resource Points - 0).  Discard all 
cards in hand (4).  This makes Anton Hellgate 12/10.  Since you have no 
more resource points anyway, it's not like you need them in hand, so 
give Anton the full bonus.  

Formation Phase
-Skip this phase

Combat Phase
- Attack Invisible Woman with Zodiak.  Invisible Woman will be stunned.  

Your endurance: 50, Your opponent's endurance: 16

- Attack opponent directly with Anton Hellgate.  Activate Strength of 
the Grave.  Target Anton Hellgate, choose "Target character gets +X ATK 
this attack" and then move your 4 cards from the KO pile back into the 
deck.  This will make Anton Hellgate 16 ATK/10 DEF.

Your endurance: 50, Your opponent's endurance: 0

Congrats!

------------------------
Section 8.4: Evasion [EVN0]

This section introduces the Evasion keyword.  Evasion gives the 
character the power of: "Stun this character-->At the start of the 
recovery phase this turn, recover this character."  

Honestly, in the game, I very rarely used this effect.  It is useful as 
a way to keep you from having to sacrifice characters in the recovery 
stage, but most of the characters with Evasion are pretty low level, so 
by the time you have to use their power, you could be better off just 
letting them get killed.  But that is purely my own opinion.

Section 8.4a: Evasion 1 [EVN1]

Scenario: 
Your Starting Endurance: 3
Opponent Starting Endurance: 5

Opponent has in play - 
Front Row 
-  Shape, Malleable Mutant (Equipped with Armored Spider-Suit) - Cost 
2, 8/3 with reinforcement.

You have in play - 

3 Resources - All face up 

In Hand -
- Jessica Drew <> Spider-Woman, Venom Blast - Spider-Friends, Cost 2, 3 
ATK/2 DEF, Evasion.  Other Spider-Friends with evasion you control get 
+1 ATK.
- Dusk, Cassie St. Commons - Spider-Friends, Cost 2, 2 ATK/3 DEF, 
Evasion.  Other Spider-Friends characters with evasion you control get 
+1 DEF.
-Julia Carpenter <> Spider-Woman, Web Weaver - Spider-Friends, Cost 4, 
7 ATK/7 DEF, Evasion.

Strategy: Since Shape has reinforcement, you need to get rid of Shape 
and then hit your opponent for 3 more points of damage.  Because the 
extra points of damage won't carry over, there is no reason to recruit 
Julia Carpenter.  

Comment: This puzzle is actually a little silly.  You don't even need 
the Evasion skill set, except for the fact that your characters get ATK 
and DEF bonuses just because of Jessica Drew and Dusk giving each other 
bonuses for having evasion.  

Resource Phase
- Place Julia Carpenter (Total Resource Points - 4)

Recruit Phase
- Recruit Dusk and Jessica Drew (Resource Points - 0).  Both will be 3 
ATK/3 DEF.

Formation Phase
-Skip this phase

Combat Phase
- Attack Shape with Dusk.  Both characters will be stunned.  Since 
whoever attacks Shape will be stunned, it is important to attack first 
with Dusk.   If you attack with Jessica first, her special ability will 
be turned off and Dusk will revert back to a 2 ATK/3 DEF, which means 
you won't be able to win the match.  With Dusk stunned, Jessica reverts 
back to a 3 ATK/2 DEF, which still leaves you with enough attack to 
defeat your opponent.

Your endurance: 1, Your opponent's endurance: 3

- Attack opponent directly with Jessica Drew.

Your endurance: 1, Your opponent's endurance: 0

GIRL POWER!

