
War of Kings: Marvel United is the next expansion we will look at from the Absorption Expansion Explosion of Multiverse Marvel United! To be clear, you need one of the base games in order to play this: this is truly an expansion only.

We’ve looked at The Coming of Galactus (see review here) and the Stretch Goals box/Team Decks (see review here), as well as the base game Multiverse Marvel United (see review here).
This week, we’ll dig deep into the heroes and villains from this set!
Why This One?

You might remember that there are 8 major expansions in this delivery of Multiverse (see 7 of them above). Why are we concentrating on the lesser known War of Kings?

I was first introduced to the Inhumans (the heroes of The War of Kings expansion) back in December 1976. I still have the original comic where I met them! See above and below!

Something about this group of misfits enchanted me: the stern quiet of Black Bolt, his loyal wife Medusa, and the interesting group of heroes!

I try to remember why the Inhumans made such an impression on me … and I think the artist George Perez (see above) may have had something to do with that. I have always loved his art! In fact, George Perez was responsible for the art in Future Imperfect, the defining Maestro story (which we saw last time in Multiverse Marvel United).

Over the years, I have always loved The Inhumans cameos in The Fanastic Four! Issue #240 by John Byrne (see above and below) was a defining moment in their history as they move Attilan to the moon!

There’s something glorious and regal about the Inhumans. So, they had to be my next set to open!
Unboxing

The War of Kings is a standard (if smaller stature) sized box in the Marvel United line. See above with a Can of Coke for perspective.

There are a bunch of distinct tokens you need for this set: we’ll see them as they come out in our games (see later below).

War of Kings comes with 4 new Locations: Attilan (remember that city Black Bolt lifted in Fantastic Four #240?), Blue Area of the Moon, Watcher Citadel … all part of the Inhuman’s mythology! (For those of you who don’t know, the Watcher’s house is on the moon is near where the Inhumans live now).

War of Kings comes with two bad guys you can fight: Gladiator (hero and villain, i..e., an anti-hero) and Vulcan (definitely a villain). They both operate VERY differently!

There are seven Inhumans in this box (8 heroes if you count Gladiator): Medusa, Black Bolt, Lockjaw, Crystal, Karnak, Gorgon, Triton and Gladiator (left to right, top to bottom).




The minis are all pretty fantastic, with Crystal’s looking the most stunning!

The hero decks look great (not as great as Perez or Byrne, but still great and consistent with Marvel United).

The Villain decks also look great.
Over the course of 4 games, we were able to playthrough all villains and heroes to get a sense of this set! Each game revealed something interesting about each of the heroes and villains! Let’s go through the games and see what we saw!
Vulcan vs. Black Bolt and Medusa

In the comics, Black Bolt and Medusa are husband and wife (king and queen). The new mechanism of bond seems to be very thematic: it allows you to choose which Black Bolt/Medusa card you want from the storyline! See above. This cool feature pretty much dictated that I needed to play with Black Bolt and Medusa in my first two hero game! I wanted to see how well that worked!


Also, both Black Bolt and Medusa have the Terrigenesis card as their Starting Hand card. What is that crazy thing Terrigenesis?

The Terrigen Mist tokens go into the board (one at each location) and if a Terrigen Mist token is there (and a Terrigenesis card is up), that hero may draw that token! See rules above.

See a sample Terrigen Mist token above. It’s turned face-down: if you draw it, you must use the symbol immediately! Most of the Inhumans have this as their starting Hand card (Lockjaw and Karnak don’t … we’ll see why below). This mechanism is just a nice way to add “a little more power” to the Inhumans. It’s not game-breaking, as you don’t know what symbol you might get, and it really just gives you one more symbol you might be able to use! But it’s something all the Inhumans “share”.

Take a look at Black Bolt’s Terrigenesis card above.

The Villain here is Vulcan, and he’s rough!!!

Every time the heroes get KO’d, they have to take a KO token: if the heroes are ever KO’d too many times, they lose (4 times in 2-Player game, more for more players)! See above as Medusa has been KO’d twice and Black Bolt once!

Another thing that’s rough about Vulcan is that when he BAMS, he makes players discard a card (at the start of his turn) for every card with Special Effects! That makes you rethink the cards you play the cards with Special Effects!! See above, as Medusa knows she might have to discard a card: her Bond with Black Bolt will be used against here! Interestingly, this isn’t called damage, implying damage mitigation techniques won’t work against it.

