Designer’s Diary for Sidekick Saga

As we pass the 6th Anniversary of Sidekick Saga being on Kickstarter, let’s look back to the original design and development process! This was a labor of love for me; I have collected comics since I was 10 years old, and I think I still have every comic I every bought! I love comic books and Super Heroes! I wanted a cooperative Super Hero game with a story, as none really existed at the time!! Let’s look back and see how this design came about! For the record, all pictures in this diary are from my own personal comic collection! See below as I go hunting for comics!

Inspirations

But let’s jump in … what inspired Sidekick Saga?

Sidekick Saga started life from an inspiration in (surprise) a comic book: Future Imperfect by Peter David and George Perez.  There’s one very notable scene in Future Imperfect when Rick Jones, (the sidekick of the piece, and sidekick of many heroes like Captain America and Hulk), keeps the Maestro at bay using a collection of “artifacts”: Iron Man’s gauntlets, Captain America’s shield, Thor’s Hammer!

The sidekick, by being smart, was able to hold his own (with a little help) with the Maestro, an incredibly powerful villain!

The scene above, with its collection of items, stirred something within me … 

Another comic that inspired Sidekick Saga was the 1990’s Robin (by Chuck Dixon, Tom Grummett, and Scott Hanna). In this era, Tim Drake became the third Robin, and frankly, was the smartest of all the Robins! He figured out Batman’s identity! In this series, the Tim Drake’s Robin patrols Gotham without Batman, but has help from The Huntress, Oracle, and even Commissioner Gordon!  Tim Drake is mostly just a normal human doing the best he can to ward off evil, using his smarts and his fellow heroes to fight crime!  The cooperation of the Arkham Sidekicks was pivotal to their success!

Another unlikely source of inspiration was Buffy The Vampire Slayer Season 5 finale.  Some SPOILERS: in the Season Finale, Buffy used pretty much EVERY WEAPON at her disposal, from other episodes in Season 5, to fight the big bad at the end! There was something familiar about this approach; it’s what Rick Jones did in Future Imperfect!  In this case, it inspired more of the idea that some important items persist from game to game.  It also kept alive the idea that “collecting stuff” was an important part to battling the big bad!

A final unlikely source of inspiration was a game called Seven Wonders.  You heard me. It was interesting that, at the time, my friends were very bi-modal on two games: they either loved Seven Wonders and hated Sentinels of the Multiverse or hated Seven Wonders and loved Sentinels of the MultiverseWhat if I could unite these groups and have the notion of cooperative drafting? What if, rather than working against each other in a drafting game, you could pass each other what we needed? This created the whole idea of Supply Lines: cooperative drafting, much like Seven Wonders (it even had a directionality of the Ages): see above.

Putting all these elements together served as the basis of Sidekick Saga: I wanted a cooperative drafting game (where players would pass each other cards they needed) where players explored the city looking for technology to help them fight the big bads! And every card should matter!  You might not think something matters (like stuff in Season 5 of Buffy), but then all of a sudden, it becomes important!

Leads and Legacy

As the development of the game progressed, I need to refine the exploration-type mechanic to the game.  For the Sidekicks to succeed, they had to find stuff (like Buffy or Rick Jones)!  Some stuff was incredibly useful, so it seemed like you had to “pay” for it somehow! This introduced the idea of Leads (originally they were called clues, but I was worried this might invoke too much of a Clue game comparison): if you hunt down enough Leads, you can find where Jor’s Hammer (I didn’t want to get sued), the Star Shield, or the Cave Warrior’s car (which looks nothing like the Batmobile) would be stored!    I originally considered the idea of having to have “different kinds of Leads“, but dismissed it quickly as it would too frustrating if you got the wrong types of LeadsLeads were generic: if you got 6 Leads, you could get the Cave Warrior Car which would help you move around the city faster AND protect yourself!

We dubbed these very special Items as Heroic Items: these were very special items that were hard to find!  They might take three to six turns to get one of them during the game, so you didn’t want to lose them between issues!  So, Sidekick Saga became a “legacy” game when any Heroic Items you obtained persisted from game to game! 

Honestly, I really liked the idea of a story spanning multiple issues! It’s very typical of comic books of my era: a massive story would unfold over 4 to 6 issues of the comic!  Think of the amazing story that unfurled from Issues 1 – 4 of the original Wolverine mini-series!  Things would change massively from issue to issue, and what the heroes did really mattered! So, the idea of a legacy comic story was something I really really wanted to embrace.

(And the time Sidekick Saga was in development, there were NO Super Hero board games with an ongoing /legacy story)

In this case, each “game” would be an issue of a comic book series. What was the story? All the Super Heroes had disappeared!  What had happened to them?  All that was left were the under-powered Sidekicks!  Could these lowly Sidekick keep the bad guys at bay while they tried to solve the mystery of what happened to all the Super Heroes?  That was the story I wanted; that was the story that would make the Sidekicks take center stage!

So, Heroic Items, would persist from issue to issue. It introduced a tension; do heroes pursue Leads to get a Heroic Items, at the cost of making it harder to defeat the current bad guys?

To help alleviate some of this tension, The Leads became multi-use cards; you could either save them up to get a Heroic Item, or you could use them directly (Leads would also do something useful for you). This gave players more agency, more choice: they could pursue Leads, but could also just use them as needed (for immediate help or later help)!

Exploration

The exploration idea came from playing cooperative deck-building games like Aeon’s End; nine different things you could get! I liked cooperative deck-building games, but to me it always seemed an inversion of what I wanted: In deck-building games, you know what you buy, but you typically have no control over when it comes out!  What if you inverted that idea and made it so you don’t know exactly what you get, but once you get the cards, you can  play them whenever you want!?

That’s the idea of the city; each Location in the city has 8 cards, and those cards are “related” by a theme: The Police Station has Police cards, Rincon Labs has Scientists and Technology, The Suburbs have a lot of Research/Lead cards, etc. You have an idea what you will get, but maybe not exactly. Then, once you get stuff from a Location, you can play it whenever you want!

But through Heroic Items like the X-Ray glasses, you might have a little more control. And X-Ray glasses are an inside joke for anyone who grew up with comics; there were always ads for these things in the comics!

