recursal/Fanatic-Fandom huggingface dataset:
Black Canary (Justice League)

**Character Bio -** One of the world's foremost martial artists, Black Canary is the daughter of Dinah Drake, who used the moniker before her, and wife of Green Arrow. Black Canary has been an important member of the Justice League of America and the Birds of Prey, leading both into many battles.

## Stats

* Life: 4
* Move: 6
* Range: 1
* Attack: 5
* Defense: 5
* Points: 220

## Abilities

**LEAGUE CHAIRWOMAN**

At the start of the game, place 1 blue Justice League Marker on this card for each Unique Hero you control with the class of Archer, Champion, or Warrior, to a maximum of 4. At the beginning of your turn, if there is a Justice League Marker on this card, you may move any unrevealed Order Markers from this card to any other cards you control.

**INTO THE FRAY**

Once per player turn, before taking a turn with a friendly figure, you may remove a Justice League Marker from this card to move Black Canary up to 4 spaces and attack. If you do, you cannot move that friendly figure during its turn.

**CANARY CRY FOR JUSTICE**

If Black Canary or a friendly Unique Hero within clear sight of Black Canary receives at least 2 wounds or is destroyed, roll the 20-sided die. If you roll 14 or higher, choose 4 spaces in a straight line from Black Canary. All enemy figures on or within 1 space of the chosen spaces receive 1 wound, and you may remove 1 unrevealed Order Marker at random from each of their Army Cards.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

**Incoming Synergy:**

* N/A

**-Strategy, Tactics and Tips-**

* League Chairwoman allows your team a nice amount of Order Marker flexibility. One example: Aquaman (III) takes on several wounds from the opponent, Black Canary can get him an OM the following turn to capitalize with his Release the Kraken.
* Into the Fray can be used before a figure you control takes a turn. Since Black Canary is not actually taking a turn(just moving and attacking), this allows Green Arrow (II) to still take his turn using Arrow to the Rescue. One example: Reveal an Order Marker on Superman > Move and Attack with Canary > Attack with Superman > Take a turn with Green Arrow.

* Justice League Faction Strategy
Habacuque Demon

Habacuque Demon is a male character and is a background character in Fluffies. Habacuque is the father of Max Demon and the husband of Abundancia Demon.

## Personality

Habacuque is an ungrateful, explosive and power-hungry demon, whose goal, besides spreading evil to good humans, just like his wife and son have the same goal and also ruin the lives of those who try to ruin their plans or his family, like Flare and Indigo who always manage to unmask Habacuque with their plans.

He is also arrogant, always underestimating the abilities of others and being confident in his own abilities, that of his wife or child, believing that they are the best demonic family ready and prepared to do harm.

## Relationships

* Abundancia Demon (wife)
* Max Demon (son)
Arrowette

**Character Bio -** Cissie King-Jones is the daughter of Bonnie King, the original Miss Arrowette. Bonnie dreamed of being as great a hero as Green Arrow after she couldn’t get more than a bronze medal in the olympics, but she never quite made it as a crime fighter either. She then forced her daughter into the hero business, putting her through strenuous training, which deteriorated their relationship. But she enjoyed the hero work and fought crime by herself for a time, even meeting some heroes like Max Mercury and Impulse, until a fateful night where she ran into Harm, who grievously injured her. She’s rescued by the newly-formed Young Justice, and eventually joins the team. She quickly becomes best friends with Wonder Girl and Robin, and is a very valued member of the team.

One day, her school counselor is murdered by an angry ex-lover, and Cissie is overcome with sadness and rage. She hunts down the killer, intending on lethal revenge, but Superboy stops the arrow before it hits its mark. Cissie is shaken by how far she crossed the line, and permanently retires her Arrowette persona. She stays close friends with the team, and eventually leads the United States Olympic archery team to victory, gaining a gold medal.

## Stats

* Life: 3
* Move: 5
* Range: 9
* Attack: 3
* Defense: 4
* Points: 90

## Abilities

**VENGEFUL FIXATION**

The first time a figure you control is destroyed by an opponent's figure during a round, you may move one unrevealed numbered Order Marker from any other Army Card in your army to this card. If you do, for the remainder of the round, when Arrowette attacks that enemy figure, add 2 automatic skulls to whatever is rolled and, if she destroys that figure, she may not move or attack for the rest of the round.

**ATHLETICISM**

Arrowette may attack at any point before, during, or after her normal movement as long as she is on a space where she could end her movement. Arrowette does not take leaving engagement attacks.

## More Info

**-Rulings and Clarifications-**

* **Q:** When using Vengeful Fixation, can you pull Order Markers off of cards with all figures destroyed?
* **A:** Yes! Destroyed Army Cards are still considered to be "In Your Army!"

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Young Justice Faction Strategy
Duke

## Duke

### **Points**

200

Character Bio goes here

## Stats

* Life: 0
* Move: 0
* Range: 1
* Attack: 0
* Defense: 0
* Points: 000
* Figures Per Squad:

## Abilities

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A
* N/A

**-Strategy, Tactics and Tips-**

* N/A
Hawkman (Justice League)

**Character Bio –** One of the final original members of the Justice League, Hawkman is known for his aggression, and often lets his fists (or his large arsenal of weapons) do the talking!

