Sunday, July 19, 2020

The Dunwich Legacy Cycle: A Light Review, Part I


This is a light review for the entire Dunwich Legacy Campaign for Arkham Horror:The Card Game, which includes the deluxe box (which begins the cycle with new investigators, two scenarios, and a number of cards across all the attribute sets) as well as all six of the chapter packs. I will do my best to avoid spoilers to the stories, but information about the new cards for the investigators is readily available everywhere online there are deck databases. Mostly, I'll try and indicate how good the story is and whether the scenarios are fun because of the way they are setup. This does not include the followup set Return to the Dunwich Legacy. I'm going to record my impressions as I work my way through the campaign, so it'll be an odd combo of session reports and reviews.

The Dunwich Cycle was released in 2017 and was the first campaign set delivered by Fantasy Flight Games (FFG) for the game. It very recently (early summer 2020) was reprinted by FFG. If you are interested in getting into the game with a full cycle of available stuff, this is a great time and place to start. Because I was able to get the full set all at once, I elected to open all the packs and make all of the investigator cards available from the outset. For the investigator cards, FFG randomly spreads them out throughout the cycle and there is no "logical" order to them and no reason to wait until you get to a particular chapter before using those cards. For a new cycle, you would normally have to wait - I had the luxury of not needing to do so. Because of this, I won't give impressions on the cards each "set" contains - I've already mixed them all together.

I put together decks for a couple of new investigators to give them a try. The new investigators are limited to the standard cards, one area of expertise and five (5) level zero cards from any of the other sets, which gives them a slightly interesting flavor of your choosing. 

For this playthrough/review I choose to play with: Jim Culver and Jenny Barnes. 

Jim is solidly based on using Mystic cards (purple), so I built him around cards that allow him to investigate and fight using his spells and then things to either ward off the horrors that come from dipping into the mystic world or healing those wounds. 

Because a lot of those skills/spells are willpower based, I also leaned a little towards cards that increased his willpower. I wasn't planning that he'd be the fighter, but a couple of his spells let him use his willpower to damage the bad guys, so I'm hoping he can at least hold his own.

Jenny Barnes is a dilettante who is an above average jack-of-all-trades. She is solidly based on Rogue cards (which I really enjoy. She rakes in the resources which lets her gets solid cards into play, including her twin guns. 

A lot of the rogue cards let you avoid the fight and some let you get in a parting shot/sneak attack after exhausting the bad guys. She also has a few tricks up her sleeves (wait, she doesn't have sleeves) and she is actually a really good all round investigator. I'm not sure being a jack of all trades is the way to go, but we'll find out.



There are two scenarios to start the campaign and you get to decide on the order they are played, with some variation in setup based on which you do "earlier" in the evening. This is a nice touch for replaying the campaign, because you can immediately add some variability just by switching this up. I started the campaign, promptly got savaged and resigned before anything interesting happened. I then took so long to get back to the game that I couldn't recall anything that happened (which was nothing), so I restarted and had a much longer and more interesting session with the Extra Curricular Activity scenario (which takes place at the famed Miskatonic University). The scenario is interesting, albeit a little straight forward, with a fun little twist towards the end.

The second starter scenario (which could be considered a part II to the first scenario depending on how you look at it or want to count it) - The House Always Wins is a nice change of pace from "the normal run around and test knowledge to gain clues" using a twist that changes up how you get clues. I enjoyed how it worked thematically and it appears to have setup some things down the road of this cycle. 

Overall (storywise), the deluxe set seems to be a good starter. The pair of scenarios make for good 1-2 punch combo for setting the stage. The new investigators are interesting as well and altogether have set my interest for the remaining cycle, which is what the setup should do. Lots of new cards to look at and delve into for your deck building fun.

The first scenario pack didn't disappoint (despite  some comments I have seen that the story didn't feel like it fit). I don't want to give a whole lot away, but I will say that I like that they included a number of location cards which means replays of this scenario should be valid and new feeling (at least for a second spin). It does use the tried and true - location you want shuffled into the bottom half of the location cards - trick, which means there is a sort of a forced timer where you have to grind through to get to the location (a little like the forest scenario (last scenario) from the base game).

In my playing, I ended up SUPER frustrated by locked doors and barriers (and some bad bag draws), which is just how things go sometimes. I felt very well equipped (deck-wise), but the encounter deck setup is designed to frustrate you and luck was not with me at all this evening - Jenny went down for the count due to a hex.

Minor spoiler! I did enjoy one minor story element where I met an ally and keeping him alive through the night meant not having to add a bad chaos token to the bag for the rest of the campaign. This plot point was not over bearing, just a nice little addition.

The second of the the scenario packs takes place on a train! A train that you are forced to race through to try and reach the engine before bad things happen. As with most of the scenarios so far, there are multiple locations that are randomized for your play through to make the scenario more replayable. Both investigators were defeated (the toils of the investigations are stacking up on me), but I was also one draw from "winning" (Jim Cutler was already pummeled out of the game, but Jenny had a chance).

This scenario felt slightly shorter than the others thus far, though that might have been partly the forced urgency of the scenario. Things have been fun to this point, though the story thread through each scenario has not been particularly strong thus far. Individually the scenarios have been good, just not tied together with anything other than the bits to start each scenario. 

I'm at the halfway point of the campaign now, and so far so good. The story has evolved a little slowly, but I've been getting peeks and hints. The individual scenarios haven't been bad. Despite having some fun cards for my team, I certainly don't feel in control or overpowered at all - which is how it should be for a game with this kind of theme. I'm excited for the second half of things to come.

Thursday, July 09, 2020

Nine Great Games (as far as I'm concerned)



You may have seen this pic-art you can build on Pub Meeple. I finally got around to making one (because you know, COVID, and I was bored). It was a little harder than I thought it would be. Figuring out the first six of them were pretty easy, but the last three were tough. I had to really start playing scenarios out in my head to figure out which game I'd rather play of X vs Y vs Z. 

And some great games missed the cut. Games I'd play in a heartbeat, but with a caveat (like with the right people). With the games that made the cut, I'd pretty much play anytime, with anyone new or seasoned in the game. I'd be happy to teach the game, or "test my mettle" against an expert. Anyway...

Honorable Mentions
These are the ones that I love, but it'd depend on the situation and players, so they didn't make the nine.
  • Tichu - I love card games and Tichu (and three handed, Chimera) is such an excellent game that it was hard to leave off the list. But... it is a partner game and knowing your partner makes a difference in how much you enjoy the game. It just missed the cut.
  • Marvel Legendary - I love this game, but the tabletop version takes work to setup, play, and teardown. And when COVID locked us down, I played a bunch solo. And then I found Marvel Champions which scratches a similar thematic itch, but with less effort. Again, just missed the cut today. Still a great game.
  • Samurai - oh I really really love this game. Against players of equal skill. Everyone has to know how to play and play at all player counts. Want to learn? I'll teach you, but the weak player tends to throw the game to the player after them, which means I rarely get to play this.
The Nine
At least as of today, if someone wanted to play these games with me, it'd be a no brainer. If I was at a convention, I'd play one of these over anything else almost without hesitation. I'm going to start with Combat Commander (I have written about CC a lot of times) because it might be my favorite game of all time, but I'll do the rest in the order of the pictures rather than trying to rank them.

