Wow. I've been playing this game since day 1, and I just now learned that when I flip to alter-ego form for an obligation, I haven't used up my flip for that turn. Thanks for the video!
You’re very welcome I suppose obligations are a little bit anomalous as they generally resolve at the end of the round. Glad you found the video helpful!
I do the same and it's stupid on two counts indeed ! The first being that, as mentioned, when a card makes you flip it doesn't count. And even worse, when we flip due to an obligation, it's at the end of the round, so there's no way that could impair the form flip for the next round. It took me this video to realize I've played dozens and dozens of games wrong...
A couple of additions: (1) Status Effects are replacements effects that take precedence over all other replacement effects. If a replacement effect cancels the initial event, then no other replacement effects can take place. As such, there's no way to prevent damage to protect the Tough status as the Tough status would take precedence. It would then cancel the damage event so no other "when damage is taken" effects can occur. This is similarly true for Stun and Confusion. (2) If a card with surge is revealed, the player must reveal an additional encounter card. Since surge specifically states reveal, the encounter card is not dealt to the player and must be immediately revealed regardless of what phase or step it is. (3) If an encounter card is dealt to a player while encounter cards are being revealed during the villain phase, the player must reveal it during that villain phase even if they're not currently revealing encounter cards or have already revealed the encounter cards already dealt to them. (4) Interrupts and responses must take place when the related event occurs even if the related event is only part of the resolution of an action. For example, Toe to Toe states "Deal 5 damage. The villain attacks you." All interrupts and responses related to dealing damage must take place before the villain attacks.
An addendum, "Pay attention to what traits a form has that you must be in to play an upgrade or support". I can't count how many times I've played Quincarrier or X-Gene while in the wrong form (e.g. - Quincarrier being in hero form for "Avenger" trait and X-Gene being in alter-ego form for "Mutant" trait)
Thank you for the video. You gave a wonderful lesson. When I read threads about the game and I hear people stating that they have a 90% or better win rate against the top villains in expert mode, I shake my head. I struggle approaching a 50% win rate against Rhino in standard mode. I admit that I am new to the game, less than 2 months playing, and I am using pre-constructed decks, but still Rhino as the Advanced treachery, and Shadow of the Past treachery.
Regarding unique cards, I created a house rule I call "The Multiverse" rule. Which allows any unique ally to be in play regardless of another of the same name being in play. Also unique supports are also allowed but cannot be shared with others if there is more than one in play. At the level my friends and I play, I haven't seen it imbalance the game all that much. And it allows everyone to bring whatever deck they want without worrying about it colliding with someone else's deck. I'm sure this rule could absolutely be abused, but my group treats it like it was intended, just a way of freeing them to make what they want to play with. Good video!
Sounds interesting, I don't play as much multiplayer as I would like unfortunately so its rarely an issue. As you say in a casual environment though there's very little opportunity to break things.
Thanks for this, have been playing this game a couple of years now and this still taught me some rules (like only resolving the encounter cards from running through your deck in the villain phase, not immediately). Have to confess that my group turns boost cards face up before deciding how to defend - this was an honest mistake initially but then after recently discovering it was wrong, we agreed the game was challenging enough already and didn't want to add the guessing game of how to defend on top of that, as it would have just added potential frustration rather than enjoyment to our experience. Given all the nuances in the rules I suspect it all balances out anyway given for example we've always applied the 'When revealed' effects of a minion/side scheme whenever it comes into play, regardless of how it was triggered. Great video!
Thank you, I'm glad you enjoyed the video. It turned out to be longer list than I expected it to be to be honest, yes there are some niche cases discussed but there are quite a few rules idiosyncracies that you could easily gloss over at first glance. We play games for fun so if a house rule works for you then don't let anyone tell you otherwise.
I am new to Marvel Champions (absolutely loving it so far), and I have a question: At 1:24 you mention that the game uses "discard" as a catch-all term, providing "Superhuman Strength" as an example to illustrate that the term "discard" without specification allows you to move cards to your discard pile from either your hand or from play. Do you have any rules reference that references this ruling? From what I can tell, discard is always from your hand unless a card says, "discard [Card Name]." If I'm correct, a card that says, "If [event], discard 1 card" (even without the "from your hand" specification) would only allow you to discard from your hand. Can anyone else find any materials on this? I know Dice vs Cards knows the game very well, so I feel like there has to be an example for a reason this was pointed out in the video. Thank you!
