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Marvel Champions: The Card Game – MojoMania Scenario Pack box art

Marvel Champions: The Card Game – MojoMania Scenario Pack

Game ID: GID0202630
Game Info
Year
2022
Players
1-4
Age
14+
Playtime
68 min
Collection
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Description

A scenario pack for Marvel Champions with three scenarios against Mojo playable standalone or as a mini-campaign

Description

A scenario pack for Marvel Champions with three scenarios against Mojo playable standalone or as a mini-campaign

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 3
This page: 3
Sentiment: pos 3 · mix 0 · neu 0 · neg 0
Mentions per page
Showing 1–3 of 3
Video 4lGLREUJ87s Board Games UnLocked Review at 0:16 sentiment: positive
video_pk 92820 · mention_pk 249610
Board Games UnLocked - Marvel Champions: The Card Game – MojoMania Scenario Pack video thumbnail
Click to watch at 0:16 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Simple and straightforward campaign progression.
  • Gives players agency and allows engines to build.
  • Makes older characters feel better.
  • Starting with upgrades makes characters feel powerful.
  • Thematic integration of TV genres is wacky.
  • Magog scenario has an interesting back-and-forth crowd mechanic.
  • Mojo's high threat threshold and threat management is interesting.
  • Overall enjoyable premise.
Cons
  • Campaign progression in larger campaigns is often not done well, making this simple progression stand out.
  • Magog's token accumulation for the crowd can be fiddly, requiring overkill or luck.
  • Spiral scenario can be drawn out and annoying due to RNG in finding her to attack.
  • Mojo's threat mechanics can add threat to allies and then to the main scheme, making it difficult.
Thematic elements
  • Wacky television programs and different genres that get shuffled into each deck.
Comparison games
none
Mechanics (from transcript analysis)
  • Campaign progression — you also get to pick any upgrade or support that you have that costs two or less and you just get to start with that in the next fight. But it's going to increase the the threat of the main scheme.
  • deck cycling — Mojo... once the encounter deck gets emptied, a new a new show gets gets put in. And that's another way you can lose if the encounter deck is going too long.
  • Mini Campaign — this was also the first scenario pack that came with kind of its own mini campaign where it it's extremely simple where there's three different villains that you can fight on their own.
  • Random Draw (RNG) — Spiral is literally RNG because she... once you reduce the threat, you draw the top card of a show deck and one of the cards in that is cornered, which is how you can actually damage her.
  • Threat Increase — if you flip, you have to move the threat. Or if the ally gets removed, you have to add threat. So everything you do or everything he does puts threat on your allies and cards that now immediately add it to the main scheme.
  • Villain Combat — three different villains that you can fight on their own. You can fight Mojo, you can fight Magog.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Theming was just so wacky.
  • It's so simple, it's so straightforward.
  • It gives the player some agency. It lets them kind of get their engine going a little bit more.
  • But in this scenario pack, being able to start with an upgrade... makes him kind of disgusting.
  • It's just it's so nice to finally get a win after just grueling and just barely eking out every single fight.
  • Spiral is literally RNG.
  • Mojo is also kind of interesting. He has probably the highest threshold of a main scheme I've ever seen.
References (from this video)
No references stored for this video.
Video D1mbrZz8qvA Board Games UnLocked Playthrough at 0:17 sentiment: positive
video_pk 92818 · mention_pk 249604
Board Games UnLocked - Marvel Champions: The Card Game – MojoMania Scenario Pack video thumbnail
Click to watch at 0:17 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Kept upgrades and supports costing two or less in this set make Black Panther 'disgusting'.
  • The 'Fantasy' encounter set provides a beneficial effect of plus one hand size.
  • The game is winnable, with Mojo eventually being defeated.
Cons
  • Mojo can become 'unstoppable' if not defeated quickly.
  • The encounter deck mechanics can place threat on heroes and schemes.
  • Some cards and mechanics are described as 'nasty' or potentially detrimental.
Thematic elements
  • facing off against Mojo himself
  • The game narrates the player's actions and encounters within the Mojo Vision program.
Comparison games
none
Mechanics (from transcript analysis)
  • Card draw and discard — Players draw cards to their hand and must discard cards to play other cards or activate abilities.
  • Damage modification — The 'wild wild Mojo' encounter card increases damage taken by one when a character takes damage.
