Alter-Ego Chronicle
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- Let's Talk About You...
The moment has finally come, Country Music Hall of Famer Toby Keith. Today, we’re going to talk about you. Well... not you, you. We’re talking about you . Let’s get real. “You” is weird. “You” has changed and grown a lot over the years. “You” is confusing at times. I am struggling to use “You” as a singular noun here, and it is driving me batty to actually read these sentences. I hope you are now also suffering. The rules surrounding “you” have morphed over the years, leading to it feeling more complex and overwhelming than it actually is. It’s not particularly complex once you understand it, though there are the odd edge cases that can cause anyone to stumble. This article is aimed at helping you find peace in “you.” Let’s start with who isn’t “you.” Supports, allies, and obviously enemy characters are so not “you.” Simple enough! Now we’ll do the easy part of “you.” Upgrades, events, and resources are you! They count as extensions of your identity, and for this reason, abilities on them count as “you” doing something. Forward to the harder stuff! “You” generally refers to the player/identity combination. But you, the human reading this (I assume), are not actually in the game. Your identity acts as your avatar, and as such, if something can be interpreted as applying to your identity, it should be resolved and applied to your identity . You don’t have hit points. Black Panther has hit points. So if something tells you to take damage, please take the safe option, and move Black Panther’s hp dial down. You cannot be exhausted (Ha! Take that kids!), but Carol Danvers can be exhausted. So if something says “If you were already exhausted…” ignore your yawn and check on Carol’s in-game state. Now there are some times that “you” is referring to the player. If something cannot be interpreted to be done by your character’s identity, then apply it to you, the player. Black Panther doesn’t have a hand. Well he has two of them, but they aren’t going to reach out and hold your cards. Black Panther doesn’t have a deck or a discard pile. You, the player, have those things. So if something tells you to “discard a card from your hand” it wants you the player to do so. Finally, there is a big exception to this. When an enemy attacks, it is considered to be attacking both the targeted character and the player that controls that character. So even if you block an attack with an ally, you “the player” have been attacked by the villain. Where does this matter? Drax has a couple cards that highlight the difference and why it might be impactful. Drax’s hero ability states: “After the villain attacks Drax, place 1 vengeance counter here.” Drax’s event Payback has an ability that states: “After the villain attacks you, deal X damage to the villain…” If the villain attacks Drax, and you do nothing, both of these abilities will trigger. Drax was attacked by the villain, because the attack was resolved against Drax. Since Drax was attacked, the Drax player was also attacked. However, if you decide to defend with an ally (thanks Groot!), Drax’s hero ability will not trigger. Drax was not attacked, because the attack did not resolve against him. Instead the attack was resolved against the defending ally. However, the second ability can still trigger. The villain still attacked an ally you control, which means the villain attacked you! Not confusing at all! (Maybe a little confusing.) And as a brief reminder, if you’re ever feeling overwhelmed by what ‘you’ means, just pick something that feels good and go with it. You can file a report with the FFG Police when your game ends, and they’ll direct you to their rules questions submission form . Just be forewarned that it may be a while before they get back to you. For a faster option, you can check out the Marvel Champions Community Discord server. There are plenty of knowledgeable folk that can answer your questions. Not so bad, yeah? Easy, breezy, “where is the holy grail of RRGs that simplifies ‘you’ completely?” This is all based on the Rules Reference Guide version 1.6. You (the player) can find the entry for You (the rules) on pages 44-45.
- Fixing Risky Business (by Andy N)
Note from Astrodar: Recently, I had a chance to play Andy N’s unofficial, custom scenario Mister Negative. I had a fantastic time with it, and it was interesting seeing some of his design perspectives expressed in the scenario. Through further conversation, we chatted about some of the official content and potential fixes for scenarios that may not have landed quite right. I found the observations fascinating. Andy has put together his thoughts on one such scenario to be shared below. I hope you find the evaluation as intriguing as I did. The first scenario pack for Marvel Champions, The Green Goblin Scenario Pack , includes two different scenarios featuring Green Goblin, but their reception has been very different: the second scenario, Mutagen Formula, remains to this day one of the highest rated and most beloved scenarios, while the first scenario, Risky Business, mostly only garners the following types of comments: “Easy.” “Too easy.” “Very easy.” “Easy to game.” “Easy, but still fun.” It’s that last comment that has always captured my attention: “Easy, but still fun.” Despite it being too easy, it is still fun! At least for me, and at least on the level of theme: I am an absolute Spider-Man fanatic, and I love how the scenario represents not only Green Goblin but his own “alter-ego,” Norman Osborn. Because of the beloved theme, I have always wanted this scenario to function properly, even when we have gotten clear spiritual successors or evolutions of this scenario that work close to flawlessly, like the Spiral scenario. I haven’t been able to just move on. I have needed a fix. So is there a fix? Actually, there are many. And while there may not be a “right” one for everyone, I think you can find a fix (or combination of fixes) that may work for you. Before sharing a variety of fixes, one or multiple of which may work alone or in tandem, we should address clearly what needs fixing. Too Easy and Gameable It is important to understand that there are really two problems with the Risky Business scenario, one general and one specific: Generally, it is too easy. Often, when the villain activates, he is either removing or adding 1-2 infamy counters to the Criminal Enterprise environment, which counters do not themselves challenge the player. And likewise, most of the encounter cards simply add a couple of counters to Criminal Enterprise or remove a couple of counters from State of Madness, or represent only 2-3 threat removal (per player) in a side scheme or 3-4 damage in a minion. These represent very little output and do not directly challenge the players. Specifically, it is gameable. If the players flip to hero form and do not remove the last infamy counter from the Criminal Enterprise environment, then Norman Osborn will only add a couple of infamy counters each activation instead of attacking. Since there is no loss condition on Criminal Enterprise, the players can simply manage the small amount of threat added to the main scheme and build out their boards until they are ready to clear Criminal Enterprise and push damage on Green Goblin. They may experience a small burst of difficulty when they make this push, especially as they clear the villain’s first stage and take another burst of damage, but they are typically so well-prepared that the difficulty is negligible. It is important to take note of these two different problems, because most fixes only directly address one or the other, so players may likely require a combination of fixes to properly fix the scenario. The First (Bad) Fix: Heroic Mode In March 2020, in response to general complaints of the game being “too easy,” Michael Boggs and the FFG team offered Heroic Mode as a way to increase the game’s difficulty. In Heroic Mode, the group chooses a heroic level number, and “for the rest of that game, during step three of each villain phase (the phase where players are dealt encounter cards), each player is dealt X additional encounter cards, where X is equal to the chosen heroic level number.” This was an