I think the only thing I was trying to clear up with this is that from the rules reference "discarding is the act of attempting to move a card from a non-discard-pile play area to a discard pile". I imagine quite a few people if not the majority associate discarding with removing from hand so this was my attempt to clarify that that wasn't the case with MC. The "unless specified" was likely a throwaway comment that catered for a card that doesn't specify where it could be discarded from. I do not believe that there is specific mention of this in the rules reference or in any rules clarification posts.
At 8:06 with Bait and Switch. Do still draw a card from the encounter deck to figure damage numbers out? Sorry if noob question really new to the game.
3:28 Pg. 33 of the rules reference (v1.4) says: "Wild resources can be spent to pay the resource cost of cards and abilities. When a player generates a wild resource ([wild resource symbol]), they may specify which resource type (energy, mental, physical, or wild) it is being used as." "When resources are not being generated for a cost, a wild resource does not have any characteristic other than 'wild resource.' In such contexts, wild resources cannot be interpreted as any of the other resource types." The way that I read it, a wild resource does indeed meet the requirement of an ability which says "...If you paid for this card using a [energy/mental/physical] resource...", but a wild resource is not sufficient to meet the requirement of an ability which says "...with a printed [energy/mental/physical] resource..."
it can still be used as any energy type but in the rare instance that a card references a printed type of resource then only the specific resource mentioned can be used.
Wow. I've been playing this game since day 1, and I just now learned that when I flip to alter-ego form for an obligation, I haven't used up my flip for that turn. Thanks for the video!
You’re very welcome I suppose obligations are a little bit anomalous as they generally resolve at the end of the round. Glad you found the video helpful!
I read comments before watching videos. I just learned this from you then lol. I find out, I nerf my characters often haha.
I do the same and it's stupid on two counts indeed ! The first being that, as mentioned, when a card makes you flip it doesn't count. And even worse, when we flip due to an obligation, it's at the end of the round, so there's no way that could impair the form flip for the next round. It took me this video to realize I've played dozens and dozens of games wrong...
A couple of additions: (1) Status Effects are replacements effects that take precedence over all other replacement effects. If a replacement effect cancels the initial event, then no other replacement effects can take place. As such, there's no way to prevent damage to protect the Tough status as the Tough status would take precedence. It would then cancel the damage event so no other "when damage is taken" effects can occur. This is similarly true for Stun and Confusion. (2) If a card with surge is revealed, the player must reveal an additional encounter card. Since surge specifically states reveal, the encounter card is not dealt to the player and must be immediately revealed regardless of what phase or step it is. (3) If an encounter card is dealt to a player while encounter cards are being revealed during the villain phase, the player must reveal it during that villain phase even if they're not currently revealing encounter cards or have already revealed the encounter cards already dealt to them. (4) Interrupts and responses must take place when the related event occurs even if the related event is only part of the resolution of an action. For example, Toe to Toe states "Deal 5 damage. The villain attacks you." All interrupts and responses related to dealing damage must take place before the villain attacks.
Now thats some excellent rules digging 😉
An addendum, "Pay attention to what traits a form has that you must be in to play an upgrade or support". I can't count how many times I've played Quincarrier or X-Gene while in the wrong form (e.g. - Quincarrier being in hero form for "Avenger" trait and X-Gene being in alter-ego form for "Mutant" trait)
A welcome addendum thanks 😉
Thank you for the video. You gave a wonderful lesson. When I read threads about the game and I hear people stating that they have a 90% or better win rate against the top villains in expert mode, I shake my head. I struggle approaching a 50% win rate against Rhino in standard mode. I admit that I am new to the game, less than 2 months playing, and I am using pre-constructed decks, but still Rhino as the Advanced treachery, and Shadow of the Past treachery.
Regarding unique cards, I created a house rule I call "The Multiverse" rule. Which allows any unique ally to be in play regardless of another of the same name being in play. Also unique supports are also allowed but cannot be shared with others if there is more than one in play. At the level my friends and I play, I haven't seen it imbalance the game all that much. And it allows everyone to bring whatever deck they want without worrying about it colliding with someone else's deck. I'm sure this rule could absolutely be abused, but my group treats it like it was intended, just a way of freeing them to make what they want to play with. Good video!
