Game Info
Year
2022
Players
1-4
Age
14+
Playtime
60 min
Complexity
2.8/5
Collection
Your Tier
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Description
An X-Men themed expansion for Marvel Champions adding new heroes and the Mutant Genesis campaign.
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 4
This page: 4
Sentiment:
pos 1 ·
mix 2 ·
neu 0 ·
neg 1
Showing 1–4 of 4
Video aQsk3xgnXBQ
Watch It Played News at 4:01 sentiment: positive
video_pk 89633 · mention_pk 238393
Click to watch at 4:01 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- adding the x-men into the game
- campaign has you trying to stop the assassination of senator kelly
- cross-playable with all the previous sets
Cons
none
Thematic elements
- X-Men vs. Brotherhood of Mutants
- the Marvel Universe
- campaign
Comparison games
none
Mechanics (from transcript analysis)
- Campaign — this five scenario campaign adds bad guys like Sabretooth the Sentinels and Magneto into the mix.
- Modular Encounter Sets — includes modular encounter sets that are cross-playable with all the previous sets.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- it's been a massive week of reprints reskins and new additions but it's the same old me hello i'm matthew and welcome to the board game news
- it will straight up kill you yes absolutely yes
- I'm unreasonably excited about this game
- this is what i want in my life
- frodo's cool vest or sean beans in it
- can you believe it wow
- I have no idea what that is is it cool
- all i know is that in the 90s cartoon gambit was the coolest x-man right that on the show had an absolutely banging thing june
- richard garfield's name always gives me confidence but so does reiner kenitzias
- all i can tell you is that dream factory is a brilliant game
- I'm a big fan which is what us fans of katan call ourselves okay
- the expansion looks amazing
- it certainly is contempting like tempting
- the selection process for the shbielda jairus awards is veiled in an almost secret society type mystery
- my guess was savannah park so i was big time wrong
References (from this video)
No references stored for this video.
Video 7Ba6repL_QE
Board Games UnLocked Review at 0:16 sentiment: mixed
video_pk 80494 · mention_pk 195925
Click to watch at 0:16 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
- Pulled out a last minute victory which felt good.
- Keeping Magneto around was probably the sole reason I won.
- Allies might be the route to go.
- Having Across the Spider-Verse is always nice.
- Swinging Silk Kick deals significant damage.
- Defender of the Nine Realms is good.
- Discarding cards to bring in Mjolnir is effective.
- Lady Sif can ready Thor.
- Removing surprise attack is helpful.
- Reactivated Defense can deal damage to multiple enemies.
- The host is 'fully healed' after a turn.
- It would be cool if you could play defense cards against other players.
Cons
- It's been a rocky start.
- Only lost against Sabretooth.
- I don't know who that is (referring to Garret).
- Expensive cards in hand.
- Across the Spider-Verse doesn't do a whole lot of good without the right cards.
- He has 30 health, then 23, then 21.
- Defender of the Nine Realms might be a bad card.
- It's literally the worst one (referring to a Future Past card).
- I hate the Future Past cards.
- He cannot take more than three damage each phase.
- I didn't get lucky.
- We are about to get our [ __ ] pushed in.
- This might be over before it even started.
- I think I did actually miss a setup.
- I thought this was a little light.
- Blob has guard and stun.
- I don't think I'm going to do well after one attack just wiped me.
- I'm stunned.
- Toad's ability to discard a random card from hand is annoying.
- Why have different villains if they are just going to also be minions?
- Mystique has toughness and a special attack condition.
- I literally can't do anything with her (referring to Silk).
- The game seems to reset or bring back defeated enemies.
- I feel like I just waste time non-stop.
- I can't attack the villain.
- We just lose because Mystique came out of nowhere.
Thematic elements
- Mutants under attack
- X-Mansion
Comparison games
none
Mechanics (from transcript analysis)
- Campaign — The host mentions 'another campaign side scheme' and discusses 'this is all all the Mystique cards', indicating a campaign mode.
- Card Draw/Discard — The host frequently mentions drawing and discarding cards, such as 'draw two cards' and 'discard two cards', to play other cards or activate abilities.
