Overview
Heroscape Marvel: The Conflict Begins is a tactical miniatures combat game that combines Heroscape’s 3D hex-based terrain system with Marvel superheroes and villains. Players build customizable battlefields from interlocking hex terrain tiles, then draft armies of Marvel characters and battle to destroy opposing figures. The game includes both a simplified Basic Game for learning and a Master Game with full rules including line of sight, special powers, and advanced movement.
Components
- Interlocking hex terrain tiles (various types: rock, grass, sand, water, swamp, lava)
- Marvel hero and villain figures (including Captain America, Iron Man, Spider-Man, Hulk, Abomination, Red Skull, Dr. Doom, and others)
- Army Cards (one per figure/squad, showing Move, Range, Attack, Defense stats and special powers)
- 20-sided die for initiative
- Combat dice (skulls for attack, shields for defense)
- Order Markers (numbered 1, 2, 3 plus X marker per player)
- Round Marker and turn track
- Wound Markers
- Battlefield/scenario guide
Setup
Basic Game
- Build the battlefield from the quick-start scenario or choose from the Battlefield & Game Scenarios section.
- Each player chooses an Army Card and takes the corresponding figure.
- Place figures on starting zones as indicated.
- Place Order Markers nearby.
Master Game
- Build your battlefield: Choose a scenario or create your own from the terrain tiles.
- Gather and place your army: Draft armies using one of three methods:
- Pre-Made Army: Use the scenario’s listed army.
- Pre-Set Army: Choose from pre-built armies in the scenario booklet.
- Drafting: Players draft Army Cards in rounds. For 2 players: roll d20 (high roller drafts first, picking 1 card), then alternate choosing 2 cards until both pass. Total point values should be roughly equal.
- Place figures in starting zones.
Turn Structure
The game is played in rounds. Each round:
- Place Order Markers: Each player has Order Markers numbered 1, 2, 3 plus an “X” (decoy). Place markers face-down on Army Cards to secretly plan which units act each turn. Players place simultaneously.
- Roll for Initiative: Each player rolls the d20. Highest goes first. Reroll ties.
- Take Turns: Players alternate taking 3 turns each per round. Usually each player takes 3 turns.
- Move the Round Marker after all turns.
On Your Turn
- Reveal your Order Marker for that turn number (1st turn = reveal “1” markers, etc.).
- Action 1: Move Figure(s) on your chosen Army Card (optional).
- Action 2: Attack with Figure(s) on that Army Card (optional).
Actions
Movement (Basic Game)
- Move your figure up to its Move number of spaces.
- Move to adjacent spaces (6 hex directions). Diagonal moves follow hex adjacency.
- Passing and landing on other figures: You can move through spaces with friendly figures but cannot end on an occupied space.
- Moving up and down: When moving to a higher-level hex, count the sides of each level as one space. Moving down is free (don’t count down-sides).
- Special terrain spaces: Some spaces (water, lava, etc.) have special effects per the scenario.
Movement (Master Game - Additional Rules)
- Height limit: A figure cannot move up more levels at once than its Height number.
- Falling: When moving down to a much lower level, roll for falling damage. 1 wound marker per skull rolled. Falls of 4+ levels: roll 1 attack die. Falls of 10+: roll 2 additional dice (total 3).
- Extreme Fall (20+ levels): Roll the 20-sided die. 1-19 = survive without damage; roll 1-18 = destroyed.
- Water spaces: Must stop when entering a water space. Double-space figures may move over 1 water space between 2 non-water spaces.
- Swamp water: Unlike regular water, you may continue moving through swamp water if you have movement left.
Attacking (Basic Game)
- Choose an opponent’s figure within range to attack.
- Range: Number of spaces you can reach (count target’s space, not your own).
- Attack roll: Roll attack dice equal to your Attack value. Each skull = 1 hit.
- Defense roll: Defender rolls defense dice equal to Defense value. Each shield = 1 block.
- Hits minus blocks = wounds. Place Wound Markers on the defender’s Army Card.
- When wounds equal the figure’s Life value, it is destroyed.
Attacking (Master Game - Additional Rules)
- Line of Sight: Must have clear line from attacking figure’s Target Point (green dot) to target’s Hit Zone (red area). The line cannot pass through solid obstructions.
- Height advantage: If attacker is higher, the higher figure rolls extra dice. If difference is 10+, attacker rolls 2 extra dice.
- Engaged figures: A figure adjacent to an opponent’s figure is engaged. Engaged figures may only attack those figures. Attacking around engaged figures is not allowed unless the target is also adjacent.
- Special powers and abilities: Many figures have powers that modify attack, defense, or grant unique abilities.
Engagement Rules
- A figure becomes engaged when adjacent to an opponent’s figure (Engagement Exception: some terrain or height differences prevent engagement).
- Leaving engagement: Your opponent may roll 1 attack die per your skull rolled as you try to move away. Each skull = 1 wound.
- Multiple engagements: A figure can be engaged with multiple enemies simultaneously. Each deals leaving engagement attacks if you withdraw.
Scoring / Victory Conditions
Basic Game
Destroy all of the opponent’s figures.
Master Game
Victory conditions are scenario-dependent. Common conditions include destroying all enemy figures or controlling objectives. If not specified, destroy all opponent’s figures.
Special Rules & Edge Cases
- Tight quarters: Narrow passages, ruins, and overhangs may limit movement. A figure can’t move onto a space if it can’t physically fit.
- Overhangs: Exist when terrain tiles are placed above gaps. Figures can move up onto or under overhangs.
- Double-space figures: Occupy 2 hex spaces. When flipping direction, the figure rotates keeping one space the same. Always end on two same-level spaces.
- Glyphs: Magical enhancements placed on certain battlefield spaces. When a figure lands on a power-side-up Glyph, the power activates. Permanent Glyphs stay in effect while on the space. Temporary Glyphs activate once, then are removed.
- Destroying a Common Figure: When your Army includes 2+ of the same Common Army Card and one is destroyed, you may place it on any matching card (fill up cards before discarding).
- “X” Order Marker: A decoy to mislead your opponent about your plans.
- Simultaneous special powers: If both players use Army Cards with powers that activate at the same time, roll the d20 to determine who uses theirs first.
- Some figures have special powers that negate normal rules (flying, phasing through figures, water walking, etc.).
Player Reference
| Stat |
Meaning |
| Move |
Max spaces of movement per turn |
| Range |
Max spaces for ranged attack |
| Attack |
Number of attack dice rolled |
| Defense |
Number of defense dice rolled |
| Life |
Wounds to destroy the figure |
| Points |
Army drafting cost |
| Turn Step |
Action |
| 1 |
Reveal Order Marker |
| 2 |
Move figures on chosen Army Card |
| 3 |
Attack with figures on chosen Army Card |
Combat: Skulls (attack) vs. Shields (defense). Net hits = wounds.
Win: Destroy all enemy figures (or meet scenario objectives)