Infinity Quest: League Store

Team Options

This is the place where you can spend your Victory Points from your Victory Point Pool.  Each item has a stock number and a re-stock number - this represents its availability.  Once the stock hits 0, the restock will replenish the item, but the price may increase by as much as DOUBLE the original amount.

Team Options are purchased for your team between games and do not have any in-game effect.

Happy Shopping!

 

Points Stock Item

Item Description

100
(100)

 

NA
(NA)
 
Experience Point

 

Adds 1 Experience point to your Upgrade Points.  Experience gained this way is not affected by the in-game limits.  Your team may not earn more than 25 Experience points in this manner during the course of the league.

 

50 + X
(50+X)

 

10
(10)
 
Reserve Member

 

Allows your team to recruit a Reserve Members (see Rulebook).  X = The Point Value of the Character being recruited as a Reserve Member.

 

250
(250)

 

3
(3)
 
Switching Sides

 

Allows your team to purchase a character that is normally classified as being of an opposite alignment from that of your team (Hero/Villain).  Note that all standard rules of purchase apply.

 

150
(150)

 

3
(3)
 
Alternate Team Ability -
All Star Squadron

 

If everyone on your Heroic Team shares the All Star Squadron keyword, then you may grant them the following ability;

Characters using this team ability modify their attack value by +1 when making a CCA against a character at least twice their point value.

 

250
(250)

 

3
(3)
 
Alternate Team Ability -
Alpha Flight

 

If everyone on your Heroic Team shares the Alpha Flight keyword, then you may grant them the following ability;

At any time during the game, you may choose a team ability or opposing character as your target. Each member of your team increases their attack value by +1 when attacking the chosen character or a character possessing the chosen team ability.

 

150
(150)

 

3
(3)
 
Alternate Team Ability -Atlantis

 

If everyone on your Heroic Team shares the Atlantis keyword, then you may grant them the following ability;

Whenever a character using this team ability occupies water terrain, modify its defense value by +1 against ranged attacks.

 

250
(250)

 

3
(3)
 
Alternate Team Ability -
Birds of Prey

 

If everyone on your Heroic Team shares the Birds of Prey keyword, then you may grant them the following ability;

Whenever a character using this team ability is targeted by Outwit, roll 1d6.  On the result of 4+, the character may not be a target of Outwit this turn.

 

250
(250)

 

3
(3)
 
Alternate Team Ability -
Defenders

 

If everyone on your Heroic Team shares the Defenders keyword, then you may grant them the following ability;

Whenever a character using this team ability makes a CCA or CPA, modify its attack value by +1 for each adjacent friendly character.

 

200
(200)

 

3
(3)
 
Alternate Team Ability -
Earth's Mightiest Heroes

 

If everyone on your Heroic Team shares the Avengers keyword, then you may grant them the following ability;

Once per turn, if a member of this team would be dealt 1 damage, you may choose to ignore it.

 

300
(300)

 

3
(3)
 
Alternate Team Ability -
Excalibur

 

If everyone on your Heroic Team shares the Excalibur keyword, then you may grant them the following ability;

Whenever a character using this team ability takes 2 or more damage from an attack, put an Excalibur token on its card.  At the beginning of its activation, you may remove any number of Excalibur tokens from its card.  Modify any of that character's combat values by +1 for each token removed until the beginning of the character's next activation.

 

300
(300)

 

3
(3)
 
Alternate Team Ability -
Fantastic Force

 

If everyone on your Heroic Team shares the Fantastic Four keyword, then you may grant them the following ability;

Characters using this team ability may use the unmodified defense value of any other friendly character who is either adjacent or on the same tile.

 

200
(200)

 

3
(3)
 
Alternate Team Ability -
Gotham Knights

 

If everyone on your Heroic Team shares the Gotham City keyword, then you may grant them the following ability;

When a character using this team ability hits an opposing character with a printed damage value of 4 or more, increase the damage dealt by 1.

 

200
(200)

 

3
(3)
 
Alternate Team Ability -
Green Lantern Honor Guard

 

If everyone on your Heroic Team shares the Green Lantern Corps keyword, then you may grant them the following ability;

When a character using this team ability attacks, modify their attack value by +1 for each other friendly character that attacked the same target this turn.

 

300
(300)

 

3
(3)
 
Alternate Team Ability -
Guardians of the Galaxy

 

If everyone on your Heroic Team shares the Guardians of the Galaxy keyword, then you may grant them the following ability;

Powers possessed by characters using this team ability cannot be countered.

 

200
(200)

 

3
(3)
 
Alternate Team Ability -
Hellions

 

If everyone on your Heroic Team shares the Hellions keyword, then you may grant them the following ability;

Whenever a character using this team ability is KO'd, a friendly figure with a higher point value may Activate with 4 AP at the end of the turn, regardless of which player's turn it is.

 

200
(200)

 

3
(3)
 
Alternate Team Ability -
Heroes for Hire

 

If everyone on your Heroic Team shares the Heroes for Hire keyword, then you may grant them the following ability;

Whenever a character using this team ability would be dealt damage, you can choose to reduce damage dealt by 1 if you deal 1 unavoidable damage to an adjacent friendly character.

 

100
(100)

 

3
(3)
 
Alternate Team Ability -
Horsemen of Apocalypse

 

If everyone on your Heroic Team shares the Horsemen of Apocalypse keyword, then you may grant them the following ability;

As long as you have exactly 4 characters with this keyword on the board, you may modify this character's attack value by +1.  This ability may not be copied.

 

200
(200)

 

3
(3)
 
Alternate Team Ability -
Invaders

 

If everyone on your Heroic Team shares the Invaders keyword, then you may grant them the following ability;

Whenever a character using this team ability is activated, modify its speed value by +1 for every other friendly character who is either adjacent or on the same tile.  Ignore the rule of 3.

