It is a pivotal time in the history of mutants.
In the aftermath of the Phoenix event, new mutants are appearing all over the earth, and competing visions for the future threaten to tear the world apart!
In X-Men: Mutant Revolution, 3 - 4 players represent mutant leaders (Wolverine, Cyclops, Magneto, and Storm) who must build teams of heroes, gather and instruct new students, and accomplish missions to further their visions for the future. Heroes from different teams will work with (and against!) each other as they seek to accomplish their goals.
The Mutant Revolution is upon us. Where will you stand ?
GAME CONCEPTS
Each player takes on the role of a Leader who is building a team of Characters. This team includes a mix of Heroes to fight for the Leader’s cause and Students to be trained for the future. These Characters are often referred to as Player Characters (PCs) to distinguish them from Mission Characters encountered during Missions.
Each Leader runs a School where their Player Characters are gathered. Each School is trying to collect the most Revolution Points to establish its vision as the future of mutantkind. Schools earn Revolution Points by building a large team to advance the revolution, by playing Plot Cards to promote the School’s interests against those of other Schools, and by leading and executing Missions vital to the mutant cause.
COMPONENT LIST
• 1 Rulebook
• 1 Game Board
• 1 Recruit Deck (65 cards)
• 1 Plot Deck (60 Cards)
• 1 Mission Deck (18 Cards)
• 4 School Cards
• 4 Charter Cards
• 4 Bidding Dials
• 60 Hope Coins
• 50 Character Tokens
• 50 Power Tokens
• 12 Mission Tokens
• 12 Triumph/Injured Tokens
• 4 Revolution Markers (1 per School)
• 4 Plot Markers (1 per School)
• 36 School Tokens (9 per School)
• 1 Mission Commander Token
• 4 Leader Figures
• 24 Dice (4 Red, 4 Green, 4 Blue, 6 Black, 6 White)
RECRUIT DECK
The Recruit Deck contains Heroes, Students, and Training Cards that can be acquired by each Leader to build up a team.
HERO CARDS
Hero Cards represent seasoned X-Men who are powerful mutants or mutant allies who possess a depth of training and experience. Maintaining a large team of Heroes increases your options when attempting to complete Missions.
STUDENT CARDS
Student Cards represent younger mutants who are just learning how to control their powers. Although not as strong as Heroes, Students provide a continuous supply of Hope for the Future (in the form of Hope Coins).
TRAINING CARDS
Training Cards represent new ways that your Heroes and Students have grown in their Attributes (Attack, Defense, and Speed) and in developing their Powers. Each Training Card is assigned to a specific Character, and no Character can ever have more than 1 Training Card. Training Cards cannot be assigned to Leaders.
PLOT DECK
The Plot Deck includes Event Cards and Reaction Cards that represent significant moments in the game’s storyline. These cards are used to further develop each School’s team of mutants, as well as to inhibit the progress of rival teams.
EVENT CARDS
Event Cards detail a variety of possible circumstances that might advance (or lower) each School’s standing in the mutant world. A School must spend Plot Points (which are reset each round) in order to play Event Cards. A School may also discard Event Cards to receive additional Hope Coins.
REACTION CARDS
Reactions are powerful counter maneuvers played in response to other circumstances in the game. Some Reactions are used to cancel Event Cards played by other Schools.
MISSION DECK
The Mission Deck represents different situations that endanger or otherwise affect the future of mutantkind, such as the rise of powerful villains, the introduction of potent new mutants, or a direct conflict between different Schools. Each round, the players bid Hope Coins to see who will lead the mutants as the Mission Commander during these Missions.
SCHOOL CARDS
School Cards serve as the center of your play area and track your Revolution Points and Plot Points during the game. Each School Card also includes the Attributes and Powers of your School’s Leader (Wolverine, Cyclops, Magneto, or Storm) for use during Missions when the Leader participates instead of your other Characters.
CHARTER CARDS
Each School Card also has a corresponding Charter Card that is placed face up beside the School Card. The Charter Card represents a special power that the Leader can provide to your Heroes and Students while they are on Missions. If the Leader is on a Mission, however, you cannot make use of the Charter Card.
BIDDING DIALS
Bidding Dials are used to allow players to secretly bid Hope Coins when recruiting new Heroes, Students, and Training Cards (see “Recruit Phase” on page 9), or when bidding to see who will become the current round’s Mission Commander (see “Mission Phase” on page 11).
