Stephen, I do not know if you have learned this on your own, but do you recall playing Black Panther and you had questions regarding retaliate. Like I said before there is a response window, if you have an ally or an other player block for you, Black Panther is not attacked and therefore retaliate is not triggered. I can show you the FAQ. But like I had said earlier when you first asked the question. Retaliate is pretty common in other games and it has always required to be played in response of something happening to a character.
Yes it should be really simple, just imagine BP physically hitting back against any enemy that attacks him. if someone else gets hit, then it wouldn't be retaliate in that sense. essentially like a revenge strike or counter punch. on theme and pretty simple.
The confusion has always been the wording. "When this character is attacked" in a game that never targets characters with attacks (players are attacked, not characters). It's been clarified, but that early confusion still lingers.
@@teamcovenant I don't know where you get that characters aren't attacked from. The villian "activates" against a player which results in the alter ego being schemed against or the hero being attacked.
We started doing permanent Ally deaths. If an ally leaves play from damage, they are permanently removed from the game. It makes the healing effects and allies like hellcat, tigra and black cat really strong and stops just "chump blocking" removing damage threats.
I can understand the view that the allies should not be just meat shields(which they should not be as they are heroes in their own right). Also Nick Fury disappears whether he is taken out or not. How do you factor that in? The main problem with this idea is that you make the Leadership Make the Call cards redundant. That's 3 cards out of the Leadership deck that are tossed (6 if you play two leadership characters once Captain America comes in). Still if your group are happy not a problem.
@@davidwhitfield6025 Nick Fury just discards it's not from damage, therefore he is not "dead". Make the call is still useful for pulling Nick out, or when an ally has been discarded for other effects. We did realize it hurts "Make the Call" but it's honestly not that huge of a detriment that we learned through playing.
During the villain phase around 1h6m, did you miss the scheming of the minions engaged with Black Panther? From what I can tell that would have triggered the event to flip as well because it's +2 (Zach even says "one away from flipping"). Great video, amazing production :)
Nice to see the Homebrews are already showing up. It's really easy with Marvel Champions. Personally I made a dual-villain mode that's been really fun.
It's pretty simple: Encounter Deck is made up of both villains encounter sets and the standard set (expert if you want it harder). Both Villains start in play and trigger their setup effects. Only one villains scheme is in play. At any point only one villain is "active" (I turn the inactive villain 90°) and only the active villain can take damage and attacks and schemes. An aside: I've been thinking about changing it to only the active villain can be 'targetted' though to help the currently massively underwhelming AoE events and abilities The active villain changes under three conditions: After a boost card is discarded, the villain that card belongs to becomes the active villain, and all other villains become inactive. When an encounter card is revealed, if it is a villain specific encounter card, that villain becomes the active villain (and all other villains become inactive, etc.). This rule ensures villain specific attachments only go to the villain they belong to and villain specific bonus activations are performed by the villain they belong to (neutral bonus activations happen with the currently active villain). Villain specific side schemes that refer to "the villain" are taken to refer to the villain the scheme belongs to (Immortal Klaw only gives +10 to Klaw, not every villain or the active villain). I haven't gone through all villain combinations yet so this rule might not work perfectly in practice. And the third way the active villain changes: If the currently active villain is defeated and it's that villains last version (for example if you're playing sides I and II and you defeat version II), the next villain activates. The rest of the game plays the same. You fight the active villain, threat on the scheme goes up, the active villain attacks/schemes, you get encounter cards, etc.
I wonder how similar Cap feels to Spider-Man? A lot of his signature cards seem very similar (Super-Soldier Serum ~ Web Shooters, Heroic Strike ~ Swinging Web Kick, Shield Block ~ Backflip), and I'm worried they might feel too samey.
I think 1-2-3 boss would be too easy. The hardest part of the game in my opinion is the ramp up. Once you have everything set up it’s much less difficult. Having version 1 would give you an easier time to ramp up to fight version 3. How about just do 3-3. Have to fight his 3rd version twice. Or maybe do the set up on version 2 if it’s more unique (like Klaw’s when revealed on v2) and then switch right into v3 and do the setup as well. Then you have to defeat v3 and then do it again. Maybe with the same setup of v2 and v3 when revealed all over again.
