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mc10 The Rise of Red Skull Rules Web

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100% found this document useful (1 vote)
2K views

mc10 The Rise of Red Skull Rules Web

Uploaded by

adolfomix
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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“Hail, Hydra! Immortal Hydra! We shall never be destroyed!

Cut off a limb, and two more shall take its place! We
serve none but the Master—as the world shall soon serve us! Hail Hydra!” —The Hydra Oath
Welcome to The Rise of Red Skull! This campaign expansion comes with five new scenarios that tell the story of
Hydra’s rise to power, as well as two new heroes who fight to restore freedom to the oppressed.

I
Crossbones AbsorbInG MAntAskMAste
Ir
VILL AIN VILL AIN
ZolA I
VILL AIN
VIL L AIN
red s I
kull
1 1 1 VIL L AIN
2
Villain Cards
SCH SC H SCH
SC H I
2 2 2
1

ATK AT K ATK 1
AT K
SC H

0
AT K

Each of the five new scenarios in this expansion HYDRA . MERCE NARY. BRUTE.
HYDR A. MERC
ENARY.
s has a Weapon Man gains Forc
features a new villain: Crossbones, Absorbing  While Crossbone ks Absorbing
attachment, his attac environment
gain piercing.in play. chan
status cards from
the trait of each
ed Resp onse: After a
ges to hero form Re
, "My
play
tal iateer1.
they disc ard
AN DROID
. HY DR A.

(Discard any tough "You know Ige.)


top that: Crusher
beat Thor once? Picturecard of the encounte mutate the HY DR A.
Man, Taskmaster, Zola, and Red Skull. Each t befor e deali ng dama take r deck pro gra  Red
the targe dam
Creel standing over the God of Thunder, age
and thinkal to cre atu res intoand m will tra nsform
youequ scthe Skull ge
I special ize in boo st icons on that the num ber Hydof elite sho
ra's hese
me ts +1 AT
craftsm an. you scare me?" patin
"I conside r myself a card. ck-
"Frtro
hetpl
icay. K for ea
eeops !" do m is ch side
scenario has its own page in this rulebook. destruc tion and terror." "There's nothin g on ly for
you can do that mu st be
I can't do bette sla ves the on
r." !" e wh o rul
es ! All oth
12 ers
/ HIT POINTSABSORBING MAN (1/25) / HIT58 TASKM
POINTS
ASTER14(1/23 )
CROSSB ONES (1/19) Miquel Sepulveda ©
MARVEL © 2020 FFG / HIT POINTZOL13
Miguel Sepulveda © MARVEL © 2020 FFG S
76 A (1/ 31)
/ HIT POI
NTS 12
© MARVEL © 2020
FFG
93 RE D SK
UL L (1/
© MAR28
Javier Pina
) HIT
VEL ©/2020
FFGPO INT
109 S 12 
Javier Pina
© MARVEL
© 2020
FFG
125

Hawke
ye spiDer-w
oman
I dentity Cards N E W KEYWO R DS
1
TH W
Incite X
1
TH W
1 Two pre-built player When a card with the incite X keyword is revealed, place
2 X threat on the main scheme.
AT K

AT K decks introduce two


1
1
DE F
DE F
HE RO
SPY.
HER O
new heroes: Hawkeye Permanent
AVE NGER.
AV EN GE
tion: Ex
— Ac HawkWh
R.
haus
Supe
eye’
t
rhuman
s Bow. y an asp
Agilit y —
ect card,
t:
Interrup ider-
Sp
K, and
and Spider-Woman. A card with the permanent keyword cannot leave play.
Draw en you pla ly W, +1 AT
Quick e → ready tsite+1 TH of the round.
See page 18 for their
t I'm
n de fin
ge
Wo ma
bu d
Hawk
ey Aveng er,
il the en each
hti est +1 DEF unt per round for

Piercing
the mig
not be ce
“I may (Limit on
the co
ole st.”
aspect.)
POIN TS 11
31A
decklists.
An attack with the piercing keyword discards any tough
HIT 1A © 2020 FFG
5 0/FFG © MARVEL
9 HAN D SIZE & Jason Keith
PO INT S VEL © 202
© MAR
Frank Cho
E 5 / HIT Javier Pina
HA ND SIZ

status cards from the target of the attack before dealing


damage.
Ranged
CO M PO N E NTS An attack with the ranged keyword ignores the retaliate
» 265 cards, consisting of 82 player cards, 15 villain keyword.
cards, and 168 encounter cards Setup
A card with the setup keyword begins the game in play.
SET SYM BO L
Cards from The Rise of Red Skull expansion can be N E W M O D E O F PL AY
identified by this set symbol: Each of the scenarios in this expansion can be played
individually as a standalone adventures, or as part of one
epic campaign. The rules for campaign mode are found
on the next page.