This is a very difficult mechanism to play against, as most heroes have many Special Effects. I wish this had been specified a little better, as I think there are some open questions about this:
One: What’s Damage? Discarding a card is akin to damage, so does it count as “damage”? We don’t think so, as it’s not explicitly called damage, just “discard 1 card”. See above. (This would useful for Triton, we can stop all damage with some Special Effects).
Two: What’s Blank? One of the Threat cards in Vulcan’s set is Power Suppression which “…treat Special Effects on all their cards as blank this turn”. What does that mean? Can Heroes use the BAM effects against Vulcan and NOT take damage if we start on one of those Locations?? It’s really not clear, but the phrasing suggests “this turn” which is just for the Hero’s Turn? Maybe? It’s not clear. It would be cool if we could be strategic and try to use those Locations against Vulcan. But, I think the phrasing suggests you can’t do that: the duration of the effect is just the player’s turn, I think?
The problem with too many expansions is that sometimes things can get underspecified: this is an example of that. We saw some of this underspecificity in the Absorption Expansion when we fought Emma Frost. To move forward and not bog down, we went ahead and played with the interpretations that hurt the heroes the most (discarding 1 card is NOT damage, and Special Effects are only blank during the Hero turn).

Moving forward, it was an interesting battle! Since Vulcan does damage to 3 Locations (his and adjacent) when he BAMS (and he BAMS a lot), we had to work to make sure Black Bolt and Medusa were far enough away from each other so that Vulcan’s BAMs didn’t damage both of them (every KO is a KO token that brings us closer to end game). We had to mitigate that as much as possible to keep the KOs under control!

The use of the Special Effects was worrisome too, as it made you reconsider when to use them! In the end, it was Medusa’s Bond with Black Bolt that allowed her to use Black Bolt’s double-double wild to take down Vulcan!

Despite the issues with underspecificity of some of Vulcan’s rules, this made for a really interesting puzzle: when do you use Special Effects card and when do you not? And the Special Effects on Black Bolt and Medusa seemed very thematic. This was a great game: thematic and engaging with lots of thought and strategy!
Vulcan vs. Lockjaw and Crystal

Crystal has Terrigenesis like the other Inhumans.

Lockjaw is a dog, so he doesn’t have Terrigenesis. He’s a dog. A smart dog, a cute dog, a good dog, a loyal dog, a teleporting dog (!), but still a dog.

Crystal and Lockjaw really struggled against Vulcan, losing after too many KOs!

There’s something sad about seeing LockJaw KO’d on his turn: What villain would do this to a dog???

Crystal even has a cool power to put up a Seismic Barrier: see above! … but it didn’t work as we as hoped, because Vulcan still does damage to his location AND adjacent Locations, so even when he was stopped, he still did damage to Crystal!

In the end, Vulcan won by KOing Crystal one too many times.

I think that Crystal’s cards are cool, but she doesn’t seem ideal against Vulcan. To use the Seismic Barrier against Vulcan requires two plays in the Storyline: one to put it down, and one to get away!

One important lesson I got from this session is that Lockjaw is probably the perfect hero for newer players!!! He’s a dog, which most people love, and he’s cute, and he’s not too hard to play. Lockjaw isn’t the most powerful or more interesting deck, but he’s fun and simple to play.

Crystal is interesting, but you have to know how to use her deck well.
Gladiator vs. Karnak and Gorgon

Gorgon is just kind of a heavy weight attacker: his Starting Hand card is Terrigenesis, like most of the Inhumans.

Karnak is a little different for Starting Hand: his Foresight card (see above) allows players to do a little more planning (by looking at the top few Master Plan cards). I didn’t use this ability too much with Gladiator, as we were too busy taking out threats/civilians/thugs.

Gladiator is SO DIFFERENT from any other villain from Marvel United!
As an anti-hero, Gladiator has a Hero Hand … which you use when he is a villain! Whaaat??

Gladiator can’t be defeated by doing damage to him. (Gladiator is basically one of Marvel’s answer to Superman). Basically, he duels the players every so often, and you keep score! Whosoever has more points wins! In a 2-Player games the Heroes need 3 victories to win (see Heroes Duel Track above), but Gladiator wins if he gets 3 victories (see Gladiator Duel Track above)!

