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DC Deck-Building Game - Full Set List v2.11
DC Deck-Building Game - Full Set List v2.11
Base
Main Deck 114
Cost H V SP E L Total
Heroes 32 28% 1 0 0 0 0 0 0
Villains 33 29% 2 7 6 0 6 0 19
Super Powers 16 14% 3 8 6 7 10 0 31
Equipment 28 25% 4 6 10 3 6 0 25
Locations 5 4% 5 7 4 0 6 5 22
6 2 4 3 0 0 9
Defense 14 12% 7 1 3 3 0 0 7
Attacks 9 8% 8 1 0 0 0 0 1
Draw Cards 21 18% 9 0 0 0 0 0 0
Destroy Cards 9 8%
Ongoing Cards 5 4%
Locations When you play your first (type) during your turn, draw a card.
Sets Suicide Squad x6
Heroes Unite
HU
Main Deck 111
Cost H V SP E L Total
Heroes 31 28% 1 0 2 0 0 0 2
Villains 32 29% 2 6 4 3 8 0 21
Super Powers 16 14% 3 8 10 4 2 0 24
Equipment 27 24% 4 6 6 3 6 0 21
Locations 5 5% 5 6 4 3 7 5 25
6 2 4 0 2 0 8
Defense 15 14% 7 2 2 3 2 0 9
Attacks 10 9% 8 1 0 0 0 0 1
Draw Cards 25 23% 9 0 0 0 0 0 0
Destroy Cards 10 9%
Ongoing Cards 7 6%
Forever Evil
FE
Main Deck 106
Cost H V SP E L Total
Heroes 25 24% 1 2 2 2 2 0 8
Villains 25 24% 2 5 4 6 5 0 20
Super Powers 25 24% 3 6 4 5 5 0 20
Equipment 25 24% 4 6 5 4 5 2 22
Locations 6 6% 5 4 5 3 3 3 18
6 1 3 2 2 1 9
Defense 22 21% 7 1 1 2 2 0 6
Attacks 13 12% 8 0 1 0 1 0 2
Draw Cards 9 8% 9 0 0 1 0 0 1
Destroy Cards 23 22%
Ongoing Cards 6 6%
Teen Titans
TT
Main Deck 112
Cost H V SP E L Total
Heroes 32 29% 1 2 2 2 2 0 8
Villains 30 27% 2 7 6 3 6 0 22
Super Powers 18 16% 3 6 6 3 6 0 21
Equipment 26 23% 4 5 7 4 3 1 20
Locations 6 5% 5 6 5 3 4 3 21
6 4 2 1 4 2 13
Defense 14 13% 7 2 2 1 1 0 6
Attacks 14 13% 8 0 0 1 0 0 1
Draw Cards 29 26% 9 0 0 0 0 0 0
Destroy Cards 10 9%
Ongoing Cards 26 23%
Theme Ongoing
Crisis 1
C1
Main Deck 32
Cost H V SP E L Total
Heroes 7 22% 1 0 0 0 2 0 2
Villains 7 22% 2 0 0 4 0 0 4
Super Powers 9 28% 3 0 2 0 2 0 4
Equipment 7 22% 4 3 4 3 2 2 14
Locations 2 6% 5 2 0 2 1 0 5
6 2 0 0 0 0 2
Defense 4 13% 7 0 1 0 0 0 1
Attacks 7 22% 8 0 0 0 0 0 0
Draw Cards 13 41% 9 0 0 0 0 0 0
Destroy Cards 4 13%
Ongoing Cards 2 6%
Crisis 2
C2
Main Deck 31
Cost H V SP E L Total
Heroes 7 23% 1 2 0 0 0 0 2
Villains 8 26% 2 0 0 0 2 0 2
Super Powers 7 23% 3 0 2 2 2 0 6
Equipment 7 23% 4 2 2 2 0 0 6
Locations 2 6% 5 0 1 2 2 0 5
6 1 1 1 1 1 5
Defense 3 10% 7 1 1 0 0 1 3
Attacks 8 26% 8 1 1 0 0 0 2
Draw Cards 6 19% 9 0 0 0 0 0 0
Destroy Cards 4 13%
Ongoing Cards 2 6%
Crisis 3
C3
Main Deck 18
Cost H V SP E L Total
Heroes 4 22% 1 0 0 1 0 0 1
Villains 4 22% 2 0 1 0 0 0 1
Super Powers 4 22% 3 1 1 1 0 0 3
Equipment 4 22% 4 1 0 1 1 1 4
Locations 2 11% 5 1 0 0 1 0 2
6 0 1 1 1 0 3
Defense 2 11% 7 1 1 0 1 1 4
Attacks 4 22% 8 0 0 0 0 0 0
Draw Cards 2 11% 9 0 0 0 0 0 0
Destroy Cards 1 6%
Ongoing Cards 2 11%
Crisis 4
C4
Main Deck 32
Cost H V SP E L Total
Heroes 6 19% 1 0 2 0 0 0 2
Villains 8 25% 2 0 0 3 3 0 6
Super Powers 7 22% 3 0 3 0 3 0 6
Equipment 10 31% 4 2 0 0 4 0 6
Locations 1 3% 5 2 1 4 0 0 7
6 2 1 0 0 0 3
Defense 4 13% 7 0 1 0 0 1 2
Attacks 5 16% 8 0 0 0 0 0 0
Draw Cards 6 19% 9 0 0 0 0 0 0
Destroy Cards 3 9%
Ongoing Cards 19 59%
Themes Unity
Theme Starters
Crossover 2 - Arrow
X2
Main Deck 14
Cost H V SP E L Total
Heroes 4 29% 1 0 0 0 0 0 0
Villains 3 21% 2 1 0 0 1 0 2
Super Powers 3 21% 3 1 0 1 1 0 3
Equipment 3 21% 4 1 1 0 1 0 3
Locations 1 7% 5 0 1 2 0 0 3
6 1 1 0 0 1 3
Defense 1 7% 7 0 0 0 0 0 0
Attacks 3 21% 8 0 0 0 0 0 0
Draw Cards 2 14% 9 0 0 0 0 0 0
Destroy Cards 1 7%
Ongoing Cards 2 14%
Crossover 4 - Watchmen
X4
Main Deck 11
Cost H V SP E L Total
Heroes 2 18% 1 0 0 0 0 0 0
Villains 2 18% 2 0 0 0 0 0 0
Super Powers 3 27% 3 0 0 0 0 0 0
Equipment 3 27% 4 1 0 0 1 0 2
Locations 1 9% 5 0 0 0 1 1 2
6 1 1 1 1 0 4
Defense 0 0% 7 0 1 1 0 0 2
Attacks 0 0% 8 0 0 1 0 0 1
Draw Cards 2 18% 9 0 0 0 0 0 0
Destroy Cards 1 9%
Ongoing Cards 1 9%
Theme Teamwork
Theme Ninjutsu
Multiverse Box
MV
Main Deck 19
Cost H V SP E L Total
Heroes 7 37% 1 0 0 0 0 0 0
Villains 7 37% 2 0 0 0 0 0 0
Super Powers 0 0% 3 1 1 0 0 1 3
Equipment 0 0% 4 2 2 0 0 3 7
Locations 5 26% 5 1 1 0 0 1 3
6 1 1 0 0 0 2
Defense 3 16% 7 1 1 0 0 0 2
Attacks 0% 8 1 1 0 0 0 2
Draw Cards 3 16% 9 0 0 0 0 0 0
Destroy Cards 0%
Ongoing Cards 5 26%
Confrontations
Con.
Main Deck 107
Cost H V SP E L Total
Heroes 29 27% 1 0 0 0 0 0 0
Villains 29 27% 2 2 3 2 0 0 7
Super Powers 22 21% 3 1 2 2 2 0 7
Equipment 22 21% 4 2 2 0 2 0 6
Locations 6 6% 5 2 0 0 2 0 4
6 1 1 2 2 2 8
Defense 8 7% 7 0 0 0 0 0 0
Attacks 13 12% 8 0 0 0 0 0 0
Draw Cards 9 0 0 0 0 0 0
Destroy Cards
Confrontation 25 23%
Block Cards 17 16%
Assist Cards 24 22%
Rebirth
Rebirth
Main Deck 85
Cost H V SP E L Total
Heroes 22 26% 1 0 0 0 0 0 0
Villains 15 18% 2 2 3 2 0 0 7
Super Powers 23 27% 3 1 2 2 2 0 7
Equipment 25 29% 4 2 2 0 2 0 6
Locations 0 0% 5 2 0 0 2 0 4
6 1 1 2 2 2 8
Defense 8 9% 7 0 0 0 0 0 0
Attacks 13 15% 8 0 0 0 0 0 0
Draw Cards 0% 9 0 0 0 0 0 0
Destroy Cards 0%
Assist Cards 24 28%
Promo
Promo
Main Deck 0
Cost H V SP E L Total
Heroes 0 #DIV/0! 1 0 0 0 0 0 0
Villains 0 #DIV/0! 2 0 0 0 0 0 0
Super Powers 0 #DIV/0! 3 0 0 0 0 0 0
Equipment 0 #DIV/0! 4 0 0 0 0 0 0
Locations 0 #DIV/0! 5 0 0 0 0 0 0
6 0 0 0 0 0 0
Defense 0 #DIV/0! 7 0 0 0 0 0 0
Attacks 0 #DIV/0! 8 0 0 0 0 0 0
Draw Cards 0 #DIV/0! 9 0 0 0 0 0 0
Destroy Cards 0 #DIV/0!
Ongoing Cards 0 #DIV/0!
Cost SH
8 1
9 2
10 2
11 4
12 2
13 1
14 0
15 0
Cost SV
8 1
9 2
10 4
11 2
12 2
13 1
14 0
15 0
Cost SV
8 0
9 1
10 3
11 2
12 2
13 1
14 0
15 0
10* 3
11* 0
12* 0
13* 1
Cost SV
8 0
9 1
10 2
11 2
12 3
13 3
14 0
15 1
10* 0
11* 2
12* 1
13* 0
Cost SV
8 0
9 1
10 3
11 3
12 3
13 2
14 2
15 0
10* 0
11* 0
12* 0
13* 0
Cost SV
8 0
9 1
10 3
11 4
12 2
13 2
14 0
15 0
10* 0
11* 0
12* 0
13* 0
15* 1
Cost SV
8 1
9 1
10 1
11 1
12 1
13 1
14 1
15 1
Cost SV
8 1
9 1
10 1
11 1
12 1
13 1
14 1
15 1
Cost SV
8 1
9 1
10 1
11 1
12 1
13 1
14 1
15 1
Cost SH
8 1
9 1
10 1
11 1
12 1
13 1
14 1
15 1
Cost SV
8 1
9 1
10 1
11 1
12 1
13 1
14 1
15 1
Cost SV
10 1
15 1
23 1
Cost H V SP E L Total
1 0 0 0 2 0 2 1%
2 7 6 4 6 0 23 15%
3 9 9 7 12 0 37 24%
4 10 14 6 9 2 41 26%
5 10 5 3 7 5 30 19%
6 4 4 4 1 1 14 9%
7 1 4 3 0 0 8 5%
8 1 0 0 0 0 1 1%
9 0 0 0 0 0 0 0%
DC Comics - Card Name Card Type Cost VP Def Atk Draw Destroy Ongoing
Catwoman Hero 2 1
Mera Hero 3 1
Robin Hero 3 1
Supergirl Hero 4 1
Bane Villain 4 1 x
Bizarro Villain 7 *
Cheetah Villain 2 1
Clayface Villain 4 1
Doomsday Villain 6 2
Gorilla Grodd Villain 5 2
Lobo Villain 7 1 x
Scarecrow Villain 5 1 x
Starro Villain 7 2 x
Two-Face Villain 2 1 x
Batmobile Equipment 2 1 x
Atrocitus Super-Villain 10 5 x
Brainiac Super-Villain 11 6
Darkseid Super-Villain 11 6 x
Deathstroke Super-Villain 9 5
Sinestro Super-Villain 10 5
Punch Starter 0 0
Vulnerability Starter 0 0
+2 Power
Gain all Equipment in the Line-Up. Then, if you play or have played Catwoman this turn, you may put a card you bought or gai
Remove an Equipment, Hero, or Super Power from the Line-Up. Play it, then return it to the Line-Up at the end of your turn.
Draw two cards.
+2 Power
At the end of the game, if you have four or more other Heroes in your deck, this card is worth 5 VPs.
If you play or have played a Super Power or Equipment this turn, +3 Power.
Otherwise, +1 Power.
Play the top card of the Super-Villain stack, then return it to the top of the stack.
(The First Appearance -- Attack does not happen.)
Draw a card.
You may destroy a card in your discard pile. If you do, +3 Power.
Otherwise, +1 Power.
+3 Power
Put all Super Powers from your discard pile into your hand.
If your discard pile is empty, +4 Power.
Otherwise, +2 Power.
Gain all Villains with cost 7 or less in the Line-Up.
+1 Power
Put an Equipment from your discard pile into your hand.
You may put a Kick card from the Kick stack into your hand.
If you control a Location, +5 Power.
Otherwise, +2 Power.
+1 Power
You may put up to two cards from your discard pile on the bottom of your deck.
+2 Power
Attack: Each foe chooses and discards a card.
+3 Power
At the end of the game, this card is worth 2 VPs for each Weakness in your deck.
Gain any card with cost 4 or less from the Line-Up.
Choose a card you played this turn. Play it again this turn.
(Effects and Power generated the first time you played it remain.)
+4 Power
+3 Power
+1 Power
Attack: Each foe puts a Punch or Vulnerability from his discard pile on top of his deck.
+3 Power
You may destroy up to two cards in your hand and/or discard pile.
Draw two cards, then choose and discard two cards from your hand.
+1 Power
Attack: Each foe discards the top card of his deck. If its cost is 1 or greater, that player gains a Weakness.
You may pay 3 Power. If you do, gain the top card of the main deck. Use this ability any number of times this turn.
If you choose not to, +1 Power instead.
+2 Power
Attack: Each foe gains a Weakness.
When you buy or gain this Villain, you may put him on top of your deck.
+3 Power.
Attack: Each foe discards the top card of his deck. You may play each non-Location discarded this way this turn.
+2 Power
If you already played two other Suicide Squad cards this turn, each foe discards his hand.
At the end of the game, this card is worth 1 VP for each Suicide Squad in your deck.
+1 Power.
Choose even or odd, then reveal the top card of your deck. If its cost matches your choice, draw it. If not, discard it. (0 is even.
+2 Power
Defense: You may discard this card to avoid an Attack. If you do, draw a card and you may destroy a card in your discard pile.
+3 Power
You may destroy a card in your hand or discard pile.
Draw a card
Defense: You may discard this card to avoid an Attack. If you do, draw two cards.
+5 Power
Each foe reveals the top card of his deck. You may play one of the non-Location cards revealed this way this turn, then return
deck.
+2 Power
You may put any one card you buy or gain this turn on top of your deck.
If this is the first card you play this turn, discard your hand and draw five cards.
Otherwise, +1 Power.
+1 Power
Put a Hero from your discard pile into your hand.
+2 Power
Defense: You may discard this card to avoid an Attack. If you do, draw two cards.
+2 Power
Super-Villains cost you 2 less to defeat this turn.
+1 Power
Defense: You may discard this card to avoid an Attack. If you do, draw a card.
+1 Power
Look at the top card of your deck. You may destroy it.
Reveal the top card of your deck.
If its cost is 1 or greater, +3 Power.
Otherwise, +2 Power.
+2 Power
At the end of the game, if you have four or more other Equipment in your deck, this card is worth 5 VPs.
When you play this card, leave it in front of you for the rest of the game.
Ongoing: When you play your first Villain on each of your turns, draw a card.
When you play this card, leave it in front of you for the rest of the game.
Ongoing: When you play your first Equipment on each of your turns, draw a card.
When you play this card, leave it in front of you for the rest of the game.
Ongoing: When you play your first Super Power on each of your turns, draw a card.
When you play this card, leave it in front of you for the rest of the game.
Ongoing: When you play your first card with cost 2 or 3 on each of your turns, draw a card.
When you play this card, leave it in front of you for the rest of the game.
Ongoing: When you play your first Hero on each of your turns, draw a card.
+3 Power
At the end of your turn, put this card on the bottom of its owner's deck before drawing a new hand.
(This card starts the game on top of the Super-Villain stack.)
+2 Power
Destroy any number of cards in the Line-Up, then replace them.
FIRST APPEARANCE -- ATTACK: Each player reveals his hand, chooses a card with cost 1 or greater from it, and adds that card t
+2 Power
Destroy up to two cards in your discard pile.
FIRST APPEARANCE -- ATTACK: Each player puts a random card from his hand under his Super Hero. When this Villain is defeat
on top of its owner's deck.
FIRST APPEARANCE -- ATTACK: Each player discards the top card of his deck. If you discarded a card with cost 1 or more, choos
your hand.
Each foe reveals a random card from his hand. Play each revealed non-Location.
FIRST APPEARANCE -- ATTACK: Each player chooses two cards from his hand and puts them on the table face down. Shuffle all
down, then deal two back to each player at random.
+2 Power, and an additional +1 Power for each foe with a Hero in his discard pile.
FIRST APPEARANCE -- ATTACK: Each player flips his Super Hero face down until this Villain is defeated.
You may destroy two cards in your hand. If you do, +5 Power. Otherwise +3 Power.
FIRST APPEARANCE -- ATTACK: Each player discards two cards unless he reveals a Villain from his hand.
You may gain a Hero or Villain from the Line-Up. If you choose not to, +3 Power.
FIRST APPEARANCE -- ATTACK: Each player reveals his hand and destroys a Hero, Super Power, or Equipment in his hand or dis
+2 Power and each foe chooses, He discards a random card; or you draw a card.
FIRST APPEARANCE -- ATTACK: Each player puts a card from his hand into the discard pile of the player on his left. If the card y
or greater, put a Weakness on top of your deck.
FIRST APPEARANCE -- ATTACK: Each player gains a Weakness for each Villain in the Line-Up.
Double your Power this turn.
FIRST APPEARANCE -- ATTACK: Each player reveals his hand and discards all cards with cost 2 or less.
Reveal the top card of the main deck. If it's a Hero, +3 Power and then destroy it.
Otherwise, put it into your hand.
FIRST APPEARANCE -- ATTACK: Each player reveals his hand and discards a card for each Hero he revealed this way.
You go first.
