Now that Set 2 is finished, and we are back on track; EPIC is undergoing a review and edit. Here are the latest updates from the past few months: FAQ
FAQ March 1st 2017
Characters from the Malibu, Crossgen and Icon publishers can be brought into play with either Black or Red footholds as these Universes were absorbed into the Marvel Multiverse and their properties are owned by Marvel
Characters from the Mad, ABC, Wildstorm and Vertigo Universes can be brought into play with either Black or Blue footholds as these Universes were absorbed into the DC Multiverse and their properties are owned by DC.
Common Abilities Clarification:
Possess: a common and random ability, an opponent character gains a marker rather than a wound after a successful attack from this character with base C, Magic, or Psi. Your character remains tapped for as long as you wish to control the opponent character and it may now attack as though it is under your control (unless it is already tapped). Your opponent may attack this character during their combat phase, if this character is wounded or you un-tap your possessing character discard the marker.
Enslave: a common and random ability, an opponent character gains a marker rather than a wound after a successful attack from this character with base C, Magic, or Psi. The opponent character may immediately un-tap and attack as though it is under your control. Your opponent may attack this character during their combat phase, if this character is wounded discard the marker.
Increased Strength and/or Super Strength: become Increased Offense: a common and random ability, this character is +3 to base C (up to a maximum C:9 or +1) and thrown objects: 6 (or +1).
Defensive Increase: becomes Increased Defense: a common and random ability, this character gains +3 to base D (up to a maximum D: 9 or +1).
All teleportation will be listed under Teleportation in the Rule Book and multiple types of Teleportation may be referred to simply as Teleportation
Psi: Psycho/Pyro-Kinetic energy, damages the mind rather than the body. Characters may defend with Base D or Psi. Characters with Psi may also use it to defend against physical attacks in place of their base D if they are untapped. Unless specified Psi, ignores armor.
Psi (latent): telepathic shielding, a special form of Psi that only allows a character to defend against Psi attacks.
Psi (explicit): telepathic attack, a special form of Psi that only allows a character to defend against Psi or attack an opponent’s mind it cannot be used to defend against physical attacks.
- From this point forward and retroactively Tech Origin will be Technological Origin
- Nazi and Hydra are synonymous
- The Church Catholic Church, The Vatican, and the Order of the cross are synonymous.
- Zombies, The Undead, Dead Onez and The Walking Dead are synonymous
Rarity: Each Card has a Rarity representative of how powerful and how representative the card is of the original media.
Items and Characters are by default Unique and thus you may only have a single copy of each in a deck. A Character will not indicate if it is Unique, rather it will only indicate if it is Limited or Non-Unique.
Footholds are Non-Unique by default and thus you may have any number of these cards in a deck.
Incidents are Limited by default and thus you may only have 3 copies of each individual incident per deck.
If a card does not indicate its rarity assume it is Unique and you may only have 1 copy per deck.
Each player may only have1 copy of a Unique card per deck, 3 copies of a card that is Limited per deck and an unlimited number of copies of Non-unique cards per deck.
New Abilities to be added to Characters, Random Ability Chart and Common Ability Index:
- Precognition: a common and random ability, Tap character to look at the top card of any player’s resource deck.
- Telepathy: a common and random ability, Tap character to look at 1 random card in target opponent’s hand.
- Paralyze: Tap character you control to place a marker on target character, target character taps until the start of your next turn.
- Influence: Target player may Hold 1 Extra card per turn.
- Illusionist: Tap to place a marker on this character or target character you control. Illusionist prevents marked character from being attacked by a character without Psi (non-latent), Magic, or Robotics. Remove the marker if target character attacks or this character is disabled.
Types of Items:
- Weapon: Enables a certain effect when attacking with it., can be knocked away, or destroyed unless otherwise specified.
- Artifact: Enables a certain affect while equipped, can be knocked away, damaged, or destroyed unless otherwise specified.
- Device: Tap to enable a certain affect while equipped, can be knocked away, damaged or destroyed unless otherwise specified.
- Armor: Enables a certain effect while equipped, can be damaged or destroyed unless otherwise specified.
Items can have any of 4 Status:
- Equipped: This is the status of an item as it is first placed on a character, it is fully functional and can be used.
- Damaged: If a character with an equipped Item is targeted by a character with Technopathy or successfully attacked by a character with Tech. His item may be damaged (rendered inactive). To render this item active once more a character with Tech or Technopathy must tap to repair the item (this takes place in the post combat phase).
Some Artifacts are Magical in origin and rather than Tech, require Magic to damage or repair. Armor may be damaged by a successful attack by a character without Tech, but requires a character with Tech (unless otherwise specified) to repair it.
- Knocked Away: If a character with an equipped Item is successfully attacked by a character. His item may be knocked away. To render this item active once more this character must tap.
- Destroyed: An item can be destroyed under 2 circumstances:
1: it must be damaged and the character must receive a wound from an attacking character, in this case the controlling player may decide to have the item absorb the wound and be destroyed.
2: The character equipped with the item must be rendered inactive, the controlling player may then decide to re-Equip the item to another character in play or discard it (effectively having the item destroyed or lost).
Possible character status:
*Note the Active-Hurt status is under discussion and if approved will apply retroactively, this will change the Life status of a character to a 4 hit system, it has been a 3 hit system up until now.
- Active-Healthy: this is the normal status of a character when it comes into play.
- Active-Hurt: this is the status of most characters when they receive an amount of damage equal to or above their defense. To indicate a character is Hurt, place the appropriate marker on the card. (this status is still being considered)
- Active-Injured: this is the status of most characters when they receive an amount of damage equal to or above their defense 2 times without healing. To indicate a character is Injured, place the appropriate marker on the card.
(Some characters may become inactive while Hurt or Injured, the character’s card will indicate if this is the case).
- Inactive-Disabled: this is the status of most characters when they receive an amount of damage equal to or above their defense 3 times without healing. At this point a character is turned face down, the opponent gains points for the character and any equipment attached to him.
(Some characters may become disabled and remain active, the character’s card will indicate if this is the case).
- Inactive-Dead this is the normal status of a character after it receives 4 wounds without healing, this character is removed from play and is sent to the graveyard.