## Stats

* Life: 5
* Move: 5
* Range: 5
* Attack: 4
* Defense: 5
* Points: 270

## Abilities

**HAWK-EYED HUNTER**

When Hawkman attacks a non-adjacent figure with his normal attack, the defending figure does not receive any additional defense dice for height advantage or terrain effects. After attacking a non-adjacent figure with his normal attack, Hawkman may move up to 2 spaces and attack the same figure one additional time.

**NTH METAL WEAPONRY**

When Hawkman attacks an adjacent figure with a normal attack, add 2 to his Attack number. After Hawkman inflicts one or more wounds on an Undead figure or a figure with the Magical Defense special power with his normal attack, that figure receives one additional wound.

**CHAMPION’S CHARGE**

Once per round, after revealing an Order Marker on this card and taking a turn with Hawkman, if he is engaged, you may either move up to 2 other Champions you control up to 2 spaces each, or attack normally with another engaged Champion you control.

**SUPER STRENGTH**

**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Hawkman may activate other Champions with his Champion's Charge special power.

**-Strategy, Tactics and Tips-**

* Justice League Faction Strategy
Cybermen

## Cybermen

### **Points**

120

Character Bio goes here

## Stats

* Life: 0
* Move: 0
* Range: 1
* Attack: 0
* Defense: 0
* Points: 000
* Figures Per Squad: 3

## Abilities

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A
* N/A

**-Strategy, Tactics and Tips-**

* N/A
Condiment King

## Condiment King

### **Points**

65

Character Bio goes here

## Stats

* Life: 0
* Move: 0
* Range: 1
* Attack: 0
* Defense: 0
* Points: 000
* Figures Per Squad:

## Abilities

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A
* N/A

**-Strategy, Tactics and Tips-**

* N/A
Goku (base)

## Goku (base)

### **Points**

300

Character Bio goes here

## Stats

* Life: 0
* Move: 0
* Range: 1
* Attack: 0
* Defense: 0
* Points: 000
* Figures Per Squad:

## Abilities

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A
* N/A

**-Strategy, Tactics and Tips-**

* See Dragon Ball Z Strategy Guide
Android 16

## Android 16

### **Points**

250

Character Bio goes here

## Stats

* Life: 0
* Move: 0
* Range: 1
* Attack: 0
* Defense: 0
* Points: 000
* Figures Per Squad:

## Abilities

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A
* N/A

**-Strategy, Tactics and Tips-**

* N/A
Green Construct (Decoy)

**Character Bio -** When Green Lanterns need a distraction they create a decoy, a duplicate made completely out of Green Energy that flows from a Green Power ring and the one that wears it.

## Stats

* Life: 2
* Move: 6
* Range: 5
* Attack: 4
* Defense: 4
* Points: 50

## Abilities

**GREEN CONSTRUCT CREATION**

Green Constructs do not start the game on the battlefield. After revealing an Order Marker on Green Lantern's Army Card, you may immediately place one Green Construct in your army that is not on the battlefield on any empty space within 3 clear sight spaces of that Green Lantern. You may not create any additional Green Constructs this turn. If you no longer control any Green Lanterns, destroy all Green Constructs you control.

**GREEN CONSTRUCT CONTROL**

After revealing an Order Marker on Green Lantern's Army Card, instead of attacking with that Green Lantern, you may take a turn with any Green Construct you control. Green Construct may only attack, move, or take a turn in this manner. You may not take any additional turns with other Green Constructs this turn.
**DARING DECOY**Figures engaged with this Green Construct can only attack figures that have the Daring Decoy special power.

**SUPER STRENGTH**

**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Due to the Green Construct Creation special power, Green Construct can only be placed on the battlefield before taking a turn with a Green Lantern.
* Due to the Green Construct Control special power, Green Construct can only take a turn instead of attacking with a Green Lantern.

**-Strategy, Tactics and Tips-**

* Green Lantern faction strategy guide
Vittoria Demon

Vittoria Demon is a female character and is a recurring character in Fluffies.

## Personality

Vittoria is shown to be a rather cruel and merciless demon. She has a bit of attitude and an innate ability to hold grudges, as Vittoria is never seen smiling, unless her misdeeds are carried out or in progress, she gives a slight sinister smile on her face, lacking pleasure in her actions. terrible and malevolent. She is also a vain demon, despite that she always wants to get ready to be perfect to commit some evil against good humans. She has a huge enmity and resentment for all good humans, especially Sweet, the human girl who is one of three humans that Vittoria with her dark magic cannot control with her insane magic.
Orange Lantern (Lex Luthor)

**Character Bio -** During Blackest Night, when Ganthet caused Larfleeze's ring (against his permission) to duplicate and search for a being to deputize into their Corps. Larfleeze's ring attached itself to Lex Luthor due to his desire for power and inducted him into the Orange Lantern Corps. After Nekron resurrected Batman to release a number of black rings on those who died and were brought back to life, Luthor fought against Larfleeze trying to take his ring, as well as the rings of everyone else. He told Larfleeze that the only thing he has ever wanted is to be like Superman, who was turned into a Black Lantern, and tried to kill Superman so that he could steal his identity and turn him into an Orange Lantern under his control. He succeeded in taking the yellow power ring from the Scarecrow, who was inducted into the Sinestro Corps, and even tried to take Mera's Red Power Ring from her before he was stopped by the other Lanterns who managed to restrain him.

