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Description
Marvel Champion: The Card Game"With great power, there must also come great responsibility." Stan Lee, Amazing Fantasy #15 Iron Man and Black Panther team up to stop Rhino from rampaging through the streets of New York. Captain Marvel and Spider Man battle Ultron as he threatens global annihilation. Do you have what it takes to join the ranks of these legendary heroes and become a champion? Jump into the Marvel Universe with Marvel Champions: The Card Game, a cooperative Living
"With great power, there must also come great responsibility."
–Stan Lee, Amazing Fantasy #15
Iron Man and Black Panther team up to stop Rhino from rampaging through the streets of New York. Captain Marvel and Spider-Man battle Ultron as he threatens global annihilation. Do you have what it takes to join the ranks of these legendary heroes and become a champion?
Jump into the Marvel Universe with Marvel Champions: The Card Game, a cooperative Living Card Game® for one to four players!
Marvel Champions: The Card Game invites players embody iconic heroes from the Marvel Universe as they battle to stop infamous villains from enacting their devious schemes.
As a Living Card Game, Marvel Champions is supported with regular releases of new product, including new heroes and scenarios—check out the products section at the bottom of this page to see everything announced so far!
Heroic Actions
"The best thing we ever did was getting together in the first place. I was so new to the armor, to the adventure, and when this team got together... I said to myself 'this is worth doing, this is important.'"
– Iron Man, Avengers vol.3 #504
Every game of Marvel Champions invites you to play as an iconic Marvel hero, complete with their own 40-50 card deck. Just one Core Set allows four players to team up with their own heroes, and gives you a complete playset of cards right out of the box!
Once all players have selected their hero, they choose a scenario—taking on a nefarious Marvel villain and their matching scheme. Although each villain brings their own allies and tactics to the scenario, these scenarios can also be customized with additional modular encounters to increase the challenge of a fight or mix up the forces arrayed against you.
Each villain and scheme has multiple forms, shifting the momentum and the rules of the fight as the villain continues to enact their plans and the heroes attempt to defeat them. Let the scheme advance enough times and the heroes will lose the game. But if you can fight through the villain’s various forms and completely deplete their hit points, your team of heroes emerge as champions!
The game is played over a series of rounds consisting of two phases: the player phase and the villain phase. During each player's turn in the player phase, players thwart the villain by taking a variety of actions, including:
Playing an ally, upgrade, or support card from their hand.
Using their alter-ego’s basic recovery or their hero’s basic attack or thwart power.
Using an ally card they control to attack an enemy or thwart a scheme.
Using an Action ability on a card in play or an event from their hand.
Asking another play to trigger an Action ability on a card they control.
Flipping their identity card to its hero or alter-ego form. (This option can only be performed once per turn.)
Although you're a hero at heart, you won't spend the whole game in your hero form. Marvel Champions: The Card Game places just as much emphasis on your character's alter-ego as it does on their heroic identity. Many cards in your deck aren't based on your hero's powers, but on their life outside their costume. As the leader of a nation, T'Challa has unique advantages, compared to the more stealth-and-tech oriented Black Panther. For example, only T'Challa can call on his Ancestral Knowledge (Core Set, 42) to find the proper course of action. But having a life outside the mask also entails a certain sense of danger. Each of these alter-egos has their own obligations and responsibilities that your adversaries can use at the worst possible moment!
With the exception of flipping your identity card, you can use these options as many times as you want during your turn, provided you can pay the cost that many of them demand.
To play a card from your hand, you must first pay its resource cost, seen in the upper left corner of the card. These resources are most often generated by discarding other cards from your hand—every card has a number of symbols in the bottom left, indicating how many and what kind of resources are generated by that card when you discard it. Perhaps the discarded cards represents the mental fortitude needed to invent a new repulsor ray on the fly, or the physical prowess to deliver a devastating web kick. This makes every turn of Marvel Champions a difficult strategic decision. Will you forgo using your Legal Practice (Core Set, 23) to deliver a massive Gamma Slam (Core Set, 21)? Or give up delivering a One-Two Punch (Core Set, 24) to thwart the villain with your Superhuman Law Division (Core Set, 26)?
Although you're giving up cards and options to payhis also means you'll always have the oppurtunity to perform amazing feats on your turn. You refill your hand at the end of every player phase, meaning you'll always have the resources you need to make an impact in the fight, and you never have to "sit out" for a turn, creating fast-paced action with a mix of strategic decisions. Marvel Champions is always about reading the field, working with your teammates, and prioritizing the best course of action.
