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Take on the roles of Marvel's most famous Super Heroes - or create your own - to fight some of the most dangerous Super Villains in the Marvel Universe! Featuring the All-New, All-Different d616 System, the MARVEL MULTIVERSE ROLE-PLAYING GAME gives players the chance to explore their own corner of the multiverse. Written by New York Times-bestseller Matt Forbeck (The Marvel Encyclopedia, Dungeons & Dragons: Dungeonology), including all new chapter-opening splash pages by Mike Bowden along with illustrations from Marvel's incredible army of artists, the Core Rulebook features all the rules you need to play. This game includes quick character creation, bombastic combat and scores of amazing powers - plus full profiles of dozens of Marvel's greatest heroes and villains. All you need is this book, three six-sided dice and some friends. Make your multiverse, live your adventure!











| Dimensions | 8.7 x 0.87 x 11.14 inches |
| Isbn 10 | 1302927833 |
| Isbn 13 | 978-1302927837 |
| Item Weight | 2.56 pounds |
| Language | English |
| Part Of Series | Marvel Multiverse Role-Playing Game |
| Print Length | 320 pages |
| Publication Date | August 1, 2023 |
| Publisher | Marvel Universe |
User
Super job on a Super game
Suit Up and Save the Day: A Look at the Marvel Multiverse RPGCalling all True Believers! Assemble your team and prepare to sling some dice, because the Marvel Multiverse RPG is a fantastic way to step into the shoes (or tights) of your favorite heroes.Hero-Worthy SystemThe game strikes a brilliant balance between capturing the iconic action of Marvel comics and offering an accessible rule set. The core mechanic, the d616 (a special six-sided die with an extra result), keeps things fast-paced and exciting, with frequent critical successes that really helps keep the fun and story flowing.Freedom to be Your HeroYou can choose to play as one of your favorite Marvel characters or build your own original hero to fight evil with. Character creation gives you tons of options to craft a hero that's unique. Whether you want to be a brawling powerhouse like Hulk or a tech-wielding genius like Iron Man, the Marvel Multiverse RPG has you covered. Plus, the powers available let you get really creative and build something to fit almost any creative idea you have.More Than Just PunchesWhile combat is undeniably fun, the game doesn't neglect the non-combat aspects of superhero life. There are rules for building custom backstories and adding traits and tags to further your unique heroes vision. Each influences the gameplay and the Narrator's (Game Master) tools for advancing the story you’re all working on together at the table.A Universe of StoriesThe Marvel setting itself is a treasure trove for adventures. The rich history and vast cast of characters provide tons of inspiration for the Narrators to craft thrilling campaigns. Whether you want to face off against classic villains, team up with iconic heroes, or forge your own path in the Marvel Universe, the possibilities are only limited by your imagination.A Slight NitpickWhile the game excels at capturing the superhero action, some might find the need for detailed rules for non-combat scenarios a minor drawback. But honestly, a rules-light open universe with so much already here and more on the horizon coming, who can’t get into that?The Final VerdictThe Marvel Multiverse RPG is a true winner, and so are we who enjoy TTRPGs. It's a blast to play, easy to learn, and offers endless opportunities for epic superhero adventures. Stan the man said it best, EXCELSIOR!!! So grab your friends, roll the d616, and get ready to make your mark on the Marvel Universe!
User
A Must-Have for Marvel Fans and RPG Enthusiasts!
The MARVEL MULTIVERSE ROLE-PLAYING GAME: CORE RULEBOOK is an exceptional addition to the world of role-playing games, offering an immersive and thrilling experience for both Marvel fans and seasoned gamers alike. This core rulebook is a fantastic resource that brings the Marvel Universe to life in an exciting and engaging way.The book is beautifully designed, with vibrant artwork and detailed illustrations that capture the essence of the Marvel Universe. The visual appeal is complemented by clear and concise rules that make it accessible for both newcomers and experienced role-players. The layout is well-organized, making it easy to navigate and find information quickly.The core rulebook provides a comprehensive and flexible system that allows players to create and play as their favorite Marvel heroes or craft entirely new characters. The character creation process is straightforward yet deep, offering plenty of customization options to suit any play style. The rules for superpowers, combat, and team dynamics are well-balanced and designed to reflect the high-energy, action-packed nature of Marvel stories.One of the standout features of this rulebook is the detailed guidance on creating and running Marvel-themed adventures. The scenarios and campaign ideas provided are rich with potential, ensuring that game masters can craft memorable and thrilling stories for their players. The book also includes helpful tips for incorporating Marvel lore and maintaining the essence of the Marvel Universe throughout gameplay.Overall, the MARVEL MULTIVERSE ROLE-PLAYING GAME: CORE RULEBOOK is a must-have for Marvel fans and RPG enthusiasts. It offers a well-crafted, engaging system that captures the excitement of the Marvel Universe and provides endless possibilities for adventure. Whether you’re a long-time role-player or new to the hobby, this rulebook will enhance your gaming experience and let you explore the Marvel multiverse like never before. Highly recommended for anyone looking to dive into superhero role-playing!
