DC Forever Evil Rulebook
DC Forever Evil Rulebook
DC Forever Evil Rulebook
DC Comics characters and all related elements are trademarks of and DC Comics.
WB SHIELD: TM & Warner Bros. Entertainment Inc.
(s14)
2013 Cryptozoic Entertainment.
25351 Commercentre Dr. Suite 250, Lake Forest, CA 92630
www.cryptozoic.com
Made in China.
R U L E B O O K
OVERVIEW
In the DC Comics Deck-building Game Forever Evil, you take on the role of Sinestro,
Lex Luthor, or one of their evil and nefarious cohorts in their plot to destroy the
forces of good once and for all! While you begin armed with only the ability to
Punch your foes, as the game progresses, you will add new, more powerful cards to
your deck, with the goal of defeating as many DC Comics Super Heroes as you can.
In the end, the player who has accumulated the most Victory Points from the cards
in his or her deck wins the game.
CONTENTS
211 Game Cards
36 Punch Starting Cards
16 Vulnerability Starting Cards
111 Main Deck Cards
16 Kick Cards
12 DC Comics Super Hero Cards
20 Weakness Cards
7 Oversized DC Comics Super-Villains
1 Rulebook
6 Frozen Tokens
Lots of Victory Point Tokens
SETUP FOR YOUR FIRST GAME
1. DC Comics Super-Villains and Starting Decks
Each player is dealt a random oversized Super-Villain. Alternately, each player may
choose to play as their favorite character.
Each DC Comics Super-Villain begins with a starting deck of seven Punch cards
and three Vulnerability cards. You will use your Punch cards to buy more
powerful cards to add to your deck, improving it as the game goes on. Vulnerability
cards represent the things that occasionally cause a DC Comics Super-Villain to
falter. They dont do anything for you when drawn or played, so its best to get rid
of them as soon as possible (more on how to do that later).
TYPES OF CARDS
Card Type
Victory Points
DC COMICS
SUPER-VILLAIN
STARTER CARDS
WEAKNESS
Abilities
Card Type
Cost
DC COMICS
SUPER HERO
HERO
LOCATION
Card Name
Abilities
Victory Points
VILLIAN
Cost
SUPER POWER
EQUIPMENT
SUPER POWER
WITH DEFENSE
The different card types that you can play are: Starter, Villain, Location, Hero,
Super Power, and Equipment. Weakness cards have no card type.
Remove four of them at random, then put The Flash face up on top of the remaining seven
face-down Super Heroes.
Once you have arranged the main deck, the Line-Up, and the other stacks, it will look something like the above.
Your opening five cards in the Line-Up will vary. At the start of the game, there should be 16 Kicks,
8 Super Heros, and 20 Weaknesses in their respective stacks.
THE LINE-UP
Next, place the Kick, Super Hero, and Weakness stacks at the end of the Line-Up. You may want to turn these stacks
perpendicular to the board so that everyone can reach them. You will always use all 16 Kicks and all
20 Weaknesses each game. The number of Super Heroes you use will vary. Kicks and Super Heros are always
available to be bought or defeated during your turn (while cards remain in their stacks). Weaknesses are never
bought; they are gained only through unfriendly card effects. The main deck and the three stacks of cards on the
end are not part of the Line-Up.
4. The Line-Up
After shuffling the main deck, place the top five cards from the main deck into the Line-Up.
There is no board necessary to play this game; just reserve space for each card.
MAIN DECK
THE STACKS
GAMEPLAY
Randomly determine a player
to go first. Each player begins
by shuffling his or her deck and
drawing five cards. Players take
turns in clockwise order. You may
look at the cards in your hand at
any time.
Each turn, you may buy cards
from the Line-Up, Kick cards,
and/or the top card of the
Super Hero stack to improve your
deck. Cards you buy or gain are
always immediately placed into
your discard pile unless you are
instructed otherwise. Discard
piles are always face up. Soon
theyll be shuffled into your deck,
and then youll be drawing these
newer, more powerful cards into your hand so you can play them. Buying powerful
cards builds up the effectiveness of your deck. Thats why its called a deckbuilding game.
You can buy any number of available cards with combined cost less than or equal
to the amount of Power you have for the turn. For example, your Punch cards each
give you +1 Power. If you draw four of them and no other cards with any Power
bonuses, your total Power for the turn is 4. You can buy a single card with cost 2, 3,
or 4, or even two cards each with cost 2, assuming these options are available. Kick
cards are (usually) available if the cards in the Line-Up are too expensive, and you
may buy more than one during your turn if you wish. You may pass if you cannot buy
or do not wish to buy any cards.