Combat Commander: Europe (and Mediterranean)
If you just opened the box and looked inside, Combat Commander looks like your standard GMT grognard affair - folded paper maps, tons of chits in little trays, and decks of cards. Behind the somewhat spartan war-game look hides an amazing game. I am not a wargamer. I don't care about trying to replay historical battles to change history. The thing I love about Combat Commander is that every game is more than just a game, its a whole experience. I can remember so many specifics about games of Combat Commander that I've played - and so do the people I've played against.

And it isn't just some moment of the game that was awesome, the entirety of each game has this narrative that is immersive. It is as if you were thrown into Saving Private Ryan or Band of Brothers. The chaos of war grabs hold of you and there are moments where 15 minutes into the game you are sure you have no chance of surviving for another 15 minutes and then suddenly that machine gun that had all your units pinned downed jams and reinforcements arrive, giving you new life. Or a fire starts and the wind shifts and the blaze is headed your way and you are forced to give up the cover of buildings you were in. And that stalemate you had with the Russians is suddenly your units out in the open running everywhere to get away from them before they can open fire.

It is simply an amazingly good time. 

I wrote a review of Viticulture a while ago and if you want the in-depth details, please, go read it. Suffice to say, when combined with the Tuscany expansion, Viticulture is a really good worker placement game about owning a vineyard (and possibly an orchid and garden and cheese factory). I really enjoy the theme and the gameplay and the options - there are lots of ways to score points and win. You can literally win without ever making wine (which doesn't sound thematic, but whatever). 

Unfortunately, I think most people are only ever exposed to the Essential Ed. of Viticulture, which is just ok - it feels like half a game after experiencing the grandeur of the full Collectors edition. If you play, it has to be the big board with structures and specialty meeples. Trust me.

Is there any boardgamer out there that hasn't played Power Grid and needs me to explain it? It is simply one of the best auction Euros ever made. It is the perfect blend of auctions, positioning and timing and back in the day, my game group would play this every week (which happened with no other game ever). Some people complain that it is too "mathy". There is some math, but it isn't just a counting exercise by any means. If you think it is, you are playing with the wrong crowd. I'm also not the only person that thinks this. In competition for "best game of all time" PG has finished at or near the top FAR more than other games.

Orléans is one of those games I took a flyer on, having read a good preview of, and it turned out to be even better than I could have expected. Its a bag builder, worker placement, euro-point salad kind of deal. We have a bunch of expansion buildings for the game, which give it a nice bit of variability in the approaches we take each game. (on a personal note, I like this one a lot because I can't seem to beat my love - she kicks my ass every time we play either head-to-head or with others).

I love that the bag draws force you to play tactically, but it isn't just tactical play, you have to have a plan as well. Just talking about this one means I'm going to get this out sooner rather than later I think.

Kingdom Builder is one of those fast playing abstracts with variable abilities (which you earn due to your placements on the board) add variable scoring, which makes each game a little like a puzzle and you have something amazing. Because of the limited size of the board, it plays differently with different numbers of players but ultimately it works pretty decently. There is a little randomness in where you can place, but smart choices can mitigate that. When you have a REALLY bad streak of luck, you can get screwed, but games are fast, so you don't have to feel too bad about a bad luck streak. This is way under-rated.

Let's call this the "spiritual successor" to Arkham Horror (2nd ed). For a tabletop game, I think this might be the finest Lovecraftian game FFG has produced. This is a big co-op game of investigators trying to stop the end of the world from bizarre terrors and cults that are worshipping horrific beings from other realms. If the theme is not your cup of tea, then you aren't going to like this one, but I find this another great game that tells a decently coherent story (unlike AH 2nd). The fact that there are all these little story bits and that it can all be tied together so well is a testament to the design. When you start adding in the expansions, you have an almost endless set of stories. Like a lot of co-ops, when things start going bad, it can be hard to stop, but in a game where the mood is grim from the start, it just fits.

This is the revision of Age of Steam, that as far as I'm concerned, cleaned up the rough edges of AoS. Both are good games, I just think the mechanics here are cleaner (and the game isn't so brutal to new players). If you've never played either - it is a train game. You are building track to move goods from one point to another (before someone else does). You have to be able to play both for the moment as well as being able to plan ahead, because if you don't, your future "now" is going to suck. And you are not in a vacuum - the board is not wide open, its cut throat and tight. Despite a small set of things to do in the game, it is wonderfully thinky and meaty.

Has anyone not played Ticket to Ride? There are at least what? 4-5 base versions, countless expansions, great app versions, a web version, etc... Its popularity speaks to what a good game it is. It is a great family game for casual players and yet is interesting enough to keep gamers coming back to it. This is one of the few games I have played an app version of that I like equally as much in both formats. I also really like that the expansion maps just tweak the game, but tweak it enough to make each map fresh and different feeling. It is also great at player counts from 2-6, which is amazing as well.

This might be the least well known of the games on the list. Some boardgamers "know of" Crokinole but have never played due to lack of access to a board. Boards are big and largely expensive (relatively speaking). I got my board about 13 years back and baring an accident, it'll get passed down to my daughter someday. My appreciation for my one-of-a-kind Crokinole board aside, this is as simple a dexterity game as there could be. Take turns flicking disks, trying to slide your disks as close to (or into) the center of the board, while knocking or blocking your opponent's disks. A good board should be slicker than ice, so control and accuracy are important and what make this such a great game of skill. This is great head-to-head or in teams. The most important rule of the game? You have to always have at least one cheek on your chair.

And yes, like I said, I'd play pretty much all of these at the drop of a hat. They are all great games that I love for one reason or another.









Sunday, July 05, 2020

Marvel Champions - Scenario and Hero Pack reviews

With any Living Card Game (LCG) from Fantasy Flight Games (FFG), the meat of the game comes from the never ending stream of new content. While the base game for Marvel Champions is decent right out of the box, with the kind of IP available from Marvel comics, getting a new slew of heroes and villains was never a question of if, but only how much and how soon.

Scenario Packs are new bad guys and new modular sets that can be used with any of the scenarios in order to keep things fresh and new (even while beating up the Rhino for the 800th time). 

Hero Packs on the other hand, not only give you a new hero to play, but introduce a wide variety of new cards. Each hero pack comes fully setup with a set of aspect and standard cards (making them playable out of the box) and three copies of a single card for each of the other aspects in the game. Getting these hero packs not only expands your hero choices, but starts to really give you some options when it comes to building decks and customizing the aspect cards in your deck (and even a little bit with some new standard cards as well). 
  
