SUPERMAN
INTRODUCTION
Card game for 2 or more players.
Each player takes on the role of Superman on a similar but alternate parallel Earth.
Players compete to see who captures the most powerful villains.
DISCLAIMER
Superman is a licensed, copyrighted property.
This merely a fan site.
THE DECK
Players share a common deck.
END OF GAME
The game ends the end of the turn the last card is drawn from the deck.
WINNING
At the end of the game, the winner is the player with the highest total
point value of cards in his Prisoner pile.
TURN SEQUENCE
Players take turns.
Each turn has 2 phases:
Action Phase
Capture Phase
ACTION PHASE
Draw 1 card from the top of the deck or anywhere from the common discard pile.
Discard (any cards) down to a seven card hand.
CAPTURE PHASE
You may capture a Villain. To do this:
Play a Villain card from your hand.
Played cards are placed face up on the table in front of you.
Play up to two Weapon cards with the Villain.
Play up to one Plot card with the Villain
Note that each of these cards has a Point value.
Add up the total Villain Point value.
Next play up to one Superman card if you have one.
Next play any number of Power, Ally, and Equipment cards with Superman.
Note that each of these cards has a Point value.
The total Superman point value must exceed the total Villain point value.
Next, Opponents may play from their hands Plot & Weapon cards with the Villain.
A Villain may have a maximum of 2 Weapon cards and 1 plot card attached.
After this, the current player may play from his hand additional Power,
Ally, and Equipment cards with Superman.
If the total Superman point value still exceeds the total Villain point
value, the Villain is captured.
The player places the Captured Villain and all cards played with the
Villain in his Prison Pile.
If the total Superman point value does not exceed the total Villain point
value, the Villain escapes.
If the Villain escapes, place the Villain and all cards played with
the Villain in the common discard pile.
Place all played Superman, Power, Ally, and Equipment cards into the common discard.
CARD TYPE NOTATION
S = Superman
P = Power
E = Equipment
A = Ally (Friends & Locations)
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V = Villain
O = Plot (Plan, Peril)
W = Weapon (Villain Powers, Minions & Superman Weaknesses)
SUPERMAN COMMON DECK CARD LIST
Card Name: Type Points Notes
Superman S 10 3 cards like this in the deck
Man of Tomorrow S 10
Man of Steel S 10
Clark Kent S 10
Mild Mannered Reporter S 10
Champion of Justice S 10
Kal-El S 10
Earth’s Champion S 10
Secret Identity P 3
Perform Good Deeds O 5
Red Kryptonite W 5
Green Kryptonite W 7
Gold Kryptonite W 9
Red Sun Radiation W 7
Superboy A 8
Supergirl A 7 Kara Zor-El
Superdog A 6 “Krypton”
Superwoman A 7 Kristin Wells
Brainiac V 15 2 cards like this in the deck
Super Strength P 8
Indestructible P 7
Freezing Breath P 5
Superspeed P 8
Solar Sustenance P 4
Super Hearing P 5
Telescopic Vision P 5
Heat Vision P 6
Bullet Proof P 4
X–Ray Vision P 5 Look at one opponents hand
Lex Luthor V 15 3 cards like this in the deck
Justice League A 20
Legion of Superheroes A 15
Metropolis in Peril O 8
Fortress of Solitude E 9
Leap Over Tall Buildings P 4 In a single Bound!
Lois Lane in Peril O 6
Jimmy Olsen in Peril O 5 Signal Watch
Perry White A 2 Owner of the Daily Planet
Phantom Zoner V 8
Pa & Ma Kent in Peril O 6 Jonathan & Martha
Smallvile in Peril O 4
Pete Ross & John Ross in Peril O 5
Truth, Justice, & the American Way P 5
Daily Planet A 3
Press Contacts A 3
Pentagon Contacts A 5
White House Contacts A 5
United Nations Contacts A 4
Lana Lang A 6
High Gravity W 8
Elastic Kid A 6
Insect Queen A 7 Lana with Bio-Genetic Ring
Hypnotic Control W 7
Ambush Bug A 8
Lori Lemaris A 5 Atlantean Love Interest
Nightwing & Flamebird A 6 Kandorian Heroes
Vartox V 8 Champion of the Sombrero Galaxy
Battle Suit W 6 +3 with Luthor or Colonel Future
Master-Mind W 7 +2 with Luthor or Brainiac
Complex Scheme O 8 +2 with Luthor or Vandal
Criminal Genius W 7 +2 with Luthor or Wolfingham
Shrinking Ray W 6 +2 with Brainiac
Force Field W 6 +2 with Brainiac
Secret Society of Super-Villains V 10
Mr. Mxyzptlk V 7
Mystic Powers W 8 +2 with Mxyzptlk
Bizzaro V 13
Brute Force V 6 +5 with Bizzaro or Chemo
Destroy the Earth O 10 +2 with Brainiac
Galactic Rule O 10 +5 with Mongul
Black Mercy W 7 Psychic Vampiric Fungus
Spaceship W 6 +5 with Mongul
Teleportation Device W 8
Containment Cube W 6
Parasite V 10
Mongul V 17
Hi-Tech Gadgets W 8
Diversionary Tactics W 5
Terra-Man V 10
Showdown W 6 +5 with Terra-Man
Revenge O 8
Match Wits O 6
Toyman V 5
Galactic Golem W 9
Prankster V 8
Practical Jokes W 5 +6 with Prankster or Mxyzptlk
Lord Satanis & Syrene V 12
Time Travel O 9
Magic Spells W 10 +5 with Satanis & Blackbriar
Metallo V 5 +5 with Kryptonite
Blackrock Power Suit W 7
Master Jailor V 6
Eternity Trap O 6 +5 with Master Jailor
Super Scientific Equipment W 7
Karb-Brak V 5 Allergic Alien
Atomic Skull V 10
Chemo W 8 Mindless Monstrosity
Mental Blast W 6 +5 with Atomic Skull
Vandal Savage V 8 Immortal
Amazo V 25 Android
Blackbriar Thorne V 7 Druid
Colonel Future V 4 Precognition
J. Wilbur Wolfingham V 6 Con-Man
Kru-El V 10 Brilliant Phantom Zoner
General Dru-Zod V 9 Megalomaniac Phantom Zoner
Ultra Humanite V 10 Transplanted Genius Brain
Super Uniform E 4
Superman Robots E 5
Supermobile E 7
Super Computer E 8
Amnesium E 6
Memory of Jor-El & Lara P 9
Bottle City of Kandor in Peril O 8
Super Lab E 8
Invulnerable P 7
Faster than a Speeding Train P 6