MARVEL RECHARGE Collectible Card Game RULES (Tournament Level) v.1.0
  1. LEGAL CARD COMBINATIONS
    1. There are three basic types of cards: Hero, Power, Teamwork.
      1. Any card can be a "SPECIAL" card that has specific game-altering instructions.
        1. "SPECIAL" Hero cards say "SPECIAL" after the character's name, but "SPECIAL" Power cards or Teamworks only have a small BOLD TITLE (i.e. "CROSSOVER", "PREMONITION") followed by the specific play instructions.
    2. There are four types of Colors (designation letters): Red (Hs for Heroes), Green (Vs for Villains), Blue (Xs for X-Men), Yellow (Ws for Women). The term "match" refers to two side-by-side or "attached" cards having a same or shared Color/designation.
    3. An Attack or Defense is a card or chain of attached cards that has a Total Power Rating of all cards.
      1. An Attack or Defense must start with any one Hero card.
      2. Only Power card(s) or Teamwork(s) may be attached to either side of the Hero, and only if the attaching sides match.
        1. Power cards and Teamworks can be turned upside-down, Heroes cannot.
        2. Cards that have one Color on a side can only have one other matching card attached on that side.
        3. Some cards have two Colors on one side or both sides; only one match between the attaching sides is needed for a legal chain.
        4. A Hero with two Colors on one side can have two separate cards that match each of the Hero's two Colors attached on that side.
      3. Any number of matching Power cards may be chained to each other (only the attached sides need to match).
      4. Only another matching Hero card may be attached to the other side of a Teamwork, then other chains can build from the other side of that Hero.
      5. A chain's Total Power Rating is calculated by adding the main points on each card (if a Power card has points on both sides, only add the number closer to its Hero) and adding any "+" bonus points from Power Plus Foil cards.
  2. PREPARING TO PLAY SOME GAMES
    1. Each player prepares their own Deck of cards and a combination of Counter chips.
      1. A Deck is only allowed 1 copy of each card number (bottom-left corner's small black xxx/250).
      2. No minimum or maximum number of total cards.
      3. Maximum 25 same-color Counter chips, the sum of which must be between 50 and 65.
  3. SETUP A GAME
    1. Each player should have a separate space determined for:
      1. their Deck of face-down cards - Draw Pile.
      2. their stack or area of reserve Counter chips - Counters.
      3. their card chains they will play down on the table during Battles - Attack/Defense.
      4. their Counters they will play each Battle - Venture.
      5. their played cards that they will discard face-up - Discard Pile.
      6. the total Counters that they will win during the Game - Victory Pile.
    2. Make sure each player is using a different color of Counters, or have marked them to make possible a quick redistribution of Counters at the end of the Game.
    3. Youngest player gets to go first.
  4. PLAY A ONE-ON-ONE TWO-PLAYER GAME
    1. Each player shuffles their Draw Pile and draws a one-card hand to begin.
    2. One player's turn is to draw one card.
    3. If this player is now holding less than 6 cards, he may say "Pass", then the next player starts back at this previous step B. (i.e. draw one card then Pass or continue).
    4. Instead of Passing, if this player is still holding less than 6 cards this player may choose to start a Battle by Attacking (see topic I.C.) and Venturing.
      1. Attacker plays one legal card down to the table (must be a Hero, or a Special saying "start a battle").
        1. If a Special says so, it may now be attached and played down along with or as the Attacker's first attack "to start a battle".
      2. Attacker plays any one Counter to the table as a Venture for this Battle.
      3. Defending opponent must draw one card, and then decides whether to Battle or Concede.
        1. If Conceding (a must if Defender has no legal playable cards), Defender loses the Battle and players proceed to step F.1.
      4. To begin to defend, opponent must play one legal card down to the table (a Hero).
      5. Defender decides whether to Venture any one Counter on this turn.
      6. Attacker's turn to play one card down to the table, Pass, or Concede.
        1. If Conceding, Attacker loses the Battle and players proceed to step F.1.
      7. Attacker decides whether to add another Counter to his total Venture on this turn, but if Defender did not just Venture then Attacker cannot Venture again.
      8. Repeat these steps 6. and 7. rotating "Attacker" and "Defender" (i.e. repeat each player playing one card down & optional Venture if the previous player did) until the player with the lowest Total Power Rating (see topic I.C.5.) does one of the following:
        1. Concedes the Battle (players proceed to step F.1.)
        2. runs out of cards. GAME LOSER IS THE FIRST PLAYER TO RUN OUT OF PLAYABLE CARDS DURING A BATTLE WHEN THEY HAVE NO DRAW PILE LEFT.
    5. The first player to draw a 6th card into their hand must initiate action.
      1. If Conceding (a must if this player has no legal playable cards), this player loses the Battle and must play one Counter of their choice to the table, then players proceed to step F.1.
      2. If Attacking, go back to step D.1.
    6. Determine Battle Winner by highest Total Power Rating (see topic I.C.5.); Attacker wins a tie.
      1. Battle Winner collects all Counters played by all players this Battle and moves them to Battle Winner's Victory Pile.
        1. GAME WINNER IS THE FIRST PLAYER TO COLLECT 70 POINTS OF VICTORY PILE COUNTERS, OR THE PLAYER WITH THE HIGHEST VICTORY PILE TOTAL AFTER ONE PLAYER HAS RUN OUT OF RESERVE COUNTERS.
      2. Each player moves all cards played this Battle to their Discard Pile (but cannot look into the Pile).
      3. Each player may choose a number of cards left in their hand, discard them to the Discard Pile, and then draw the same number of cards from the Draw Pile into their hand.
      4. Every player with more than 3 cards left in hand must discard card(s) of their choice from their hand until they only hold 3 cards.
    7. Repeat these steps B. through F. until someone wins the Game.
    8. "SPECIAL" cards (see topic I.A.1.) have specific printed instructions that should be followed instead of the preceding order or rules of play.
  5. PLAY A MULTIPLE THREE-OR-MORE-PLAYER GAME
    1. Follow One-On-One Game rules (see topic IV.) except for these differences:
      1. At the start of the Game, all players draw a two-card hand to begin, instead of a one-card hand.
      2. Before each round of card drawing begins, all players must play one Counter to the table, the lowest level one they have; this is called Ante.
      3. Play proceeds to the left (i.e. youngest player starts the game by drawing one card and choosing to Pass or Attack, the player to his left goes next, and so on).
      4. After a player Attacks and Ventures (adding any one Counter to the Ante), the next player draws one card and chooses to Defend/Venture or Concede, then the next player draws one card and chooses to Defend/Venture or Concede, and so on through all opponents.
        1. If an opponent or opponents Defend, the Battle Winner is determined by highest Total Power Rating; Attacker wins all Total Power Rating ties.
        2. If all opponents concede, Attacker wins the Battle.
        3. If two or more Defenders tie each other to beat the Attacker, the one closest to the left of the Attacker wins.
        4. Battle Winner collects all Antes and Venture Counters.
      5. The first player to draw a 6th card into their hand must initiate action; if Conceding, this player must play one Counter of their choice to the table, and it and all Antes stay for the next hand.
      6. After the Battle or a 6th-card Concession and after optionally replacing cards, every player may only retain as many as 4 cards in hand, instead of 3 cards.
      7. Regardless of who won or lost the previous hand, the first player to start drawing each hand is the next player to the left of the last hand's first player.
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