## Stats

* Life: 4
* Move: 5
* Range: 1
* Attack: 3
* Defense: 3
* Points: 350

## Abilities

**ORANGE POWER BATTERY 3**

Start the game with 3 orange Battery Markers on this card. Add 1 to this Orange Lantern's Move, Range, Attack, and Defense numbers for each Battery Marker on this card.

**AVARICE AGGRESSION**

After attacking a figure, if that figure is either on a glyph or is equipped with a glyph, this Orange Lantern may attack that figure one additional time. If this Orange Lantern does not have a glyph equipped and causes a figure to lose an Equipment Glyph, instead of placing the glyph on the battlefield, you may place it on this card.

**ORANGE SHIELD DEFLECTION**

Anytime this Orange Lantern is attacked by an opponent's figure and at least one skull is rolled, instead of rolling defense dice normally, you may remove one orange Battery Marker from this card to ignore that attack and choose a figure within X clear sight spaces of this Orange Lantern, where X is the minimum number of spaces to the attacking figure. The chosen figure receives one wound.

**SUPER STRENGTH**

**FLYING**

## More Info

**-Rulings and Clarifications-**

* Q: How does Orange Shield Deflection work with the "minimum number of spaces to the attacking figure"?
* A: You count spaces from Orange Lantern to the attacking figure so you would count all spaces between them and the space that the attacking figure is on. You would not count the space Orange Lantern is on.
* Q: Suppose Orange Lantern is attacked by someone who can't be chosen for a clear sight power. The attacker can't receive the wound. If there aren't any candidates available for deflection, could Orange Lantern still burn the Battery to ignore the attack?
* A: Yes. The "and" means it is in addition, not a requirement.

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Orange Lanterns Strategy Guide
* Injustice Faction Strategy Guide
* New Guardians faction guide
Bizarro II

## BIZARRO

### **Points**

260

Character Bio goes here

## Stats

* Life: 0
* Move: 0
* Range: 1
* Attack: 0
* Defense: 0
* Points: 000
* Figures Per Squad:

## Abilities

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A
* N/A

**-Strategy, Tactics and Tips-**

* N/A
Darkseid II

## Darkseid II

### **Points**

520

Character Bio goes here

## Stats

* Life: 0
* Move: 0
* Range: 1
* Attack: 0
* Defense: 0
* Points: 000
* Figures Per Squad:

## Abilities

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A
* N/A

**-Strategy, Tactics and Tips-**

* N/A
Golden Glider

**Character Bio -** Lisa Snart was frequently viewed as the tag-a-long sister of Captain Cold and Mirror Master's girlfriend in the early days of the Rogues. When the Rogues decided they had enough of being technologically reliant on their devices, the Rogues worked with Dr. Darwin Elias to rewrite their weapon's powers into their own DNA. However, during the experiment Lisa was caught in the explosion that gave everyone their powers, unintentionally giving her metahuman abilities as well but also causing her to develop a brain tumor

## Stats

* Life: 4
* Move: 6
* Range: 2
* Attack: 3
* Defense: 4
* Points: 110

## Abilities

**ROGUE DUO**

At the start of the game, choose another Unique Rogue Hero you control. After revealing an Order Marker on the chosen Hero's card and taking a turn with that Hero, you may take a turn with Golden Glider. You may not take any additional turns with other figures you control.

**INTANGIBILITY**

Golden Glider can move through all figures, Fortress Walls, and obstacles, and is never attacked when leaving an engagement. Golden Glider cannot be targeted by opponents' non-adjacent figures for any attacks or for any opponents' special powers that require clear sight.

**GOLDEN TENDRILS SPECIAL ATTACK**

Range 2. Attack 1.

Figures cannot roll more than 1 defense die against this special attack. After Golden Glider attacks with this special attack, she may attack one additional time.

**FLYING**

## More Info

**-Rulings and Clarifications-**

* **Q:** What happens when Golden Glider chooses Captain Cold (I) for Rogue Duo, and Captain Cold inflicts a wound with Cold Gun Special Attack?
* **A:** You get a total of 3 turns. Captain Cold -> any Unique Rogue Hero in clear sight of Captain Cold -> Golden Glider. Golden Glider can get two turns in a row this way.

**-Combinations and Synergies-**

* Golden Glider can choose a Rogue to bond with for her Rogue Duo special power

**-Immunities, Benefits, and Weaknesses-**

**-Strategy, Tactics and Tips-**

* Golden Glider is one of the few sources of Rogue autowounds, so use *Golden Tendrils Special Attack* to go after figures with annoying defensive powers!
* Rogues faction strategy
Artemis Crock

**Character Bio -** The daughter of Sportsmaster and sister of Cheshire, Artemis Crock chose a much different path in life. Thanks to the Green Arrow devising a cover story that she was his niece, Artemis found a new family in a team of young superheroes led by Aqualad.

## Stats

* Life: 4
* Move: 5
* Range: 8
* Attack: 3
* Defense: 4
* Points: 120

## Abilities

**TRACKING ARROW**

Start the game with one green Tracking Marker. After attacking an opponent’s Unique Hero with Artemis' normal attack, you may place the Tracking Marker on that Hero’s card. Unique Heroes you control may add 3 to their Move numbers if they end their movement adjacent to a figure with the Tracking Marker on its card.