So, players move around the city and explore locations looking for technology and Leads to help them in their quest to take down the big bad!

Secret Identity and Hero Modes

Another thing I wanted was the tension of Secret Identity vs Hero form. The Secret Identity is absolutely am essential tool to keep the Sidekicks out of trouble!  (At the time I was exploring this idea, Marvel Champions had not come out yet, and to my knowledge, it was an original idea to have players go from Secret Identity to Hero and back. I documented my playtest here on my Unpub play of Sidekick Saga, which was 6 months before Marvel Champions was released; so, don’t go saying I copied Marvel Champions on this!)

But, I also wanted the Secret Identity mode to be useful; when you go into Secret Identity, you escape combat, but that’s also a main way to get Leads in the game!  The Secret Identity is all about doing research away from combat!! When you are in Secret Identity mode, you get BOTH a Lead AND a card on your Location!  But, of course, while you are doing this research, the Bad Guys are getting more and more powerful since you aren’t fighting crime!  It’s that tension you see in comics all the time! When do I go into Secret Identity mode to research (and stay out of the Bad Guy’s way) and when do I go into Hero mode to fight crime? That’s a big part of being a Sidekick!  It’s also a big part of the game!

I still remember a particular scene in The Amazing Spider-man #18 where Spider-man changes back to Peter Parker to escape the Sandman.  See above!

Those original Stan Lee/Steve Ditko Spider-man comics (which I read when I was a young kid), had quite the influence on me! I still remember those scenes! (I didn’t have the original Spider-man comics that are worth tons … I was just a kid! I just had the little collection of books : see above). But Peter Parker used his Secret Identity as a tool so many times in those early Spider-mans … I really wanted a mechanic like this this in the game to capture that!

Advancement

One of the funnest part of Dungeons and Dragons is leveling-up: I wanted to make sure there usually some notion of leveling-up between issues: new powers, new Heroic Items, new heroes, … something to give fun choices between issues! I also wanted to make sure losing wasn’t so devastating!

If the players lose an issue, then new items, new Heroic Items, new things are introduced into the game .. and they get to try again! I wanted this to be a self-balancing game; if it was too hard, then new stuff would come out to help the Sidekicks!

Protection Hierarchy

One of the final pieces of the puzzle was the Protection Hierarchy; I remember reading many Daredevil or Batman comics where the hero has to work from the bottom-up to uncover the network of the Kingpin/crime lord who is running the city! And typically, the phrase “Stop protecting your higher ups; they don’t care about you!!!” comes up when the good guys question the underlings … what if that were actually a mechanism?  What if you couldn’t actually even take out the bad guys higher up in the criminal network until you’ve “dealt with” with all of their subordinates?  What if the subordinates actually “protected” the higher-ups? 

And that’s exactly what the Protection Hierarchy is in Sidekick Saga: you can’t attack any upper level bad guys until you deal with the subordinates first!  The lower level bad guys protect the higher one! (But, of course, the upper level bad guys can do stuff to YOU … because it’s hard to be a Hero!)

Hacking

If there’s any one mechanism that is really inspired by the Robin or Birds of Prey comics, it’s Oracle and her hacking abilities.  

Oracle is a hacker who helps Robin (well, she helps the Dick Grayson Robin more, but that’s beside the point) by finding out information and “distracting” the bad guys with her hacking. How could we represent this idea in the game?  Delphi (inspired by Oracle) can hack the bad guys and put them into disarray!

 The idea of disarray is that the bad guy is so busy “dealing” with the results of Delphi’s hacks, they couldn’t do anything else. I loved the idea that even if you can’t take out a bad guy, maybe you can keep it out the way for some time. Thematically, the idea of “causing an alarm to go off”, “turning off the power in the building”, etc. are things that a hacker would do.  And what does it do?  It distracts the bad guy (puts them in disarray) for a few turns.

The idea of hacking was further improved by allowing hacking to bypass the Protection Hierarchy! Delphi can hack the upper level bad guys and keep them from wrecking the Sidekicks!

Art

I don’t love the art in most Super Hero board games: it always feels like they get artists who are great artists, but don’t “get” Super Heroes!!   It felt like they didn’t love Super Heroes like I did!  I just remember that I never loved a lot of the art of the first few Super Hero games I played, and I wanted something different for Sidekick Saga:  I wanted an artist who got Super Heroes.  I wanted someone who’s art really embraced that ethic!

One of my favorite parts of working on Sidekick Saga was working with the artists, especially Phil Cho!  I adored his art from Venom Assault (see BGG entry here) and his Deviant Art page showed that he really understood Super Heroes!   I contacted Phil, and he was very willing to  help out. 

To this day, the cover for Sidekick Saga is one of  my favorite pieces of art of all time, maybe because it has such personal meaning to me. Given more time, I would have had Phil Cho do all the art in the game, but I had promised my Kickstarter backers delivery quickly, so I did work with a few other artists to help out.

Christina Murphy did a fantastic job stepping up and “matching” Phil’s art! One of my favorite of her pieces is the army of snowmen! So creepy and so what I wanted!

I also had William Liberto help out, mostly with the Heroic Items: I wanted all the Heroic Items to have a similar and consistent vibe, and he did a  great job!

Final Thoughts

I am very proud of Sidekick Saga! It’s the game I wanted!  It’s a Super Hero game with an overarching story! It has exploration, it has cooperative drafting, it has every card being useful in one way or another (by being multi-use or directly useful), and it has ways for the Sidekicks to be clever in their combinations!  I play the entire Sidekick Saga at least one a year, and I am always happy that the game unfolds differently every time!  How could I use all the cards and powers I  had to defeat the bad guys?  It’s different every time!

I know Sidekick Saga didn’t have a great critical reception, but I am grateful to all my backers who supported the original Kickstarter and all the people who reached out to me over the years in support; thank you to all of you.  

Project PEGASUS: A Campaign for Marvel United

IMG_7430

The Project PEGASUS series was one of my favorite comic series when I was a kid. It took place in Marvel Two-In-One Issues 42, 43, and 53-58 back in 1978 and 1979. There are several reasons I liked this story: it featured the Thing and a really interesting cast of characters, including Quasar and Man-Thing! Plus, it’s one of the few times you see the art of John Byrne and George Perez together.

