Marvel Board Games: cooperative game

Marvel Champions Card Game: A Round from Start to Finish

The Marvel Champions Card Game is a cooperative Fantasy Flight Games title for 1 to 4 players, released in 2019. Build a hero deck, then team up with friends or go solo to stop a villain's scheme before it completes.

  • 2019
  • 1-4 players
  • 45-90 minutes
  • Ages 14+
  • cooperative game
  • Fantasy Flight Games

Designers: Michael Boggs, Nate French, Caleb Grace

Change between hero and alter-ego, stop the scheme, and make it through the villain's turn.

Marvel Champions Ratings and Geek Level

Difficulty
Time to explainabout 30 min
Player experience
Geek Level7 / 10Can explain the timeline
How we rate

Comic book fans already know the heroes, but expect to spend a game or two getting comfortable with the rules. See how we rate for how these numbers work.

A round of Marvel Champions has two parts: each hero takes a turn, then the villain responds. Get the hang of that rhythm and the rest of the rules are easier to follow. Here’s each step, in order. If you like heroes but want a quicker game, try Marvel United.

Your villain schemes if you’re in alter-ego form and attacks if you’re in hero form.

Marvel Champions: A Quick Guide to One Round

Each round has a player phase followed by a villain phase. The steps below cover them in order.

You can change form just once per turn, in either direction.

  1. Step 1:

    Players take turns in player order. On your turn, play cards, use abilities, and change form once, in any order.

  2. Step 2:

    In hero form, use your basic attack to hit an enemy or your basic thwart to remove threat from a scheme.

  3. Step 3:

    In alter-ego form, use your basic recovery to heal damage.

  4. Step 4:

    Play allies, upgrades, supports, and events by paying their resource cost. Often, that means discarding other cards for their resources.

  5. Step 5:

    Once everyone has gone, each player discards down to hand size, draws back up to it, and readies all their cards.

  6. Step 6:

    The villain phase opens with threat going onto the main scheme.

  7. 7Step 7:

    The villain and each minion engaged with a player activate against that player. They attack heroes and scheme against alter-egos.

  8. 8Step 8:

    Each player gets an encounter card, which is revealed and resolved. Then the first player token passes clockwise.

The rulebook explains turn order and the villain phase clearly, but a few terms can snag new players: threat, boost cards, and the two sides of your identity. This section covers setup, turn options, and how to win or lose. For a competitive take on the same heroes, see Marvel Dice Throne.

Marvel Champions Card Game Rules: How to Play

Setup

  1. Each player chooses one identity and places it alter-ego side up.

  2. Each player sets their hit point dial to the starting hit points printed on their identity card.

  3. The group chooses a first player. Each player sets aside their obligation card and nemesis cards, then shuffles their player deck.

  4. Choose a scenario and place its villain deck and main scheme deck in the middle of the table. Set the villain’s hit points to the value printed on its card.

  5. Build the encounter deck using the encounter sets listed on side 1A of the main scheme, along with the obligation cards set aside earlier.

  6. Put any cards with the setup keyword into play. Resolve the main scheme’s setup text, then flip it to side 1B and resolve its When Revealed text.

  7. Each player draws up to the hand size shown on their identity card. Then each player may discard any number of cards and draw back up to that size once.

Turn by turn

  • Player turn options

    On your turn, you may change form once, play cards from hand, use a basic power, use allies to attack or thwart, and trigger Action abilities, in any order. Most options can be repeated if you can pay for them.

  • Basic powers

    In hero form, you can use your hero’s basic attack and basic thwart. In alter-ego form, the basic recovery heals damage. Allies use their own attack and thwart values.

  • End of the player phase

    In player order, each player discards down to hand size, or discards more if they like. Then everyone draws up to hand size and readies all their cards at the same time.

  • Villain phase: threat

    Add the threat shown in the main scheme’s acceleration field, plus one for each active acceleration icon or token.

  • Villain phase: enemies activate

    In player order, the villain activates against each player, followed by each minion engaged with that player. Enemies attack heroes and scheme against alter-egos.

  • Villain phase: encounter cards

    Deal one encounter card to each player, plus one for each hazard icon in play. Then each player reveals and resolves their cards in order, and the first player token passes clockwise.

End of the game and scoring

There’s no score. The players win by defeating the villain’s final stage. They lose if the main scheme’s final stage is completed or every player’s identity is defeated. Eliminated players still share the group’s win or loss. Some scenarios have their own win or loss conditions.

Key rules

  • Hero form and alter-ego form

    Each identity card has two sides. The side you show determines your hand size and available powers, and whether the villain attacks you or schemes against you.

  • Enemy attacks and boost cards

    When a villain or villainous minion attacks, give it a facedown boost card from the encounter deck. Flip the card, add its boost icons to the attack, resolve its boost ability, then discard it.

  • Defending

    A player may exhaust a hero or ally to defend against an attack. A hero’s basic defense reduces the damage dealt by its DEF value.