The Green Goblin Scenario Pack was the first scenario pack released for FFG's LCG Marvel Champions. This scenario pack, based around the Green Goblin, is actually two new scenarios and also includes four new modular encounters (though one of the four modules is very Green Goblin specific). 

If you are looking for a decent change in pace, then the scenario Risky Business is going to be right up your alley - Norman Osborne (the Green Goblin's alter ego) starts the show and has to be driven to the edge of madness for the Green Goblin to come out and play. Managing threat until you are ready for an all out attack takes some planning and timing because the Green Goblin is not only nasty, but he doesn't stay out too long before changing back to Norman. It's a good change up from the straight beat em up of the others.

Mutagenic Formula (the second scenario) is almost a straight plot steal from Spider-man and His Amazing Friends (the old Saturday morning cartoon from the 80's). Here you are just going up against the GG in a scenario that feels a little like an amped up version of Klaw's scenario - there are a lot of minions to deal with and GG can be nasty. 

One thing to note, while the Risky Business scenario is original feeling, it feels pretty easy to manage. Because Norman can't attack and the Green Goblin can't scheme, it's actually fairly straight forward during the early parts of the game to get yourself a breather when the GG comes out by switching to your alter-ego for some healing.

Overall, it is a decent enough couple of scenarios and the new modular encounters add some new variety to your base game, but not enough so to change your world view of Marvel Champions. Solid B

Captain America was one of the first wave of hero packs released. This package comes fully ready to play, with a full starter setup of new and existing cards. 

Captain America comes with a set of Leadership aspect cards geared towards his allies - combined with his own cards geared towards his shield and you have the two things that make him a great hero. When you mix you and build your own Leadership set for Cap, you don't have to feel bad adding extra Avengers in, as new leadership cards can expand the number of allies you are allowed AND make it easier to get them in play. A new standard card will even make an ally an honorary Avenger (which is 0 cost and give the ally an additional HP).

Captain America is a great addition to your collection of heroes - he's really flexible and powerful, and doesn't take quite the time that Black Panther and Iron-Man do to get running. 

The downside to Cap? He can make the game feel on "easy mode" at times, but the cards you get for the set make him an A+

The Black Widow is a recent release that likely was meant to coincide with the MCU Black Widow movie (now slated for release at the end of 2020). As with other Hero Packs, Black Widow comes ready to play out of the box with a full set of Justice aspect cards and standard cards (new and old).

The Black Widow cards are centered around the idea that she is a SPY (you may have seen this key word on some allies already) and that as one of the top spies in the world, she has prepared for whatever might be thrown her way.

As such, there are quite a few cards that are Preparation cards - and they are plentiful and inexpensive. She isn't a big hitter (she can have her moments though) but she is pretty good at neutralizing whatever is thrown her way. By the time you cycle through her deck, she probably is ready to start whittling down the villain. 

She does take some time to get setup and I'm not sure how well her best traits would play with another aspect, but as she is, she is decent fun and the cards that come in her pack are welcome additions for other heroes that want to play Justice too. B+

Dr. Strange is literally the latest release in North America, having arrived July 3, 2020. If you have heard anything about this Dr. Strange pack, it is that he might be a little over-powered. I'm here to confirm that.

Dr. Strange is different from the other hero packs in the makeup of the cards you receive. While he is indeed playable straight out of the box (like the other hero packs), the cards you get are a little different because of the 5 card "spell deck". You still receive the 15 Dr. Strange cards and enough Protection aspects cards and standard cards. In order to "make up" for the extra cards, The Iron Man Leadership card is included (only 1) and no Justice cards (3 of an aggression card are included). 

Dr. Strange's main ability is to exhaust and then you pay the cost to cast the top (face-up) card in the spell deck. Which you will want to do a lot. Thankfully, his cloak allows you to ready Dr. Strange (one time per turn) so assuming you can pay for it, you can get off a couple of his spells.

The allure of his spells and the reason you keep hearing that Dr. Strange is over-powered is that his spells really allow you to control the game (moreso in solo mode). You will constantly be giving up to three of your characters "toughness", making the villain stunned or confused, taking that toughness off a bad guy and making him any other status you like, etc.

And while he's not a huge damage dealer, one of his five spells does 7 damage and a stun. Another card in the Dr. Strange deck does a nice 5 damage plus a random bonus based on the top card of your draw pile. So while he's not going to deliver the hits like She-Hulk or Captain Marvel, he can deliver a hit when he needs, while he utterly controls the rest of the game. 

If you are playing solo, you might need to up the difficulty a bit to get a reasonable challenge. Dr. Strange (Protection) does a good job of neutralizing threats long enough for you to take care of things in your own time. You also won't see a ton of cards for your other aspects. That said, he's fun and should put something new in your toolbox. A-

Thursday, June 04, 2020

Arkham Horror: The Card Game Review


Arkham Horror: The Card Game was released by Fantasy Flight Games (FFG) in 2016 as the next in their line of Living Card Games (LCGs) - it was something of a followup to their hit Lord of the Rings: The Card Game and follows in its footsteps in a number of ways. I'm going to assume that you aren't familiar with LotR:TCG and give you enough of the story so that you understand what this game is all about. Please also note - I'm looking at this game from a solo player point of view.

This isn't a how to play, so I'm going to skip a fair portion of the mechanics of this game itself because I think you play these kind of games for a reason, and in this case, the mechanics are not the driving factor in whether you'll like this game or not.

First off - this is another in the long line of Lovecraftian games that FFG has published over the years. These games have been something of a hit for them and fans of these games know what they're getting from FFG:

  • Investigators and monsters that are familiar (there is a pretty large library of both at this point)
  • Wonderful and creepy artwork
  • Well written story and flavor bites (individual cards and events often have flavor text for fun and to set the mood) that immerses you in what's happening
  • A daunting task to overcome either solo or with your friends
  • A constant feeling of dread or being overwhelmed by the forces against you - part you vs the game co-op and part theme

Honestly, if you aren't a fan of their Lovecraftian line of games, you might not really care about this one either. It's certainly a different game from Eldritch Horror, Elder Sign, Mansions of Madness, and even Arkham Horror (the boardgames), but in the end, the strong theme is a core part of the game just as it is in all of the others I named.

The other thing this game is, is an LCG. As an FFG living card game, it means that the game is designed to continually expand through a series of expansion chapters. You'll be building a deck of cards and updating the cards you use throughout play and as your library of cards expands. You aren't building decks ala Magic or Pokemon or other similar competition games, no, you are building your deck to fight your way through an ongoing set of scenarios - most linked into a larger campaign storyline. There are some one-off expansions that you can add in or play on their own as well.

