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Batman: Gotham City Under Siege – Masterminds & Mayhem
Expansion of:
Batman: The Animated Series – Gotham City Under Siege
45m - 60m
1 - 5 Players
Ages 14+
Dice rolling in a game can be used for many things, randomness being the most obvious. Dice can also be used as counters. The dice themselves can be unique and different sizes, shapes and colors to represent different things.
Dice Rolling
Hand management games are games with cards in them that reward players for playing the cards in certain sequences or groups. The optimal sequence/grouping may vary, depending on board position, cards held and cards played by opponents. Managing your hand means gaining the most value out of available cards under given circumstances. Cards often have multiple uses in the game, further obfuscating an "optimal" sequence.
Hand Management
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Miniatures
Movies / TV / Radio theme
14.00
€
30 day low:
Out of stock
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Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
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Plunder boxes
Marvel: Crisis Protocol
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cpthepandaman
A small but very thematically robust expansion. A few new challenges are added and a lot more villains. Gotham City Under Siege is one of my favorite games and this expansion is pretty much perfect IMO. I would recommend for everyone who owns this game.
crow13
Great expansion for the game, especially for the $16 price. I had this rated a nine but started to play it and am seeing issues. For one the Joker mastermind card should be taken out. Why? Well, when you defeat him you pick 2 numbers and roll the dice. If you get one of the 2 numbers he moves to another battlefield and has to be defeated again. He is already the villain with the most hp! So if i used this card I would never NEVER defeat him. I would constantly roll one of those numbers. their is luck and then their is the whole game depends on a die roll not screwing you consistently. With that being a 1/3 chance each time, then I'll pass. Another would be Lock-Up. Taking away a die, locking the dice of that character until hes defeated, and him being just as strong as the other villains is just too much. Also I'm dead set against taking away from player's actions. Having a player doing less and having a chance of not going at all is just wrong.
MatthewGZ
Extra masterminds, new minion types, and additional play variants add some needed depth to a fun but potentially repetitive base game. Solid extras that any fan of the original should pick up.