you guys probably know this by now, but @ 1:54:47 the rules reference says "If the player’s deck empties while the player was discarding cards from their deck, no further cards are discarded from the newly shuffled deck."
If you just look at the core set for solo play you have 5 hero’s x 4 aspects x 3 villains x 2 modes x 5 modular encounter sets is 600 different games. That is some replay-ability.
Thank you guys so much, lovin' these Marvel Mondays. Gives me a bit nostalgia for classic TC when Steven and Robert would commentate for GoT or Conquest! Looking forward to next week's :)
Under Fire at 1:59-ish is a bit perplexing to me. I feel like it should go top to bottom, and not actually play the second card. So I think it should Surge first. Then after that's resolved and discarded or put into play, reveal the new top card of the encounter deck. If that card has a when revealed effect, it would happen. But then the card would just stay on top, right?
The wording from Lord of the Rings is "Resolve the Surge keyword immediately after resolving any When Revealed effects on the card" so we assume this functions the same.
@@teamcovenant So you would reveal the top card, and resolve any when revealed effects. But I would still think you would just leave that card on top, since you weren't instructed to do anything other than reveal it. Then surge would play that card. You still wouldn't resolve two different cards like what happened in this video.
They're still in development, so nothing like that yet. We're testing prototypes in these streams. When the finals are ready you'll get a full showcase!
Suggested Campaign rules. Play Rhino story as per normal until Rhino is defeated. Follow the points below then start a new round against Klaw. Rinse and repeat for Ultron and potentially other villains as they are defeated. 1. MOPPING UP - Complete all Heroes turns. They may attack Minions or thwart Side Schemes. (Quote: Oh no, no, no, no. I didn't say you could leave!) 2. FROM THE SHADOWS - New Villain deck is created with the new main scheme and any associated Side Schemes played out. The Villain does NOT Attack or Scheme in his turn. (Quote: Heroes rarely consider the big picture) 3. MINION MAYHEM - Any remaining Minions Attack or Scheme against their assigned Hero. Threat is added to the new Villain Scheme as required; (Quote: Who needs the Boss anyways? Party time!) 4. DASTARDLY EVENTS - Play Events as normal. Any threat will be assigned to the new Villain Scheme and the Villain can Attack if called for in the Event card. (Quote: Oh you thought you had won did you?)
5. SHAWARMA TIME - Heroes Reset their decks and in play cards (Quote: Have you ever tried Shawarma?): a. Return all non-Core Upgrade cards that are currently in play to your deck (Quote: The villains have worked out your tricks, better learn some new ones.); b. Return all non-Core Support cards in play to your deck (Quote: These resources are for emergencies only!); c. Return all Core Support Personae Core cards (e.g. Pepper Potts and Aunt Mae) to your deck (Quote: I do have my own life.); d. Return ALL Allies to your deck. (Quote: Hey happy to help but I've got my own turf to protect.); e. Players keep all Core card upgrades and Core Support Cards in play e/g/ Iron Man keeps all his armour upgrades and Stark Tower in play. (Quote: Pepper remember how I blew up all my suits to show you how much I love you? Well Honey that was a billion dollar firework display the company can’t afford again so I’m keeping the suit.) f. If agreed by the team each Hero can now change Aspect decks and neutral cards building a new deck or keeping the one they already have (Quote: Let’s mix it up a little). g. All wounds are kept on both Heroes and Minions. Side Schemes keep all threat currently on their cards. (Quote: Any one have a band aid?) 6. Start a new Hero Round. Play until the heroes defeat the next villain then repeat. This can be carried on after Ultron is finally defeated (a sort of Epilogue - Saving the Shire scenario?). The Heroes must defeat all Minions and Side Schemes. They will follow the Shawarma Time conditions as well. If the players own the Green Goblin or other scenario pack you can simply play on with the new villain as a continuation of your heroes hectic lives. (Quote: It never ends does it? Nope, being a Hero is a life time commitment.) 7. IF a player has a hero defeated during the campaign he/she takes up any spare heroes available. It is possible that this may mean that another player may pick up a once defeated hero. This can be explained by that hero having been healed up by S.H.I.E.L.D. and is now ready for action again. (Quote: Hey you look a little beat up. Why not take a breather and let me have a go?) This is a suggestion with no play testing other than me with a spreadsheet but I hope people will find it a way of playing a whole story. I just feel some people (especially Iron Man and Black Panther players) will be frustrated that they have to go back and rebuild their armour every time they encounter a new villain. It breaks the story's flow. If this makes them too powerful then obviously adjustments have to be made. One idea is that for every upgrade kept a threat card is drawn. However I think that is overkill as well as you could potentially end the game before the heroes get their next turn. Hopefully those who have the game already can try it out. Feel free to use and I'd love to hear any suggestions/improvements.
