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COMPONENT ISSUES:

1. Door tokens should have an “open” side instead of being the same
on both sides.

2. The rails on maps 2A and 2B should have arrows indicating the


downhill direction.

RULEBOOK ISSUES:
1. LoS diagram is wrong. Move the two Foot Clan Ninjas on the
bottom row of the diagram 1 space to the right each.

2. (Setup step 6) the first mission should be at -2 skill, not -1. List
of recommended skills must be revised:

Donnie: (1 move) Spin Attack



Leo: (2 moves) Leaping Strike and I’ll Hold Them Off!

Mikey: (1 move) I’ll Throw You!

Raph: (no moves)

5. Back of Rules: Shurikens should be used to attack ‘non-adjacent’


enemies, not enemies at least 2 spaces away.

Figures 1 space away that are not “adjacent” (such as from an el-
evation change) are valid ranged strike targets. For example: if
you’re on a roof, and a Foot Clan Ninja is next to you but on the
ground, you aren’t adjacent to him.

Chi should mention then turning the die to another side. “Blast”
“Double blast” and “defense” should be “Single hit”, “Double hit”,
and “Block”.

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COMIC ADVENTURE ISSUES:
1. Comic 1, Battle 2; Comic 2, Battle 2; KS Book 1, Battle 1: Needs
Blocking Terrain card.

2. Comic 2, Battle 1: Most of the text is wrong. Cut n’ paste error.


Corrected text here:
Hero Objective: The heroes win if they are all
in the goal (no more than 2 heroes per goal) and are not KO’ed.
Vil-
lain Objective: The villain wins if the heroes gain a total of 2 KO’ed
tokens.
If the Heroes Win: The heroes buy enough time to call for
help and then slip into the sewers. Proceed to Battle 2. The heroes
may call upon an ally for Battle 2.
If the Villain Wins: The heroes are
too pressed for time to do anything but flee. Proceed to Battle 2.

3. Comic 2, Battle 4a/4b: Remove Cameras from terrain cards. Map


tile is labeled as 2b on page 36, but is actually map tile 2a.

4. Comic 3, Battle 1: Map is missing a manhole cover on page 6, just


below the van.

6. Mouser Panic: Map 4b is mislabeled as map 3b.

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FAQS:
Q: When I use Action dice that other heroes have shared with me, are they
used up?

A: No. Shared Action dice that you use are still available for the other player
on their turn. You both get to use them.
Q: Enhanced minions (found in the Kickstarter bonus materials) are removed
from the game after defeat, so if there are two Bruisers in the pool, and
they’re replaced by Bebop and Rocksteady, after BB&RS are defeated, do you
still have 2 Bruisers in the pool? Or are there none?

A: They would revert to normal Bruisers, so you’d have 2.
Q: Can I use Desperation Activation on a figure if I have a card for that figure
already in my hand?
A: Yes, although it usually is not your best play.
Q: If I use a terrain move while next to an enemy figure, do I have to pay the
break away cost?
A: No, terrain moves are not affected by break away.
Q: How do “counterattack” hits like from Mikey’s Whirling Shield
affect Mousers?

A: The hero must choose 1 specific Mouser to deal all counterattack damage
to, for each time he is attacked.
Q: (Kickstarter Edition Only) Why don’t Rocksteady and Bebop show up in the
figure pool of any of the missions?
A: The kickstarter versions of Rocksteady and Bebop are enhanced Foot
Clan Bruiser minions. This means that you pay focus to spawn them instead
of a normal Foot Clan Bruiser, as explained in the Enhanced Minion rules in the
Kickstarter Exclusive guide.
Q: How does leaping from elevated terrain to elevated terrain work?
A: You may only leap when using a special ability or move that says you are
leaping. When you leap, do not check for falling until the end of the leap. The

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intention of this is that you stay at ‘high’ elevation until the end of the leap,
allowing you to leap from building to building as you would naturally expect to
be able to do. If you don’t have a move or ability that lets you leap, you’ll have
to rely on fire escapes or the climb terrain move to get on the rooftops.
Q: Can I attack a target from the roof to the square next to me on the ground
with ranged attacks? Does it suffer the +2 range
modifier?

A: You can attack “downwards” into the square next to you with a ranged
strike, because the two spaces are not adjacent, and you suffer no range
penalty when doing so. This is the high ground advantage.
Q: When Michelangelo uses Party Dude! can he trade out Party Dude! itself for
another Special Move? If so does that card come into play active since it is
taking the place of the Party Dude! card which would be in the active spot?

A: Party Dude is the special move he used that turn, so Mikey can’t use
another special move until his next turn. The ‘new’ special move doesn’t come
into play active.

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