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Marvel Miniatures Game – An Introduction

Hi, my name is David and I’m going to be writing a few articles about one of my favourite games for the nice folk at skirmish wargaming.

An Introduction

I have been collecting and painting miniatures for more than a few years and just recently I have decided to collect the Marvel Miniatures. Being a fan of all things super hero and comic I initially started collecting the Batman Miniature Game and when the rules came about for the Marvel game I was sold.

What I hope to do over the course of these articles is to look at the rules, the stat sheets and of course the characters and teams that people will be taking to the battlefield. This is a follow up to the “Marvel Miniatures Game: First Impressions” article by Chris.

I will start by looking in detail at the game phases.

Game Phases

The game is broken down into four phases. These are the POW, Initiative, Action and End Phase.

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Power (POW) Phase

Each character generates POW points equal to their POW level. These points are used for moving, attacking, actions and reactions. In the example above the Thing is Power 6 so he will have 6 Power (POW) points to spend in this turn. A D10 or a number dial can be used to keep track of these points.

Initiative Phase

This phase is used to determine who has the initiative. Both players put a set number of counters, decided by the scenario being played, into a bag. At the start of each turn one player draws a counter. The player who owns this counter can then decide who will take the initiative for the turn.

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Action Phase

This phase, as the name suggests, is where most of the action happens. Characters can now spend their POW points. The basic actions are move, attack/defend, use a special action and interact with an objective.

Movement/Speed – Each character has two speed values. As you can see from the above example Ben can move 4 inches by spending 1 POW or 7 inches by spending 2 POW. Some characters have a third value. This represents their ability to fly and will cost 3 POW.

Attack – Each character has a list of available attacks. These range from standard attacks, which can be used multiple times, to more powerful attacks that can be used once per turn or once per game. Using Ben as our example again you can see he has four attacks. The Punch can be used at the cost of 2 POW and can be used more than once per turn. Clobberin Time costs 3 POW and can only be used once per turn. Ground Smash and Thunderclap also cost 3 POW but can only be used once per game, so pick your opportunity wisely. Each attack has a type, damage, range and effect. These will be explained in more detail in a later article.

Grab and Throw – This is a special form of attack that allows you to grab items and/or characters and then throw them at another character or into a piece of scenery.

Special Powers – These powers can be used as an action or as a reaction to an attack. In this case, Hard Times is an action and can be used only once per game.

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Defend – While you are moving about and attacking your opponent you also should remember that you should try and save some of your POW to help boost your defence to help protect your character. Each character has four different defences, three of which can be improved. These defences are linked to attack types which will be explained in more detail in a later article.

Interact with an objective – In some scenarios you must spend POW to interact with objectives to gain victory points. Details will be given in the scenario.

End Phase

During the end phase players will need to check a few things. First, check victory points and victory conditions. The next thing will be to check to see if any characters will be starting the next turn knocked out.

As characters take hits they will lose stamina. If a model has enough damage to be in either the pink or red zone on the endurance bar they must make a stamina check. If this is failed, the character will start the next turn knocked out.

Again, using Ben as our example, you can see that he can take a large number of hits before he is incapacitated.

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Turn Complete

And that’s it. Once these four phases have been complete play continues until there are no more initiative counters in the bag, victory conditions have been met or one player has had all their characters incapacitated.

In the next article, I will be taking a closer look at the stat card for a character and explaining what each one is for and how they are used in the game. The rules are available as a download from Knight Models.

There you can also look at the different characters available and check out their stat cards. Until then happy gaming and collecting.

David Vincent

2 Comments

  1. the rule’s have been up date just this week which have change some of the part of the rules you have talked about

    • Thanks for the input Dante. These updates came out after this overview was writttrn. Going forward any rule specific pieces will reference the most current version of the rules.

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