Vulnerability and Weakness cards provide no Power. Since they weaken your
draws and deck, you should try to destroy them as soon as possible. You may play
them if you wish, but they have no effect when played. They are not discarded until
the end of your turn when you discard all cards you have played and any cards
that you have kept in your hand.
Order of Playing Your Cards
On your turn, you get to play the cards in your hand in the order of your choice.
When you play a card, its game text resolves immediately. When you have played
all the cards you wish to play at that time, total up the Power you have accumulated
and buy what you wish to buy from the Line-Up or the face-up stacks. You do not
have to play all of the cards in your hand before you start making purchases if you
dont wish to. You may play additional cards even after making purchases.
After shuffling up your starting cards, you draw a hand of four Punches and one
Vulnerability for your first turn. You may play the four Punches for a total of 4
Power, which is enough to buy Giganta from the Line-Up. After buying it, you put
it into your discard pile. The Vulnerability provides you with no additional Power.
END OF GAME
The game ends immediately when either of the following two conditions is met:
You are unable to flip up a new Super Hero on the stack.
You are unable to refill all five slots of the Line-Up.
Return all Locations you have in play, all cards in your hand, and all cards in your
on cards in
discard pile to your deck. Then, players total up the Victory Points
their deck. Weakness cards in your deck at the end of the game will subtract Victory
Points (VP) from your total.
The player with the highest VP total is crowned the winner! In case of a tie, the tied
player with more Super Hero cards wins.
After a winner has been determined, all players will need to take apart their decks,
placing all of the cards back into their proper stacks. Be sure to return any Super
Heroes that were not used during the game to the Super Hero stack, so they can be
used in the next game.
ADDITIONAL RULES
DC Comics Super-Villains
Your Super-Villain gives you an ability that you
may choose to use typically during your turn. If a
Super-Villain has two abilities on his card, both of
them may trigger on the same turn. At the start of
games after your first, each player may choose a
Super-Villain to play with, or if you have enough,
deal two Super-Villains to each player, and then
each player chooses one.
Weakness
Some cards force players to gain a Weakness. If this
happens, the Weakness cards are usually placed in
that players discard pile, effectively adding them to
that players deck. They have no ability when drawn
during the game and can be played or kept in your
hand and discarded at the end of your turn. At the end
of the game, each Weakness in your deck subtracts 1
Victory Point from your VP total, so youll need a plan
for destroying them at some point! If the Weakness
deck runs out, effects that would cause a player to
gain a Weakness do not do so, but any other effects
those cards have still resolve as usual. A player may still play a Defense to avoid
an Attack, even when there are no Weaknesses available to be gained.
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Destroying Cards
Some cards have an ability that allows you to destroy a
card from your hand, your deck, or even the Line-Up.
When you destroy a card, place it into a face-up pile
of destroyed cards anywhere away from the play area,
removing it from your deck and the game. You will often
get to choose which of your cards to destroy. Destroying
Vulnerability and Weakness cards will improve your
deck greatly! If Weaknesses and Kicks are destroyed,
they do not go back to their respective stacks.
Some cards can be destroyed while in any zone. Zones
are places where cards can end up, be it the Line-Up,
your discard pile, a foes discard pile, etc. If you destroy
a card like the one to the right in a foes discard pile,
you get the benefit, not the player who controlled it at
the time. If the Broadsword destroys a card, the player
who played the Broadsword gets the reward, as they
chose the card to destroy.
If a First Appearance Attack destroys a card with this
text, the player whose deck it belongs to gets the benefit,
as they chose which card to destroy.
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Gaining Cards
When a card tells a player to gain a particular card
or a card of your choice, that card is taken and
immediately placed in that players discard pile at no
additional cost, unless otherwise directed by the card.
If a card tells to you gain a card with a specific name,
card type, or cost and there are none available, you
simply dont gain the card.
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VARIANT GAMES
Good Guys vs Bad Guys: If there are an even number of players,
one side can play as Super Heroes, while the other side plays as Super-Villains.
You should either mix Forever Evil with another DC set or custom craft your own
main deck just for this variant. We recommend 130+ cards in the main deck for
this variant. You should not use Deathstorm, Phantom Stranger, Man-Bat Serum,
Power Ring, or Superwoman.
While you should sit next to your teammate, the turn order should not allow for
one side to take back to back turns. Additionally, set up a stack of 5 Super-Villains
and a stack of 5 Super Heroes to fight. The Bad Guy team only defeats Super
Heroes. The Good Guy team only defeats Super-Villains. When a player on
your team defeats a Super Hero/Villain, only your team suffers from the First
Appearance Attack of the next character on the stack. Attacks that players
make only hit the other team. You may play Defenses to protect a teammate.
