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Appendix II. Setup

To set up a game, perform the following steps in order:

  1. Select Identities. Each player selects one identity, placing their alter-ego side face up.

  2. Set Hit Points. Each player sets their hit point dial equal to the starting hit points of their character, found at the bottom of their identity card.

  3. Select First Player. As a group, the players select a first player and place the first player token in front of that player.

  4. Set Aside Obligations. For each identity being played, set aside their obligation card.

  5. Set Aside Nemesis Sets. For each identity being played, set aside their nemesis and the encounter cards of that nemesis.

  6. Shuffle Player Decks. Each player shuffles their player deck.

  7. Collect Tokens and Status Cards. Collect a pool of damage tokens, threat tokens, acceleration tokens, and all-purpose counters within reach of each player. Place stacks of stunned, confused, and tough status cards near this pool.

  8. Select Scenario. Select a scenario and put its villain deck and main scheme deck into play near the center of the play area.

  9. Set the Villain’s Hit Points. Set the villain’s hit point dial to the value indicated by the villain card.

  10. Create the Encounter Deck. Shuffle the encounter sets listed on side 1A of the main scheme card with the obligation cards set aside during setup step four to create the encounter deck.

  11. Put Setup Cards Into Play. Search each deck and the set aside area for any cards with the setup keyword and put them into play.

  12. Resolve Scenario Setup and When Revealed Abilities.

    • Resolve any "Setup" abilities on main scheme card 1A.
    • Flip the main scheme card to side 1B and resolve any "When Revealed" abilities on that side.
    • Resolve any "Setup" and "When Revealed" abilities on the villain.
  13. Campaign Setup. If playing in campaign mode, resolve the Setup campaign instructions listed for the scenario in its associated rulebook.

  14. Draw Cards. Each player draws cards from their deck until they have cards equal in number to their hand size (including modifiers), as listed near the bottom of their identity card.

  15. Resolve Mulligans. Each player may discard any number of cards from hand, and then draw up to their starting hand size. (Do not shuffle these discarded cards back into their decks at this time.)

  16. Resolve Player Setup Abilities. Resolve any "Setup" abilities on player cards in play.

The game is now ready to begin.