2 New World Hydra


eMerGenCy
CAM PAI G N M O D E R U LE S Added cards must be included
TECH. in the player’s deck
for the rest of the campaign. Cards added to the deck
Campaign mode combines all five scenarios in The Rise Setup.
as part of a campaign do not count toward a player’s
of Red Skull expansion into one epic experience where
minimumHero Action: deck
or maximum Discard
size.this card and
the outcome of each game impacts the next scenario. remove it from the campaign log →
To complete the campaign, the players must win all five search yourCdeck -O nlydiscard
ampaignand Cards pile
scenarios in numerical order, starting with scenario #1 – for an ally, put it into play, and give
Crossbones and ending with scenario #5 – Red Skull. it a tough status card.
To begin a campaign, the players start by choosing their 0 viBraniuM a
rrow
2
heroes. Each player must use their chosen identity for UPGR ADE
EVENT
HYDRA CAMPAIGN / BASIC
the entire campaign, but they are free to change aspects

elePorter
© MARVEL © 2020 FFG 157
and alter the contents of their deck following the deck
This card is Basic
customization rules in the Marvel Champions Rules

eMerGenCy t
but also Campaign
Reference between scenarios.
TECH.CK.
ARRO W. ATTA
Setup. (attack): Exh
Hero Action ion:
HawHer
keye Bow →Disc
o’sAct
aust

camspaig
ck gain
attathe
it from
cardto
this age
l 6 dam
deaard
and
log. →
pierncing
O nly.
oveThis
remmy.
an ene cardard
us disc pile
s from

To play a scenario in campaign mode, set up the scenario


r dec
toug k and
h stat
cardch
(Dissear
you
any dam
lingplay age.)give
, and
befoput
etally, it into
re dea
the for an
targ card .
us
it a tough stat

as per the normal rules of the game. Then, follow that HYDR A CAMP
Illus. © MARVEL
AIGN / BASIC
HAWK EYE 157
© MARVEL ©9 2020
© 2019 FFG
FFG

scenario’s setup instructions in the order in which they


are listed in the Campaign Instructions. Cards 155–162 are player cards that were
created specifically for use in The Rise of
When the game ends, if the players won, follow that
Red Skull campaign. These cards cannot be
scenario’s victory instructions in the order in which they
included in any player’s deck unless they are
are listed in the Campaign Instructions. If the players
playing The Rise of Red Skull campaign and
lost, they may reset the scenario and try again with no
the players were directed to add them to their
penalty.
decks by the Campaign Instructions.

C A MPA IGN LOG


The campaign log found on the back cover of this
rulebook tracks the progress of the entire campaign. At E XPERT C A MPA IGN
the end of each scenario, the players record their results For players who want a more challenging campaign
by entering the required information in the campaign log. experience, The Rise of Red Skull expansion comes with
A printable copy of the campaign log may be found on everything you need to play an expert campaign. The
our support page at: rules for this alternate play format are found on page 17.

www.fantasyflightgames.com/marvel-champions » Some setup and victory instructions are


preceded by Expert Campaign Only. Players
should ignore these instructions unless they are
C A RDS A DDED TO DECK S
playing an expert campaign.
During a campaign, cards can be added to players’
decks as part of a scenario’s victory instructions. When a
card is added to a player’s deck this way, write that card’s
title in the matching field of the campaign log.