acceptable difficulty fix for some people, for some scenarios, however: it does not fix Risky Business, at least on its own. This is because the difficulty of Risky Business hardly increases with more encounter cards, rather, it only becomes longer. For this reason, while I mention Heroic Mode as a fix, I rush to add: this is NOT a fix for Risky Business, at least on its own. It begins to address the “too easy” issue but this is hardly felt if the “gameable” issue is left unaddressed. The Player Fix: Crisis Icon on Criminal Enterprise Early on, the player base developed their own, simple fix: adding a crisis icon to the Criminal Enterprise environment. This meant, while you could flip to hero form and build for a little while, you would have to flip him to Green Goblin sooner than later so you could manage the threat that had accumulated on the main scheme. This is a very simple and quite elegant fix. Additionally, while it directly addresses the “gameable” issue, indirectly, it goes at least a little ways toward fixing the “too easy” issue, at least because managing the scenario with a crisis icon means you are likely taking damage from Green Goblin at awkward intervals when you may not be fully prepared. That being said, without steady or overkill, Green Goblin is still very easy to control with status lock and chump blockers, so some difficulty increase is likely necessary for most players. Also, while it is elegant in its simplicity, the crisis icon is not a fun dynamic for everyone. So while this may be the fix or part of the fix for many players, it may not work for you. The Best Fix: Standard II Not burying the lead on this point, I believe the best fix is the Standard II modular set that comes in the The Hood Scenario Pack . Don’t change the channel! Let me explain. Rightly maligned for being overtuned as a general alternative to the original Standard set, Standard II actually functions incredibly well specifically for use in the Risky Business scenario. This is because: Risky Business has a “too easy” problem, so the overtuned nature of Standard II works to fix this issue. Often, the villain’s activations are merely adding or removing counters, as mentioned above, so the steady keyword represents less of a difficulty increase here. The chance that any attack may gain overkill inserts a wonderful tension and real consideration to the choice of defending with an ally. The brutal card Total Annihilation, representing an overkill attack AND surge normally, works here because: again, the scenario is generally too easy; and additionally, for large parts of the game, that overkill attack will actually fizzle into simply adding a couple of infamy counters. This is my favorite fix for Risky Business. Not only does it address the “too easy” issue with almost prescient precision, it also gives a great use for the otherwise often unused Standard II and Expert II sets, which for many players are just too brutal when used most elsewhere. What it does not do is directly address the “gameable” issue. For some players, this issue may fade to the background, especially considering how difficult Green Goblin can be when you do decide to press him. However, I do find I want a fix for this issue, too, so personally I combine the Standard II fix with the alternative loss condition fix, which follows. The Gameable Fix: Alternative Loss Condition Believe it or not, in 2024, I believe more than 4 years after the release of Risky Business, FFG quietly offered a fix for the “gameable” issue. In a series of challenge modes offered weekly to the player base (“Weekly One-Shots”), they suggested a mode for Risky Business with the following additional rule: “During this scenario, if there are ever 6 per player or more infamy counters on Criminal Enterprise, the players lose the game.” While most of the Weekly One-Shots were just an extra challenge, with no other baggage or motivation, this challenge mode pretty blatantly targets the “gameable” issue with Risky Business. No longer can players simply allow infamy counters to stack endlessly on Criminal Enterprise before shifting to attack mode. Rather, they have a threshold (a very tight one in Expert) which they have to manage along the way. Now, taken alone, this fix does not really address the “too easy” issue. With any amount of status lock and chump blocking, the players should easily manage to keep up with the scenario and surpass it quite quickly, with only the added tension that they could technically lose to too many infamy counters (and this is a real possibility in solo mode, where this threshold is perhaps too tight, like the Rhino main scheme threat threshold in solo). For this reason, I do think some kind of fix for “too easy” should also be employed. For you, that may be playing on Expert Mode or adding in difficult modular sets. It may be Heroic Mode, or the crisis icon fix. For me, it’s Standard II, and sometimes Expert II when I am playing Expert. Additionally, I think the “6 per player” threshold is too tight in solo. Many do not play solo, so this may not be a concern at all, but I would suggest making the threshold 12 in both solo and 2-player, 18 in 3-player, and 24 in 4-player. Or if this is still too tight in multiplayer, consider 12 in solo, 18 in 2-player, 24 in 3-player, and 30 in 4-player. This may seem like an absurdly high threshold, but any threshold helps to fix the “gameable” issue, and if you are playing with a serious difficulty bump such as Heroic Mode or Standard II, you may or may not find yourself bumping up against a lower threshold too easily. Why in sets of 6? Because 6-sided dice are abundant and easy to track visually if you use these for infamy and madness counters. But perhaps 8-sided dice, one per player, would be a solid middle road. This is a new enough fix in a very developed scene of the game, so I don’t think there is an easy answer to the “right” number for the threshold, but I do think this is a great and simple way to address this issue. You can be part of figuring out the best middle ground baseline for this threshold! Another Fix: Running Interference / Power Drain Environment One other fix I have tried in order to address both the “too easy” and “gameable” issues has been to take the Running Interference and Power Drain side schemes from their respective modular sets (which are both included in The Green Goblin Scenario Pack , in fact), and putting them in a clear sleeve to create a double-sided environment — not a side scheme — that you flip whenever Criminal Enterprise / State of Madness flips. This is essentially a visual codification of the “Crisis Icon fix,” since it means the crisis icon from Running Interference will be faceup with Criminal Enterprise and the acceleration icon from Power Drain will be faceup with State of Madness. Additionally, I shuffle in the Tombstone and Electro minions, as well as either the remaining cards from these two modular sets or choosing a different set as the mod. This is a cute fix because it uses cards that come with the scenario pack, however, it is essentially just the “Crisis Icon fix” and it has the same limitations as such. For this reason, while I offer it as another fix to try, I have found that using Standard II and the “alternative loss condition fix” in tandem is my go-to fix and the one I would recommend. In Conclusion: An Invitation So to reiterate: while there are many ways to try to fix Risky Business, I think the best solution, for me personally and the one I would recommend most generally, is a combination of: Use the Standard II set instead of the original Standard set whenever playing Risky Business. (To fix the “too easy” issue.) Assign a reasonable “players lose the game” threshold to the infamy counters on Criminal Enterprise, such as 6 infamy counters per player, or 6 per player plus an additional 6. (To fix the “gameable” issue.) Additionally, I like to use a modular set (or two) that include bigger minions, such as the Wrecking Crew modular set from The Hood Scenario Pack . But my invitation to you is: please try this! Or try one of these fixes. Or try a different fix. I am very curious to hear how you approach this scenario. The theme is too good to let it lie forever. Don’t say to this scenario: “You’re out, Norman.”
