ABILITY
能力とは、カードが何をするか(または何ができるか)を説明するカード上のゲームテキストです。
このルールリファレンスの付録 III にいくつかの例があります。
このルールリファレンスの付録 III にいくつかの例があります。
- カード能力は、能力がプレイ外の領域または要素に特に言及していない限り、プレイ中のカードとのみ相互作用します。
- ヒーロー、分身、味方、アップグレード、およびサポートカードのカード能力は、能力がプレイ外の状態から使用されることを特に言及していない限り、カードがプレイ中の場合にのみ使用できます。イベントカードは、イベントカードタイプのルールに従って、プレイ外の領域から暗黙的にゲームと相互作用します。
- 能力が 1 つ以上のターゲットを指定している場合、その能力は、少なくとも 1 つの有効なターゲットがある場合にのみ開始できます。たとえば、「ミニオンに 5 ダメージを与える」という能力は、プレイ中にミニオンがいない場合は開始できません。
- ターゲットの例には、「悪役」、「手下」、「敵」、「計画」、「英雄」、「味方」、「キャラクター」、「プレイヤー」、「あなた」、「カード」などがありますが、これらに限定されません。
- 能力に複数の文がある場合は、能力の解決方法を変更する可能性のある変更効果を確認するために、能力全体を読んでください。その後、能力を 1 文ずつ解決します。
- 太字のタイミング トリガーの後にコロンが続く能力は、トリガー能力と呼ばれます。太字のタイミング トリガーのない能力は、定数能力と呼ばれます。(以下を参照してください。)
- プレイヤー カードの能力は、「セットアップ」タイミング トリガーが先行しない限り、ゲーム セットアップ中に解決できません。
- 以下の能力タイプの解決は必須です: 常時能力、「セットアップ」能力、「公開時」能力、「敗北時」能力、「強制割り込み」能力、「強制レスポンス」能力、「ブースト」能力、およびキーワード。これらの能力タイプの 1 つが「可能」という単語を使用している場合、「可能」に続く能力の部分は任意です。
- 以下の能力タイプの解決は任意です: 「アクション」、「割り込み」、「レスポンス」、「リソース」。任意の能力を持つカードをコントロールしているプレイヤーは、適切なタイミングでその能力を使用するかどうかを決定します。どのプレイヤーも遭遇カードでそのような能力を使用できますが、次の例外があります:
- 「あなた」または「あなたの」という単語を使用するアタッチメントを持つプレイヤー カードをコントロールしているプレイヤーのみが、そのアタッチメントで能力をトリガーしたり、コストを支払ったりできます。
- 自分のプレイ エリアに義務があるプレイヤーのみが、その義務で能力をトリガーしたり、コストを支払ったりできます。
常時能力 — 常時能力とは、その能力の種類を定義する太字のタイミングトリガーがテキストに含まれていない非キーワード能力です。常時能力は、カードがプレイされるとすぐにアクティブになり、カードがプレイされている間はアクティブのままです。
- 一部の常時能力は、特定の条件(「期間中」、「場合」、「間」などの単語で示される)を継続的に求めます。そのような能力の効果は、特定の条件が満たされるたびにアクティブになります。
- 同じ常時能力の複数のインスタンスがプレイされている場合、各インスタンスは独立してゲームに影響します。トリガー能力 — トリガー能力は、太字のタイミングトリガーに続いてコロンと能力テキストの残りの部分で示されます。
- 「強制」という単語が前に付いていない限り、すべての中断能力と応答能力はオプションです。
- 「強制」能力、「公開時」能力、「敗北時」能力、および「完了時」能力は、能力の適切なタイミングでゲームによってトリガーされます。
- 能力の太字のタイミングトリガーに「ヒーロー」または「分身」という単語が含まれている場合、その能力は、その能力をトリガーするプレイヤーが指定された形態にある場合にのみ使用できます。
- タイミングトリガーとコロンを引用符で囲んでいる場合、引用符で囲まれたテキスト自体はタイミングトリガーではなく、そのトリガーを持つ他の能力を参照しています。
同時タイミングの優先順位 - 一部の能力は、他の能力よりもタイミングが優先されます。順に、同じトリガー条件を持つ能力のタイミングの優先順位は次のとおりです。
- 1. 常時能力、遅延効果、持続効果、キーワード、および 、、、 アイコン。
- 2. ステータスカード。
- 3. 「強制割り込み」能力。
- 4. 「割り込み」能力。
- 5. 「ブースト」、「敗北時」、「公開時」能力。
- 6. 「強制応答」能力。
- 7. 「応答」能力。
- 8. 結果的損害。
See also: Action, Alteration Effect, “And”, Cancel, Delayed Effect, Forced, In Play and Out of Play, Initiating Abilities, Interrupt, Labeled Ability, Lasting Effects, Qualifiers, Replacement Effect, Resource Ability, Response, Simultaneous Resolution, Special, Target, “Then”, When
Defeated Abilities, When Revealed Abilities, “Would”
Defeated Abilities, When Revealed Abilities, “Would”
ACCELERATION ICON ()
加速アイコンは、悪役の邪悪な計画を推進する追加の力を表します。悪役フェーズのステップ 1 で、メイン計画に X の追加の脅威を配置します。ここで、X はプレイ中の加速アイコンの数です。
- 加速アイコンは、それが印刷されている遭遇カードを倒すことでプレイから削除できます。
- 加速アイコンは加速トークンとは見なされません。逆の場合も同様です。
See also: Icons, Main Scheme, Threat, Villain Phase
ACCELERATION TOKEN
Acceleration tokens are functionally equivalent to acceleration icons (but are not considered acceleration icons). They are placed next to the main scheme as a reminder to add X additional threat to the main scheme during step one of the villain phase, where X is the number of acceleration tokens in play. Acceleration tokens enter play through one of two effects:
- If the encounter deck is empty, place one acceleration token next to the main scheme.
- Card effects may instruct the players to add an acceleration token to play.
Acceleration tokens placed on cards other than the main scheme still add threat to the main scheme
during step one of the villain phase. Acceleration tokens on the main scheme cannot be removed from play. Unlike other tokens, when a main scheme card leaves play, the acceleration token does not
get discarded.
during step one of the villain phase. Acceleration tokens on the main scheme cannot be removed from play. Unlike other tokens, when a main scheme card leaves play, the acceleration token does not
get discarded.
- Acceleration tokens placed on cards other than the main scheme are removed from play when the card they are placed on leaves play.
- Accleration tokens are not considered acceleration icons, and vice versa.
See also: Component Limitations, Encounter Deck, Main Scheme, Villain
ACTION
“Action” is a type of triggered ability. Players are permitted to trigger action abilities during their turn, or by request during other players’ turns.
- Players can only trigger action abilities on cards they control or on encounter cards. Players cannot trigger action abilities on obligations in other players’ play areas.
See also: Ability, Player Turn, Triggered Ability
ALL-PURPOSE COUNTER
All-purpose counters can be used to track a variety of different game states and statuses. They have no inherent rules. Card abilities can create and define a number of different counter types, such as “arrow counters” or “web counters.” If a counter is called for, an all-purpose counter is used to
track its presence in the game.
See also: Component Limitations, Uses (X “Type”)
track its presence in the game.
See also: Component Limitations, Uses (X “Type”)
ALLIANCE
When a player declares their intention to play a card with the alliance keyword, any player(s) may help pay the costs for that card.
See also: Cost, Initiating Abilities, Keywords
ALLY
Ally is a player card type that represents an identity’s friends, supporters, or companions.
- If an ally enters play, it remains in play until a card ability or game effect causes it to leave play. If an ally’s remaining hit points are reduced to zero, it is defeated and discarded from play.
- During a player’s turn, they may use any number of allies they control to attack or thwart. An ally must exhaust to attack or thwart.
- After an ally is used to attack or thwart, deal consequential damage to that ally equal to the number of consequential damage icons () beneath the ally’s ATK or THW field. (If an ally attempts to attack or thwart while stunned or confused, respectively, that ally will not take consequential damage.)
