If you are familiar with the Marvel Saga Adventure Game, then you could skip this if you want. If you do know some Role Playing stuff, you'll still want to skim these rules. I tried to make it as "Newbie-friendly" as possible, so keep the post handy if you have any questions. Here are the down and dirty, very basic rules for the Marvel Game.
Everthing is based on cards. There are four suits that match the Abilities of your characters: Strength, Agility, Intellect, Willpower. There is also a Doom Suit, which doesn't match your abilities but is played normally.
The card values range from one to ten, so you could have a hand of 4S, 2A, 8I, 3W, 4D. That is: 4 of Strength 2 of Agility, 8 of Intellect, 3 of Willpower, and 4 of Doom.
A number represents this difficulty, and as a player, you must meet or beat this number with your character's Ability and card play for your character to succeed. (The exact level of difficulty won't be told to you-- instead, you have to decide how much effort to put into an action.)
To succeed at an action, you play a card and add it your revelant Ability. To lift a heavy object, add a card to your Strength. To balance on a chair, add a card to your Agility, and so on. Willpower is used for Intimidaition, Resist Mental Attacks, Persuasion, etc. Otherwise, everything else is pretty much common sense. Don't worry. You will be told which Ability to use if needed, otherwise, write out what your character is doing and we'll all just go with the flow of the story.
Here we go! The evil Licorice Face is trying to lift a heavy safe. It's obviously heavy so Licorice knows he'll need a high number. His Strength is 8, so he wants to play his highest card, a 7 of Intellect, for a total Action Score of 15.
There's a bit more to it. If you play a card whose suit matches your Ability.then you get a Trump, and will add another card to the total. Should THAT card also match the Trump suit, you will trump again. For example, Licorice later tries to jump over a wall, and needs to use his Strength, value of 8. He plays a 4 of Strength, and is able to Trump. The next card is a 1 of Strenght, trump again, with a 6 of Intellect. The total Action Score is 19-- a nice jump indeed.
Average (8) Using your powers in a Stunt (more later) catching a line drive, turning off the Office Assistant in Word 97
Challenging (12) Hitting your called shot into right field bleachers, writing computer games in C++
Daunting (16) Lifting a heavy safe to lob into right field, designing artificial intelligence
Superhuman (20) Reaching past the upper limit of normal human abilities
1) Heroes fight, 2) Villains counterattack, 3) Resolution. (which includes bombs going off, spells, damage taken by everyone, etc.)
Action Scores in battle are a bit different since you are not trying to beat a base Difficulty score-- any Opposed Action (from combat to tug of war to trying to impress your date) is a bit different. Here, the Hero generates an Offensive Action Score with the "Difficulty" being the Villian's own Action Score! Whoever gets the highest total wins!
The Difference between the two Action totals, equals the amount of damage you do. Do enough damage, and the villain goes down.
The Narrator will draw one card to add to every Villian's action during each Exchange, and Villians do not get to Trump. Instead, any used Doom cards any player had already used can be later used by the Narrator to simulate a Villain Trump.
Sample: Potato Salad Man wants to pound his pudgy Fists of Goo upon Licorice Face. PSM has a Strength of 9 and uses a 5W for an Action Score of 14 (no trump, see?) To figure out Licorice's opposed action, the Narrator takes Licorice's 6 Agility and Narrator card of 4 for total of 10. The Difference is 4, so Licorice takes 4 points of damage as he reels from the sticky sulfur smelling smite! Alternatively, if the Narrator Card was 10, then Licorice Face's defense is 16, and he proves too nimble for our Potato Salad Man to make contact
Strength in Battle: Slugfest (boxing, brawling, hand-to-hand weapons)
Agility: Martial Arts, thrown weapons, bows and arrows
Intellect: Actually, most energy controls and power-usages are Intellect-based
Willpower: Taunting, intimidation, manipulation, mental-based powers
The Basic Defensive Action is pretty much based on your Agility, period. If you are more creative, tho, AND if you didn't do any primary Offensive Action you could use your powers or a relevant ability during your Defensive action (such as using your Optic Blast to deflect the Villain's attack.) This will depend on the story. If you have a weapon you could also use your Strength to Block the action as if parrying.
This is based on what is called your Edge. More experienced characters have a higher Edge, which helps them in battle in a couple ways.
Your Edge determines your hand size-- i.e. how many card you start with. (You can never have more cards than your Hand size.) Most characters, since we are just starting out, have only a Edge of 1 (Hand of 3 cards). More experienced characters have an Edge of 2 (Hand size=4) and I think only someone like Thor will have Edge of 3 (Hand=5)
The Edge also gives you a bit of advantage in Doing Things. You play any card whose value is less or equal to your Edge before you play your final card. IN other words, Licorice Face has a Edge/Hand of 2/4 and holds the following cards: 1 of Doom, 2 of Strength, 5 of Agility, 4 of Willpower. Licorice can play the 1 AND the 2 to add to his Ability, since both are equal/less than his Edge. He then plays the 5 of Agility, thus getting a total of 14. (Agility 6 plus 1 plus 2 plus 5) Plus, he gets a Trump since his last card was of a Trump suit.
You must discard (and not re-draw) the total amount of damage you take from the value of the cards in your hand. Basically, if you have a hand of 4I, 5W, 6W and 7A, and you take 5 points of damage, you must discard the 5W (or, if you take 8 points of damage, you must discard both the 4 and the 5-- whatever makes up the total damage)
There may be time for you to recover, but if you are reduced to no cards in your hand, you are knocked out for the remainder of the battle-- or as the story allows. Death normally doesn't occur, but only if the story dictates. (If you get hit with 20 pts of damage and only got a 1 of Strenght left in your Hand-- well, that was a pretty bad blow.
That's it! If you need a handy reminder-- just in mind: Action Score equals your Ability + Edge cards (if any) + Card + Trump (if possible.)