So are you interested so far? Because what I explain next seem to be the things that kills the enthusiasm for a lot of people. The base game (what I'm reviewing here right now) is just the starter - and not quite a full one at that. Sure, you get enough cards to create two investigator decks of cards (ie enough for two players to sit and play the game). You don't get enough copies of the cards so that both the decks you create can both use some of the popular base cards. In order to do that, you have to buy a second copy. You also have to do that if you expect to play with 3-4 players at once.

Let me be clear, buying multiple copies is not required (unless you want to play with 3+. You might not care that you won't have multiple copies of some cards, knowing that you'll be buying a bazillion more cards. Decide not to bother - entirely your call. But I point this out, because it bothers a lot of people that FFG does this with their games.

Oh, and by the way, let me say it again - this is a starter set. It gives you a jumping off point. It gives you three scenarios so that you can learn the game and figure out how to play and deck build a little. After that, if you want to expand the game, you'll need to grab a "deluxe" expansion (they have 4 or 5 campaigns out now and they all start with a deluxe expansion). The deluxe expansions give you a bunch of new cards and the first couple of scenarios of that campaign. Then, after that, you'll need to track down the 6 (six) chapter packs to get the rest of the cards for that cycle and the rest of the scenarios for that campaign.

To date, FFG has not bundled any cycle together so that you can just buy the whole thing. That means if you are coming in later to the party (such as I am now), you either have to wait until they reprint the cycle (and they do reprint, but it can be frustrating waiting) or you have to pay through the nose. As it is, a single whole campaign will probably set you back at least $150US (that doesn't include this base set). If you look at it like a monthly subscription, then you are talking about $15 a month and we are talking about 8 months of stuff...

** As of this writing FFG's reprint of the first released campaign - The Dunwich Cycle, has just recently hit stores (online and brick and mortar). It is a great time to grab the cycle if you want to get started.

Still with me? Then let us talk about what's here in the base game.

As mentioned before, you get a starter set of cards (there are over 230 cards in the box). You get a handful of investigators to choose from and more than enough materials to build a couple of decks to play. Will those starter decks be the best decks ever? No. Will they make the game unplayable or unenjoyable? No. Honestly, if all you ever did was play your base set, there is a decent amount of value for your $35US ($32 on Amazon Prime).

Each investigator has their own unique skill, a unique equipment card and a restriction to the types of cards that can be used in their deck. Cards are divided into six different categories so you can't just pick willy-nilly. Don't want to figure out what should be in your deck? That's ok, the base game defines starter decks for you to use - just find the cards and away you go. The investigators play differently (moreso to my mind than some of the other FFG games in this genre) because the decks of cards are really what give you your options.

As with FFG's other games, each investigator has different skills and most of the things you want to do revolve around skill checks. Your cards help you manipulate these checks (or mitigate the results when they don't work out for you). Because of this, decks tend to be aimed at either mitigating things you are bad at (so you aren't so bad at it), or being REALLY good at what you are good at.

For example, Wendy Adams here. She is not good at fighting (the fist symbol) - the higher the skill the better. She is pretty great at being elusive (the winged foot). With the right cards in her deck, she can turn her ability to be elusive into sneak attacks and has other ways to damage the enemies that will find her.

Her buddy Roland on the other hand is not fleet of foot at all and often gets trapped because of it. However, he has an arsenal of weapon cards available to him - which combined with his excellent attack skills let him brute force his way through the bad guys. The outcome might be similar, but the path there was not. Fighting is not the main thing either - its simply one thing that gets done while your investigator(s) look for clues to unravel and advance their story.

And while the base game has a limited set of scenarios (technically three, but the first is really trivial and designed to teach you how to play, so two decent scenarios), they give you a good taste of what you may find if you choose to go down the path of the real cycles. Even so, the setup for these offer a little bit of variability to give them some replayability. When coupled with the different investigators and the cards you'll actually see and play from your deck, even the same scenario won't come out the same twice.

But again, after playing this min-campaign a few times, you'll want to move along to really explode your choices and what the system has to offer. More importantly, in this kind of game and specifically this game, the story is the thing and that's something this game does well - once you get into it. You get to be part of the story! It is a little like a complex "Choose Your Own Adventure" with a Lovecraft/Cthulhu theme. The base set here, is like a short story - the longer novel? That's what the campaigns bring you.

So, if you enjoy the whole Lovecraft theme and are looking for a fun episodic story that lets you unravel the stories in different ways, then this is your game. In spades. If you are on the fence, just a few plays with this base set by itself might answer your questions about the game.

One last word of warning. The game can feel a little daunting at first. It can feel a little mechanical at first. After a couple plays, all that starts to fade into the background as your investigator unravels the story and moves through the game. Trust me, what seems like a mountain of stuff will disappear quickly enough.

You don't have to believe me - with over twenty-four thousand users rating this game, it currently sits at #20 in the game rankings. This is a fun game with a good story. It might take a little work (and some cold hard cash) to get started, but once you get running, you won't even notice.

** Double last word: If this theme is not your thing, a slightly less mechanical and less complex game with a different theme but otherwise similar is Marvel Champions:The Card Game. It too is an LCG, but is very recent and has a slightly different model for base cards and expansions. It is not a reskin - it is its own game and system, but with a different target audience.

I'm about to start into the Dunwich Legacy Cycle. I'll be back to review the cycle (as a whole) once I've played through it to talk about what I find (while trying not to spoil it to much).

Be sure to check us out at PunchBoard Media!

Tuesday, June 02, 2020

Cult of the Not So New June 2010


Hey! It has been forever and a day ago, so let's do this thing! It is time to look back at the hotness from 10 years ago! 

BGG user JonMichael Rasmus (jmsr525) has been doing analysis of the games and their trends each month for what seems like forever. I like looking back, because frankly, there are lots of good games that didn't come out in the last two years, and lots of games you probably heard of that don't get played anymore (for good reason). So sit back and enjoy this blast from the past. Based on information in the geeklist - BGG Top 100 Analysis June 2010

Prime Movers

This is the biggest climber of the Top 100 for the month of June 2010 - War of the Ring Collector's Edition which jumped 46 places to claim #47.

Not a huge surprise really. The game was given a CRAZY special edition. You might have seen one at conventions (or on eBay for $1000-$2000). It was (is) really nice.  As you'll see in a minute, it re-sparked interest in the original game as well and I suspect that a large number of people that hadn't rated the game before, suddenly did. And ranked this one as well, only higher.

Falling Stars

Well, technically none, (Falling Stars being those games that dropped more than 10 spots in the top 100), but these games each fell four spots.

  • Ingenious - this is a great Kniza games with double hex tiles. As with so many of his games, you score points in six different colors (based on placing colors in lines) and then your end score is the lowest of the six, so you have to work things evenly. It is a clever game, but luck of the draw has a little bit of a role to play, so I much prefer playing this as a four-player game in teams. This dramatically reduces the luck factor and adds a new dynamic to the game. 
  • Advanced Squad Leader Starter Kit #1 - the goal of the starter kits for ASL was to reduce the complexity of the game for new players by limiting the scope of what was available and happening. This had been around for 5-6 years by this point, so no idea what pushed it out a few spots.
  • Hive - Hive is a wonderfully well done abstract game where each hex tile has a bug on it. Each bug "moves" differently and the goal of the game is to surround the other player's Queen Bee. Both players tiles touch and cannot become separated from the rest. It is a good game that (to me) is tense almost from the word go. BGA has a great implementation available for online play (I'm playing a game of this now as a matter of fact).