- If a player is attacked, any player may exhaust an ally they control to defend against the attack. If an ally defends against an attack, all damage from the attack is dealt to the ally.
- Attacks, thwarts, defenses, action abilities, and triggered abilities that resolve from allies in play under a player’s control are not considered to be performed by that player’s identity.
See also: Ally Limit, Consequential Damage, Hit Points
ALLY LIMIT
Each player is permitted to control a maximum of three allies in play at any given time. This is referred to as the “ally limit.” A player may play or put into play allies beyond their ally limit. However, if a player ever controls a number of allies greater than their ally limit in play, they must immediately choose and discard from play ally cards they control until they have a number of allies in play equal to their ally limit. This occurs before abilities that resolve upon entering play.
See also: Ally, Discard, Enters Play
“ALREADY”
See: Alteration Effect
ALTERATION EFFECT
An alteration effect modifies the resolution of an ability that precedes it. Types of alteration effects include:
Additional — The word “additional” denotes a modifier to an ability or game state. The additional modifier is resolved simultaneously with any ability it is modifying and under the same conditions as that ability. (For example, Repulsor Blast reads: “Hero Action (attack): Deal 1 damage to an enemy and discard the top 5 cards of your deck. For each printed resource discarded this way, deal 2 additional damage to that enemy.”)
Already — The word “already” denotes the resolution of an alternate ability if a specific condition is met. The “already” effect checks if this condition is met before the preceding ability attempts to resolve. If so, the “already” effect resolves instead. (For example, I’m Tough reads: “When Revealed: Give Rhino a tough status card. If Rhino already has a tough status card, this card gains surge.”)
Each Time — The phrase “each time” denotes a temporary interruption to a resolving ability. When a condition is met that is specified by the “each time” effect, the resolution of the preceding ability halts, the “each time” effect resolves in its entirety, then the preceding ability continues resolving. (For example, “You Dare Oppose Me?“ reads: “When Revealed: Discard the top 5 cards of the encounter deck. Each time a card belonging to the Kree Fanatic set is discarded this way, deal that card to yourself as a facedown encounter card.”)
This/That Activation/Attack/Thwart — Effects that refer to “this” or “that” activation, attack, or thwart denote a modifier to that activation, attack, or thwart. (Examples: “That attack gains overkill.” “Give the villain an additional boost card for this activation.”)
- If “this/that activation/attack/thwart” is part of a condition for an effect, it does not make that effect an alteration effect. (For example, the following is not an alteration effect: “If this attack defeats that enemy, heal 2 damage from your hero.”)
See also: Ability, Activation, Modifiers, Replacement Effect, Target
ALTER-EGO, ALTER-EGO FORM
See: Form, Identity
AMPLIFY ICON ()
The amplify icon represents various forces that are empowering or bolstering the villain. When a boost card is turned faceup during an enemy activation, add one additional boost icon to that card for each amplify icon in play.
See also: Activation, Boost, Enemy, Icons
“AND”
The word “and” indicates that two or more effects within an ability resolve simultaneously. -Individual effects connected by “and” are not dependent on each other. Resolve as much of each effect as possible. -Each effect connected by “and” can be canceled or prevented independently. See also: Ability, Cancel, Prevent
ARROW ICON (→)
See: Cost Arrow Icon
ASPECT CARD
Cards in the “aspect” classification are any cards that belong to the Aggression, Justice, Leadership, and/or Protection aspects.
- When building a player deck, a player must choose one of the five aspects (Aggression, Justice, Leadership, Protection, or ‘Pool) to use for customization. The remainder of their deck (the portion not allocated to their identity-specific cards) can then be customized with cards that belong to the chosen aspect.
- A card’s aspect is designated by the aspect’s name printed at the bottom of the card in its deckbuilding classification area.
See also: Basic Card, Classifications, Identity-Specific Card, Appendix I: Deck Customization
ASSAULT
When a character makes a basic thwart against a scheme with the assault keyword, that character uses its ATK instead of its THW.
- If the thwarting character is an ally, it takes the consequential damage listed under its ATK instead of its THW after the thwart.
