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Unofficial Rules for Marvel LCG Digital Version Sticky

A topic by irefrixs created May 05, 2025 Views: 1,672 Replies: 22
Viewing posts 1 to 10
Developer(+1)

This topic outlines unofficial rules and interpretations for handling specific situations in the Marvel LCG digital version that are not explicitly covered in the official rulebook.

These situations are presented one by one, and if you have any insights, feel free to reply by clicking reply under that post (not under this topic).

If you encounter situations not covered in this document and have thoughts on them, please feel free to reply to this topic.

You can use votes to show your agreement or disagreement with each post.

Developer

How We Handle MoveDamage

Related Cards: “01049”, “51013”, “31014”

  1. This type of effect can only be triggered when you have enough sustained damage.
  2. The effect will call HealHealth first. If this effect has an ‘attack’ label, it will then call DealDamage; otherwise, it will only call TakeDamage.

Hi, I tend to agree, but there is a subtlety here. With card 01049 you should be able to apply the effect even if the card is the last in the Wakanda Forever sequence and you have sustained only 1 damage (even though the card instructs you to move 2 damage). This is not a cost, so you do as much as you can. 

Thanks!

Developer

Hi @quantumodo,

In the current version (0.5.9.56), the card “01049” will move 2 damage if you have sustained 2 damage, 1 damage if you have sustained 1 damage, and will do nothing if you do not have any sustained damage.

Thanks!

Perfect, thanks!

Developer

How We Handle SpendResources Option in Forced Effect

Related Card: “01123”
Related Topic: Bug with Sonic Boom

The FAQ states:

If you cannot fulfill either option, then you must do as much as you can, which typically means discarding one or two different resource icons from your hand.

However, after a thorough review of the rules, we believe:

Spending is a type of action that has only two possible outcomes: Can or Cannot. There is no option for “do as much as you can.” Spending is not the same as discarding, even though the results may appear similar; they are fundamentally different actions.

Current Solution: Players are allowed to click cancel without spending any resources.

Hi! I think that the rules (and the developer rulings) in this case are quite clear. You should do as much as you can, even if that means only spending one or two resources. In fact, the rules (version 1.6) for the Choose keyword say: 

When an encounter card requires a player to choose an option, they must choose an option they can resolve. If they cannot fully resolve any option, they must choose the option they can most fully resolve.

This is specific for encounter cards. It is not the same as spending resources for an action or to pay for a card (in which case I agree that either you can or cannot). 

Thanks!

Developer (1 edit)

Hi @quantumodo,

Thank you for your reply.

While we acknowledge the FAQ addresses this issue, we believe the resolution method is not correct. The card “01123” is unique in its ability to ask players to spend resources or perform actions that may not be possible. Other effects do not combine resource spending with potentially unresolvable actions, such as “16078,” “16146,” “02046,” and “40072a.”

Consider an encounter card that reads:

Choose one: 1. Spend [energy] resource 2. Spend [physical] resource 3. (an action you cannot perform).

If you have two cards in hand - one generating energy resource and the other generating physical resource - both options 1 and 2 can be resolved. In this case, what should the engine do if the player clicks Cancel?

Now, imagine you have only one card, “50014,” in your hand, and you are playing as “03001b” with two allies in play, “08012” and “52033,” both of which have the “S.H.I.E.L.D” trait. This means “50014” can generate energy resource by exhausting “08012” or physical resource by exhausting “52033.” Again, what should the engine do if the player clicks Cancel?

Additionally, the engine is not human and cannot determine which option the player “can most fully resolve.” Coding for every possible situation would be challenging, especially as FFG continues to update the rules.

We believe the engine should not attempt to decide which cards to spend as resources without consulting the player when they click the Cancel button. The player’s hand is hidden information, and the engine should not make assumptions about it.


Additional Information About Effects

An effect has three parts:

  1. The operation
  2. The targets
  3. The cost

Spending resources is the third part of resolving an effect; it is not the entirety of the effect.