IMG_7404

Once Season 3 of Marvel United arrived, I saw that Project PEGASUS was indeed a Location from the Multiverse base set: see above (we reviewed the base Multiverse set here)!

IMG_6665

We also got a chance to play some of the campaigns that came from the Marvel United Campaign Decks!   See last week as we reviewed some of these experiences!

IMG_6672

See all the great series of Marvel Comics!  But where’s the campaign for Project PEGASUS?

Never mind, I’ll do it myself.

The Road To Development

IMG_7386

Over the past month, I have read and re-read the Project PEGASUS series (a burden of joy) to get a sense of what its campaign might look like.  See above as I have taken out most of the content I need!

IMG_7368

After coming up with a general outline of what the Villains, Heroes, and Games should be, I started to put something together!  See above for written notes on the first draft of this campaign.

IMG_7388

I’ve have also had some play testing from my friends, as well as many many many solo games (with 2, 3, and 4 Heroes).

In the end, I am very proud of the Campaign I came up with: it follows the story of Project PEGASUS pretty well and adds some new ideas to Marvel United.

IMG_7429

Over the last few weeks, the campaign has evolved quite a bit: I have some added some new Villains and Heroes for the final cut. 

IMG_7406

Some of the ideas in the Project PEGASUS campaign are a little outside the box, because even though Season 3 made this all possible, I will still missing some pieces (Heroes/Villains/etc) to make the campaign complete.  So, I had to improvise using what I had. 

I am very proud of what I did for Games 1 and 5, and especially Game 2.  But be aware that those games are a little different.

What Do I Need?

IMG_7017

Like all of the campaigns, The Project PEGASUS campaign needs a lot of pieces stolen from all parts of Marvel United. See the complete list below.

• Base Marvel United
• Spider-Geddon Marvel United
• Multiverse Marvel United
• Season 1 Stretch Goals
• Season 3 Stretch Goals
• Fantastic Four
• World War Hulk
• Annihilation
• Civil War
• Enter The Spider-Verse
• War of Kings

Current State

IMG_7431

The current draft of the campaign is at version 1.0.1.  I fully expect there to be revisions made as me and others playtest it. 
UPDATE: We are now at 1.1.0: we had some explanation clean-up and a few balance adjustments to Game 1!
Oct 20th, 2024 UPDATE: Updated to 1.2.0: Added explanation of how to play solo, updated Game 2 with better descriptions and a rules fix/clarification.

Feel free to download the PDF below and give it a try!!!   If there is interest, I can try making the form factor more like cards (with Rules cards and Event cards), but right now the Events are presented alongside the Games of interest in the PDF document below.

 If you have any feedback (too easy, too hard, spelling problems, unclear rules), please email us at returnfromsubroutine @ gmail.com

We’d love to hear from you!  How did it go?

 

Campaign Decks for Marvel United: How Much Story Do They Add?

IMG_6665

The Campaign Decks were part of the Multiverse Marvel United Absorption Expansion Explosion (where we received so much new context for Marvel United)! !

IMG_7013

The Campaign Decks give you just that: campaigns you can play through using the Marvel United system.

Let’s take a look!

Unboxing and Gameplay

IMG_6666

This is a surprisingly small box of cards: see Coke Can above for scale.

IMG_6667

The game comes with a very small pamphlet (sigh, I am not a fan of pamphlets) and 114 cards for 8 campaigns.

IMG_6672

Each campaign is 8 to 23 cards each, with Age of Ultron and Maximum Carnage being 8 cards, X-Cutioner’s Song and World War Hulk being 13 cards,  War Of Kings and Dark Phoenix Saga being 16 cards,  Avengers vs X-Men being 17 cards, and The Age of Apocalypse being a whopping 23 cards!

IMG_7015

Each campaign has two types of cards: Campaign Set-Up and Rule cards (top cards: each game in a campaign is defined by one of these) and Campaign Event cards (bottom cards: which are brought out during certain points of the campaign).

IMG_6673

The front of the Campaign Set-Up and Rules card define the parameters of each encounter: the Villain you will fight (Emma Frost above), the Heroes you can operate (Prof. X, Storm, Wolverine, Colossus above), and special set-up or rules (split the start-up, must start with HANGAR BAY, etc.). See above.

IMG_7014

The back side of the Campaign Set-Up and Rules defines special rules for that scenario, as well as  triggers to bring out Event cards: see above.  Warning: minor spoiler below!!

IMG_6868

Events are related to the scenario you are fighting: see as Event 01 brings some rules into play once you rescue Kitty Pride.  Many times, Events just add Heroes to your roster: this is important, as it gives you more choices of Heroes to play when you fight (and some Heroes are better in certain scenarios).

Basically, these cards control the progression of games.

IMG_6668

Generally, you need almost all of the Marvel United content to play these Campaigns.  The back of the pamphlet tells you ALL the base games/expansions you need to play through!

IMG_7017

See how The Dark Phoenix Saga, Age of Ultron, and Maximum Carnage all require a whole bunch of expansions! And a very disparate set of expansion as well!

IMG_6669

These expansion all look really cool … but how do they play?

Campaign Flavors

Not all campaigns are created alike.

IMG_6836

The World War Hulk campaign requires players to play in the one-vs-many mode known as Super Villain Mode in the game: this is definitely not solo or full cooperative!

IMG_6832

The Maximum Carnage campaign requires the players to do The Carnage Challenge (at least for games 2 and 3).

IMG_6835

The War of Kings requires team vs. team mode, at least for the first game, then the game goes back to being solo and/or cooperative for games 2, 3, and 4.

IMG_6837

The Avengers vs X-Men is mostly Super Villain Mode (one-vs.-many), and game 1 is a special PVP mode: Clash of Heroes.

IMG_6841

The rest of the decks (Age of Apocalypse, Age of Ultron, X-Cutioner’s Song, and Dark Phoenix Saga) can all be played solo or cooperatively.

We’ll only be looking at those decks you can play solo or cooperatively today.  Over about 2 weeks, we were able to get through a few campaigns.  Let’s take a look!

Campaigns and Spoilers?

IMG_6888

So, to talk about the campaigns, we have to talk about some of the stuff that happens.  However, that could mean spoilers.  We have done two full playthroughs in this review: decide if you want to read them or just jump ahead to the Conclusion!