User
Great RPG.
Fun game, great book.
User
Easy to play and it feels like you’re in the Marvel Multiverse!
We’ve been playing since we got it during GenCon and the light and evocative rules are awesome. It plays fast and the art is inspiring. A sample adventure would have been nice, but we have the Mythic GM Emulator Deck for that. With future support already in the pipeline this is a no brainer for Marvel supers action. Excelsior!
User
Excellent book
Art is awesome, very awesome book if you are a marvel fan and even more if you are into role playing games is very good and easy to follow
User
Fun for young and old!
This game is simple to learn, simple to play, yet as rich and nuanced as your imagination. I have played TTRPGs since I was a child in the 80s. They are basically communal storytelling with random number generators (dice).The MMRPG can be played using your favorite heroes and villains or with custom generated heroes and/or villains. I’ve already run games with a mix of children and adults and everyone had a great time.The 616 dice system means you can play with simple six sided dice and successes, failures, Fantastic successes, and Fantastic failures are simple to calculate.You can play a variety of genres: fast paced action heroes, gritty crime fighting vigilantes, supernatural investigators, or cosmic defenders. And everything in between. You can include all in a campaign. The limit really is your imagination.
User
Almost a 2 star.
TLDR It looks good, could have been great. Perfect IP. Had a great base system to build off of. But failed miserably in giving players the options, advancement, or guidance on how to do it themselves. Balance, powers, abilities, traits, options, and growth all fail miserably. As a experienced GM, I can homebrew this into a functional game for my kids who don't question or get extremely creative, or argue. But it would be a headache to bring this to any serious gaming group.On to the overly long review-------------------------------------------------------------Honestly, the game feels right. It could have been easily a 5 star, but it is far from it.I look at this book/system as pretty wrapping. Like a iconic images of Thor, or Jean Grey, or whatever your iconic super hero is. Skin deep it feels Powerful, cool and very flavorful, or thematic. It looks great. The powers fit, the writing is well done. Everything looks and sounds great.The core system is great too. This super hero has strong bones. Worthy of Thor and Jean Grey. The 3d6 where one of those is the special marvel dice, and how the system works is also great. I would say the core system is simple, but very well done. I could see it being used for Marvel, or any other theme you want. It feels like the system was created by someone, not for marvel, but like a new Core system. Like D&D has its iconic d20 system which is now used in so many other games then D&D.It definitely has the soul of a hero. The flavor and the feel as I have said is perfect. In my eyes at least. There is built in rewards for being a hero that villain's and anti heroes don't have as much access to through the Karma system. Even though heroes often are punching up, they are rewarded for being heroes. Others can get some Karma, but its not given freely.And this is where it falls apart. The blood and muscle of the hero is just not there. The powers are unbalanced with very little support behind them. There is a limited scope of powers sets to the point that it almost feels like its a MMO. It vastly limits your options, and does not support freedom of creation of new powers by offering no support on creating new powers/sets other then to say, look at the other power sets and use them as a example. It shows clear favoritism for some like spider powers. Yes, they named Spiderman like powers as 'spider powers' and it is used for Spiderman and venom equally. Miles Morellis uses Venom blast from the spider tree... but not venom. The worst offender is the fact that they showed clear favoritism over some powers. A standard seems to be, a power that gives you a ranged attack that does full damage on a success, then double on a fantastic success along with adding a special effect for 1 round. So like wind gives 1 round of knockdown for example. But fire sets them ablaze which requires a full action to snuff out, where knockdown is only 1 movement of your base 5 movement to stand. Spider powers are worse, for the same cost and entry requirements, you hit up to 2 for half damage web strike, or full on a fantastic but it webs them which requires a really high 20 melee check to break free from. Or they stay paralyzed. Its the difference between Ranged and melee, but, if you want ranged, he can web for a paralyze at range with just a success worse if its fantastic. It gets no damage, but still has the same requirement to take. Just for comparisons, he can hit Captain America with the web on a 7 on 3d6 but Captain America needs a 13 or higher. When you get into rank 1 heroes who can pick up that web easily. The average rank 1 target cant ever break free without rolling a super fantastic success which