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RAMPAGING HULK

Hulk is on a rampage and it is


up to our Heroes to stop him!
THE RAMPAGING HULK is a new villain for Marvel United.
All you need to play is a copy of the base game and
the materials presented in this PDF (12 Villain Cards,
6 Threat Cards, 1 Villain Dashboard).
The Rampaging Hulk bounds across the map,
causing devastating collateral damage,
threatening civilians, and occasionally
saying an excited, violent hello to his friends
from work. To outlast Hulk's rage, the heroes
will need to rescue civilians, clear wreckage, and possibly even
soothe the savage green beast with their patented lullaby.
To win, the heroes will need to keep the Collateral Damage track
under 20 until the Rampaging Hulk has played his last Master
Plan card and reverts to puny Banner.

A Fan-Made Expansion for MARVEL UNITED


created by Eric Rampson
RAMPAGING HULK
SPECIAL SETUP
All Locations start with 1 and no . Place
1 Crisis token on an empty slot in Rampaging Hulk’s
starting Location and each adjacent Location.
With 2 players, remove 2 random Master Plan cards;
With 3 players, remove 1 random Master Plan card.

SPECIAL RULES OVERFLOW


Rampaging Hulk can never be damaged.
However, he is defeated after his last Master Replace all in Rampaging Hulk’s
Plan card is resolved. When 2 Missions If a token can’t be added to
Location with Crisis tokens then
are completed, remove the top card of a Location, increase the Collateral
the Master Plan deck from the game. increase the Collateral Damage Track
Damage Track by 1 for each token
Treat the DEFEAT THUGS Mission as a second by 1 for each Crisis Token in Rampaging
you couldn’t add. Slots covered by
copy of the RESCUE CIVILLIANS Mission. Hulk’s Location. Any Hero in Rampaging
Crisis tokens are considered full.
Heroes may remove Crisis Tokens Hulk’s Location can prevent this effect
from Locations by spending . by taking 2 damage.

0 VILLAINOUS PLOT - Collateral Damage Track - When this track reaches 20, Heroes lose.
1 2 3 4 5 6 7 8 9 10
11 12 13 14 15 16 17 18 19 20
RAMPAGING HULK
RAINING DEBRIS COLLAPSED BUILDING

Heroes ending their turn in this Location When this Threat is cleared, immediately
take 1 damage for each Crisis token here. rescue 2 from the token pool.

RAINING DEBRIS COLLAPSED BUILDING

Heroes ending their turn in this Location When this Threat is cleared, immediately
take 1 damage for each Crisis token here. rescue 2 from the token pool.

THE SUN’S GETTING REAL LOW THE SUN’S GETTING REAL LOW

When this Threat is cleared, if there are no other copies When this Threat is cleared, if there are no other copies
of The Sun’s Getting Real Low in play, the next Master of The Sun’s Getting Real Low in play, the next Master
Plan card is played facedown. Plan card is played facedown.
THREAT THREAT

THREAT THREAT

THREAT THREAT
RAMPAGING HULK RAMPAGING HULK RAMPAGING HULK

2 2 3

RAMPAGING HULK RAMPAGING HULK RAMPAGING HULK

3 4 4
RAMPAGING HULK RAMPAGING HULK RAMPAGING HULK

5 5

He’s a Friend From Work!


Move clockwise to the next Location
with any Heroes. For each Crisis
token in that Location, each Hero
takes 1 damage.

RAMPAGING HULK RAMPAGING HULK RAMPAGING HULK

He’s a Friend From Work! He’s a Friend From Work! He’s a Friend From Work!
Move clockwise to the next Location Move clockwise to the next Location Move clockwise to the next Location
with any Heroes. For each Crisis with any Heroes. For each Crisis with any Heroes. For each Crisis
token in that Location, each Hero token in that Location, each Hero token in that Location, each Hero
takes 1 damage. takes 1 damage. takes 1 damage.

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