The first campaign is the Age of Ultron story.  There are some very minor spoilers in this section (just below), but if you want to go in the game without knowing anything, skip to the Conclusion!

The second campaign is the Dark Phoenix Saga. There are some pretty significant spoilers in that playthrough, both in terms of reveals and stories!   If you know X-Men #131-137, the story won’t have have any spoilers, but some of the events/happenings may still be spoilers.  Since this playthrough has Major Spoilers, we’ve moved this section ALL THE WAY TO THE END to the Appendix section.  Feel free to read it if you want more of a feel what the Campaigns look like, and you don’t care about Major Spoilers

You have been warned. 

Age Of Ultron Campaign: Minor Spoilers Ahead

IMG_6677

The Age Of Ultron campaign is 3 to 4 games long (depending on how well you do). This is probably the best campaign to start with.  (There a few minor spoiler ahead: skip ahead to the Conclusion if you want to avoid any spoilers).

IMG_6680

Basically, you fight Ultron a LOT, and he gets stronger and stronger as you play!

IMG_6681

Each game will usually have a different set of Heroes you can play: I started the campaign with Wolverine and Iron Man, but was told (by the Campaign Set-Up and Rules card) that I had to use some different Heroes for Game 2.  I liked that I had to change Heroes (it kept the game interesting), as I had to try to pick a good set of Heroes to play together.

IMG_6700

Winning or losing a game usually gets you an event: so far, many good events I see add a new Hero to the Campaign Roster (see above as Spider-Man joins the roster as a new Hero I can play!)

IMG_6697

My second game used Emma Frost and Black Widow together.  Wow, were they good together!  Black Widow‘s predictive power made a huge difference!  They took out Ultron!

IMG_6704

Finally, I used Captain America and Iron Man for my Game 3!  They (barely) kept Ultron under control …

IMG_6710

Basically, by (barely) defeating Ultron in game 3, I was able to avoid a final Game 4 (which gives a few more chances to defeat Ultron).

There wasn’t a lot of story per se in this campaign, as my Heroes were just doing the best they could in each Game.  It was, however, very thematic to have Ultron get better and better and better in each game! Really, he was quite tough by the time Cap and Iron Man took him on. I probably should have lost (and had to play Game 4).

IMG_6709

It was fun to play the Age of Ultron campaign, Ultron had an interesting progression, but there really wasn’t any story. 

Conclusion

IMG_6840

In the end, the Campaign Decks reminded me a lot of Set A Watch: Doomed Run (see our review here).   Why is that?  Each particular game of Set A Watch: Doomed Run is thematic, but the story tying them together is very very loose: it’s so loose you can drop players in and out of the campaign as you play!  And I think that’s true here as well! Each Campaign game is thematic and fun, but it doesn’t really twist and turn very much; each Campaign is fairly linear.  If you were looking for a thematic story with lots twists and turns to entertain you, the Campaign Decks aren’t really that.

IMG_7017

There’s a few “twists” I saw, but in general, I think the purpose of the Marvel United Campaign Decks is an excuse to relive your favorite comics and an excuse to play through the ridiculous amount of Marvel United content.  There’s a lot of theme, especially if you know the stories involved, but the Campaign Decks don’t present a deep, dark, complex adventures: they are just an excuse to play Marvel United and relive your favorite comics!  As long as you know what the Campaign Decks are, they might be right up your alley.

Just be aware HOW MUCH Marvel United Content you must have in order to play these!

Appendix: Dark Phoenix Saga Campaign: Major Spoilers!!

IMG_7015

NOTE: There are MAJOR SPOILERS ahead!  Skip this Appendix if you don’t want any spoilers!!

The Dark Phoenix Saga campaign is a little longer at five games.  Honestly, it will probably be more: you will almost certainly lose a few games, because the game gets hard! I lost two games along the way, but was able to come to a successful conclusion (so six games total).

IMG_6845

I was really looking forward the Dark Phoenix Saga: when Jean Grey fights for her life in X-Men #137, it was a very powerful and moving story. Could the Campaign capture some of this?

IMG_6844

Well, the Dark Phoenix Saga starts Game 1 with Emma Frost and Kitty Pryde (ShadowCat): see set-up above! This is reminiscent of issue X-Men #131 where Kitty Pryde wanders the Hellfire club trying save her compatriots … see below.

kityp

IMG_6848

In this Game 1, I had Wolverine and Professor X take on Emma Frost.  Remember, you have choices of which heroes you can use!  Part of the fun of the campaign is trying to find the best heroes…

IMG_6851

Well, it turns out I played my first game so very wrong (I missed some of the threat effects and special rules about accelerating the Master Plans, and didn’t realize I was supposed to find Kitty), so I restarted halfway through.  

IMG_6868

Wolverine and Professor X were able to find Kitty and take out Emma Frost.

IMG_6869

This led to Game 2:

IMG_6872

IMG_6875

Game 2’s villain is Sebastian Shaw: a Hellfire club member!  We are firmly in issues #131-#137 of the X-Men now!  It feels like we are in X-Men #132 fighting Shaw!

xmen132

IMG_6882

We were required to play Jean Grey and Cyclops: definitely very thematic!

IMG_6883

And why isn’t Jean Grey called Marvel Girl like in the comic … but I digress … I mean, her secret identify is her hero name?  No, she should be Marvel Girl (Jean Grey).

IMG_6887

Shaw was rough: I ran out of cards (losing the game) and had to flip Event 5.  To be fair, this loss feels very thematic, as Sebastian Shaw really trounced the X-Men in this particular series of comics!!

IMG_6890

Too late!  But, at least I had Nightcrawler on my Roster now …

IMG_6891

The next game up (Game 3) had us fight the villain Mastermind: he’s the evil creature trying to take over Jean Grey‘s mind!

IMG_6894

IMG_6893

We get to choose heroes in this Game!  If you look carefully at the Threats, you realize you want to try to keep the Heroes together (bad things happen to lone heroes).  Nightcrawler pretty much HAS to teleport every turn (the black text on his cards means you are forced to do that), so it would be easy to keep the Heroes together.  When the Heroes WOULD take damage, Kitty was able to phase and mitigate that!!  This was a great combination of Heroes for this game.  And it felt thematic: Kitty’s phasing kept them safe, and Nightcrawler’s teleportation kept them together.