- The Importance of Community
As I sit here on the plane home from Con of Heroes, I can’t think of a better time to wax poetic about the amazing community that has grown around this game. I am stunned at how I am itching to play more games, despite having just played a deluge of games over the weekend. But it isn’t wholly the game that is drawing me back to the table. Rather, the driving factor is the people that sit at the table with me. So, I simply ask that you excuse my ramblings as I share what I love about this community and why it is so important. Believe it or not, Marvel Champions is not the first game that I played. Nor was it the first lifestyle game I played. Before Champions, I played Star Wars Armada. Before that I jumped from tabletop game to tabletop game, throwing myself into whatever game got slapped down on the table. Even now, I have thrown myself into the deep end of Star Wars: Unlimited. Throughout my experiences across these games, one theme reigned true: A game is sustained by the community. At the end of 2019, I found my board game shelves becoming crammed with more and more games, so I decided to take a year off purchasing board games. I wanted to realign the hobby I desired (playing games) with the hobby I had (buying games). My first game purchase following this year off was Marvel Champions. I was visiting my local game store having just watched the final episode of WandaVision. Serendipitously, that was the day the Scarlet Witch pack was released. Champions seemed as good a game as any to end my purchasing hiatus, so I left the shop with the Core Set, Scarlet Witch, and Doctor Strange. I was hooked that night, and I was online and looking for people to chat with about the game by the next day. I stumbled my way into the Marvel Champions LCG Community discord server, and it has been my third place ever since. There is something to be said about a game that encourages continued engagement with a community outside of gaming time. Having a space to discuss strategies and cards I enjoy, frustrations I might have, or even just finding challenges to try out has continually sustained my interest in the games I play. Knowing there is a group of people that are also hungry for discussion about the game is enough to keep me engaged with the game, even outside game time. And now, many of these people I know well enough to call friends. I have never met a friendlier game community than that of Marvel Champions. Con of Heroes is an event that highlights how amazing the community is at being welcoming and fostering engagement. You show up, play an awesome game all weekend, and most importantly, you get to put faces to usernames. You get to know the people that you see typing away each day, and meet plenty that you have never spoken to before. It elevates the game beyond the cardboard on the table. Gamezenter is technically where the con was held this year, but some of my favorite moments were at the hotel after Gamezenter closed. Seeing all the games in the lobby, spilling down the hallway, and fitting into every nook and cranny with a flat surface was amazing. People were literally playing on the floor before the hotel brought out tables to help us out. One of my favorite moments at the con was Friday night. A few of us joined up to tackle the Galaxy’s Most Wanted campaign. LazyTitan (from Winning Hand podcast), RelaxingGlitch, and I sat down at about 10 PM and pushed through the campaign on Standard with Venom (RelaxingGlitch), Drax (LazyTitan), and Rocket (me) all in Protection. After Brotherhood of Badoon and the Collector scenarios, it was pure momentum keeping us rushing headlong through Nebula and Ronan late into the night. I had a blast. Having one of my favorite moments be built on the campaign that provided some of my more frustrating moments in Champions highlighted how much the people at the table matter. This is easily one of the things I look forward to most each year. The atmosphere is full of excitement, and there are so many great people in attendance. It is crazy to me that the con has grown so quickly. Not only am I not getting in games with everyone I want, I didn’t even speak to everyone this year (though not for lack of trying)! I cannot recommend the experience enough. If it is something that you can’t go to or aren’t interested in, I definitely recommend checking out some of my favorite online spaces. I hope they become a third place for you as well. Marvel Champions Community Discord VillainTheory's Discord Living Card Games Discord Solo Champions League Discord (solo challenges in a seasonal format) M.O.D.O.K. Doubles League Discord (seasonal draft and challenges for two players) r/marvelchampionslcg
- The Wonderful Thing About Triggers
Tracking all the triggers and abilities in Marvel Champions is one of the easiest things to mess up in this game. There are conditions on nearly every card, and as the game goes on, there are only more things to track. In this article, we’re going to take a look at triggering conditions for abilities, trigger windows, and timing priorities. We’ll do a few examples along the way, and there will be a few hidden answer examples at the end if you want to test your knowledge. Psst! I know after that title you were expecting a bouncing, stuffed tiger, but you're stuck with me instead. I’m here as the “Ackchyually” guy. In some cases being perfectly technical gets in the way of learning, so there will be some stuff Astrodar leaves out, glosses over, or even makes up for the sake of clarity. I’ll let you know when this happens. I’ll also include some fun* tidbits of extra info along the way. Don’t worry, though! You have my word that his info is still correct, regardless of omissions and made-up terms. Scout's Honor!** *Fun in a “I don’t understand what the word fun means” kind of way. **Technically he made me say that. Triggered Abilities Abilities are essentially any non-trait text in a card’s text box. Some are constant abilities that are always active when a card is in play, while others are keywords defined separately in the rules. Others yet are triggered abilities, where the text is preceded by a bold timing trigger indicating the ability is only active when triggered. These triggered abilities are what we’re focusing on in this article. While some triggered abilities are optional, others are mandatory. I've listed them below. While we won’t really go into it here, keep in mind that some of the timing triggers on abilities are also labeled Hero or Alter-Ego, which further limits when they can be triggered. Mandatory Triggered Abilities Boost Forced Interrupt Forced Response Setup * When Defeated When Revealed Optional Triggered Abilities Action Interrupt Resource Response *It’s worth noting that Setup is a keyword, while Setup is a timing trigger. There is no separate RRG entry for Setup , however, the ‘Ability’ entry and ‘Appendix II: Setup’ mention the timing trigger. See! "Fun!" Setup abilities are the first that you’ll run into during a game. These occur during step 12 (on the main scheme) and step 16 (on identity cards) during the game’s setup. After that, the easiest ability to understand is the Action ability. This is the easiest, because the triggering condition is… you! As long as it is the player phase and no other game step or ability is being resolved, you can choose to trigger an Action ability. This can be on your turn or another player’s turn! Resource abilities are nearly as simple, and they can be triggered when you’re paying the cost of another card or ability. There may be further limitations imposed, such as limiting the card type that a Resource ability can be used for (i.e. “generate an energy resource for a DEFENSE event”). The remaining triggered abilities all come with a timing trigger ( Interrupt , Response , When Revealed , etc.) followed by a triggering condition in the ability text. For example, Upside the Head has the ‘ Response ’ timing trigger with “after your hero makes a basic attack and damages an enemy” as the triggering condition. Triggering conditions generally have “when” for an Interrupt or “after” for a Response as part of the description. Interrupt and Response timing triggers are worth diving into a little deeper. The timing trigger tells us the relationship between the triggering condition and the timing of the ability. An Interrupt ability will occur entirely before its triggering condition, while a Response ability will occur entirely after the triggering condition. One place where this really matters is with abilities that have multiple sentences or sentences with multiple effects. These are important to highlight, because while you cannot respond to an effect before it's done resolving, you can