  • Damage to Villain — Players deal damage to the villain to reduce its health.
  • encounter deck — Cards are discarded from the encounter deck at the end of turns, and certain conditions trigger additional encounter cards.
  • Health and Damage — Mojo himself has 32 health initially, and damage is dealt to him throughout the game. His health increases later.
  • Hero actions — Players take turns performing hero actions, including playing cards, attacking, and removing threat.
  • Hero Form — A specific card requires the player to be in hero form to activate its ability.
  • Modular Encounter Sets — The game uses set-aside modular encounter sets and allows for choices in which ones to play, like Western and Sitcom.
  • scheming — Mojo has a 'scheme' value, and threat is placed on schemes, with a threshold of 50 for one scheme.
  • Threat placement — Threat is placed on heroes and schemes based on discarded encounter cards and specific game events.
  • Threat Removal — Players can use actions and cards to remove threat from schemes.
  • upgrades — Players can choose and play upgrades for their heroes, which can be kept between rounds in this specific scenario.
  • Villain Schemes — The villain schemes for a set amount of threat, and this can increase.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • So, you think you can cancel me?
  • I'm in charge around here. You'll do what I say or you'll be filed into the sun.
  • He feeds off attention and you're bringing him huge ratings.
  • If you can't defeat him quickly, he'll be unstoppable.
  • It is a race against time.
References (from this video)
No references stored for this video.
Video 1wL8pDZvRBY Board Games UnLocked Playthrough sentiment: positive
video_pk 80086 · mention_pk 194318
Overall sentiment (raw)
positive
Pros
  • Strategic depth in managing damage and threat removal.
  • Varied and thematic 'show environments' that keep the game interesting.
  • Ability to make significant progress in a single turn with good card draws and combos.
Cons
  • Potential for bad card draws leading to 'mediocre turn' (1054.72).
  • Can be 'really bad' when specific negative effects (like 'overkill' or 'growing pains') combine (1117.32).
Thematic elements
  • Escaping a bizarre, televised madness orchestrated by Mojo and his teleporting sorceress, Spiral, by navigating various 'show environments' like crime, sitcom, and western.
  • A television program setting with hovering cameras recording every move, where denizens behave as if it's real life, giving new meaning to reality television.
  • The narrative is conveyed through scenario text that frames the objective as escaping Mojo's television programs and finding Spiral.
Comparison games
none
Mechanics (from transcript analysis)
  • Alter-Ego Form — Players can switch to 'alter ego form,' which affects how certain game events or villain attacks resolve, providing a strategic choice between hero actions and recovery.
  • Damage Mitigation/Dealing — Dealing damage to the villain is a core mechanic, but sometimes villains cannot take damage initially, requiring players to meet specific conditions first. Damage can also be increased by environmental effects.
  • Modular Encounter Sets — The game incorporates different 'modular encounter sets' (e.g., standard three, 'Whispers of Paranoia') that can be accidentally mixed, suggesting variety in game setup and challenges.
  • Side Schemes — The game features 'side schemes' that need to be cleared, often with unique effects or conditions for removal, and can impact the game state significantly.
  • Threat Removal — Players must remove 'threat' from schemes to progress, with specific abilities and hero actions dedicated to this, sometimes at the cost of taking damage.
  • Upgrade/Support Management — Players can start with 'upgrades or support' cards in play, and environmental effects can alter the cost or impact of these upgrades, adding a layer of resource management.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • "Some viewers may find the following video disturbing. Viewer discretion is advised."
  • "Mojo shrieks with glee. These ratings are through the roof. Spiral teleport our stars to the next show. My rabid viewers want more, more, more."
  • "You feel as if you were on the set of a television program, but the denizens of this show behave as if it is real life giving new meaning to the phrase reality television."
  • "There must be a way out of this madness. Perhaps this teleporter called Spiral is your ticket home, but first you will have to find her."
  • "I was like, what the hell?"
  • "Cool. Well, that wild wild Mojo came in super handy."
  • "Well, that was Spiral, so Yeah, cuz I guess I don't know if she was supposed to come in on her escape side when you go to the level Oh, actually it might say."
References (from this video)
No references stored for this video.
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