**NET ARROW 8**

Once per round before, during, or after moving normally or moving with any special power from a figure you control, you may choose a small or medium figure within 8 clear sight spaces and roll the 20-sided die. Add 4 to the roll if the chosen figure is engaged with another Archer, Sidekick, or Titan you control. If you roll 8 or higher, until you next reveal an Order Marker, the chosen figure may not move or roll for leaving engagement attacks and subtracts 1 from its Defense number.

**ACROBATIC MOVEMENT**

Artemis never takes falling damage and is never attacked when leaving an engagement. After rolling attack dice for a normal attack or after rolling defense dice, for each shield rolled you may immediately move Artemis one space up to 6 levels up or down.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Titans faction guide
Ghost-Spider

**Character Bio -** Gwen Stacy was a normal high school girl, who was bitten by a radioactive spider! Gaining incredible super powers, she makes a costume, is given web shooters, and fights crime as the amazing Spider-Woman! Her friend Peter Parker, who is constantly bullied and depressed, is enamored with the new Spider-Woman, and tries to give himself powers to be just like his idol. Instead it turns him into a rabid lizard-like creature. Gwen tries to save the school from Peter's rampage, but unfortunately Peter does not survive the battle. Gwen vows to become the best crime fighter she can, to make up for her mistakes with Peter. This gets the attention of the new Kingpin of Crime, Matt Murdock, and his army of Hand ninja. And on top of it all, she is recruited into an army of multi-dimensional Spider-people who are trying to stop the insatiable hunters, the Inheritors. She gains a dimensional pendant tied to her DNA that allows her to freely travel between universes, and in her home universe her identity is eventually revealed, so to get a measure of peace she travels to the 616 universe with the original Peter Parker. She dubs herself Ghost-Spider, and continues to fight crime, in whatever universe she finds herself in!

## Stats

* Life: 4
* Move: 6
* Range: 4
* Attack: 4
* Defense: 5
* Points: 190

## Abilities

**SPIDER-VERSE: REINFORCEMENTS**

At the start of the game, you may choose Ghost-Spider and up to one other Unique Hero you control with a Spider-Verse, Swing Line, or Web Swing special power. The chosen Heroes are the Reinforcements and do not start the game on the battlefield. Once per game, after revealing an Order Marker on the card of any Unique Hero and taking a turn with that Hero, you may place the Reinforcements on any empty spaces within 2 clear sight spaces of that Hero. Take an immediate turn with the Reinforcements. You may not take any additional turns with other figures you control.

**SPIDER-AGILITY 2**

After Ghost-Spider attacks an adjacent figure, she may move up to 2 spaces with her Swing Line special power. If she moves at least one space, she may attack an adjacent figure one additional time.

**SWING LINE 4**

Instead of her normal move, Ghost-Spider may move up to 4 spaces with Swing Line. When moving with Swing Line, Ghost-Spider has the Flying special power, but may not move up or down more than 40 levels in a single swing, and will not take any leaving engagement attacks.

**SUPER STRENGTH**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Ghost-Spider and up to one figure with a Spider-Verse, Swing Line or Web Swing special power can start the game off the battlefield and join the fight with an additional turn.

**-Strategy, Tactics and Tips-**

* See Spider-Verse Faction Strategy Guide
Chief Judge Cal

## CHIEF JUDGE CAL

### **Points**

125

Character Bio goes here

## Stats

* Life: 0
* Move: 0
* Range: 1
* Attack: 0
* Defense: 0
* Points: 000
* Figures Per Squad:

## Abilities

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A
* N/A

**-Strategy, Tactics and Tips-**

* N/A
Hippolyta

## Hippolyta

### **Points**

400

Character Bio goes here

## Stats

* Life: 0
* Move: 0
* Range: 1
* Attack: 0
* Defense: 0
* Points: 000
* Figures Per Squad:

## Abilities

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A
* N/A

**-Strategy, Tactics and Tips-**

* N/A
Deadpool II

## DEADPOOL

### **Points**

200

Character Bio goes here

## Stats

* Life: 0
* Move: 0
* Range: 1
* Attack: 0
* Defense: 0
* Points: 000
* Figures Per Squad:

## Abilities

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A
* N/A

**-Strategy, Tactics and Tips-**

* N/A
Katana (Outsiders)

**Character Bio –** A noble warrior with an unfortunate aesthetic based on overt Japanese stereotypes, Katana is nonetheless cool and slices up bad guys with her, well, katana. She has a protective “big sister” relationship with Halo, learns tactics at the side of Batman, and is an integral part of many versions of the Outsiders, including the original.

## Stats

* Life: 4
* Move: 6
* Range: 1
* Attack: 2
* Defense: 4
* Points: 150

## Abilities

**OUTSIDERS ADVANCE**

When rolling for initiative, add 1 to your roll for each enemy figure within clear sight of Katana, to a maximum of +3. If you win initiative, you may immediately move up to 3 Interlopers you control up to 3 spaces each, ignoring leaving engagement attacks. After moving figures this way, you may choose a figure engaged with both Katana and another Interloper you control and roll one unblockable attack die against the chosen figure.

