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    FAQ/Walkthrough by blackmore

    Version: 0.5 | Updated: 11/28/07 | Search Guide | Bookmark Guide

    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
    

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