@@teamcovenant Glad you like. Stuck at home with a prolapsed disc and your play throughs are the only thing keeping me sane. I'll be interested to see how it turns out. How powerful Iron Man is will be the catalyst for how much re-balance needs to be made for the next villain. Cheers.
That final round against Rhino if he hadn't had tough Captain Marvel did 27 damage . I don't think there is any hero so far (even She Hulk with Gamma Slam and some how having enough to do a couple of one two punches) who can do more. Damn impressive. Regarding playing through as a campaign I feel Iron Man should keep all his upgrades (it just feels wrong he has to rebuild his armour every game - busted or not). My suggestion is keep all upgrades and damage - your recovery. All side schemes and minions stay on the board and yes maybe drawing an encounter card per upgrade is the right idea. (although Iron Man could actually die if he didn't drop some of his upgrades - maybe call it battle damage?).
She's impressive - and a lot of fun to play. Aggression actually works really well for her. There's an answer to chaining Villains that gets the difficulty just right - hopefully someone can work that one out.
Is it Ultron that spams out the minions? Waiting to see the chaos on the mat with Iron man and mass minions in play. Stephen better divert funding from the Refreshment budget to build that wall between him and Zach if they use Iron Man/Ultron :-)
This game sucks. You don't feel like a super hero. The villains per hero cards almost never come out and when they do you're gonna lose. Every round is mitigating the crap the villain has done while plincking away at that villain with damage. Makes the game seem long and drawn out.
13:28 start
I really hope it evolves into story arcs. Sinister Six, Secret Wars, etc... classic comic book stories that play out in the game.
you guys probably know this by now, but @ 1:54:47 the rules reference says "If the player’s deck empties while the player was discarding cards from their deck, no further cards are discarded from the newly shuffled deck."
love Love LOVE Steve's comment to Zach about "playing from the heart"
If you just look at the core set for solo play you have 5 hero’s x 4 aspects x 3 villains x 2 modes x 5 modular encounter sets is 600 different games. That is some replay-ability.
Eric Magnuson plus, 1, 2, 3 or 4 player games
Thank you guys so much, lovin' these Marvel Mondays. Gives me a bit nostalgia for classic TC when Steven and Robert would commentate for GoT or Conquest! Looking forward to next week's :)
Glad to be back in that pocket!
Awesome video! I really appreciate that you make sure to get the rules correct and explain them.
So mad I missed this one, would have loved to jump in on the discussion! Great discussion!
Catch you next week!
@@teamcovenant You better believe it!!! Excelsior!!!!!
Honestly, they could just release a big box expansion filled with neutral/aspect reprints of alt arts specific to each hero.
Can't wait for X-men
Great video but I think around 2:22:03 you finished round without scheming for your engaged minions?
Under Fire at 1:59-ish is a bit perplexing to me. I feel like it should go top to bottom, and not actually play the second card. So I think it should Surge first. Then after that's resolved and discarded or put into play, reveal the new top card of the encounter deck. If that card has a when revealed effect, it would happen. But then the card would just stay on top, right?
The wording from Lord of the Rings is "Resolve the Surge keyword immediately after resolving any When Revealed effects on the card" so we assume this functions the same.
@@teamcovenant So you would reveal the top card, and resolve any when revealed effects. But I would still think you would just leave that card on top, since you weren't instructed to do anything other than reveal it. Then surge would play that card. You still wouldn't resolve two different cards like what happened in this video.
are you gonna do any deckbuilding tips stream again? I would really appreciate, I am bad at building decks. I love your content :)
Was cap pack discussed in the beginning for some reason my video started at the beginning of the fight
It was only lightly discussed. We'll need to do a full video on it once we see all the cards!
Is there a video somewhere showcasing your card trays and tokens?
They're still in development, so nothing like that yet. We're testing prototypes in these streams. When the finals are ready you'll get a full showcase!
Suggested Campaign rules.
Play Rhino story as per normal until Rhino is defeated. Follow the points below then start a new round against Klaw. Rinse and repeat for Ultron and potentially other villains as they are defeated.
1. MOPPING UP - Complete all Heroes turns. They may attack Minions or thwart Side Schemes.
(Quote: Oh no, no, no, no. I didn't say you could leave!)
2. FROM THE SHADOWS - New Villain deck is created with the new main scheme and any associated Side Schemes played out. The Villain does NOT Attack or Scheme in his turn. (Quote: Heroes rarely consider the big picture)
3. MINION MAYHEM - Any remaining Minions Attack or Scheme against their assigned Hero. Threat is added to the new Villain Scheme as required;
(Quote: Who needs the Boss anyways? Party time!)
4. DASTARDLY EVENTS - Play Events as normal. Any threat will be assigned to the new Villain Scheme and the Villain can Attack if called for in the Event card. (Quote: Oh you thought you had won did you?)