Hot Lava Birth

  • Imperial 2030 - #91 - another Max Gerdts rondel game based on his original Imperial game. While I like most of his rondel games, I personally wasn't enamored with Imperial and thus never attempted to try 2030. Today this sits at #219, so it didn't stay hot long.
  • Union Pacific - #100 - this is an Alan Moon stock game with a theme that wasn't licensed from the UP corporation, so re-production of the game itself was never done despite interest in a re-print from consumers (UP was a remake of an earlier Moon game - Airlines). So around this time (2010) it was announced that UP was going to finally get a reprint (sort of). It was getting redone (again) - to be reborn as Airlines Europe. Since the reprint was a year off, UP probably got a little interest and jumped up. Today there is little interest in UP and the game sits at #620 on BGG's charts (Airlines Europe is #390). If you find a copy and get to play it, you'll see something that looks like Ticket To Ride (Alan Moon's real hit), but don't be deceived - UP is a decent stock game and aside from theme (trains) there isn't much that is similar. 

Top Ten Trends

Well, the only change in the Top 10 for BGG in June 2010 was El Grande, which rose back into the Top 10 (at #10). El Grande (not unlike its name) is one of (if not THE) kings of area control games. This is your classic Euro game at its best. Frankly, this is still a great game that holds up. It plays up to five players and can induce a lot of AP, but real is one of the "best of show" kind of games. If you have never played this, you are truly missing a good game experience. El Grande is still in the top 100 sitting at #63.

Top 5 Winning Movers

These are the highest ranked games that have shown any positive position movement in the last month that aren't in the top 10.
  • War of the Ring - I mentioned this at the top of the show. Well, whether the game itself is that good (I haven't played) or whether assisted by the Collectors Edition, the standard game itself jumped up. Today it sits just outside the top 100 at #111 - which is a huge testament to what is pretty much a theme specific two-player game (and yes, I know, it plays more than two, but we all know its a two-player game).
  • Combat Commander: Europe - STILL one of my all time favorite games. Let me explain... No, there is too much. Let me sum up. Buttercup is marrying Humperdinck in a little less than half an hour, so all we have to do is get in, break up the wedding, steal the Princess, and make our escape after I kill Count Rugen. Much like the Princess Bride, the reason this is one of my all time favorites? Each and every time I play Combat Commander, I come away with some fantastic session that gets retold over and over again. I didn't just play a game. I lived an adventure. I'm no Grognard or WWII buff, but this game is not just fun, but a story that unfolds in front of you the whole time.
  • Railroad Tycoon - haven't heard of this? Well, it was eventually rebranded as Railways of the World (2009). Still doesn't ring a bell? How about Age of Steam or Steam (no not the video game platform). RRT was a slight revision of the original AoS with a larger map, some plastic bling and more friendly rules. It wasn't (isn't) a bad game - not in the least. I kinda is a table hog, but it looks good and is fun. I suspect that people started getting their hands on RotW and the ratings started going up on this one a bit. Don't believe me? Today it still sits outside the top 100 at #118. Pretty decent!
  • Ra - another true classic (this was the twelfth game entered into the BGG database). Another Knizia to boot. This is a great combination of push your luck and auction (and a simple auction at that). Probably one of Knizia's best games of all time (so many of his games feel the same, this doesn't). If you have never played Ra, I don't know how you can call yourself a boardgamer...
  • Go - been around for 4000+ years, still widely played. Must be doing something right. 
And that's all for this look back at BGG history and what was hot a decade ago.

Be sure to check us out at PunchBoard Media!

Friday, May 29, 2020

Marvel Champions: How to Play + Basic Walkthrough


Ok, so maybe you have been interested in Marvel Champions for a while, but couldn't land a copy. Or you just heard about it. Or you have had it sitting on the shelf and haven't quite figured it out. Well, I'm here to help. I've been enjoying the game and I know that there seems to be a large amount of confusion from folks trying to learn to play the game, so I'm here to try and help. This is a bit longer than normal, but stick with me here.

I'm here to tell you all - its pretty easy to get started. The rules and "getting started" book are pretty good, but I'm going to walk through it for you and show you how to play true solo and give you some insight into the basics of playing the game.

First, what is Marvel Champions? Marvel Champions is a cooperative card game in Fantasy Flight Games' line of "Living Card Games" (LCGs). Unlike a Collectible Card Game or CCG (like Magic the Gathering, Pokemon, etc), an LCG simply means that FFG plans to release a steady stream of content (ie expansions) for this game. There are still a lot of unknowns about coming material, but currently none of the additional content is required to play and enjoy the game - you can pick and choose parts if you desire to expand your game set. In fact, the game you get out of the box is ready to play for multiple players.

You may have heard this is a deck building game or a customizable deck building game. Yes, there is some flexibility available to customize your hero deck, but it is also quite a bit more rigid than a more traditional deck building game (see - Arkham Horror: The Card Game). Setting up decks to play (fun decks at that), take less than a minute (as you'll see shortly) - if you have ever played Smash Up!, it is exactly that simple - take a couple sets of cards and you have your deck. No having to fish out 30 individual and different cards from a stack of hundreds.

Getting Started

A couple of general notes. In typical FFG LCG fashion, if a card text breaks the rules of the game, the card text is "correct". You can save yourself a lot of overthinking things by doing exactly (and ONLY) what it says on a card. Don't interpret. If you are unsure, check the rules, but most of the time, the straight forward thing is the right thing. Next, any time you see the silhouette of a person next to another symbol, it basically mean "for each hero". So if you see 2(silhouette), it means 2 per hero.

First we have to pick the bad guy. We are going to use the Rhino because he is truly the starter bad guy of the game. There should be three (3) cards for the villain as seen here.

In a normal game, you will have to beat two versions of the villain. Card I then card II in standard play OR card II then card III in expert mode. HERE, we are going to play in a suggested variant - beginner mode, meaning we will only play against one card, version I!

Put the card(s) you will be using on the table and the remaining card(s) back in the box.

Encounter Deck

Next, we have to build the villain encounter deck. First, look for a card that says "Main Scheme" - it'll be two sided (1A and 1B). Rhino only has the one scheme card, but as you play against other villains, you'll find they will have multiple steps (cards) to their schemes, so find ALL the "Main Scheme" cards for your villain.