------------------------

Section 8.4b: Evasion 2 [EVN2]

Scenario: 
Your Starting Endurance: 6
Opponent Starting Endurance: 6

Opponent has in play - 
Front Row 
- She-Hulk, Jennifer Walters (Equipped with Armored Spider Suit) Cost 
3, 8 ATK/8 DEF with reinforcement, +2/+2 when ready  

You have in play - 

4 Resources - All face up 

In Hand -
- Cyronic Grenade - Threshold 2, As an additional cost, exhaust a 
character you control.  Target opponent loses 3 endurance.
- Sauron, Dr. Karl Lykos - Cost 4, 7 ATK/6 DEF, Sauron gets +1 ATK for 
each stunned character in play.
- Speed Demon, James Sanders - Cost 1 1 ATK/1 DEF, Evasion

Strategy: Need to give Sauron enough ATK to take down She-Hulk, and 
still cause 2 additional points of damage to your opponent.    

Resource Phase
- Place Cryonic Grenade as resource (Total Resource Points - 5)

Recruit Phase
- Recruit Sauron and Speed Demon (Resource Points - 0)
- Use Cryonic Grenade, exhaust Speed Demon.   You need to do this step 
before you attack with Sauron in order to give Sauron his +1 ATK for 
Speed Demon being stunned.

Your endurance: 6, Your opponent's endurance: 3

- Use Speed Demon's evasion to stun him.  You will take 1 endurance of 
damage for stunning him.  Because Speed Demon is stunned, Sauron is now 
8 ATK/ 6 DEF

Your endurance: 5, Your opponent's endurance: 3

Formation Phase
-Skip this phase

Combat Phase
- Attack She-Hulk with Sauron.  Both will be stunned.  

Your endurance: 1, Your opponent's endurance: 0

Another Mystery is History!

---------------

Section 8.4c: Evasion 3 [EVN3]

Scenario: 
Your Starting Endurance: 50
Opponent Starting Endurance: 12

Opponent has in play - 
None

You have in play - 

4 Resources - All face up 

In Hand -
- Black Cat, Master Thief - Cost 2, 2 ATK/2 DEF, Evasion
- Rocket Racer, Robert Farrell, Cost 1, 1 ATK/1 DEF, Evasion
- Flamethrower - Cost 1, Equipped Characters gets +5 ATK, Whenever 
equipped character becomes stunned, KO equipped character, Exhaust 
equipped character --> Target player loses 5 endurance.
- Salvage, Threshold 1, Return target equipment or location card from 
KO'd pile to hand.

Strategy: You need to do 12 points of damage to opponent, BUT, all of 
your characters combined, even with +5 bonus from the flamethrower will 
only give you 9 points of damage. You need to be able to use Salvage in 
order to get a double use of the Flamethrower.    

Resource Phase
- Place Salvage as resource (Total Resource Points - 5)

Recruit Phase
- Recruit Black Cat and Rocket Racer (Resource Points - 2)
- Recruit Flamethrower and equip it to Rocket Racer (Resource Points - 
1)
- Use Flamethrower's third ability, exhaust RR and do five damage to 
opponent.

Your endurance: 50, Your opponent's endurance: 7	

- Use Rocket Racer's evasion ability.  By stunning Rocket Racer (which 
will do 1 point of damage to you), this will activate the 
Flamethrower's 2nd effect, which will send Rocket Racer and the 
Flamethrower to the KO pile.

Your endurance: 49, Your opponent's endurance: 7

- Use Salvage to pull Flamethrower out of the graveyward and back into 
your hand
- Equip the Flamethrower to Black Cat (Resources Points - 0).  This 
will give Black Cat 7 ATK/2 DEF.

Note: It is important that all of this be done during the Recruit Phase 
so that you can reequip the Flamethrower on Black Cat.  Also, you must 
equip the Flamethrower on Rocket Racer first.  If you had sacrificed 
Black Cat, Rocket Racer would only be 6 ATK/1 DEF in the end of your 
recruit phase which would not allow you to win this match.

Formation Phase
-Skip this phase

Combat Phase
- Attack opponent directly with Black Cat.

Your endurance: 49, Your opponent's endurance: 0

A winner is U!