The first time a card tells you to draw one or more cards during each of your turns, draw an additional card.
+1 Power for each different Super Power you play during your turn.
+1 Power for each Equipment you play during your turn.
For each Villain you buy or gain during your turn, draw an extra card at the end of your turn.
If you play three or more cards with different names and cost 1 or more during your turn, +3 Power.
You may put any cards with cost 5 or less you buy or gain during your turn on top of your deck.
If you play one or more Super Powers during your turn, +1 Power.
If you play one or more Equipment during your turn, draw a card.
If you play two or more Villains during your turn, +3 Power.
If you play two or more Heroes during your turn, +3 Power.
+1 Power
+2 Power
1
1
2
2
2
2
1
1
1
Promo
36
16
16
20
Heroes Unite - Card Name Card Type Cost VP Def Atk Draw Destroy Ongoing
Deadman Hero 4 1
Hawkgirl Hero 2 1
Hero of the Future Hero 4 1
Katana Hero 2 1x
Superboy Hero 5 1
Deadshot Villain 2 1 x
Larfleeze Villain 7*
Manhunter Villain 3 1
Parasite Villain 4 1 x
Talon Villain 1 1
Batarang Equipment 2 1
Sciencell Equipment 6*
Skeets Equipment 4 1x x
Apokolips Location 5 1 x x
Metropolis Location 5 1 x x
Oa Location 5 1 x x
Amazo Super-Villain 10 5
Arkillo Super-Villain 10 5
Black Adam Super-Villain 11 6
Graves Super-Villain 9 5
H'el Super-Villain 9 5 x
Helspont Super-Villain 10 5
Mongul Super-Villain 11 6 x
Nekron Super-Villain 12 6 x x
Trigon Super-Villain 12 6
Punch Starter 0 0
Vulnerability Starter 0 0
Kick Super Power 3 1
None
Weakness 0 -1
(Weakness)
Card Text
+2 Power
You may put your deck into your discard pile.
+1 Power
You may put up to two Punch cards from your discard pile into your hand.
+2 Power
When you buy or gain this card, you may destroy up to two cards in our hand and/or discard pile.
+1 Power and an additional +1 Power for each Hero in your discard pile.
+2 Power and an additional +2 Power for each Defense card you play or have played this turn.
+3 Power
You may put a Villain from your discard pile on top of your deck.
+1 Power
Defense: You may discard this card to avoid an Attack. If you do, draw a card.
+3 Power
For each Power Ring in your discard pile or that you play or have played this turn, +2 Power.
If you play or have played three Power Rings this turn, you win the game.
+3 Power
For each different Power Ring in your discard pile or that you play or have played this turn, +2 Power.
If you play or have played three different Power Rings this turn, you win the game.
Choose an Equipment in your discard pile or that you played this turn. Plastic Man becomes a copy of that card (and is now als
Choose an Equipment in your discard pile or that you played this turn. Plastic Man gains the game text of that card this turn.
+1 Power and draw a card.
Draw a card.
At end of game, this card is worth 1 VP for each different Hero in your deck.
+2 Power
You may destroy a card in the Line-Up and replace it.
+1 Power
Put a Super Power from your discard pile into your hand.
+3 Power
If you play or have played one or more Starbolt cards this turn, gain a card from the Line-Up and put it into your hand.
+2 Power
If you play or have played another Hero this turn, additional +3 Power.
Put an Equipment from your discard pile into your hand.
Draw a card.
+5 Power
Reveal the top two cards of the main deck. Put any number of them into the Line-Up and the rest back on top in any order.
+2 Power
Attack: Each foe gains a Weakness. If one or more foes do not gain a Weakness, draw a card.
+4 Power
+1 Power
Attack: Each foe reveals the top card of his deck. If it costs 1 or greater, they discard it.
+4 Power
You may put a Hero from your discard pile on top of your deck.
+2 Power
You may put a Super Power from your discard pile on top of your deck.
Remove a Hero or Villain from the Line-Up. Play it, then return it to the Line-Up at the end of your turn.
+1 Power
Look at the top card of your deck. Destroy it or discard it.
If you play or have played another Villain this turn, +3 Power.
Otherwise, +2 Power.
You may gain up to 5 cost worth of cards from the Line-Up and put them into your hand.
If you choose not to, +3 Power.
At end of game, this card is worth 1 VP for every seven cards in your deck.
+1 Power and an additional +2 Power for each Manhunter in your discard pile.
+2 Power
Attack: Each foe reveals the top card of his deck. If its cost is odd, that player gains a Weakness.
+1 Power
If you play or have played another Villain this turn, you may destroy a card in your hand or discard pile.
+2 Power
Attack: Each foe reveals his hand and discards a card with cost 3 or greater. Each who does may put a Punch card from his disc
Draw a card.
Ongoing: Do not discard this card at the end of your turn.
Defense: While this card is in play, you may put it into your discard pile to avoid an Attack.
+2 Power
Defense: You may discard this card and any number of other cards to avoid an Attack. If you do, draw cards equal to the numb
Draw a card.
Draw two cards.
Attack: Each foe discards a random card.
If you play or have played Jervis Tetch this turn, you may play each Hero and Villain in the Line-Up, then return them to the Lin
Look at the top two cards of your deck. Leave one on top and destroy the other one. +Power equal to the destroyed card's cos
At end of game, this card is worth 1 VP for each Power Ring in your deck.
You may gain an Equipment with cost 5 or less from the Line-Up and put it into your hand. If you choose not to, +2 Power.
At end of game, this card is worth 1 VP for each Power Ring in your deck.
+2 Power
Attack: Each foe discards a card.
At end of game, this card is worth 1 VP for each Power Ring in your deck.
+2 Power
Defense: You may discard this card to avoid an Attack. If you do, draw two cards.
At end of game, this card is worth 1 VP for each Power Ring in your deck.
+1 Power and an additional +1 Power for each Hero in your discard pile and that you play or have played this turn.
At end of game, this card is worth 1 VP for each Power Ring in your deck.
+Power equal to the Power of a card you already played this turn.
At end of game, this card is worth 1 VP for each Power Ring in your deck.
Reveal the top two cards of your deck. If they share a card type, put them back in any order. If not, draw them.
At end of game, this card is worth 1 VP for each Power Ring in your deck.
+2 Power
At end of game, this card is worth 1 VP for each different Villain in your deck.
You may put a Hero from your discard pile on top of your deck. If you choose not to, draw a card.
Defense: You may discard this card to avoid an attack. If you do, you may put a Hero from your discard pile into your hand or d
+2 Power
You may destroy a card in your hand.
Gain all Power Rings in the Line-Up and put them into your hand. Then gain any card from the Line-Up and put it on top of you
When you play this card, leave it in front of you for the rest of the game.
Ongoing: Once during each of your turns, reveal the top card of your deck. If it's a Villain, draw it. If not, you may discard it.
When you play this card, leave it in front of you for the rest of the game.
Ongoing: Once during each of your turns, reveal the top card of your deck. If it's an Equipment, draw it. If not, you may discard
When you play this card, leave it in front of you for the rest of the game.
Ongoing: Once during each of your turns, reveal the top card of your deck. If it's a Super Power, draw it. If not, you may discar
When you play this card, leave it in front of you for the rest of the game.
Ongoing: Once during each of your turns, reveal the top card of your deck. If it's a Hero, draw it. If not, you may discard it.
When you play this card, leave it in front of you for the rest of the game.
Ongoing: At the start of your turn, if the top card of the Super-Villain stack has cost 10 or greater, draw a card.
When you play this card, leave it in front of you for the rest of the game.
Ongoing: +1 Power
(This card starts the game on top of the Super-Villain stack.)
You may choose another Villain and/or Hero you played this turn. Play them again this turn. If you choose not to, +3 Power.
FIRST APPEARANCE -- ATTACK: Each player passes one card to the left and one card to the right. Put cards passed to you into y
+2 Power and put all Equipment from your discard pile into your hand.
FIRST APPEARANCE -- ATTACK: Each player totals the cost of cards in his hand. The player(s) with the highest total gains three
+2 Power for each different card type you play or have played this turn
FIRST APPEARANCE -- ATTACK: Each player destroys a Hero in his hand or discard pile.
+4 Power and you may put a card from your discard pile on top of your deck.
FIRST APPEARANCE -- ATTACK: Each player puts a card from his hand face down, then destroy those cards. If one player destro
than each other player, he draws two cards.
Reveal and draw cards from the top of your deck until you have drawn 7 or greater cost worth of cards.
FIRST APPEARANCE -- ATTACK: Each player reveals the top three cards of his deck. Choose one of them with cost 1 or greater,
rest.
You may put up to two cards from your discard pile into your hand. If you choose not to, +3 Power.
FIRST APPEARANCE -- ATTACK: Each player gains the top card of the main deck. If its cost is 4 or greater, they also gain two We
You may put any number of cards of one card type and with cost 3 or less from your discard pile into your hand. If you choose
FIRST APPEARANCE -- ATTACK: Put a Location you control into your discard pile. If you cannot, discard two cards.
+2 Power and draw two cards. Then destroy a card in your hand.
FIRST APPEARANCE -- ATTACK: Each player discards a Power Ring or two random cards from his hand.
You may gain all Equipment from the Line-Up and put them into your hand. If you choose not to, +3 Power.
FIRST APPEARANCE -- ATTACK: Destroy all Equipment in the Line-Up. Each player puts an Equipment from his hand or discard
Destroy up to three cards in your hand and/or discard pile. For each you destroy, draw a card.
FIRST APPEARANCE -- ATTACK: Each player totals the cost of the cards in his hand. The player(s) with the highest total destroy
Each other player chooses and discards a card in his hand.
Look at the top two cards of the main deck. Put one into your hand and the other on the bottom of the main deck.
FIRST APPEARANCE -- ATTACK: Each player destroys a card with cost 1 or greater I n his hand.
+1 Power
+2 Power
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Forever Evil - Card Name Card Type Cost VP Def Atk Draw Destroy Ongoing
Catwoman Hero 3 1 x
Firestorm Hero 6 2
Pandora Hero 7 2
Stargirl Hero 4 1x
Steel Hero 3 1 x
Steve Trevor Hero 1 0
Vibe Hero 2 1
Atomica Villain 3 1 x
Despero Villain 6 2 x x
Giganta Villain 4 1
Grid Villain 2 1
Man-Bat Villain 3 1x
Owlman Villain 6 2
Superwoman Villain 7 3
Ultraman Villain 8 3
Broadsword Equipment 6 2 x
Mallet Equipment 4 1 x
Sledgehammer Equipment 3 1 x
Venom Injector Equipment 1 0
Earth-3 Location 6 1 x
Bizarro Super-Villain
Sinestro Super-Villain
Punch Starter 0 0
Vulnerability Starter 0 0
Destroy a card in your hand or discard pile and gain 1 VP. You may gain a card from the Line-Up of equal or lesser cost than th
(This card starts the game on top of the Super Hero stack).
You may put up to three cards from your discard pile on top of your deck. If you choose not to, +3 Power.
FIRST APPEARANCE -- ATTACK: Each player puts four cards with cost 0 from his discard pile on top of his deck. If you put none
You may play up to three Equipment with cost 6 or less from the destroyed pile, and then put them on the bottom of the main
+3 Power.
FIRST APPEARANCE -- ATTACK: Each player destroys an Equipment in his hand or discard pile. If you cannot, gain a Weakness.
Reveal the top three cards of your deck. Draw one, destroy one, and put one on top of your deck. Gain VPs equal to the destro
FIRST APPEARANCE -- ATTACK: Each player loses 3 VPs. If you have none to lose, gain a Weakness.
+2 Power for each Super Power and Equipment you play or have played.
FIRST APPEARANCE -- ATTACK: Each player discards a Super Power and an Equipment. If you discard no cards, gain a Weaknes
When you play this card, leave it in front of you for the rest of the game.
Ongoing: Punch cards you play have an additional +1 Power.
FIRST APPEARANCE -- ATTACK: Each player discards two Punch cards. For each Punch you fail to discard, gain a Weakness.
You may play up to three Heroes with cost 6 or less from the destroyed pile, and then put them on the bottom of the main de
Power.
FIRST APPEARANCE -- ATTACK: Each player destroys a Hero in his hand or discard pile. If you cannot, gain a Weakness.
+2 Power for each Hero and Villain you play or have played this turn.
FIRST APPEARANCE -- ATTACK: Each player discards a Hero and a Villain. If you discard no cards, gain a Weakness.
Gain the top two cards of the main deck, play them, and then destroy one of them. (Its effects remain.)
FIRST APPEARANCE -- ATTACK: Each player puts a card with cost 5 or greater from his hand or discard pile on the bottom of th
gain a Weakness.
You may play up to three Super Powers from the destroyed pile, and then put them on the bottom of the main deck. If you ch
FIRST APPEARANCE -- ATTACK: Each player destroys a Super Power in his hand or discard pile. If you cannot, gain two Weakne
+2 Power for each Location in play.
FIRST APPEARANCE -- ATTACK: Each player puts a Location he controls into his discard pile. If you cannot, gain a Weakness.
You may play up to three Villains with cost 6 or less from the destroyed pile, and then put them on the bottom of the main de
Power.
FIRST APPEARANCE -- ATTACK: Each player destroys a Villain in his hand or discard pile. If you cannot, gain a Weakness.
+1 Power
+2 Power
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Teen Titans - Card Name Card Type Cost VP Def Atk Draw Destroy Ongoing
Aqualad Hero 3 1 x
Arsenal Hero 1 1
Bumblebee Hero 2 1 x
Bunker Hero 4 1 x
Cassie Sandsmark Hero 5 1
Connor Kent Hero 6 2
Daughter of Trigon Hero 7 2
Jericho Hero 3 1 x
Koriand'r Hero 5 1
Ravager Hero 2 1 x
Solstice Hero 2 1 x
Static Hero 4 1 x
Gizmo Villain 2 1 x
Jinx Villain 6 2 x x
Mammoth Villain 5 1x x
Match Villain 7 2 x
Phobia Villain 4 1 x
Plasmus Villain 3 1 x
Shimmer Villain 4 1 x
Birdarang Equipment 1 1
Cloak of Raven Equipment 5 1
T-Wing Equipment 6*
Azarath Location 5 1 x x
Cadmus Labs Location 6 2 x
Blackfire Super-Villain 11 6
Cheshire Super-Villain 10 5
Harvest Super-Villain 9 5
Psimon Super-Villain 10 5 x
Trigon Super-Villain 13 6
Punch Starter 0 0
Vulnerability Starter 0 0
+1 Power
If this is the first card you play this turn, set your hand aside and draw five cards. At the end of your turn, put the set aside car
+1 Power
If you control one or more Ongoing cards, you may destroy a card in your hand or discard pile.
+1 Power
If you control a Super Power, draw a card.
+2 Power
You may discard an Ongoing card you control. If you do, additional +1 Power and destroy a card in your hand or discard pile.
Put a Hero from your discard pile into your hand.
Gain an Equipment from the Line-Up.
Draw a card for each different Ongoing card you control.
Draw a card. You may put a Defense card from your discard pile on top of your deck.
+1 Power
If you control an Equipment, draw a card.
+2 Power and an additional +1 Power for each different Hero you control.
If you control another Villain, +2 Power.
Ongoing: Once during each of your turns, you may discard a card from your hand. If you do, draw a card.
+1 Power and draw a card.
Attack: each foe discards an Ongoing card they control.
Ongoing: You may discard this card from play. If you do, +2 Power.
+2 Power
You may discard an Ongoing card you control. If you do, choose a foe and Attack: That foe gains a Weakness.
+2 Power
Defense: You may discard this card from your hand to avoid an Attack. If you do, draw two cards and you may destroy a Starte
pile.
+2 Power and choose a foe.
Attack: Gain control of each Ongoing card that foe controls. At end of turn, return each one still in play to that foe. (If any leav
discard pile instead.)
+2 Power
Attack : Each foe discards a card from their hand into the discard pile of any player other than the attacker and anyone who av
+2 Power
You may discard an Ongoing card you control. If you do, draw a card.
+2 Power
Attack: Each foe destroys a Starter in their hand or discard pile. Each who does gains a Weakness.
+3 Power
Attack: Each foe discards a card from their hand. If a foe avoids this Attack, they gain a Weakness.
Ongoing: Defense: You may discard this card from play to avoid an attack.
+1 Power
Defense: You may discard this card from your hand to avoid an Attack.
Ongoing: You may discard this card from play. If you do, put a card with cost 4 or less from your discard pile into your hand.
+2 Power and an additional +1 Power for each different Villain you control.
Draw a card, and then you may destroy a card in your hand.
+2 Power and choose a foe.
Attack: Put an Ongoing card that foe controls into their discard pile.
Ongoing: You may discard this card from play. If you do, draw a card.
+1 Power
This card has all card names and is also a Hero, Villain, and Equipment while you own it.
+2 Power and draw two cards.
Ongoing: the first time you play a Super Power during each of your turns, reveal the top card of your deck. You may destroy it.
+2 Power
Put all Ongoing cards from your discard pile into your hand.
If you control a Hero, +2 Power.
+2 Power and an additional +1 Power for each different Super Power you control.
+1 Power
You may discard an Ongoing card you control. If you do, additional +2 Power.
+1 Power for each Ongoing card you control.
Ongoing: You may discard this card from play. If you do, destroy a card in your discard pile.
+2 Power
You may put cards you buy or gain this turn on top of your deck.
+1 Power
You may put an Ongoing card from your discard pile into your hand.
+1 Power
Defense: You may discard this card from your hand to avoid an Attack. If you do, put an Ongoing card from your discard pile in
+3 Power
Defense: You may discard this card to avoid an Attack. If you do, draw two cards and you may put an Ongoing card from your
Draw a card.
You may discard an Ongoing card you control. If you do, gain the top card of the main deck and put it into your hand.
+2 Power
At end of game, this card is worth 1 VP for each different card with cost 2 or less in your deck.
Ongoing: Once during each of your turns, you may discard a card from your hand. If you do, Attack: Each foe discards a card.
Ongoing: Once during each of your turns, choose a Hero or Villain with cost 3 or less you control. Put it into your hand.
Ongoing: When you destroy a card, you may place it under this card. You may discard cards under The Colony as though they
control.
Ongoing: The first time you play an Ongoing card (including this one) during each of your turns, draw a card.
