Hi everyone, and welcome to our third preview article! Today we’re going to go over Plot Twists and combat timing.
The Plot Thickens
Plot Twists are tricks and special maneuvers you play from hand to help your team or hurt your enemies. Unlike Supporting Characters, Plot Twists don’t have a cost. So you can play as many or as few as you want during your turn.
Every Plot Twist says when you can play it. Most Plot Twists can be played during a Combat, but some can be played during other parts of the turn, like Give ‘Em A Lift which can be played only during your Main Phase.
To play a Plot Twist simply show it to the other players, follow the instructions on the card, and then put it into your KO Pile.
If a Plot Twist has the (Any Turn) symbol, that means you can also play it during another player’s turn. (Note: On Plot Twists the symbol is in the text box and up in the left corner. This is to help you quickly note which cards in your hand can be played on another player’s turn.)
Twist and Shout
The Give ‘Em A Lift plot twist has the (Guardians) Team Affiliation. This means that in order to play it, you must have a face-up character (your Main Character counts towards this).
Note: You can give the +1/+1 counter and to any character regardless of its Team Affiliation. You only need a character in order to play the plot twist.
Find Cover doesn’t have a Team Affiliation, which means there’s no requirement to be allowed to play it.
Time(ing) is On Your Side
Here’s the timing of who gets to do what during Combat.
When you start a combat, you exhaust your attacker(s) and choose the defender and then do one of the following:
Use one Super Power (of one of your characters in the Combat)
Play one Plot Twist
Pass (do nothing)
Note: When a player plays a Plot Twist or uses a Super Power, it resolves immediately before the next player has a chance to play their own Plot Twist or Super Power.
Then your opponent has the same three choices: Use a Super Power, Play a Plot Twist, or Pass.
Then you go again, then they go, and so on.
Once both players pass in succession, the combat resolves. (If you pass early in the combat, but your opponent does something, you can then choose to do something.)
Here’s an example:
Danny’s Main Character is Wolverine. Ben’s is Iron Man.
It’s Danny’s turn. He has Wolverine attack Iron Man!
Danny has the first opportunity to do something, so he activates Wolverine’s SNIKT! Super Power to give Wolverine +3/+0, which is enough to stun Iron Man. (read last week's article for more information on how to activate Super Powers)
Then Ben plays Find Cover on Iron Man giving him +0/+3.
Danny is sad. But he doesn’t have anything else to play so he passes.
Sensing weakness, Ben plays Savage Surprise giving Iron Man +4/+0, enough to stun Wolverine!
Danny tries to keep his face neutral, but if you look close you can see his lip quivering. Is he tearing up?
Danny passes and Ben passes, so the combat resolves.
Wolverine gets stunned and all of Danny’s hopes and dreams are shattered into a million Adamantium pieces.
Here's a quick summary of what playing Plot Twists and passing might look like:
Player A plays a Plot Twist. It resolves.
Player B passes.
Player A plays another Plot Twist. It resolves.
Player B uses a Super Power. It resolves.
Player A passes.
Player B passes.
Combat resolves, so you now compare ATK and DEF values in order to determine which characters, if any, will be stunned.
Note: In a three or four player game, everyone gets a chance to affect the outcome. First the attacking player goes, then the order goes clockwise and continues on until everyone passes in succession.
For those of you counting at home, in the base set of Vs. System 2PCG each of the four teams has three Team Affiliated Plot Twists, plus there are four neutral Plot Twists (for a total of 16 Plot Twists).
I hope you enjoyed today’s preview of Plot Twists. Next week we’ll take a look at Flight, Ranged, and Formations. Excelsior!