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The general order for a turn of combat is as follows: A card (or cards if a character has an Edge such as Level Headed) is dealt to each player. It can be the GM who deals, but equally sometimes this responsibility falls to one of the players. Each character takes their complete turn before the next, going in order from highest to lowest with the cards ...


3

Pinnacle has released a "transition guide" that has the bare bones rules that have changed between the first and second edition, along with a couple other rules that are common to both to make it a bit easier to follow. The idea is that with this document, you can continue to use the first edition with all the updates to the second edition. This means that ...


3

The rules say the following about initiative: Once the cards are dealt, the Game Master starts the round by counting down from the Ace to the Deuce, with each group resolving its actions when its card comes up. However as you noted, there is a bit of ambiguity as to when the actions are declared. Are they declared before their card comes up or when the ...


3

The decision as to whether to make an ally an Extra or Wild Card depends on a number of factors. The first and most straightforward consideration is how tough you want them to be. Making an ally a Wild Card significantly increases their capabilities, and you need to make sure they don't end up overshadowing PCs and stealing the spotlight. Another question ...


2

There are no hard rules about it, but I would usually expect a unique and named super to be a Wild Card. If you've seen "X-Men: The Last Stand", the battle at the end would be a good example of Wild Card supers (the heroes) standing off against a horde of Extra supers (not including the various named villains, who put up much more of a fight, and would ...



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