  • Threat and scheming

    When a villain schemes, add its SCH value and any boost icons as threat to the main scheme. Players remove threat with thwart actions.

  • Resources

    Cards cost resources to play. Discard a card from your hand to generate its resources. Any resources beyond the card’s cost are lost.

  • Status cards

    The game uses stunned, confused, and tough status cards. The rulebook says to keep them within reach, along with damage, threat, and acceleration tokens.

  • Obligations and nemesis cards

    Each identity comes with an obligation card to shuffle into the encounter deck and a nemesis set to leave aside during setup.

Tips for your first game

  • Your form determines the villain’s move: it attacks in hero form and schemes in alter-ego form.
  • Keep an eye on the main scheme’s threat each round. If it completes its final stage, the villain wins.
  • You can spend a card for its resource, but any resources left over are lost.
  • You draw back up to your hand size each round, so use those cards during the player phase.
  • Keep the core set rulebook and Rules Reference nearby for card timing questions.

A hero can use a basic attack or thwart only while in hero form.

Marvel Champions grew from Fantasy Flight Games' living card game line, pairing a card game format with episodic scenarios. Next, meet the designer and see what inspired the core set. The Marvel board games page compares it with the rest of the licensed range.

The Game and the Marvel Heroes Behind It

At the end of the player phase, discard down to your hand size, then draw back up to it.

The game

  • Design and release

    Fantasy Flight Games published Marvel Champions: The Card Game in 2019. Michael Boggs, Nate French and Caleb Grace are the credited designers. It plays 1 to 4 players in 45 to 90 minutes and is for ages 14 and up.

  • A living card game built around single-session scenarios

    Each box has a fixed set of hero and villain cards, rather than random packs. You play each scenario as a single game, not a campaign spread across sessions.

The film or series it covers

Marvel Comics heroes and villains take center stage. It’s a licensed Marvel card game, not a retelling of one particular film.

The core set includes five hero identities (Spider-Man, Captain Marvel, She-Hulk, Iron Man and Black Panther) and three villain scenarios (Rhino, Klaw and Ultron). Each hero card has a superhero side and an alter-ego side, such as Spider-Man and Peter Parker.

Scenes and story beats in the game

Inside the Core Set

  • 5 hero identities and their player cards: Spider-Man, Captain Marvel, She-Hulk, Iron Man and Black Panther
  • 3 villain scenarios: Rhino, Klaw and Ultron
  • Scenario encounter cards and main scheme cards
  • Hit point dials
  • Damage, threat and acceleration tokens
  • Stunned, confused and tough status cards
  • A first player token

The core set is complete on its own, and the expansions add new villains, heroes and ways to play. FFG has released large campaign boxes, plus smaller packs. The list below follows the campaign boxes in release order, so you can see what each one adds. Prefer a deck-building style game? Try Marvel Legendary.

Your villain schemes if you’re in alter-ego form and attacks if you’re in hero form.

Marvel Champions card game expansions

  • Rise of Red Skull 2020

    The first campaign expansion.

  • Galaxy's Most Wanted 2021

    A campaign expansion that follows the core set.

  • Mad Titan's Shadow 2021

    A campaign expansion released in 2021.

  • Sinister Motives 2022

    The expansion that FFG notes includes Miles Morales, Ghost-Spider, Sandman, Venom and Mysterio.

  • Mutant Genesis 2022

    A campaign expansion.

  • NeXt Evolution 2023

    A campaign expansion.

  • Age of Apocalypse 2024

    A campaign expansion.

  • Agents of S.H.I.E.L.D. 2025

    The latest campaign expansion in this list.

Marvel Champions: Answers to Your Questions

How do you play Marvel Champions?

Each player chooses a hero and plays through a round in two phases. During the player phase, everyone takes a turn. In the villain phase, the villain schemes or attacks, and players reveal encounter cards. Defeat the villain before its scheme completes to win.

Can you play Marvel Champions solo?

Yes. Marvel Champions supports 1 to 4 players, so you can run a hero deck on your own against a villain scenario.

Which heroes come in the Marvel Champions core set?

The core set includes five heroes: Spider-Man, Captain Marvel, She-Hulk, Iron Man and Black Panther. It also includes three villain scenarios: Rhino, Klaw and Ultron.

How do hero form and alter-ego form differ?

Each identity has two sides. In hero form, you get a basic attack and thwart, and the villain attacks you. In alter-ego form, you get basic recovery, and the villain schemes against you.

Do you need expansions to keep playing?

The core set works on its own. From 2020 to 2025, Fantasy Flight Games also released campaign expansions, along with hero and scenario packs featuring more heroes and villains.

How long does a game of Marvel Champions take?

The publisher lists a play time of 45 to 90 minutes. Setup takes a few minutes as each player prepares a hero deck and the villain's encounter deck.

What age is Marvel Champions for?

Fantasy Flight Games lists the game for ages 14 and up.

You can change form just once per turn, in either direction.

A hero can use a basic attack or thwart only while in hero form.