A cube with all of the expansions within (Except Rebirth and Supergirl and Lobo) and is designed for competitive play (The crisis cards have been removed). You do not have to have all the expansions to play with this cube, although it is not recommended to skip using some of your owned expansions or cards. Custom ruling are at the bottom of the visual list.
Card size:
Starter Deck(per player)9
Kick Stack183
Weakness Stack261
JLDX
JLDX
TTG
JLDX
JLDX
JLDX
TTG
JLDX
TTG
TTG
TTG
JLDX
JLDX
TTG
JLDX
TTG
JLDX
TTGX
TTGX
TTG
JLDX
JLDX
TTG
TTG
JLDX
Base
HU
FE
TT
DNM
Inj
JLD
AA
R1
R2
R3
R4
R5
Con
JLDX
Transformation Zone35
JLD
JLD
JLDX
JLD
JLD
JLD
JLD
JLD
JLD
JLD
JLD
JLD
JLD
JLD
JLD
JLDX
JLD
JLD
JLD
JLD
JLD
Timeline-Up27
X10
X10
X10
X10
X10
X10
X10
X10
X10
X10
X10
X10
X10
X10
X10
X10
X10
X10
X10
X10
X10
X10
X10
X10
X10
X10
X10
Challenges11
Randomizer38
MV
MV
MV
MV
MV
MV
MV
MV
MV
MV
MV
MV
MV
MV
MV
MV
MV
MV
MV
MV
MV
MV
MV
MV
MV
MV
MV
MV
MV
MV
MV
MV
MV
MV
MV
MV
MV
MV
Hostage Stack16
Events20
TTG
MV
MV
MV
TTG
AA
MV
TTG
MV
MV
MV
MV
MV
TTG
TTGX
MV
MV
TTG
TTGX
MV
Multiverse Location9
Reward Cards8
Unique Starters36
Promo
AA
AA
AA
Promo
Promo
AA
Promo
AA
Promo
AA
AASX
AA
Promo
AASX
AA
AASX
Promo
AA
AA
AASX
AA
AASX
Promo
AASX
AASX
AA
AASX
AA
Promo
AA
AA
AASX
AASX
AASX
Promo
Arenas12
Clash15
Super Move16
Hidden Objectives8
Tiles1
Main Deck
1828
Hero465
MV
X8
X12
R1
FE
C1
Con
TT
TTG
DNM
Con
R2
TT
XC1
R4
R3
R2
X9
AA
X9
TTG
MV
MV
AA
R1
TTG
R5
X7
JLD
AA
JLD
X9
R1
C5
C5
C3
MV
Base
Con
AA
R4
R2
R4
R2
TT
TTG
TT
C1
X5
AA
R2
TT
R5
Base
FE
X9
R1
R2
X1
FE
R1
TT
HU
AA
Inj
DNM
R4
C4
Base
R4
HU
TT
X3
HU
JLD
Con
DNM
JLD
X2
MV
TT
R3
DNM
R4
Con
X9
JLD
JLDX
C4
Con
JLD
FE
X1
DNM
X3
X8
FE
R3
Base
R4
FE
R3
X7
X7
C3
R4
R3
C2
R2
TT
AA
AASX
AA
AASX
Base
X11
R2
X6
DNM
X12
AA
TT
X6
HU
X9
R4
X11
R4
Con
Con
Con
HU
Base
X7
X7
R4
X4
R4
XC1
X9
R1
R3
C2
Inj
Inj
Inj
Inj
Inj
Inj
Inj
Inj
Inj
Inj
Inj
Inj
Inj
Inj
R2
X5
R3
R4
Base
TT
X5
C5
HU
JLD
MV
C5
TTG
TT
R3
AASX
R5
Con
C1
Con
R2
R5
R5
TTG
HU
X9
DNM
JLD
JLD
Base
TTG
R3
R3
R2
Base
R5
TT
X12
R5
Con
HU
R2
X6
Con
X2
AA
X1
X9
X12
R5
Con
R1
JLD
C3
Con
AA
X6
X9
Base
X6
X11
JLD
R4
TTG
R3
Base
Con
X7
X9
X6
TT
TTG
C5
X7
DNM
X2
X3
X8
X8
R5
R4
JLD
C3
X11
R1
X8
C4
R1
X12
X7
Con
R4
FE
X5
R4
R5
FE
X5
HU
DNM
Con
FE
R5
Base
AA
AA
Con
JLD
TT
HU
C5
X9
JLD
R1
R1
MV
X11
AA
Base
X11
R1
R4
HU
R2
R2
X4
XC1
JLD
X2
X3
TTG
TT
HU
TTGX
TTG
AA
C2
C5
FE
R4
X3
TT
FE
DNM
R5
Con
FE
Con
TTG
R5
X6
HU
R5
Con
TTG
Base
R5
Con
DNM
R1
TTGX
Base
Con
X7
R4
Con
C2
X9
Base
DNM
R3
JLD
Con
MV
AA
AA
X11
R4
AASX
TT
AA
R2
Con
JLD
Con
R2
FE
R3
TT
R1
X6
X9
TTG
C4
MV
HU
C2
HU
HU
DNM
JLD
HU
R3
Con
JLD
TTG
Base
JLD
Villain463
X5
R3
X9
Con
AASX
Con
JLD
R2
Con
Con
R5
FE
C1
DNM
Base
AA
X8
R1
AA
C5
C5
R2
R2
Base
R5
Con
DNM
X6
C2
C2
C2
HU
C2
C2
C2
DNM