**DEADLY STRIKE**

When attacking with Katana, each skull rolled counts as an additional hit.

**IAIJUTSU STRIKE 14**

When an opponent's figure engaged with Katana targets a figure for an attack, you may roll the 20-sided die. If you roll 14 or higher, the opponent's figure receives 1 wound and its turn immediately ends.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Katana may move Interlopers with her Outsiders Advance special power.

**-Strategy, Tactics and Tips-**

* Outsiders faction guide
Armadillo

## Armadillo

### **Points**

210

Character Bio goes here

## Stats

* Life: 0
* Move: 0
* Range: 1
* Attack: 0
* Defense: 0
* Points: 000
* Figures Per Squad:

## Abilities

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A
* N/A

**-Strategy, Tactics and Tips-**

* N/A
Kid Flash (Wallace West)

**Character Bio -** Wallace West is the son of Daniel West, nephew to Iris West-Allen, and cousin to (and shares a name with) the original Kid Flash, Wally West. Wallace is the newest host of the speed force and newest Kid Flash. He fights crime alongside the Flash or the Teen Titans!

## Stats

* Life: 4
* Move: 9
* Range: 1
* Attack: 4
* Defense: 3
* Points: 140

## Abilities

**METAHUMAN MENTOR**

At the start of the game, you may choose a Unique Metahuman Hero you control. After revealing an Order Marker on the chosen Hero's card and taking a turn with that Hero, if Kid Flash is within 6 clear sight spaces of that Hero or that Hero has the Superspeed or Speed Force special power, you may take an immediate turn with Kid Flash. You may not take any additional turns with other figures you control.

**SUPERSPEED**

Kid Flash may move through all figures, never takes leaving engagement attacks, and does not have to stop his movement when entering water spaces. After taking a turn with Kid Flash, if he did not use his Metahuman Mentor special power this turn, he may move up to an additional 4 spaces.

**SPEED DODGE 2**

When Kid Flash defends against an attack, and you roll at least one blank, Kid Flash takes no damage and may immediately move up to 2 spaces.

## More Info

**-Rulings and Clarifications-**

* Note that Kid Flash can bond with his Metahuman Mentor at any range if his Mentor has the Superspeed or Speed Force special power. They don't have to slow down for Kid Flash to follow them!

**-Combinations and Synergies-**

* Kid Flash may bond with his chosen Metahuman mentor if it is within 6 spaces of him, or no matter where it is if it has the Superspeed or Speed Force special power.

**-Strategy, Tactics and Tips-**

* Titans faction guide
* Flash Family Faction guide
Glyph of Time

**Glyph Bio -** The Infinity Gems are six precious stones of cosmic origin that give the possessor mastery over a certain power. Collecting and using all six gems will give the wielder omnipotence. The Time Gem grants total control over all aspects of time including time travel, stopping time, slowing down or speed up flow of time and to accelerate or slow down aging.

## Abilities

**NAME = TIME GEM**

**SUBTITLE = ADDITIONAL TURN**

**INFINITY EQUIPMENT GLYPH**

After revealing a numbered Order Marker and taking your turn, before any other player takes a turn, you may reveal an "X" Order Marker on the card of this figure and take an immediate turn with this figure.

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-Synergy Benefits Received**

* As a Glyph of Infinity, this Glyph can be placed in the game by Thanos (Infinity Quest)

**Synergy Benefits Offered**

* N/A

**-Strategy, Tactics and Tips-**

* N/A
Jade

**Character Bio -** "Jade's mother, Rose, was briefly married to Alan Scott, but fled upon conceiving their children, fearing she would harm them. She gave them up for adoption and they were separated. Jennie-Lynn was adopted by a couple in the Milwaukee suburbs. Jennie did not learn she had a twin brother until she was in her late teens. Shortly after she and Todd met, surmising they were the children of Alan Scott, they attempted to join the Justice Society. They were rejected, but joined with other children and protégés of JSA members to form Infinity, Inc. Due to her father's exposure to magical energies, she and her brother were born with metahuman powers, although Jade's only manifested themselves when she was defending herself from being sexually assaulted as a child. Jade's powers greatly resemble her father's: she is able to generate green energy and shape it into constructs according to her will. Jade left her modeling career in California to pursue the field of photography in New York City. She became Kyle Rayner's roommate and the two eventually developed a romantic relationship [….] Her internalized powers function much like those of her father. She can create 'solid-light' constructs out of green energy emitted from the star-mark on her palm, and can fly. She shares his weakness to wood and cellulose, but has no need to periodically recharge her powers”

## Stats

* Life: 4
* Move: 7
* Range: 4
* Attack: 5
* Defense: 7
* Points: 240

## Abilities

**STARHEART RECHARGE**

Start the game with two green Battery Markers on this Army Card. Before taking a turn with Jade, you may remove one Battery Marker from this card and either remove one Wound Marker from this card or place the removed Battery Marker from this card on the Army Card of an adjacent, friendly figure with the Green Power Battery special power. You may never place more green Battery Markers on an Army Card than were on that card at the start of the game.

**SUPER STRENGTH**

**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Jade may move Green Battery Markers from her card to the card of a figure with the Green Power Battery special power. Current Figures with the Green Power Battery special power.