A duel is all about Matching symbols on cards! When you duel Gladiator, he draws a number of Hero cards (usually 2, sometimes 3 if a particular threat is on the board), and you have to match symbols one card at a time! See above as Karnak has a duel ready to go!

The first card is revealed: and Karnak can match the Wild! The duel is underway!

But, the second Gladiator card is revealed and it’s a wild! Karnak has no wild to match a wild! Karnak loses this duel!! Had Karnak matched the second wild, he would have won!

Karnak and Gorgon had a fantastic time dueling with Gladiator!

Before you go into a duel, you assess your hand: “Do I have enough variety of symbols to do a reasonable duel?” It’s a very different way to think about fighting! You can’t take down Gladiator, but you can gain his respect in combat!

And yes, you can use two cards to match symbols on a single card (see above, as Gorgon matches the second card with TWO cards).

While Vulcan’s rules are very poorly specified, Gladiator’s duel rules are VERY WELL specified! See the rule sheet above.

On the end, Karnak and Gorgon gained Gladiator’s respect! So much so, that he joined their team!
Vulcan vs. Gladiator and Triton

Gladiator was so impressed with the Inhumans, he joined them as friends!

Gladiator as a hero is pretty intense: he is a butt-kicker. His Starting Hand is amazing (with two amazing cards), as he heals AND fends off Crisis tokens!! Holy cow! See above!

Triton is arguably the most interesting of all the Inhumans, as he puts Water Tokens out. If these Water Tokens are on his space, he can some cool things!

See above as Communion With Water allows Triton to get a Wild token if there’s water! There’s a bunch of cards like this Triton’s deck!

Triton and Gladiator had little trouble taking out Vulcan.

Although Vulcan’s “Discard 1 card for Heroes with Special Effects” was problematic (and still caused issues), Gladiator and Triton made a good team. Gladiator beat the crap of out Thugs and certain Threats, and Triton helped manage the other Threats.

It was no surprise when Gladiator beat the crap out of Vulcan to win the game!
Thoughts: What I Liked
There’s some really great ideas in this set:
- Triton is fun to play, as he has to manage his Water Locations; he has to thoughtfully place and use his water cards. This makes him different and really fun to play!
- Black Bolt and Medusa’s bond cards were very interesting and effective: it really does encourage playing them together, as they really work well together.
- Lockjaw, although one of the lesser heroes in this set, is still fun! I would pull him out to newer players, or just to people who like dogs. How can you go wrong with Lockjaw? He’s such a good dog!
- Gladiator is one of the more powerful hero characters I have played! His specials allow removing crisis tokens! And heal!! And he has so many attacks! I may have to bring him out as backup if I am having troubles …
- Gladiator as a villain was so interesting! The duel mechanic was just a breath of fresh air in this set!
- Vulcan was a real a tough villain: the Special Effects and KO issues associated with him really make you rethink how you play …
- Crystal can be interesting hero to play, but I think you have to know a little more about her deck before you dive in.
- The Teregenesis effects were … ok. They weren’t game changing, but added a fun element to the game.
- Karnak is a different flavor of hero with his Foresight: that ability could be game changing in some games!
- Gorgon was cool! He was a butt-kicker too!
What I Didn’t Like

The biggest complaint from this set was how poorly many of the rules around Vulcan were specified. Does Power Suppression work in the player’s favor too? (I think the answer is no). Does the BAM effect count as DAMAGE? (I think the answer is no). Oh yes, and you aren’t allowed to play powers that affect Vulcan’s cards in the Storyline, but it seems to imply you can affect the deck (which is not the storyline, so we did that a few times) … again, not 100% clear.
Given how much space they spent on specifying Gladiator’s duel, a few sentences describing Vulcan’s rules would have made this game that much more enjoyable. I wouldn’t have been guessing.
Conclusion

Even though I still have many many Marvel United expansion boxes in shrink wrap, I can very definitely see The War of Kings this coming out again soon!

All the heroes and villains in this box are very interesting in some way! Even Lockjaw, in his dog-like simplicity, becomes a hero I think people will want to play!
The War of Kings is a great expansion for Marvel United: 9/10 (probably would be 9.5/10 if Vulcan were specified better).































































































































































































































































































