------------------------

Section 8.4d: Evasion 4 [EVN4]

Note: Make sure you lower your auto-skip before doing this puzzle.  
This requires very precise timing.

Scenario: 
Your Starting Endurance: 31
Opponent Starting Endurance: 27

Opponent has in play - 
None

You have in play - 
Front Row-
-Julia Carpenter <> Spider-Woman, Web Weaver - Spider-Friends, Cost 4, 
7 ATK/7 DEF, Evasion.
- Punisher, Jury - Marvel Knights, Cost 4, 7 ATK/6 DEF

8 Resources - All face up 

In Hand -
- Blind Justice - Threshold 2, As an additional cost, pay 9 resource 
points and exhaust a MK character you control.  Switch endurance totals 
with target opponent.
- Coalition of Heroes - Threshold 2, Play only if you control a Marvel 
Knights and Spider-Friends character, Ongoing - Character you control 
with either Marvel Knights of Spider-Friends Affiliation have both 
affiliations, Pay 5 endurance --> Target character you control gets +2 
ATK this attack.
- Penance Stare, Threshold 1, As an additional cost, KO stunned Marvel 
Knights character you control.  Target opponent loses endurance equal 
to the cost of the character you KO's this way.

Strategy: This puzzle requires precise timing and careful planning.  
You need to know your cards very well.  I considered it the most 
difficult puzzle I had to do in this game.  You need to reduce your own 
endurance and then use Blind Justice to swap totals before finishing 
your opponent off.  

Resource Phase
- Place Coalition of Heroes as resource (Total Resource Points - 9).  
You need to resource Coalition of Heroes to use it's ongoing effects.  
The other plot twists can be played as a one time effect so they don't 
need to be resourced.
- Activate Coalition of Heroes to give both characters both team 
affiliations.
- Play Blind Justice, target Spider-Woman to exhaust as the cost of the 
card.  IMPORTANT!  YOU MUST DO THE NEXT STEP BEFORE YOU ALLOW BLIND 
JUSTICE TO HAVE AN EFFECT.   Activate Spider-Woman's evasion to stun 
her.

Your endurance: 23, Your opponent's endurance: 31

- Now you can end your action to allow endurance totals to swap.

Your endurance: 31, Your opponent's endurance: 23	

- Use Penance Stare on the stunned Spider-Woman to deal 4 damage to 
your opponent.  Spider-Woman will be sent to the KO Pile.

Your endurance: 31, Your opponent's endurance: 19

Recruit Phase
-Skip this phase

Formation Phase
-Skip this phase

Combat Phase
- Attack opponent directly with Punisher.  Use Coalition of Heroes 
secondary effect of paying 5 endurance to give Punisher a +2 to ATK.  
Do this 6 times, so you will be at 1 endurance, and Punisher will be 19 
ATK/ 6 DEF.  Now let the attack do through.    


Your endurance: 1, Your opponent's endurance: 0

THREE SNAPS IN Z FORMATION!!


------------------------

Section 8.5: Reservist [RVT0]

This section introduces the reservist keyword.  Reservist means "You 
may recruit this card from your hand or your resource row."  When you 
recruit a reservist character from your resource row, you may put a 
card from your hand face down into your resource row where the 
reservist character card was.

When I started using my Avengers/T-Bolts deck, I used this ability a 
lot.  It's a great way to take advantage of high point character cards 
in your hand if you can store them in your resource row, just to have 
them suddenly recruited right on the field to join the attack.

Section 8.5a: Reservist 1 [RVT1]

Scenario: 
Your Starting Endurance: 1
Opponent Starting Endurance: 5

Opponent has in play - 
None

You have in play - 

2 Resources - 1 Face up, 1 Face Down - Beast, Furry Blue Scientist - 
Cost 1, 2 ATK/1 DEF, Reservist

In Hand -
- Black Widow, Super Spy - Cost 2, 3 ATK/2 DEF, Reservist

Strategy: Your opponent has no characters on the board, you have two 
characters that can do 5 points of damage.  All you need is to get both 
characters on the board and have both attack and you are good to go.