- Damage — The host talks about dealing damage to enemies and characters taking damage, with specific mentions like 'deal seven damage' and 'he has 30 health'.
- overkill — The host notes that 'Mjolnir' gains overkill when used for damage and discusses its effectiveness.
- Piercing — The host mentions Wolfsbane's attack having 'piercing'.
- Quick Strike — The host mentions that Brotherhood of Mutants minions gain 'quick strike'.
- Stun — The host notes that Blob stuns a character after attacking and that the host is 'stunned' herself.
- Threat — The host mentions 'remove three threat from a scheme' and notes 'the villain schemes', indicating a threat management mechanic.
- Toughness — The host repeatedly mentions allies and minions gaining 'toughness', especially in relation to the 'basketball court' scheme.
- Villain encounter — The host discusses having to 'defeat a certain number of villains' and mentions specific villains like 'Avalanche, Pyro, Blob, and Toad', as well as 'Nimrod' and 'Mystique'.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- It's been rocky start, but we pulled out a last minute victory which actually felt good.
- Keeping Magneto around is probably the sole reason I won.
- I hate the Future Past cards.
- Oh god, I just realized we are about to get our [ __ ] pushed in.
- This might be over before it even started.
- All these [ __ ] cards all they do is just repeat the same [ __ ] over and over.
- Everything just you just feel like you just waste time non-stop.
- All right. Well, that was that, everyone. I hope you enjoyed. Stick around for the rest of the series.
References (from this video)
No references stored for this video.
Video zr4vMgaqCOg
Board Games UnLocked Review at 0:16 sentiment: negative
video_pk 80364 · mention_pk 195499
Click to watch at 0:16 · YouTube ↗
Overall sentiment (raw)
negative
Pros
- Starting with an ally (Magneto) was huge in some scenarios.
- Sabretooth scenario was interesting due to the mechanic of keeping him alive.
- Project Wide Awake was 'fine'.
- The Mansion Attack could be cool due to multiple villains (though ultimately disliked).
Cons
- Did not like this campaign box at all.
- Scenarios don't offer much for a campaign.
- Seems like an excuse to get more content rather than release villain packs separately.
- Only one card (random) is given per side scheme completion.
- Some provided 'rescued' characters (like Jubilee) are not useful in later scenarios or are just shuffled into the deck.
- Captives that get shuffled into your deck don't necessarily help when drawn.
- Scenarios feel samey after the first few.
- 'Future Past cards' felt like a middle finger to players.
- Flipping side schemes can sometimes buff the villain or offer unhelpful buffs.
- It feels impossible to get ahead.
- Too much is luck-based.
- Thor and Silk were atrocious heroes in this box.
- Silk's mechanics were situational and dependent on tucking cards, which often became useless.
- Sentinels stuck around for the Project Wide Awake scenario.
- Master Mold scenario was annoying with constant Sentinel spawns.
- Mansion Attack had villains in a stack rather than all in play, which was disliked.
- The Brotherhood side deck felt like the same villains as minions.
- Main schemes start with threat and low thresholds, making it impossible to go to Alter Ego form.
- Balance of Marvel Champions is off, making it impossible to get ahead.
- Magneto's final fight was too drawn out.
- Physical strain mechanic is useless unless you have specific stun/confuse characters.
- Magneto's main scheme builds up 'magnet tokens' too quickly.
- Boxes are designed to be unbeatable.
- No scenario was fun.
- Random heroes were ill-fitted for the campaign set.
- Finding cracks in the system after playing so much Marvel Champions.
- Setup and tear down is tedious.
Thematic elements
- X-Men
Comparison games
- Rise of Red Skull
- Galaxy's Most Wanted
- Mantis and Shadow
- Sinister Motives
- Sentinels of the Multiverse
- Marvel United
- Marvel Zombies
Mechanics (from transcript analysis)
- Alter ego form — Players can switch to Alter Ego form to perform actions or recover, but this is often penalized by enemy schemes.
- Campaign play — The game is a mini-campaign with five scenarios that can be played sequentially, offering persistent effects or story elements.
