Marvel Universe RPG Core Rules PDF

This Marvel Universe RPG core rules PDF review is part of my “Best Tabletop RPGs of All Time” article. If you want to check out more TTRPGs and see how other top-tier tabletop RPGs are ranked, visit that page.


My Review – 89 / 100

Marvel Universe RPG Core Rules PDF

The version of the Marvel Universe that I reviewed is the Marvel Universe RPG core rules RPG – playtest version – as at the time of this review, the full game was not yet available. Speaking of, the full game is supposed to come out in 2022, so if you like the sound of it, you may not have to wait long.


The only thing I wasn’t 100% sure about with the Marvel Universe RPG is that this game feels like it better suites a series of one-shot game sessions, as opposed to a full tabletop RPG campaign.


Not that Marvel Universe can’t be an in-depth story building game. There just aren’t a ton of rules or directions for facilitating that, at least within the playtest rulebook.


Still though, this game gets top marks. It’s come in 4th place on my list of top TTRPGs.

Uniqueness of Marvel Universe RPG: (8/10)

There are no dice used in Marvel Universe. That alone is an extremely unique element of the game. The game’s designers wanted a very simple, straightforward, rules-light game, focused on roleplaying a superhero (or villain), and not the mechanics of the game system, itself. I think that Marvel Universe RPG accomplishes that goal. 


The game is played in a series of “Panels.” It’s as if if you and your gaming group were reading and co-creating a comic book, as you game. It’s a very cool concept.


When it comes to stats, basically, your character has HP. Then, you also have energy points, called “Red Stones” that are used to do any kind of action. If you have enough Red Stones to fuel your desired action, it succeeds. There’s a little more complexity to it, factoring in Difficulty and Resistance, but that is the fundamental mechanics of gameplay.


It’s a little amazing to me that a full-fledged RPG that also represents something as large as Marvel gets by with only 2 (basically) character “stats.” However, I’m also impressed.


You can use Red Stones both on your “turn” (your character’s Panel in the comic book page), and during other character’s Panels. Though you end up using most of your Red Stones during your Panel to complete whatever action is most important to you, it sometimes helps to leave a few Red Stones for involvement in someone else’s Panel which allows you to help them, or complete other important functions during their shining moments.


You can either play one of the 42 characters from the marvel universe, or create your own. There are also tons of powers for you to use, and rules for all kinds of superhero related things (power armor, flying, etc.).


For myself, I’m pretty sure that I would have more fun playing this game by trying out each of the 42 heroes/ villains included in the rulebook for a session or two each than I would playing one character for a long campaign. The game is just better set up to sample heroes and villains than to create your own lengthy “comic book series” with them, in my opinion.


Brawling Game Type

Marvel Universe RPG also a game mode called “Brawling.” From the rulebook: “it allows players to answer age-old questions: who would win in a fight, the Thing or the Hulk? Spider-Man or Wolverine?” This is incredibly cool.


In this game mode, rather than playing out Panels as you would in the normal style of storytelling play, two players sit down and fight – without need for a game master – to determine once and for all, who would win between their heroes/ supervillains. Honestly, this is probably what anyone would want, playing a Marvel superheroes game.


Yes. Just, yes. I love it.


No Dice – Good or Bad?

The only thing I can say as to why Marvel Universe did not get a 10/10 from me in this section is that there is a reason most tabletop RPGs use dice. Though I love that Marvel Universe doesn’t from a standpoint of uniqueness, gamers who play Marvel Universe RPG will find themselves missing the random dice element present in most TTRPGs, at least from time to time.


Dice are part of what makes TTRPGs unpredictable and high-drama. When it comes down to what people actually enjoy from their tabletop games, most really do prefer dice, or a random dice-like element of surprise.


Ease of Learning the Game: (8/10)

Whenever I come across TTRPGs that are easy to teach new players, I always let out a sigh of relief. Easy-to-teach games makes it easier to create tabletop gaming groups. Simple as that.


I’d feel very comfortable teaching Marvel Universe RPG to just about any new player.


The information with Stones (Red Stones and White Stones) is a little confusing. The game’s designer did leave a lot of examples throughout the rulebook, but it’s still not always clear as to what players are supposed to do in certain situations.