Ongoing: Once during each of your turns, you may discard the top card of your deck. If you do, +Power equal to that card's VP
Ongoing: The first time you destroy a card during each of your turns, draw a card.
Ongoing: At the start of each of your turns, you may draw until you have five cards in hand.
You may gain all Super Powers from the Line-Up and put one in your hand. If you choose not to, +3 Power.
First appearance - Attack: Each player puts a Super Power they control or in their hand into the Line-Up.
First Appearance - Attack: Each player flips their Super Hero face down until this Villain is defeated.
You may gain all Villains in the Line-Up and put one into your hand. If you choose not to, +3 Power.
First Appearance - Attack: Each player puts a Villain they control, have in hand, or in their discard pile into the Line-Up.
You may gain a 1, 2, and 3 cost card from the Line-Up and put them into your hand. If you choose not to, +3 Power.
First Appearance - Attack: Each player puts a card with cost 1, 2, or 3 they control or in their hand into the Line-Up. If you cann
You may gain all Equipment from the Line-Up and put one into your hand. If you choose not to, +2 Power.
First Appearance - Attack: Each player puts an Equipment they control or in their hand into the Line-Up.
First Appearance - Attack: Each player gains a Weakness. If one or more players avoid this Attack, reveal a new Super-Villain, a
into the Super-Villain stack.
You may gain all Heroes from the Line-Up and put one into your hand. If you choose not to, +2 Power.
First Appearance - Attack: Each player puts a Hero they control or in their hand into the Line-Up.
Look at the top five cards of your deck, draw and play two of them, then put the rest back in any order.
First Appearance - Attack: Each player chooses two cards in their hand. Pass each other card to the hand of the player on your
+2 Power
You may swap your current Super Hero for one outside the game.
First Appearance - Attack: Each player reveals the top three cards of their deck. Pass one to the discard pile of the player on yo
discard one.
Ongoing: Once during each of your turns, you may destroy a card you played this turn.
First Appearance - Attack: Each player destroys a card they control. If you destroy no cards this way, gain a Weakness.
Stack Ongoing: At the start of each player's turn, that player gains a Weakness, and then puts a 0-cost card from their discard
Once during each of your turns, if you control two or more different Super Powers, +1 Power and draw a card.
Once during each of your turns, if you control two or more Heroes, +1 Power and put an Equipment from your discard pile into
Once during each of your turns, if you control two or more Equipment, draw two cards and then discard a card.
Once during each of your turns, you may discard a card. If you do, put a non-Starter with that card type and cost 6 or less from
hand.
Once during each of your turns, if you control two or more Villains, put a Super Power from your discard pile into your hand.
Once during each of your turns, if you control four different card types, you may destroy a card you control.
Once during each of your turns, if you control seven or more cards, draw a card.
Whenever you buy or gain a card, you may add the top card of the main deck to the Line-Up.
+1 Power
+2 Power
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Crisis 1 - Card Name Card Type Cost VP Def Atk Draw Destroy Ongoing
Animal Man Hero 4 1 x
Captain Atom Hero 6 2
John Constantine Hero 5 1 x x
Strife Villain 3 1 x
Bo Staff Equipment 3 1
+4 Power
At the end of your turn, put this card onto the bottom of its owner's deck before drawing a new hand.
Stack Ongoing: At the end of your turn, if you did not buy or gain a card from the Line-Up, add the top card of the main deck t
FIRST APPEARANCE -- ATTACK: Each player puts his hand under his Super Hero. If you avoid this Attack, put a random card fro
Super Hero. When this Villain is defeated, discard those cards.
You may gain all Equipment in the Line-Up with cost 5 or less and put them into your hand. If you choose not to, +4 Power.
Stack Ongoing: Black Manta costs 3 more to defeat for each Equipment in the Line-Up.
FIRST APPEARANCE -- ATTACK: Each player puts all Equipment from his hand into the Line-Up.
Each foe reveals two random cards from his hand. Play one revealed non-Location card from each foe's hand.
FIRST APPEARANCE -- ATTACK: Each player discards a random card, and then destroys the top X cards of the main deck, where
+4 Power, and an additional +1 Power for each foe with a Hero in his discard pile.
FIRST APPEARANCE -- ATTACK: Each player flips his Super Hero face down. When this Villain is defeated, each player may disca
flip your Super Her
You may gain all Super Powers in the Line-Up with cost 5 or less and put them into your hand. If you choose not to, +4 Power.
Stack Ongoing: Darkseid costs 3 more to defeat for each Super Power in the Line-Up.
FIRST APPEARANCE -- ATTACK: Each player puts all Super Powers from his hand into the Line-Up.
You may gain a Hero and Villain from the Line-Up. If you choose not to, +4 Power.
FIRST APPEARANCE -- ATTACK: Each player destroys a Hero, Super Power, and Equipment in his hand.
Gain a card from the destroyed pile and put it into your hand.
FIRST APPEARANCE -- ATTACK: Each player puts the top two cards of the main deck into the Line-Up. Gain Weaknesses equal t
cards.
+2 Power and each foe chooses: They discard two random cards or you draw two cards.
FIRST APPEARANCE -- ATTACK: Each player puts a random card from his hand into the discard pile of the player on his left. If th
this process.
FIRST APPEARANCE -- ATTACK: This Attack can't be avoided. Each player gains X Weaknesses, where X is equal to the highest V
hand. (* = 3.)
Draw a card. Double your Power this turn.
FIRST APPEARANCE -- ATTACK: Each player reveals his hand and discards all cards with cost 3 or less.
You may gain all Heroes in the Line-Up with cost 5 or less and put them into your hand. If you choose not to, +4 Power.
Stack Ongoing: Sinestro costs 3 more to defeat for each Hero in the Line-Up.
FIRST APPEARANCE -- ATTACK: Each player puts all Heroes from his hand into the Line-Up.
Stack Ongoing: Whenever a Hero is added to the Line-Up, each player puts a Weakness from the stack on top of his deck.
Crisis Anti-Monitor costs 1 more to defeat for each card in the Line-Up. Each player must defeat this Villain to win the game.
You go first.
Once during each of your turns, if you have played eight or more cards, choose a player. That player draws a card.
Once during each of your turns, if you play 7 or greater cost worth of Super Powers, choose a player. That player draws a card
Once during each of your turns, if you have played two or more Equipment, you may choose a player. That player discards his
fewer cards than he discarded.
When you buy or gain a Villain from the Line-Up, choose a player. That player may destroy a Vulnerability or Weakness in his h
When any player is Attacked, you may discard three cards. If you do, that player avoids the Attack.
When you buy or gain a card with cost 5 or less during your turn, you may place it into any player's discard pile.
Once during each of your turns, if you have played a Super Power and Equipment, you may put a card with cost 1 or greater fr
on the bottom of the main deck.
Once during each of your turns, if you have played two or more Heroes, choose a player. That player may put a Hero from his
deck.
During each of your turns, if you have played three or more different card types, +2 Power.
Once during each of your turns, reveal the top card of your deck. If its cost is 1 or greater, you may play it and it has +1 Power.
end of your turn.
Once during each of your turns, you may discard a Punch card. If you do, you pay 2 less to defeat Villains and Super-Villains th
The first time a card tells you to draw a card during each of your turns, you may instead put an Equipment from your discard p
During your turn, you are considered to control each Location in the Line-Up and in play.
Once during each of your turns, you may put a card with cost 1 or greater from your hand on the bottom of your deck. If you d
Ongoing: When a Villain with an Attack enters the Line-Up, treat it as if it were a First Appearance -- Attack against all players.
TO BEAT: Each player must secretly place a card from his hand face down, and then discard them. If each card has a different n
(This card starts the game on top of the Crisis stack.)
Ongoing: At the start of your turn, destroy a Hero in the Line-Up. If there are none to destroy, add the top card of the main de
TO BEAT: Each player must destroy a Defense card in his hand.
Ongoing: At the start of your turn, destroy all Heroes in your hand. Gain that many random Villains from the destroyed pile an
TO BEAT: Your team must destroy 12 cost worth of Heroes in their discard piles.
Ongoing: At the start of your turn, resolve all Villain Attacks in the Line-Up against you. If there are no Attacks, add the top car
Line-Up.
TO BEAT: Each player must discard three non-Starter cards with different card types.
Ongoing: Each player places all cards he buys or gains from the Line-Up under this card (including Villains).
TO BEAT: Remove this Crisis when there are 10 cards under this card. Then one player destroys his deck and discard pile. The c
become his new deck.
Put the top three cards of the main deck into the Line-Up.
Ongoing: All cards in the Line-Up cost 2 more to buy.
TO BEAT: Each player reveals the top card of his deck. IF any player reveals a card with cost exactly 2, remove this Crisis.
Put the top three cards of the main deck into the Line-Up.
Ongoing: Equipment cards lose all text, and have "+1 Power" instead.
TO BEAT: Each player must destroy an Equipment in his hand.
Ongoing: At the start of your turn, put a card with cost 1 or greater from your hand into the Line-Up.
TO BEAT: Your team must destroy cards in the Line-Up with cost 7, 6, 5, 4, 3, and 2.
Each player flips his Super Hero face down. Players cannot avoid this Super-Villain's First Appearance -- Attack.
TO BEAT: Each player must discard +6 Power worth of cards from his hand. Then flip your Super Hero face up.
Put the top three cards of the main deck into the Line-Up.
ONGOING: Super Power cards lose all text, and have "+1 Power" instead.
TO BEAT: Each player must destroy a Super Power in his hand.
Put the top three cards of the main deck into the Line-Up.
ONGOING: Hero cards lose all text, and have "+1 Power" instead.
TO BEAT: Each player must destroy a Hero in his hand.
ONGOING: At the start of your turn, gain a Weakness unless you reveal one from your hand.
TO BEAT: Each player must discard a Weakness card. Also remove this Crisis if the Weakness stack runs out.
ONGOING: At the start of your turn, put the top card of the main deck into the Line-Up. If it is not a Villain, discard a card.
TO BEAT: Each player must destroy 8 cost worth of cards in his hand. (Destroy cards only with cost 1 or greater.)
ONGOING: At the start of your turn, discard all cards that share the lowest cost in your hand.
TO BEAT: Each player discards a random card from his hand. Remove this Crisis if each of those cards has cost 1 or greater.
ONGOING: At the start of your turn, resolve the current Super-Villain's First Appearance -- Attack against you. If it doesn't have
instead.
TO BEAT: Each player must destroy the top card of his deck. Remove this Crisis only if each of those cards has cost 1 or greater
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Crisis 2 - Card Name Card Type Cost VP Def Atk Draw Destroy Ongoing
Ganthet Hero 8 3
Atlantis Location 6 2 x
Mogo Location 7 2x x
+3 Power
Attack: Each foe discards a random card. You may play any number of cards discarded this way, and then return them to their
+2 Power
Attack: Each foe with a Hero in his discard pile gains a Weakness. Each foe with a Villain in his discard pile gains a Weakness.
+2 Power
While this card is in any zone, it is Red, Orange, Yellow, Green, Blue, Indigo, or Violet.
+3 Power
Each foe reveals his hand, and then resolves each Attack in his hand against himself.
+2 Power
Choose any number of players. Each of those players destroys a card with cost 0 in his discard pile. If one or more foes destroy
card.
+1 Power
Put an Equipment with cost 3 or less from your discard pile into your hand.
+2 Power
Choose a player and he reveals the top card of his deck. If it's a Hero, that player draws it. Otherwise, he may discard it.
You may gain a Villain from the destroyed pile and put it into any player's discard pile. If you choose not to, +2 Power.
At end of game, this card is worth 1 VP for each Power Ring in your deck.
You may gain a Hero from the destroyed pile and put it into any player's discard pile. If you choose not to, +2 Power.
At end of game, this card is worth 1 VP for each Power Ring in your deck.
+3 Power
Gain all cards in the Line-Up with the same name as a card in the destroyed pile.
When you play this card, leave it in front of you for the rest of the game.
Ongoing: Once during each of your turns, you may put a card you buy or gain from the Line-Up on top of any player's deck.
When you play this card, leave it in front of you for the rest of the game.
Ongoing: Defense: When any player is attacked, you may discard two cards. If you do, that player avoids that Attack.
+3 Power. For each different Power Ring in your discard pile or that you play or have played this turn, +2 Power. If you play or
Power Rings this turn, you win the game.
Choose an Equipment in your discard pile or that you played this turn. Plastic Man gains the game text of that card this turn.
When you play this card, leave it in front of you for the rest of the game.
Ongoing: +2 Power.
STACK ONGOING: When a card with an Attack leaves the Line-Up, resolve its Attack text against each player.
You may play all Heroes in the Line-Up, and then return them. If you choose not to, +3 Power.
STACK ONGOING: Amazo costs 3 more to defeat for each Hero in the Line-Up.
FIRST APPPEARANCE -- ATTACK: Each player puts a Hero from his hand or two from his discard pile into the Line-Up.
You may play all Equipment in the Line-Up, and then return them. If you choose not to, +3 Power.
STACK ONGOING: Arkillo costs 3 more to defeat for each Equipment in the Line-Up.
FIRST APPPEARANCE -- ATTACK: Each player puts one Equipment from his hand or two from his discard pile into the Line-Up.
Reveal the top card of each deck. You may gain one of the cards revealed this way and put it into your hand.
FIRST APPPEARANCE -- ATTACK: Each player destroys cards in his hand until he has only one card of each type in his hand.
You may play up to two cards from the destroyed pile, and then return them. If you choose not to, +3 Power.
FIRST APPPEARANCE -- ATTACK: Each player destroys the top card of the main deck, and then discards a number of cards equa
Play each Super Power in any one foe's discard pile, and then return them.
FIRST APPPEARANCE -- ATTACK: Each player gains two Weakness cards. Each player with a Super Power in his discard pile gain
FIRST APPPEARANCE -- ATTACK: Each player destroys the top two cards of his deck.
Destroy any Defense cards used to avoid this Attack.
+3 Power and put any number of cards with the same cost from your discard pile on top of your deck.
FIRST APPPEARANCE -- ATTACK: This Attack cannot be avoided. Each player resolves the two highest cost Attack cards in the d
against himself.
Put up to four random cards from your discard pile into your hand.
FIRST APPPEARANCE -- ATTACK: Each player gains the top card of the main deck. If its cost is 5 or greater, destroy it. Otherwis
Weakness cards equal to its cost.
You may play all Super Powers in the Line-Up, and then return them. If you choose not to, +3 Power.
STACK ONGOING: H'el costs 3 more to defeat for each Super Power in the Line-Up.
FIRST APPPEARANCE -- ATTACK: Each player puts a non-Kick Super Power from his hand or two from his discard pile into the L
You may play all cards of a chosen cost in the Line-Up, and then return them.
FIRST APPPEARANCE -- ATTACK: Each player discards the two cards with the highest cost in his hand.
+4 Power
Each foe puts all Locations he controls into his discard pile.
FIRST APPPEARANCE -- ATTACK: Each player destroys one Location of each different cost he controls.
If you have none or avoid this Attack, gain two Weakness cards.
STACK ONGOING: Each player may play only up to four cards from his hand during each of his turns.
Gain the top three cards of the main deck, and then destroy a card with cost 1 or greater in your discard pile.
FIRST APPPEARANCE -- ATTACK: Each player destroys the top three cards of the main deck. Gain a card with the lowest cost yo
put it into your hand. Discard all cards in your hand with cost greater than that card.
Each player puts a random Super-Villain defeated this game in front of him and resolves its Attack against himself.
STACK ONGOING: Each player must defeat his own Super-Villain. Nekron cannot be defeated while a Villain is in play or in the
If you play two or more Heroes during your turn, choose a player. That player draws a card.
When another player is attacked, you may discard a Defense card from your hand or in play. If you do, that player avoids the A
When you buy, gain, or defeat a card with cost 7 or greater, you may put a card with cost 1 or greater from any player's discar
main deck.
When you buy or gain a Villain from the Line-Up, you must put it on the bottom of your deck instead of destroying it.
Once during each of your turns, you may discard a card. If you do, choose a number of different players up to the VP value of t
(* = 3). The chosen players draw a card.
If you play two or more Equipment during your turn, each player may reveal the top card of his deck. Each who does may disc
If you play three or more cards with different types during your turn, you may choose a player. That player puts his deck into h
When you buy or gain a Super Power from the Line-Up, choose a player. That player may destroy a card in his hand.
At the start of your turn, you may reveal three cards with different colors from your hand. If you do, discard your hand and dra
The first time you play a Hero during each of your turns, reveal the top card of your deck, and you may destroy it.
The first time you play a red-colored card during your turn, draw a card. The first time you play a blue-colored card during you
When you play an Equipment, reveal the top card of your deck. You may discard it or put it on the bottom of your deck.
The first time any foe destroys a card during each player's turn, you may draw a card and then discard a card.
Once during each of your turns, you may discard two cards with different colors from your hand. If you do, look at a foe's hand
then return that card to that player's hand.
Ongoing; When a non-Villain card with cost 6 or greater enters the Line-Up, destroy it and replace it.
TO BEAT: Each player must discard +5 Power worth of cards from his hand.
(This card starts on top of the Crisis stack.)
A random player places a random unused Super-Villain in front of him. Resolve its Attack against each player (including you).
Ongoing: At the start of that player's turn, he resolves its First Appearance -- Attack against each other player.
TO BEAT: Defeat that player's Super-Villain.
Put all cards with cost 6 from the destroyed pile into the Line-Up.
Ongoing: At the start of your turn, destroy a card in your hand. If you destroyed a card with cost 0, discard your hand.
TO BEAT: Your team must destroy three cards each with cost 6 in your discard piles.
Put the top three cards of the main deck into the Line-Up.
Ongoing: At the start of your turn, reveal the top card of your deck. Destroy all cards in the Line-Up with the revealed card's ty
TO BEAT: Each player discards a random card. Remove this Crisis if none of them match a card type in the Line-Up.
Ongoing: At the start of each player's turn, he adds the top card of the main deck to the Line-Up. Flip down each other card of
and they cannot be bought or gained this turn. Flip them up at the end of your turn.
TO BEAT: Clear the Line-Up of all cards.
The player that defeated the previous Super-Villain removes his Super Hero from the game and destroys all cards with cost 1 o
That player gains a random unused Super Hero, and each other player gains two Weakness cards. Then remove this Crisis from
beaten it.
Ongoing: When an Equipment enters the Line-Up, each player gains a Weakness.
TO BEAT: Your team must destroy four different Super Powers from hand.