But your hero is far from helpless, even without the support of additional cards. On your turn, you can directly battle the villain using your attack (ATK) value, taking the fight to the villain mano a mano, or remove threat from a scheme by using your thwart (THW) value to outsmart the villain with tactics and ingenuity. If your character is in their alter-ego form, you can use their basic recovery (REC) value to recover hit points while your allies attack and thwart the villain!
These three values represent your hero's awesome natural abilities!
Your hero also has access to their supports and upgrades in your play area. Many of these cards have Action abilities that can be used during your turn, or even during another player's turn if they ask for help. You may use your Superhuman Law Division (Core Set, 26) to remove threat from a scheme or channel your energy to attack the villain with Superhuman Strength (Core Set, 28)!
Finally, you can ask another player to use an Action ability on a card they control or on an event card they might have in hand. Marvel Champions is a cooperative game by nature, and it takes proper teamwork to bring down the villain. By allowing players to act during each other's turn, the strategic possibilities are endless. Simply by using Action abilities at just the right moment and calling on your teammates for support, you can thwart schemes and become a champion in the Marvel Universe!
In addition to all of the different actions that you can take on your turn, each hero's deck can be constructed in very different ways to unlock distinct possibilities and new strategies. Each hero has their own unique set of fifteen cards that truly define their hero. These are then mixed with cards from one of four aspects (Leadership, Protection, Aggression, or Justice) to construct a 40-50 card deck. Add in basic cards that any hero can use and Marvel Champions provides a solid base for your deck while still providing plenty of customization options if you enjoy deckbuilding.
Nefarious Schemes
"Ultron. We would have words with thee."
– The Mighty Thor, Avengers Vol.3 #22
After each of the players have taken a turn, they'll draw cards up to their hand size, ready their characters, and prepare for an assault from the villain. The villain begins their turn by placing more threat on their scheme. This threat represents a ticking clock, bringing the villain closer to completing their objective and ultimate victory. Whether you’re facing the monstrous Rhino or the terrifying Ultron, this means bad news for our heroes.
If seven threat per player is placed on The Break-In!, the heroes lose the game!
When the amount of threat on the scheme reaches its threshold, the villain's plan advances, represented by moving to the next card in the scheme deck. Or, if that scheme was the final card in the scheme deck, the heroes are defeated!
After threat is placed on the scheme, the villain activates against every hero still standing. If your character is in their hero form, they'll suffer a brutal attack, but staying back from the fight in your alter-ego allows the villain to place even more threat on their scheme! Each of these activations is bolstered by cards from the villain's encounter deck, so you can never be quite sure exactly how much damage your hero is about to take, or how much threat is about to be placed on the scheme. Fortunately, your hero can exhaust themselves to prevent damage equal to their defense (DEF) value.
The different ways that the villain can act forces the heroes to think ahead during their turns. If every hero is in their alter-ego form, there's no one around to stop the villain from scheming and bringing his dark plans to fruition. But if everyone is taking a direct hit from the villain, that may put the heroes in an even worse situation. You’ll have to work together and prioritize your objectives every turn if you have a hope of finding victory!
Just like the heroes, villains have natural abilities. Unlike the heroes, they use them for pure evil!
Finally, each hero draws a card from the villain’s encounter deck. This deck represents the villain's powers, tools, and minions, and also includes your hero's unique obligation, shuffled in at the start of the game. During this stage, Rhino might find a new ally in the form of the Shocker, Klaw might deliver a mighty Sonic Boom, or Ultron could call in his drone army.
These cards make your job harder, but the Marvel heroes are experts in overcoming adversity! If you can withstand the villain's schemes and attacks, the heroes enter another player phase, ready to jump back into the action. Do you have what it takes to defeat the villain and save the world?
Look to the Future
As a Living Card Game, Marvel Champions offers frequent releases of product, but the types of products will notably work a little differently compared to our other Living Card Games. Here are some future products you might see coming to Marvel Champions:
Hero Packs – Each Hero Packs of a cycle will introduce a brand-new hero to play from the Marvel Universe. Each 60 card Hero Pack features a playable hero with a new identity card and a 40 card deck that can be played right out of the pack. Some of the cards in this Hero Pack are specific to the new hero, whereas others can be mixed and matched with the rest of the card pool. As with the heroes in the Core Set, this pack also contains a side quest and rival villain for the featured hero.
Standalone Scenarios – Standalone Scenario Packs introduce a new scenario, with a new villain and their scheme, to your games of Marvel Champions, complete with its own encounter deck! These scenarios are perfect to purchase when you’re looking to take on a new challenge, and discover a different way to play Marvel Champions: The Card Game.
