904. Archenemy
Rules in this chapter
- 904.1 Archenemy In the Archenemy variant, a team of players faces off against a single opponent strengthened with powerful scheme cards. The Archenemy variant uses all the normal rules for a…
- 904.2 Archenemy The default setup for an Archenemy game is the Team vs. Team multiplayer variant (see rule 808) involving exactly two teams. The attack multiple players option (see rule 802) and…
- 904.3 Archenemy In addition to the normal game materials, the archenemy needs a supplementary scheme deck of at least twenty scheme cards. A scheme deck may contain no more than two of any card…
- 904.4 Archenemy All scheme cards remain in the command zone throughout the game, both while they’re part of a scheme deck and while they’re face up.
- 904.5 Archenemy The archenemy’s starting life total is 40. Each other player’s starting life total is 20.
- 904.6 Archenemy Rather than a randomly determined player, the archenemy takes the first turn of the game.
- 904.7 Archenemy The owner of a scheme card is the player who started the game with it in the command zone. The controller of a face-up scheme card is its owner.
- 904.8 Archenemy Any abilities of a face-up scheme card in the command zone function from that zone. The card’s static abilities affect the game, its triggered abilities may trigger, and its…
- 904.9 Archenemy Immediately after the archenemy’s precombat main phase begins during each of their turns, that player moves the top card of their scheme deck off that scheme deck and turns it…
- 904.10 Archenemy If a non-ongoing scheme card is face up in the command zone, and no triggered abilities of any scheme are on the stack or waiting to be put on the stack, that scheme card is…
- 904.11 Archenemy Once an ongoing scheme card is set in motion, it remains face up in the command zone until an ability causes it to be abandoned (see rule 701.33).
- 904.12 Supervillain Rumble Option
- 904.13 Archenemy Commander Option