On side 1A of the Main Scheme card, you'll find instructions on which sets of cards to include in the encounter deck. Rhino's scheme card (Titled "The Break-In!") says Rhino and Standard encounter sets (*note - there is an EXPERT encounter set, so the "Standard" set is simply the name of one of the card sets). It also says to use one modular encounter set and it recommends the Bomb Scare set (the base game comes with multiple modular encounter sets so that you can replay a villain with different cards).

All sets are labeled with the name of the set each card belongs to on the bottom (in a black bar) of the card (under the text box on the card). So, find these three sets of cards:
  • Rhino encounter cards
  • Standard encounter cards
  • Bomb Scare encounter cards
After collecting those sets, we have one more card we need to add (for this game's setup). Each hero has a card (their obligation) that goes into the villain deck. With more than one hero, you'd add the obligatory card from each of the heroes you are playing. Since we are doing true solo (only one hero), we just have one card to add. 

For this walk-through, I'm going to play as the She-Hulk. Her obligation card is called Legal Work. Add this single card to the three sets of encounter cards listed above and shuffle those cards. You have now made the encounter deck. Set this (face down) near the other Rhino cards.

*Note! There are 5 other cards included with the She-Hulk set that are not part of your hero deck. Each hero has a nemesis which is represented by a small set of cards that may eventually become part of the encounter deck, but to start the game, they are simply set aside.

That's it! The encounter deck is now ready to be shuffled up. All you have to do now is turn over the Main Scheme card to side 1B and follow any instructions you find there. Rhino doesn't have any additional setup, so we are almost done. Grab that really big hit tracker and dial in the amount of damage the Rhino can take. On the bottom of the Rhino I card in the black stripe (in really tiny print) it says a number of hit points. Set the dials to match this number. This is the amount of damage we are going to have to deal to the Rhino in order take him out (and in our case, win). Now we are ready to setup our hero deck.

Hero Deck

Each hero comes with a two sided hero card and their own deck of cards which is augmented with two additional card sets:
  • An Aspect set of cards
  • A standard set of general cards.
For the She-Hulk, we are going to use the Aggression Aspect set (red). Mix the aggression set, the She-Hulk hero card set and a standard set and we have built our deck (leave out the two sided hero card). Shuffle that sucker up.

Place the hero card on the Alter Ego side (in our case, the Jennifer Walters side) in front of you. Your hero always begins the game with the Alter Ego side up. Next, grab a hit counter for yourself (one of the little ones - ok, does it really matter which you use? Not in the least!) and set your initial hit points (your starting hit points are in the same place on your hero card as the villain's hit points were on his - at the bottom of the card in the black strip (in tiny print)). She-Hulk starts with a nice high 15 hit points! Lastly, on the card, next to the hit points, it will tell you your starting hand size (six(6)). **NOTE: heroes all have different hand sizes AND the hand size will be different depending on which side of the card you are playing during the game. 

Draw your first six cards from your shuffled up hero deck. Look over the cards and make your first choice of the game! From your starting hand of cards, you may discard any number of cards and draw replacement cards (this is called your mulligan). You can discard zero cards or all of them. In order to make a decision on what to keep or discard, we have to explain the hero card information. 

Here are my initial six cards drawn. In the upper left of the cards is a number. That number is the cost to play the card. Your currency in this game are the cards themselves (similar to Race for the Galaxy). In the lower left of the cards is a symbol. Some cards require you to spend a specific type of card (based on that symbol). For the big number on the upper left, you can use any type as long as you spend the appropriate number of symbols - not cards. This is important because a few cards are going to have two (2) symbols on them.

For example, if these cards were my hand and I wanted to play the Uppercut card, I would pay cards such that I totaled at least three symbols (again that cost is not symbol specific). I (having only single symbol cards) would choose three cards to discard in order to pay for the Uppercut card. If I had two cards that each had two symbols on them, I could pay with just the two cards. It is ok to overpay, but you lose the extra "resources" - oh well.

Some of the cards you'll have are one time use cards (such as Uppercut here), some of them augment your hero (such as the Superhuman Strength card) either for a limited time, or ongoing once played. Some, such as Tac Team, support your hero for a specific number of uses.

As a draw, these are not bad cards - there are some good cards here to put a hurt on a bad guy and some cards to really spread damage around - that being said, it would take a few turns for there to even possibly be a couple of minions helping Rhino, so the Ground Stomp card isn't a great starting card. Chase Them Down is another decent card if there is a bunch of guys to fight, but less exciting as a starting card. Superhuman Strength is a reasonable upgrade, though only a one time use. That one use does stun the target (stun will negate an enemy's next attack), so it is a good way to slow down a bad guy. Tac Team is a good support card that can be used three times. Rather than dig for cards, I'm going to keep all of these with the intent to play the Tac Team card and after my next draw, I may try to get Superhuman Strength in play. I'll use the rest as payment.

Finally, after settling on a hand of cards, follow any setup instructions on your character's card. Jennifer Walters has no setup instructions for us (Black Panther, for example, does have instructions).

Jen does have a couple of things to note. On the left of her card is "5 REC" - this indicates that when on this side of the card, you may recover 5 hit points of damage (up to your max hit points(15)). In order to use this recover ability, you must "exhaust" the card by turning the card 90 degrees (you cannot use this ability if the card is in the exhausted state - anytime a card is exhausted, you cannot use the card until it has been reset to its normal, upright state). She also has an Interrupt ability (I Object!) which is used at a specific time (as indicated by the text). *Note, this interrupt will happen regardless of if your hero card is exhausted.

On the She-Hulk side, there are three numbers on the left side. The first (1 THW) means you can exhaust She-Hulk to "thwart" (this means remove threat). The red number (3 ATK) means that you can exhaust She-Hulk to attack, causing three (3) points of damage to one target. The last number in green (2 DEF) means that you can exhaust She-Hulk to defend against an attack by a bad guy and reduce the amount of damage you would receive by two (2). Again, you can only do one of these if She-Hulk has not been exhausted already. Finally, the text on her card indicates that when you switch from Jennifer Walters to She-Hulk, you can deal two (2) damage to an enemy (any enemy). This is not an "attack" nor does it require you to exhaust the card. This happens even if the card was exhausted when you made the switch.

How do I switch and why do I want to switch?

Simple. Once per turn (on your turn) you may flip your hero card to the other side. If exhausted, the card stays exhausted. Ok. We are now ready to get started. We'll cover more terms and the flow of the game as we go.

Let's Play! Hero Turn

The heroes start. You can take as many actions as you are able or willing to take. If you were playing with more heroes, each hero takes and completes their turn, followed by the next. Players decide on the order.

What can I do?

