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Marvel Champions: Sinister Motives
Expansion of:
Marvel Champions: The Card Game Core Set
45m - 90m
1 - 4 Players
Ages 14+
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
45.00
€
30 day low:
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Marvel Champions: Sinister Motives quantity
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Search for:
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
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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Mr Mjeh
The best expansion so far. The big box expansions are best value for money, but the heroes aren’t always great and the scenarios not always fun. These, however, are amazing - I’ve added them to the roster for every hero I run through. They’re just that much fun!
Goatcabin
I'm a sucker for Spiderman anyway (and I loved the Spider-verse movie), but this has some fun heroes and villains and interesting scenarios. Very cool.
Mozzik
I think this is the strongest campaign box to date. Both Ghost-Spider and Spider-Man (Miles Morales) are unique and interesting heroes with surprisingly functional starter decks that are fully capable of making it through the campaign in the box. The campaign itself has a reputation track which feels an xp/progression system (With a self balancing mechanic as you go) which seems like the best campaign progression to date. All of the villains feel unique and have new mechanics, but none feel oppressively over-tuned, while allowing you to really crank the difficulty with elite mode given that many key encounter cards have extra kickers if you're playing in that mode. This makes this the most accessible box since Rise of the Red Skull. That said, there is at least one key card in Goblin Gadgets set that, if you decks don't happen to be set up right to combat it, could be oppressively powerful - but it's manageable and a one off.