I’d have liked if there were different terms besides just “White Stones” and “Red Stones” in the rulebook. When reading, you’ll find terminology like simply “Stones,” where it’s hard to tell exactly what’s being referenced.


It seems, when reading the rulebook, that when simply “Stones” is mentioned, what’s really meant is “Red Stones.” However, the ambiguity is unnecessary. This isn’t a major, major point, but it does lower the marks a bit.

Eternity TTRPG Top Sellers



Marvel Universe RPG Presentation: (8/10)

I’ve never been a huge fan of rulebooks which feature large numbers of rule usage examples which are provided directly in-text. What I mean is, you’re reading about a rule, then you see a separate text box that gives an example of how that rule actually plays out, in-game.


On the one hand, it’s kind of nice to get clarification on rules. But the downside is that in-text examples are also distracting. It’s also annoying when you understand the rule from the instruction provided, but then there’s an (unnecessary) further explanation of that rule in a separate text box.


Besides that though, the rulebook is easy to understand. Important sections in the book are clearly marked, and the presentation on the whole is top-tier.


If you can get past the rule clarifications/ examples (when you don’t need them), then you’ll enjoy this rulebook quite a bit.


Marvel Lore: (10/10)

We’re talking about the entire Marvel Universe, here. When you play Marvel Universe RPG, you can bring in any of your favorite superheroes or villains from any of Marvel’s extensive library of amazing comic books, movies, and more.


And not only that, you can bring in plot lines from any of your favorite stories, as well. Want to re-enact a specific part of a movie you love? Go for it. Want to see who would win in an epic battle between your favorite characters? This RPG is here for you.


Combat in Marvel Universe RPG: (8/10)

When you take an action or attack someone in Marvel Universe RPG, if the number of Red Stones you use in that action/ attack is higher than the target’s defending Stones, your attack hits. Damage dealt is then determined by the number of leftover Red Stones (the number of Stones you used in your attack minus the number of Stones the defender used in their defense).


What’s a little odd to me is that 1-3 Red Stones over the defender deals 1damage. To do 2damage from an attack, you must be 4-6 Red Stones over. These numbers are reasonable enough to follow. It is kind of a bummer though that if you’re at 3 Stones over, but not 4, you miss out on dealing another full point of damage.


Combat in Marvel Universe is surprisingly simple and straightforward (especially compared to many other TTRPGs out there). This is really a storytelling game when it comes to combat, and there aren’t really “tactical” options, , but the game is so thematic and fun that its combat category still gets a high score.


Game “Flow”: (8/10)

When it comes down to it, Marvel Universe RPG is a very simple game. I mean that in a good way. There’s not a lot of substance to it when it comes to rules and game mechanics. But similar to the Cypher System in this regard, the vibe is right.


I think the game’s designer found a really good place of mixing a rules-light approach with an emphasis on “building pages in a comic book.”


I only drop the score in this category a little because (as I’ve mentioned, above) I don’t think this is a game I’d want to play for a long campaign. I do think Marvel Universe is an amazing game for one-shot gaming sessions, or short tabletop RPG campaigns, though.


I’m certain I could easily put together a group of people for a superhero/ villain gaming event using this game system. We’d probably just play a few sessions here and there, between our other ongoing tabletop RPG campaigns played using other RPGs.

Eternity TTRPG Article Shop

Marvel Universe RPG Artwork: (9/10)

The art’s cool – I really enjoy it. Very comic book style, which is very fitting. Very dynamic. Stylistically, the art is fitting for the game’s vibe, and all the artwork fits together.


Marvel Universe also does not leave you hanging as it features a lot of artwork throughout the book. Some of the artwork is not crafted in the most modern art style though, and it’s honestly not quite as high quality as other games.


Ease of Purchase: (10/10)

Marvel Universe (as of the time of this writing) is not yet available for purchase. I do need a placeholder stat for this section though, so given that we’re talking about Marvel here, I’m just going to go ahead and give top marks. I think since we’re talking Marvel, it’s safe to assume that they’ll do a good job on this.


Price & How Many Books Do You Need to Play: (10/10)

Same thing for this section as with “Ease of Purchase” immediately above.


