From the producers of the DUNGEONS & DRAGONS® Game
MARVE\.
SUPER HEROES
BATTLE BOOKEY
A
ly i \
Lala, |
Judge: Spider-Man and Captain Marvel, Spider-Man: An alarm, from the fur store. Judge: A truck, with its motor running, is
you're patrolling over the city when — Lel's check it out. backed up to the loading dock. A couple
‘SpiderMan hears an alarm ringing be: of tough-looking men ate throwing furs in
hind a fur store, to the back of the truck. They don’t look
Mike: We'll check it out. like delivery boys,
Linda: Captain Marvel will disable the
truck if Spidey can take out the thugs.
(Mike: No problem,
Judge: Captain Marvel's force beam Spider-Man: Nighty-night, boys. Lucky for
slices through the hood of the truck, but you there were only two of us.
two of the thugs are drawing weapons
‘and moving toward Spider-Man.
Mike: | give them both a sock in the jaw.
wodnUSA Gane Dein 084 TS,
TSR, Inc
POB 756
850XXx1919 Lake Geneva, Wi 53147Welcome to the
MARVEL SUPER HEROES™ Game,
‘The book you're holding in your hands is the Battle
Book, the first part of the MARVEL SUPER HEROES”
Game.
‘The MARVEL SUPER HEROES™ Game is a role-
playing game. As a player, you pretend to be your favor-
ite Marvet® Comics super hero, using his super powers
10 fight deadly foes like the Hobgoblin, Viper, and Doctor
Octopus. You can be the Thing, Captain America, or
even me, your friendly, neighborhood Spider-Man.
‘The MARVEL SUPER HEROES” Game is divided into
three books: the Battle Book (you're reading it now), the
Campaign Book, and the Adventure Book. You also get
a sheet of dazzling counters, a swell map with central
New York City on one side and some building interiors,
fon the other, and two funny-looking dice.
This rule book (the Battle Book, remember?) describes,
super herdes and their powers, how they fight bad guys,
‘and how to play the first adventure. The Campaign Book.
describes secret identities, vehicles, super-societies,
even more about heroes, and lots of other stuff a cos-
tumed crimefighter needs to know. Read this book first,
and play the introductory chapter of "The Day of the
Octopus,” before reading the Campaign Book.
Before playing the game, one player has to read this
rule book. Don't memorize the rules, just read them and
get a general idea of what's going on. Then get a
few friends, explain the basic ideas to them,
and start playing. You can learn the rules by
playing. If somebody asks a question, look it
If you're not sure how something works,
just try it. It’s easier to understand once you start
playing and doing things.
‘Some rules in this book are marked with my
spider symbol. These rules are optional.
Ignore the optional rules the first time you
read the Battle Book, and play the in-
troductory chapter without
them. After you're familiar 3)
with the game, read the op-
tional rules. You can play
with some, all, or none of the
optional rules; use the ones
you like and ignore the
others.
Remember those funny-
looking dice? They have
ten sides instead of six.
Inthe MARVEL
SUPER HEROES™
Game, they're called Uy
true believers!
percentile dice, and are used to roll numbers from 1 to
100. Roll both ‘dice; the number showing on the dark
die is the tens digit, and the number on the light die is
the ones digit.
For example, if you roll § on the dark die and 3 on the
light die, you've rolled 53. If you roll 7 on the dark die
and 0 on the light, you've rolled 70. But if the dark die is
and the light die 7, the number is 07, or 7. A roll of Gon
both dice is 100.
Use the crayon to fill in the numbers on the dice, and
wipe off any excess wax with a tissue or cloth. This
makes the dice easier to read.
‘Okay, all that preliminary stuff is out of the way, 50 let’s
get this show on the road. We can now turn the page and|
‘ask the musical question. . .