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Marvel Champions: The Rise of Red Skull
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
40.50
€
30 day low:
In stock
Marvel Champions: The Rise of Red Skull 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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1arska
This is something what Marvel Champion needs. Five villains and two heroes plus the campaign in reasonable price. All of them I've enjoyed to play. The campaign uses five scenarios and might not be deep even near kind of Arkham Horror, but scenarios are made well and fun to play.
AgentMeat
Almost great: the villains are more refined versions of the ones in the core box, which is amazing imo. Red Skull is the only one I currently don't like because he is very frustrating to play against in 2P. the two heroes are fun but weak. And only part of the modular-encounters are fantastic, others are way too weak and small to be relevant. I would still recommend the content overall. Adds a lot of enjoyable stuff even not everything is top-notch Update: now having a bigger card pool the heroes are so much more fun. While not an essential expansion definetly an easy recommendation
Earth Dragon
The campaign is very much welcome. Multi-module scenarios make them that much more re-playable. Crossbones, with 3 modules, can be played with anything from set ups like Legions of Hydra, plus Bomb Scare, plus Hydra Patrol to something like Goblin Gimmicks, plus Under Attack, plus Weapon Master. I hesitate to give this box a perfect score just because the Devs haven't quite found the correct difficulty balance. I'm also not opposed to reprints, but I feel there should have been a hard coded cap internally that players don't ever need more then 6 of a single card. Hopefully we'll start to see more thoughtful reprints!