 

200
(200)

 

3
(3)
 
Alternate Team Ability -
Justice League International

 

If everyone on your Heroic Team shares any combination of the Justice League Antarctica, Justice League Europe, or Justice League International keyword, then you may grant them the following ability;

Whenever a character using this team ability would be dealt damage, you can choose to reduce damage dealt by 1 if you deal 1 unavoidable damage to an adjacent friendly character.

 

250
(250)

 

3
(3)
 
Alternate Team Ability -
Justice Society

 

If everyone on your Heroic Team shares the Justice Society keyword, then you may grant them the following ability;

At any time during the game, you may choose a team ability or opposing character as your target. Each member of your team increases their attack value by +1 when attacking the chosen character or a character possessing the chosen team ability.

 

200
(200)

 

3
(3)
 
Alternate Team Ability -
The League

 

If everyone on your Heroic Team shares the Justice League of America keyword, then you may grant them the following ability;

Once per turn, if a member of this team would be dealt 1 damage, you may choose to ignore it.

 

250
(250)

 

3
(3)
 
Alternate Team Ability -
Legionnaires

 

If everyone on your Heroic Team shares the Legion of Super Heroes keyword, then you may grant them the following ability;

Whenever the character with the highest point value on your Heroic Team is KO'd, you may immediately use an activation on one of your remaining characters.

 

400
(400)

 

3
(3)
 
Alternate Team Ability -
Marvel Knights

 

If everyone on your Heroic Team shares the Marvel Knights keyword, then you may grant them the following ability;

When adjacent to a wall or blocking terrain, the square this Hero occupies counts as hindering terrain for line of fire purposes and this Hero gains Stealth.

 

200
(200)

 

3
(3)
 
Alternate Team Ability -
New Mutants

 

If everyone on your Heroic Team shares the New Mutants keyword, then you may grant them the following ability;

When a character using this team ability attacks, modify their attack value by +1 for each other friendly character that dealt damage to an opposing character this turn.

 

250
(250)

 

3
(3)
 
Alternate Team Ability -
New Warriors

 

If everyone on your Heroic Team shares the New Warriors keyword, then you may grant them the following ability;

Whenever the character with the highest point value on your Heroic Team is KO'd, you may immediately use an activation on one of your remaining characters.

 

300
(300)

 

3
(3)
 
Alternate Team Ability -
Nextwave

 

If everyone on your Heroic Team shares the Nextwave keyword, then you may grant them the following ability;

When a character using this team ability KO's an opposing character of a higher point value with an attack, place this character 1d6 squares away.

 

200
(200)

 

3
(3)
 
Alternate Team Ability -
Outsiders

 

If everyone on your Heroic Team shares the Outsiders keyword, then you may grant them the following ability;

When a character using this team ability attacks, modify their attack value by +1 for each other friendly character that dealt damage to an opposing character this turn.

 

200
(200)

 

3
(3)
 
Alternate Team Ability -
Secret Six

 

If everyone on your Heroic Team shares the Secret Six keyword, then you may grant them the following ability;

Whenever a character using this team ability is KO'd, you may roll a d6 and subtract 2 (minimum 1).  Deal that much damage, divided as you choose, among any number of opposing characters adjacent to the square the KO'd character occupied.

 

100
(100)

 

3
(3)
 
Alternate Team Ability -
Shadowpact

 

If everyone on your Heroic Team shares the Shadowpact keyword, then you may grant them the following ability;

Characters using this team ability ignore the Mystics team ability.

 

300
(300)

 

3
(3)
 
Alternate Team Ability -
Suicide Squad

 

If everyone on your Heroic Team shares the Suicide Squad keyword, then you may grant them the following ability;

At the end of your turn, you may roll 1d6 for each friendly character using this team ability.  On a result of 5+, deal 1 damage to each opposing character adjacent to that character that hasn't already been dealt damage by this team ability this turn.

 

400
(400)

 

3
(3)
 
Alternate Team Ability -
Teen Titans

 

If everyone on your Heroic Team shares the Teen Titans keyword, then you may grant them the following ability;

When a character using this team ability is adjacent to a friendly character, it may use Perplex for 2 AP.

 

400
(400)

 

3
(3)
 
Alternate Team Ability -
Thunderbolts

 

If everyone on your Heroic Team shares the Thunderbolts keyword, then you may grant them the following ability;

At the beginning of the game choose any team ability possessed by any other opposing character from another Heroic Team.  Team abilities that cannot be copied and Alternate Team Abilities may not be chosen.  Members of your Heroic Team may use the chosen team ability.

 

400
(400)

 

3
(3)
 
Alternate Team Ability -
Uncanny X-Men

 

If everyone on your Heroic Team shares the X-Men keyword, then you may grant them the following ability;

When a character using this team ability is adjacent to a friendly character, it may use Perplex for 2 AP.

 

200
(200)

 

3
(3)
 
Alternate Team Ability -
West Coast Avengers

 

If everyone on your Heroic Team shares the West Coast Avengers keyword, then you may grant them the following ability;

Whenever an opposing character takes damage from a character using this team ability, modify that opposing character's defense value by -1.  Each opposing character can't have this modifier applied more than once per turn.

 

200
(200)

 

3
(3)
 
Alternate Team Ability -
X-Factor

 

If everyone on your Heroic Team shares the X-Factor keyword, then you may grant them the following ability;

When a character using this team ability attacks, modify their attack value by +1 for each other friendly character that attacked the same target this turn.

 

250
(250)

 

3
(3)
 
Alternate Team Ability -
X-Force

 

If everyone on your Heroic Team shares the X-Force keyword, then you may grant them the following ability;

Characters may ignore hindering terrain for movement purposes.

 

 

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