As I’ve written in previous articles, I really like the nuances of nemesis sets. I remember first playing the game out the core box and being disappointed at having to set aside some great villain names that might never see play. In fact, I’m pretty sure that for my lesser played heroes, their arch rivals have never seen the light of a playmat yet. That being said the nemesis sets can often wreak havoc particularly in solo games where their impacts are felt more.
Welcome back. I hope you've all brought your floatation devices, because we are once again crossing the streams. This week we will be focusing on stream crossing cards in the Protection aspect. You know, the green cards that help you prevent damage and heal up you hero? So grab a shield, or better yet an energy barrier, and follow me down the rabbit hole of design in Marvel Champions.
Its been almost 18 months since Marvel Champions was first released, and whilst the pace of the game’s expansion was rather relentless pre-COVID, there are still things I think it would be good to see once the world has stabilized. With the nature of a game being a co-op, there is a fantastic array of support from content creators that have been working on custom cards and unique scenario ideas to keep things fresh. From an official FFG perspective though, here are the 10 things I’d love to see happen within the game over the next 12-18 months.
Ah minions… I often find the quickest way to lose control of a game in Marvel Champions is an overwhelming force of minions diverting your attention from the main objective – taking down the villain. This might be the sheer number of minions or the strength of one or two in particular. We’ve all been there haven’t we - when a tenth Ultron drone is placed down in front of you, or another ‘gobliny’ creature rises from the encounter deck having only been defeated a couple of rounds ago, they all suck. Period.
Welcome to part two of "Don't Cross the Streams" a four part series, in which I look at cards in Marvel Champions that combine elements from two different aspects. The first instalment focused on Aggression cards that did Justice things. This week I'll be flipping the script and analyzing damage dealing Justice cards. Does HARD JUSTICE have a place in Marvel Champions? Let's jump in.