Hit Points
Each character (identity, ally, minion, and villain) has a hit point value. Hit points represent the durability of that character. When damage is dealt to a character, it reduces the character’s remaining hit points (the amount of damage that character can take before reaching zero hit points).
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The phrase “starting hit points” refers to an identity’s printed hit point value.
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An identity’s or villain’s hit point dial represents their remaining hit points. If an identity or villain is damaged, apply the damage by reducing that character’s hit point dial by the specified amount.
- If a player’s hit point dial is reduced to zero, that player is defeated and eliminated from the game.
- If a villain’s hit point dial is reduced to zero, that stage of the villain is defeated.
- When an ability that says an identity or villain “gets +X hit points” goes into effect, increase that character’s hit point dial by X. If that ability later ceases to be in effect, reduce that character’s hit point dial by X.
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If an ally or minion is damaged, track the damage by placing damage tokens on that character. Damage tokens on an ally or minion reduce that character’s remaining hit points by the total value of the tokens. An ally or minion with zero or fewer remaining hit points is defeated and placed in the appropriate discard pile.
- If an ability that says an ally or minion “gets +X hit points” ceases to be in effect and causes that ally or minion to have damage on it equal to or greater than its hit points, that ally or minion is defeated.
Some characters may have an infinite number of hit points. A character with infinite hit points cannot be defeated by taking damage, as the amount of damage that character takes will never cause its remaining hit points to reach zero. However, damage may still be dealt to a character with infinite hit points through attacks and card abilities.