Your choices will vary depending on the cards you have in play and the cards you have in your hand.
  • You can play a card or cards from your hand, paying the cost as described above. 
  • You can activate some of the cards you have already played - for example, if I had played the Tac Team, I could activate the card to use one of its uses (it has three uses) and do two damage to an enemy. 
  • You can use one of your hero activations to remove threat from a scheme, or attack a bad guy - as long as your hero is ready. If the hero is exhausted, you cannot use their standard abilities.
  • You can flip your hero card (once per turn)
You are not required to use or activate any cards you have in play. You can of course, activate them all if you like (assuming they are ready and/or you can pay any cost that might be required).
For my first turn, I'm going to put the Tac Team in play in front of me on the table. The card says to add three counters. Each time I use the card, I'll remove a counter. When all three counters are gone, the card is removed to my discard pile. I can only activate the Tac Team on my turn and after I do (and spend the counter) I have to exhaust the card (meaning I can't use it until it is back to its ready state). I want to put the Tac Team in play to help me fend off any minion guys that might try and bother me. The cost is three (3) to play this and since all my current cards have only one resource symbol, I pick three cards to pay with - I'm using the two Chase Them Down cards and the Ground Stomp card.  
I no longer have enough resources to pay for either of the remain two cards in my hand, so I'm done playing cards. I did NOT have to play cards first, but by playing the Tac Team now, I have the option to use them before my first turn is over.
I'm at full strength, so I don't need Jennifer's recover ability, so I flip her card to the She-Hulk side. The card text tells me that after I change to She-Hulk I deal 2 damage to an enemy. The only guy to hit is Rhino, so I deal him to damage and change his dials from 15 to 13!  
Seems like I'm going to need to punch him a few more times, so I have She-Hulk attack Rhino. I exhaust the hero card to show I'm using her ability. The attack is three(3) and I don't have any other cards or things that modify this yet, so the Rhino takes another three damage dropping him from 13 to 10 (this guy is a sissy boy)!
I could have the Tac Team attack him as well, but they have limited uses, so I choose not to use them yet. So I can't play more cards, my hero is exhausted and I don't want to use my played card. I'm done for the round. If there were other heroes, each would also take their turn (one at a time).

End of Hero Phase

Once each hero has taken their actions and declared they are done, all players do the following:
  • Ready any of their cards that were exhausted
  • Draw cards until the number of cards in hand matches the number listed on the current side of their hero card
For She-Hulk, this number is four(4)! Recall, Jennifer's side of the hero card lets you draw to six (6) cards, so while She-Hulk gets to really pummel the bad guy, my cards in hand options are going to be reduced. I draw two more card from the top of my deck to bring my current hand up to four cards. At this point, all my cards are active/ready.


One of the two cards I drew was Tigra! This Avenger is an Ally card and I mention her because I intend to play her on my next turn. You'll see her card again in a bit.

Villain Turn

Once all the heroes have completed their turn, have reset their exhausted cards back to their ready state, and drawn their cards, the bad guys come to play. The bad guy turns and the things that happen are pretty easy to execute. There is a little bit here to read, but that is because there are (sort of) two different things that can happen based on what side your hero card is currently on when the bad guys act. I'll sum it up after and you'll soon see that this is all pretty easy.

#1 - Add Threat


Add a threat token(s) to the villain's Main Scheme. The scheme card here shows us that we are to add one(1) threat token per hero to the scheme. We know this because the Acceleration Icon (the symbol immediately above the Starting Threat number shows us "+1(per player)" - remember, that little silhouette means per player. Since we have only a single hero, we add only a single threat token.

The number in the upper left (Target Threat) tells us that when the number of threat tokens on the scheme is equal to or greater than seven(7) threat tokens per hero, this phase of the villain's scheme is complete and we go to the next card in the scheme. When the last card in the scheme is complete, the hero(es) lose. Since we have only one hero, if we get to seven total tokens on this card, we lose.

*Note, it is possible through various cards that get played, for the threat to become accelerated. If an acceleration happens, it means during this part of the game, you simply increase the number of threat that is added.

#2 - The Villain (and minions) Attacks OR Schemes VS EACH Hero

The villain (and any minions that have engaged the hero) will (each) do the same action against each hero. The action is based on which side of the card each hero is on. 

Villain Schemes - Hero is on the Alter Ego side

When your hero is on the Alter Ego side, the villain isn't being confronted directly, so the villain and minions advance the main scheme by adding threat tokens to the scheme.

Villain Attacks - Hero is on the Hero side

When your hero is on their heroic side, the villain is being confronted by the hero and the villain and minions attack the hero, trying to knock them out by dealing damage.

The Process for Attack/Scheming

The process is essentially the same regardless of whether you are being attacked or the scheme is advancing - you simply have to use the appropriate value from the bad guy card and either add threat to the scheme or reduce hit points on your hero. When being attacked, you will have an option of defending, otherwise the process is basically the same.

First, draw the top card of the encounter deck without looking at it. This is a potential boost card for the villain's action.

If your hero card is on the hero side and you are being attacked, you may defend, which is described below. You must declare a defense before the reveal of the boost card. After deciding if you are defending against the attack, proceed.


Turn over the boost card and look at the bottom right part of the card (ignore everything else about the card). There may be boost icons, a star icon or nothing.

If there is nothing, discard the encounter card.

If there are one or more boost icons, for each symbol, add one(1) additional threat or attack, then discard the encounter card.

If there is a Star Icon, you will need to read the card text to know what the effect might be, then discard the encounter card unless the instructions tell you otherwise.

If you are in Alter Ego form, the villain's SCH value + any boost is the total number of threat tokens that are added to the main scheme.

If you are being attacked, the villian's ATK value + any boost is the total amount of damage that is going to be done.

Defending

If you are being attacked, you may have the option to defend against any attack. Before the attack is resolved (for the villain, before their boost is revealed), you may commit one of your allies to defend your hero or if your hero is ready (ie NOT exhausted) the hero may defend themselves. 

Exhaust the defender and subtract the defender's DEF value (if any) from the total amount of damage that the attacker is doing. The remaining damage (if any) is subtracted from the defender's hit points. If an ally takes more damage than they have hit points, that ally is then discarded. If your hero takes the damage and they are reduced to zero or less hit points, you are knocked out of the game. *Note, if you are playing with multiple heroes, another hero can also defend you if that hero is not exhausted.

Minions Attack/Scheme

Now repeat the same process WITHOUT a boost card for each minion that is engaged with your hero. You can defend against minion attacks if there are ready allies (or a hero is ready).

Since I am in She-Hulk form, The Rhino will be attacking me. I draw a card (not revealing it yet). I'm at full health and I really want to have an action available to me later, so I decide not to use She-Hulk's defense to defend against the attack. The boost card is revealed - Legal Work! Now, since this is a the boost card, the only thing we look at is the bottom right part of the card where there are two boost symbols.
Rhino I has an ATK of 2, so his total attack against me is now four (4). As I am not defending, I slide my health dial back from 15 to 11.

The Legal Work card is then discarded - the card effect(s) do not happen and (in some ways) I luck out at having the She-Hulk's obligation card dismissed right off the bat. Sure, it caused the Rhino's attack to basically do twice as much damage, but She-Hulk is tough, she can handle it. There are no minions to attack me, so this phase is done.