3
SCE NAR I O #1 - CROSS BO N E S C A MPA IGN INSTRUC TIONS
Crossbones is attacking the Project P.E.G.A.S.U.S.
facility in the Adirondack mountains with a small army SE TUP:
of Hydra troops. The S.H.I.E.L.D. soldiers stationed » Each player records their identity in the campaign
there fight desperately to protect the facility, but they log found on the back cover of this rulebook.
are being overwhelmed by Hydra’s blitzkrieg assault. Players cannot switch identities during a campaign.
They need your help to stop Crossbones from capturing
the experimental weapons being developed in the VIC TORY:
P.E.G.A.S.U.S. labs.
» Each player chooses one of the TECH upgrades
Villain Deck: Crossbones (I), Crossbones (II) from the Hydra Campaign set and adds it to their
Remove Crossbones (I) and add Crossbones (III) for deck.
expert mode.
Main Scheme Deck: Attack on Mount Athena, The 0 AD E 0 0
Infinity Gem, The Getaway
UP GR
E
UPG RAD
UPGR ADE 0
UPGRADE

Encounter Deck: Crossbones set, Experimental

stIMs

telePorter
nner
Weapons set, Hydra Assault set, Weapon Master set,

l sCA
nAl

l Aser CAnnon
.
TECH

Adre
and
Legions of Hydra set, and Standard set. (The Legions of card

tACtICA
this n log → TECH.

eMerGenCy
Setu
p. iscard aig e
n: D e camp 5 damag and
Actio th al is card
Hero e it fromro and he ard th ign log → TECH.

Hydra set and Standard set can be found in the Marvel remov your he
y
read them.
Setup.
He
re m
ro
ov
n: Disc
Ac tio m the cam
e it fro
BA SIC rds.
pa
Setup.
ion: Discar
d this car
d and
log →
TECH.
om Hero Act
/
fr N 5155ca campaign
Champions core-set.)
AIG
A CA MP dr aw
HY DR MARVEL © 202
0 FFG
ove it from the ard pile
Setup.
rem k and disc e this card and
ICyour dec and giv
Hero Action: Discard
©
sea / rch
BAS into pla y,
HYD RA
GN
CAM PAI forFFG ally, put it
an 156 d.
ign log
remove it from the campavillain and
© 2020
sta tus car the
it a tough → deal 5 damage to
VEL
© MAR

engaged with you.


The Hydra Assault and Weapon Master sets can be
C
/ BASIenemy
AIGNeach
HYDR A CAMP 2020 FFG
157
© MARVEL ©

HYDRA CAMPAIGN / BASIC

removed from this scenario and/or added to other © MARVEL © 2020 FFG
158

scenarios when using the scenario customization rules.


» Record the name of each EXPERIMENTAL attachment

ATTACHMENT
that entered the game in the campaign log.
E XPERIMENTAL WE A PONS DECK
The setup instructions on Attack on Mount Athena 1A
EXPERIMENTAL. WEAPON.
instruct the players to create the Experimental Weapons
l Aser rIfle

Attach to the villain.


deck. To do this, take all four cards in the Experimental
 Forced Interrupt: When
Weapons encounter set, shuffle them together, and set
them facedown next to the main-scheme deck. This is » Expert Campaign
attached villain
Only: attacks,
Record theeach
attack
identity’s
the Experimental Weapons deck. After a card from the remaininggains ranged.
hit points in the campaign log, as well
Heroadded
as any cards Action:toSpend 
their deck.
Experimental Weapons deck enters play, it is considered resources → discard this card.
to be part of the encounter deck. When that card is
discarded, it is placed in the encounter deck discard pile.
+1 

