A card game based on Galaxy of the Guardians Movie and Comics.
There are 2 Decks:
- The Guardian Deck. Each Guardian card will have one or more Traits: Hero, Ship, Gear, Tactics, Star Lord, Pirate, Nova Corps, etc. Guardian cards generate force points which are needed to capture Adventure cards. Guardian cards have a base force between 1 and 5. In combination some Guardian cards will generate additional Force.
- The Adventure Deck. The 12 Adventures have a force between 17 and 25 requiring multiple Guardian cards to be melded to complete them.
To start flip over the top card of the Adventure deck and deal 5 Guardian cards to each player.
Players take turns with each turn comprising 5 phases:
1. Peril Phase
- If an Adventure was completed last turn, flip over the top card of the Adventure deck. Normally there will only be 1 face up adventure card at a time.
2. Hero Phase
- If your hand is less than 7 cards fill it to 7. Otherwise draw 2 cards.
3. Action Phase
- You may discard a Tactics card to draw 2 cards (max once this phase).
- You may discard a Pirate card to look at one of your opponents’ hands and steal 1 card.
- You may discard a Place card to discard your hand and draw 7 new cards.
- You may discard a Ship card to look at next Adventure card.
4. Adventure Phase
- You may play cards to make a meld.
- The combined force of all cards in the meld must equal or exceed the force of the current Adventure in which case you complete it and put it in your Victory Pile. Then discard all cards in the meld. When making a meld, you can only use one card representing an individual Hero, or Ship, or Thing.
5. End Phase
- Max hand size is 8 cards. Discard excess cards. You may also discard additional unwanted cards as well.
The game ends when all Adventure cards have been completed. The player with the most force points worth of Adventure cards in your Victory Pile at the end of the game is the winner.
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- He readies himself a lot and that is something that gives you so much flexibility whenever you're playing him
- Maximum velocity which gives you twos plus twos across the board
- he is so much fun
- The fact that you just get to constantly ready and just zip back and forth and just be doing a ton of damage
- He's still like your your coolness is him himself not everything else
- I really think he's cool I love the the quickness with him and the efficiency of all your cards
- I think I'm going to give him it's hard because I I don't know how he's gonna be with Scarlet Witch
- if you haven't seen it go watch wandavision because it is fantastic
References (from this video)
- Can be super powerful in a specific Leadership deck.
- Makes you want to try a new archetype.
- Allows for deck building possibilities.
- Very specific card that requires a specific deck build.
- Hard to grade without playing that specific deck.
- Guardians of the Galaxy
Mechanics (from transcript analysis)
- Team Card — A two-cost Leadership support card that can be played under any player's control, with a limit of one team card per player. It gains an ability if each of your characters has the Guardian trait.
- Upgrade Synergy — If each of your characters has the Guardian trait, this card gains a response that allows you to draw one card after you play an upgrade on an ally.
Video topics + discussion points
Quotes (from this video)
- This is a two cost support it's a leadership card play under any player's control max one team card per player this is a team card the team trade is on it if each of your characters has the guardian trait this card gains response after you play an upgrade on an ally draw one card
- I like this card for the possibilities because yes it has to be used in alter ego form yes you're only going to have two in your in your deck so it's not going to come up as frequently but there's so many protection cards already in the game
- the important thing to note here is that there are cards like we just went over with guardians of the galaxy the leadership card where you're going to need the guardian trait on specifically on allies this allows you to be able to include cards in your deck that don't have the guardian trait and then with the plan being add honorary guardian onto them
- nebula is a pretty unique hero and i will say that i think that it's not going to be one that necessarily everyone is going to love
- it's a constantly evolving puzzle is the best way i can think to describe it
- the nine hit points is pretty low when i'm playing solo
- i think it's a really solid hero it's not one i'm disappointed with by any means
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I didn't have anything particularly interesting as far as the various news sources that I try to uh keep up with.
- people are allowed to not like a game.
- It is okay for people not to like the game you like.
- Although good conversation is important, but sometimes people pop up into groups and they're like, "I didn't like super popular thing." And then people really just don't react the best way in a way that's really super welcoming.
- It's just always helpful if we do so in a way that actually fosters relevant, meaningful, helpful conversation as opposed to just simply, you know, dunking on people for not liking the thing that you like.
- I like it probably about as much as I like Things in Rings.
- I just prefer Vindication and they're a little too similar. I don't feel the need to own both.
- Orléans is one of those very very classic games that's just so smooth and elegant and well done.
- I'm sorry there wasn't a lot of news this week. Although sometimes that can be a good thing.
- it doesn't seem to be a COVID thing to be afraid of. Like this is not COVID 2.0.
- Hantavirus it requires significantly more work for it to spread.
- it's not COVID-level big deal. It's a big deal for a smaller group of people, and the level of contagion is not nearly what we're talking with COVID.