IMG_6899  

This was thematic from the character’s perspective.  The story not as much (I should have used Wolverine: Wolverine fights alone!)

IMG_6904

Then Jean Grey becomes Dark Phoenix.  Oof!!!!  There’s some really thematic stuff that happens in this part of the game, but I don’t want to give away too much.

IMG_6905

Dark Phoenix was one of the hardest battles I have ever had.  

IMG_6906

I started with Kitty and Cyclops, but after losing to Dark Phoenix once,  I had to “remove Kitty” from play.  I could only keep playing as long as I had 4 Heroes in my Roster.

IMG_6917

See above as Dark Phoenix easily takes out Cyclops and Kitty.

IMG_6924

I get to try again: For my next trial against Dark Phoenix, I brought out Nightcrawler  (and you are required to keep Cyclops).

IMG_6927

I was able to eke out a win, but just barely.

IMG_6914

Dark Phoenix’s Master Plan cards are just rough!

IMG_6910

I fully expected to need 3 or more games to beat Dark Phoenix.  I mean, she’s Dark Phoenix.

IMG_6930

Even though the X-Men were able to defeat Dark Phoenix, … things happened while Jean Grey was Dark Phoenix. Like, she ate a sun and destroyed a world, so she must stand trial. 

darkphoenixsaga18

And Gladiator is the one to deal with her. 

IMG_6936

Jean Grey must fight, since she’s fighting for her own life.  The choice of Wolverine is important here: we know from playing Gladiator from the War Of Kings, it’s important to always have a full hand!  Since Wolverine has his healing factor, he is an exceptional character to play against Gladiator.

IMG_6953

In the end, Wolverine and Jean Grey were able to defeat Gladiator.  And win the campaign!

IMG_1884a

Although, technically, Jean Grey doesn’t survive … they don’t tell you that … see above …

IMG_6952

I know the Dark Phoenix story and wow, this felt incredibly thematic!   From how hard Dark Phoenix herself is, to some events in the deck, the Dark Phoenix Saga Campaign Deck was very thematic.  To be fair, the Campaign Deck didn’t “tell a story”, but it sure reminded me of one of my favorite X-Men stories of all time. 

When Calls Galactus, You Gotta Answer The Phone! A Review of Marvel United: The Coming of Galactus

IMG_6265

So, Marvel United: Multiverse was the #1 spot on our Top 10 Anticipated Cooperative Games of 2014: it has so many expansions for Marvel United!  But, let’s get one thing straight!  The main reason we were so looking forward to this was one reason: Galactus.  And his Heralds. 

IMG_6191

The Coming of Galactus: Marvel United was easily our most anticipated game or expansion of 2024!  This expansion is yet another expansion in the Marvel United line;  we have reviewed the base game (see here and here) and the Marvel United: X-Men  (see here and here), and we talked about the Expansion Absorption here.  In general, we have raved about Marvel UnitedMarvel United is a cooperative super-hero game for 1-4 players (there are one vs. many expansions that that player count to 1-5, but we aren’t discussing those here).

IMG_6188

To be clear: you need at least one of the four base Marvel United games to play The Coming of Galactus: This is NOT a stand-alone game.  You need at least one of: Marvel United, X-Men: Marvel United, Spider-Geddon: Marvel United, or the newest Multiverse: Marvel United

See Multiverse: Marvel United above.

Let’s take a look!

Unboxing (Admit It: You Just Want To See The Minis)

IMG_6204

This is a pretty big boy of a box. See the box with a can of Coke for perspective.

IMG_6183

It’s the same width and height of all the other Marvel United expansions, but it’s a very deep box! The Marvel United people have done a good job at keeping all the boxes consistent so it’s a little easier to store.

IMG_6205

This looks pretty cool when you open it up: you can see Galactus peering at you: there’s an 8-page rulebook and some new center locations.

IMG_6207

Admit it, you just want to see the Galactus mini! See above as we he is “swaddled” in a little foam blanket with a wire holding him in. 

IMG_6209

I think Galactus is just invading Earth because he wants a Coke.  See above.

IMG_6210

His heralds are also pretty cool minis (see the wire sticking out from Galactus above). See above and below.

IMG_6211

IMG_6212

IMG_6213

Gabriel: The Air-Walker!

IMG_6214

Terrax!

IMG_6215

Firelord and Nova (aka Frankie Raye)! 

IMG_6216

Each Herald also has his own Villain Sheet. See above.

IMG_6218

The Herald bad guys cards are pretty cool: see above.  Also note that Frankie Ray (Nova) is can be either a bad guy or a good guy!  Did you know Nova was in the Fantastic Four for a short time???

IMG_6219

But, it’s Galactus‘ cards that we care about!! See above.

IMG_6217

This expansion looks fantastic.  I was so excited to get it played! See it all unpacked above!

Gameplay (The Coming of Galactus Mode)

There are basically two gameplay modes in this expansion.  The first one is fighting Galactus; this is called The Coming of Galactus.

IMG_6224

Galactus sits in the middle of 6 regions of Earth: these are all special locations that come in the box.  Note that the game has a funny starting condition: the players start in the region of Earth they are playing the game in!

IMG_6261

Galactus’ Master Plan cards have him rotate (kind of like Thanos rotates in Thanos Rising, if you have ever played that game).  The region he stops on gets hit pretty hard.

IMG_6357

When Galactus BAMS! a region, everyone takes a damage, all civilians and thugs are removed, and all the other BAMS! activate.  It’s pretty brutal if he rotates to your space. See above as the Thing gets KO’d!

IMG_6350

If a region ever gets overfilled OR a hero is KO’d, then a Galactus Master Plan card is put face down in the storyline!  This makes it even harder for the good guys to get anything done, as Galactus is taking away actions!   See above as heroes lose because Galactus just takes over the storyline and the heroes can’t get anything done!

IMG_6237

To win, the players must overcome 8 challenges!  Calm Down Civilians, Steal The Ultimate Nullifier, Take Down Air-walker, etc (see three of them above)!