AT K
EXPERIMENTAL WEAPONS (1/4)  
Bryndon Everett © MARVEL © 2020 FFG 72

5
SCE NAR I O #2 - ABSO R B I N G C A MPA IGN INSTRUC TIONS
MAN SE TUP:
The tide of battle turned against Hydra after you arrived » Each player searches their deck for all cards with
to aid the beleagured S.H.I.E.L.D. soldiers at Project the setup keyword and puts them into play.
P.E.G.A.S.U.S. Crossbones has been captured, and his
army has been defeated, but Madame Hydra escaped » Shuffle each Experimental attachment recorded in
the facility with an Infinity Gem. You chase her outside, the campaign log into the encounter deck.
but you are stopped short by the imposing form of » Expert Campaign Only: Set each player’s hit
Absorbing Man. The formidable villain has been hired by points to their remaining hit point value recorded
Red Skull to delay your pursuit. You will have to defeat in the campaign log for the previous scenario.
him before you can recover the Infinity Gem.
» Expert Campaign Only: Each player may add
Villain Deck: Absorbing Man (I), Absorbing Man (II) 1 random obligation from their expert campaign
Remove Absorbing Man (I) and add Absorbing Man (III) set to their deck to heal their identity to its full hit
for expert mode. point value.
Main Scheme Deck: None Shall Pass
Encounter Deck: Absorbing Man set, Hydra Patrol set,
VIC TORY:
and Standard set. (The Standard set can be found in the » Record the number of delay counters on the main
Marvel Champions core-set.) scheme in the campaign log.
The Hydra Patrol set can be removed from this scenario » Each player may choose one of the “Basic”
and/or added to other scenarios when using the scenario Condition upgrades in the Campaign set, attach
customization rules. it to their identity, and add it to their deck in the
campaign log.
R U LE S CL AR I FI CATI O N
Q. When I put an environment card into play at the AD E UPG RAD
E
UPGR ADE
UP GR

beginning of the Absorbing Man scenario, do I trigger


de UPGRADE

uPGrAde
Ade

bAsIC reCovery uPGrAde


the surge keyword?
uPGrA
PGr

A. No. The surge keyword only triggers when the card it


rt u

ttACk

nse
thwA

IT IO N. ON .

appears on is revealed. Putting a card into play is not the


bAsIC defe
CO ND CO ND ITI
bAsIC A

tup. tup. CON DITI ON.


t. Se ent. Se
anen oint s. Perman t. t. Setup. CONDITIO N.
bAsIC

Perm hit p t poin


same as revealing a card.
W. t +1 hi Per manen
get +2 +1 TH You ge ATK. hit points
.
You get s ts +1 You get +3 Permanent. Setup.
hero ro ge
Yo ur Your he get s +1 DE
F.
You get +4 hit points.
Your hero
/ BA SIC A +1 REC.
AIG N IC Your alter-ego gets
A CA MP GN / BAS 160A
159
0 FFG
HY DR © 202 CAM PAI
© MA
RVEL
HYD RA VEL © 2020
FFG
© MAR C
AIGN / BASI
HYDR A CAMP 2020 FFG 161A
© MARVEL ©
HYDRA CAMPAIGN / BASIC
162A
© MARVEL © 2020 FFG

» Expert Campaign Only: Record each identity’s


remaining hit points in the campaign log, as well
as any cards added to their deck.

7
SCE NAR I O #3 - C A MPA IGN INSTRUC TIONS
TAS KMASTE R SE TUP:
With Absorbing Man in S.H.I.E.L.D. custody and » Each player searches their deck for all cards with
Madame Hydra in the wind, you are flying back to the setup keyword and puts them into play.
Avengers Tower to plan your next move when all reality
is changed in a flash of yellow light. When you reach » Shuffle each Experimental attachment recorded in
New York City, you are shocked to find Avengers Tower the campaign log into the encounter deck.
emblazoned with the Hydra banner. But before you can
» Expert Campaign Only: Set each player’s hit
process what has happened, an explosion rocks your
points to their remaining hit point value recorded
Quinjet, and you crash-land in the city.
in the campaign log for the previous scenario.
On the ground, you find that all of New York is under
» Expert Campaign Only: Each player may add
Hydra rule. Anti-hero propaganda is plastered on every
1 random obligation from their expert campaign
corner, and squads of Hydra soldiers patrol the streets.
set to their deck to heal their identity to its full hit
They are led by the notorious Taskmaster, Hydra’s new
point value.
chief of police. He is going door-to-door hunting down
heroes and locking them up. He fired the surface-to-air
missile that brought you down, and now he is searching VIC TORY:
for you. » Each player who rescued one or more allies from
Villain Deck: Taskmaster (I), Taskmaster (II) the Taskmaster encounter set adds those allies
to their deck and records their names in the
Remove Taskmaster (I) and add Taskmaster (III) for campaign log.
expert mode.
Main Scheme Deck: Hunting Down Heroes » Expert Campaign Only: Record each identity’s
remaining hit points in the campaign log, as well
Encounter Deck: Taskmaster set, Hydra Patrol set, as any cards added to their deck.
Weapon Master set, and Standard set. (The Standard set
can be found in the Marvel Champions core-set.)
The Weapon Master set can be removed from this R U LE S CL AR I FI CATI O N
scenario and/or added to other scenarios when using Q. What happens when I reveal Shadow of the Past and
the scenario customization rules. The Hydra Patrol set my nemesis minion has the same title as an enemy in
may be used in other scenarios, but it is required when play?
playing Taskmaster. A. Your nemesis minion cannot enter the game in this
instance, so it will remain set-aside and does not enter
the game. However, you still reveal your nemesis’ side
scheme and shuffle the rest of your nemesis’s set into the
encounter deck. This will cause Shadow of the Past to
gain surge as dictated by the card.