Totally, I have try it because I miss understood the rules, If you have a great set up you can have everithing under control but.. the game takes longer and the scheme ramps when the villan deck get empty, especially against ultron. But I think is the best set up if you dont know the boss rules! You can try to be preare for anything and even so you can lose with a mistake or unexpected card
Nice play through, but it bothers me that Baron Zemo's passive skill was skipped over a few times... I think he is a really difficult nemesis to match Cap's awesomeness --- around 1:14:00
I just can't bring myself to pull the trigger on those tokens. I want them, but then I need a board (or 4) then the $50 villain tiles. Grr. I want, but I'd rather have another core set for deck building than dish out $140+ for these amazing tokens. Need a bundle or something.
Around the 15:25 mark, the camera starts to slowly pan left/right... please consider not doing this in the future as it can trigger vertigo in some people (me, for example). Much appreciated!
@@teamcovenant I love your content and wish I could support you guys more, but the shipping costs aren't viable and my FLGS is like a close friend to me. Thank you for taking my comment into consideration. I had to stop watching the video, unfortunately. I hope to be able to watch them again when more expansions are released!
I really wish this was a combat game rather than this co-op rubbish (never been huge on co-op card games, I always feel they fall short, as you basically have 2 decks you can easily look at and share). It's much better if the players are also against one another.
Stream starts at 6:50
Stephen, I do not know if you have learned this on your own, but do you recall playing Black Panther and you had questions regarding retaliate.
Like I said before there is a response window, if you have an ally or an other player block for you, Black Panther is not attacked and therefore retaliate is not triggered. I can show you the FAQ.
But like I had said earlier when you first asked the question. Retaliate is pretty common in other games and it has always required to be played in response of something happening to a character.
Yes it should be really simple, just imagine BP physically hitting back against any enemy that attacks him. if someone else gets hit, then it wouldn't be retaliate in that sense. essentially like a revenge strike or counter punch. on theme and pretty simple.
The confusion has always been the wording. "When this character is attacked" in a game that never targets characters with attacks (players are attacked, not characters).
It's been clarified, but that early confusion still lingers.
@@teamcovenant I don't know where you get that characters aren't attacked from. The villian "activates" against a player which results in the alter ego being schemed against or the hero being attacked.
Lol, that face. 44:20 after the promise of healing Daredevil
Love the immediate startup
We started doing permanent Ally deaths. If an ally leaves play from damage, they are permanently removed from the game. It makes the healing effects and allies like hellcat, tigra and black cat really strong and stops just "chump blocking" removing damage threats.
I can understand the view that the allies should not be just meat shields(which they should not be as they are heroes in their own right). Also Nick Fury disappears whether he is taken out or not. How do you factor that in? The main problem with this idea is that you make the Leadership Make the Call cards redundant. That's 3 cards out of the Leadership deck that are tossed (6 if you play two leadership characters once Captain America comes in). Still if your group are happy not a problem.
@@davidwhitfield6025 Nick Fury just discards it's not from damage, therefore he is not "dead". Make the call is still useful for pulling Nick out, or when an ally has been discarded for other effects. We did realize it hurts "Make the Call" but it's honestly not that huge of a detriment that we learned through playing.
Would villain team-up be possible? Two villains on the board at the same time? It would be interesting if you could make that work some how.
Have you considered (somehow) pivoting the overhead camera so the board is not upside down?
Yes. The rig we're using would be all up in the background. But it's a goal.
During the villain phase around 1h6m, did you miss the scheming of the minions engaged with Black Panther? From what I can tell that would have triggered the event to flip as well because it's +2 (Zach even says "one away from flipping").
Great video, amazing production :)
Scheming of minions happens at 1h 6m 16s "1 and 2"
The game sure is easier when the rules are made up and the cards don't matter! XD love your content and thanks for playing for us all!
Nice to see the Homebrews are already showing up. It's really easy with Marvel Champions. Personally I made a dual-villain mode that's been really fun.
Oh, that sounds cool!
Would you mind sharing how the dual-villain mode works?
It's pretty simple: Encounter Deck is made up of both villains encounter sets and the standard set (expert if you want it harder). Both Villains start in play and trigger their setup effects. Only one villains scheme is in play.
