Archive for the ‘Basic Superstars’ Category

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Basic Superstars: This Is How We Do It.

January 29, 2010

If you are as loaded and ready to play the Marvel Superstars Trading Card Game as we are, you cannot get enough new information about how things will work. Today we will review basic gameplay, continuing to stoke the fires and start sparks.

1. You will choose a Leader character to build your deck around. Your Leader will have a team affiliation and a charge ability. Every time you play an Action card your Leader will gain one charge counter. To use your Leader’s charge ability you need to remove the number of charge counters printed before the ability. Doom forces the enemy to discard a card when he removes 3 charges. This Leader ability can only be used once per turn, and only on your turn.

Your Leader holds victory and defeat in his or her bones by keeping track of damage. Each Leader starts the game with 50 health points. Your enemy will be trying to damage your Leader throughout the game, and when the health points reach zero you lose. Each Leader starts with no attack points.

2. Resource cards provide capital for you to “pay” for Supporter characters and Action cards. You begin each game with three Base Resources, and you can place one City Resource onto the board with each successive turn. Base Resources and City Resources are both turned sideways to show that they have been spent that turn, then they are turned back upward at the beginning of your next turn. City Resources give your Leader one attack point.

3. Supporter characters are played only on your turn. They can attack the enemy Leader. They can attack enemy Supporters. They can intercept enemy attacks, redirecting the oncoming damage to themselves. Supporters can have some seriously powerful abilities. The Businessman Iron Man above swells your Leader with massive charges, as long as you can keep him in play. When a Supporter gains damage equal or greater than its health points it is eliminated and placed into your bin.

4. Action cards bring instant effects into the battle. Some are Special Actions, like the Repulsor Ray above, since they can only be played if you control a certain character. You need to have enough ready resources available to pay the cost in the upper right corner of the card. If you can afford them, Action cards are the only thing you can play on an enemy turn.

5. You will build your own deck with whatever combination of Marvel movie myths you desire. You choose a Leader and 3 Base Resources. You choose 50 other cards to surround them. You can only use 3 copies of each individual Supporter and Action, but you can add an unlimited number of your favorite Cities. If you want to add Supporters and Actions from a team that is different than your Leader, you will need to turn one extra Resource sideways to pay for it. As soon as you control a Supporter with a specific team affiliation, you pay only the printed cost of that team’s cards.

6. You will deeply enjoy the creative construction of a unique deck. You will be able to juxatpose bizarre mutant beauties with ugly underworld alterations, shining superheroes with vile villains. It will be one of the most entertaining things you will ever do.

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Basic Superstars: Getting Your Game On.

January 17, 2010

Sixty days from now, we will be playing a brand new game. Marvel Superstars will be burning up tables from coast to coast. Although the full set of cards and comprehensive rules have not been revealed yet, there is enough information to begin an explanation of how the game is played.

The Human Torch card that started this post is a Leader character. Each game will begin with a Leader in play for each player. Leader characters have specific abilities and team affiliations, but they have no resource cost. Leader characters have 50 health points that must be decreased by your enemy through combat and abilities. When those 50 health points reach zero, you lose.

A Leader character has no resource cost, so it can be considered “free”. Supporter characters and Action cards require resource points to play. You have to “pay” for them by turning resource cards sideways.

Xavier’s School is a Base Resource card. Each game begins with three Base Resources in play for each player. Each turn you will be able to play one more resource to build up your “bank”. As the game progresses, these resources are turned sideways whenever they are used to pay for Actions and Supporters.  Turning a resource sideways shows that it has already been used that turn. When the turn is over, all resources will be returned to their normal orientation so they can be used again.

That Thing is a Supporter. He has a resource cost of 6. In order to play him on your side of the board, you will need to turn 6 resources sideways. If you can afford that, he will be able to attack the enemy on your turn. When he attacks, you turn your Thing sideways.

If your Thing chooses to attack an enemy Leader, that attack might be intercepted by an enemy Supporter. In that case, your Thing will have to redirect his attack.

If your Thing survives to live for another turn, he will be vulnerable to enemy attacks and abilities. The Iron Man above is a Supporter that can take out other Supporters by paying 6 resources, as shown by his game text. Activated abilities like this do not require the card to be turned sideways, but they can only be used once, and only on their contoller’s turn.

Your Thing might also be eliminated by an Action card before it can attack. The Reupulsor Ray will do the job for only 1 resource point, but only if the enemy Leader has 6 charges. Charge counters are added to a Leader character whenever its controller plays an Action card.

If your Thing does get to attack the enemy Leader, he will do 7 damage by himself. He will take damage as well. If the enemy Leader damages your Thing for 7 or more, your Thing will be eliminated. Damage is cumulative, so characters will be weakened in combat even when they are not eliminated.

The game text on that Thing also gives him more strength when you control the other members of the Fantastic Four. One of those may be Jessica Alba.

Invisible Woman does not have as much Force as some Supporters, but her Health value and ability more than make up for it. She will be able to save a whole lot of damage with the size of her back end, and with her constant Leader protection. She can intercept attacks by turning sideways, and many times she will survive to absorb more damage on another turn.  She will also say goodbye for today’s Basic Superstars lesson.

We hope you are getting a better idea of how Marvel Superstars will be played, as we continue to blueprint the basics. Monday we will survey several strategies that are already alive in the previews on PlayMarvel.com. See you then!

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Basic Superstars: Deckbuilding.

January 15, 2010

The Marvel Superstars Trading Card Game is still two months away from its initial release, but we have enough details to form a skeleton. This is how deckbuilding works.

You will create a unique combination totalling 54 cards. One card will be your Leader character. Three cards will be your base resources. Those four cards will start each game in play. The other 50 cards in your deck can be anything you want, but only 3 of each card are permitted.

That Doom right there is one example of a Leader character. Leaders start the game with 50 Health points. When that total reaches zero, Game Over.

For the 50 cards you choose to enhance your Leader, there will be Supporters and Actions and Resources. The optimal ratio has yet to be seen. That’s the thrill of building a deck in a trading card game, deciding what numbers you like best.

Jessica Alba is a Supporter…

Repulsor Ray is an Action…

New York is a Resource.

We don’t know enough about what all the cards do or exactly how the game plays to actually start making lists yet, but those are the basics. Deckbuilding is one of the most entertaining hobby activities in the world. Please join us for the future of trading card game construction methods as Marvel Superstars comes into focus.