Adventures rules

Setting up an Adventure

Choose a villain and minions, place fighters and build the initiative deck.

Updated about 1 month ago · 1 min

  1. Choose a villain . Place the board with its side face up, put the threat marker on the first space of the threat track, shuffle the villain’s action deck , set its starting health to 10 per player, and place its miniature on the starting space.

  2. Choose minions equal to the number of players. For each: shuffle its action deck, set its health dial to 10, and place its token in an empty space adjacent to the villain.

  3. Set up heroes . Each player chooses a hero, places them on any empty starting space, and sets up according to the Unmatched core rules.

  4. Take player markers. Each player takes the player order marker (1–4) matching the space their hero started on.

  5. Build the initiative deck. Shuffle together the initiative cards for the villain, minions and players in use, and place the deck near the board.

Some minions (the Tarantula and the Blob) need a supply of web or acid tokens. You can make the game harder with Amazing Event cards.

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