IMG_6359

The final Challenge is always the same: “Convince Galactus to Spare Earth!”  Yes, you cannot take down Galactus, buy you can reason with him.  This is an interesting new mechanism, as you have to put the tokens down in PAIRS (i.e., no single stars) to succeed on this Challenge.

IMG_6364

If you ever run out of storyline cards, or any hero completely dies, the game is over as Galactus has eaten earth!  Your one chance to win is to “reason” with Galactus!

Solo Play (The Coming Of Galactus)

screenshot-from-2020-10-18-09-45-18

So, Marvel United has two official Solo Modes and one unofficial Solo Mode.  (Thank you for following Saunders’ Law!)  The original Marvel United and X-Men: Marvel United have a fairly contorted solo mode (called S.H.I.E.L.D. solo mode: see SOME of the rules above) which was far too complex; it wasn’t appealing to us at all.  In fact, it became a standard counter-example in our discussion of solo modes: How To Play A Cooperative Game Solo? 

IMG_1624

The newest Spider-Geddon: Marvel United (and Multiverse: Marvel United) has a new solo mode called Commander Mode!  We definitely liked it more than the original S.H.I.E.L.D. solo mode!  Spider-Geddon: Marvel United made our Top 10 Solo Games of 2023 because of the new solo mode!

IMG_6229

But, at the end of the day, I prefer two-handed solo for Marvel United.  Why?   Because it’s easy: there are no special rules, you just play Marvel United the way it’s “meant” to be played!!  Since there are SO MANY NEW THINGS for Marvel United (Team Decks, Items, New Expansions, etc), the last thing I want are new rules that I have to consult for solo mode.  Alternating between two heroes playing is the easiest way to get going so I can concentrate on all the new stuff.

IMG_6231

For The Coming of Galactus first play, I chose Magik and Warlock (see above) from the X-Men: Stretch Goals set (see below).   Those are my favorite two characters!  Since I am learning a bunch of new rules, I wanted to play with characters I already knew.  This is called “change as few things as possible to make it easier to learn“.

IMG_6226

Somehow, it seemed right that a galactic refuge outcast like Warlock and a dimension hopping outcast like Magik would take on Galactus.  The outcasts are the only ones crazy enough to take on the World-Eating Villain!

IMG_6230

So, I ended up playing two games with these heroes: I won the first and just barely lost the second. But I cheated in the first game.

IMG_6237

How did I cheat in my first solo game?  I kept three of the Challenges out all times (see above).  Recall, the only way to win is take get to the last Challenge and defeat that!  But I think the right thing to do is only show a single Challenge at a time!!  So, I think I won the first game because I cheated.  Learn my mistake: only one Challenge is active at a time!

IMG_6243

One of the things that makes the Galactus scenario so hard is that every KO (and overflow) causes Galactus to put a Master Plan face down!  See above as an overflow happens and Galactus clogs the storyline!  This is terrible because you lose a turn (Magik and Warlock only have two plays now before the next Master Plan) AND Galactus is closer to winning!

IMG_6238

My second game was a loss, but a heart-breaking loss as I simply ran out of cards!  This time, I played correctly with the Challenges (only one Challenge up at any time).  

IMG_6263

See above as Warlock and Magik need literally one more card to win!  This was both cool and heart-breaking at the same time!  I think if I had Magik’s Soul Sword (Items are new in the Multiverse expansions), I may been able to pull this off!

IMG_6381

What a blast!  Magik and Warlock were a surprisingly good team against Galactus.  This is partly because their Special Effects don’t matter as much with Galactus (as their special Effects tend to deal with Crisis tokens: see above)!  Why do I say that?

IMG_0836

The two Power Cosmic Threat cards (see above) disable ALL SPECIAL EFFECTS until you defeat them!!!   This game is so tight, you almost never have a chance to disable these Power Cosmic Threats, so all the Special Effects you have become useless! In a game without Crisis tokens, Warlock and Magik didn’t care too much that their “specials” are disabled.  I remember thinking when I first started: “Oh, Magik and Warlock are bad choices, because their specials mostly deal with Crisis tokens“.  Nope! Since they are disabled most of the time (if not the entire game), they didn’t care! 

Overall, I had a great time playing solo.  This was SO MUCH FUN!

IMG_6357

Cooperative Mode (The Coming Of Galactus)

IMG_6347

For cooperative mode, we played a 3-Player game with members of the Fantastic Four.  The Fantastic Four is a special expansion for the base game: we reviewed it here.

IMG_6361

I played Mr. Fantastic, Sara played Invisible Girl, and Teresa played The Thing.

IMG_6349

Over the coarse of one night, we ended up playing The Coming of Galactus three times!

IMG_6350

Our first loss was crushing, as we got KO’d and overflowed so many times that Galactus clogged the storyline.  We learned a lot from this first play: most importantly, don’t let the Civilians or Thugs overflow!  The consequences are too dire!

IMG_6354

It was a crushing defeat (see above), but we all wanted to try again!

IMG_6356

We did significantly better the second time, but still lost as we ran out of time! See above!

IMG_6363

In our third and final play, we were able to win!  We learned a lot about the game: what to do, what NOT to do, what strategies to take!  

IMG_6365

That hardest part of this is that it’s just so easy to be crushed by Galactus if you aren’t careful, but the game is quick enough to reset and play again!  After three plays, we finally eked out a victory.  We had fun, but we all started getting a little loopy:

IMG_6360

When I wasn’t looking, Teresa started playing with the figures. Apparently, Sue Richards ran off with Nova.

Solo Play (The Heralds of Galactus)

IMG_6374

The Heralds of Galactus is a secondary way to play this expansion. 

IMG_6216

 While each of the Heralds has its own board (see above), and you can play each Herald separately as the main Villian, the mode: The Heralds of Galactus has you fighting all the Heralds at once!  See below!

IMG_6396

This is a really interesting way to run the Heralds:  all of them are out on the board, and all of the their dashboards are out as well.  As you play, the Heralds cycle-through each other.   

IMG_6375

There’s a little track at the top that keeps track of which Herald is next.

IMG_6371

This was a fun way to play; the Heralds each got a chance to do their thing, but it wasn’t too overwhelming as each Herald gets their “special” BAM! every 4 turns (as they cycle through).  It’s kind of cool that this mode does seem to work.

