While some new villain groups and new mastermind Iron Mongrer are included, this definitely feels like an inferior version of a great product.
The set also uses screenshots from the movies instead of original art which may influence your opinion of the set. As the first small-box expansion for the game, Fantastic Four packs in so much quality for only cards. Not only do you get Marvel's First Family, but you also get the Silver Surfer and all five heroes are powerful. In terms of masterminds, you have the hilarious Mole Man who's villain group is fond of popping back up in the city after being hit.
On the other hand, you get the mighty Galactus who is every bit as powerful as you'd imagine him to be as his Master Strike KOs city spaces entirely! The keywords are also great as "Cosmic Threat" lets you reduce the attack of those giant cosmic villains and "Focus" turns recruit points into its own currency to use on superpowers.
Although the Masterminds in this set are solid in the form of Ultron and Morgan La Fey, the keywords and heroes aren't anything to write home about. The "Microscopic Size-Changing" is simply more of the previous "Size-Changing" keyword and the heroes aren't exactly heavy-hitters in the Marvel universe.
Unless you desperately want Ultron as a mastermind or are a huge Ant-Man fan, this is one to skip. Based on the much-beloved comic storyline of the same name, World War Hulk features the most cards of any expansion at cards. But quantity isn't the reason to pick up this big set, but the quality that lies in those cards. The "Transform" keyword is introduced in this set which allows players to trade in a card of theirs for another from a separate "Transformed" pile that is separate from the HQ.
This mechanic alone is fun enough to pick it up but the set also has transforming masterminds like The Illuminati Iron Man, Dr. So far, this is the only other set to focus on the MCU and as a result suffers from the same issues as the Phase One box. To give credit to Spider-Man: Homecoming however, it at least introduces some worthwhile new concepts.
The "Coordinate" keyword is great for cooperative sessions and the "Danger Sense" keyword lets you rearrange the villain deck which is a life-saver in many schemes. Not a strong box no matter how you twist it. Edition Regular Variants. Add to Cart. You can also add. Skip to the end of the images gallery. Skip to the beginning of the images gallery.
Details A dark new threat has arrived with this Legendary expansion. Players can work both with and against other players to defeat evil! Both friends and foes will join the Fantastic Four as playable heroes in an attempt to defeat the Annihilation Wave! All cards contain original art!
Doom, etc. Next, modify the villain deck as needed based on that villain's particular scheme. Over the course of the game, players will recruit powerful hero cards to add to their deck in order to build a stronger and more resourceful deck. Players need to build both their recruitment powers to enlist more heroes and their fighting ability to combat the villains who keep popping up to cause trouble.
Players recruit heroes from an array of six cards, with empty slots refilled as needed. At the start of a player's turn, he reveals a villain and adds it to the row of villains. This row has a limited number of spaces, and if it fills up, the earliest villain to arrive escapes, possibly punishing the heroes in some way. Some villains also take an action when showing up for the first time, such as kidnapping an innocent bystander.
The villain deck also contains "master strike" cards, and whenever one of these shows up, the mastermind villain controlled by the game takes a bonus action. As players fight and defeat villains, they collect those cards, which will be worth points at game's end. Players can also fight the mastermind; if a player has enough fighting power, he claims one of the attack cards beneath the mastermind, which has a particular effect on the game. If all of these cards are claimed, the game ends and players tally their points to see who wins.
If the mastermind completes his scheme, however having a certain number of villains escape, for example, or imposing a certain number of wounds on the heroes then the players all lose.
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