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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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Plunder boxes
Marvel: Crisis Protocol
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casadeisogniburritts
In what is a really good game, this expansion is the epitome of bad. Lazy design and just punishment. Nebula and Ronan are not worth the money. I play them with house rules to make the cardboard worth it, but would not recommend purchasing it. Surge is the worst keyword to use and I do play it such that it only gains surge if there is a change to the board condition. I realize that as my game to own, I get to do what I want, but I would be remiss to not state my view. I play the game a lot and own all of the expansions, but this one sucks. FFG 2/10! [Note - written after other expansions came out, so thanks for not propagating this mess!]
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!
DoxaLogos
I have mixed feelings about this expansion so far. I was more excited about just having more villains to play against and not crazy about the heroes. Now, I've almost flip flopped after having played it some. Groot and Rocket are a lot of fun. The villains are interesting and very challenging... almost too challenging. I was never one to complain about the difficulty of this game, and I have been happy to play at expert level with most villains... however... I play mostly single hero solo, and this campaign has been taken way into the stratosphere in difficulty. I've been playing the campaign at standard difficulty and I don't know how to get past Ronan yet. He's insanely difficult. I will probably never play this on expert which disappoints me in some ways, because the expert campaign for true solo players looks impossible. That's the disappointing part. I haven't tried the villains in a standalone setting, but they should be easier because less is added to their setup when not played in the campaign. If you play this multiplayer and the game is already super easy for you, then I would highly recommend this expansion. However, if you play mostly single hero solo and enjoy the game's difficult where it's at, I would say try before you buy. I don't regret buying this because of the content. I'm just disappointed by how badly unbalanced the difficulty is in the expert campaign for solo players. Yes, I could tweak things myself, but it's not as satifsying as playing "official" versions. Rocket and Groot are amazing though and come with some great cards. Rocket is going to a great solo play hero with lots of versatility between thwart, damage, and healing. Groot is a tank at protection but is not a consistent thwarter.