- Abilities that increase a character’s “basic power” can be used to increase that character’s ATK when that character thwarts a scheme with assault.
See also: Consequential Damage, Keywords
ATK
See: Attack (Player Ability Type), Basic Power
ATTACHMENT
Attachment is an encounter card type. When an attachment enters play, it attaches to another card or game element.
- If an attachment attaches to a character, it may modify that character’s ATK, SCH, and/or THW values, as indicated by the values in the associated fields on the attachment card.
- If an attachment has a “SCH/THW” modifier, it modifies the attached character’s SCH if that character is a villain or minion, and modifies the attached character’s THW if that character is a hero or ally.
- If an attachment modifies a value the attached character does not have or for which that character has a dash (–) as a value, that modifier is ignored. (For example, if an attachment gives an alter-ego “+1 ATK,” that alter-ego does not get 1 ATK.)
- When an attachment attached to a player card uses the word “you” or “your,” it refers to the attached player card’s controller.
- Only the player who controls the card to which that attachment is attached can trigger abilities or pay costs on that attachment.
See also: Attach To, Dash (Value), Encounter Card, Enters Play, Game Element
ATTACH TO
If a card uses the phrase “attach to”, it must be attached to (placed beneath and slightly overlapped by) the specified game element as it enters play.
- Once a card is attached, it remains in play until either the element it is attached to leaves play, in which case the attached card is discarded, or an ability or game effect causes the attached card to leave play.
- An attached card exhausts and readies independently of the game element it is attached to.
- The “attach to” phrase is checked for legality when the card would be attached to a game element, but it is not checked again after it is attached. If the initial “attach to” check does not pass, the card is not able to be attached, so it remains in its prior state or game area. If such a card cannot remain in its prior state or game area, discard it.
See also: Attachment, Game Element, Upgrade
ATTACK (ENEMY ACTIVATION)
An attack is a type of enemy activation. When an enemy initiates an attack, it targets a specific player, then resolves that attack against that player.
- Enemy attacks are always initiated against both a player and a character.
- Normally the attacked character is the player’s hero, but abilities can instead cause an enemy to attack a player’s alter-ego or an ally that player controls. In all of these cases, the player is still considered attacked.
- If a player other than the attacked player defends the attack with a character they control, that player becomes the new target of that attack.
- Abilities that trigger “When/After [enemy] attacks you” are resolved when/after a player is attacked, regardless of which character they control was attacked. (For example, Ultron I reads: “Forced Response: After Ultron attacks you, choose to either place 1 threat on the main scheme or put the top card of your deck into play facedown, engaged with you as a drone minion.” This effect resolves against the attacked player regardless of if that player used an ally to defend the attack.)
To resolve an enemy attack, follow these steps:
- 1. If a villain, or a minion with the villainous keyword, is attacking, give it one facedown boost card from the encounter deck. (If a minion without the villainous keyword is attacking, skip this step.)
- 2. If a player wishes to defend, that player exhausts a hero or ally as the defender. If a player other than the target player defends, the defending player becomes the target player for this attack.
- 3. Resolve each of the attacking enemy’s boost cards, one at a time and in the order in which they were dealt, by doing the following:
- a. Flip the boost card faceup.
- b. Resolve any “Boost” abilities, indicated by the star icon in the boost area. (All other abilities on the boost card are ignored.)
- c. Increase the attacking enemy’s ATK value by one for each boost icon on the card.
- d. Discard the boost card. e. If the enemy has any boost cards remaining, repeat these steps with the next boost card.
- 4. Deal damage from the attack equal to the attacking enemy’s modified ATK value, based on the following:
- If a hero makes a basic defense against the attack, the amount of damage dealt is reduced by that hero’s DEF value, and the remaining damage from the attack is dealt to that hero.
- The defending hero is considered to have been attacked.
- If a hero with a tough status makes a basic defense, the damage is first reduced by that hero’s DEF value. If the damage is reduced to 0, the hero keeps their tough status.
- If an ally defends against the attack, all damage from the attack is dealt to the ally. (If the ally is defeated by the attack, additional damage does not carry over to the identity.)