5. SHAWARMA TIME - Heroes Reset their decks and in play cards (Quote: Have you ever tried Shawarma?):
a. Return all non-Core Upgrade cards that are currently in play to your deck (Quote: The villains have worked out your tricks, better learn some new ones.);
b. Return all non-Core Support cards in play to your deck (Quote: These resources are for emergencies only!);
c. Return all Core Support Personae Core cards (e.g. Pepper Potts and Aunt Mae) to your deck (Quote: I do have my own life.);
d. Return ALL Allies to your deck. (Quote: Hey happy to help but I've got my own turf to protect.);
e. Players keep all Core card upgrades and Core Support Cards in play e/g/ Iron Man keeps all his armour upgrades and Stark Tower in play. (Quote: Pepper remember how I blew up all my suits to show you how much I love you? Well Honey that was a billion dollar firework display the company can’t afford again so I’m keeping the suit.)
f. If agreed by the team each Hero can now change Aspect decks and neutral cards building a new deck or keeping the one they already have (Quote: Let’s mix it up a little).
g. All wounds are kept on both Heroes and Minions. Side Schemes keep all threat currently on their cards. (Quote: Any one have a band aid?)
6. Start a new Hero Round. Play until the heroes defeat the next villain then repeat. This can be carried on after Ultron is finally defeated (a sort of Epilogue - Saving the Shire scenario?). The Heroes must defeat all Minions and Side Schemes. They will follow the Shawarma Time conditions as well. If the players own the Green Goblin or other scenario pack you can simply play on with the new villain as a continuation of your heroes hectic lives.
(Quote: It never ends does it? Nope, being a Hero is a life time commitment.)
7. IF a player has a hero defeated during the campaign he/she takes up any spare heroes available. It is possible that this may mean that another player may pick up a once defeated hero. This can be explained by that hero having been healed up by S.H.I.E.L.D. and is now ready for action again.
(Quote: Hey you look a little beat up. Why not take a breather and let me have a go?)
This is a suggestion with no play testing other than me with a spreadsheet but I hope people will find it a way of playing a whole story. I just feel some people (especially Iron Man and Black Panther players) will be frustrated that they have to go back and rebuild their armour every time they encounter a new villain. It breaks the story's flow. If this makes them too powerful then obviously adjustments have to be made. One idea is that for every upgrade kept a threat card is drawn. However I think that is overkill as well as you could potentially end the game before the heroes get their next turn. Hopefully those who have the game already can try it out. Feel free to use and I'd love to hear any suggestions/improvements.
Fantastic stuff. If we get a chance we'll try it out! Great work!
@@teamcovenant Glad you like. Stuck at home with a prolapsed disc and your play throughs are the only thing keeping me sane. I'll be interested to see how it turns out. How powerful Iron Man is will be the catalyst for how much re-balance needs to be made for the next villain. Cheers.
Its interesting to watch it when the packs are already out :D
''What does Stun do?''
''When you attack, you don't''
Lol
They said first wave is avengers focused, I don't know if that includes the campaign box, but I'm not holding my breath for X-Men just yet
I’m cool with that tbh. I want more obscure characters like Ms Marvel before wolverine
Apparently X-Men is handled a bit differently as a license, even though it's Marvel. That could also impact when/if we see X-Men in the game.
Will the strategy guide be available to download for those of us who didn't (other country) order from you?
It will not - exclusively available through purchase.
That final round against Rhino if he hadn't had tough Captain Marvel did 27 damage . I don't think there is any hero so far (even She Hulk with Gamma Slam and some how having enough to do a couple of one two punches) who can do more. Damn impressive. Regarding playing through as a campaign I feel Iron Man should keep all his upgrades (it just feels wrong he has to rebuild his armour every game - busted or not). My suggestion is keep all upgrades and damage - your recovery. All side schemes and minions stay on the board and yes maybe drawing an encounter card per upgrade is the right idea. (although Iron Man could actually die if he didn't drop some of his upgrades - maybe call it battle damage?).
She's impressive - and a lot of fun to play. Aggression actually works really well for her. There's an answer to chaining Villains that gets the difficulty just right - hopefully someone can work that one out.
An Iron Man board would be great...but how big is the Wrecking Crew board gonna be?!
Whole table.
Is it Ultron that spams out the minions? Waiting to see the chaos on the mat with Iron man and mass minions in play. Stephen better divert funding from the Refreshment budget to build that wall between him and Zach if they use Iron Man/Ultron :-)
Haha so true. It is Ultron who spams out all those little minions. Terrifying to think about that mixed with Zach's sprawling suit.
could we order the strategy guide with iut the game. because I already have the game.
It's only available with the Core Set!
This game sucks. You don't feel like a super hero. The villains per hero cards almost never come out and when they do you're gonna lose. Every round is mitigating the crap the villain has done while plincking away at that villain with damage. Makes the game seem long and drawn out.