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Marvel Champions: The Galaxy’s Most Wanted
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
36.00
€
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Marvel Champions: The Galaxy's Most Wanted quantity
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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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Marvel Champions: Drax
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cryptoson
I like squaring off against Drang and both of The Collector scenarios. The Ship Command modular is awesome! Groot is somewhat enjoyable to play, but Rocket does not do much for me. Neither pre-constructed deck is all that inspiring. I will probably NEVER play against Ronan again, and I doubt that Nebula will see much play either. Although the Campaign brought forward some interesting ideas, it did not feel at all fair, balanced, or fun.
Craig_Hausman
I love Groot's clever design (and Rocket Raccoon is also enjoyable to play), so that gets this set off to a great start. As for the campaign, having heard in advance about the increase in difficulty, I decided to play in Standard mode for the first pass (Expert is my default mode and I sometimes play Heroic-1). This was a good call, as this ain't your father's Marvel Champions. I was impressed by the creativity in the villain designs, with Collector's scenarios being difficult partly because they subvert some of our familiar pathways to victory. By the time I was taking on Nebula (she will push you to the brink), followed by Ronan the Accuser (you won't be getting away with a "dance off" here), I was tweaking the decks to look for any edge I could get, and starting to burn my brain on a level I associate more with Spirit Island. This was refreshing - although admittedly a bit of a shock at first. I had to laugh when I looked at Ronan's play area at the end of turn 1: dude had side schemes and attachments for days, and I'm drawing 6 encounter cards (3 per hero)! I agree that this is not the first content you should buy right after you get the core box, but if you love the game, have built up some aspect cards from other heroes and expansions, and are hoping for more challenge and some fresh directions, this is a definite winner. Bring on Thanos!
deadman88
A good game design requires players to rebuild and rethink their strategy. A lousy and poor game design is when a particular scenario requires a PERFECT DRAW of starting hand and requires more LUCK to even have a chance to win the scenario.