Don't feel like I've played it enough to write a full-on review so, after a week of streams, here are some of my impressions of @FFGames' The Rise of Red Skull campaign expansion for Marvel Champions, now in THREAD form!

(I'll be posting VODs of all five streams very soon!)
I played through the campaign with Hawkeye.

In terms of both theme and gameplay, Hawkeye feels like Hawkeye. His signature cards (especially his quiver, SUCH a fun card) make you feel like whatever is thrown at you, you always have the right arrow for the job.
But the real MVP? The new signature ally version of Mockingbird.

Fair cost for her basic abilities, but her interrupt is BANANAS.

Hawkeye's got low starting HP, so having an ally that can repeatedly absorb villain hits lets him stay in hero form longer, firing his cool arrows.
I built a vaguely thematic deck using the Justice aspect (compensating for Hawkeye's low THW), and after a few tweaks, he felt pretty capable. Not my favourite, but still fun!

Really looking forward to messing around with Spider-Woman's cool two-aspect deckbuilding ability!
Now, let's talk about the campaign. I won't spoil anything about the narrative, but if you want to go in totally blind, stop reading here and go buy the thing (it's really fun, and singlehandedly almost doubles the amount of scenarios in the game). It's really very good.
If you were going into this campaign expecting something in the vein of Arkham Horror's LCG campaigns, your expectations were probably a bit too high, especially for the first big box. The five scenarios are, compared to the other standalone scenarios, relatively straightforward.
This is NOT a criticism. The "campaign rules" included are not too involved, but definitely tease at ways the Marvel Champions team might add complexity down the road. Hedging towards maximum accessibility in the first big expansion like this seems like a smart move.
That said, what's included here is VERY GOOD. Each scenario is fun and unique, with new rules and mechanics. Using Hydra encounter sets from the core set along with some new ones here helps to tie it all together. You'll fight a lot of Hydra goons; that feels right for Red Skull.
There's a lot of replayability in this box, too. Two new heroes, rules for an "expert campaign", which, combined with the new Heroic rules, seems like a recipe for a great challenge. I expect later campaigns will be more involved, but this is a GREAT START.
I can't wait to go back through in expert mode. I can't wait to replay it with different heroes. I can't wait to try it out with a bigger group (as some scenarios definitely felt like they could be easier / harder with different player counts).

And I can't wait for what's next.
When I first played Marvel Champions, it felt like a solid game, but wow, some of the hero / scenario packs (like the upcoming Kang the Conqueror scenario holy crap it looks so good) have to be some of the best design work I've ever seen from FFG; fun, flavourful, replayable.
The Marvel license may not be everyone's cup of tea, sure, but the love and care for these heroes and villains being poured into the game is palpable. And if the narrative's any indication, The Rise of Red Skull is just a taste of what's to come.

Sign me the heck up.
You can follow @MarkusButticus.
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