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Marvel Champions; A Universe Worth Diving Into

Last week I put out a video on Marvel Champions. For those who haven't subscribed (which you totally should!), here's a summary that will touch upon some of the things I covered and then some. 

To begin with, Marvel Champions is staying in my collection. But more interestingly it totally changed the way I view a lot of games, resulting in me getting rid of some and getting back others. 

The problem with Marvel Champions, and part of the reason I wavered heavily on whether to keep it or not, is games in my collection are no longer measured objectively on their own value, but rather are measured in relation to the other games in my collection at any point, and which games will and won't hit the table. Marvel Champions was competing against several other great games....that I instead am getting rid of. 

You see, the problem with competitive card games is they rely far too much on players knowing the game well and using that expertise of the universe, the cards, the decks, and the entire ecosystem. Players who know that ecosystem will thrive, and players who don't will lose. And that doesn't work for me and my game group, where we play a lot of games, but we don't dive down into single ecosystems and perfect our knowledge of that system. So I'm getting rid of those games.

Marvel Champions is cooperative though, and as such isn't nearly as victim to those. Players who know the ecosystem are helping the team, rather than destroying that friend that you managed to convince to play this game. So I'm keeping Marvel Champions and even getting Arkham Horror: The Card Game back for another try. 

Now obviously this isn't enough on it's own...a game has to be good as well. And while I'm on the fence about whether Marvel will stay, it has earned enough favor to stay for now. The game plays fantastically solo....as the biggest weakness of the game is waiting on other people's turns. You don't feel like a team like in some other cooperative games, rather you feel like you're alternating your number crunching turn of how to win....which works great solo, decent at two players, and terrible with more. 

Ultimately the game is fun but not yet amazing...will more cards help? More heroes and more villians? The rumored campaign system? I don't know the answers to this yet, but I can tell you I'm at 10 plays of Marvel Champions so far, and despite all my doubts, that's a number I don't hit with many games I like, so it's clearly doing something for me. Most of those plays are solo, so it may stay in my collection as a solo game and nothing else, but nonetheless there's something a drop addictive about it.

Do I recommend Marvel Champions? Without a doubt yes. Do I think you'll totally love it? No idea...but it's certainly good enough to be worth finding out right?


1 comment

  • Mind listing the games you’re getting rid of as a result?

    Gordon Berg

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