Resource Phase
- Place Black Widow (Total Resource Points - 3)

Recruit Phase
- Recruit Beast from Resource Row (Resource Points - 2)
- Recruit Black Widow from Resource Row (Resource Points - 0)

Formation Phase
-Skip this phase

Combat Phase
- Attack opponent directly with both Beast and Black Widow  

Your endurance: 1, Your opponent's endurance: 0

Check and Mate!!

---------------

Section 8.5b: Reservist 2 [RVT2]
Section 8.5c: Reservist 3 [RVT3]
Section 8.5d: Reservist 4 [RVT4]

Section 8.6: Concealed [CND0]
Section 8.6a: Concealed 1 [CND1]
Section 8.6b: Concealed 2 [CND2]
Section 8.6c: Concealed 3 [CND3]
Section 8.6d: Concealed 4 [CND4]

Section 8.7: Leaders [LDR0]
Section 8.7a: Leaders 1 [LDR1]
Section 8.7b: Leaders 2 [LDR2]
Section 8.7c: Leaders 3 [LDR3]
Section 8.7d: Leaders 4 [LDR4]


---------------------------------------------------------------------

SECTION 9: MISCELLANEOUS [MSCS]
This section is for anything else that comes to mind, including cheats.

----------

Section 9.1: Infinite Point Cheat (jobygoob was the first person I saw 
to post this on GameFAQs) [INPC]

If you are looking for a quick way to unlock all the cards in the game, 
here is a simple little cheat you can use to get infinite points.   

When you start a new chapter, you are given a chance to do the tutorial 
and puzzles for that chapter.  You are given points for completing each 
puzzle.  If you leave the mission without completing the first mission 
in the chapter, you are able to complete the puzzles again, once again 
earning the points for them.   You can repeat this as many times as you 
want.  

Once you complete the first mission of the chapter, you stop earning 
points for completing the puzzles until you reach the next chapter.

WARNING: This does raise the completion percentage of your game every 
time you do it, but it tops out at 100% and does not seem to have any 
further harm in your game to do this.

----------

Section 9.2: Avatar List [AVLT]

This list covers Avatars earned up to the end of the Heroes Campaign, 
and the first few missions in the Villains Campaign.  They are listed 
in the order you will find them as you scroll through them in Challenge 
or Online Mode.

Just a quick note: during the Hero Campaign, Spider-Woman is Jessica 
Drew and wears the original Spider-Woman outfit in the cut scene, but 
the Avatar they give you for the match is Julia Carpenter and wears 
that costume instead.

Aunt May
Franklin Richards
Gambit
Chameleon
Green Goblin
Blob 
Avalanche
Sabretooth
Mystique
Pyro
Destiny
Magneto
Namoe
Dr. Doom
Kingpin
Kraven the Hunter
Carnage
Venom
Vanessa Fisk
Deadpool
The Rose
Zarathos
New Blood
Dracula
Mephisto
The Hand
Bullseye
Ultron
Techno
Atlas
Songbird
Baron Zemo
Kang
Spider-Man
Spider-Woman
Storm
Cyclops
Wolverine
Banshee
Ice Man
Rogue
Professor X
Invisible Woman
Thing
Human Torch
Mr. Fantastic
Daredevil
Punisher
Luke Cage
Iron Fist
Black Widow
Moon Knight
Doop
Orphan
Vivisector
U-Go Girl
Dead Girl
Dr. Strange
Electra
Hawkeye
Beast
Giant Man
Wasp
Iron Man
Captain America
Jolt
Meteorite
Beetle <> Mach 1
Thor
Vision
Scarlet Witch
Dr. Spectrum
Whizzer
Moonglow
Power Princess
Nighthawk
Hyperion
Hulk
Sentinel
Tri-Sentinel
Nimrod
Mr. Sinister

----------

Section 9.3: Challenge Opponent List [CHOL]

This list covers Challenge Opponents earned up to the end of the Heroes 
Campaign, and the first few missions in the Villains Campaign.  They 
are listed in the order you will find them as you scroll through them 
in Challenge Mode.

