Cosmic characters could have an Edge rating of 5.
Character edge ratings ranged from 0 to 4.
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Your deck size is determined by your Edge rating plus 2. The range between 21 and 30 is reserved for cosmic characters like Galactus, so players characters really have an ability range between 1 and 20.ĭeck size was a big factor in combat resolution, because cards acted as a kind of hit points in the game. Ten was the highest a non-powered character could have in a stat. This was a design flaw, because many veteran SAGA players playing a martial artist would take a higher strength score, because it was more efficient points-wise than buying up your agility to simulate martial arts and strength to keep your from being knocked out. Agility aided an attack and damage, but did not assist with damage resistance. Strength aided a person’s attack and damage, as well as damage resistance. The abilities were strength, agility, intellect, and willpower.
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Many sets these days don’t have full decks or their cards aren’t in the best of shape, so make certain you get a near-mint copy if you buy it online. Understanding of the rules is greatly enhanced when you have the official set of 96 playing cards, because these cards have detailed explanations on their face. The biggest problem a person who wants to buy and play the Marvel Superheroes Adventure Game these days is it’s out of print. Personally, the game is a little underrated for its posthumous reputation, though you need to hammer out certain design flaws to fully enjoy your gaming.
Some have pointed out problems with the way Strength and Agility was used in the basic rules, though minor house rules change that dynamic if you have a problem with it. Those who prefer a more traditional dice-based role-playing game or who didn’t want any part of CCGs didn’t much like Marvel SAGA. Gamers who thought the original game from TSR was a confusing because they couldn’t remember if “amazing” was better than “incredible” and vice versa tended to view this game as an improvement. Mixed reviews from players range from total confusion of the rules to a high praise for the card-based game resolution. The reception to the Marvel Super Heroes Adventure Game was varied. The first four suits represent the four Ability Scores each character has. The last inclusion might seem odd, but it represents luck, fate, or destiny working against the heroes. The 96 cards act as a Fate Deck with five suits, with each suit representing a different game element: strength, agility, intellect, willpower, and “doom”. The cover art is by Carlos Pacheco and it’s comic book quality, while the inside art is drawn from countless Marvel Comics. The rules for this superhero rpg are quite similar to the Dragonlance: The Fifth Age ccg which was released by TSR not long before Marvel SAGA. Other connections to TSR’s collectible card games exist, too.
This was in the era when Magic the Gathering seemed to rule the gaming world and everyone was putting out their own collectible card game, so I guess incorporating playing cards into this rpg was important to TSR. This included the 208 page Marvel Saga rulebook, a roster book which was 64 pages long, and 96 playing cards. The Marvel Saga core rules were included in a 2-book plus cards boxed set released in 1998. I’ll discuss SAGA before I get into too much discussion of the game itself, but let’s talked about the core books. Marvel Superheroes Adventures is sometimes referred to as Marvel SAGA System, because it uses the SAGA system for game resolution. The first game included the Marvel Heroic Roleplaying in the 1980s, the diceless Marvel Superheroes game released in 2003, and the recent Marvel Universe Roleplaying Game (MURPG) using a modified Cortex System which was released by Margaret Weis Productions in early 2012. The Marvel Super Heroes Adventure Game is a 1998 publication by TSR and is the second of four separate role-playing games based on licensed Marvel Comics superheroes.