A Comparison of Three Methods For Flattening Your Board Games

What do the three games above have in common?

If you said “They are all cooperative games“, well, you are mostly correct! (Comic Hunters isn’t cooperative by default, but there is an expansion that makes it cooperative! See here). This is a place where we talk about cooperative games, so that’s a good guess.  But there’s something else they all have in common: none of their boards sit flat! See above and below!

You can really see it on Comic Hunters (above): that board just does NOT want to lay flat!

It’s weird, we never thought too much about boards not being flat enough,  but we encountered this problem a number of times in the last few years: Comic Hunters, Plum Island Horror, and Dice Throne: Missions!  These games really emphasized that sometimes a game board needs some flattening.

We’ll take a look at three different (cooperative) games and three different solutions to this problem!  The games of interest all have boards that don’t lay flat!  And they are all different sizes! See above!

  1. Plum Island Horror:  Very large 8-fold board
  2. Dice Throne: Missions:  Medium size 3-fold laminated sheets
  3. Comic Hunters: smaller 3-fold board

Solution 1: Board Butler

The Board Butler is a product specifically designed for the problem of boards-that-don’t-lay-flat.  I have seen advertisements on BGG, so I knew this existed.  I ordered it from their web site and it arrived within a week.  It was like $19.99 + taxes and some shipping (but for some reason I got free shipping).

These are basically little plastic piece you put at the edges to force the board flat.

See Comic Hunters with The Board Butler above.  It only needs 4 of the 6 pieces.

It works pretty well and it was easy to put on: no issues on Comic Hunters.

The Board Butler pieces are small enough that I need 4 pieces for the Dice Throne:Missions board: one at each edge.

See above.  The clear nature makes them relatively uninvasive.

They work well and keep the board flat.  Arguably they could obscure the text at the very bottom, but they don’t seem to.

Finally, let’s look at Plum Island Horror!

For Plum Island Horror, we have to use all 6 of the pieces, which means I can’t put them on the long ends.  This doesn’t strictly need another 2 pieces, but it might have been nice.

The Board Butler pieces work well: they hold the board down, and they don’t get in the way.

Basically, The Board Butler worked pretty well on all three games.  The weakest was Dice Throne: Missions because the Missions boards are thin laminated boards, so they didn’t fit as tight.  They fit securely (but not too tight) on Comic Hunters and Plum Island Horror.

Solution 2: Report Binding Bar

These Report Binding Bars are those little plastic sliders you put onto plastic report sheets.  See above and below.

I found a thread on BoardGameGeek that recommended these: see thread here.  You can order them here:  I got 30 of them for $13.99 plus taxes and shipping.  See above.

On Comic Hunters, they work great!  They are actually being long enough to cover both edges!

The only real complaint is that they are tight.  I was “worried” that by sliding them on, that they would TEAR the board!  They did not, but I was also very careful!  If you go with this solution, you may want to use your finger to “force” the bar open so it’s less tight:

See above as I jam my finger in there to “loosen” it up.

On Dice Throne: Missions, these are the best by far!  They hold the board tight, and they even cover both edges with one piece!  See above! I only needed 2 of the 30 pieces to hold this board together!

These just slip on easily (no chance of tearing since the boards are laminated) and hold the boards stiff and flat.

Finally, we use these for Plum Island Horror. We need 4 of them to hold the board down: see above.   Again, like Comic Hunters, these were a little scary to use because it “felt like” they might tear the board as I put them on.  So, I was very careful.

In all three cases, these held the board down and flat very tightly.  They were the cheapest by far, at 30 for $13.99, so you could easily share the cost with friends.  You probably only need to 6 each!  Even with with Plum Island Horror, you could get by with only 4!!

UPDATE: After sliding these on again and again and again on the Dice Throne: Missions boards, they started to show “slide marks”.  That is worrisome.

Solution 3: Giant Plastic Overlay

From the same thread on BGG where we got the Report Binding Bar, we also found a link for these giant pieces of plastic you can just “plop” on the board and force it down!  See Amazon link here! You get TWO pieces, but it’s $37.99 plus shipping and tax.

You just put it over your board game and “smoosh” it flat!

It turns out it also has a pocket, so if your game fits, you can just put the board inside! See above as Comic Hunters fits!

It works, it keeps Comic Hunters flat, but the plastic overlay is a bit distracting.  It’s especially shiny.

The Dice Throne: Missions boards fit in almost perfectly and look good and flat.  See above.

Plum Island Horror is WAAAY to big for a single overlay.  Luckily, when you order this, you get TWO sheets.  Two sheets work:

The problem is you CANNOT fit this board  inside the envelope (see above) , so they simply have to lay two of them on top.  Since the Plum Island Horror board is so “hefty”, even this solution had trouble keeping the board flat.

In general, this was the worst solution. It was the hardest to see, because it was so reflective, and it was by far the most expensive.  And, for the largest board, it required TWO Sheets.

The only advantage of this solution is that you can WRITE ON THE PLASTIC with a dry-erase marker!!  See above.  If you want to “annotate” your boards, at least you can do that with the overlays.

Conclusion

Which solution you gravitate towards depends on what you want!  The cheapest by far was the Report Binding Bar: it worked on all three boards well, except that it was tight on the thicker boards.  You could order 30 of them and split them between your friends for $13.99!    The best overall solution was The Board Butler; it worked on all boards well, even if it wasn’t “quite as tight” for the Dice Throne Missions board.  The Board Butler was high-quality and I never felt like it was too tight.  The Overlay was probably the weakest solution: it was the most expensive (as you needed two overlays for larger boards like Plum Island Horror), it was very reflective, and it is harder to store!  The Overlay, however, did had the unique advantage that you could write on it if you needed to!

If I were only getting something to fix the Dice Throne: Missions boards, I might get the Report Binding Bars. If I wanted something more general, I would get the Board Butler.  If I wanted to annotate my board with dry-erase markers or keep water off it, I might consider the overlay to help keep my board flat.  It’s up to you.

UPDATE: After seeing the Report Binding Bars starts to leave skid marks on the Dice Throne: Missions board, I think I strongly prefer the Board Butler over the binding bar, even for Missions.

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?

 

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.