Fame & Availability of Supplemental Material: (10/10)

Especially since the Marvel movies started coming out over 10 years ago, the Marvel franchise is incredibly famous. It has to be one of the most well-known names in all of Western society. That being the case, you can certainly find people who will want to game with you.


Marvel Universe RPG Core Rulebook is Published By:

Marvel


Jacob Tegtman Eternity TTRPG Creator

Jacob Tegtman

Dear reader, I hope you enjoyed my article. Tabletop gaming has been a passion of mine since I was 6 years old. I've played just about every game from Dungeons and Dragons to video games like Final Fantasy. These games have inspired me, made me laugh, made me cry, and brought me endless hours of enjoyment.


I started Eternity TTRPG - and the indie tabletop game that goes along with it (Eternity Shop) - to share my love of gaming with others. I believe that in our technology-driven age, tabletop games help bring a sense of magic and community back into our world.


If you love the site, please share it with others! I have lots of gaming-related material for you to peruse and use in your own gaming sessions. If you have any questions about the site or want to contribute, just send me a message using the "Contact" page, which you can find in the site's footer.

Jacob Tegtman Eternity TTRPG Creator

Jacob Tegtman

Dear reader, I hope you enjoyed my article. Tabletop gaming has been a passion of mine since I was 6 years old. I've played just about every game from Dungeons and Dragons to video games like Final Fantasy. These games have inspired me, made me laugh, made me cry, and brought me endless hours of enjoyment.


I started Eternity TTRPG - and the indie tabletop game that goes along with it (Eternity Shop) - to share my love of gaming with others. I believe that in our technology-driven age, tabletop games help bring a sense of magic and community back into our world.


If you love the site, please share it with others! I have lots of gaming-related material for you to peruse and use in your own gaming sessions. If you have any questions about the site or want to contribute, just send me a message using the "Contact" page, which you can find in the site's footer.

