In Marvel Villainous: Infinite Power, players move their villains to different locations within their domain, carry out the actions there, and deal twists of fate to their opponents from a shared fate deck. Three different game modes allow players to scale the difficulty of their game by facing more or fewer events — situations that extract a heavy toll on villains until they are resolved the only way villains know how. Specialty cards add to each villain's ability, making them even more formidable as more specialty cards are played.
Marvel Villainous: Mischief & Malice is a standalone game that can also be combined with the Infinite Power base game. This "expandalone" feature three playable Marvel villains who each have a different goal to achieve in order to win: Loki needs to collect and spend ten "Mischief", while Madame Masque needs to defeat eight Marvel heroes, and M.O.D.O.K. must activate the Cosmic Cube.
Images
- Playing as Marvel villains with different goals.
- Marvel Villainous
Mechanics (from transcript analysis)
- Playable villains with unique goals — Each villain has a different goal to achieve in order to win.
- standalone expansion — Can be combined with the Marvel Villainous base game.
Video topics + discussion points
Quotes (from this video)
- As an artist I've moved away from board game puns and now I'm concentrating on board game poems.
- The only thing that prevents our next game from being on William Shatner's list of the 100 best board games I've ever played is the simple fact that he has never made such a list.
- For example over here Clue is Cludo.
- Sid Saxon's glory burns bright as a flame.
- Meeples, cardboard, the papery tactile sensation of resource tokens of plenty sets my mind adrift in a sea of die-cut screen printed possibilities.
- On second thought board game slam poetry is an awful idea and I regret mentioning it.
- Eventually the gin retired peacefully in Saskatchewan. The end.
References (from this video)
- Captivating two-player duel with Marvel theme
- Rich card interactions (multiverse, fate, specialty)
- Exciting near-endgame tension
- Complex rules may be challenging to track for new players
- two-player villain duels with vendetta mechanics
- Marvel Universe
- live playthrough with rule explanations and strategic discussion
Mechanics (from transcript analysis)
- activate_ability — A character's vendetta or domain ability can be activated to gain power or mischief.
- Area Control — Controlling a location grants power; if a location is controlled, heroes at that location are affected.
- Events — Global events (intermediate version) add events to the game that affect all players.
- fate_cards — Drawn from fate; can swap, replace, or trigger effects (e.g., Life Model Decoy, Death Lock).
- global_events — Global events (intermediate version) add events to the game that affect all players.
- locations_control — Controlling a location grants power; if a location is controlled, heroes at that location are affected.
- mischief_tokens — Tokens earned and spent to power abilities; Loki's win condition is to spend ten mischief tokens.
- Multi-Use Cards — Cards deployed into other players' domains with passive and active benefits.
- multiverse_cards — Cards deployed into other players' domains with passive and active benefits.
- specialty_cards — Specialty cards stay active and provide ongoing effects throughout the game.
- Vanquish — Defeat a hero at a location; can be used toward vendetta or contract; advances the vendetta/contract progress.
- vendetta_track — A track that advances when a hero is vanquished for vendetta; eight vanquishes wins the game.
Video topics + discussion points
Quotes (from this video)
- oh my god
- the game is over