respond between sentences of an ability. Let's look at some examples. You're playing She-Hulk, and you're in alter-ego with the following hand: Split Personality, Surprise Attack, and four other cards each with a single resource. You play Split Personality, leaving only Surprise Attack and one other card in hand. The first sentence of Split Personality has you change form. If you do nothing else, you will resolve the second sentence and draw two cards, bringing you up to She-Hulk's hero hand size of four. However, you are allowed to respond between sentences. This means that you can play Surprise Attack (since it triggers on changing form), leaving you with no cards in hand. Then the second sentence resolves, allowing you to draw up to your full hand size. Keep in mind that moving on to the second sentence of Split Personality closes the window for 'form change' triggers. If during the resolution of the second sentence you were to draw into Surprise Attack, you cannot play it. Remember that while you can respond between sentences of an ability, you cannot respond in the middle of a sentence. Let's take a look at Spectrum to illustrate this point. If you play Gamma Blast, you will change to Gamma form and deal 7 damage. Those things happen simultaneously, and you cannot respond to any part of it until the full sentence is resolved. This means you cannot trigger Gamma's Response ability to deal 1 damage until after the 7 damage has already been dealt. Bummer if your target has a Tough. Additionally, if you were to interrupt their resolution, you would have to do it before either effect resolves. You cannot change forms and then interrupt the damage. You would need interrupt the damage before you change forms and deal damage. So far we've been going through timing triggers, but that isn't the whole picture. Now let's dive into trigger windows. Trigger Windows When a triggering condition is met, it opens a window during which any ability with a matching triggering condition may be resolved. Multiple triggering conditions can be met at once, but only one window is opened. For example, the “after the villain attacks” condition shares a window with the “after your hero defends” condition. For the most part, a window stays open as long as players choose. However, it closes once the players do one of the following: move on by proceeding with another game step choose to activate an Action ability return to an outer trigger window (see below) resolve an ability or effect that invalidates or closes a trigger window There better be something below! What the hell is an outer trigger window? The first two are pretty simple. Essentially the players choose to move on, because there is nothing they want to do in the current trigger window. Once an Action ability is activated or you have moved to a new games step (such as finishing the villain attack and moving to deal encounter cards to players) you close all open windows. With the final two methods, there will be things that allow a window to remain open (even while playing other cards) or that prematurely close a window. Nested Trigger Windows After a trigger window is opened, secondary windows may be opened by abilities being resolved during the initial window. These windows are nested inside one another, meaning that when a new nested window opens, it doesn't close the current window. In other words, you can play Response and Interrupt abilities to this new trigger without closing the current window. As an example, we’ll look at Ms. Marvel’s Morphogenetics ability, Turn the Tide, and Justice Served. As the Ms. Marvel player, you use an event to clear the last threat on a side scheme. This opens up a window to play all cards that trigger off: your hero thwarting scheme being defeated all threat being removed from a scheme etc. As you can see, there are multiple triggering conditions, but they will share only one window. You chooses to play Turn the Tide, whose triggering condition has been met. Upon resolution of Turn the Tide, a second window opens up for all cards that trigger off your hero attacking playing an attack event etc. Thanks to this second window, Ms. Marvel can trigger her Morphogenetics ability, exhausting her identity to bring Turn the Tide back into hand. We don’t have anything else that triggers off playing an attack event or our hero attacking, so we let this window close and return to the outer trigger window*. Since the second window was nested inside the first, the first window hasn't closed, meaning we can play Turn the Tide again. After that, we have no further abilities to use, so we let this window close and move on. A visualization of nested trigger windows. Closing a nested window does not close an outer window. *I’m not sure if Astrodar knows this, but there is nothing about ‘nested’ or 'outer' windows in RRG 1.5. Actually there’s nothing about it in 1.6 either, but I’m not supposed to know that. It seems he is really just using these concepts to help demonstrate how players are choosing to close a trigger window by moving on with the game. To further the example above, let's assume the same situation given, but you also have Justice Served in play. Now you can pull Turn the Tide into hand a third time, by doing the sequence shown below. Here, Justice Served was triggered before the second play of Turn the Tide, so Ms. Marvel can trigger Morphogenetics again. Invalidated Trigger Windows While most of the time players can choose to close a window at their whim, occasionally triggered abilities will invalidate or close a window. The best explanation here is, again, through Ms. Marvel. As the Ms. Marvel player, you are being attacked and dealt 5 damage. Luckily, you have Wiggle Room in hand, so you play it. As an Interrupt , its effect takes place before the damage is dealt, reducing the damage to 2 and drawing you a card. Being the clever Ms. Marvel player that you are, you trigger her Morphogenetics ability to pull Wiggle Room back into hand. Similar to our example above, the 'when you would take any amount of damage' window is still open. You play Wiggle Room a second time, reducing the damage to 0 and drawing a second card. What if, however, there were only 2 damage initially being dealt? The beginning of the sequence is the same. You play Wiggle Room and use Morphogenetics to bring it to hand. However, at this point you have reduced the damage to 0. The 'when you would take any amount of damage' window has closed, because there is no longer any damage being dealt. This means you cannot play Wiggle Room a second time, no matter how much you want that card draw. Similar Triggers and Timing Priorities First and foremost, it is important to remember that the triggering condition is the really important part ! The timing trigger simply tells you when the ability happens in relation to the trigger (An Interrupt is before and a Response is after) and the ability’s priority if multiple abilities trigger off the same triggering condition. When there are multiple abilities that trigger from the same triggering condition, they will resolve according to the priority timing chart on page 5 of RRG 1.5. I have reproduced it here. Timing: Constant abilities, keywords, and acceleration, amplify, crisis, and hazard icons Status cards “ Forced Interrupt ” abilities “ Interrupt ” abilities “ Boost ,” “ When Defeated ,” and “ When Revealed ” abilities “ Forced Response ” abilities “ Response ” abilities Consequential damage Remember that the triggering condition must be met first . The timing chart only applies within the same trigger window. If there are multiple abilities with the same triggering condition and timing trigger, you can resolve them in the order of your choice. Let's take a look at some Protection upgrades as an example. Forcefield Generator, Energy Barrier, and Defensive Stance are all upgrades with the "when you would take any amount of damage" triggering condition. This means they will all have the same trigger window. Forcefield Generator has a Forced Interrupt ability, so it must be resolved before the Interrupt abilities on Energy Barrier and Defensive Stance. If Forcefield Generator prevents all the damage, Energy Barrier and Defensive Stance cannot be triggered. However, if there is still damage left over after Forcefield Generator, you can choose the activation order for Energy Barrier and Defensive Stance, because they share the same timing trigger. When you have cases like above, it's worth emphasizing that you should ensure they do actually have the same triggering condition. There are many similar, but different, triggering conditions to track. This is a particularly good spot to talk about ‘would.’ In Marvel Champions, ‘would’ shifts a triggering condition to an earlier point in time. Using the example from RRG 1.5, “when a character would be defeated” occurs before “when a character is defeated.” This is important, because it can prevent some triggering conditions from ever happening. For example, let's look at some defense events. Both Defiance and Preemptive Strike have Interrupt abilities that depend on a boost card being turned face up. However, Defiance's trigger cares about when a boost card "would be turned faceup," while Preemptive Strike cares about when a boost card "is turned face up." This means Defiance actually triggers at an earlier point. If you play it, the boost card is discarded instead of being turned faceup, and Preemptive Strike does not have an opportunity to trigger. As another example, we can look at an interaction Colossus may run into with Master Mold. Armor Up and Master Mold's ability both care about the villain activating. Though Master Mold is more specific, requiring a scheme activation, there is no timing difference between a villain activating, scheming, or attacking. Activating is just the more general term that encompasses both scheming and attacking. However, Armor Up's Interrupt ability has the trigger condition 'when the villain would activate,'* while Master Mold's Forced Interrupt ability has the condition 'when Master Mold schemes.' If these shared a window, Master Mold would trigger first. However, 'would' pushes Armor Up to an earlier time, meaning it is actually triggering in a different window. *I know what you're thinking. "Astrodar has lost it. There is no 'would' on Armor Up." While that first bit is true, the second isn't! There is an errata for Armor Up that changes 'activates' to 'would activate.' This allows the interactions to all work properly. You can find the errata on page 55 of RRG 1.5. Windows During Enemy Attacks To give us an idea of what triggering conditions we may see during an enemy attack and when we might see them, let’s look at this list below. This list isn’t guaranteed to be complete, but it does contain the most common triggers. (At least he’s honest about the carefree way he throws rules to the wind.) “when [character] attacks”, “when [character] initiates an attack”, “when [character] activates” when [character] basic defends turn boost card faceup deal damage take damage defeated (if applicable) leaves play (if applicable) after [character] attacks, after [character] activates, after [character] defends Conditions 3-7 each have a ‘when’ and ‘after’ version that occurs before/after the listed condition. Remember that adding ‘would’ to any of the above statements shifts it immediately above the same statement without ‘would.’ It’s also worth noting that in the outline above, I only pointed out the basic defense trigger. A ‘when [character] defends’ trigger can happen at any point in the process due to various timing on defense events. If you don’t use a basic defense, but later play a defense event, that would create the ‘when [character] defends’ triggering condition. I want to emphasize that dealing damage and taking damage are two separate steps during an attack. For example, let’s look at Rhino with a Tough status card and his Armored Rhino Suit attached. For the sake of precision, the RRG 1.5 entry for Tough states: If a character with a tough status card would take any amount of damage, prevent all of that damage and discard a tough status card from that character instead. Our two triggering conditions are “when any amount of damage would be dealt to Rhino” and “if a character with a tough status card would take any amount of damage.” If we attack Rhino with a 2 ATK hero, we exhaust our hero and deal 2 damage to Rhino. This opens up the ‘dealing damage’ window, triggering Armored Rhino Suit’s Forced Interrupt and placing the damage on the card instead. Since there are no more abilities that trigger on ‘dealing damage,’ we close the window and move on. There is no longer any damage for Rhino to take, so the ‘taking damage’ window never opens, and Tough* does not interact in any way. *This is a good time to mention that the first sub-bullet to the third bullet of the Damage section is incorrect. If that’s not enough bullets, I swear I’ve got more. We know this entry is incorrect via the Official Rules Specialist, Alex. Dealing damage happens first, then tough, then taking damage. Conclusion I hope this helps give you a better grasp on triggering conditions and timing windows. With luck, I’ll be back to make any adjustments based on a new RRG, rules answers, or maybe even just with more examples. For now, you can find a few more examples below. Thanks Thanks to the discord rules gurus who helped out with this one: igorbone, journeyman2, SCOE, Scott Hill, and Theorel. Get a load of this guy! He doesn't even give me credit in the Thanks section? What's a guy gotta do around here to get a little recognition for all his hard work? Relevant RRG Entries Ability p4 Action p5 After p6 Appendix II: Setup p43 Forced p17 Interrupt p21 Resource Ability p30 Response p31 Tough p36 Triggered Ability p37 Triggering Condition p37 When Defeated Abilities p39 When Revealed Abilities p39 "Would" p40 Examples Reduce, Reuse, Recycle: Question 1: Building upon the example given in the article, let’s say that Ms. Marvel has Counter-Punch in hand and Indomitable in play. If she plays a defense event (aka defends against an attack), how many times can she play Counter-Punch? (If you're getting stressed about playing Counter-Punch for Ms. Marvel's measly 1 ATK, pretend she used Repurpose during the player phase to boost her ATK to 4.) Answer 1 Three . If she plays a defense event, at the end of the attack she opens up a window to play all cards that trigger off 'after your hero defends.' This means she can play Counter-Punch. Playing Counter-Punch opens a window to play all cards that trigger off your hero attacking playing an attack event Our first window hasn’t closed, because we haven’t moved to the next game step. So we can exhaust Ms. Marvel to trigger her ability, bringing Counter-Punch back to hand. We don’t have any other cards that care about this window, so we can let it close. Since our first window is still open, we can still trigger any "after defending" abilities. We choose to trigger Indomitable, readying Ms. Marvel. Since our window is still open, we’ll play Counter-Punch. This opens a new secondary window, just like before, giving us the chance to exhaust Ms. Marvel and bring Counter-Punch back into our hand. We don’t have any more abilities that care about attacking, so we let this secondary window close. That first window is still open, meaning we can play Counter-Punch a third time. Now that we don’t have any cards left, we can let the window that opened after defending finally close. All Dressed Up, and Something Must Go Question 2 : Both of these attachments are on one minion, and that minion has two hit points. What happens if you attack it and it takes two damage? Answer 2 We attack the minion, dealing exactly enough damage to bring the minion’s health to 0. When a character’s hit points reach 0, it is defeated. This means that an Interrupt timing window opens just before the minion is defeated. Biomechanical Upgrades triggers, restoring the minion to full hit points and discarding itself. There is now no minion leaving play, which means that Psionic Shield remains in play, as the ability was not triggered. Question 3 : Both of these attachments are on one non-elite minion, and that minion has two hit points. What happens if you defeat the player side scheme Take Out the Guards? Answer 3 You can choose to discard the minion, which opens a “When attached minion would leave play” Interrupt window just before you actually discard the minion. Psionic Shield is forced to trigger, healing all damage and leaving the minion in play. Then it discards itself. The Thorn in Thor's Side Question 4: Loki has 1 damage on him. Thor swings his mighty hammer, exhausts his identity, and deals 3 damage to Loki. If the top card of the encounter deck is a treachery, will you be able to trigger Battle Fury? *Back in my day, Loki's ability was optional. However, someone decided it was an error that needed to be errata'd to a Forced Interrupt . You can find the errata on page 54 of RRG 1.5. Though depending on how frustrated one is by Loki healing sixteen goddamn times, one may choose to ignore that errata. #PlayHowYouWant Answer 4 No. Loki's Forced Interrupt triggers first, as the triggering condition happens before Loki is actually defeated. After you discard the treachery on the top of the encounter deck, you heal Loki, replacing his defeat. This means the triggering condition for Battle Fury never happens.