Con
AA
C3
C5
X7
Con
JLDX
TTG
C4
AA
R5
MV
X2
HU
R5
R3
DNM
MV
Base
X9
Con
X6
Con
TT
TTG
JLD
Base
DNM
R1
AASX
X3
AA
C3
X3
MV
DNM
AA
MV
X6
R5
X7
HU
R4
FE
DNM
X7
FE
R2
R3
Con
AA
Base
R5
Con
X5
TTG
HU
R4
Con
JLD
FE
Con
JLD
R4
R5
Con
R5
R4
Con
R4
JLD
X7
AA
Con
MV
MV
JLD
JLD
FE
Con
X5
R3
TT
TTGX
R4
R3
R3
X8
Base
X8
R3
HU
X7
TT
R4
FE
TT
Base
X8
X9
X11
R1
R3
R4
X9
R1
X2
AA
TT
Inj
Inj
Inj
Inj
Inj
Inj
Inj
Inj
Inj
Inj
Inj
Inj
Inj
Inj
Inj
HU
AA
TT
JLD
FE
C5
C3
X7
X7
R2
HU
X11
R1
C1
AA
TTG
XC1
Con
AA
TTG
JLD
Con
X6
R2
DNM
X12
TT
HU
R5
R5
Base
R4
R2
R2
TT
TTG
X5
Con
AA
TT
FE
AA
HU
R2
X7
C4
TT
R5
R5
Con
R3
JLD
R4
X4
TTG
TTG
X2
X11
R1
R5
HU
TTG
R2
R3
Con
JLD
JLD
C4
HU
DNM
FE
JLD
MV
R2
C5
HU
R5
Con
X1
TTG
R4
TT
C4
TT
TTG
Base
X9
X11
R1
FE
X12
R4
AA
C1
R4
AASX
AA
C5
DNM
R1
DNM
R3
AA
X9
TTG
C5
HU
R3
X12
R2
X4
R2
X6
FE
R4
R4
TTGX
R3
X6
Base
R1
X1
C3
TT
R5
Con
Con
TTG
R4
R2
Base
JLD
AA
TT
R2
Base
DNM
X7
C4
X12
C1
Con
DNM
Base
FE
X12
R1
HU
JLD
X5
JLD
TTG
R3
FE
Con
HU
JLD
MV
X11
X8
C5
R4
Base
R1
Base
R1
R3
X5
R3
Con
XC1
R2
R3
R3
AA
TTG
Base
R1
FE
X3
AA
AASX
R1
R4
MV
R3
X9
JLD
JLD
JLD
R4
Con
TT
R3
Super Power387
R3
TT
DNM
JLD
X7
R3
AA
C5
Inj
TT
X8
TTG
R1
FE
Inj
JLDX
AASX
DNM
Base
C5
HU
X6
AA
C3
JLD
JLD
C2
TTG
C3
R5
Con
X8
Inj
R2
R2
R2
R2
R2
R2
FE
R5
X11
R4
R4
AA
AA
C2
Con
TTG
TTG
TTG
TTG
Inj
Inj
TT
X12
X11
X7
X4
R3
X4
X6
JLD
X3
TTG
TT
X5
DNM
X7
FE
TTG
DNM
R2
Inj
R3
DNM
C1
R5
Con
TTG
Inj
HU
Inj
DNM
TT
FE
X1
C5
TTG
R3
AA
Base
Inj
X9
R5
AASX
AA
R1
AA
TTG
DNM
AA
C3
Con
X12
Con
JLD
R3
FE
R1
R5
FE
R1
JLD
AA
X5
C1
TTG
JLD
JLD
X3
R1
X6
R1
X6
DNM
X8
AA
Inj
X2
X5
TT
X1
Con
R5
XC1
X11
JLD
TTGX
X7
AA
X5
R3
JLD
JLD
C2
Con
DNM
FE
R4
HU
C1
R4
X2
JLD
C2
X4
C5
JLD
R3
Inj
C3
Con
JLD
DNM
TT
HU
R4
JLD
TTG
Inj
Inj
R3
JLD
AA
R3
Inj
TT
DNM
Inj
X11
R4
R4
R4
HU
TTG
R4
R4
Con
X11
Inj
R5
FE
Base
Base
R5
TTG
Inj
R4
X12
AA
TT
AA
TTGX
X12
TT
Con
X3
Con
HU
R3
R3
C4
X5
X12
FE
Inj
FE
AA
R3
C4
DNM
C4
X9
Con
HU
R2
R4
R4
JLD
FE
JLD
R1
Base
DNM
X2
Equipment393
Inj
JLD
X6
X7
X5
C5
X11
Con
R4
C4
JLD
DNM
Base
X2
X7
X5
X8
X12
HU
R1
Inj
AA
C5
X8
DNM
Base
Inj
R1
AA
X7
C4
TT
TTG
C4
Con
C2
C5
TTG
HU
C1
TTG
R4
Con
R2
X7
C3
JLD
Inj
R5
JLD
FE
X11
TTG
DNM
Inj
C5
Inj
JLD
C5
TT
FE
X5
X2
TT
X6
X11
FE
X9
R3
X6
AA
Con
TTG
TT
Con
AA
TT
DNM
TTG
JLD
AA
JLD
DNM
DNM
DNM
R4
Inj
Inj
C2
X2
TTG
AA
FE
AASX
TT
AA
AASX
JLD
Inj
AA
Con
X12
Inj
TTG
R1
Base
R2
HU
Inj
R2
AA
JLD
HU
JLD
X11
AA
R5
JLD
HU
R2
TTG
R1
X8
Inj
R5
Con
X12
TT
Base
Inj
AA
R1
HU
X3
X3
R3
X9
X5
Con
TT
X9
R4
C1
FE
FE
JLD
TTG
HU
X5
TTG
X7
AA
JLD
X7
X12
DNM
X4
Base
X11
DNM
Inj
C2
HU
FE
DNM
Con
DNM
C3
FE
Inj
R5
Con
Base
DNM
X11
Inj
C1
TT
X12
AA
HU
AA
TTGX
X4
JLDX
X8
JLD
AA
HU
FE
C1
TT
Inj
R2
R2
HU
JLD
C2
R5
FE
C3
HU
AASX
X6
R3
TTG
JLD
HU
TTGX
XC1
R5
JLD
R5
Inj
JLD
TTG
DNM
X1
TT
C3
Base
R1
Base
R3
X1
X4
AA
X3
TTG
TTG
