Munchkin Marvel Solo Rules

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 1

Munchkin Marvel ON THE ENEMY SHIELD AGENT’S TURN

Solo Rules Kick Down The Door: Draw the top Door
card:

SCENARIO BACKGROUND • Power Card - play to the agent’s play


• Play solo against two Skrulls disguised area per normal rules, otherwise discard.

as Shield agents. The two Skrulls will


work together to prevent you from
• Affiliation Card/Team-Up - play to the
agent’s play area per normal rules.
reaching level 10 before one of them Replace any current affiliation as
does.
necessary, otherwise discard.

• The first player to get to level 10 wins.


• Trap Card - play Trap against the enemy
agent per normal rules.

SETUP
• Select a Shield agent to play.
• Monster Enhancer or Wandering
Monster Card - play these cards to the
• Select 2 Shield agents (Skrulls) to play play area to be used later against the
against.

player during combat.

• Set all Shield agents to level 1.

• Shuffle both decks. Deal 4 Door and 4 • Villain Card - The agent must fight the
Treasure cards to yourself and play these villain.

cards per normal rules.


• The other Shield Agent always helps,
• Deal 2 Door cards and 2 Treasure cards adding their combat strength and
to each enemy Shield agent and put any abilities to the battle.

Affiliation, Ally, Item, Power, and One • The player may play cards normally
Shot cards into play, either equipped or against the enemy agent to help the
carried based on highest combat bonus.
Villain, add Wandering Monsters, or
• Play any trap cards dealt to the enemy play a Trap per normal rules.

Shield Agents immediately against • Either enemy Shield agent may play
yourself.
One Shot cards from their play area to
• Place the lowest level Villain dealt to assist the battle.

each enemy Shield agent face-up next • If the enemy Shield Agent wins, add a
to each agent card, then discard the level and take the specified number of
rest.
treasures for each Villain defeated.

• The treasures may be played freely to


COMBAT either enemy Shield agent’s play area.

• All normal combat rules apply, except as


follows:
Look For Trouble:

• If the enemy agent has a Villain card in


Asking Enemy Agents For Help their play area, they will try to defeat it in
• You can only ask for help if your level is combat to gain a level and treasure.

lower than the enemy agent’s level.

• Roll d6 minus the player’s level. If the Loot the Room:

roll is positive, help is given.


• The enemy Shield agents draw one
• If help is given, the player must give Treasure Card when looting the room.

half of the treasure (round up) to the • Treasure cards are played to the play
helping agent before looking at them. area and are either equipped or carried
(Deal treasure cards face-down, based on highest combat bonus.

divide, then flip face-up)


• When an enemy agent has 1000 or
more points worth of treasure cards
Enemy Agents Playing Cards During either equipped or carried, automatically
Combat sell 1000 for 1 level.

• Enemy agents will play cards to help • Enemy agents may not sell items to gain
only if one of the agents are currently level 10

helping.

• Otherwise, enemy agents will always Charity:

play cards to hinder if your level is equal • The enemy Shield Agents do not keep
to or higher than their level.
cards.

You might also like