Sentinels of the Multiverse
The expansion for this came out! I didn’t expect to see this, so that was neat, and the new stuff seems pretty interesting, although the card quality is different than the original game (better, actually), which is distracting, but not that big of deal since all the decks are separate. I tried out the new heroes, a kung fu guy who has tools and styles to enhance his relatively poor powers, and a lady with guns that can use ammo to compliment her powers, and can probably do a lot of damage if she gets the right ongoings into play. The environment was the rough streets, which made things worse but not unmanagable, and does occasionally spit out allies to help you out.
And the boss was bullshit. The Matriarch doesn’t have very strong allies on her side, almost all of them have only one hit point and deal at most 3 damage per turn, but whenever one of them comes into play, you immediately play another villain card, and this can cascade so you end up with almost all of them on the field. Even worse is that whenever one of these allies dies, she deals damage to someone. Not to mention she has cards that summon all of these assholes from the graveyard, and another card that allows her to put even more cards in play, plus minor healing abilities, makes this entire thing unmanageable. I was able to keep the pressure down by making all my heroes immune to all damage a couple of times, but pretty soon the entire board was swarming with goddamn birds, and every effort I took to clean up a bit just ended disasterous. I had abilities that let me hit everything, thus taking them all out, but then that triggers a goddamn hurricane of damage on the heroes, and then would just pop back next turn anyway. No idea how you are supposed to have a chance against her.
The other villains look a bit more manageable though, and have some neat mechanics, like the serial killer who doesn’t have allies, but rather victims that he can attack, and you need to tuck them away in a safehouse or he gets stronger. Another has two bosses to fight, plus a second layer of underbosses who enter play each turn and summon mooks from the graveyard. Looks fun enough.
The expansion for this came out! I didn’t expect to see this, so that was neat, and the new stuff seems pretty interesting, although the card quality is different than the original game (better, actually), which is distracting, but not that big of deal since all the decks are separate. I tried out the new heroes, a kung fu guy who has tools and styles to enhance his relatively poor powers, and a lady with guns that can use ammo to compliment her powers, and can probably do a lot of damage if she gets the right ongoings into play. The environment was the rough streets, which made things worse but not unmanagable, and does occasionally spit out allies to help you out.
And the boss was bullshit. The Matriarch doesn’t have very strong allies on her side, almost all of them have only one hit point and deal at most 3 damage per turn, but whenever one of them comes into play, you immediately play another villain card, and this can cascade so you end up with almost all of them on the field. Even worse is that whenever one of these allies dies, she deals damage to someone. Not to mention she has cards that summon all of these assholes from the graveyard, and another card that allows her to put even more cards in play, plus minor healing abilities, makes this entire thing unmanageable. I was able to keep the pressure down by making all my heroes immune to all damage a couple of times, but pretty soon the entire board was swarming with goddamn birds, and every effort I took to clean up a bit just ended disasterous. I had abilities that let me hit everything, thus taking them all out, but then that triggers a goddamn hurricane of damage on the heroes, and then would just pop back next turn anyway. No idea how you are supposed to have a chance against her.
The other villains look a bit more manageable though, and have some neat mechanics, like the serial killer who doesn’t have allies, but rather victims that he can attack, and you need to tuck them away in a safehouse or he gets stronger. Another has two bosses to fight, plus a second layer of underbosses who enter play each turn and summon mooks from the graveyard. Looks fun enough.
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