100. Building a deck 100.1 The minimum deck size for Constructed play is 40 cards. The minimum deck size for Limited play is 5 cards per pack used. There is no maximum deck size. Decks can’t include mission, feature, or legendary hero cards (see section 301.3). 100.2 For Constructed play, a player can’t include both Good and Evil cards in a deck. 100.3 A deck for Constructed play can include no more than three copies of the same card. Cards are the same if they have the same name and version. Decks for Limited play can include any number of copies of the same card. This rule applies only while building a deck. 100.4 Players may also have an optional legendary hero pile. This pile has no minimum or maximum size. It can include no more than three copies of the same card.
101. Starting a game 101.1 Each player needs a deck. Players then use a random method to determine who will choose the player to be the lead player. The other player becomes the defending player. 101.2 A mission card must be selected for each game (see section 304). Feature cards are placed onto the mission map according to the selected mission. 101.3 Before starting the first turn, each player shuffles his or her deck and then puts the top five cards into his or her hand. 101.4 Once per game, after reviewing his or her opening hand but before starting the first turn, each player may mulligan. To mulligan, a player selects one or more cards from his or her hand and puts them on the bottom of his or her deck, and then puts an equal number of cards from the top of his or her deck into his or her hand, restoring it to five cards. 101.4a The lead player decides whether to mulligan and announces a number of cards, and then the defending player does the same. After all players have decided, all players mulligan their announced number of cards simultaneously, and then the first round starts.
102. Winning a game 102.1 In training and expert missions, players win through different methods. 102.1a The lead player wins by the terms described on the mission card. 102.1b The defending player wins if those terms were not achieved by the end of round 7. 102.2 In mutual missions, either player can win by the terms described on the mission card. 102.2a In some mutual missions, points are scored and must be tracked on paper. 102.2b If the game is tied at the end of round 7, the player who controls more major heroes in play wins. If that value is also tied, the player who controls more minor heroes in play wins. If that value is also tied, the defending player wins. 102.3 A player may concede at any time to remove him or herself from the current game. 102.4 Game wins by mission terms can occur at any time, even before triggered powers are resolved (see section 702). If a player wins, the game is over.
103. Contradictions 103.1 If the text of a card specifically contradicts these rules, that card takes precedence. 103.2 If the text of a mission card specifically contradicts the text of a non-mission card, the mission card takes precedence. 103.3 If a power or modifier says that [something] “can’t” happen, and another non-mission modifier or rule tries to make [something] happen, that “can’t” power or modifier takes precedence (but see section 103.4). If a play can’t be performed, any cost involving that play can’t be paid. “Can’t” modifiers are not replacement modifiers (see section 710). Events that “can’t” happen can’t be replaced. 103.4 If the rules of the game or the text of a mission say that a card is KO’d (see section 400.11e) or canceled (see section 702.6), then it is KO’d or canceled, even if its card text says that it can’t be. 103.5 If a modifier says that [something] “can’t” happen or is otherwise stopping [something] from happening, and that modifier ends at the same time another modifier or rule tries to make [something] happen, then [something] doesn’t happen.
104. Numeric values 104.1 Players asked to choose “any number” can choose 0 or any positive integer. Players can’t choose an infinite numeric value. You can’t aim a number of attacks (602.2) or move a number of zones (403) that's not a positive integer unless a card explicitly allows it. 104.2 A negative value is treated as 0 unless it’s being used in a calculation or a comparison. Undefined values that would be numeric are treated as 0. |