Marvel vs. Capcom variant game
Suggested Point Value: 300 points
Suggested Maps: Street Fighter starter maps (Or any 6 x 16 square area of any map that can be fairly easily navigated)
Team Construction Rules:
- Teams must consist of 3 characters
- No character may be more than 150 points (you may choose to include attached resources and ATAs with the characters point value when enforcing this limit)
- No character may be less than 50 points
Gameplay differences:
- Only one character from your team will be on the map at a time. Each player selects one character to put in their starting area at the beginning of the game.
- Gameplay proceeds normally but all characters can be given a power action (even if a power or ability prevents power actions from being given) to be removed from the map and placed on their card. Then one of the non-KO'ed characters on the team is placed in the same square with any tokens (and potentially pushing damage) that were on the removed character. Resources, Relics, and ATAs associated with a switched out character are not transferred to the replacement. That character can not be given a non-free action this turn.
- When a character is removed from the map and placed on their card via the switch mechanic, put two tokens on the character card. Remove a token from the cards of each character on your team at the beginning of your turn. When the final token is removed from a card, you may heal that character of 1 damage.
- If a character is KO'ed, that character can no longer participate in the game and the character's owner then selects a non-KO'ed character on their team and places it (with no action tokens) in their starting area and that character may not take a non-free action until your next turn. (This last part simply prevents a player from pushing a character to death while attacking, then putting a new character into play and attacking again that turn. If your character is KO'ed during your opponents turn, on your turn you would be able to give the character an action.)
- When a player's last character is KO'ed, that player loses the game.
- You may want to play best of 3 to determine the winner of a match.
Variant options:
- No characters with Hypersonic Speed are allowed, or alternatively, any character that can use HSS possesses Charge and Running Shot instead.
- The game can be played without a point value by using 3 sealed single figure boosters per player. Sealed boosters are not opened until the character is to be put in the game, and a character may not be switched out while they are in their starting area.


Hey guys just wanted to stop by and share the Comics vs. Capcom scenario that I built and playtested for our Street Fighter release tournament. I spent a lot of time right when the set came out designing this, so it was a joy to hear something similar on this week's cast.
All rounds are played with a "pool" of three characters just like in the game. These characters are played one at a time on the field. Only one non-free action can be performed per turn. All rounds have a 20 minute time limit with a 10 minute break in between. There will be 5 rounds.
Round 1 will consist of the little guys. 50 point characters. You may play characters from 40-60 points but your team cannot be over 150 points.
Round 2 will step up a little with 75 point characters. You may play characters from 65-85 points but your team cannot be over 225 points.
Round 3 will bump it up a little more to 100 point characters. You may play characters 90 to 110 points but your team cannot be over 300 points.
Round 4 kicks into the bruisers category with 150 point characters. You may play characters from 125-175 points but no team can be over 450 points.
Round 5 is time to bring out the big boys with 250 point characters. You may play characters from 200 to 300 points, but no team can be over 750 points. Colossals are allowed in this round.
Switching characters: Any time before an attack is made a character may be swapped for another character in your pool. Switching a character ends your turn. Free actions are still allowed to be taken after the character is swapped in. The new character replaces your current character in the same square with the same number of applied action tokens. Characters that are switched are not allowed to clear tokens at the end of the turn.
Assists: At any point during your turn, you can give the active character a power action for another character in your pool to assist you. The assisting character will be placed in your starting area and can be given one action as a free action. The assisting character is then placed back in your pool.
Snapbacks: Give the active character a power action and attempt a ranged or close combat attack that deals no damage. If the attack is successful, choose a character from the opposing team's pool and replace the opponent's active character on the map. The character that was "snap-backed" cannot be switched back in for two rounds.
Hyper Combos: Hyper combos can only be performed once per game and only after the third round of play. During your turn give your active character a double power action. Bring in the two characters left in your pool adjacent to your active character and all three may be given any action as a free action. After actions resolve, all three characters take one unavoidable damage and then the two assisting characters are placed back in your "pool".
I hope you guys have a lot of fun with this. It's been a blast for us to play! I'm available to answer any questions if you have a
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