- The defending ally is considered to have been attacked.
- If the defending ally leaves play prior to damage from the attack being dealt, the attack is considered to have no character defending.
- If no character defends against the attack, the attack is considered undefended. All damage from the attack is dealt to the character targeted by the attack.
- The targeted character is considered to have been attacked.
- If a hero makes a basic defense against the attack, the amount of damage dealt is reduced by that hero’s DEF value, and the remaining damage from the attack is dealt to that hero.
- 5. The attack finishes resolving and the following types of abilities trigger in order:
- a. The retaliate X keyword (if the attacked character was not defeated).
- b. Forced abilities with the following triggers (in any order):
- “after [character] attacks [and damages/defeats] [you/an ally]...”
- “after [character] is attacked...”
- “after [character] defends [and takes no damage]...”
- c. Non-forced abilities with the triggers listed above.
These rules also apply to enemy attacks:
- Interrupts that trigger “when [villain name] attacks” have the same timing as interrupts that trigger “when the villain initiates an attack.”
- If an enemy attack ends before damage is dealt, abilities that trigger after a character defends an attack resolve, but abilities that trigger after an enemy attacks do not.
See also: Activation, Ally, Attacks Against Allies, Boost, Damage, Defend, Enemy, Identity, Minion, Modifiers, Retaliate X, Target, Villain, Villainous
ATTACK (PLAYER ABILITY TYPE)
Some game effects and card abilities reference an attack. There are a few different ways an attack can occur:
- A hero or ally can use their basic attack power to attack an enemy.
- A character must exhaust to use this power. This deals damage equal to the character’s ATK value to the enemy.
- A character can only initiate a basic attack if there is an enemy that can be attacked by that character or if that character is stunned.
- A character must exhaust to use this power. This deals damage equal to the character’s ATK value to the enemy.
- If a triggered ability is labeled as an attack—such as “Hero Action (attack)”—resolving that ability is considered to attack the specified target. Unless specified by the ability’s text, a hero does not exhaust when using such an ability.
- An ability labeled as an attack is considered a single attack, even if that attack deals multiple instances of damage.
- When an attack ability has its damage increased by another ability, each instance of damage in that attack ability that does not use the word “additional” is increased by the specified amount.
- If an ability says “Make the following X attacks in order,” followed by two or more instances of damage, each of those instances is considered a separate attack.
- An ability that increases the damage of an attack only increases the damage of one of that ability’s attacks, though such an ability can be triggered separately for each attack.
- Hero and ally attacks can target any enemy, unless a card ability (such as guard) is preventing that enemy from being attacked.
- When an attack targets multiple enemies, the attacking character is considered to have attacked each of those enemies.
- Each attacked enemy with the retaliate X keyword that survives the attack deals its retaliate damage to the attacking character.
- The order of resolution for abilities triggered by the resolution of an attack is as follows:
- 1. The retaliate X keyword (if the attacked character was not defeated).
- 2. Forced abilities with the following triggers (in any order):
- “after [character] attacks [and damages/defeats] [an enemy/a minion]...”
- “after [character] is attacked...”
- 3. Non-forced abilities with the triggers listed above.
- 4. Consequential damage (for allies).
See also: Ally, Basic Power, Damage, Defend, Enemy, Identity, Labeled Ability, Minion, Modifiers, Retaliate X, Target, Villain
ATTACKS AGAINST ALLIES
Some effects cause a villain or minion to attack an ally directly. When this occurs, any undefended damage from that attack is placed on the ally that was attacked.
- The player who controls the ally is considered the attacked player.
- Abilities that resolve while/when/after the attacking enemy “attacks you” resolve against the attacked player.
- Any boost abilities that refer to “you” refer to the player who controls the attacked ally.
- Players may defend these attacks as normal by declaring a hero or an ally as the defender.
- If the attack has overkill and defeats an ally (whether that ally was the attacked ally or a defending ally), any excess damage from that attack is dealt to the identity of the player who controlled the defeated ally.
See also: Ally, Attack (Enemy Activation), Defend, Target