At any point only one villain is "active" (I turn the inactive villain 90°) and only the active villain can take damage and attacks and schemes.
An aside: I've been thinking about changing it to only the active villain can be 'targetted' though to help the currently massively underwhelming AoE events and abilities
The active villain changes under three conditions:
After a boost card is discarded, the villain that card belongs to becomes the active villain, and all other villains become inactive.
When an encounter card is revealed, if it is a villain specific encounter card, that villain becomes the active villain (and all other villains become inactive, etc.). This rule ensures villain specific attachments only go to the villain they belong to and villain specific bonus activations are performed by the villain they belong to (neutral bonus activations happen with the currently active villain).
Villain specific side schemes that refer to "the villain" are taken to refer to the villain the scheme belongs to (Immortal Klaw only gives +10 to Klaw, not every villain or the active villain). I haven't gone through all villain combinations yet so this rule might not work perfectly in practice.
And the third way the active villain changes: If the currently active villain is defeated and it's that villains last version (for example if you're playing sides I and II and you defeat version II), the next villain activates.
The rest of the game plays the same. You fight the active villain, threat on the scheme goes up, the active villain attacks/schemes, you get encounter cards, etc.
I wonder how similar Cap feels to Spider-Man? A lot of his signature cards seem very similar (Super-Soldier Serum ~ Web Shooters, Heroic Strike ~ Swinging Web Kick, Shield Block ~ Backflip), and I'm worried they might feel too samey.
Good question. Spidey is more hot/cold. Cap seems less swingy and more stable.
I think 1-2-3 boss would be too easy. The hardest part of the game in my opinion is the ramp up. Once you have everything set up it’s much less difficult. Having version 1 would give you an easier time to ramp up to fight version 3. How about just do 3-3. Have to fight his 3rd version twice. Or maybe do the set up on version 2 if it’s more unique (like Klaw’s when revealed on v2) and then switch right into v3 and do the setup as well. Then you have to defeat v3 and then do it again. Maybe with the same setup of v2 and v3 when revealed all over again.
Totally, I have try it because I miss understood the rules, If you have a great set up you can have everithing under control but.. the game takes longer and the scheme ramps when the villan deck get empty, especially against ultron. But I think is the best set up if you dont know the boss rules! You can try to be preare for anything and even so you can lose with a mistake or unexpected card
Nice play through, but it bothers me that Baron Zemo's passive skill was skipped over a few times... I think he is a really difficult nemesis to match Cap's awesomeness --- around 1:14:00
That was corrected 40 seconds later.
@@teamcovenant oh yeah must have glossed over that bit, well thats what happens when I watch play throughs while at work =). Great job guys.
I just can't bring myself to pull the trigger on those tokens. I want them, but then I need a board (or 4) then the $50 villain tiles. Grr. I want, but I'd rather have another core set for deck building than dish out $140+ for these amazing tokens. Need a bundle or something.
Starting with Hero Token Set and 1x Cosmic Board is a phenomenal upgrade for $40.
@@teamcovenant You're totally right, but I want them all! lol Maybe I will just start with the board and tokens. :)
Does Zach have too many allies?
What card sleeves are you using?
Katana sleeves: teamcovenant.com/product/katana-card-sleeves-various-colors
Around the 15:25 mark, the camera starts to slowly pan left/right... please consider not doing this in the future as it can trigger vertigo in some people (me, for example). Much appreciated!
Good to know. Thanks!
@@teamcovenant I love your content and wish I could support you guys more, but the shipping costs aren't viable and my FLGS is like a close friend to me. Thank you for taking my comment into consideration. I had to stop watching the video, unfortunately. I hope to be able to watch them again when more expansions are released!
Starts at @6.50
capt america is so good, hes easy mode :D
Haha, he's actually really interesting to play. He doesn't have explosive damage like a lot of the Core Heroes, but he's certainly versatile.
I really wish this was a combat game rather than this co-op rubbish (never been huge on co-op card games, I always feel they fall short, as you basically have 2 decks you can easily look at and share). It's much better if the players are also against one another.
What type of sleeves are you using?
We use Katanas these days: teamcovenant.com/product/katana-card-sleeves-various-colors