Rule Change for Good Guys vs Bad Guys: If youre on the Good Guy team
and buy or gain a Villain, gain Victory Point tokens equal to its VP value, and
then destroy that card. This includes the Super-Villains/Heroes on the stack. Same
goes for the Bad Guy team, but with Heroes. If youre a Bad Guy, you can
never have a Hero card in your deck for any reason. Cards with VPs are worth
0 VPs when destroyed this way.
SPECIFIC CARD CLARIFICATIONS
Bizarro Power: The player who plays Bizarro Power gains a Weakness before
the Attack happens. If there is only one Weakness left on the stack when Bizarro
Power is played, that player is the only one who gains a Weakness.
Deathstorm: If your deck has 26 cards in it at end of game, this card is worth
4 VPs.
Element Woman: While this card is in your
hand, deck, discard pile, or in play, she counts as
each of the card types listed. If an Attack requires
you to discard two different card types, she will
fulfill each of the types listed, so you may only
need to discard this card.
Firestorm: This card gains the game text of the
card you place on your Super-Villain that same
turn. So it will have one cards text even on your
first play of Firestorm. Cards placed on top of
your Super-Villain this way are not in play and
cannot be interacted with in any way.
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If Firestorm has the text of a Royal Flush Gang, he looks for other Royal Flush
Gang cards, but does not count as one himself. Example: You play Firestorm who
has the RFG text, and two other RFGs. You gain 4 VPs. Each RFG sees one other,
and Firestorm sees two. If a Location is placed on your Super-Villain, it is active
only while Firestorm is in play. Since Firestorms ability only lasts until the end of
the turn, he cannot get stuck in play by revealing a card that remains in play.
Firestorm Matrix: You play the top card of
your deck no matter what. However, if that cards
cost is 5 or less, you may destroy Firestorm
Matrix to leave the new card in play for the rest
of the game. When you play the card that is
permanently in play, it is as if you had played it
from your hand. You cannot play it again on the
same turn in which it gained the Ongoing text. If
a card with a Defense ability gains the Ongoing
text, it does not allow you to use the Defense
ability. If you cant or dont destroy Firestorm
Matrix, discard the card you played and this card
at the end of your turn as usual.
Cold Gun: This card allows you to put a
Frozen token on a card in the Line-Up. You
cannot put it on a card in The Stacks. Cards
with Frozen tokens on them cannot be bought or
gained. A Frozen token does not protect a card
from being destroyed, should a card cause a
card in the Line-Up to be destroyed. A card may
have multiple Frozen tokens on it.
Insanity: If this is the only card in your hand
at the start of your turn, you will not pass a card,
but you will receive one. Cards passed to players
do not trigger when you buy or gain this card
text. This is not an Attack.
Invulnerable: If you simply discard this card to avoid an Attack, you get
nothing. If you have a Vulnerability in your hand or discard pile, you may destroy
it and then reveal this card. You cannot destroy a Vulnerability if this card is not in
your hand at the time.
Man-Bat, Catwoman: If a player has no VPs on his Super-Villain, he has
none to steal. A player cannot go into negative VPs.
Man-Bat Serum: This card only checks your VPs when you play it. If later that
same turn you are at 5+ VPs, this card doesnt see that.
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OVERSIZED SUPER-VILLIANS
Sinestro: Foes who are not targeted by your Attacks are not eligible to avoid or
fail to avoid them.
FAQ
Q: Do I gain cards that are passed to me, which then trigger when you buy or
gain this card text?
A: No, passed cards do not count as gained.
Q: What is a zone?
A: The zones are: Main deck, Line-Up, destroyed pile, in play, in your hand, in
your deck, and in your discard pile.
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CREDITS
Game Design
Brand Management
Matt Hyra
Adam Sblendorio
Cryptozoic Entertainment
CEO
President & CCO
Chief Operating Officer
SVP Sales & Business Development
John Nee
Cory Jones
Scott Gaeta
John Sepenuk
Graphic Design
Director of Operations
Director of Marketing
Marketing and Community
Playtesters
Leisha Cummins
Kat Metzen
Javier Casillas, Sara Erickson
Ryan Dromgoole, Michael B-V, Robert Gasio III,
Russ Greenwald, Herb Haneke, Kent
Heidelman, Adam Hensch, Cory Jones,
Adam May, Benjamin Slupik, Scott Slupik,
William Slupik, Tom Twedell, and many others
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