IMG_6399

I played this mode solo with .. you guessed it: Magik and Warlock.

IMG_6385

In the The Heralds of Galactus mode, Magik and Warlock are perfect choices!  Why?

IMG_6393

This Scenario focuses quite a bit on the Crisis Tokens.  Both Magik and Warlock manage Crisis tokens VERY WELL!  See Magik’s Mystical Armor above and Warlock’s Techo-Organic Lifeform below!

IMG_6394

IMG_6398

One of the things the Heroes need to worry about is the dwindling supply of Crisis Tokens that come out during play: if they ever all come out, the player’s immediately lose! See above as the S.H.I.E.L.D. Hellicarrier gets a lot of Crisis tokens!

IMG_6373

In my solo game, I was never in danger of losing by running out of Crisis tokens! Warlock’s first card allows him to discard Crisis! And once Magik got her Armor out, she didn’t have to worry about Crisis tokens either.   The Heroes could concentrate on what mattered and mostly ignore the Crisis tokens! Warlock and Magik did a great job taking down the Heralds!

IMG_6388

In the end, this mode (The Heralds of Galactus) is a little more of a by-the-numbers expansion, but I liked it.  I liked thee way the Heralds cycled through to create a unique experience.

Controversy!  What Does Facedown Mean?

IMG_6362

There has been some discussion on BoardGameGeek (see this thread here) about what it means to “put a Villain Master Plan facedown into the Storyline“.   This is especially important to the Galactus scenario, as a Hero getting KO’d forces a Galactus Master Plan to get added  facedown to the storyline … and we know heroes get KO’d all the time with Galactus!

My original stance is that a card facedown takes up space in storyline  and causes the players to have fewer actions.   Other people in the BGG  thread feel that you shouldn’t lose turns because it doesn’t explicitly say that.

Let’s explore this issue.  What does it mean to place a Master Plan card facedown in the storyline?  Let’s take a look at the Point and Counterpoint!

Point: A Facedown card causes the Heroes the lose an action!

1. Simplicity: If the purpose of the facedown rule is  to simply reduce the number of cards in the Villain’s Master Plan deck (and thus end the game earlier), the rule would have been written to be simpler:

   “Discard a card from the Villain’s Master Plan deck”.

If the rule were written like that, I would 100% agree that the players don’t lose an action.  But since the rule states explicitly to place a card facedown in the Storyline, it implies it takes up space!  What does it mean to take up space? To lose an action!

2. Thematic/Cartoon

IMG_0839

Take a look at this snapshot of a cartoon page from a newspaper.

IMG_0838

In this snapshot above, each panel of each cartoon takes up space. If a panel is removed or covered, then there is physically less space!

That lack of space means the cartoons have less space to tell their stories.

IMG_6350

Much like the storyline in Marvel United: reduced space means fewer panels for the players to act and tell their story!

3) Thematic/Game Balance

IMG_6329

It always struck me that a KO should be fairly devastating: a hero has been knocked out, and it feels it should be a big deal!

So, when a KO from Galactus causes “one Master Plan facedown in the storyline”, that feels it should be reasonably devastating!  If we just lose one Master Plan card, but keep all three turns, that feels lame to me!  It doesn’t feel like it is thematic or balanced! In fact, I have seen players gets KO’d on purpose just so they could get  back to full cards!

If the heroes must lose an action (because there’s less space in the story), then it feels more thematic and frankly more balanced.

A KO should be a big event the players try to avoid: it should have grave repercussions.  That leads me to believe the players should lose an action as well as reduce the number of Master Plan cards. (In Galactus especially: there are 18 Master Plan cards, so it’s almost never a problem that you run out of Master Plan cards, at least in my experience!)

4) Symmetry

IMG_0839

Take a look at the cartoon page again. See above.

IMG_6356

Now, take a look at a storyline where the players lose a turn whenever a Master Plan is played facedown to the storyline. It looks symmetric: like a page of a comic. See above.

IMG_6497

Now, take a look at a storyline were players get all three turns; the facedown Master Plan cards cause the storyline to have ragged edges and no longer look like a real comic page.

Humans naturally like symmetry: I would argue that the natural tendency is for humans to want the symmetry of the panels and suggests that the panels should stay symmetric and avoid the ragged edges.

In conclusion, the rule about placing a Villain Master Card facedown in the storyline, both thematically and physically, implies less space and fewer actions for the players.  The fact that the rule is NOT written in the simpler form of “discard a card from the Villain Master Plan” implies there’s more to the rule than just reducing the cards in the Villain Master Plan Deck; it implies reduced space and thus fewer actions.

Counter Point: The facedown card in the storyline should NOT cause players to lose an action!

The rule that says “place a Villain Master Plan card facedown in the storyline” says nothing about losing turns.  Since it’s not said explicitly, players do not lose turns.

—————————————-Choose a side.  Which side do you land on?

If you chose that side that facedown implies fewer actions, the game becomes harder, as the heroes have fewer actions in the game in response to the Villain.

If you choose the side that that says “facedown does NOT imply fewer actions”, the game becomes easier, as the characters always get all three of their actions.

IMG_6492

From my playtesting, I have tried the game with both facedown  interpretations (fewer actions or full actions) … and in both solo and cooperative modes!! And guess what? The game still works either way.

One way is just harder than the other.

What I Liked

IMG_6365

One) The minis are all amazing.  

IMG_6359

Two) The new idea in this expansion (have to place PAIRS of tokens, 8 challenges, cycling through Heralds) keep this game new and fresh.

IMG_6362

Three) I still love how this game looks, especially with the storyline. It feels like you are looking at a comic book storyline!

IMG_6355

Four) I like that the Coming of Galactus mode is hard, but it seems like you can still learn from it to come up with strategies!

IMG_6258

Five) I had such a good time playing this solo (two-handed solo mode).

What I Didn’t Like

IMG_6346

One) My friends didn’t like this nearly as much a I did.  Their main criticism was “the game was too random“.  I agree there is a lot of randomness in the game (Where does Galactus turn to? What cards come out? Where are the Heralds?), but I would argue that, after three cooperative games, we had discovered strategies that worked because we got better every game!  We were able to win!  And I think we could do it again!