**-Strategy, Tactics and Tips-**

* Outsiders faction guide
* Green Lantern faction strategy guide
Beetle

## BEETLE

### **Points**

175

Character Bio goes here

## Stats

* Life: 0
* Move: 0
* Range: 1
* Attack: 0
* Defense: 0
* Points: 000
* Figures Per Squad:

## Abilities

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A
* N/A

**-Strategy, Tactics and Tips-**

* N/A
Miss Martian

**Character Bio -** When the White Martians began massacring their Green cousins, M'gann's parents sent her on a rocket to the Vega system to escape the civil war. M'gann learned that another Green Martian refugee, J'onn J'onzz, had escaped the White Martian tyranny, establishing himself on Earth, and came to Earth herself.

M'gann is not truly a Green Martian: M'gann's true form is that of a White Martian, creatures believed to live only for war and conquest. She seeks to show the possibility that her race can be agents of good and not just evil. She serves as a member of the Teens during the year following the events of Infinite Crisis. On Earth, she simplifies her name to Megan Morse.

## Stats

* Life: 5
* Move: 6
* Range: 3
* Attack: 4
* Defense: 5
* Points: 200

## Abilities

**TITAN TELEPATH**

Miss Martian is also considered to have the class of Telepath. While Miss Martian is in play all Sidekicks and Titans you control are considered in clear sight of each other. If an opponent would take temporary or permanent control of any Sidekick or Titan figure you control, you instead may remove any unrevealed Order Marker from this card. If you do, the opposing player’s turn immediately ends.

**INTANGIBILITY**

Miss Martian can move through all figures, Fortress Walls, and obstacles, and is never attacked when leaving an engagement. Miss Martian cannot be targeted by opponents’ non-adjacent figures for any attacks, or for any special powers that require clear sight.

**TELEKINETIC TOSS 13**

After moving and before attacking, you may choose either Miss Martian or a small or medium figure within 4 clear sight spaces of Miss Martian. Roll the 20-sided die. If you roll 13 or higher, you may place the chosen figure on any empty space within 4 spaces of its original placement. After the figure is placed, you may roll 1 unblockable attack die against that figure. Placed figures will not take any leaving engagement attacks.

**SUPER STRENGTH**
**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Miss Martian offers benefits to Titans and Sidekicks with her Titan Telepath special power.

**-Strategy, Tactics and Tips-**

* Titans faction guide
Black Tom Cassidy

## Black Tom Cassidy

### **Points**

160

Character Bio goes here

## Stats

* Life: 0
* Move: 0
* Range: 1
* Attack: 0
* Defense: 0
* Points: 000
* Figures Per Squad:

## Abilities

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A
* N/A

**-Strategy, Tactics and Tips-**

* N/A
Aqualad (Kaldur'ahm)

**Character Bio -** Aqualad first learned the ways of being a superhero as a protege of Aquaman. He was a founding member of a team of teenaged superheroes consisting originally of himself, Robin, Miss Martian, Superboy, and Kid Flash. Aqualad is a very calm person, a trait unshared by the rest of his teammates. Soft-spoken and clear-headed, he has a tendency to think things through and formulate plans before taking any sort of action. He tries to see the good in all people and often acts as the voice of reason amongst his teammates, who are rarely as cool-headed as he is. He was unanimously elected by the team to be their leader after their first mission together due to these qualities.

## Stats

* Life: 4
* Move: 5
* Range: 1
* Attack: 4
* Defense: 4
* Points: 170

## Abilities

**YOUNG JUSTICE**

After revealing an Order Marker on this card and taking a turn with Aqualad, you may move up to X other Titan or Sidekick Heroes you control who have not moved this player turn, where X is the number of Order Markers on this card.

**WATER AFFINITY**

Aqualad does not stop his movement when entering water spaces. Add 2 dice to Aqualad's attack while he is within 2 spaces of a water space.

**MYSTICAL LIGHTNING SHOCK SPECIAL ATTACK**

Range 4. Attack 4.

Androids and Cyborgs roll 1 fewer defense die when defending against this special attack. Figures occupying water spaces subtract 1 shield from whatever is rolled when defending against this special attack. Figures with the Electrically Charged special power are not affected by this special attack. Aqualad may only use this special attack once per round.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

**Incoming Synergy:**

* As an Atlantean, Aqualad has these Atlantean Synergies.
* As a Sidekick, Aqualad has these Sidekick Synergies.
* As a figure with a special power benefitting from water tiles, Aqualad can benefit from water tiles being placed by one of these figures.

**Outgoing Synergy:**

* Aqualad can move Titan and Sidekick Heroes with his Young Justice special power.

**Immunities, Benefits, and Weaknesses:**

* As a figure with a secret identity, Aqualad interacts differently with these special powers.
* As a figure with a special attack, Aqualad interacts differently with these special powers.
* Aqualad's Mystical Lightning Shock Special Attack is more effective against Androids and Cyborgs, and does not affect figures with the Electrically Charged special power.