Box art and game components for
By Jacob Tegtman September 12, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=3N4UZQypmuo&ab_channel=EternityTTRPG Transcription What if you combined the card drafting of a deckbuilder, the equipment-sets of a loot quest, and the hidden personal goals of a role-playing adventure—wrapped up in a compact competitive board game? That’s “Journey Adventure Quest” – or JAQ, for short. This is a game my wife and I picked up at GenCon, and I’ve really enjoyed. In our first playthrough at the convention, it felt like there was a lot to wrap my head around. But we just played the game again for the first time since GenCon, and it made perfect sense – after a thorough read through the rulebook. In today’s video, I’ll break down what I like about Journey Adventure Quest, whether you as a D&D fan may like it, and some basic info on how the game is played in case you want to pick it up. JAQ is a competitive (or semi-cooperative / even solo) tabletop/ card game about fantasy heroes growing in power, fighting monsters, building gear and spell combinations, and completing quests. I’ll get into the game in more detail shortly, but for the bulk of this video I actually want to just share what I like best about the game – which are some very specific things. Whenever you get a new piece of equipment for your hero, you can “stack” it on gear of the same type. The way that you do this is to actually leave the card top and left side uncovered, which actually empowers your equipment. This style of gameplay reminds me a lot of early gaming experiences I had with D&D and other RPGs where you finally get your first +1 Longsword. Sort of, before the days of World of Warcraft style play, where you’re just getting the newer, badder glowing sword that adds 1,000 more DPS than you had before. I like that in Journey Adventure Quest, every upgrade adds to the stats of the equipment you had before, and also gives you a unique name. This style of equipment upgrade works for all the gear you’d normally have in a D&D campaign, or other RPG – chest armor, helmet, gloves, belt, weapon, and even your spells! And there’s no limit to how much you can “stack” on one equipment piece. We’ve had some games where one of us had like 8 weapons on top of each other, and was just the most insane gear you could imagine. This stacking and naming effect makes the equipment begin to feel legendary, and incredibly powerful, even though you’ve had the basis for it from the very beginning of the game. This “feel” of equipment upgrading actually isn’t all that important to the gameplay at all, to be honest haha. You’d probably think from me going on about it that it is, but to me the feel is valuable enough for why I like it so much, and it’s a great idea for even your next D&D campaign – emulating something like this. Similar to stacking equipment, you actually do the same thing with monsters. Basically, to defeat it you need both strength, and knowledge for how to bring it down. Your goal (in my cases) is to gather enough strength and knowledge through your gear to overcome the monster. But, when the monster levels up, you do the same thing with stacking the cards so they still show the top and left-hand side. The final thing I want to point out that I really like about the game is that your character actually can’t “die.” Instead of taking “damage” that get removed from your total HP – like you’d see in most games or RPGs – you instead take 1 “blood” marker for each damage you’ve taken. At the end of the game, all of your “blood” markers reduce your overall score, so you can still basically “lose” the game (kind of) from taking too much damage. But it’s really fun – and pretty funny also – that the game has these awesome equipment and monster mechanics, but you actually have no risk of character death. For a low-key, fantasy-adventure, fun/ party kind of game, I really like the low stakes nature of the game. In one game, I think my wife had like 18-blood on her character – which is a ton, by the way. She basically had 0 armor all game, didn’t even try to reduce the damage she was taking – and ended up still winning because she completed all of her character’s quests, in other ways. Super fun. So, here’s roughly how the game is played, overall. Heroes get an initial hand of 7 cards to draft equipment, spells, or other items. Equipment has a cost to it (either in coins, or blood), and you basically just choose what you want for your character. After every two rounds of drafting cards for your hero to power them up, you face monsters. Everyone who can defeat the monster – by overcoming their knowledge and HP – gets rewards, like you can see here. And then, each monster also comes with specific loot drops, which only one player may acquire, based on specific requirements for each loot card. After a monster is defeated, players returning to drafting more equipment and cards to boost their heroes. There are three total “rounds” of fighting monsters. While all of this is happening, there are personal secret adventures : each hero has some hidden goals that often require high-level spells, powerful equipment of a certain type, or certain “colors” that go into their equipment – these are known as guilds. I think of them basically just as being elemental types. Finally, there are quests , which are basically adventures that everyone’s on, to either compete for end-game prizing, or to at least hit certain thresholds where bonuses are given. At game end, the hero with the most points – which you get from a combination of equipment / monster fights / secret adventure completions/ quest/comparisons and) – actually wins the game. To summarize it, the game utilizes a very fun drafting mechanic for gear where you’re building combos, guild-sets, spells and equipment that synergize. You have progressive escalation of your very cool equipment, and monsters you battle. Players have hidden goals that add a roleplay-like flavor, and gives each player a sort of personal story they’re pursuing. And then you have multiple paths to victory: through direct confrontation/quests, through your hero’s power, through completing your secret adventures, and more. All of this a adds replayability, strategic variation, and a sense that you’re sort of roleplaying a character through this board, card game. M any D&D fans enjoy storytelling, character growth, equipment/spells, quests, sometimes hidden motivations, and fighting monster. I would say that journey adventure quest delivers on all of these. What JAQ might not deliver (for D&D fans) would be: Narrative depth, Roleplay flexibility, and stuff like Dungeon exploration and world building. So, it isn’t a replacement, obviously, but if you like D&D and want a light version of a D&D-feeling game, I think you’d have a lot of fun playing JAQ for an hour or two on some afternoon you have free. So there you have Journey Adventure Quest — a game that blends drafting, hero building, secret goals, and monster combat into something strategic, replayable – and most importantly, fun. For many D&D fans, especially those who love loot, spells, and character growth, this is worth a look. If you’ve played the game (or get a chance to), let me know your impressions. Thanks for watching—don’t forget to like, subscribe, and hit that bell so you see when we cover more hybrid adventure/ strategy games amidst our journey into D&D!
