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Marvel Civil War Skirmish
Marvel Civil War Skirmish
by Warp Spawn Games (2016)
Player Count
2
Categories
  • Card Game
  • Movies / TV / Radio theme
  • Comic Book / Strip
  • Designers
  • Lloyd Krassner
  • Mechanisms
  • Hand Management
  • Card Drafting
  • Area Movement
  • Family
  • Player Count: Two Player Only Games
  • Rating: 0/10 from 0 users

    Description

    A miniatures and card game style war game played on an 8 x 8 board representing a fight between Superhero teams of the Marvel Universe. One team plays Team IRON (Iron Man, Iron Patriot, Black Widow, Spiderman, Vision and Black Panther); the other Team CAP (Captain America, Bucky, Falcon, Scarlet Witch, Hawkeye and Ant Man). Heroes start on the player’s back row of the board. Team IRON goes first

    A regular 52 card playing deck is used as an action deck. Each Hero has his own action table which describes 10 numbered actions that Hero can take – these correspond to the 1 (ace) – 10 cards in the deck. Action are of 4 types: Attack, Defence, Movement or Special. A King card can be used to have a friendly Hero attack an adjacent enemy Hero. A Queen card can be used to move a friendly Hero 1 or 2 spaces. Black Jack cards can be used for Witty Repartee: A Friendly Hero and an enemy Hero within 2 spaces of each other may neither move nor attack the rest of this turn. Red Jack cards can be used to Taunt: A Friendly Hero causes an enemy Hero within 2 spaces to want to attack him or her. That Hero can attack no other Heroes the rest of this or next turn.

    First, each player fills their hand to 6 cards. Players then take turns playing 1 card at a time to cause their heroes to: Move, Attack, and Defend. Attack values indicate the range of the attack emanating from that Hero. Movement values indicate how far the Hero will move. A Defence Action will negate an attack just made by an enemy Hero against this hero. Played cards are discarded.
    If a player has no cards left, or nothing he wants to do, he may pass. A player who passes may play no other cards this turn except Defence cards. When both players have passed the turn ends.
    Heroes may not end their turns in the same space as another hero however, they may move or attack through (past) other Heroes.

    Each hero has 5 Hit Points (HP). Every time a hero gets attacked and does not defend, it loses 1 HP. If a Hero is reduced to zero HP that Hero is knocked out and removed from play

    At the end of turn 12 if both Cap and Bucky are still in play, team CAP wins, otherwise team IRON Wins.

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