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Imperial Assault Hero: Diala Passil – Haunted Exile

Welcome to my character article for Star Wars Imperial Assault. This article will talk about the hero character used in campaign mode for IA and will revolve mostly around playing the campaigns with the digital companion app. I spoke about the app and the campaigns in my previous article. There are definitely a number of heroes to talk about and cover many races from the galaxy far, far away. While not much is known about a lot of these characters, FFG didn't give us much of anything in the way of back story, what we know is gleamed from card texts and information in campaigns in the Campaign Guide.

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Marvel Movie Reflections, Issue 18: Deadpool 2

The first "Deadpool" had a small budget (by superhero movie standards) and wasn't expected to succeed by some, who questioned whether there was a place for an R-rated comic book movie. Then, in true Hollywood studio fashion, once it became clear that the first film would surpass anyone's expectations, a second installment was greenlit with nearly double the budget. And when you're a comic book movie with that kind of money, you can bet Thanos is going to be there.

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‘Redrum’ at the Excelsior Hotel: Probably the best Standalone Scenario for True Solo Play

Not gonna lie... playing Murder at the Excelsior Hotel, MATEH for short, for the first time gave me Stanley's Kubrick's 'The Shining' vibes. We know it's not just an ordinary murder case. The supernatural and psychological elements are present in this scenario as well, very much like 'The Shining.'

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Don’t Cross the Streams? – A Look at Design in Marvel Champions, Issue #1: Aggression

Deck construction games can be pretty daunting. Marvel Champions, avoids this through the simplicity that is "pair a hero with one of the 4 aspects." These aspects are all deeply tied to the goals of the game: "Aggression" deals damage, "Protection" prevents damage, "Justice" focuses on stopping the villains from completing their dastardly schemes (you dastards!), and "Leadership" focuses on using your allies to do all of the above. Because these aspects are so rooted in the goals of the game, the cards within them tend to be of a similar design. However, making games is hard and balance in design, whether intentional of not, can easily be disrupted. Here, in part one of a four part series. I'll be looking at aspect cards that cross the streams, blurring the lines between their own aspect and another. Are these cards necessary to make the game interesting, or do they break the game by doing too much? Let's find out.