Woman in dark dress with knives, ram skull, candles, text reads
By Jacob Tegtman September 10, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=1FWHvMzf_nI&ab_channel=EternityTTRPG Transcription We’ve reached the grand finale of our journey through Crooked Moon. If you thought alchemical barbarians and plague monks were wild—wait until you see sorcerers turning into pools of blood, warlocks who serve a cosmic jester, and wizards who poke holes in reality itself. This is where things get truly unhinged. Welcome back to Eternity TTRPG—your go-to source for all things D&D. This is Part 3 of our dive into the Crooked Moon subclasses, and the final five might just be the most dramatic of them all. We’ve got blood magic, chaotic laughter, witchcraft bargains, and two wizard paths that pull on the strings of reality. 1. Sorcerer: Crimson Sorcery Crimson Sorcerers channel raw lifeblood as their source of magic. Their powers revolve around something called the Blood Well—a reserve of vital energy they can spend to boost damage, enhance healing, or fuel their abilities. They can even dissolve into a literal pool of blood, slipping through cracks and resisting damage like some vampiric horror. As they grow stronger, they siphon life from their own body to supercharge spells, and eventually unleash Sanguine Feast—tendrils of blood draining everyone around them while restoring their own vitality. It’s absolute blood magic—a perfect subclass for anyone who wants their sorcerer to feel dangerous and unsettling. 2. Warlock: Great Fool Patron Not all horror is blood and gloom—sometimes it’s laughter. The Great Fool is a cosmic jester patron, and its warlocks wield humor as a weapon. They lash out with Vicious Mockery as a reaction, slap curses on enemies that leave them blinded by flowers, clumsy with clown shoes, or honking uncontrollably every time they move. At higher levels, their banter deals psychic damage, and eventually they can Send in the Clowns—summoning ghostly jesters that strike fear and knock enemies prone. It’s creepy circus energy meets eldritch pact, perfect for players who like their dark fantasy with a side of twisted comedy. Real quick to interrupt, we now have free downloadable D&D cards at the Eternity TTRPG website that you can use at your table. Everything from combat actions to status effects – no more flipping through your book to see exactly what being “Petrified” does to your character. You can just take our graphics, print them out at home, and slap them on your table for fun and easy reference. Grab yours today using the link, below! Now, back to the video. 3. Warlock: Horned King Patron The Horned King reminds me, of course, of the Black Cauldron! ...So I already have nostalgia for it. This class is the darker side of warlock pacts—witchcraft, maledictions, and the like. These warlocks curse enemies with agony, rot, or madness, and later channel the Horned King’s majesty by sprouting antlers and radiating an aura that charms, terrifies, or weakens foes. At their peak, they can even form a coven—bonding allies to share curses, teleport across the battlefield to each other’s sides, and spread extra necrotic damage. Thematically, this one screams ‘folk horror witchcraft’—rituals in the woods, blood pacts, and the slow transformation into something more than human. 4. Wizard: Occultist Occultists are the wizards who say, ‘knowledge at any cost.’ They reach beyond the stars, tearing open the veil of reality for forbidden secrets. Their unique mechanic is the Intrusion Die—every time they push their magic, reality might fight back, causing strange intrusions from alien realms. In exchange, they get immense power: removing concentration requirements, teleporting through scrying spells, and even flying or resisting madness. It’s the perfect subclass for players who want their wizard to feel like they’re constantly balancing brilliance with cosmic horror. 5. Wizard: Philosopher  Where the Occultist seeks forbidden knowledge, the Philosopher seeks ultimate truth. These wizards distill existence into Quintessence—a crystalline powder created from dissolving creatures or objects with their magic. That quintessence can then be spent to boost spell levels, craft magic items, or even alter the damage type of spells. Eventually, they craft a philosopher’s stone, granting them immortality, the ability to supercharge spells, and even cheat death itself. It’s the alchemical dream realized—equal parts academic and arcane. And that’s it—the full lineup of Crooked Moon’s subclasses. Fifteen in total, ranging from blood-soaked sorcerers to those we covered in previous videos, like the plague monk, and alchemical barbarian. This supplement doesn’t just remix the classic D&D classes—it drenches them in gothic horror, folk myth, and cosmic strangeness. If you’ve stuck with us through all three parts, thank you. Now I want to know—which of the fifteen subclasses across this series is your absolute favorite? Drop it in the comments, and let’s see which one takes the crown. And if you enjoyed this series, be sure to like, subscribe, and share it with your table—because who knows, maybe your next campaign could use a paladin bent on the inquisition, or a spectral ranger.
Soldier aims weapon in war-torn city street. Buildings burning, smoke rising; other soldiers advance in rubble-filled road.
By Jacob Tegtman September 9, 2025
Battlefield 6 beta test left players absolutely delighted due to the classic action, unique destruction system, and career ranks.
Show More