10 New World Hydra


SCE NAR I O #4 - ZO L A C A MPA IGN INSTRUC TIONS
Having defeated Taskmaster, you learn that Hydra has
not only captured New York City but all of the United SE TUP:
States. It was the mad scientist, Arnim Zola, who built a » Each player searches their deck for all cards with
machine to harness the power of the Reality Gem and the setup keyword and puts them into play.
tipped the balance of power in Hydra’s favor. He has
» Shuffle each Experimental attachment recorded in
created a research station for himself on Ellis Island, and
the campaign log into the encounter deck.
turned the historic port into a nightmarish prison for his
unfortunate test subjects. Taskmaster was ordered to » Expert Campaign Only: Set each player’s hit
bring the heroes he captured there for experimentation. points to their remaining hit point value recorded
In this upside-down America, you are the only hope the in the campaign log for the previous scenario.
captives have to escape a horrible fate.
» Expert Campaign Only: Each player may add
Villain Deck: Zola (I), Zola (II) 1 random obligation from their expert campaign
Remove Zola (I) and add Zola (III) for expert mode. set to their deck to heal their identity to its full hit
point value.
Main Scheme Deck: The Island of Dr. Zola, The Mad
Doctor
VIC TORY:
Encounter Deck: Zola set, Under Attack set, and
Standard set. (The Under Attack and Standard sets can » Each player engaged with an enemy records they
be found in the Marvel Champions core-set.) are engaged with an enemy in the campaign log.
The Under Attack set can be removed from this scenario » If the Hydra Prison side scheme is still in play,
and/or added to other scenarios when using the scenario record the name of each ally underneath it in the
customization rules. campaign log. Those allies cannot be included in
any deck for the remainder of the campaign.
R U LE S CL AR I FI CATI O N » If the Hydra Prison side scheme is not in play,
each player in hero form may replace their “Basic”
Q. What does it mean when a card is removed from the
Condition upgrade with its “Improved” side.
campaign log?
A. When a card is removed from the campaign log, cross
it out of the campaign log. That card is no longer part of UPGR ADE UPGRADE

the campaign and cannot be included in any deck for the


E
UP GR AD
AD E
UP GR

e
uPGrAde

IMProved defense uPGrAd


remainder of the campaign.
rAde
Ade

k uPG
uPGr

efense

Q. If my ally is removed from the campaign at the end of


ttAC
rt

IMProved d
thwA

CON DITI ON.


ed A

ON .

Zola’s scenario, what do I do? IT IO N. ND ITI CONDITI ON.


CO ND CO
. Setup.
Setup. Per manent Permanent. Setup.
ved

tup.
IMProv

t. Se anent. hit points.

A. If your ally was removed from the campaign, that ally


anen ints. Perm
hit po
int. You get +3 . You get +3 hit points.
Perm t po get s +1 DEF
IMPro

+2 hi THW
. get +1 K. t a Your.hero end Your hero gets +1 DEF.
u get +1 a side You ge ts +1 AT de fea r you def
Yo gets feat 1 ro r you 1 ca rd ponse: Afte aus t this card you defend
hero yo u de → dr aw Your he se : Af te rd → dr aw Hero Res ck, exh Hero Response: After t this card
ur r rd on atta
Yo : Af te is ca Resp us t this ca against an against an attack,
exhaus
onse haus t th Hero

is removed from your deck for the rest of the campaign.


ha card .
Re sp n, ex → dra IC w 1 1 card.
me,
ex mi/nio BA SIC → draw C
sche AI GN 159B GN / BAS 160B AIGN / BASI
. A CA MP 0 FFG CAM PAI HYDR A CAMP 2020 FFG 161B
card HY DR © MARVEL © 202 HY DR A VEL © 2020
FFG
MARVEL © HYDRA CAMPAIGN / BASIC
© MAR Olazaba ©
, & Victor

If this causes your deck to fall below the minimum


© 2020 FFG 161B
o, Jorge Molina & Victor Olazaba © MARVEL
Edgar Delgad Edgar Delgado, Jorge Molina,

number of cards, then you must add a card to your deck.