- Con of Heroes Packing List and Food Truck Information
No need to wait! Here's the run-down. If you want more info, read on! I am beyond jazzed for Con of Heroes this year. We are less than a month out, and I am in full swing of packing. Last week I went over how I pack my cards , but this week I thought I would help gather together some information on what to pack. Since we're on the topic of the con anyway, I figured I would throw out some general tips and information on the food available this year. Also, if you aren't on the Marvel Champions Community discord server, you should join us over there! There is a channel hosting all sorts of Con of Heroes discussions, and it includes things like ride share sign-ups, event planning, and discussion on which heroes people are bringing. Here is what I'm covering in the article. If you just want a finalized list to reference, you can find that at the end of the article. Player Cards packing list Scheduled event packing list Challenge card packing list Sleeve packing list General con packing list Food truck information Final packing list KennedyHawk (from Marvel Champions & More and a con organizer) posted a video recently previewing some of the custom cards for the con and showing what scenarios and modular sets you might want to pack for the con. You can find the video here! I'm going to recap a little bit of this, as well as go over some non-card items you'll want to pack. Also, if you're looking for more conversation and tips about the con, you can check out the Winning Hand podcast's Con of Heroes Panel Discussion . I joined a number of other deck-builders and previous con-goers on Winning Hand Podcast to discuss some tips and expectations for the con. Without further ado, let's get into it! Player Cards This is cheating a bit, because it isn't really a list. It's just a reminder to bring your hero decks! I like to pack four to eight decks myself. This year I am taking six. In previous years I've gotten more than thirty games of Champions in each weekend, so I usually get about five games out of each deck. Don't stress over this! Just bring some decks you'll enjoy. If you want to hear more, you can check out the Con of Heroes panel I mentioned above. Don't forget that there will be S.H.I.E.L.D. HQ available to you. This will have a bunch of scenarios and player cards that you can borrow or keep. So if you find you want to swap a card, you can probably find something to make do from S.H.I.E.L.D. HQ. Scheduled Events During the con, there are a number of scheduled events. You can find the full schedule here. To participate in the scheduled events, you'll need access to the following (whether that means you bring it or join a game of people who did): Scheduled Events Packing List Scenarios Thunderbolts 2-4 Scenarios of Your Choice Modular Sets 1 Standard Set 1 Thunderbolts mod Symbiotic Strength You actually don't need a standard set, because you'll be getting one with the custom content provided by the con organizers! That said, I always like to have one of the official versions on hand as well, so I added this into KennedyHawk's original list. You'll only need one Thunderbolts modular set, because you will be using each players' nemesis set (with some modifications) as the remaining Thunderbolt sets. You can find out more information about this in KennedyHawk's hype video. The campaign this year will go over the course of two to four scenarios. You can use any combination of scenarios you like. Feel free to bring a curated list you might want to play through, or just bring your favorite scenario to toss in the mix with whichever group you play through the campaign with! Challenge Cards Each year features challenge cards as part of the con swag. These optional challenge cards pose scenario and mod combinations that you can try to tackle outside the scheduled events. If you want to try them at the con, you'll need access to the following scenarios and modular sets: Challenge Cards Packing List Scenarios Mysterio Risky Business Sandman Sinister Six Modular Sets City in Chaos Guerilla Tactics Personal Nightmare Power Drain Weapon Master Wrecking Crew Here are a couple of examples of previous challenge cards. You can find them all here! Sleeves Packing List Sleeves Packing List 72 sleeves for Con of Heroes custom content Extra sleeves for alt-art hero cards Extra encounter card sleeves for team obligations and nemesis sets. Each attendee will be getting a Con of Heroes fan-made scenario and some other goodies. If you can't make it to the con, these will also be available online for you to print and play! If you prefer to sleeve your cards, you'll need 72 sleeves for the custom cards. You'll also want to pack some extras, because there are a number of con-goers handing out custom alternate-art hero cards. Winning Hand is providing a randomized 4-pack of alt arts for each attendee, and I am going to be handing out 100 Jubilee alt-arts. Keep your eyes peeled, because there will be others around the con handing out more! If you're the one running the games (i.e. you're using your cards and sleeves for the scenario), you may want to have some extra sleeves to put hero obligations and nemesis sets in. Often it is easier to just shuffle them in as-is (ignoring that they have different sleeves). This lets you cut out a lot of the hassle of sleeving, and you're less likely to walk off with someone's nemesis set! If you have 20 extra sleeves, you'll be more than covered on the nemesis and obligation front. Gamezenter has always had a pretty decent selection of sleeves as well, so you can always pick up some extra at the con. If you are curious about which type of cards you'll be getting, here is a breakdown of card types (courtesy KennedyHawk on the Marvel Champions Community discord server): 72 Con of Heroes custom cards 23 double sided cards 7 player cards (blue back cards) 38 encounter cards (orange back cards) 4 challenge cards General Con Packing List Honestly, cards are the hardest part of packing! But here are some other things you'll want to have on hand. I've gone into detail on each below the list. Non-Card Gaming Stuff Tokens and Dials Game Mat Water Bottle Permanent Marker Small Bag / Tote Deodorant Snacks Tokens You'll want to have enough to at least cover your own hero cards (i.e. status effects, damage, and all-purpose counters), but if you want to run games, you should have enough to cover a multiplayer game. Dials are a really nice way to track main scheme threat, because they keep the table tidy. Personally I prefer to use dice in place of tokens for some simple and clean tracking. Game Mat Even if you ordered a mat through the con, you may want to bring an extra one. The mats will be handed out at registration on Friday morning, and there is a lot of gaming that happens between Wednesday night when people start showing up and registration Friday morning. Plus, then you can easily play in transit! That is of course assuming you're in an airport or on a train. Please don't play Champions if you're the one driving the vehicle. Water Bottle It's a good idea to stay hydrated over an event like this. Gamezenter has a small water fountain just outside the main con room, but you don't want leave the room each time you need a drink. Bring something that won't spill easy! Permanent Marker I love getting things signed. There is usually a marker or two floating around the con, but I like to have my own on hand. A lot of people have other players sign their mat or cards, and you never know when the designers might swing by (their office is right across the parking lot). Last year Caleb Grace was kind enough to sign my Advance, and I had my campaign team all sign our legacy cards from last year's custom modular set. Small Bag There is a small walk from the hotel to the con, and at the con you'll likely be shifting around tables throughout the day. It is incredibly handy to have a small