Marvel Champions: The Card Game
T’Challa, Peter Parker, Carol Danvers, Tony Stark, and some green-skinned lawyer.
Thwart schemes. The wicked kind.
“I’m a big Marvel fan, so I get excited when I get to play cards like Daredevil and Nick Fury. The decks seem well-balanced, and I like that you can go back and forth between your hero and your alter-ego form. Unfortunately, you don’t really interact or bond with the other players. When it wasn’t my turn, I would just go in the other room, lie face down on the couch, and moan”
“Avengers assemble! Now Avengers sit around a table and twiddle your powerful thumbs until it’s your turn.”
“Look, this game is great... when you’re actually playing. There are choices stacked on choices. The cards interact with each other in clever ways, and you can come up with unique combinations that make you feel like a spandexed superhero. But for a cooperative game, it feels very insular. You are taking turns dealing damage to the villains and negating enemy threats, but you can’t really see what other players are doing. When it’s their turn, they stare at their cards for a minute, then say, 'blah blah blah blah and I do 4 damage to Rhino and blah blah blah remove 2 threat tokens from the Bomb Scare and and buy this card and exhaust Mockingbird and blah blah blah 1 more damage to Rhino and okay I’m done.' It’s great to see the needle move closer to your goal, but it’s still kind of boring when it’s not your turn.“
“That said, by my third play, things were moving pretty quickly, and the mental acrobatics of planning my next move filled those spaces nicely. In spite of this being a mediocre review, I’m really excited to play again, and could see myself buying up some of the expansion packs. And playing in solo mode.”