“01123” reads:

Either spend [energy] [mental] [physical] resources or exhaust each character you control.

This creates two effects for the player:

  1. Effect 1:

    • Operation: None
    • Targets: None
    • Cost: Spending resources
    • The “can most fully resolve” rate of cost is unknown because it involves spending resources, and the outcome will only be known once it is attempted.
    • The “can most fully resolve” rate of targets is 100% since it does not require a target.
  2. Effect 2:

    • Operation: Exhaust targets
    • Targets: Each character you control
    • Cost: None
    • The “can most fully resolve” rate of cost is 100% since there is no cost.
    • The “can most fully resolve” rate of targets is 100% if you have any characters to exhaust, or 0% if you do not.

As you can see, coding an algorithm to compare the “can most fully resolve” rate is complex due to the lack of a standard rule.


What are your thoughts on this? If you have a different perspective or additional insights, I’d love to hear them.

Thanks for the explanation. I agree that implementing this can be very difficult if you wnt to address the more general situations. As a compromise, I think that it would be OK (at least, for me) if you let the players decide to resolve one of the options partially if they can. I will choose that option on my own to stick to the rules, even if the app allows me to choose not to fulfill any.  

This may not be the best solution but, what if there is a way to manually discard cards from hands (and draw), as a backend option or developer backdrop, something hidden as a last resource solution in case something like this comes up.

Developer

Event AfterCardLeavePlay Occurs Before AfterUnitBeDefeated

Related Cards: “08031” and “27023”
Related Topic: Problem with Rapid Response

The rulebook states:

DAMAGE
The order of resolution for effects surrounding the dealing and taking of damage are as follows:

  1. Abilities that trigger “when [character] would deal/be dealt any amount of damage…”
  2. Tough status cards.
  3. Abilities that trigger “when [character] would take any amount of damage…”
  4. Abilities that trigger “when [character] takes any amount of damage…”
  5. Placing of damage on the character.
  6. Abilities that trigger “when [character] would be defeated…”
  7. Abilities that trigger “when [character] is defeated…”
  8. “When Defeated” abilities.
  9. Discarding of a defeated character.
  10. Abilities that trigger “after [character] deals/is dealt/takes any amount of damage…” or “after [character] defeats/is defeated…”

“08031” reads:

After an ally you control is defeated

“27023” reads:

After a [[Web-Warrior]] ally leaves play

We believe “27023” triggers on step 9 and “08031” triggers on step 10, so “27023” happens before “08031”.

I do not think that is correct. Leaving play is a consequence of being defeated. In fact, in the rules (LEAVES PLAY section) it is mentioned that: 

Defeating a character, discarding a card from play, placing a card in the victory display, or removing a card from the game are all different means by which a card can leave play

This implies that both effects (discarding and defeating) happen simultaneuosly. Leaving play cannot happen before being defeated because leaving play is a consequence of being defeated. 

Developer (1 edit)

Event AfterUnitAttackUnit Occurs Before AfterUnitUseBasicPower

Related Cards: “06019” and “28001a”
Related Topics: Couple of Bugs Playing Nova

In the current version, the attacking workflow is as follows:

WhenUnitWouldAttack
WhenEnemyActivateAgainstYou/WhenUnitUseBasicPower

for each target:

    WhenUnitBeingAttacked
    WhenUnitWouldAttackUnit
    WhenUnitMakeKeyWordAttack
    WhenRecalculateAttackDamage
    AfterUnitAttackUnit                         // <- after attack 1

AfterUnitAttackEnd                              // <- after attack 2
AfterEnemyActivationEnd/AfterUnitUseBasicPower

As shown in the chart, there are two types of after attack events:

  1. AfterUnitAttackUnit: This happens after attacking any characters.
  2. AfterUnitAttackEnd: This happens after the entire attacking sequence ends.

“06019” reads:

After your hero attacks an enemy

“28001a” reads:

After you use one of Nova’s basic powers

We believe that “06019” is a type of AfterUnitAttackUnit, so it should trigger before “28001a”.