Chameleon
Kristoff Van Doom
Lorelei
Jackal
Spider-Man
Wolverine
Professor X
Mr. Fantastic
Human Torch
Daredevil
Spider-Woman
Dr. Strange
Punisher
Electra
Captain America
Dr. Octopus
Green Goblin
Sabretooth
Magneto
Annihilus
Dr. Doom
Kingpin
Venom
Dracula
Bullseye
Citizen V
Enchantress
Kang 4 (Rama Tut)
Kang 5 (Immortus)
Sentinel
TriSentinel
Nimrod
Mr. Sinister

----------

Section 9.4: Glossary [GLSY] 

The game has a terrific in game glossary.  Just push SELECT during any 
mission to bring it up.  I decided that I will put some of the terms 
(especially in terms of powers) here for easy access.

"Activate" -  This is the cost of an activated power.  Paying a cost of 
"activate" requires the object to be in a ready position, and the 
players who is paying the cost exhausts that object.

"Boost" - The phrase "Boost <cost>: <text>" means, "As an additional 
cost to play this cards, you may pay <cost>.  If you pay <cost>, this 
card has <text> in addition to its other text."  All boost costs are 
expressed in resource points unless noted otherwise.  

"Concealed" - Concealed means "This card comes into play in the hidden 
area."  Character cards without this keyword come into play in the 
visible area.

"Concealed-Optional" - Concealed-Optional means "This card may come 
into play in the hidden area."  This choice is made as part of putting 
the character into play, and cannot be changed later.  

"Cosmic" - The phrase "Cosmic: <text>" means "While this character has 
a cosmic counter on it, it has <text> in addition to any other text it 
has." A character with cosmic comes into play with a cosmic counter on 
it.  As a character becomes stunned, remove all cosmic counters from 
it.  A character can't have more than one cosmic counter on it at a 
time.  A character that doesn't have cosmic can't have any cosmic 
counters on it.  Stunned characters can't have cosmic counters.  I 
think only Zeitgeist has cosmic in this game.

"Evasion" - Evasion means "Stun this character-->At the start of the 
recovery phase this turn, recover this character."  Stunning a 
character in this way will result in its controller losing endurance 
equal to its recruit cost.  Since stunning this character is the cost 
of this power, the stunning can't be reduced by any modifier.  If a 
character uses evasion, the character is the source of the stun since 
it is a cost of the character's power.

"Flight" - A front row character with flight can attack a character in 
opponent's support row even if they are protected.  A support row 
character with both range and flight can attack a character in 
opponent's support row, even if they are protected.

"Invulnerability" - When invulnerable character becomes stunned, they 
caused their controller no stun endurance loss.

"Leader" - Leader powers give powers or effects to characters adjacent 
to the leader character.

"Loyalty" - Loyalty means "Recruit this card only if you control a 
character that shares at least one team affiliation with this card."

"Power-Up" -  To power up a character is to give it a +1 ATK and +1 DEF 
this attack by attacking a character card with the same name as the 
character.

"Protected" - When a character is in the support row, and there is a 
non-stunned character in the front row in the same column.  Stunned 
characters can't be protected.

"Range" - A support row character with range can attack a character in 
opponent's front row. A support row character with both range and 
flight can attack a character in opponent's support row, even if they 
are protected.

"Ready" - As an event, removing exhausted characteristic from a 
character and moving it back to a ready characteristic. As a 
characteristic, character is in an upright position, and able to be 
activated.

"Recover" - An event that takes away the stunned characteristic.  
Character is turned face up and retains exhausted characteristics.  
Non-stunned characters can never be recovered.