Ongoing: When a Villain enters the Line-Up, each player gains a Weakness.
TO BEAT: Your team must destroy four Heroes from hand.
Ongoing: When a Hero enters the Line-Up, each player gains a Weakness.
TO BEAT: Your team must destroy four Equipment from hand.
Ongoing: At the start of your turn, discard all cards that share a cost with another card in your hand.
TO BEAT: Each player reveals the top card of his deck. Remove this Crisis if each of those cards has a different cost.
Ongoing: When a card is destroyed, remove it from the game. At the start of your turn, put a random card with cost 1 or great
into the Line-Up. If that card is not a Villain, gain a Weakness.
TO BEAT: Your team must destroy five cards with different colors from hand.
Put the top four cards of the main deck into the Line-Up. Ongoing: When a Super Power enters the Line-Up (including the abo
Weakness.
TO BEAT: Your team must destroy seven cards with different costs from their discard piles.
Ongoing: At the end of your turn, place all cards you played this turn into the discard pile of the player on your right.
TO BEAT: Each player discards 7 cost worth of cards into the discard pile of the player on his left.
Place an unused Super-Villain into the Line-Up and resolve each of its Attacks. That Super-Villain cannot be gained or destroye
card.
TO BEAT: Remove this Crisis when there are no Super-Villains in the Line-Up.
Put the top three cards of the main deck into the Line-Up. Ongoing: When you guy or gain a Villain from the Line-Up, place it I
destroying it.
TO BEAT: Each player must destroy a Villain in his hand or discard pile.
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1 (for HU)
3 (for HU)
Crisis 3 - Card Name Card Type Cost VP Def Atk Draw Destroy Ongoing
Frankenstein Hero 7 2
Copperhead Villain 6 2 x
Boomerang Equipment 7 0 x
Level 7 Location 7 1 x x
Deadshot Super-Villain
Cheetah Super-Villain
Exposed Crisis
Hunted by the Crime Syndicate Crisis
Powerless Crisis
Hidden
A Friend in Need
Objective
Hidden
Break the Code
Objective
Hidden
Collector
Objective
Hidden
Heroes and Their Toys
Objective
Hidden
Solo Mission
Objective
Hidden
The Best Defense
Objective
Hidden
Traitor!
Objective
Hidden
Well-Focused
Objective
Hidden
Winner Among Thieves
Objective
Hidden
All Hidden Objective Cards
Objective
Card Text
+2 Power
Defense: You may discard this card to avoid an Attack. If you do, reveal and draw the top card of your deck. Gain VPs equal to
drew this way (*=3).
+4 Power
You may pay X VPs. If you do, gain a card with VP value X from the destroyed pile (*=3).
+2 Power
Look at the top card of the main deck. You may put it on the bottom of the main deck.
+2 Power
You may destroy a 0-cost card in any player's discard pile. If you destroy a Vulnerability or Weakness this way, gain 2 VPs.
+1 Power
If this card is discarded from your hand by a card effect, gain 1 VP.
+2 Power
Add the top card of the main deck to the Line-Up.
Attack: Each foe discards a card for each Villain in the Line-Up.
Draw two cards. You may pass any one card in your hand to another player's hand. If you do, gain VPs equal to the VP value of
+2 Power
You may put a card with cost 0 from any player's discard pile into your hand.
+1 Power
When you are Attacked, you may reveal this card. If you do, draw a card.
+2 Power
Attack: Each foe reveals the top card of their deck. Choose any number of them to be discarded.
+3 Power
Put a Frozen Token on a card in the Line-Up, and then gain 1 VP for each Frozen Token in the Line-Up. Remove it at the start o
+1 Power
You may pay 1 VP. If you do, +3 Power instead.
+3 Power
Each time a foe draws one or more cards during their turn, you may reveal this card. If you do, draw a card.
+2 Power
Defense: You may discard this card to avoid an Attack. If you do, draw a card. You may pay 1 VP. If you do, draw two additiona
+2 Power
Attack: Each foe reveals their hand. Choose one card this way to be discarded.
Choose any number of players. Each of those players gains 1 VP.
+1 Power for each player chosen this way.
Ongoing: Once during each player's turn, you may pay 2 VPs. If you do, that player draws a card.
Once during each of your turns, you may choose a foe.
Attack: Steal 1 VP from that foe.
Ongoing: Once during each of your turns, you may pay 1 VP. If you do, choose any number of players. Each of those players re
deck and may destroy it.
Each time a foe plays a card with cost 6 or greater, you may reveal this card. If you do, draw a card.
Attack: Each foe destroys a card with cost 1 or greater in their discard pile. Gain VPs equal to the total VP value of cards destro
FIRST APPEARANCE -- ATTACK: Each player destroys the top card of their deck. If its cost is 5 or greater, repeat this process. If
random card.
Destroy any number of cards in your hand. +2 Power and gain 1 VP for each card destroyed this way.
STACK ONGOING: At the start of your turn, destroy the lowest cost card in your hand.
FIRST APPEARANCE -- ATTACK: Each player discards all cards with the lowest cost in their hand.
+5 Power.
FIRST APPEARANCE -- ATTACK: Each player passes the highest cost card in their hand to the discard pile of the player on their
Weakness cards equal to the VP value of the card you receive this way (*=3).
Each time a foe plays a Villain, you may reveal this card. If you do, draw a card.
FIRST APPEARANCE -- ATTACK: Each player reveals and gains the top card of the main deck Discard a number of cards equal to
gained this way.
Reveal the top two cards of the main deck. Gain one and put it into your hand. Destroy the other and gain VPs equal to its VP
FIRST APPEARANCE -- ATTACK: Each player gains the top card of the main deck. Lose VPs equal to the cost of the card you gain
You may gain up to two random Equipment from the destroyed pile and put them into your hand. If you choose not to, +3 Pow
FIRST APPEARANCE -- ATTACK: Each player destroys the highest cost Equipment in their hand and discard pile.
You may gain up to two random Heroes from the destroyed pile and put them into your hand. If you choose not to, +3 Power.
FIRST APPEARANCE -- ATTACK: Each player destroys the highest cost Hero in their hand and discard pile.
Ongoing: +1 Power and you may put any cards you buy or gain during your turn on top of your deck.
FIRST APPEARANCE -- ATTACK: Each player reveals and discards cards from the top of their deck until they have discarded a St
this way, stop and gain three Weakness cards.
You may gain up to two random Villains from the destroyed pile and put them into your hand. If you choose not to, +3 Power.
FIRST APPEARANCE -- ATTACK: Each player discards all Villain cards from their hand. If you discard one or fewer cards this way
You may gain up to two Super Powers from the destroyed pile and put them into your hand. If you choose not to, +4 Power.
FIRST APPEARANCE -- ATTACK: Each player puts one card of each type from their hand or discard pile on the bottom of their d
this way, gain a Weakness.
STACK ONGOING: At the start of your turn, discard a random card from your hand. Mazahs! Costs 1 more to defeat this turn fo
type in the Line-Up and destroyed pile. You may buy cards in the destroyed pile with cost 1 or greater.
At the start of each of your turns, you may put the lowest VP value card in your discard pile into your hand (*=3).
Once during each player's turn, if any player discards one or more cards, you may put a card with cost 5 or less from your disca
The first time you play an Ongoing card or a non-Kick super Power during each of your turns, reveal the top card of your deck.
to another player's discard pile.
At the end of each of your turns, if you bought or gained two or more cards during your turn, you may destroy a card in yoru d
card.
Once during each of your turns, you may pay 1 VP or discard a card with cost 1 or greater. If you do, play a card in the Line-Up
destroy it.
At the start of each of your turns, if you have 3 or fewer VPs, gain 1 VP.
Pay 3 VPs: +1 Power.
Ongoing: When you buy or gain a Villain in the Line-Up, gain a Weakness.
TO BEAT: Contribute four Heroes.
Put all Locations in the destroyed pile and in play into the Line-Up.
Ongoing: When a Location enters the Line-Up from the main deck, destroy the top five cards of the main deck.
TO BEAT: Contribute three Locations.
Each player puts all Defense cards from their hand and discard pile into the Line-Up.
Ongoing: Defense cards cost 4 more to buy.
TO BEAT: Contribute three Defense cards.
Put the top three cards of the main deck into the Line-Up.
Ongoing: When a card with cost 6 or greater enters the Line-Up, each player gains a Weakness.
TO BEAT: Contribute three cards with cost 6 or greater.
Ongoing: When you buy or gain a Villain, choose another player. Resolve the current Super-Villain's First Appearance -- Attack
doesn't have one, that player gains two Weakness cards instead. When you buy or gain a Villain with an Attack, you may imme
Crisis.
TO BEAT: Contribute three Attack cards.
Each player removes all cards with cost 1 or greater in their discard pile from the game until this Crisis is beaten.
Ongoing: At the end of your turn, place all Starter cards in play on the bottom of your deck.
TO BEAT: Contribute three cards with cost 1 or 2.
Put the top card of the main deck into the Line-Up.
Ongoing: When an Equipment enters the Line-Up, each player destroys the top card of their deck.
TO BEAT: Contribute four Equipment.
Ongoing: Flip all cards in the Line-Up face down and shuffle them. Cards enter the Line-Up face down. All cards in the Line-Up
down cards you buy or gain on the bottom of your deck without revealing them to anyone, including yourself.
TO BEAT: Clear the Line-Up of all cards.
Ongoing: All numbers in text boxes on cards you play become "one" or "1."
TO BEAT: Contribute four cards with cost 1 or greater that do not have the word "Power" in their text boxes.
Put the top card of the main deck into the Line-Up.
Ongoing: When a Super Powe enters the Line-Up, put the top card of the main deck into the Line-Up.
TO BEAT: Contribute three non-Kick Super Powers.
Put the top card of the main deck into the Line-Up.
Ongoing: When a Villain enters the Line-Up from the main deck, put a random Villain from the destroyed pile into the Line-Up
TO BEAT: Contribute four cards with cost 4.
Put the top card of the main deck into the Line-Up.
Ongoing: When a Hero enters the Line-Up, Attack: Each player discards a card.
TO BEAT: Contribute four Heroes.
Ongoing: When you buy or gain a card, reveal the top card of the main deck. Destroy all cards bought or gained from the Line-
TO BEAT: Contribute three cards with cost 5.
Ongoing: At the start of your turn, put a card that matches the cost of a card in the Line-Up from your hand into the Line-Up.
TO BEAT: Contribute four different cards with cost 3.
Ongoing: Non-Villain cards cannot be bought. Villains in the destroyed pile may be bought.
TO BEAT: Contribute three Villains.
You win if the player to your left completes their Hidden Objective. You check for a win after each other player has resolved th
When the final Super-Villain has been defeated, you win if there are at least 19 different letters in the names of the cards in yo
game).
When the final Super-Villain has been defeated, you win if your deck contains 40 or more cards (50 in a 2-3 player game).
When the final Super-Villain has been defeated, you win if your deck contains the following cards:
2 Heroes with cost 3 or less (2-3 player only)
2 Heroes with cost 6 or greater
5 Equipment
When the final Super-Villain has been defeated, you win if no two cards with cost 1 or greater in your deck have the same nam
When the final Super-Villain has been defeated, you win if your deck contains the following cards:
2 cards with cost 6 or greater (2-3 player only)
4 Defenses
3 Attacks
If the game ends because a card cannot be added to the Line-Up from the main deck, and 2 or fewer Super-Villains remain on
game.
When the final Super-Villain has been defeated, you win if your deck contains three or fewer card types.
When the final Super-Villain has been defeated, you win if you have more Victory Points than each other player.
For your eyes only! Keep this card face down under your oversized character card. Flip it face up when the game is over.
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Crisis 4 - Card Name Card Type Cost VP Def Atk Draw Destroy Ongoing
Nightstorm Villain 3 1 x x
Plague Villain 6 2 x x
Stone Villain 5 1 x x
Waterbearer Equipment 3 1
Ongoing: At the start of each of your turns, you may discard up to two cards, then draw that many cards.
Stack Ongoing: After a player shuffles their discard pile, if they have a Personal Crisis, they gain a Weakness.
You may gain each Super Power in the Line-Up and put them into your hand. If you choose not to, +3 Power.
First Appearance - Attack: Each player destroys a Super Power they control and a Super Power in their hand. For each you can
First Appearance - Attack: Each player flips their Super Hero face down. When this Villain is defeated, each player may gain a W
your Super Hero face up.
First Appearance - Attack: Each player reveals the top three cards of their deck. Pass one to the discard pile of the player on yo
You may gain up to three cards each with cost 3 or less from the Line-Up and put them into your hand. If you choose not to, +
First Appearance - Attack: Each player destroys a card with cost 1, 2, or 3 they control and one in their hand. For each you can
You may gain each Equipment in the Line-Up and put them into your hand. If you choose not to, +3 Power.
First Appearance - Attack: Each player destroys an Equipment they control and an Equipment in their hand. For each you cann
You may gain each Hero in the Line-Up and put them into your hand. If you choose not to, +3 Power.
First Appearance - Attack: Each player destroys a Hero they control and a Hero in their hand. For each you cannot, gain a Wea
Look at the top seven cards of your deck, draw two of them, then put the rest back in any order.
First Appearance - Attack: Each player destroys two cards in their hand, then passes each other card in their hand to the hand
Ongoing: Once during each of your turns, you may destroy a card you played this turn or in your discard pile.
First Appearance - Attack: Each player destroys two cards they control. For each you cannot, gain a Weakness.
First Appearance - Attack: Each player reveals four cards from the top of the main deck. Add each Villain revealed this way to t
other revealed cards.
+2 Power
Gain a card from the destroyed pile.
First Appearance - Attack: Each player gets a Personal Crisis, then discards a card for each Personal Crisis they have.
+4 Power
First Appearance - Attack: Each player gets a Personal Crisis, then destroys the top card of the main deck for each Personal Cri
Unavoidable First Appearance - Attack: Each player gets a Personal Crisis.
Stack Ongoing: Trigon costs 5 more to defeat for each Personal Crisis in play.
Once during each of your turns, if you control two or more different Super Powers, choose a player. That player draws a card.
Once during each of your turns, if you control two or more Heroes, choose a player. That player may put an Equipment from t
their deck.
Once during each of your turns, if you control two or more Equipment, choose a player. That player may discard up to two car
cards.
Once during each of your turns, you may pass a card in your hand to a foe's hand. If you do, that player passes a card in their h
equal to your card's cost to your hand.
Each time you contribute to a Crisis, you may put a card from the destroyed pile on the bottom of the main deck.
Once during each of your turns, if you control four or more different card types, choose a player. That player may destroy a ca
When any player is Attacked, you may discard two Ongoing cards you control. If you do, that player avoids the Attack.
The second time you buy or gain a card during each of your turns, you may pass it to a foe's discard pile. If you do, draw an ex
turn.
The first time you buy or gain a card from the Line-Up with the lowest cost among cards in the Line-Up during each of your tur
in your discard pile.
You pay 1 less to buy Defense cards.
Each time you avoid an Attack, you may destroy a card in your hand or discard pile.
Once during each of your turns, if you control three or more non-Starter cards that share a card type, +1 Power and draw a ca
Each time you discard an Ongoing card you control from play, you may put it on the bottom of your deck.
Each time you play an Ongoing card, you may put a card with cost 5 or less from your discard pile on top of your deck.
Once during each of your turns, you may add the top card of the main deck to the Line-Up. You pay 1 less to buy that card this
Ongoing: Each time you buy, gain, or defeat a Villain, add the top card of the main deck to the Line-Up. Players may contribute
defeat to this Crisis.
TO BEAT: Contribute three Villains.
Ongoing: Each time you buy or gain a non-Villain card from the Line-Up, add the top card of the main deck to the Line-Up.
TO BEAT: A player must buy or gain two or more non-Villain cards from the Line-Up during their turn.
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Crossover 1 - Card Name Card Type Cost VP Def Atk Draw Destroy Ongoing
Scythe Villain 3 1 x
T-Spheres Equipment 6 2
Icicle Super-Villain 10 5
Kobra Super-Villain 11 6 x
Ultra-Humanite Super-Villain 12 6 x
Eclipso Super-Villain 14 7
Gog Super-Villain 15 7
+2 Power
Choose a card name. Reveal the top three cards of your deck. Put all cards with that name into your hand and the rest on top
When you play this card, leave it in front of you for the rest of the game.
Ongoing: When you play your first Punch during each of your turns, draw a card.
+3 Power
Stack Ongoing: Solomon Grundy can't be defeated unless you played a Starter this turn.
At end of game, Solomon Grundy worth 1 VP for each Starter in your deck.
(Solomon Grundy start on top of Super-Villain stack.)
+3 Power
You may shuffle all cards with cost 1 or greater from your discard pile into your deck.
FIRST APPEARANCE -- ATTACK: Each player discards a card with cost 3 or greater.
+2 Power
Put any number of cards from your hand on the bottom of your deck, and then draw that many cards.
FIRST APPEARANCE -- ATTACK: Each player gains two Weakness cards and puts them on the bottom of his deck.
Put all cards with cost 0 from your discard pile into your hand. Then, you may pass a card from your hand into the discard pile
FIRST APPEARANCE -- ATTACK: Each player destroys two different cards with cost 1 or greater in his discard pile.
You are considered to have the game text of each foe's Super Hero. Each foe discards the top card of his deck. You may play e
this turn, and then return them to their discard piles.
FIRST APPEARANCE -- ATTACK: Each player discards a card for each Villain in his hand.
Stack Ongoing: At the start of each player's turn, he discards a card unless he destroys a card in his discard pile.
FIRST APPEARANCE -- ATTACK: Each player discards a random card. The player(s) that discarded the card with the highest cost
Once during each of your turns, you may discard a Punch. If you do, reveal the top three cards of your deck, draw one Equipm
put the rest back in any order.
The first time you play a Punch during each of your turns:
-If you have played a Hero this turn, draw a card.
-If you have played a Villain this turn, draw a card.
When a card tells you to draw one or more cards, before drawing, reveal the top card of your deck and you may discard it.
Each time you play a different Super Power during your turn, reveal the top card of your deck. If the revealed card costs 0, dra
When you play two cards with consecutive costs during your turn, +1 Power.
When you play three cards with consecutive costs during your turn, draw a card.
Each time you play a different Super Power during your turn, put a Punch from your discard pile into your hand.
When you play a Defense card during your turn or avoid an Attack, you may draw a card and then discard a card.
