Marvel Champions: The Galaxy’s Most Wanted
Not every villain is content to contain their schemes to a single parochial planet—some have much more cosmic ambitions, unleashing their evil against the countless worlds of the galaxy. If you’re ready to leave Earth behind, it’s time to fuel up the Milano, grab that guy’s arm, and blast off for the stars!
It’s time to team up with the Guardians of the Galaxy and take your games of Marvel Champions onto the galactic stage. Within The Galaxy’s Most Wanted, you’ll find an entirely new campaign, with five distinct scenarios pitting you against Drang of the Brotherhood of Badoon, the Collector (featured in two separate scenarios), Nebula, and Ronan the Accuser. You can play each of these scenarios individually or bring them together in an epic campaign, and with seven modular sets, there are opportunities to mix up all of your other scenarios. What’s more, this campaign expansion also introduces the first Guardians of the Galaxy heroes to the game, with fully pre-built and ready-to-play hero decks for Groot and Rocket Racoon.
Galactic Villainy
From your very first scenario, your heroes are hit with new challenges. In your battle against Drang (The Galaxy’s Most Wanted, 58), you can expect to battle the villain and minions like the Badoon Grunt (The Galaxy’s Most Wanted, 118). But it’s not just a fight on the ground—you’ll be flying the Milano (The Galaxy’s Most Wanted, 142) against Drang’s Badoon Ship (The Galaxy’s Most Wanted, 63), dodging through a Blockade (The Galaxy’s Most Wanted, 66) and dealing with perils like a Hull Breach (The Galaxy’s Most Wanted, 146).
Once you defeat Drang’s incursion on Earth, you and your band of heroes decide to infiltrate the museum of the Collector (The Galaxy’s Most Wanted, 70), which takes your games in a completely new direction. Here, you’ll face the prospect of a rapidly thinning deck as the Collector invites you to Stay Awhile (The Galaxy’s Most Wanted, 78), claiming both player cards and encounter cards and incorporates them into The Collection. If you lose too many cards, you’ll face certain defeat, forcing you to fight to keep your cards out of the Collector’s clutches.
Drang and your first encounter with the Collector are only the first two scenarios in The Galaxy’s Most Wanted, and you’ll face new twists and turns throughout the unfolding campaign. You’re taking on these villains because it’s the right thing to do, of course… but you also expect to be well paid. Throughout The Galaxy’s Most Wanted campaign, you’ll collect a reward in Units after each scenario, which you can spend in The Market to purchase new cards for your deck. The new cards you purchase might get you out of a sticky situation, like By Any Means (The Galaxy’s Most Wanted, 151) or Sure Gamble (The Galaxy’s Most Wanted, 169). Or, you might invest in some Milano Mods, like a Mounted Laser (The Galaxy’s Most Wanted, 171) or a Reactor Core (The Galaxy’s Most Wanted, 165), tapping into these powerful upgrades that grow more potent if you control the Milano.
As you play through this campaign, you’ll also face the threat of a lethal Badoon Headhunter (The Galaxy’s Most Wanted, 183) hot on your trail. Though he may not seem like much of a threat, this minion will keep chasing you in scenario after scenario—and even a temporary defeat only brings him back stronger in your next battle. Whether you’re playing on standard or expert, The Galaxy’s Most Wanted campaign is a chance for you to take on some of the iconic spacefaring villains of the Marvel universe.
Unlikely Heroes
Within The Galaxy’s Most Wanted, you’ll find two pre-built hero decks ready to launch you into fighting alongside the Guardians of the Galaxy. Rocket Racoon (The Galaxy’s Most Wanted, 29B) revels in overkill, and whenever he deals excess damage to an enemy, you can draw a card—making him a perfect fit for taking out minions. A Rocket Launcher (The Galaxy’s Most Wanted, 37) can deal widespread damage, and when you Reload (The Galaxy’s Most Wanted, 31) to fire twice in one round, you have a good chance of wiping out every minion that stands in your way.
It’s only fitting that Rocket Racoon’s pre-built deck features the Aggression aspect, and you’ll find other cards that lean into his penchant for excess damage and his love of Tech upgrades. Into the Fray (The Galaxy’s Most Wanted, 42) damages a minion and gives an Aggression hero a good way to remove threat from the main scheme, while packing a Hand Cannon (The Galaxy’s Most Wanted, 46) boosts your base ATK and gives you overkill.
If Rocket Racoon is always eager to take the fight to hordes of minions, Groot (The Galaxy’s Most Wanted, 1A) has a much more defensive hero ability. In alter-ego form, Groot will stack up growth counters, and when he flips into his hero form (The Galaxy’s Most Wanted, 1B), those same growth counters will block damage coming at you. That doesn’t mean Groot can’t hold his own in combat though! A Root Stomp (The Galaxy’s Most Wanted, 5) might squash an enemy, and it lets you bank up more growth counters for the future.
Among the Protection cards that fill out the rest of Groot’s deck, you’ll find some powerful ways to gain the advantage if you’ve kept your hit points intact. The Dauntless (The Galaxy’s Most Wanted, 16) upgrade gives you retaliate 1, so long as you haven’t been damaged by your battles.
Take to the Stars
Take your battles against villainy to new heights with The Galaxy’s Most Wanted, the second campaign expansion for Marvel Champions: The Card Game.
Beoordelingen
Er zijn nog geen beoordelingen.