Skip to content
Login / Register
Menu
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
Search for:
Home
/
Shop
/
Pre-Orders
Add to Wishlist
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
€
30 day low:
In stock
Marvel Champions: The Galaxy's Most Wanted quantity
Buy Now!
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
Login
Cart
Your cart is empty!
Return to shop
Skip to content
Open toolbar
Accessibility Tools
Accessibility Tools
Increase Text
Increase Text
Decrease Text
Decrease Text
Grayscale
Grayscale
High Contrast
High Contrast
Negative Contrast
Negative Contrast
Light Background
Light Background
Links Underline
Links Underline
Readable Font
Readable Font
Reset
Reset
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
Bayushi Sezaru
Marvel Champions is a fantastic co-op card game set in the Marvel Universe. As a Living Card Game, it thrives on new releases: there are hero packs with new characters and player cards, and scenario packs with new villains and other challenges. This Campaign Box contains five new scenarios that can be played as standalone or linked as part of a campaign. Furthermore there are two new Heroes with their decks: the rogue Rocket Raccoon and the austere Groot. It is a sensational addition to the system!
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!