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Crossover 2 - Card Name Card Type Cost VP Def Atk Draw Destroy Ongoing
Shado Hero 4 1x
Huntress Villain 5 1 x
Verdant Location 6 2 x
Deadshot Super-Villain 10 5
You may put a card from your hand under your Super Hero. If you choose not to, you may put a card from under your Super H
Put the top card of the main deck under your Super Hero. At end of game, this card is worth 1 VP for each different card unde
+2 Power
Attack: Each foe reveals a card from his hand and puts it under his Super Hero.
If one or more foes do not reveal a card with cost 1 or greater, draw two cards.
+2 Power
You may destroy a card in your hand or discard pie for each Villain you buy or gain this turn.
+2 Power and choose a foe.
Attack: Look at the cards under that foe's Super Hero and put one of them under your Super Hero.
If this is the first card you play this turn, you may put it and your hand under your Super Hero. If you do, draw four cards.
Otherwise, draw a card.
Ongoing: +1 power and you may not destroy cards during your turn.
+2 Power and choose a foe.
Attack: The chosen foe discards a random card.
You may put a random card from under your Super Hero into your hand. If you choose not to, +2 Power.
Draw a card. Gain all Villains in the Line-Up, and then put them under your Super Hero.
+1 Power and choose a foe.
Attack: Destroy a card under that foe's Super Hero, and then put this card under your Super Hero.
Ongoing: At the start of each of your turns, you may put a card from your hand under your Super Hero. If you do, draw a card.
Ongoing: The first time a card tells you to draw one or more cards during each of your turns, you may put one of the cards dra
Super Hero.
+3 Power and you may destroy a card in your hand or discard pile.
First Appearance - Attack: Each player reveals the top card of the Main Deck and puts it under his Super Hero. If it's not a Hero
Draw three cards, and then put one of them under your Super Hero.
First Appearance - Attack: Reveal the top two cards of your deck. Put one of them under your Super Hero, and put the other u
player on your left.
+3 Power. Defense: You may reveal this card from your hand to avoid an Attack.
First Appearance - Attack: Each player reveals the top card of the main deck and puts it under his Super Hero. If it's not an Equ
gain a Weakness.
At the start of each of your turns, you may discard a card from your hand. If it's an Equipment, you may put it under your Supe
random card from under your Super Hero into your hand.
If you play two or more Heroes during your turn, you may put the top card of the main deck under your Super Hero or put a ca
Hero into your hand.
Once during each of your turns, you may put a Super Power from the Line-Up under your Super Hero. At the start of each of y
or more cards under your Super Hero, +2 Power and you must destroy four cards under your Super Hero.
When you buy or gain a Villain from the Line-Up, you may put it under your Super Hero. Once during each of your turns, you m
your Super Hero on the bottom of your deck.
When you use a Defense to avoid an Attack, you may put that card under your Super Hero. Once during each of your turns, yo
from under your Super Hero on top of your deck.
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Crossover 3 - Card Name Card Type Cost VP Def Atk Draw Destroy Ongoing
Dawnstar Hero 2 1
Mon-El Hero 6 2x
Starman Hero 5 1
Computo Villain 2 1
Universo Villain 6 2 x
Mano Super-Villain 9 5 x
Tharok Super-Villain 10 5 x
Validus Super-Villain 14 7 x
Persuader Super-Villain 15 7 x
Time Travel
+1 Power
Look at the top three card of the main deck. You may play any Time Travel cards seen this way, and then put them back on top
Time Travel
+2 Power
Defense: You may reveal this card from your hand to avoid an Attack. If you do, gain a Time Travel card from the Line-Up.
Time Travel
Add the top card of the main deck to the Line-Up, and then choose a cost. +1 Power for each card in the Line-Up with that cos
Time Travel
Other cards you own and cards in the Line-Up have cost 5 instead this turn.
Time Travel
If this is the first card you play this turn, draw cards until your hand has five cards in it.
Otherwise, +2 Power.
Time Travel
Attack: Each foe discards a Time Travel card. If you own this card, +3 Power if any foe does not discard a card this way.
Time Travel
Draw a card for each card with Time Travel (including this one) you have played this turn.
Time Travel
You may put any number of Equipment with cost 4 or less from your discard pile into your hand. If you choose not to, +2 Powe
Time Travel
If this is the first card you play this turn, discard your hand and choose a foe. Play that foe's hand this turn, and return each ca
foe's hand when it leaves play.
Otherwise, +2 Power.
Time Travel
Put a card from your discard pile on top of your deck.
Defense: You may discard this card to avoid an Attack. If you do, draw two cards, and then discard a card.
Time Travel
You may destroy a card in your hand. If you do, put a card of equal or lesser cost from your discard pile into your hand. If you c
Time Travel
+2 Power
Put each card in the Line-Up on the bottom of the main deck, and then replace them.
Time Travel
Ongoing: The first time you play a Time Travel card (including this one) during each of your turns, draw a card.
+3 Power
You may Time Travel this turn without paying discard costs.
Time Travel
Attack: Each foe discards a card with cost 6 or greater.
If you own this card, +3 Power if any foe does not discard a card this way.
Time Travel
Attack: Each foe discards an Equipment.
If you own this card, +3 Power if any foe does not discard a card this way.
Time Travel
Attack: Each foe discards a Super Power.
If you own this card, +3 Power if any foe does not discard a card this way.
Time Travel
Attack: Each foe puts a card with cost 1 or greater in their discard pile under their Super Hero.
Time Travel
Attack: Each foe discards a Hero.
If you own this card, +3 Power if any foe does not discard a card this way.
Time Travel.
Attack: Each foe discards a Villain.
If you own this card, +3 Power if any foe does not discard a card this way.
When this Super-Villain is defeated, each player discards all cards under their Super Hero.
Time Travel
Attack: Each foe destroys the top card of their deck.
During each of your turns, if the first card you play from your hand is an Equipment, give a card with cost 5 or less in the Line-U
During each of your turns, if the first card you play from your hand is a Hero, give a card with cost 4 or less in the Line-Up Time
During each of your turns, if the first card you play from your hand is a Villain, give a card with cost 4 or less in the Line-Up Tim
Once during each of your turns, you may discard two cards. If you do, put a card with cost 5 or a Time Travel card with cost 5 o
into your hand.
Once during each of your turns, you may discard a card to Time Travel a card in the Line-Up with cost equal to or less than the
this way.
+1 Power for each Time Travel card you play during your turn.
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Crossover 4 - Card Name Card Type Cost VP Def Atk Draw Destroy Ongoing
Rioters Villain 6 2
Villainous
Equipped for Mayhem
Machinations
Villainous
Move the Heroes Like Pawns
Machinations
Villainous
Outright Villainy
Machinations
Villainous
Power Up for Progress
Machinations
Challenge -
Keane Act 9
Level 1
Challenge -
Rioting 9
Level 1
Challenge -
Cancer Scare 11
Level 2
Challenge -
Nixon 11
Level 2
Challenge -
Alien Invasion 14
Level 3
Challenge -
Nuclear Clock 14
Level 3
Challenge -
Death by a Thousand Cuts Mastermind 22
Plot
Challenge -
Demonstration of Power Mastermind 21
Plot
Challenge -
Subversion of Heroes Mastermind 23
Plot
Challenge -
Technological Breakthrough Mastermind 25
Plot
Challenge -
Turn the World Against Itself Mastermind 24
Plot
Card Text
+3 Power
Destroy all non-Equipment cards in the Line-Up, and then replace them.
Gain the top card of the main deck. If its cost is 4 or less, repeat this process. If its cost is 6 or greater, destroy it.
+3 Power
Reveal the top card of your deck, and you may destroy it. If you do, each other player destroys the top card of their deck.
+3 Power
Destroy all non-Villain cards in the Line-Up, and then replace them.
You may pay 15 Power. If you do, remove this card from the game, and then destroy a Loyal Super Hero or a current Challenge
Choose another card you have in play. Play it twice. Each other player destroys a card with that name in their hand or discard
+3 Power
Destroy all non-Super Power cards in the Line-Up, and then replace them.
+2 Power and choose two players.
Each chosen player draws a card. Then destroy the top two cards of the main deck.
+3 Power
Destroy all non-Hero cards in the Line-Up, and then replace them.
+2 Power
If this is the first card you play this turn, each player discards their hand and draws four cards.
Ongoing: During each of your turns, you may buy one card from the destroyed pile as if it were in the Line-Up. If you do, destr
deck.
Once during each of your turns, you may discard a card from your hand to play the top card of another player's deck, and then
Each time you play a Hero during your turn, look at the top card of your deck. You may discard it.
Each time you play an Equipment during your turn, you may put a card from your discard pile on the bottom of your deck.
At the end of each of your turns, draw an extra card, and then put one card from your hand on top of your deck.
You pay 1 less to buy Attack cards.
The first time you play a Villain during each of your turns, draw a card.
The second time you play a Super Power during each of your turns, you may destroy a card in your hand.
You want to contribute cards to the Challenges and make sure the main deck doesn't run out of cards.
You will want to collect the cards needed for the public Villainous Machinations card. If the main deck runs out and the Line-U
the game!
If the Secret Mastermind plays the following cards during a single turn, they add the Mastermind Plot card to the Challenge ar
4 or greater Cost Equipment (2-3p only)
3 or less cost Hero
3 or less cost Equipment
4 or greater cost Equipment
4 or greater cost Villain
If the Secret Mastermind plays the following cards during a single turn, they add the Mastermind Plot card to the Challenge ar
3 cost Hero (2-3p only)
3 or less cost Hero
4 or greater cost Villain
5 or greater cost Super Power
5 or greater cost Hero
If the Secret Mastermind plays the following cards during a single turn, they add the Mastermind Plot card to the Challenge ar
3 or less cost Villain (2-3p only)
4 cost Villain
4 or greater cost Super Power
5 or greater cost Hero
5 or greater cost Villain
If the Secret Mastermind plays the following cards during a single turn, they add the Mastermind Plot card to the Challenge ar
4 or greater cost Super Power (2-3p only)
3 cost Super Power, 4 or less cost Villain
4 or greater cost Super Power
5 or greater cost Equipment
Ongoing: During your turn, you may pay 2 Power. If you do not, draw one fewer cards at the end of your turn.
To Beat - Contribute:
2 Kick cards
2 Attack and/or Defense cards
2 Villains with cost 4 or less
2 Heroes with cost 4 or greater
Ongoing: Each time a card with cost 6 or greater enters the Line-Up, Attack: Each player gains a Weakness.
To Beat - Contribute
3 Weakness cards
Destroy 3 cards (keep a tally)
2 Super Powers with cost 4 or greater
3 Heroes with cost 5 or greater
Ongoing: At the end of your turn, if you did not play an Attack, add the top card of the main deck to the Line-Up.
To Beat - Contribute:
3 Equipment
3 Villains
2 Heroes with cost 5 or less
1 card with cost 7 or greater
Ongoing: Each time an Attack enters the Line-Up or the destroyed pile, make that Attack aginst all players.
To Beat - Contribute:
2 Watchmen cards
2 Equipment with cost 4 or less
3 Starter cards
3 Villains with cost 5 or greater
Ongoing: At the start of each player's turn, that player puts a card with cost 3 from the Line-Up under this card. When there ar
Secret Mastermind gains them and places them into their hand.
To Beat - Contribute:
2 Watchmen cards
2 Locations (from in play)
2 Super Powers with cost 4 or greater
2 Cards with cost 6 or greater
Secret Mastermind Ongoing: Each time you play a card with cost 2 or 3 during your turn, destroy the top card of the main dec
Loyal Players: When you attempt to beat this Challenge, each other Loyal player may add one random card from their hand to
Secret Mastermind Ongoing: Each time you play a Super Power during your turn, destroy the top card of the main deck.
Loyal Players: When you attempt to beat this Challenge, each other Loyal player may add one random card from their hand to
Secret Mastermind Ongoing: Each time you play a Hero during your turn, destroy the top card of the main deck.
Loyal Players: When you attempt to beat this Challenge, each other Loyal player may add one random card from their hand to
Secret Mastermind Ongoing: Each time you play an Equipment during your turn, destroy the top card of the main deck.
Loyal Players: When you attempt to beat this Challenge, each other Loyal player may add one random card from their hand to
Secret Mastermind Ongoing: Each time you play a Villain during your turn, destroy the top card of the main deck.
Loyal Players: When you attempt to beat this Challenge, each other Loyal player may add one random card from their hand to
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Crossover 5 - Card Name Card Type Cost VP Def Atk Draw Destroy Ongoing
Girder Villain 4 0x
Magenta Villain 5 0
Loot! Equipment 4 0
Heatwave Super-Villain
Mirror Master Super-Villain
Trickster Super-Villain
When you defeat The Flash, remove him from the game, gain 6 VPs, and you may destroy a Punch in play.
Stack Ongoing: Super-Villains lose their Teamwork abilities.
+3 Power and look at the top card of each foe's deck.
FIRST APPEARANCE - ATTACK: Each player destroys the top card of their deck.
(Teamwork abilities are now active.)
Gain two cards from the Line-Up and put them into your hand. Then, refill the Line-Up.
FIRST APPEARANCE - ATTACK: Each player reveals their hand and gains a Weakness for each different card with VP Value 1 or
The first time you buy a card with cost 3 or less from the Line-Up during each of your turns, you may Teamwork a foe.
Teamwork: That foe gains 1 VP.
The first time you destroy a card with cost 2 or greater during each of your turns, gain the top card of the main deck and put it
Teamwork: That foe gains 1 VP.
Each time you play a Hero, Villain, or Equipment, +1 Power if you have played another card wth that cost this turn.
Teamwork: That foe gains 1 VP.
Each time you would shuffle your discard pile, you may leave one of those cards in your discard pile.
Teamwork: That foe gains 1 VP.
Discard two cards: Draw a card.
Teamwork: That foe gains 1 VP.
Each time you play a card you don't own, draw a card.
Teamwork: That foe gains 1 VP.
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Crossover 6 - Card Name Card Type Cost VP Def Atk Draw Destroy Ongoing
Hawkfire Hero 4 1 x
Manhunter Hero 5 1 x
Misfit Hero 3 1
Strix Hero 4 1 x
Vixen Hero 7 2
Cheshire Villain 7 2 x
Cupid Villain 3 1 x
Knockout Villain 6 2
Crossbow Equipment 3 1 x x
Clocktower Location 6 2 x
Cheetah Super-Villain 10 5 x
Livewire Super-Villain 11 6
Nocturna Super-Villain 14 7
Ongoing: When this card rotates upright, you take the next turn and put this on the bottom of your deck. Then the normal tur
Each time a foe defeats a Super-Villain, rotate this card 90° clockwise.
Ongoing: At the start of each of your turns, rotate a card you control 90° clockwise.
Draw two cards. You may place a card from your discard pile on top of your deck.
First Appearance - Attack: Each player discards all cards with cost 5 or greater.
Ongoing: When a cafrd you control rotates upright, gain a card of that type from the Line-Up.
First Appearance - Attack: Each player shuffles all Starter cards from their discard pile into their deck.
+3 Power and an additional +1 Power each time you rotate a card this turn.
First Appearance - Attack: Each player discards a card for each card they control.
+3 Power
Pass all Weakness cards in yoru hand and discard pile to any number of discard piles.
First Appearance - Attack: Each player who does not control a rotated card gains two Weakness cards.
+5 Power
You may destroy up to two cards in your hand, your discard pile, and the Line-Up.
First Appearance - Attack: Each player put two cards they control on the bottom of their deck.
Draw a card. Rotate each Ongoing car you control 180° clockwise.
First Appearance - Attack: Each player who does not control at least two different card types destroys two cards in their hand.
Stack Ongoing: Each time a card you control rotates upright, gain a Weakness.
First Appearance - Attack: Each player rotates cards they control upright. No effects are triggered from this rotation.
Once during each of your turns, if you control two or more different Super Powers, rotate a card you control 90° clockwise.
Each time a card you control rotates upright, you may put a card from your discard pile on top of your deck.
You pay 1 less to buy cards in the Line-Up with the same card type as rotated cards you control.
Each time one or more players avoid an Attack you play, you may rotate a card you control 90° clockwise.
Each time you avoid an Attack, you may rotate a card you control 90° clockwise.
Once during each of your turns, if you control two or more Equipment, you may destroy a Starter in your hand or rotate a card
Once during each of your turns, if you control two or more Heroes, you may draw a card and rotate a card you control 90° cloc
Once during each of your turns, if you control four or more rotated cards, gain the top card of the main deck.
Each time you play a Villain, you may rotate an upright card you control 90° clockwise.
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Crossover 7 - Card Name Card Type Cost VP Def Atk Draw Destroy Ongoing
Highfather Hero 8 3
Himon Hero 4 1
Metron Hero 6 2
Orion Hero 7 2
Takion Hero 6 2 x
Darkseid Villain 8 3
Desaad Villain 4 1 x
Kalibak Villain 7 3
Kanto Villain 4 1 x
Mantis Villain 6 2 x
Steppenwolf Villain 5 1 x
Aero-Discs Equipment 4 1 x
Astro-Harness Equipment 6 2x
Super Hero
New Genesis 9 6
Homeworld
Super Hero
New Genesis 12 7
Homeworld
Super Hero
New Genesis 15 8
Homeworld
Super-Villain
Apokolips 9 6
Homeworld
Super-Villain
Apokolips 12 7
Homeworld
Super-Villain
Apokolips 15 8
Homeworld
Darkseid Super-Villain
Kalibak Super-Villain
New Gods Randomizer
Card Text
New Genesis Protector: 3
+3 Power
New Genesis Protector: 4
Draw a card.
Ongoing: Discard this card from play: New Genesis Protector: 2
Apokolips Protector: 1
+2 Power and choose a foe
Attack: That foe gains a Weakness.
Apokolips Protector: 3
+2 Power and choose a foe.
Attack: That foe discards two cards.
Apokolips Protector: 3
Remove a Hero and/or a Villain each with cost 4 or greater from the Line-Up. Play them, then return them to the Line-Up at th
Apokolips Protector: 4
+2 Power
Discard a card: +1 Power.
Apokolips Protector: 3
+2 Power
You may destroy an Equipment in your hand or discard pile. If you do, you pay 4 less to buy cards with cost 9 or greater this tu
Apokolips Protector: 3
+2 Power and choose a foe.
Attack: Play a random card from that foe's hand. When it leaves play, put it into that foe's discard pile.