Con
Con
Base
R1
FE
JLD
X8
C4
R3
X6
HU
C2
Inj
R4
HU
Location101
R1
AA
AA
JLDX
Con
HU
Base
AA
R1
C2
X9
TT
FE
MV
FE
AA
TT
FE
R3
DNM
X6
C5
Con
FE
X8
MV
DNM
Base
R5
AA
HU
X12
X12
C1
C5
JLD
FE
TTG
JLD
C1
JLD
AA
C4
X5
TTG
R4
AASX
X3
C3
Con
JLD
X9
HU
R5
C2
R2
X1
MV
JLD
JLD
C3
HU
R2
TT
X4
HU
R2
DNM
JLD
Con
AA
R2
X5
FE
R3
AASX
MV
R5
TT
Base
R1
TT
DNM
Con
R3
R3
R4
C1
R3
Base
Con
TT
Base
TTG
DNM
JLD
TTG
JLD
MV
X2
R1
Rules
This cube is intended to use all Nemeses for longer play but any amount that your group wants to use will be fine. The Nemesis stack is set up with the Starting Nemeses on top, others shuffled together, and Final Nemeses on bottom (Killer Croc, Starting Nemeses, other Nemeses, Final Nemeses) Don't use Villainous Machinations Mastermind plots are shuffled with the Final Nemeses. When the Mastermind plot is revealed, each player flips over their Loyalty Card. While a Mastermind plot is face up, the Secret Mastermind gains a VP a the start of each of their turns. When the plot is defeated, each Loyal Player gains 5 VPs (Or the same amount as the Secret Mastermind did because of the plot) and remove it and the Loyalty cards from the game. After a Nemesis without a Reward or playable text is defeated, the defeating player gain VPs equal to the Nemesis' VP value and removes the Nemesis from the game. When an area needs to be changed but there are no new ones, shuffle them all together and form a new stack to use. During set up, shuffle all of the Kick stack together and all of the weakness stack together. Flip the top of the Kick stack face up. After the top of the Kick stack is bought, flip the next card face up. When a player gains a weakness, flip the top of the weakness stack face up and that player gains it. Players may choose which unique starter they want to use if the didn't pick a character that already has one. Multiverse locations trigger Retaliations for Nemeses that have them. Block and Protector card work for champions. Both types of Protector work for champions Shuffle Multiverse events into the main deck with events from Teen Titans Go! and use them as such. Players do not have to remove an event if they don't want to and there are 2 or less. The Challenges are places in order of lowest to highest (Level 1s (9), Level 2s (11), Level 3s (15) ) Challenges function similar to how crisis cards work. After a Nemesis with a cost more than the next Challenge is revealed, flip over the Challenge as well. Players cannot defeat the Nemesis while a challenge is face up. Players must declare a Confrontation at the start of their turn if they want to use the Confrontation abilities of cards. Characters have cost equal to their tier (1 = Cost 9, 6 = Cost 15) When a player declares a