IMG_6256

Two)  In The Coming of Galactus mode, you simply have to take damage and get KO’d.  Some Marvel United expansions MIGHT have a player or two get KO’d.  Not here!  Each hero will probably get KO’d at least once or twice or more!  You have to get comfortable with the idea: “you will have to take damage and you will have to get KO’d multiple times”.  If you don’t like that feeling, then this game will not be for you.  Once you sort of “get used” to that, I don’t think it’s that bad.

IMG_6222

Three) I wish the rules were explained just a little better.  A sentence being more explicit and saying “There is only one Challenge active at any time: once you complete the Challenge, flip over the next!”.   This is the problem with so many expansions; sometimes they don’t have time to make things a little clearer.

IMG_0836

Four) The Power Cosmic is the most frustrating Threat in the Coming of Galactus mode!  And there are TWO COPIES of it!  So, for most of the game, you don’t get to take advantage of your Special Effects on your Hero cards!  All the things that make the Heroes “special” are taken from them!  I got “lucky” in my solo games and used two characters (Magik and Warlock) that didn’t really care, but The Fantastic Four were really hampered by this!   But, I think we won our very last cooperative game because we were able to enable the Fantastic Four Special Powers in the very last few rounds! 

This can be very thematic: “The Fantastic Four lost a lot of their powers, but once they got them back, they rocked!!!”  I could see this being  comic book arc: the heroes must overcome obstacles to get their powers back, and then rally in a climactic ending!  BUT this can be very frustrating if you don’t deal with it correctly.  My friends did not like this: they said it made it feel like you couldn’t do very much, and it was frustrating.

Conclusion

IMG_6358

This was a very divisive expansion.  The Coming of Galactus might be my favorite expansion of the year so far at a 9.0/10, Teresa likes it at about a 7/10, but my friend Sara gives it a 4.0/10.    Her thoughts were that the randomness of Galactus, the absolute beating the heroes takes, and Power Cosmic Threat cards take away from the fun.  And I get that.  But I thought that it was all very thematic! Once you get comfortable with the idea that “you will get beaten up a lot“, you can strategize and come up with ways to defeat Galactus … which we did, but it just took us three games.

I will point out that we all WANTED to play three games to defeat Galactus. It was easy enough to replay three games in one night, and very satisfying once we were finally able to defeat the mighty Galactus.

Cooperative Rules For Comic Hunters

IMG_8355

Comic Hunters is a game originally from Brazil: it took the world by storm as a drafting game with 4 different types of drafting and also Marvel comics covers as the cards (see below)! We really liked it! See our review here!!

IMG_8357

This game has been so popular that they translated the rules to English, and it has been selling for $200 or more on e-bay!

IMG_8299

After all this popularity, it looks like Arcane Wonders is going to pick up the game in the United States: see here! You don’t have to pay $200 for it anymore!

IMG_8281

My only lament was that the game was either solo-only or fully competitive … until now.

Development of Cooperative Rules

IMG_3055

These cooperative rules for Comic Hunters have been in development for about 6 months now.  (Let’s be clear: I have no affiliation with any of the developers or companies, I am just a fan of the game).   I’ve had some basic ideas, thrown some away, playtested, tried new ideas, lather rinse repeat …

IMG_3058

You can see version 0.9 of my beautiful, hand-crafted Whim cards above.

IMG_3060

We’ve been playtesting at 2 and 3 player counts: the current rules only work for a 2 to 3 player cooperative game.  We run out of cards when we try to play 4 players (see why below), so currently the cooperative mode only supports 2 or 3 players.

IMG_3056

There’s been quite a bit of playtesting and editing: hopefully you’ll find this something you can enjoy!

Introduction

IMG_3054

Here’s the introduction from the rulebook:

You and your friends have been collecting comics together for years! You love to go to the comic store, conventions, and flea markets together, looking for some rarities.  Sure, there have been some friendly rivalries for comics along the way, but you and your friends love comics.  If only your allowances were bigger, but that makes you appreciate the comics you do have a little more…

Then one day the Jerk comes into your life: he’s an Insufferable Jerk who just ruins everything!  He thinks he knows everything, he thinks his way is the only way to do anything, and he puts down everything about you and your friends.  He just happens to be rich and inserts himself into your groups.  He tells everyone his collection of comics is the best! He is so annoying!

Your job in cooperative Comic Hunters is to get bragging rights over the Insufferable Jerk (sometimes referred to as IJ).  In order to win the game, players must get bragging rights over the Insufferable Jerk in all aspects of comic collecting.  To do this, at least one of the cooperative players must outdo the Insufferable Jerk in every aspect of the game:

   a) Combined, your collections must have more variety than IJ!

   b) From size perspective, at least one player must have more comics of a hero for each hero!

   c) For each highlight, at least one player must beat IJ!

   d) At least one player must have more Secret Stash points than IJ!

As a group, if you can outdo the Insufferable Jerk in every single aspect of comic collecting, you can shut him up! You hope to teach him collecting comics is supposed to be fun, not some sort of power play.

Players work together get the best comic collection they can, as a group.

Downloads

IMG_3067

See above for the version 1.0.0 of the game! (The current version is 1.0.2 in the downloads section: the changes are mostly just very minor clarifications and rewordings). To play cooperative Comic Hunters, you need three things:

  1. A copy of the original game Comic Hunters
  2. The cooperative rulebook:  see the PDF download at the end of post.
  3. The 5 Whim Cards: see the PDF download at the end of the post.

The cooperative rulebook you might want to print, but you can always just look at in online (see below). The 5 Whim cards you must print! They will be “about” 3x5in when you print them.

IMG_3065

The cards are all one-sided, so you want to print each card on a separate page and par it down to about 3×5. I used cardstock for mine. The idea is that these cards will go above the comic board:

IMG_3057

These Whim cards are the AI that controls how the Insufferable Jerk works.

Feel free to download and try this out! I currently am keeping all rights to this, but I may release this to the public domain later on.

Feedback

IMG_3051

We’d appreciate any feedback!  Problems?  Mistakes?  Please feel free to reach out to us at returnfromsubroutinellc@gmail.com or post on BGG in Comic Hunters section!

See downloads below (remember, you need to download 2 things).