Apokolips Protector: 2
+2 Power
You may destroy a card in your hand. If you have 9+ Power, you may also destroy a card in your discard pile.
+2 Power and an additional +1 Power for each Hero and Villain in the destroyed pile.
Draw a card. You may destroy a card with cost 1 or greater in your discard pile. If you do, +Power equal to its cost.
Draw a card, and then discard a card.
Defense: You may reveal this card from your hand, and then discard a card to avoid an Attack.
+2 Power
Attack: Look at and choose a card from each foe's hand. Put those cards on the bottom of their owners' decks.
Draw three cards, then choose and discard two cards from your hand.
+3 Power
Defense: You may put this card from your hand into play to avoid an Attack. If you do, play it on your next turn.
+2 Power
You may discard two cards. If you do, +2 Power.
Put a card with cost 6 or greater from your discard pile into your hand.
Reveal the top two cards of the main deck. Gain one of them and return the other.
Ongoing:
Super Hero: Once during each of your turns, draw a card.
Super-Villain: Once during each of your turns, you may destroy a card in your hand.
Stack Ongoing: The first time you play a Hero during each of your turns, draw a card.
Retaliation: Each Super-Villain gains two Weakness cards.
Stack Ongoing: The first time you play a Hero during each of your turns, you may put a card from your discard pile on the botto
Retaliation: Each Super-Villain puts two cards with cost 1 or greater from in play or their discard pile into the Line-Up.
Stack Ongoing: Discard a Hero: New Genesis Protector: 3
Each time a Super Hero buys or gains a card, they may put it on top of their deck.
Stack Ongoing: Each time you play a Villain during your turn, +1 Power.
Retaliation: Each Super Hero reveals the top three cards of their deck and destroys a card with cost 1 or greater. Put the rest b
Stack Ongoing: Each time you play a Villain during your turn, you may destroy a card in your hand.
Retaliation: Each Super Hero destroys a card with cost 1 or greater they control or in their hand.
Stack Ongoing: Discard a Villain: Apokolips Protector: 3
Super-Villains have +2 Power during their turns.
Once during each of your turns, if you have 9+ Power, draw two cards.
Each time you discard a card from your hand or deck, you may put it on top of your deck.
(It still counts as having been discarded.)
The third time you play a card with cost 5 or greater during your turn, double your current Power.
Once during each of your turns, you may destroy a card with cost 1 or greater in your hand or discard pile.
If you do, +2 Power and draw a card.
The second time you play a Villain during your turn, draw two cards, and then discard a card.
The second time you play a Hero during your turn, +3 Power.
At the end of each of your turns, if you did not play any Starter cards, draw two additional cards into your new hand.
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Crossover 8 - Card Name Card Type Cost VP Def Atk Draw Destroy Ongoing
Eian Hero 5 1 x
Monkichi Hero 1 1
Monmi Hero 1 1
Bane Villain 6 2 x
Bat-Glider Equipment 2 1
Katana Equipment 4 1
Warhorse Equipment 3 1
Deathstroke Super-Villain 10
Retaliation: Each player destroys a Crossover 8 card in their hand, discard pile, or in play.
Retaliation: Each player discards their hand and draws three cards. If you are the active player, draw three cards at end of turn
Retaliation: Each player gains two cards with cost 0 from the destroyed pile.
Retaliation: Each player destroys an even cost card and an odd cost card in their hand, discard pile, or in play. (0 is even.)
Retaliation: The active player gains two Weakness cards.
Stack Ongoing: Attack: At the start of your turn, destroy a card with cost 1 or greater in your hand or discard pile.
The first non-Kick card with cost 3 or greater you play during each of your turns has "Ninjutsu: Draw a card."
(Combines with other Ninjutsu.)
You may buy cards attached to Super-Villains.
At the end of your turn, if there are no cards attached to Super-Villains, draw an additional card into your new hand, and then
You pay 1 less to buy Crossover 8 cards from the Line-Up.
Once during each of your turns, if you control a Super Power and a Villain, you may destroy a card in your hand.
Each time you play an Equipment, you may discard a card. If you do, draw a card.
The first time you play a card with cost 1 during each of your turns, draw a card.
The first time you play a card with cost 2 during each of your turns, draw a card.
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Multiverse - Card Name Card Type Cost VP Def Atk Draw Destroy Ongoing
Warlord Hero 4 1x
Parallax Villain 8 3
Brainiac Super-Villain 10 5 x
Telos Super-Villain 15 5
Deimos Super-Villain 23 10
Multiverse
Earth-2
Location
Multiverse
30th Century Metropolis
Location
Multiverse
Flashpoint Gotham City
Location
Multiverse
Metropolis
Location
Multiverse
Gotham City
Location
Multiverse
Hub City
Location
Multiverse
Fawcett City
Location
Convergence Event
Flashpoint Event
Rebirth Event
+1 Power
Defense: You may discard this card to avoid an Attack. If you do, gain a card from a Line-Up, and then return a card you own w
Choose a base set in the Multiverse. Gain a random Equipment from that set and put it into your hand. If its cost is 5 or greate
Stack Ongoing: At the end of each player's turn, add a card from the main deck to each Line-Up. If the main deck runs out, Dei
Unavoidable First Appearance - Attack: Each player resolves their Champion's First Appearance - Attack against each player (in
If you buy or gain a card from each Line-Up during your turn, choose a foe. Resolve your Champion's Attack / First Appearance
If you play two or more Heroes during your turn, choose a foe. Resolve your Champion's Attack/First Appearance - Attack agai
If you play two or more Villains during your turn, choose a foe. Resolve your Champion's Attack / First Appearance - Attack aga
If you play three or more Super Powers during your turn, choose a foe. Resolve your Champion's Attack/First Appearance - Att
If you play two or more Equipment during your turn, choose a foe. Resolve your Champion's Attack/First Appearance - Attack
If you play two or more Attack and/or Defense cards during your turn, choose a foe. Resolve your Champion's Attack/First App
that foe.
If you play three or more cards from sets other than the main deck's set during your turn, choose a foe. Resolve your Champio
- Attack against that foe.
This Event begins the game in play. Shuffle the remaining Events, then place that deck under this.
Draw a card from the Randomizer deck and add five cards from that set to this Line-Up. Event Line-Ups are not refilled at the e
Ongoing: Attacks cannot be avoided.
Each time a card with cost 1 or greater is destroyed, place it into this Line-Up.
Place a random Crisis card from the Multiverse into play. Then reveal a new Event card.
If the game ends while this is in play, everyone loses.
Discard this card when the Crisis has been beaten. If a player may contribute to beating a Crisis they must do so.
Ongoing: Cards enter this Line-Up face down and have cost 4.
The first time you play a Super Power during each of your turns, you may destroy a card in your hand.
Ongoing: When you buy a Hero, destroy it. Gain a random Villain from the Multiverse.
When you buy a Villain, destroy it. Gain a random Hero from the Multiverse.
Ongoing: Each time you play an Equipment, draw a card.
Once during each of your turns, you may Time Travel a card in this Line-Up.
Ongoing: Hero cards have "Defense: You may discard this card to avoid an Attack. If you do, reveal the top card of your deck. D
Line-Up."
Ongoing: Add 2 to the cost of cards in thils Line-Up.
Each time you buy a card from this Line-Up, choose a foe. Attack: That foe gains a Weakness.
Ongoing: Cards with cost 5 or greater in your hand have "You may discard this card to add 2 to the cost of your city's Champio
card."
Discard two cards >>> Choose a set in the Multiverse. Add a random card from that set to this Line-Up.
Destroy all cards in the main Line-Up and replace them with random cards from a random set in the Multiverse. Then reveal a
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Rivals 1 - Card Name Card Type Cost VP Def Atk Draw Destroy Block
Alfred Pennyworth Hero 2 1
Batwoman Hero 3 1 x
Catwoman Hero 4 1
Huntress Hero 4 1 x
Nightwing Hero 5 1 x
Oracle Hero 4 1 x
Robin Hero 5 1 x
Superman Hero 7 3 x
Bane Villain 4 1 x
Clayface Villain 3 1
Scarecrow Villain 6 2 x
Batarang Equipment 4 1x x
Batmobile Equipment 3 1 x
Punch Starter 0 0
Vulnerability Starter 0 0
+1 Power
You may pay 3 Power (once per turn). If you do, reveal the top card of the main deck. A foe chooses whether you gain that car
At the end of your turn, draw an extra card if you bought or gained one or more Equipment during your turn
Once during each of your turns, if you play a Hero and an Equipment, play a non-Location card from the Line-Up, and then ret
During a Confrontation, +1 Power for each Equipment and Hero you play.
At the end of your turn, draw an extra card if you bought or gained one or more non-Kick Super Powers during your turn.
Once during each of your turns, if you play a Villain and a Super Power, reveal the top card of the main deck. Play it, and then
During a Confrontation, +1 Power for each Villain and Super Power you play.
+1 Power
(No effect.)
+2 Power
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Rivals 2 - Card Name Card Type Cost VP Def Atk Draw Destroy Block
Arisia Hero 3 1
B'og Hero 2 1 x
Boodikka Hero 4 1 x
Chaselon Hero 4 1x
Iolande Hero 3 1 x
Kilowog Hero 4 1
Salaak Hero 2 1 x
Tomar-Tu Hero 4 1x
Two-Six Hero 3 1x x
Arkillo Villain 6 2 x
Bedovian Villain 5 1 x
Bekka Villain 7 2
Despotellis Villain 3 1 x x
Karu-Sil Villain 4 1
Kryb Villain 4 1
Maash Villain 2 1 x
Nax Villain 3 1 x x
Parallax Villain 7 2 x x
Romat-Ru Villain 4 1 x
Slushh Villain 3 1 x
Tri-Eye Villain 2 1
Interceptor Equipment 5 1
Mogo Location 6 1
New Korugar Location 5 1
Oa Location 5 1
Ranx Location 5 1 x
Punch Starter 0 0
Punch Starter 0 0
Vulnerability Starter 0 0
Vulnerability Starter 0 0
None
Hard-Light Construct 3 0
(Construct)
None
Weakness 0 -1
(Weakness)
Sinestro Super-Villain 9 4
Sinestro Super-Villain 12 6
You
Sinestro Super-Villain 15
Win
Draw a card.
Defense: You may discard this card from your hand to avoid an Attack. If you do, gain a Hard-Light Construct from its stack and
+3 Power
Block (+X): X = The number of Heroes the confronting player controls.
+2 Power
Attack: Each foe discards a random card.
+3 Power
If one or more foes reveal or discard a card from their hand this turn, additional +3 Power.
Draw a card.
Attack: Each foe reveals the top card of their deck. Discard all cards with cost 1 or greater revealed this way.
+2 Power
Confrontation: +1 Power for each Construct you control.
+2 Power
Confrontation: Attack: Play a Hero or Villain with cost 4 or less in that foe's discard pile. Return it at end of turn.
+2 Power
Foes cannot avoid your next Attack this turn.
+1 Power
Attack: Each foe put a card with cost - from their discard pile on the bottom of their deck.
Draw a card.
Block (+X): X = The number of Villains in your discard pile.
Draw a card.
If you attack or have attacked a foe this turn, you may destroy a card in your hand or discard pile.
Draw two cards and choose a foe.
Attack: You may pass a card from your hand to that foe's discard pile.
+2 Power
If you control a Construct, you may pass a card from your hand to any player's discard pile.
+2 Power
Block (+2): The foe Confronting you gains two Weakness cards.
+1 Power
Attack: Each foe gains a Punch from the destroyed pile.
+3 Power
Defense: You may discard this card from your hand to avoid an Attack. If you do, draw two cards and you may destroy a card i
Draw a card.
Defense: You may discard this card from your hand to avoid an Attack. If you do, draw two cards, and then put a card from yo
+3 Power
Confrontation: +1 Power for each Attack in your discard pile.
+1 Power for each Hero you control.
Defense: You may reveal this card from your hand to avoid an Attack. If you do, draw a card, and then discard a card.
+3 Power
Confrontation: Draw a card for each Attack you have made this turn.
+2 Power
You may put a Defense from your discard pile on top of your deck or into your hand.
Draw two cards, and then put a card from your hand on top of your deck.
Defense: You may discard this card from yoru hand to avoid an Attack. If you do, put a Construct frim your discard pile into yo
+2 Power
You may swap all of the cards in your deck with all of the cards in your discard pile. If you do, shuffle your deck.
+2 Power
Attack: Each foe discards a card.
+1 Power
Put an Attack from your discard pile into your hand.
Ongoing: Each time you are attacked, you may discard a card. If you do, draw a card.
Ongoing: The first time a foe avoids an Attack during each of your turns, they ignore the Defense reward.
Ongoing: Once during your turn, draw a card, and then put a card from your hand on top of your deck.
Ongoing: The first time one or more foes fail to avoid an Attack during each of your turns, you may destroy a card in your hand
+1 Power
+1 Power
(No effect.)
(No effect.)
+2 Power
Confrontation: You may return this card to its stack. If you do, draw a card, and then discard a card.
Once during each of your turns, if you control a Hero and a Construct, you may destroy a card in your hand.
Once during each of your turns, if you control a Hero and a Construct, draw two cards, and then discard a card.
Confrontation: Each time you play a Hero, reveal the top card of your deck. If it's a Construct or Defense, draw it. Otherwise, y
Once during each of your turns, if you control a Villain and a Construct, Attack: Each foe discards a card. If one or more foes Di
way, +1 Power.
+1 Power for each Attack you play.
The first time one or more foes fail to avoid an Attack during each of your turns, draw a card.
Confrontation: +1 Power for each Villain you play. Each time that foe fails to avoid an Attack, draw a card.
Copies Character Lantern Emblem
1 Green Lantern
1 Sinestro Sinestro
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1 Sinestro Sinestro
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Sinestro Sinestro
Sinestro Sinestro
Sinestro Sinestro
Confrontations - Card Name Card Type Cost VP Def Atk Draw Destroy Assist
Ares Hero 7 3 x
Deadman Hero 3 1
Hephaestus Hero 5 1 x
Hera Hero 5 1 x
Hermes Hero 5 1
Krypto Hero 3 1x
Mera Hero 4 1 x
Orion Hero 6 2 x
Poseidon Hero 6 2 x
Ragman Hero 3 1
Steel Hero 3 1 x
Superboy Hero 4 1 x
Supergirl Hero 5 1 x
Tempest Hero 3 1 x
Toymaster Hero 5 1 x
Tula Hero 2 1
Ya'Wara Hero 2 1
Amazo Villain 4 1 x
Apollo Villain 7 3 x
Artemis Villain 4 1 x x
Atlan Villain 4 1 x
Bizarro Villain 6 1 x
Cheetah Villain 4 1 x
Chimera Villain 4 1 x
Doomsday Villain 5 1 x
Eclipso Villain 6 1 x
Enchantress Villain 4 1 x
Etrigan Villain 5 1 x
Faora Villain 5 1 x
Giganta Villain 3 1x
Klarion Villain 5 1 x
Magog Villain 7 2 x
Metallo Villain 4 1 x
Nereus Villain 3 1 x
Parasite Villain 3 1 x
Siren Villain 3 1
Strife Villain 6 2 x
Zod Villain 5 1 x
Kryptonite Equipment 5 1 x
Punch Starter 0 0
Punch Starter 0 0
Vulnerability Starter 0 0
Vulnerability Starter 0 0
None
Weakness 0 -1
(Weakness)
You
Wonder Woman Super Hero 15
Win
Aquaman Super Hero 9 4
Aquaman Super Hero 12 6
You
Aquaman Super Hero 15
Win
Zatanna Zatara Super Hero 9 4
You
Zatanna Zatara Super Hero 15
Win
Lex Luthor Super-Villain 9 4
Lex Luthor Super-Villain 12 6
You
Lex Luthor Super-Villain 15
Win
Circe Super-Villain 9 4
Circe Super-Villain 12 6
You
Circe Super-Villain 15
Win
Ocean Master Super-Villain 9 4
Ocean Master Super-Villain 12 6
You
Ocean Master Super-Villain 15
Win
Felix Faust Super-Villain 9 4
Felix Faust Super-Villain 12 6
You
Felix Faust Super-Villain 15
Win
Confrontations Randomizer
Card Text
Assist
+1 Power for each different non-Starter card type you play or have played this turn.
+3 Power
Block: You may discard this card during a Confrontation. If you do, add 2 to a Character's cost this turn and draw two cards.
+2 Power
Defense: You may discard this card to avoid an Attack. If you do, put a card from your discard pile on top of your deck or draw
+2 Power
Name a non-Starter card type and then reveal the top card of your deck. If it's the named type, additional +2 Power.
+3 Power
You may put any number of cards you buy or gain this turn on top of your deck.
+1 Power and draw a card.
Defense: You may reveal this card from your hand to avoid an Attack. If you do, discard a card.
+2 Power
Block: You may discard this card during a Confrontation. If you do, add 1 to a Character's cost this turn for each Equipment in y
Confrontation: Draw two cards. Your teammate draws one card.
Otherwise, +2 Power.
+2 Power
You may put a Defense or Block card from your discard pile on top of your deck.
Assist
+1 Power
+2 Power
Confrontation: Additional +1 Power for each Villain in your discard pile.
Draw a card.
Defense: You may discard this card to avoid an Attack. If you do, put an Assist card from your discard pile into your hand or dr
Assist
If this is the first card played this turn, discard your hand and draw four cards.
Otherwise, +1 Power.
Draw a card.
Confrontation: Reveal a card in your or your teammate's hand. It gains Assist this turn.
+2 Power
Name a non-Starter card type and then reveal the top card of your deck. If it's the named type, draw it.
Confrontation: +1 Power for each different card type in your discard pile.
Otherwise, +2 Power.
+2 Power and draw a card.
Block: You may discard this card during a Confrontation. If you do, add 1 to a Character's cost this turn for each Hero in your d
+1 Power
Defense: You may discard this card and any number of other cards to avoid an Attack. If you do, draw cards equal to the numb
way.
Assist
+2 Power
You may put your deck into your discard pile.
+2 Power
Name a non-Starter card type and then reveal the top card of your deck. If it's the named type, you may destroy a card in your
+2 Power
Confrontation: Additional +1 Power for each Equipment in your discard pile.
+1 Power
Defense: You may reveal this card from your hand to avoid an Attack. If you do, discard a card.
Assist
Play a Super Power you control again.