bag to pack around your odds and ends. We are going to be tight on space this year, so make sure it isn't something massive. You'll want something you can tuck under your chair. Deodorant This one is pretty self-explanatory, but having some deodorant on hand for a top-off throughout the day is helpful. The con is at its largest ever and is maxed out in room occupancy. It’s a big room, but anytime you cram that many people in, it’s bound to get a bit stuffy. Snacks You'll want to keep your energy up between meals, so it's nice to have some non-messy snacks on hand. Please leave your Cheetos at home, but something like nuts, granola bars, or dried fruit is great. Basically anything that will keep you going and won't leave grease stains on the cards. Last year Gamezenter had some snacks on hand, but they were more along the lines of Hostess-style snacks. Food Trucks One of the things I am most excited about this year is the food! This year, the organizers have arranged to have food trucks available during con hours. There are two trucks that will be there throughout the day, and there are some vegan and vegetarian options on the menus. You can find the planned times for service and their menus below! Grand-Line Donburi Hours: Friday (5/2): 12 PM - 8 PM Saturday (5/3): 11 AM - 8 PM Sunday (5/4): 11 AM - 6 PM Big Red Wagon Hours: Friday (5/2): 1 PM - 7 PM Saturday (5/3): 11 AM - 6 PM Sunday (5/4): 11 AM - 2 PM India Palace This one isn't a food truck, but I would be remiss if I didn't mention my favorite Indian restaurant in the area, India Palace . It is a short, five-minute walk from the hotel (ten minutes from Gamezenter). The food is delicious, and I highly recommend it. This will be my first meal at the con. Conclusion That's everything for this article! If you have any questions about the con, feel free to reach out. If I don't know the answer, I can at least point you in the direction of someone who does. The full list is posted below, but if you think of anything that should be added, let me know! Full Packing List Hero decks Scheduled Event Cards Scenarios Thunderbolts 2-4 Scenarios of Your Choice Modular Sets 1 Standard Set 1 Thunderbolts Mod Symbiotic Strength Challenge Cards Scenarios Mysterio Risky Business Sandman Sinister Six Modular Sets City in Chaos Guerilla Tactics Personal Nightmare Power Drain Weapon Master Wrecking Crew 72 sleeves for custom content Extra sleeves for alt-art hero cards (~10) Extra encounter card sleeves for team obligations and nemesis sets (~20) Tokens / Dials Game Mat Water Bottle Marker Small Bag / Tote Deodorant Snacks
- Team Manager: True Solo Challenge
Things have gotten out of hand, and as usual it has fallen to your team to fix it. Multiple issues have risen across the globe, so you're going to have to split your team up. Assign your team members to scenarios and guide them to success! Rules: You can only use one team for the challenge. You can only use each hero once. You can only use each aspect once. You can use one bonus card each scenario. The bonus card does not count against your deck and starts in play. You can only use each bonus card once. Bonus cards cannot be used in deck-building for any scenario in the challenge. Pick a team and assign your heroes to their missions! Avengers: Black Panther, Black Widow, Captain America, Captain Marvel, Iron Man, She-Hulk, Spider-Man: Peter Parker, Vision Avenger Bonuses: Avengers Mansion, Avengers Tower, Quincarrier, Quinjet Guardians: Adam Warlock, Drax, Gamora, Groot, Nebula, Rocket Raccoon, Star-Lord, Venom Guardian Bonuses: Charlie-27, C.I.T.T., Jack Flag, Knowhere Adam Warlock Note: Because Adam Warlock must use four aspects, simply remove one aspect of your choice from your options for the remaining challenges. X-Men: Colossus, Cyclops, Gambit, Phoenix, Rogue, Shadowcat, Storm, Wolverine X-Men Bonuses: The X-Jet, X-Mansion, Utopia, Danger Room Challenges: Brotherhood of Badoon with Ship Command, Enchantress, and Spectrum's Nemesis Set Zola with Ransacked Armory Venom with Symbiotic Strength and Nasty Boys Thanos with Weapon Master and Military Grade The Space Stone Special now reads: Discard 5 cards from the encounter deck. Place this card in the Infinity Stone deck discard pile. Example: If I chose to use Guardians, I could choose Rocket Racoon in Aggression to take on Zola. I'm taking Jack Flag as my bonus card, so he will start in play. In my next challenge, I can take anyone but Rocket in Justice, Leadership, or Protection (or 'Pool!). I can also take any bonus card except Jack Flag. Team-Up! This challenge was designed with true solo in mind, but if you want to add a second player, do the following: Each hero can only be used once. Each player can only use each aspect once. The first player chooses a bonus card to put into play under their control. Congratulate or Commiserate! Come join me on discord or reddit to discuss who you chose and how the challenge is going! I hang out in the following spaces: Marvel Champions Community Discord Living Card Games Discord Reddit Post This is something I am considering turning into a recurring series. Let me know if you enjoyed it and if you'd like to see more!
- Team Manager 2: Lone Wolves
Things have gotten out of hand, and as usual it has fallen to your team to fix it. Unfortunately, it's February, so you're left with only heroes without a signature ally. Multiple issues have risen across the globe, and you're going to have to split your team up. Assign your team members to scenarios and guide them to success! Rules: You can only use each hero once. You can only use each aspect once. You cannot use allies during deck-building. Choose your difficulty and assign your heroes to their missions! Lone Wolves : Cable, Ghost-Spider, Groot, Hulk, Rocket Raccoon, Spider-Man: Miles, Storm, Venom Challenges : Absorbing Man with Down to Earth Risky Business with State of Emergency Sinister Six with Bomb Scare You are replacing Guerilla Tactics with Bomb Scare. Taskmaster with Hydra Patrol and Power Drain You can still use the allies you rescue. Example: I can choose to use Cable in Justice to take on the Sinister Six. In my next challenge, I can take anyone but Cable in Aggression, Leadership, or Protection (or 'Pool!). Team-Up! This challenge was designed with true solo in mind, but if you want to add a second player, do the following: Each hero can only be used once. Each player can only use each aspect once. Congratulate or Commiserate! Come join me on discord or reddit to discuss who you chose and how the challenge is going! I hang out in the following spaces: Marvel Champions Community Discord Living Card Games Discord (visit the marvel-champions-challenges channel) Reddit Post (coming soon!) Behind the Scenes I realized a few of my favorite heroes wouldn't be able to use the new Side-Kick card coming out with Age of Apocalypse. Additionally, I wanted to do a challenge that encourage players to revisit some of the less difficult scenarios. I figured why not feature the heroes without an identity-specific ally while at the same time tackling some of the less difficult scenarios. Here are a few things I like about this challenge: Allies are an incredibly strong part of the game. Having to rely on non-ally cards helps highlight how strong allies actually are! It messes with the aspect "hierarchy." The ever-strong Leadership has a big focus on allies, so utilizing non-ally cards is challenging. It makes scenarios that are easily countered by blocking with allies more challenging. It is truly solo true solo (except those Taskmaster allies). This is who I took through the challenge on Expert difficulty: Hulk Leadership vs Absorbing Man Cable Justice vs Risky Business Spider-Man (Miles) Aggression vs Sinister Six Storm Protection vs Taskmaster I'd love to hear what you think of this challenge. The next challenge returns to team-based hero selections featuring the Web-Warriors, Champions, and X-Force.