I think this wrong, is clear in this section that both responses described in this post trigger at the same time, "After your hero attacks an enemy " and "After you use one of Nova’s basic powers", as stated on the last bullet point:


这有一条相关faq:

Q:I am Quicksilver player,which has Defense Specialist and Electrostatic Armor. Is there a sequence of triggering times for these three after I use basic defense against an attack? There are subtle differences between their three descriptions of triggering timing.

A:After you make a basic defense with Quicksilver, you can trigger his ability, Defense Specialist, and Electrostatic Armor in any order. While they’re all worded a little differently, they are all “Responses” that trigger from the same triggering condition, which is Quicksilver making a basic defense.

Developer

Confused Triggers on Event WhenEnemyWouldActivate

Related Cards: “Confused” and “46002”

In the topic Armor Up, it is stated that the “Confused” status card should trigger before WhenEnemyWouldActivate. Therefore, we interpret the “Confused” status effect as follows:

When an enemy with the Confuses status card would make a scheme activate, cancel that activation.

As a result, we believe that the “Confused” status effect triggers before “46002.” This conclusion is supported not only by the higher priority of the Status effect over the Forced Interrupt effect but also by the reasoning presented in the aforementioned post.

Yes, I totally agree

Developer (1 edit)

How Do We Handle a Card Treated as Other Cards

Related Cards: “40199”, “32042”

When a card is treated as another type (e.g., an ally treated as a minion), it must revert to its original type when it leaves play, regardless of how it leaves.

For example, if an ally card is treated as a minion due to the effect of card “40199”, and card “32042” targets this minion, the following steps occur:

  1. The card resets to its original type (ally).
  2. All cards attached to it, including “40199”, are discarded.
  3. The card is shuffled into the encounter deck as per the instructions on “32042”.

Notice: This feature has not been implemented yet. Trying this in the current version (0.5.9.56) will cause the game to crash.

有一条相关faq,改变类型的牌离场后应放到所有者对应的区域。

175 – What happens if I use Magik on an ally under the effect of the Beguiled card (treated as a minion)? Where does the ally end up when everything has finished resolving?

Per the rules of Ownership and Control, “If a card that has changed control leaves play…the card is physically placed in its owner’s equivalent out-of-play area.” The Beguiled ally should get shuffled into its owner’s deck instead of the encounter deck.

-Alex – October 14, 2022

Developer (1 edit)

Why Triggering “29035” Causes “27037” to Fail

“29035” states:

Shuffle that card into its owner’s deck instead.

The use of the keyword “instead” indicates that the action of discarding “Power Within” from “27037” cannot occur. If “29035” did not block “27037,” it would need to read:

Shuffle that card into its owner’s deck after it discards.

Developer

Crash Related to Cards That Generate Resources

When you have a tough card or any situation that prevents you from taking exactly 2 damage, the cost of “45050” will fail. This results in the engine being unable to handle the case, leading to a crash.

We will not be fixing this type of crash.

Additionally, the rulebook does not address this situation. We believe that using the Undo option and selecting other cards to generate resources is the best solution for you.

Other similar cards, such as “20001a,” will also experience the same issue.

在规则详解的COST和 PREVENT中有相关规则:

If dealing damage is a cost, that cost is considered paid even if some or all of that damage is prevented.

 If taking damage is a cost, that cost is not considered paid unless all of that damage was taken. (If any of the damage is prevented, then the cost has not been paid.)

费用是造成伤害的,被防止也视为支付。费用是承受伤害的,被防止不视为支付。

Developer

Hi @xzxixin,

Thank you for providing the relevant rules regarding this case.

Both the costs of “20001a” and “45050” involve “taking X damage.”

Therefore, we believe the process is correct. When we say that “the rulebook does not address this situation,” we mean that it does not specify what happens when we select a card to generate resources, but the cost fails.

If you have any insights on this, please let us know.