is basically the same as 6 6 6. which is a 1 in 216 chance. I looked it up. Hit me with anything other then webs please. Does it fit how dangerous Spiderman is? Yes. Is it at all ok for game balance. Heck no.An addition to the powers, they needed to make them more... Universal. Similar to how they did elemental control. That set covered about 12 different options and could be easily altered to cover more elemental options. They needed broad power sets, like shapechanging, or invulnerability, regeneration. They are in, but as a singular power that does not cover all they could do. Not spider powers. As it is, you can't really have a Plant control set without completely inventing HOW to do it. You cant summon a demon, or create a dog made out of fire. There is no rules for having a side kick, or a Quinjet. You can build a inventor, like Tony stark, but Iron man, only has the ability to use his 1 suit in the game. Inventor and gearhead don't give you anything other then, I can figure out how a machine works better, maybe. Or I can repair thinks better, maybe. Iron man, literally can only do what the powers of the suit offer. He is nothing without the suit, Not billionaire, playboy, philanthropist. No ability to make the hulk buster let alone use it. Even though they use the hulk buster as a option for him in fluff text, there is no actual ability for iron man to change suits. I have seen many systems do this way better. Including direct competing IP's *cough DC cough*The true problem with the system is growth. Per the books only description, Spiderman is who he is. He may learn lessons, but there is no more growth for him. Unless he turns into a spider or gains a venom symbiote. The fun is to do heroic adventures as he is written with no change to powers or abilities. That's the books/authors beliefs. The only advancement is rank 1-6 which is really only meant for player made. But that is it. Each rank you get 5 attribute points, 4 powers, 1 trait, and a couple other things. That's it. Sure, it places you as much more powerful, but, its like they have never played a table top game and know that players thirst for advancement. You can homebrew rules, to give players a sense of advancement, but by the rules, this game lacks any true sense of advancement. It makes sense for Marvel universe. Thor, has really always been Thor. He is not learning new powers. Or even getting stronger. Wolverine has mostly been the wolverine he always has been. Usually hero advancement in power is similar to Spiderman getting venom. Or wolverine getting adamantine. Jean Grey getting... access? To phoenix. That does not work for a players really. Even modern marvel video games have advancement for characters. Heck, even the movies have more character development. Don't get me wrong, there is massive differences between rank 1 and rank 6. Which is weird. Going from struggling against gangsters to fighting Thanos is weird. Even the Kang adventure path suggests you use whole new characters for each part of the adventure.If you want to play Spiderman as is, with no advancement Vs other premade enemies, in the wonderful marvel multiverse, this is the game for you. If you want to be creative, or feel the thrill of advancement through growth and character creativity, this is NOT for you.
User
Worth the price of admission
This game has seen a massive improvement since the test phase. Character Rank and Attributes have been streamlined making the whole system more cohesive and simplified.If the game is new to you, you'll find it pretty simple to learn. The core mechanics are quite basic and once you know those they branch out to the other aspects of the game rather smoothly.So if the game is so simple, why are there so many pages? Well, it's a superhero game so lots of pages for powers. Always a good thing. However the largest chunk actually goes to character write ups. Thor, Ironman, Spider-Man and such. This gives you plenty of examples to help guide creating your own characters.ANYway, it's good stuff! Put your quarter in the slot(maybe more than a quarter these days), and give it a whirl. If you like Marvel you'll have fun.
User
Great product
Great buy
User
Brilliant.
Would recommend. No complaints. Again everything quiet. So perfect. Excellent for a gift, with the cards
User
TTRPG nuovo e divertente
Ho acquistato questo manuale perché mi è stata regalata l'avventura di "Deadpool Role-Plays The Marvel Universe". Le regole sono semplici però interessanti ed è soprattutto molto bello interpretare gli eroi che tutti noi conosciamo. Interessante anche che le differenze di forza sono ben delineate, quindi un Hulk in combattimento sarà molto più forte di un Daredevil. Consigliato come alternativa ai soliti TTRPG
User
Fräscht och fint rollspel
Mkt fint format. Fräscht och inspirerande. Känns lite som det saknas något i reglerna, t.ex. fordon. Men det kommer fler böcker så det kanske löser sig där. Är väldigt sugen på att skriva ut ett roll formulär och börja spela direkt
User
Excelente
Excelente, queria os outros títulos da Free league
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