» Expert Campaign Only: Record each identity’s
remaining hit points in the campaign log, as well
as any cards added to their deck.

12 New World Hydra


SCE NAR I O #5 - RE D S KU LL The side-scheme deck has its own discard pile. When a
side-scheme is defeated or otherwise discarded, place it
You have liberated Zola’s island and disarmed the
in the side-scheme discard pile. If the side-scheme deck
mad doctor, but the Reality Gem still eludes you. You
is ever empty, shuffle the side-scheme discard pile into
learn from Zola that the Gem resides with the true
the side-scheme deck. There is no penalty for doing this.
mastermind behind Hydra’s ascendancy: the brilliant and
nefarious Red Skull. The villain has taken up residence in
Washington, D.C. and transformed the White House into C A MPA IGN INSTRUC TIONS
his personal fortress.
SE TUP:
But Red Skull’s ambition for conquest does not end
with the U.S.A. — he plans to bind every nation under » Each player searches their deck for all cards with
Hydra rule with the power of the Reality Gem. His the setup keyword and puts them into play.
scientists work around the clock to make the necessary » Shuffle each Experimental attachment recorded in
modifications to Zola’s machine. Once completed, Red the campaign log into the encounter deck.
Skull will use the Reality Gem to conquer the whole
» Place X threat counters on the main scheme, where
world. If that happens, nobody will be safe from the
X is the number of delay counters recorded in the
types of atrocities you witnessed in Zola’s labs. You
campaign log. (Place X instead if you are playing
cannot allow this to happen. You must defeat Red Skull
an expert campaign.)
and use the Reality Gem to set things right again.
Villain Deck: Red Skull (I), Red Skull (II) » Expert Campaign Only: Set each player’s hit
points to their remaining hit point value recorded
Remove Red Skull (I) and add Red Skull (III) for expert in the campaign log for the previous scenario.
mode.
» Expert Campaign Only: Each player may add 1
Main Scheme Deck: The Rise of Red Skull, New World random obligation from their expert campaign
Hydra set to their deck to heal their identity to its full hit
Encounter Deck: Red Skull set, Hydra Assault set, Hydra point value.
Patrol set, and Standard set. (The Standard set can be » Expert Campaign Only: Each player who was
found in the Marvel Champions core-set.) recorded as being engaged with an enemy deals
The Hydra Assault and Hydra Patrol sets can be removed themselves an encounter card.
from this scenario and/or added to other scenarios when » Expert Campaign Only: If the players lose this
using the scenario customization rules. game, Red Skull conquers the world and the
players lose the campaign.
SIDE SCHEME DECK
The Setup instructions on The Rise of Red Skull 1A
instructs the players to create the side-scheme deck. To
VIC TORY:
do this, search the encounter deck for each side scheme » Hydra is defeated and the players win the
and shuffle them together into their own deck. This is the campaign! Turn the page to read the conclusion.
side-scheme deck. Set it next to the main-scheme deck.

15
EXPE RT CAM PAI G N R U LE S If a player is defeated during a scenario that their
teammates go on to win, the defeated player does not
For players who want a more challenging campaign
participate in any of the victory steps for that scenario.
experience, The Rise of Red Skull expansion comes with
However, they can rejoin their teammates for the next
everything you need to play an expert campaign.
scenario by adding an obligation to their deck during
setup to restore their identity to full hit points.
E XPERT C A MPA IGN SE T
There are four encounter sets labeled “Expert Campaign OBLIG ATIONS IN PL AYER DECK S
Set.” Each set contains the same four obligation cards
The obligations in the expert campaign sets have player-
with player-card backs. These cards can be added to a
card backs because they are meant to be added to player
player’s deck during a campaign.
decks, but they are still encounter cards.
At the beginning of a campaign, each player is assigned
When a player draws an obligation from their deck, they
a number from 1 to 4 in the campaign log. Each Expert
must immediately put that card into play in their play
Campaign Set is also numbered from 1 to 4. When a
area. They do not draw a card to replace that obligation.
player is instructed to add a card from their expert-
encounter set to their deck, they must take that card These obligations represent the consequences of a
from the set that matches their player number. player’s choices. As a result, only the player with the
obligation in their play area can use its Alter-Ego Action
Expert Campaign S et to deal with that card.