Assist
+2 Power
You may destroy a card in the Line-Up. If you do, replace it.
Assist
+3 Power
You control your teammate's Locations this turn.
+2 Power
Confrontation: Reveal the top card of your team's decks. You may destroy any number of cards revealed this way.
Assist
Put an Equipment from your discard pile into your hand.
+1 Power and an additional +2 Power if you have one or more Super Powers in your discard pile.
+1 Power and an additional +2 power if you have one or more Equipment in your discard pile.
+2 Power
Confrontation: Additional +1 Power for each Hero in your discard pile.
Put a card from your discard pile into your hand.
Confrontation: Put an additional card from your discard pile into your hand.
+2 Power
Confrontation: Attack: That foe discards a Block card.
Draw a card.
Confrontation: +1 Power for each card you draw or have drawn this turn.
Assist
You may draw a card. If you do, draw an additional card.
+2 Power
If you play or have played an Equipment this turn, you may destroy a card in your hand or discard pile.
+2 Power
If you play or have played a Super Power this turn, you may destroy a card in your hand or discard pile.
+2 Power
Block: You may discard this card during a Confrontation. If you do, add 2 to a Character's cost this turn and put a Confrontatio
on top of your deck.
Confrontation: +1 Power for each different name among cards you play or have played this turn.
Otherwise, +1 Power.
+1 Power and an additional +1 Power for each Weakness in your discard pile and that you play or have played this turn.
+2 Power
Defense: You may discard this card to avoid an Attack. If you do, draw two cards, and then put a card from your hand on top o
Assist
+2 Power
You may destroy a card in your discard pile.
Assist
Play a Hero or Villain in the Line-Up. When it leaves play, destroy it.
Draw a card.
Confrontation: That foe reveals the top card of their deck. +Power equal to the revealed card's cost.
+2 Power
Block: Discard this card during a Confrontation you may,
Add 1 to the cost of a Character an opponent will pay
For each Villain in your discard pile today.
Assist
+1 Power and draw a card.
Confrontation: Destroy a card in your hand or discard pile. +Power equal to its cost.
Otherwise, +2 Power.
Draw a card.
Defense: You may discard this card to avoid an Attack. If you do, put a Confrontatoin card from your discard pile into your han
Look at the top card of your deck. Discard it or destroy it.
Block: You may discard this card during a Confrontation. If you do, add 1 to a Character's cost this turn and you may destroy a
pile.
+2 Power
Block: You may discard this card during a Confrontation. If you do, add 1 to a Character's cost this turn for each Super Power in
+3 Power
Confrontation: You may change the foe you are Confronting.
Assist
Play an Equipment you control again.
+2 Power
Attack: Each foe discards a card with cost 4 or less.
+2 Power
Confrontation: Additional +1 Power for each Super Power in your discard pile.
+2 Power
Confrontation: Attack: That foe gains a Weakness.
Gain a card with cost 5 or less from the Line-Up and put it into any player's discard pile.
When refilling your hand at the end of your turn, draw two additional cards.
Choose a foe.
Attack: That foe must declare a Confrontation on their next turn.
+1 Power
If you play or have played two non-Starter cards with the same cost this turn, draw a card.
Assist
Put a Super Power from your discard pile into your hand.
+3 Power
Confrontation: You may destroy a card in your hand, your discard pile, and/or the Line-Up.
Assist
Put a card from your discard pile on top of your deck.
Assist
Draw a card.
Assist
Draw a card
Confrontation: You may immediately cancel this Confrontation and buy cards as usual.
+2 Power
Defense: You may reveal this card from your hand to avoid an Attack. If you do, you may destroy a card in your hand or discar
+2 Power
Attack: Look at the top card of each foe's deck. You may discard any number of them.
Draw a card.
Block: You may discard this card during a Confrontation. If you do, add 1 to a Character's cost this turn.
+3 Power
Block: You may discard this card during a Confrontation. If you do, reveal your hand and add the VP values of the revealed car
turn.
+2 Power
Block: You may discard this card during a Confrontation. If you do, add 2 to a Character's cost this turn and you may destroy a
pile.
+2 Power
Attack: Each foe puts a card from their hand on top of their deck.
+2 Power
You may discard a card. If you do, draw a card.
+2 Power
Defense: You may discard this card to avoid an Attack. If you do, put up to two cards with combined cost 3 or less from your d
Ongoing: At the start of your turn, you may put a non-Starter Assist card from your discard pile on the bottom of your deck.
Ongoing: Confrontation: Once during your turn, draw a card and then discard a card.
Ongoing: Each time you discard a Block card from your hand, draw a card.
+1 Power
+1 Power
(No effect.)
(No effect.)
Assist
+1 Power
If you played this from your hand, additional +1 Power.
At the start of each of your turns, you may add the top card of the main deck to the Line-Up.
At the start of each of your turns, if you have fewer than five cards in your hand, draw a card.
Each time you or your teammate declares a Confrontation, draw up to two cards, and then discard that many cards.
The first time you buy or gain a Defense or Block card during each of your turns, you may destroy a cardin your or your teamm
+1 Power for each Defense and Block card you play during your turn. Once during a Confrontation, you may discard a Defense
Character's cost this turn.
Confrontation: Each time you play a Defense or Block card this turn, draw a card.
The first time you buy a card from the Line-Up during each of your turns, gain a card of that card type and lower cost from the
Once during each of your turns, +1 Power for every seven cards in your discard pile.
Confrontation: Once during your turn, +2 Power for every seven cards in your discard pile.
You may put each Hero you buy or gain on top of any player's deck.
Once during each of your turns, you may look at the top two cards of your deck, discard any number of them, and put the rest
You may look at the top card of your deck at any time.
Each time you or your teammate plays a Hero during a Confrontation, you may discard the top card of your deck.
Discard a non-Starter Assit card: Draw two cards. Use only once per turn.
+1 Power for each non-Starter Assist card you play this turn.
Confrontation: Draw a card for each non-Starter Assist card you play this turn.
You may put each Villain you buy or gain on top of any player's deck.
Confrontation: When you play your first card during each of your turns, you may cancel this Confrontation and buy cards as us
Once during each player's turn, a Confrontation card in your hand has Assist.
At the end of your turn, if you bought or gained two or more cards this turn, you may destroy a card you played this turn.
Once during each of your turns, you may put a card with cost 3 or less from your discard pile into your hand.
Confrontation: +1 Power for every non-Starter card with cost 2, 3, or 3 you play this turn.
Once during each of your turns, you may gin a Weakness from the Weakness stack. If you do, +2 Power.
At the start of each of your turns, you may choose left or right. If you do, each player passes a card in their hand to the player
Weakness cards that you play have +1 Power.
Confrontation: Once during your turn, draw a card for each player with one or more Weakness cards in their discard pile.
Copies Character
1 Zatanna Zatara
1 Wonder Woman
1 Zatanna Zatara
1 Zatanna Zatara
1 Zatanna Zatara
1 Wonder Woman
1 Wonder Woman
1 Wonder Woman
1 Wonder Woman
1 Superman
1 Zatanna Zatara
1 Superman
1 Superman
1 Superman
1 Zatanna Zatara
1 Aquaman
1 Wonder Woman
1 Aquaman
1 Aquaman
1 Zatanna Zatara
1 Superman
1 Wonder Woman
1 Superman
1 Superman
1 Zatanna Zatara
1 Aquaman
1 Superman
1 Aquaman
1 Aquaman
1 Lex Luthor
1 Circe
1 Circe
1 Ocean Master
1 Lex Luthor
1 Ocean Master
1 Felix Faust
1 Circe
1 Ocean Master
1 Felix Faust
1 Felix Faust
1 Lex Luthor
1 Felix Faust
1 Felix Faust
1 Felix Faust
1 Lex Luthor
1 Circe
1 Circe
1 Ocean Master
1 Felix Faust
1 Circe
1 Lex Luthor
1 Ocean Master
1 Lex Luthor
1 Lex Luthor
1 Ocean Master
1 Circe
1 Ocean Master
1 Lex Luthor
2 Superman
2 Felix Faust
2 Wonder Woman
2 Circe
1 Aquaman
2 Circe
2 Zatanna Zatara
1 Lex Luthor
2 Wonder Woman
2 Zatanna Zatara
2 Aquaman
2 Ocean Master
1 Lex Luthor
2 Felix Faust
1 Zatanna Zatara
2 Aquaman
2 Ocean Master
2 Ocean Master
2 Lex Luthor
2 Wonder Woman
2 Superman
2 Lex Luthor
2 Felix Faust
2 Aquaman
1 Aquaman
1 Superman
1 Ocean Master
1 Lex Luthor
1 Circe
1 Wonder Woman
14 Super Heroes
14 Super-Villains
6 Super Heroes
6 Super-Villains
16
16
Rebirth - Card Name Card Type Sub-Types Cost VP Def Draw Destroy
Aquaman Hero 3 1
Batman Hero 6 2x
Cyborg Hero 3 1
Batcomputer Equipment 5 1 x
Punch Starter 0 0
Signature
Talking to the Fishes Starter 0 0
Aquaman 1
Signature
Mera Hero 0 0
Aquaman 2
Signature
King of Atlantis Super Power 0 0
Aquaman 3
Signature
Detective Work Starter 0 0
Batman 1
Signature
Alfred Pennyworth Hero 0 0x
Batman 2
Signature
Batarang Equipment 0 0
Batman 3
Signature
Electrified Field Starter 0 0
Cyborg 1
Signature
Boom Tube Equipment 0 0
Cyborg 2, Move
Signature
Connected Super Power 0 0
Cyborg 3
Signature
Flash Suit Starter 0 0
Flash 1, Move
Signature
Whoosh! Super Power 0 0
Flash 2
Signature
Carry On Super Power 0 0
Flash 3
Signature
Original Power Ring Starter 0 0
Jessica 1
Signature
Willpower Super Power 0 0
Jessica 2
Signature
Teamwork Super Power 0 0
Jessica 3
Signature
Sector 2814 Power Ring Starter 0 0
Simon 1
Signature
Healing Light Super Power 0 0 x
Simon 2
Signature
Emerald Sight Super Power 0 0
Simon 3
Signature
Big Blue Boy Scout Starter 0 0
Superman 1
Signature
Bulletproof Super Power 0 0x
Superman 2
Signature
A Job for Superman Super Power 0 0
Superman 3
Signature
Faithful Friend Starter 0 0
Wonder Woman 1
Signature
Lasso Equipment 0 0
Wonder Woman 2
Signature
Warrior Princess Super Power 0 0
Wonder Woman 3
None
Weakness 0 -1
(Weakness)
Batsignal Basic 3 1
Toss Basic 3 1
Withdrawal Basic 2 1
Rebirth Randomizer
Hide Spoilers
Glutton Secret Card
Hide Spoilers
Suspicious Secret Card
Krypto Hero 6 2x
Distractions Scenario 4
Hide Spoilers
Retaliations Scenario 7
Impossible Mode!
Continuing Adventures
Impossible
Doomsday
Mode
Impossible
Deathstroke
Mode
Impossible
Reverse-Flash
Mode
Impossible
Despero
Mode
Impossible
General Zod
Mode
Impossible
Lex Luthor
Mode
Impossible
Sinestro
Mode
Impossible
Amazo
Mode
Impossible
Mister Mxyzptlk
Mode
Impossible
Starro
Mode
Impossible
Darkseid
Mode
Assist
x
x
x
x
x
Card Text
+1 Power
You may put a Super Power with cost 4 or less from your discard pile into your hand.
+2 Power
Defense: Discard this to avoid an Attack. If you avoid a Super-Villain's Attack, draw 2 cards. Otherwise, defeat the Villain.
Assist, Range: 2
Move 1
+1 Power
+2 Power
Defense: Once per Attack, you may reveal this to have target Character within Range: 1 avoid that Attack and get +1 Power.
+1 Power
You may put an Equipment with cost 4 or less from your discard pile into your hand.
+2 Power
Ecah time you defeat a Villain this turn, gain its Reward an additional time.
+Power equal to your current Move this turn.
Assist, Range: 4
+2 Power
Draw 2 cards, and then discard a card.
+2 Power
You may place this card on any space. If you do, move each Villain within Range: 1 of that space to that space.
+1 Power
Reveal the top card of your deck. Draw it or destroy it.
Move 2
+3 Power
Villains in your current space, and Villains in spaces you move into, move with you until you stop moving.
Assist, Range: 1
+2 Power
You may put an Assist card from your discard pile on top of your deck.
+2 Power
Pay X Move: Move target Villain in your space X spaces.
Assist, Range: 2
+1 Power and draw a card.
Target player draws 2 cards.
+2 Power
Place a Contained token on a Villain in your space. Remove it at the end of your next turn.
Assist, Range: 2
Put all Starter cards from your discard pile into your hand.
+1 Power
Defense: Discard this to have target Character within Range: 2 avoid an Attack and get +2 Power.
+2 Power
Target player may destroy a card in their discard pile.
+2 Power
Defense: Discard this to have any number of Characters within Range: 1 avoid an Attack. Draw a card.
Move 4
Once during your turn, draw a card for each Villain in your space.
+2 Power
You may move all non-Basic cards in your space 2 spaces in a single direction.
+4 Power and an additional +1 Power for each Villain in your space.
Assist, Range 3
Put a card from your discard pile on top of your deck.
Move 3
Defense: Discard this to avoid each Attack this turn. For each Attack you avoid, +1 Power.
+2 Power
For each time you were attacked this turn, draw a card.
Ongoing: Discard a card: Move 1
Defense: Discard this from play to avoid an Attack.
Assist, Range: 2
+3 Power
Place your Character on any space.
Assist, Range: 3
Move 3
You may destroy a card in your hand.
Draw a card.
You may move target Villain within Range: 2 to your space.
+2 Power
You may buy Equipment on any space.
Place your character on any space.
You may place this card on your new space. If you do, +2 Power.
Reveal cards from the top of your deck until you have revealed 2 different card types, then draw each revealed card.
+2 Power
Target any number of Villains within Range: 1. Move each of them 1 space away from you.
Move 2
+2 Power
Defense: Discard this to avoid an Attack, draw a card, and place your Character on any space. Each Character on that space av
+2 Power
You may buy Super Powers on any space.
Ongoing: Defense: Discard this from play or discard a card with cost 1 or greater from your hand to avoid an Attack.
Assist, Range: 2
Draw a card.
You pay 2 less to defeat Super-Villains this turn.
Each time you play a Super Power during your turn, target player may put a card with cost 4 or less from their discard pile on t
Each time you avoid an Attack or defeat a Villain, target player reveals the top card of their deck and may destroy it.
If you play 2 or more different Equipment during your turn, Move 1 and +2 Power.
At the start of each of your turns, you get Move 2.
Pay 5 Move: Target player draws a card.
During each of your turns, if you play 3 or more cards with the same card type, you may move target Villain 1 space.
During each of your turns, if you play 3 or more different card types, draw a card or move target Character 1 space.
Once during each of your turns, +1 Power for each Villain in your space.
The second time you play an Assist card during each player's turn, target player draws a card.
+1 Power
Assist, Range: 0
+1 Power
Target player may move their Character 1 space.
Move 2
+1 Power
If there are no cards in your discard pile, additional +1 Power.
You may play a card with cost 3 or less within Range: 1. Return it at end of turn unless it is in the Line-Up or destroyed.
+1 Power
Each player may reveal the top card of their deck.
+1 Power
Defense: Discard this to avoid an Attack and get +1 Power.
+1 Power
You may defeat Villains within Range: 1.
+1 Power
Place a Contained token on a Super-Villain in your space. Remove it at the end of your next turn.
+1 Power
You may place any number of Characters in your space onto another space.
+1 Power
You may pay for Location abilities without being at that Location. (Still once per turn.)
Move 1
+1 Power
+1 Power
The next time you move this turn, you may move a Villain in your space 1 space in the direction you move.
+1 Power
Pay 1 Move: Move target Character in your space 1 space.
+1 Power
If there is another Character in your space, additional +1 Power.
+1 Power
If there are no cards in your space, additional +1 Power.
Assist, Range: 1
+1 Power
If it is not your turn, additional +1 Power.
+1 Power
You may put the next card you buy or gain this turn on the bottom on your deck.
+1 Power
You may destroy a Weakness in your discard pile or the discard pile of a Character within Range: 1.
Play the top card if the main deck. Return it at end of turn.
(Attacks resolve only against you.)
+1 Power
Each time you defeat a Villain this turn, gain a card with cost 4 or less from your space.
+1 Power
Defense: Put this card on top of your deck to avoid an Attack.
+1 Power
Each time a Villain enters the Line-Up, you may put this from your discard pile into your hand.
+1 Power
You pay 1 less to buy your next Assist card this turn.
+1 Power
You may move target Villain within Range: 1 to your space.
Assist, Range: 2
+1 Power
Choose 1:
Move 2 or +2 Power
+1 Power
Put a Hero from your discard pile on top of your deck. If there's a Super-Villain in the Line-Up, put it into your hand instead.
Assist, Range: 3
+1 Power
Place your character on any space.
Move 3
Defense: Discard this card to avoid an Attack. Draw a card and you may move 1 space.
+1 Power for each Super-Villain in the Line-Up. Reveal the top card of the main deck. You may put it under the next 2 cards of
+2 Power
You may move target Villain in your space up to 2 spaces.
Gain a card with cost 4 or less within Range: 1.
STORY
Welcome to Rebirth! Before you tackle a full Rebirth campaign, try out this short introductory Scenario. Can you defeat 2 Supe
out? If you cannot add a card to the Line-Up, the Scenario ends.
You will need to work together as a team of 2-4 players (or solo) to maneuver around the city, protect vital Locations, and def
team victory.
Consult the rulebook for Location set-up (pg 4), movement rules (pg 11), and how Villains function (pg 12-13). Leave the back
players may learn the Turn Sequence.
LOCATIONS
Daily Planet (A), Police Station (A), S.T.A.R. Labs (A), Arkham Aslyum (B), City Hall (B)
THREAT TRACK
Flip over 4 Threat Tiles and cover Threats 1, 2, 3, and 5 with Blanks.
MAIN DECK
This intro Scenario modifies the set-up found in the rulebook. Shuffle the 84-card main deck. Make 2 stacks of 15 cards each a
remaining 49 cards will not be used. Then shuffle Despero and Amazo into 1 of the 15-card stacks. Create the main deck by pla
the 5-card stack, and the 15-card stack on top of that.
