Choose a villain and minions, place fighters and build the initiative deck.
Updated
3 months ago · 1 min
Choose a villainVillainThe main enemy in Unmatched Adventures, controlled by the game. Reduce its health to zero to win.. PlacePlacedA fighter set directly into a space by an effect. Placing is not a maneuver, so it ignores normal movement rules. the board with its side face up, put the threat markerThreat trackThe track on the villain's board showing its progress toward its objective. on the first spaceSpaceA single position on the battlefield. Fighters occupy one space and move between connected spaces along printed lines. of the threat track, shuffle the villain’s action deckAction deckA hero's unique deck of action cards, played to maneuver, scheme and fight., set its starting healthHealthA fighter's life total, tracked on a health dial. At zero health the fighter is defeated. to 10 per player, and place its miniature on the starting space.
Choose minionsMinionA secondary enemy in Unmatched Adventures that fights alongside the villain, controlled by the game.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 adjacentAdjacentTwo spaces connected by a single line. Melee attacks require the attacker and target to be adjacent. to the villain.
Set up heroesHeroYour primary fighter, with a character card, special ability and unique deck. If your hero is defeated, you lose.. Each player chooses a hero, places them on any empty starting space, and sets up according to the Unmatched core rules.
Take player markers. Each player takes the player order marker (1–4) matching the space their hero started on.
Build the initiativeInitiativeIf two effects would ever appear to resolve at the same time, the defender's effect resolves first (core rules, Resolve Combat). deck. Shuffle together the initiative cardsInitiative deckThe shuffled deck that sets the turn order of players and enemies each round in Adventures. 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 webWeb tokenA token left by the Tarantula minion. A hero or sidekick entering an empty space with a web token must end their movement (they may move again with a new action or effect). Ignored if a friendly fighter is on the space. Enemies ignore tokens. or acidAcid tokenA token left by The Blob minion. A hero or sidekick entering an empty space with an acid token takes 1 damage; acid does not stop movement. The effect is ignored if a friendly fighter is on the space. Enemies ignore tokens. tokens. You can make the game harder with Amazing Event cards.