**-Strategy, Tactics and Tips-**

* Titans faction guide
Jack-Jack Parr

## Jack-Jack Parr

### **Points**

15

Character Bio goes here

## Stats

* Life: 0
* Move: 0
* Range: 1
* Attack: 0
* Defense: 0
* Points: 000
* Figures Per Squad:

## Abilities

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A
* N/A

**-Strategy, Tactics and Tips-**

* N/A
Doctor Fate (Kent Nelson) (II)

**Character Bio -** While in Mesopotamia with his father, Sven Nelson, the famed archaeologist Kent unwittingly awoke Nabu from suspended animation by releasing Nabu a poisonous gas was released, killing Kent's father but leaving him unharmed. Nabu took pity on Kent, where he erased Kent's memory of his father and raised Kent as his apprentice, making him become Doctor Fate, Sorcerer Supreme of Earth

## Stats

* Life: 5
* Move: 5
* Range: 5
* Attack: 5
* Defense: 5
* Points: 370

## Abilities

**TWIST OF FATE**

At the start of the game, roll a 20-sided die. Place the result and 7 gold Fate Markers on this card. After a player rolls the 20-sided die for initiative or a special power, you may immediately remove a Fate Marker from this card to swap that player's rolled 20-sided die with the 20-sided die on this card. After swapping, that player must use the new result instead.

**MYSTIC ORDER**

Instead of moving normally, you may roll the 20-sided die. If you roll 7 or lower, choose 2 to 4 Unique Heroes within 7 clear sight spaces of Doctor Fate. Re-organize the Wound Markers on all chosen Heroes’ Army Cards until all chosen Heroes are within 1 wound of each other.

**MAGICAL DEFENSE**

When Doctor Fate is attacked by an opponent's figure that does not have the Magical Defense special power, the most wounds Doctor Fate can take for this attack is one.

**SUPER STRENGTH**
**FLYING**

## More Info

**-Rulings and Clarifications-**

* **Q** - When Doctor Fate uses Twist of Fate to swap his 20-sided die with another, do modifications add to the die he is taking?
* **A** - No. The 20-sided die he takes is only what the die shows. So if a 12 is rolled, and someone can add or subtract 3 from it, he is still only taking the 12.

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Justice League Faction Strategy
D.VA (Pilot)

## D.VA

### **Points**

65

Character Bio goes here

## Stats

* Life: 0
* Move: 0
* Range: 1
* Attack: 0
* Defense: 0
* Points: 000
* Figures Per Squad:

## Abilities

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A
* N/A

**-Strategy, Tactics and Tips-**

* N/A
Captain America (New Avengers)

## CAPTAIN AMERICA

### **Points**

220

Character Bio goes here

## Stats

* Life: 0
* Move: 0
* Range: 1
* Attack: 0
* Defense: 0
* Points: 000
* Figures Per Squad:

## Abilities

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A
* N/A

**-Strategy, Tactics and Tips-**

* See Avengers Faction Strategy Guide
Bombastic Bag-Man

**Character Bio -** After getting rid of the alien symbiote in the Baxter Building, Peter Parker is left without a costume and can’t risk his secret identity by swinging through NYC. At the mercy of Human Torch, Parker is equipped with an old Fantastic 4 costume with no boots, a paper bag to hide his face and a "Kick me!" sign on his back to top it all off. On his way home, Parker senses a robbery with his Spider-Sense and stops it, making the news in his ridiculous getup as the Bombastic Bag-Man!

## Stats

* Life: 4
* Move: 6
* Range: 4
* Attack: 3
* Defense: 3
* Points: 125

## Abilities

**KICK ME!**

If Bombastic Bag-Man is attacked by an adjacent figure that was not engaged with him at the start of its turn, subtract 2 from Bag-Man's Spidey-Senses roll this turn.

**SPIDEY-SENSES 11**

If Bombastic Bag-Man is attacked and at least 1 skull is rolled, roll the 20-sided die. Subtract 4 from the roll if the attacking figure is a Symbiote. If you roll 11 or higher, Bag-Man takes no damage and may immediately use his Swing Line 3 special power.

**SWING LINE 3**

Instead of his normal move, Bombastic Bag-Man may move up to 3 spaces with Swing Line. When moving with Swing Line, Bag-Man has the Flying special power, but may not move up or down more than 40 levels in a single swing, and will not take any leaving engagement attacks.

**SUPER STRENGTH**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* See Fantastic Four Faction strategy guide
* See Spider-Verse Faction Strategy Guide
Howard the Duck

## Howard the Duck

### **Points**

60

Character Bio goes here

## Stats

* Life: 0
* Move: 0
* Range: 1
* Attack: 0
* Defense: 0
* Points: 000
* Figures Per Squad:

## Abilities

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A
* N/A

**-Strategy, Tactics and Tips-**

* N/A
Atom (Justice League)

**Character Bio –** He might be the smallest member of the Justice League, but Atom uses his scientific knowledge to help the League coordinate. And, for a little guy, he packs a big punch!

## Stats

* Life: 2
* Move: 4
* Range: 1
* Attack: 4
* Defense: 4
* Points: 100

## Abilities

**LEAGUE COMMUNICATIONS**

At the start of the game, place 1 blue Justice League Marker on this card for each Unique Hero you control with the class of Champion or Warrior, up to a maximum of 4. At the start of each round, you may move a Justice League Marker from a card you control to any other card you control that does not have a Justice League Marker on it.

**RIDING RADIO WAVES**

Once per player turn, after an enemy figure defends against an attack from a friendly figure with a Justice League Marker on its card, you may place Atom on any empty space adjacent to either that friendly figure or the defending figure. If you do, you may remove a Justice League Marker from this card to choose a figure Atom is engaged with. Roll the 20-sided die. If you roll 12 or higher, the chosen figure receives a wound.