Story Boxes – The larger Story Boxes introduce a series of three to five linked scenarios that let you live out your favorite comic book stories! These boxes contain both new heroes and villains to expand your game of Marvel Champions!
However you choose to play, Marvel Champions: The Card Game lets you feel the power of a Marvel hero. Can you balance power and responsibility, and save the world in the process?
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4.1 ★★★★★
Based on 28 reviews
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Product Reviews
★★★★★ 5
Call it a Masterpiece
It is such a pleasure to revisit The Road of Bones. To travel its road with a fresh perspective and fall in love all over again-- as if it's the first time. For it is a revelation.
The world-building that daunted me the first go around is now a warm embrace, it is an exhilarating charm. I readily hold onto its every detail, I listen up for every piece of information, collecting ravenously. I fall in deeper love with our heroine Silla and the enigmatic Bloodaxe crew.
This book should be considered a classic. I hope it is, I hope one day when people list modern classics, this gorgeous story (and its glorious sequel that is soon to be re-released under Delacorte Press!), will be firmly at the top of all mentions. That’s where I’d put them.
The Road of Bones opened my eyes to a brand new world, and I feel right at home.
A home led by whom has become one of my all-time favorite heroines, Silla. Oh dear Silla, how I adore you. My favorite part of her is her strength, but it’s not the type ever so commonly seen in fantasy. It’s not one of brawn and physical power, it’s one of brain, wit, and so much heart. I can’t express how much I NEED heroines like her. Soft, gentle, vulnerable, and oh so wholly relatable. I was glad she wasn’t a warrior, but that doesn’t mean she’s not a fighter. That doesn't mean her own unique strength isn’t as valuable as those who can wield a heavy blade or physically stand in the way of the villains. Her strength is her courage, her kindness, her wit, her will to live and never bring harm to others. She will buckle, she will fall, but she always tries her very best to get back up. And she feels so much, she wears her heart on her sleeve, and is vulnerable, is emotional, and is so utterly human.
I look at Silla’s journey in awe, I look at what’s ahead in wonder, and I look at that girl and think: she is magnificent. She defies the archetype of the common fantasy heroine and that makes her all the more unique and relatable.
Something this book achieves for me that no other book had until now, is make me love a multi-POV book! I was nervous, y’all! Could I handle more than single or dual POV? As it turns out: Heck yeah I can! In fact, I highly anticipated each POV presented as the narrative unfurled. But I played favorites, I can’t lie, I did, I did!
Silla, my girl, my number one. But her love interest— *the* love interest— slowly but surely creeps in the most tantalizing way. I don’t want to spoil this POV, but my story’s end, trust me, you’ll know. And he is such an incredible part in this story, his scenes at the end had my heart racing and I genuinely mean that literally. My heart was pounding in my ears, both times I read this. I think every time I reread the ending all my emotions will be pouring out like it’s the first time. I was just so immersed, my attention so deeply captured that it like connected into each of emotions in an explosion of fireworks. It’s so rare to find a book that pulls something so powerful out of you.
But The Road of Bones does just that.
Brava, Demi Winters, brava! To watch this journey from an indie published work to now a traditionally published book, allowing for greater audiences, has been absolutely magic.
If you love fantasy, romance, intelligent plots, excellent pacing, and a dynamic cast of characters you will come to know deeply and feel so many colliding emotions for— then pick The Road of Bones as soon as you can!
You won’t regret it— that is my promise to you! And just you wait, oh my goodness, just you wait for the new edition of Kingdom of Claw, to me— it’s the greatest sequel of all time, and I am so excited to read its new release. Let’s goooo!
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Reviewed in the United States on November 5, 2024
★★★★★ 4
“I belong to myself”
Format: Kindle
This was definitely a high fantasy with deep world building and layered mythology. As a mood reader, I should have known better than to go in blind (rookie mistake), so it took me a minute to find my footing. But once I did? I was fully invested.
I really liked the FMC and her perseverance. Her quiet sorrow spoke louder than any scream..a heartbreak she carried alone cus the world never paused long enough to notice.
And the love triangle yall?! Well done, well played. I can’t speak on it much but I will say I had my heart set from the beginning.
And in the last few chapters my adrenaline was thru the roof! Let’s see where book 2 takes us
“Because it takes a small man to be ruled by fear and a large one to show mercy. And anyone can see you are no small man.”