"Reinforcement" - Characters attacking a character with reinforcement 
cannot cause breakthrough.  Some characters naturally have 
reinforcement, and you can give a character reinforcement by exhausting 
an adjacent support row character that shares at least one team 
affiliation with the character you want to reinforce.

"Replace" - To replace a resource, its controller reveals it, then KO's 
it.  Then that player puts the top card of his deck face down into the 
resource row where KO's resource was.

"Reservist" - Reservist means "You may recruit this card from your hand 
or your resource row."  When you recruit a reservist character from 
your resource row, you may put a card from your hand face down into 
your resource row where the reservist character card was.

"Stunned" - Stunned characters are turned face down.  Text box on a 
stunned character is treated as though it does not exist.  

"Transferable" - Equipment with the Transferable power may be 
unattached from one object and attached to another object during the 
player's recruit stage.  Target character receiving equipment must be a 
legal target.

"Unique" - Locations and non-Army character default to unique.  
Equipment and Army characters default to being not unique.  When a 
unique character or equipment is recruited or a unique location is 
flipped, is the player has any other object they control that shares 
the name of the unique card, put the old object into KO'd pile.

"Willpower" - Characters with the keyword Willpower followed by a 
number have Willpower equal to that number.  Characters without keyword 
or stunned characters have Willpower of 0.  This keyword seems to have 
no real effect on the cards in this game, although a small number of 
characters do have Willpower numbers listed.

------------------------------------------------------------

SECTION 10: LAW OF THE LAND: [LOTL]
This FAQ is copyright 2007 to Mike Maillaro, AKA blackmore.
Any use of this FAQ for commercial purposes in any way, shape, or form
without the consent of the author is strictly prohibited.  This can be
used for personal use and freely distributed, as long as there is no
profit being made off the FAQ without my approval.

If you see this FAQ on any site other than Game FAQ, let me know, as it
is being used without my permission!

Any failure to comply with said premises can result in legal actions.
In other words, STOP TRYING TO STEAL MY STUFF!

------------------------------------------------------------

SECTION 11: CLOSING STATEMENTS AND SPECIAL THANKS [CSST]

Well that just about wraps up this FAQ.  Send all your questions, 
comments, etc. to jackknight@gmail.com.  

And if you see me on the GameFAQ boards (blackmore), just drop me a 
line.  It's been a long time since I did a FAQ, but this game was 
really screaming for one.  Hope you guys found it helpful.

This guide would never have gotten done without:

Huge thanks to jrasso who sent me the complete list of cards and what 
packs them were in!  And MikeBergsma for compiling the tremendous card 
database! This FAQ could never have been finished without them!!  

My parents: For supporting my video game and collectible card game 
habits for all those years before I got a real job, and for always at 
least pretending to have an interest in my games.

My sister: For always being there for me, and for being the first 
person I played Magic: The Gathering with.  That was my first 
collectible card game with.  My god, did you kick my ass...

My wife: For the twelve most wonderful years in my life.  I love you, 
Imzadi!

My daughter: For always making me smile, no matter what you do.

To my peeps in Michigan: Chris and Mike, you guys are the brothers I 
would have always wanted.  There are a lot of days that would just 
plain sucked without having the two of you guys to joke around with.  
Thanks for everything!

To the New Mutants: My brothers and sister in distraction!  Over the 
last few months, you guys have managed to make me smile and keep me 
sane no matter how foul of a mood I might get in.   You guys have 
helped me remember why I enjoyed writing so much, and I owe you all 
more than you can ever realize.

To born: For always listening when I am ranting, and for being able to 
give me the Estonian words for Success and Victory!  

Jeff "CJayC" Veasey: For GameFAQs!  My favorite video game site on the 
web!

Upper Deck and Konami: For creating the fun game.  I hope they make 
some expansions in the future.  I would love to see some DC cards in 
the next one!

(c) Mike Maillaro 2007