- Deck Building/Precons — The reviewer exclusively uses pre-constructed decks and does not engage in deck building.
- Heroic Mode/Modular Difficulty — The game includes modular difficulty options, though the reviewer questions who would play on 'heroic mode'.
- Random Hero Experiment — The reviewer experimented with random heroes for the campaign, which they felt negatively impacted the experience.
- Side Schemes — Players must deal with side schemes which, if not dealt with, can lead to negative consequences or prevent progress.
- Threat/Scheme — The core mechanic involves managing threat on main and side schemes, with failures leading to negative outcomes.
- Villain Attack Pattern — Villains have specific attack patterns and often require minions to be present before they can be attacked directly.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- I did not like this campaign box at all.
- I just don't know if I just don't like this system anymore.
- It's It's just so frustrating where you can't ever get ahead in It feels like in Marvel Champions.
- Oh man, I hated her. Like she was such a hindrance.
- The comment that was left of these boxes are four scenarios, and the fifth one is just a joke because they're unbeatable, has never just rang more true after playing five campaign boxes.
- Mutant Genesis did not have a good time with it.
- I'm going to give it a five.
- Marvel Champions now is just kind of a [__] to set up and tear down cuz you have to you have 18 different decks you have to shuffle and find and organize.
References (from this video)
No references stored for this video.
Video LJ_zd4WFXJ8
Board Games UnLocked Review at 0:17 sentiment: mixed
video_pk 80363 · mention_pk 195498
Click to watch at 0:17 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
- Good card draw mechanics
- Engaging theme
- Challenging gameplay
Cons
- Frustrating encounter deck draws (Shadows of the Past, Odin's Anger)
- Difficulty in managing threat and damage simultaneously
- Some cards feel less impactful
Thematic elements
- Stopping Magneto from reactivating Master Mold to create human-hunting robots and achieve mutant dominion.
- Asteroid M, an orbital fortress
Comparison games
none
Mechanics (from transcript analysis)
- Confuse — Enemies can be confused, which prevents them from attacking or scheming.
- encounter deck — Cards are drawn from an encounter deck that represent challenges and enemies.
- guard — Minions with guard prevent attacks on other targets.
- overkill — Excess damage dealt to a minion can carry over to the villain.
- Piercing — Attacks with piercing ignore defense.
- retaliate — Enemies with retaliate deal damage back when attacked.
- Scheme — The main scheme has magnet counters placed on it, and when it reaches a certain threshold, an encounter card is revealed.
- Status Cards — Status cards like stunned, confused, and tough are applied to heroes and villains.
- Steadfast — Heroes or villains with steadfast cannot be stunned or confused.
- Stun — Enemies can be stunned, which prevents them from acting.
- Threat — Threat is placed on schemes, and must be removed to prevent negative consequences.
- Toughness — Magneto has a toughness status card, which prevents him from taking damage.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Continuation of Marvel Mondays with Mutant Genesis.
- All right, we're up against Magneto.
- So, after the alternate timeline where I won against them, uh, we got this where it says this stinks, says Toad.
- Magneto sent his brotherhood of mutants against Xavier's school in order to draw the X-Men away while he escaped with Master Mold.
- Now safely out of reach of the world's governments, Magneto begins reprogramming the Sentinel factory to create new Mtype Sentinels, human hunting robots.
- Oh wow, that's actually very good right now.
- So, he's confused cuz I just came out of nowhere.
- Well, I guess I could confuse him, which wouldn't be terrible.
- And boom. So place one magnet counter here of sabotage master mold is not in the victory display. The first player searches the encounter deck and discard pile for a copy of the mtype sentinel minion and reveals it.
- I don't know if a magnet counter carries over, but I know that there's an Mtype in the discard pile.
- Wow. Wow. Wow. An exhaust. I got nothing in play.
- I'm losing. So, it it does not it doesn't matter.
- How many times have I drawn this? How many times have I drawn this?
- And Odin's anger.
- So, I guess I'll exhaust Odinson to remove that from the game.
- And then I will search and grab Muolnir and I will discard a card to bring it out.
References (from this video)
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Transcript Navigation
Showing 1–4 of 4