- Team Manager 3: The Arena
Hey coach! You and your team have been snatched away and dropped into Mojo’s arena. You’ve got a gauntlet of baddies to take your team through, but there’s just one little thing: you can only use each hero and aspect once! So pick your team, choose how you’re going to use them, and rise to the challenge to become the new victors of the arena. Rules: You can only use each hero once. You can only use each aspect once. Optional Challenge: You can only use allies that share a trait with your hero. Choose your difficulty and assign your heroes to their missions! Champions : Ironheart, Ms. Marvel, Nova, Spider-Man (Miles Morales) Web-Warriors : Ghost-Spider, SP//dr, Spider-Ham, Spider-Man (Miles Morales) X-Force : Angel, Cable, Deadpool, Domino, Psylocke, X-23 Challenges : Magog with Armadillo Rhino with Super Strength and Whispers of Paranoia Juggernaut with Down to Earth Venom with Dystopian Nightmare Example: I can choose to use Cable in Justice to take on the Rhino. In my next challenge, I can take any X-Force team member other than Cable in Aggression, Leadership, or Protection (or 'Pool!). Team-Up! This challenge was designed with true solo in mind, but if you want to add more players, do the following: Each player can only use each hero once. Each player can only use each aspect once. The same hero and aspect combination cannot be used more than once across all players. Congratulate or Commiserate! Come join me on discord or reddit to discuss who you chose and how the challenge is going! I hang out in the following spaces: Marvel Champions Community Discord Living Card Games Discord (visit the marvel-champions-challenges channel) Reddit Post (coming soon!) I'd love to hear what you think about the challenge! If you have any suggestions, be that themes, teams, or anything in between!
- Mojo Madness: Round 1
Welcome to the Mojoseum! As I'm always up for a good show, I have created a series of trials to find who the best (or maybe luckiest) pair of heroes is this year! I have randomly paired heroes into teams. Since we have an odd number of heroes, one hero was unfortunately left out. And the first recipient of the "The Computer Didn't Pick Me" award goes to Wasp! Sorry Wasp. Two teams will face off against a semi-randomly assigned scenario. I chose some scenarios for each round, then randomly assigned them modular sets and teams. Your job is to vote on which team you think can handle the scenario best. You have the freedom to choose whichever aspect you want for each hero. The team with the most votes will move on to the next round to match up against another team and a new scenario. So let's take a look at the first half of the round, consisting of 6 matchups! Match 1 Match 2 Match 3 Match 4 Match 5 Match 6 To Be Continued... Thats it for this week! Next week I will post the second part of Round 1. There will be 4 total rounds, each posted a week apart. We'll see you next week, and in the mean time let me know if you have any fun team names for the teams above!
- Mojo Madness: Round 1 (Part 2)
Welcome back to the Mojoseum! Following up on last week's post , this is the second half of Round 1! As a reminder, I have randomly paired heroes into teams. Two teams will face off against a semi-randomly assigned scenario. I chose some scenarios for each round, then randomly assigned them modular sets and teams. Your job is to vote on which team you think can handle the scenario best. You have the freedom to choose whichever aspect you want for each hero. The team with the most votes will move on to the next round to match up against another team and a new scenario. So let's take a look at the second half of the round, consisting of 6 matchups! Match 7 Match 8 Match 9 Match 10 Match 11 Match 12 To Be Continued... Thats it for this week! Next week I will post the results of Round 1 and the Round 2 pairings. There are 3 remaining rounds, and each will be posted a week apart. We'll see you next week, and in the mean time let me know if you have any fun team names for the teams above!
- Mojo Madness: Round 2
Pssst! There is a holiday giveaway going on until January 1, 2024! You can enter here! Welcome back to the Mojoseum! Round 1 is officially done, and the results are in! Here are your Round 1 winners: Cyclops & Wolverine Doctor Strange & Phoenix Psylocke & Thor Angel & Spectrum Colossus & Deadpool Cable & Spider-Man: Peter Ant-Man & Shadowcat Ms. Marvel & Nova Spider-Ham & War Machine Black Panther & Captain America Captain Marvel & Venom Gamora & X-23 If you want to see how the results shook out exactly, here are the original articles: Round 1, Part 1 Round 1, Part 2 There is also a bracket at the end of the article! Now on to the good stuff! We have a new slate of baddies to go up against, and teams will pair off as before. Here are the six matchups for Round 2! Match 1 Match 2 Match 3 Match 4 Match Match 6 To Be Continued... That's it for this week! Next week I will post the results of Round 2 and the semi-final match-ups! Below is the overall bracket!
- Mojo Madness: Round 3
Welcome back to the Mojoseum! Round 2 is officially done, and the results are in! Here are your Round 2 winners: Doctor Strange & Phoenix Angel & Spectrum Cable & Spider-Man (Peter) Ms. Marvel & Nova Black Panther & Captain America Captain Marvel & Venom The Black Panther & Captain America team up just managed to sneak ahead of Spider-Ham & War Machine. At the time of writing this, they were a single vote apart! If you want to see how the results shook out, here are the original articles. Just keep in mind that the voting doesn't actually close, so votes can fluctuate. Round 1, Part 1 Round 1, Part 2 Round 2 There is also a bracket at the end of the article! Now on to the good stuff! We have a new slate of baddies to go up against, and teams will pair off as before. Here are the three matchups for Round 3! Match 1 Match 2 Match 3 To Be Continued... That's it for this week! In two weeks I will post the results of Round 3 and the final matchup! In the finals the three remaining teams will all go up against the same villain. Below is the overall bracket.