We are both scientists, educators, and board gamers. We will share board game play throughs and reviews and information about any games we might design.
I recently had a chance to get back into Marvel Champions after a few months of not playing it. I believe Marvel Champions has held up extremely well over time and it will continue aging like fine wine. So far, there have only been a few heroes I have not liked but I have enjoyed every expansion so far (especially everything X-Men related). Even watching some else play is fun (you played very well even though you lost)! Your Rogue vs Sentinels video was flawlessly played.
24:35 thats correct...similar to Taskmaster captured allies, the likes of Rictor just go towards your deck...there are no victory points on hos card, so he doesnt go to the victory display (unlike Jubilee)
Just started watching...love your videos by the way!!:)...a small note- Abduction Protocols goes into a Victory display once its completed so it shouldnt be placed back into the discarded encounter deck!
Looks fun, just two points: You gave her only 1 Lore for banishing her second contract and in her last turn you ignored the first card you have drawn for her. You have put it on the playmat and you just have drawn a new card. Would have been a bummer if that was the mentioned board wipe.
Aggression solo is pretty tough. I only play it when the hero can "carry" it by being good at thwarting and resilient. It's great to get one high attack ally in this scenario to lock down the sands which is one thing Aggression can do, though you have to draw them still. Rocket's weapons don't have uses so they stay in play when empty which is key to the way he works. The many empty resticted guns makes playing side holster more important, but in general you shouldn't hold onto cards that you can play. Outside of Groot's heal there's no point defending Sandman with allies due to the indirect damage. It's also awful defending with Rocket - one recovery is worth three defences. Sandman messes with that some. Psylock's confuse is very good, don't waste it. That minion set has particularly high hp which exacerbates the grindy quagmire you mention. The damage loss condition is always in play for me as it forces me to go into AE and get thwarted on when I don't want to. Threat is more menacing as you can't chump block it. IMO. Also in standard 3 taking 8 damage as a boost effect can do it. I usually lose to damage in the early game getting overwhelmed by a flurry of bad cards. Late game it's more likely to be threat, though I've used Cable, Domino and Phoenix upgrades to avoid dying in the last week. I've not used Rogue but Sentinels with Magneto is not too daunting so fingers crossed 🤞
Im so excited to watch this. I didnt really know how to play this but wanted to. And i appreciate the deck reviews. Im gonna watch my favorite characters first, but im gonna watch this first then go. Lol 🩵🩷🤍
Enjoying the video! With Hawkeyes quiver, you shuffle the cards back into your deck. This is because whenever you "search" a deck, you always shuffle it afterwards.
Nice set up there! Doesn’t Juggernaut have overkill? At around the 32 min mark he attacks for 6 (also dealing you an indirect damage too) but rogue takes the entire hit. 😮
Two weeks ago I had never heard of this game and I randomly got your videos recommended to me. I'm so glad it was. I went out and bought the base set so I can start playing. I've really been enjoying this series of videos. Its cool too see all the different heros and villains.
So starting with Maya and then annexing India gives you 4+1workers and farm +2 income (avaible from the start with the mayan special power)? Perhaps even keeping Mayns all game annexing again to get +1 worker again an dkeep farming?