STORY
The gang's all together and needs to learn to function as a team. The Justice League's greatest foes have come to town to see
Greatest Heroes. Can you defeat 5 Super-Villains before time runs out?
Place the Secret Card face down next to the Threat Track.
LOCATIONS
Arkham Asylum (A), Daily Planet (A), Batcave (B), City Hall (B), Police Station (B)
THREAT TRACK
(1-2p) Add Threat A to Level 2.
MAIN DECK
Add 2 Super-Villains to Stacks 2-5.
When you beat Scenario #1, gain your Character's Signature card #1 (see page 18 of the rulebook).
If you are looking at this prior to the end of Scenario #1, add the top 2 cards of the main deck to the Line-Up.
At the end of Scenario #1, remove this card from the Campaign.
STORY
The Justice League is feeling pretty good after the first mission, but there's no time for you to rest! The Villains have figured ou
from your allies and gadgets, you won't be able to interfere with their nefarious plans.
Deal each player 1 Secret Card from the top of the deck. Remove the rest from the Campaign. Players may only look at the car
LOCATIONS
City Hall (A), Police Station (A), Arkham Asylum (B), Bank (B), S.T.A.R. Labs (B)
THREAT TRACK
Add Threat F to Level 0. Cover Level 4 with Threat B.
(1-2p) Add threat E to Level 1.
MAIN DECK
Add 2 Super-Villains to Stacks 2-5.
Side Missions are now available (see page 18 of the rulebook). Reveal these 5 cards to all players.
To earn Signature card #2 for your deck, end the Scenario with at least 5 Basic cards in your deck.
To earn Signature card #2 for your deck, provide no Assists during this Scenario.
To earn Signature card #2 for your deck, you must defeat 2 Super-Villains during this Scenario. Each time you defeat a Super-V
this card.
Mission: Defeat 2 Super-Villains during a single turn. If you do, add Krypto to the main deck for the remainder of the Campaign
from the Campaign.
+3 Power
Defense: Discard this card to avoid an Attack. Each player draws a card.
Mission: Defeat 2 Villains with printed cost 7 or less during a single turn. If you do, add The Ray to the main deck for the remai
then remove this card from the Campaign.
Draw a card.
Then, if a Super-Villain is in the Line-Up, you may pass this card to another player's hand.
Mission: During your turn, you may place cards with cost 5 or greater from your hand under a Location where your Character
cards under a Location, remove all Damage tokens from it (this will fully heal a destroyed Location), and then remove this card
START
Remove Doomsday from the Campaign.
STORY
Something werid is happening. You have lost your Super Powers and can no longer stand up to the Super-Villain threat. Can yo
the day?
Super Hero card begin the Scenario face down. Super-Villains cannot be defeated while any Super Hero cards are face down.
LOCATIONS
City Hall (A), Police Station (A), Arkham Asylum (A), Daily Planet (B), S.T.A.R. Labs (B)
THREAT TRACK
Cover Level 4 with Threat B.
(1-2p) Add Threat A to Level 2.
MAIN DECK
Add only 1 Super-Villain to Stack 2. Add 2 Super-Villains to Stacks 3-5. Add the top face-down card to Stack 2, then shuffle it. P
card on top of Stack 2 after it has been shufffled.
Attack: Place your character on the space opposite Mister Mxyzptlk, then he moves 1 space clockwise.
Reward: Each player draws a card.
Flip each face-down Super Hero face up, then place this on the bottom of the main deck.
This card cannot be destroyed.
START
Remove Mister Mxyzptlk and Reborn from the Campaign. Players who did not earn a Signature card in Scenario #2 gain their c
STORY
The Super-Villains are now causing havoc across the globe, compelling the Justice League to split their forces. While you stay b
your heavy-hitter allies are nowhere to be found.
Deal the Secret Card to any player. Only that player may look at it.
LOCATIONS
Bank (A), Daily Planet (A), Police Station (A), Arkham Asylum (A), Batcave (B)
THREAT TRACK
Add Threat D to Level 0. Cover Level 2 with Threat H. Cover Level 4 with Threat B.
(1-2p) Add Threat A to Level 2.
MAIN DECK
Add 2 Super-Villains to Stacks 2-4. Add only 1 Super-Villain to Stack 5.
Once during this Scenario and on your turn, you may reveal and play this card.
You get +2 Power this turn and gain a Weakness. Then remove this card from the Campaign.
STORY
This is starting to look like the prelude to an invasion. As the invaders lay the groundwork, things are getting more and more d
the city.
Deal each player 1 Secret Card from the top of the deck. Remove the rest from teh Campaign. Players may only look at the car
LOCATIONS
Batcave (A), Daily Planet (A), S.T.A.R. Labs (A), City Hall (B), Bank (B)
THREAT TRACK
Cover Level 4 with Threat B.
(1-2p) Add Threat A to Level 2.
MAIN DECK
Add 2 Super-Villains to Stacks 2, 4, and 5. Add only 1 Super-Villain to Stack 3. Place the next face-down card on top of Stack 3 a
To earn Signature card #3 for your deck, end the Scenario with cards with cost 0, 2, 3, 4, 5, 6, and 7 in your deck.
To earn Signature card #3 for your deck, end the Scenario with 2 copies of at least 5 different non-Basic, non-Starter cards in y
To earn everyone on your team their Signature card #3, make sure your team doesn't win this Scenario.
To earn Signature card #3 for your deck, end the Scenario with at least 5 cards with cost 5 or greater in your deck.
START
Remove Starro from the Campaign.
STORY
Before you took him down, Starro managed to infect all of earth's Super-Villains with a deadly toxin. You can't defeat Super-V
thousands would die if the toxin were to be released. You've got to isolate them and keep them away from each other to win.
Deal the Secret Card to any player. Only that player may look at it.
LOCATIONS
Bank (A), Daily Planet (A), Arkham Asylum (B), Police Station (B), S.T.A.R. Labs (B)
THREAT TRACK
Cover Level 1 with Threat C. Add Threat G to Level 2. Cover Level 3 with Threat B. Cover Level 4 with Threat A. Cover Level 5 w
(1-2p) Move Threat G to Level 1.
MAIN DECK
Add 2 Super-Villains to Stacks 2-4. Add 1 Super-VIllain to Stack 5.
To isolate a Super-Villain, they may not share a space with another Super-Villain and may not be at their Destination.
Once during this turn, remove 1 Damage from a Location where your character is present (a destroyed Location repairs to 4 D
START
Players who did not earn a Signature card in Scenario #5 gain their card #3 now.
STORY
The Villains have had enough. There are going to be casualties.
Each time a player defeats a Super-Villain, destroy all cards with cost 1 or greater they played that turn. Cards played after tha
other players are safe.
Deal the Secret Card to any player. Only that player may look at it.
LOCATIONS
Batcave (A), S.T.A.R. Labs (A), Bank (B), City Hall (B), Daily Planet (B)
THREAT TRACK
Cover Level 2 with a Blank. Cover Level 4 with Threat B.
(1-2p) No modifications.
MAIN DECK
Add 2 Super-Villains to Stacks 2-4. Add 1 Super-Villain to Stack 5.
(Read this aloud.) At the end of the Scenario, remove all cards with cost 1 or greater in the destroyed pile from the Campaign.
Reminder: If you lose, they are not removed.
Each time a Super-Villain is defeated during this Scenario, if you played a card during that turn, put 1 of the cards that would b
At the end of the Scenario, reveal this card and place all cards under this card back into the main deck. Then remove this card
START
Remove Deathstroke from the Campaign.
STORY
All of the machinations. All of the preperations. It's obvious now that Darkseid has been the one behind every step of this inva
Defeat Darkseid to claim victory in the Campaign instantly (or defeat 5 Super-Villains as usual before time runs out).
LOCATIONS
Arkham Asylum (A), Bank (A), Police Station (A), Batcave (B), City Hall (B)
Place Arkham Asylum in Location Slot 1. The rest are placed at random.
THREAT TRACK
Cover Level 1 with a Blank. Cover Level 2 with Threat B. Cover Level 3 with a Blank. Cover Level 4 with Threat A.
(1-2p) Cover Level 3 with Threat C instead.
MAIN DECK
Add no Super-Villains to Stack 2. Add 2 Super-Villains to Stacks 3-5. Place the next face-down card on top of Stack 2 after it has
Attack: Destroy the top card of the main deck. If it's a Villain, add it to the Line-Up instead.
Reward: You have defeated the invasion. Your team wins!
Score a Major Victory to unlock Impssible Mode! Don't look through these cards and spoil the surprises. Leave these cards in t
Impossible Mode cards are Ongoing cards that will increase the challenge level of future Campaigns if you choose to use them
enters the Line-Up, find its card and place it next to the the Threat Track. While that Super-Villain is in the Line-Up, you are sub
When that Super-Villain is defeated, remove their card.
The Impossible Mode cards are a great way to play Rebirth as a one-shot game without any of the Scenario shenanigans.
Simply grab 8 random Rebirth Super-Villains and shuffle 2 each into stacks 2-5. Put each Super-Villain's Impossible Mode card
when they appear and remove them when they are defeated. Set up the Threat Track as it appears in Scenario #5 (or create a
Threat tiles) and try to beat 5 Super-Villains before time runs out!
Total Destruction
Ongoing: The first time you leave a space during each of your turns, destroy a non-Villain card in that space.
You Can Run…
Ongoing: At the end of your turn, if there are no cards in your space, addthe top card of the main deck to your space.
Pardon the Intrusion
Ongoing: When a Villain enters a Character's space during Step 3 of the Turn Sequence, it makes its Attack against that charac
are attacked.)
Parting Shot
Ongoing: Each time you defeat a Villain, it makes its Attack against each player.
Kneel Before Zod
Ongoing: Players may only play 1 Move card from their hand during their turn.
Rulebreaker
Ongoing: Players draw only 4 cards at the end of each of their turns.
Fear Grips the City
Ongoing: At the end of yoru turn, if you are not sharing a space with another Character, gain a Weakness.
Power Absorption
Ongoing: When 4 different card types have been played during a turn, Villains cannot be defeated that turn. (Assists count tow
The Ol' Switcheroo
Ongoing: Each time you attempt to buy a non-Villain card, reveal the top card of the main deck. If the revealed card's cost is lo
gained this way are added to the Line-Up.)
Face Huggers
Ongoing: While your Super Hero card is face down, you cannot Assist or be Assisted.
No Mercy
Ongoing: During your turn, whenever a card is destroyed, discard a card with the same card type as the destroyed card.
Copies
1
2
1
1
1
24
12
15
5
5
Card ID
1-A
1-B
Card ID
2-A
2-B
2-C
2-D
2-E
2-F
2-G
2-H
2-I
2-J
Card ID
3-A
3-B
3-C
Card ID
4-A
4-B
Card ID
5-A
5-B
5-C
5-D
5-E
5-F
Card ID
6-A
6-B
Card ID
7-A
7-B
Card ID
8-A
8-A
8-B
Card ID
8-C
8-D
8-E
8-F
8-G
8-H
8-I
8-J
8-K
8-L
8-M
8-N
Teen Titans Go! - Card Name Card Type Cost VP Def Atk Draw Destroy Ongoing
Aqualad Hero 5 1
Batman Hero 5 1
Bumblebee Hero 4 1
Jayna Hero 3 1 x
Kaldur'ahm Hero 4 1x
Silkie Hero 1 1 x
Speedy Hero 4 1
Superboy Hero 4 1x
Wally T Hero 1 1
Zan Hero 3 1
Blackfire Villain 5 2 x
Cinderblock Villain 2 1 x
Kitten Villain 1 1x
Perry Villain 1 1
Plasmus Villain 3 1 x
Ravager Villain 4 1 x
Slade Villain 5 1 x
Terra Villain 4 1 x
Bo Staff Equipment 5 1
Cape Equipment 1 1
Spellbook Equipment 4 1 x
T-Car Equipment 4 1
Gizmo Nemesis 10 5
Jinx Nemesis 10 5
Mammoth Nemesis 10 5 x
See-More Nemesis 10 5
Trigon Nemesis 10 5
Robin Sidekick
Cyborg Sidekick
Raven Sidekick
Christmas Event
Cooties Event
Double-Crossed Event
Laundry Day Event
Punch Starter 0 0
Snack Time Starter 3 0x
Titans Go! Starter 3 0x
+3 Power
If you have no Sidekicks on your team, draw a card.
Reveal and draw the top two cards of your deck. If their combined cost is 3 or less, repeat this effect.
First Appearance - Attack: Each player destroys a card with cost 3 or greater in their hand.
+3 Power. Put a Villain from your discard pile into your hand.
First Appearance - Attack: Each player gains a Weakness for each Nemesis in their hand and discard pile.
+3 Power
Put a Hero from your discard pile into your hand.
First Appearance - Attack: Each player discards a Hero. Each who cannot gains a Weakness.
+3 Power
Put an Equipment from your discard pile into your hand.
First Appearance - Attack: Each player discards an Equipment, Each who cannot gains a Weakness.
+3 Power
Put a Super Power from your discard pile into your hand.
First Appearance - Attack: Each player discards a Super Power. Each who cannot gains a Weakness.
Destroy up to two cards in your hand. +2 Power for each card destroyed this way.
First Appearance - Attack: Each player discards a Villain. Each who canot gains a Weakness.
Look at the top two cards of the main deck. Gain one of them and put it into your hand. Return the other.
First Appearance - Attack: Each player puts a cad with VP value 1 or greater from their hand on top of the main deck.
Recruit a Sidekick: Steal a Sidekick from a foe.
First Appearance - Attack: Each player loses a Sidekick. Each who cannot gains a Weakness.
Once during each of your turns, if you control a Hero and an Equipment, +1 Power and draw a card.
Recruit: Play two Heroes.
If you control a Hero, +1 Power.
Once during each of your turns, if you control a Hero and a Super Power, you may destroy a card in your hand.
Recruit: Play two cards with cost 1 or 2.
If you control a card with cost 1 or 2, +1 Power.
If you control two or more Equipment, +2 Power.
Recruit: Play two Equipment.
If you control an Equipment, +1 Power.
If you control two or more Villains, +2 Power.
Recruit: Play two Villains.
If you control a Villain, +1 Power.
Each time you play a Super Power, you may discard a card. If you do, draw a card.
Recruit: Play two Super Powers.
If you control a Super Power, +1 Power.
Each time you buy or gain a card from the Line-Up during your turn, you may add the top card of the main deck to the Line-Up
Recruit: Draw three or more cards during your turn.
If you control seven or more cards, +1 Power.
Ongoing: Each time you buy or gain a card, reveal the top card of the main deck. If the revealed card matches the card type of
gained, gain a Weakness.
Ongoing: Each time a player buys, gains, or defeats a card with cost 5 or greater, that player chooses a foe. That foe draws a ca
Ongoing: Each time you play a Weakness, lose a Sidekick.
Ongoing: Attacks you play resolve against you as well.
Ongoing: At the end of your turn, choose a color. Put all cards you control of that color on the bottom of your deck.
Ongoing: Each player's Super Hero is flipped to its Sidekick side until this Event is removed. Then, each player regains their orig
currently on their team.
(Each time a player defeats a Nemesis, they remove an Event from play.)
+1 Power
Put a Weakness from your discard pile on the bottom of the Weakness stack.
+2 Power. Defense: You may return this card from your hand to the Titans Go! stack to avoid an Attack. If you do, draw a card.
Weakness cards must be played before you play any other cards.
You can't buy, gain, or defeat Villains and Nemeses this turn.
Put a card in your hand on the bottom of your deck.
If you do not play a Snack Time this turn, refill your hand to just three cards at end of turn.
Choose a foe to pass a card from their discard pile to your hand.
Other cards you play this turn have no card type.
Your hand must be empty before you may buy cards this turn. You must buy the highest cost card you are able to this turn.
You may not play more than three different card types during your turn (and this counts as one).
Reveal the top card of the main deck. You can't buy cards from the Line-Up with the same cost as the revealed card.
Lose a Sidekick.
Copies
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
Promo
Promo
1
1
1
1
14
6
6
9
1
1
1
1
1
1
1
1
1
Promo - Card Name Card Type Cost VP
Gypsy Hero 2 1
Forager Hero 3 1
Clayface Villain 3 1
Reverse-Flash Super-Villain 12 6
Apokolips Protector : 3
+4 Power
If you have 9+ Power, desroy any number of cards in the Line-Up. Refill the Line-Up.
Reveal the top 3 cards of your deck, then discard all cards with the highest cost revealed this way. Draw the rest.
When you play this card, leave it in front of you for the rest of the game.
Ongoing: Once during each of your turns, you may put a card with cost 6 or less from the Line-Up on the bottom of the main d
You may put a card of each different cost from 0 to 8 from your discard pile into your hand.
FIRST APPEARANCE -- ATTACK: Set one card in your hand in front of you, then pass each remaining card in your hand to the pl
this process until no cards remain in players' hands.
+3 Power
Each foe gains a Weakness for each Attack card in their discard pile.
Stack Ongoing: When an Attack card enters or leaves the Line-Up, resolve its Attack against each player.
First Appearance - Attack: Each player puts an Attack card from the destroyed pile into the Line-Up.
Gain the top card of the main deck. Choose up to 3 cards in your discard pile. Put one of them on top of your deck and the res
First Apperance - Attack: Each player gains a Weakness for each Super Power in the Line-Up.
Once during each of your turns, you may destroy a Villain you have played this turn. If you do, draw a card and Attack: Each fo
Once during each of your turns, if you control four different cards with cost 1, 2, or 3, +3 Power.
(The four need not all be the same cost.)
Discard X cards: Put a non-Starter card with cost X from your discard pile into your hand.
Discard X cards: Put a card with cost X from your discard pile into your hand. (X cannot equal 0.)
Once during each of your turns, you may reveal the top card of your deck. If it's a Hero: +2 Power; Villain: Destroy a card in yo
pay 3 less to defeat Super-Villains this turn; Super Power: Draw a card.
Once during each of your turns, you may discard a card. If you do, play a card in the Line-Up with that cost or 1 higher. Return
Each time you destroy a card, you may discard 2 cards. If you do, gain the destroyed card and put it into your hand.
Associated Set
Crossover 6
Crossover 7
Crossover 7
None (DNM?)
None
None
Crisis 1/Crisis 2
Crossover 5
None
Forever Evil
Teen Titans
None
None
None
Crossover 8
Crisis 1/Crisis 2