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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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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.
exparrot
The first Marvel champions product I have not rated as a 9. WTF happened? Why is it so hard? Its not family friendly fun. its gruelling and punishing and, most dissappointingly was not telegraphed anywhere that the difficulty would leap quite as far as it has. Rocket and Groot are subpar and the scenarios are just overly punishing and difficult. The 'rewards' from completing a scenario do not justify the insane 'penalties' you face in the next linked scenario. I do appreciaite that again the villains are all very different but the final mission especially is just appaullingly difficult and simply no fun. It actually takes longer to set up than to "play" given Ronan stomps so hard and so much else is going on that you don't actually get past turn 2 or 3. No fun whatsoever! Very Very dissappointed
Alisttair
Lol was this even play-tested? Standard difficulty feels like Super Ultra Expert No Chance in Hell of winning mode, and each Scenario is progressively more impossible. The concepts are good but the difficulty should have been tones down for Standard mode (ok to keep it that ramped up for expert mode for the crazy elite out there)