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Reviewed in the United States on January 28, 2026
★★★★★ 5
6 Star Immersive Read
Format: Audiobook
5 Stars (+1 with the audio for 6 stars) immersive read.
Synopsis:
After a brush with death and the loss of her father, Silla Nordvig has fled to the Road of Bones. A perilous journey north to safety and freedom. But the Road of Bones is a dangerous place filled with man, monster, and monsters who are men alike. After a second encounter that should have killed her, Silla decided to hide in a wagon bound North. A wagon owned by the notorious Bloodaxe Crew, a band of mercenaries on their own mission. Will she make it to Kopa in the North, to freedom and safety, or will she be hunted down by what travels the Road of Bones with her?
Review:
This is an INCREDIBLE read. The book is amazing and the audio made it legendary. All hail Islay Jacobs, a single narrator that put on a full cast performance!
A fantastic Viking based Romantasy set in a world where magic users, Geldra, are despised, warriors fight monsters for honor and coin, and few are truly safe. An epic adventure, sizzling romance, hidden secrets, corrupted power (with quotas), unparalleled world building, found family, and not enough books out yet!
There are so many good twists in this story, some caught me completely off guard which is impressive. I am normally quick with plot points and while I did pick up on several, a few had my jaw on the floor. Each character was richly crafted, the story driven by their strengths, needs, desires, fears, and flaws. I can see why so much of the world has been drawn to this story. I’m late to the party, but I can’t wait to continue in this world.
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Reviewed in the United States on March 27, 2026
★★★★★ 5
Road of Bones was just what I needed!!!
Format: Kindle
⭐️⭐️⭐️⭐️.5 from me! The Road of Bones
Silla Nordvig is running for her life from the Queen’s assassin and the King’s Claws (The Klaernar) but she doesn’t know why. She and her father were attacked by warriors on the road to home where he was killed, he admitted he wasn’t her true father, but that’s about all he could say before he died in her arms. Now, Silla has joined the Bloodaxe Crew, trying to make her way north on the Road of Bones to safety.
The Road of Bones by Demi Winters is a Romantasy for those who absolutely love some romance with their fantasy. It’s Vikings and warriors at their finest. I felt the book was a little bit of a slow start, although there WAS action from the first chapter. But as soon as Silla realized she had to run for her life, the action was non stop. The plot was so well done, the story just built upon itself, and we learned more and more about Silla as her memories returned and her assassin got closer. As we discovered more about Silla, we learned more about the Bloodaxe Crew. Both Silla and the Bloodaxe Crew (each member) have such great back stories.
Silla is such a well fleshed out character. We see her as a simple kitchen maid who has little self-esteem, but longs for the freedom to be herself, and we grow with her into a woman that knows herself and is ready for just about anything. She goes through so much on her journey on the Road of Bones and we are there with her for every minute. We get to see her fall in love, and we see her when she goes through betrayal. The way she reacts internally shows just how much she grew throughout her journey.
The supporting characters, Jonas, Ilias, Hekla, and Rey were all extremely important to Silla’s story in his or her own way, and made the book all that much more rich and layered. Jonas seemed to have become enthralled with Silla, but things happen there that cause serious trauma. Hekla is a great friend to Silla and watching that relationship flourish was simply a joy, and Silla was able to come into her own as a warrior through Hekla’s tutelage (with Rey’s help). And, Rey, we can never forget about Rey…he was terrifying to Silla in the beginning, but somewhere he turns into a pillar of strength for her and I, for one, cannot wait to see what happens with that relationship.
In the end, I consider Road of Bones to be a work of art. If you are looking for a Viking Romantasy that is fun, a little dark, and absolutely heartbreaking, this should be your next read.
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Reviewed in the United States on February 12, 2026
★★★★★ 3
I'm done
Format: Kindle
I survived. I made it through the book!
This is a very slow book. Like... incredibly slow. I get that it's world building, but there also needs to be a sense that this world is worth caring about.
The good side is that the author has lovely writing. And the audio book reader is fantastic. But the story itself is paced incredibly slowly and without the depth needed to care about the characters or world. I fell asleep a few times with the beautiful reader and lovely words... telling a story I just wasn't interested in
The downside is that Silla is one of the most annoying main characters. She is weak and naive, with essentially no backstory. She's traveled all over with her father but apparently cooking and bread are her only skills. No worldliness. No experience with men or, well friends at all.
Yet on the flip side she's able to learn fighting skills in a few weeks and starts outright flirting quite detailed within a few days. So is she a naive weak maiden or a hidden temptress warrior? No idea. Not sure she knows either.
The other character backstories are also quite shallow. Like a few lines were written and that's all that needs to be said.
But...it is lovely writing.
I bought the 2nd book at the same time that I bought the first. I honestly have no desire to read the 2nd but curiosity has me wondering if it actually gets to storytelling.
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Reviewed in the United States on March 13, 2025