A
MerGenCy ProPAGAnd
MedICAl e MArtIAl l
rIthM
ZolA’s AlGo AntI-hero
Aw

OBLIG ATION OBLIG ATION OBLIG ATION OBLIG ATION

of your by 1. , –1 ATK
, and
At the end in hero reduced
 r-
Response:
Forced 1 damage if you
turn, take
are
Your han
d size is
o Action:
Deal you
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163
© 2020 FFG
164
© 2020 FFG
165
© 2020 FFG
166
#1 (1/4) Villari © MARVEL SET #1 (2/4) © MARVEL SET #1 (3/4) © MARVEL SET #1 (4/4)Di Vito & Laura Villari © MARVEL
AIGN SET Vito & Laura AIGN AIGN Steve Ellis AIGN
EXPER T CAMP Andrea Di EXPER T CAMP EXPER T CAMP EXPER T CAMP Andrea

PERSISTENT DA M AGE
While playing The Rise of Red Skull campaign at the
expert level, each player must record their remaining hit
points in the campaign log after they win a game. This
determines each player’s starting hit points for the next
scenario. If a player’s remaining hit point value is higher
than their base hit point value, record their base hit
points in the campaign log instead.
The setup instructions for each scenario offer players
the opportunity to restore their identity to their full hit
point value by adding an obligation from their expert-
campaign set to their deck.

17
STARTE R D ECKS
S PI D E R-WO MAN /
AG G RE SS I O N & J U STI CE
These preconstructed decks and character introductions
are intended for the player who wants to immediately
play the game without customizing their own deck. As an agent of S.H.I.E.L.D. and Avenger, Jessica
Drew expands deck-building options with her
Double-Agent ability, allowing her to include
HAW KEYE / LEAD E R S H I P cards from two different aspects in her deck. As
Once Hawkeye sets his sights on a foe, he never Spider-Woman, she uses her Superhuman Agility
misses. Use Clint Barton’s alter-ego ability to get to increase her stats each time she plays a card
Hawkeye’s Bow into play on your first turn, then use belonging to a different aspect. Boost her THW
the Bow to fire arrows each round. Shoot an Electric and ATK as high as you can before exhausting her
Arrow to stun an enemy, or fire off an Explosive to thwart or attack. Then, play Self-Propelled Glide
Arrow to decimate the villain and all the minions to ready her and do it again!
attacking you! Spider-Woman’s deck includes cards from both the
Hawkeye has deadly accuracy, but he is low on Aggression and Justice aspects. Clear the Area not
hit points and defense. Take advantage of the only helps defeat scheme but can also generate
leadership cards in his deck to recruit powerful extra intel in the form of card draw, and Piercing
Avenger allies like Black Knight and Goliath. Use Strike can defeat even the toughest enemies.
your allies to defend enemy attacks while Hawkeye Spider-Woman cards: Captain Marvel, Finesse
defeats the villain! (x2), Jessica Drew’s Apartment, Venom Blast (x2),
Hawkeye cards: Hawkeye’s Bow, Hawkeye’s Quiver, Pheremones (x2), Contaminant Immunity (x2),
Mockingbird, Sonic Arrow (x2), Explosive Arrow Inconspicuous (x2), Self-Propelled Glide (x3)
(x2), Electric Arrow (x2), Cable Arrow (x2), Vibranium Aggression cards: Spider-Girl, Combat Training
Arrow (x2), Expert Marksman (x2) (x2), Tac Team (x2), Press the Advantage (x3),
Leadership cards: Hawkeye, Black Knight, Goliath, Piercing Strike (x3)
U.S. Agent, Sky Cycle (x3), Team Training (x3), Ready Justice cards: Spider-Man, Heroic Intuition (x2),
for Action (x3), Lead from the Front (x2), The Power Skilled Investigator (x3), Interrogation Room (x2),
of Leadership (x2) Clear the Area (x3)
Basic cards: War Machine, Avengers Tower, Earth’s Basic cards: Strength, Energy, Genius
Mightiest Heroes (x3), Energy, Strength, Genius
Nemesis cards: The Viper, The Viper’s Ambition,
Nemesis set: Crossfire, Marked for Death, Hydra Regular, Hail Hydra!
Crossfire’s Rifle, Sniper Shot
Obligation: Uncertain Loyalties
Obligation: Criminal Past