Confrontation, they must choose whether to confront a player's champion, one of a characters, or The Batman Who Laughs for one of the Captured Characters. If they choose a champion or The Batman Who Laughs, they can still buy cards if the Confrontation fails. When a player succeeds in Confronting a character, they place that character in front of them. If that character was owned by another player, the Confronting player must give another character of that tier or higher back to the player who lost a character. If that player doesn't have any other characters of that tier or higher, they may choose a character from the highest tier they own to give the that player. The Joker Castle is used as a alternative to Multiverse's champions. Start the game with each player getting a random Super Villain from Crossover 8 (Don't use Joker unless you are playing with 5 people. In that case, he has a cost of 10). Then place Joker (unless you're using him) and all unused Crossover 8 Super Villains on their Joker Castle side but it is inactive. All abilities of a Crossover 8 Super Villain other than their retaliation, ongoing effect, and VP value are not used. After a champion is defeated it is placed under the player who defeated it's Multiverse location. If at any point a player doesn't have a champion in play, that player takes a Super Villain from under their Multiverse location and uses it as their champion. During any player's turn, that player can form the Joker Castle by placing all of the Crossover 8 Super Villains on their sides and places of the Joker Castle if all owners of the Crossover 8 Super Villains agree to form it. The Joker Castle's Ongoing effect is now in effect but the players that formed it are immune to its effect for a number of turn equal to the number of players minus the number of players that formed the Joker Castle (Number of Players - Number of Players Used to Form Joker Castle). If Playing Team Mode, use the Homeworlds as the team's champions. Each player still chooses their own Multiverse location and can only use that one. If Homeworlds aren't being used as champions, place them in a stack an altering order from highest to lowest (Ex: Level 1 New Genesis on top, making Level 3 Apokolips on the bottom) that is nearby the line-up where every player can see it. The face up Homeworld grants it's benefit to all players regardless of character type. When a non-champion Homeworld is defeated, only the player who defeated it faces Retaliation and gains VPs equal to it's VP value. Then that player may choose any number of players and place the Homeworld in between them (Place it adjactent to the Homeworld Stack). That Homeworld now only grants its benefit to the chosen players