É um momento crucial na história dos mutantes.No rescaldo do evento Phoenix, novos mutantes estão aparecendo por toda a terra, e concorrentes visões para o futuro ameaçam destruir o mundo!Em X-Men: Mutant revolução, 3-4 jogadores representam líderes mutantes (Wolverine, Ciclope, Magneto e tempestade) que devem construir equipes de heróis, reunir e instruir os novos alunos e realizar missões para promover suas visões para o futuro. Heróis de diferentes equipes irão trabalhar com (e contra!) uns aos outros como eles buscam realizar seus objetivos.A revolução do mutante está sobre nós. Onde você estará?CONCEITOS DE JOGOCada jogador assume o papel de um líder que está construindo uma equipe de personagens. Esta equipa inclui uma mistura de heróis para lutar pela causa do líder e os alunos a ser treinados para o futuro. Esses personagens são muitas vezes referidos como personagens jogáveis (PC) para distingui-los dos personagens de missão que encontrou durante as missões.Cada líder tem uma escola onde os personagens estão reunidas. Cada escola é tentar recolher o maior número de pontos revolução para estabelecer a sua visão como o futuro da raça mutante. Escolas para pontos revolução através da construção de uma grande equipe para avançar a revolução, jogando cartões de plotagem para promover os interesses da escola contra os de outras escolas e conduzindo e executando missões vitais à causa mutante. LISTA DE COMPONENTES• 1 manual de regras• 1 tabuleiro de jogo• 1 Recruit Deck (65 cards)• 1 Plot Deck (60 Cards)• 1 Mission Deck (18 Cards)• 4 School Cards• 4 Charter Cards• 4 Bidding Dials• 60 Hope Coins• 50 Character Tokens• 50 Power Tokens• 12 Mission Tokens• 12 Triumph/Injured Tokens• 4 Revolution Markers (1 per School)• 4 Plot Markers (1 per School)• 36 School Tokens (9 per School)• 1 Mission Commander Token• 4 Leader Figures• 24 Dice (4 Red, 4 Green, 4 Blue, 6 Black, 6 White)RECRUIT DECKThe Recruit Deck contains Heroes, Students, and Training Cards that can be acquired by each Leader to build up a team.HERO CARDSHero Cards represent seasoned X-Men who are powerful mutants or mutant allies who possess a depth of training and experience. Maintaining a large team of Heroes increases your options when attempting to complete Missions.STUDENT CARDSStudent Cards represent younger mutants who are just learning how to control their powers. Although not as strong as Heroes, Students provide a continuous supply of Hope for the Future (in the form of Hope Coins).TRAINING CARDSTraining Cards represent new ways that your Heroes and Students have grown in their Attributes (Attack, Defense, and Speed) and in developing their Powers. Each Training Card is assigned to a specific Character, and no Character can ever have more than 1 Training Card. Training Cards cannot be assigned to Leaders.PLOT DECKThe Plot Deck includes Event Cards and Reaction Cards that represent significant moments in the game’s storyline. These cards are used to further develop each School’s team of mutants, as well as to inhibit the progress of rival teams.EVENT CARDSEvent Cards detail a variety of possible circumstances that might advance (or lower) each School’s standing in the mutant world. A School must spend Plot Points (which are reset each round) in order to play Event Cards. A School may also discard Event Cards to receive additional Hope Coins.REACTION CARDSReactions are powerful counter maneuvers played in response to other circumstances in the game. Some Reactions are used to cancel Event Cards played by other Schools.MISSION DECKThe Mission Deck represents different situations that endanger or otherwise affect the future of mutantkind, such as the rise of powerful villains, the introduction of potent new mutants, or a direct conflict between different Schools. Each round, the players bid Hope Coins to see who will lead the mutants as the Mission Commander during these Missions.SCHOOL CARDSSchool Cards serve as the center of your play area and track your Revolution Points and Plot Points during the game. Each School Card also includes the Attributes and Powers of your School’s Leader (Wolverine, Cyclops, Magneto, or Storm) for use during Missions when the Leader participates instead of your other Characters.CHARTER CARDSEach School Card also has a corresponding Charter Card that is placed face up beside the School Card. The Charter Card represents a special power that the Leader can provide to your Heroes and Students while they are on Missions. If the Leader is on a Mission, however, you cannot make use of the Charter Card.BIDDING DIALSBidding Dials are used to allow players to secretly bid Hope Coins when recruiting new Heroes, Students, and Training Cards (see “Recruit Phase” on page 9), or when bidding to see who will become the current round’s Mission Commander (see “Mission Phase” on page 11).
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