18 New World Hydra


CRE D ITS M A RVEL
Expansion Design and Development: Caleb Grace Licensing Approvals: Brian Ng
with Michael Boggs To the Marvel Comics artists whose amazing work is
Additional Design and Development: Aaron Haltom featured in this game: Thank you, thank you, thank you.
and Jeremy Zwirn
PL AY TESTERS
Producer: Molly Glover
Scott Awesome, Joffrey Beltran, Chris Crissey, Tony
Editing: Joshua Yearsley
Fanchi, Michael Foster-Coode, Jérémy Fouques, Ryan
Proofreading: David Hansen Fralich, David Gearhart, Jacob Hampton, Michaël Hatik,
Card Game Manager: Jim Cartwright Erik Hess, Matt Kleine, Chris Kraft, Jonathan Louie, Ian
Martin, Matt Newman, Niccolo Paqueo, Christopher
Graphic Design: Chris Beck, Mercedes Opheim, and
Propst, Lori Redman, Stephen Redman, Ted Rubin, Peter
Evan Simonet
Schumacher, Brian Schwebach, Landon Sommer, Mike
Graphic Design Coordinator: Joseph D. Olson Strunk, Ryan Taylor, and Ethan Wikstrom
Graphic Design Manager: Christopher Hosch
Cover Art: Michal Ivan
Comic Book Illustration: Miguel Sepulveda and
Laura Villari
Art Direction: Tim Flanders, Deborah Garcia, and
Jeff Lee Johnson
Managing Art Director: Tony Bradt
QA Coordination: Andrew Janeba and
Zach Tewalthomas
Licensing Coordinator: Sherry Anisi
Director of Licensing: Simone Elliott
Production Management: Justin Anger and Jason Glawe
Visual Creative Director: Brian Schomburg
Senior Project Manager: John Franz-Wichlacz
VP of Product Development: Chris Gerber
Executive Game Designer: Nate French
Head of Studio: Andrew Navaro

Special thanks to José Guzmán.


FANTASY
FLIGHT
GAMES

© MARVEL. Fantasy Flight Games. Fantasy Flight Games, the FFG PROOF OF
Imported and Distributed in the EU by: logo, Living Card Game, LCG, and the LCG logo are ® Fantasy
Asmodee United Kingdom Asmodee Nordics Enigma Distribution Benelux B.V. Flight Games. Fantasy Flight Games is located at 1995 West PURCHASE
Unit 6 Waterbrook Road Valseholmen 1 Wethouder Den Oudenstraat 8 County Road B2, Roseville, Minnesota, 55113, USA, 651-639-1905. MC10en
Alton Hampshire, GU34 2UD, 2650 Hvidovre, Danemark 5706 ST Helmond, Holland Actual components may vary from those shown.
United Kingdom The Rise of Red
Skull
CAMPAIGN LOG
Player Information

Player #1’s Identity: Player #2’s Identity: Player #3’s Identity: Player #4’s Identity:

Remaining hit points: Remaining hit points: Remaining hit points: Remaining hit points:
Obligations: Obligations: Obligations: Obligations:

Tech Upgrade: Tech Upgrade: Tech Upgrade: Tech Upgrade:

Basic Upgrade: Basic Upgrade: Basic Upgrade: Basic Upgrade:

Rescued Allies: Rescued Allies: Rescued Allies: Rescued Allies:

Notes
SCENARIO 1 SCENARIO 2 SCENARIO 4
Experimental Weapons added to Number of delay counters on main Players engaged with minions:
encounter deck: scheme:

Allies removed from the campaign:

Permission granted to photocopy for personal use only. ©2020 MARVEL ©FFG Campaign log also available for download at www.fantasyflightgames.com/marvel-champions

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