**TINY STEALTH**

Atom is never in clear sight of non-adjacent enemy figures and he only takes leaving engagement attacks from tiny figures.

**SUPER STRENGTH**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

**Incoming Synergy:**

* N/A

**-Strategy, Tactics and Tips-**

* Justice League Faction Strategy
Guardian of the Universe (Pazu)

**Character Bio -** The Guardians of the Universe evolved on the planet Maltus, and were possibly the first intelligent life forms in the universe. The Guardians of the Universe gave up on emotions and even their names in favor of intellect. In a pivotal moment billions of years ago, a Maltusian named Krona used time-bending technology to observe the beginning of the universe. That experiment caused the creation of the multiverse and the anti-matter universe, and flooded the universe with entropy. Feeling responsible for Krona's actions, the Maltusians relocated to the planet Oa at the center of the Universe and became known as the Guardians of the Universe. Their goal was simple: combat evil and create an orderly universe.

The Guardians created the Manhunters, a force of emotionless robotic soldiers designed to keep the peace. However, a programming error led to the Manhunters wiping out all life in Sector 666, and so the Guardians disbanded them and sought a new army.

Chastened by the failure of The Manhunters, the Guardians decided that their newest force of soldiers for good would consist of living beings, ones who had free will and strong moral character. They were equipped with green power rings, weapons that could create anything, limited only by the wielder's imagination and willpower. And so the Green Lantern Corps was born.

## Stats

* Life: 3
* Move: 6
* Range: 4
* Attack: 5
* Defense: 9
* Points: 250

## Abilities

**WISDOM OF THE COUNCIL**

Order Markers cannot be removed from this card. If there is at least one Order Marker on this card and all your Order Markers are on Oan Army Cards, you may add or subtract 3 from your initiative roll.

**HEED THE GUARDIANS**

You may not place Order Markers on Green Lantern Unique Hero cards at the start of the round. Before revealing an Order Marker on this card, you may move that Order Marker to any other Green Lantern or Oan card you control and reveal it there instead. After moving an Order Marker in this way, before taking any turns, you may reveal an "X" Order Marker on this card to first take a turn with this Guardian of the Universe.

**EMOTIONLESS APATHY**

This Guardian of the Universe may not attack an opponent's figure unless that opponent has attacked or wounded a Guardian of the Universe you control, destroyed one of your figures, or your only remaining figures are Guardians of the Universe.

**FLYING**

**SUPER STRENGTH**

## More Info

**-Rulings and Clarifications-**

* Guardian of the Universe is an Event Hero and follows Event Hero rules.

**-Combinations and Synergies-**

* Guardian of the Universe may move Order Markers to the cards of Green Lanterns and Oans you control.
* Guardian of the Universe may add to your initiative roll if all your Order Markers are on the cards of Oans.

**-Strategy, Tactics and Tips-**

* Green Lantern faction strategy guide
Doctor Strange (Secret Defenders)

## Doctor Strange

### **Points**

280

Character Bio goes here

## Stats

* Life: 0
* Move: 0
* Range: 1
* Attack: 0
* Defense: 0
* Points: 000
* Figures Per Squad:

## Abilities

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A
* N/A

**-Strategy, Tactics and Tips-**

* N/A
Geo-Force

**Character Bio** – What makes a Hero? Is it being able to fire lava blasts from your hands and utilize null gravity to fly into the heavens? Is it having a connection to the Earth so strong that you can draw your life force from the rocks beneath your feet? Is it the ability to move and shake the Earth itself? Is it sharing the same blood as other heroes, like Terra, or bravely defending your kingdom, like that of Markovia, against evil threats like Baron Bedlam?

No, being a hero is fighting for justice, alongside friends like Black Lightning, Looker, Halo, Katana, Metamorpho, and even the Batman, and together doing what others are unwilling to do, even if that means becoming Outsiders!

## Stats

* Life: 5
* Move: 5
* Range: 4
* Attack: 5
* Defense: 5
* Points: 280

## Abilities

**GEOKINESIS**

Start the game with 2 single-hex rock tiles and 2 single-hex lava field tiles on this card. After moving and before attacking, you may choose an empty land space within one space of Geo-Force that is within one level of his base. Place a tile from this card on that space, if possible. After placing the tile, roll 1 unblockable attack die against each figure without the Earth Strength special power that is within 2 spaces of the placed tile, one at a time.

**RALLY OUTSIDERS**

When a Unique Hero you control is destroyed by an enemy figure, you may immediately place any unrevealed Order Markers on any of your Army Cards on this card. For the remainder of the round, after revealing a numbered Order Marker on this card and taking a turn with Geo-Force, you may immediately choose and take a turn with up to two other Unique Interloper Heroes you control.

**EARTH STRENGTH 1**

Geo-Force never rolls for lava field or molten lava damage. Add 1 to Geo-Force's attack and defense while he is on a lava field or rock space.

**SUPER STRENGTH**

**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Geo-Force may activate Unique Interloper Heroes you control with his Rally Outsiders special power.

**-Strategy, Tactics and Tips-**

* Outsiders faction guide