Sounds interesting, I don't play as much multiplayer as I would like unfortunately so its rarely an issue. As you say in a casual environment though there's very little opportunity to break things.
Thanks for this, have been playing this game a couple of years now and this still taught me some rules (like only resolving the encounter cards from running through your deck in the villain phase, not immediately). Have to confess that my group turns boost cards face up before deciding how to defend - this was an honest mistake initially but then after recently discovering it was wrong, we agreed the game was challenging enough already and didn't want to add the guessing game of how to defend on top of that, as it would have just added potential frustration rather than enjoyment to our experience. Given all the nuances in the rules I suspect it all balances out anyway given for example we've always applied the 'When revealed' effects of a minion/side scheme whenever it comes into play, regardless of how it was triggered. Great video!
Thank you, I'm glad you enjoyed the video.
It turned out to be longer list than I expected it to be to be honest, yes there are some niche cases discussed but there are quite a few rules idiosyncracies that you could easily gloss over at first glance.
We play games for fun so if a house rule works for you then don't let anyone tell you otherwise.
I am new to Marvel Champions (absolutely loving it so far), and I have a question:
At 1:24 you mention that the game uses "discard" as a catch-all term, providing "Superhuman Strength" as an example to illustrate that the term "discard" without specification allows you to move cards to your discard pile from either your hand or from play. Do you have any rules reference that references this ruling? From what I can tell, discard is always from your hand unless a card says, "discard [Card Name]." If I'm correct, a card that says, "If [event], discard 1 card" (even without the "from your hand" specification) would only allow you to discard from your hand.
Can anyone else find any materials on this? I know Dice vs Cards knows the game very well, so I feel like there has to be an example for a reason this was pointed out in the video.
Thank you!
I think the only thing I was trying to clear up with this is that from the rules reference "discarding is the act of attempting to move a card from a non-discard-pile play area to a discard pile". I imagine quite a few people if not the majority associate discarding with removing from hand so this was my attempt to clarify that that wasn't the case with MC. The "unless specified" was likely a throwaway comment that catered for a card that doesn't specify where it could be discarded from. I do not believe that there is specific mention of this in the rules reference or in any rules clarification posts.
Good work, well done chap.
Thanks
At 8:06 with Bait and Switch. Do still draw a card from the encounter deck to figure damage numbers out? Sorry if noob question really new to the game.
3:28 Pg. 33 of the rules reference (v1.4) says:
"Wild resources can be spent to pay the resource cost
of cards and abilities. When a player generates a wild
resource ([wild resource symbol]), they may specify which resource type
(energy, mental, physical, or wild) it is being used as."
"When resources are not being generated for a cost, a
wild resource does not have any characteristic other
than 'wild resource.' In such contexts, wild resources
cannot be interpreted as any of the other resource
types."
The way that I read it, a wild resource does indeed meet the requirement of an ability which says "...If you paid for this card using a [energy/mental/physical] resource...", but a wild resource is not sufficient to meet the requirement of an ability which says "...with a printed [energy/mental/physical] resource..."
Yes thats the key difference, whenever it says printed it can't be a wild resource, if not you're good.
With stun and confuse, do you still exhaust your hero even if you’re not technically attacking or thwarting?
Yes you still need to declare the attack or thwart, which includes paying the cost to do so, so in this instance exhausting your hero.
Great job. And pacing Gave you a sub.
Thank you, I'm glad you liked it, and welcome.
Very helpful! I’ve been playing a little over a year and I’m still learning. :)
Excellent, I'm pleased you enjoyed it, I've been playing since release and I'm still learning 😉
Re: 3:29… What’s even the point of wild energy then if it can’t be used as any energy type?
it can still be used as any energy type but in the rare instance that a card references a printed type of resource then only the specific resource mentioned can be used.
Thank you for this vid!
I can't use wild resource to substitute a printed resource? Than what is the use for the wild icon? Where can it help me?
Ah, the word 'printed' makes the difference? That's... very confusing
Yep thats right, 9 times out of 10 you can use wild as what you like, just when it says printed resource you can't.
I would just do table vote for those iffy games rules.
Thats certainly the easier way 😉