#3 - Encounters

Now, each hero will receive one encounter card from the encounter deck and then resolve all encounters they have received. It is possible for card and game effects to deal heroes additional encounter cards. When this happens, the encounter card remains in the player's tableau until this phase. Each hero will reveal each encounter (and resolve it) one card at a time until all of a hero's encounters are resolved, and then this is repeated for the other heroes. If a card has surge it means that after finishing the resolution of that card, the same hero will draw and resolve another encounter card.

  • If a minion is revealed, that minion engages with the hero that was dealt the card. The "engagement" simply means that when they are on the table, a minion is associated with a specific hero. Each minion is different, be sure to read the text on the card. (That's it, you are done. The attack phase already happened, so unless the card text tells you to do something special, engaging the hero is all that happens when a minion is revealed).
  • If the card is an attachment follow the instructions on the card and the card become attached to the villain.
  • When the card is of the treachery type, follow the instructions on the card, then discard the card to the encounter deck discard pile.

The last type of card you'll see is a side scheme. When you get one of these, put the card near the main scheme and follow the instructions on the card.


Unlike the main scheme, a side scheme enters play with threat tokens on the card. The scheme stays in play until all of the threat is all removed from the scheme, at which point the side scheme is then discarded. Be sure to read the card and follow any setup instructions on the card. The above card starts with two threat tokens plus additional tokens per player.

This description of the icons that may appear on the scheme cards is from the rules book and is pretty well described here, but I wanted to point out a gotcha. 

Acceleration and Hazard are NOT per hero - unless followed by that silhouette that looks like a person. If you read the text here, Hazard says "an additional encounter card" (ie one extra) card is dealt. If there are multiple effects that are adding cards (ie two schemes that have a Hazard icon), then the additional cards are distributed to the heroes. 

This is one of those things where you have to pay attention to when you see icons - make sure you aren't making the game too easy or too hard.


I draw my encounter card for the She-Hulk and received the Explosion card. I look at it and it says "If Bomb Scare is in play...". I have nothing that says "Bomb Scare" anywhere, so I read on to see what to do when Bomb Scare is not in play. The card says if no Bomb Scare, the card gains surge (which again, just means draw another encounter card).  
Into the discard pile goes the Explosion card. The next card that is revealed is called Advance. It is a simple treachery card that says - "The Villain schemes". This means just what it says, I do the same process I would do normally during the Villain turn when he schemes (ie he's going to draw a boost card and then use his SCH value to add threat tokens to his main scheme).
The boost card drawn is the Bomb Scare scheme - which doesn't mean a thing. We only look at the boost icons and see that the card has two boost symbols. The Rhino, not being a criminal mastermind only has a SCH value of one (1), so with his boost, his scheme total is three. Three additional threat tokens are added to the main scheme (ack! Rhino now has 4 total threat on the scheme - he only needs 7 to defeat me) and all the encounter cards that were drawn are placed into the discard pile.
With the Encounters all taken care of, the bad guys are done and we start the cycle over again.

Continuing Play

Ok, after one complete cycle of play, you should have a fair idea of what the game play is like:
  • Each hero takes turn, one after another.
  • All heroes reset their exhausted cards then draw to their specified hand size.
  • Add threat to main scheme
  • Villain and minions [attack or scheme] against each hero
  • Encounter cards are drawn
  • Encounter cards are revealed and resolved, one at a time, hero by hero.
  • Repeat until one side wins
Let's see if I can finish off the Rhino. Time for round number 2.

As I said earlier, I've decided to play Tigra (maybe just punching the crap out of Rhino wins me the game, but I wanted to cover Allies here before we are done.

Since I have exactly three other single resource cards in my hand, I spend all of my cards to bring Tigra in play. The number on the right (the "3" attached to the text field) is the number of wounds/hits this card can take before you have to discard it from play. Otherwise it acts a lot like a mini hero card that you control when your main hero acts.

One thing to note about this (and I think most of the Ally cards) under their THW and ATK there is a little star. That means that after using this Ally and fulling resolving the attack or thwart action, this card takes one hit/wound.

With no more cards to play I have to decide how to proceed. I ultimately decide to use Tigra and She-Hulk for their thwart abilities. I exhaust each and remove one threat for each of them (they each have thwart ability of THW 1) from the main scheme. I also then add a damage counter to Tigra. This brings down the total threat on the main scheme to only two threat.

The only thing left that I can do is use my Tac Team. I remove a counter from the card, exhaust the card, and then cause two damage to Rhino bringing him from 10 to 8 hit points.

Since I'm finished, I reset my three cards to a ready state and draw a hand of four new cards.

Back to the bad guys.

First, I add one threat to the main scheme. The count is now 3 total threat on the main scheme.

Next, Rhino is going to attack my hero. I want to be able to attack on the next hero turn (or thwart if I have to), so I elect not to defend so my hero is not exhausted. The revealed boost card has a single boost symbol on it, so the Rhino's attack total is three and She-Hulk drops three hit points from 11 down to 8.

Next, I have to draw an encounter card. I draw Caught Off Guard. It says I have to discard a support or upgrade card. This is one of those times where I wish the card text would have put the word support in bold so that players knew it meant a "keyword". Support is specifically a type of card.

I don't have any upgrade cards in play (upgrade is another specific type of card that will have a label of "Upgrade" on it), but the Tac Team has a label on it that says Support, so off to the discard pile they go.

If I hadn't had the Tac Team to discard, the encounter card would have gained surge and I would have had to draw another card

And that's it for the bad guys in round two!

Back to She-Hulk. Time to go on the offensive and take a can of whoop-ass to the Rhino.

One of the cards I drew in my new hand is the excellent One-Two Punch. This card lets me make a basic attack with She-Hulk, and then you can play this Event card to ready her for action again - meaning I can get in two She-Hulk actions.

First I use Tigra to attack the Rhino. She has ATK of two, doing two damage to the bad guy bringing him from 8 hit points down to 6. Tigra also takes a point of damage, reducing her to 1 remaining hit point. I exhaust her card after using her.

Now I use She-Hulk to do a standard attack. Her attack is a nice powerful ATK 3, reducing the Rhino's remaining hit points by half and leaving him at 3 hit points. I exhaust She-Hulk's card after using her.

This is the time for the One-Two Punch. I play the card and use one of the other cards from my hand to pay the cost of one (1). Since I just performed a basic attack, this card lets me ready She-Hulk.

Since she is NOT exhausted, she is ready to perform any action and I have her attack Rhino again. The second punch has the same result - three damage. That reduces the Rhino to zero hit points and I have defeated the Rhino I card. Since I was only doing a beginner run here, I am done and have won the scenario.

If I had been playing in normal mode, I'd remove the Rhino I card from the game and followed any instructions on the Rhino II card then continued.

I hope that if you've been interested in playing, or had trouble getting started, that this was helpful.

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