Multiplayer Scaling

By shoreless, in Marvel Champions: The Card Game

Is there an article or video I missed that explains how Marvel Champions scales in multiplayer? I'm mostly curious from a design point of view. In LOTR, you pretty much just reveal extra cards and that seems to handle the scaling (though most agree it's not ideal in 3-4 player games). Is Marvel the same?

20 minutes ago, shoreless said:

Is there an article or video I missed that explains how Marvel Champions scales in multiplayer? I'm mostly curious from a design point of view. In LOTR, you pretty much just reveal extra cards and that seems to handle the scaling (though most agree it's not ideal in 3-4 player games). Is Marvel the same?

So it scales in various ways:

- Villain health is x per player

- Villain scheme target is x per player

- Villain main scheme grows x per player

- Side schemes are generally set with threat based on the player count.

- Villain activates once for each player

- Each player draws an encounter card to resolve

From everything I've seen is that the game scales well in multiplayer with the only downside is that the time to play the game as well as downtime also increase with more players.

Though you can ask each other for actions. So there is a reason to be engaged in other players' turns. That's better than some games.

9 hours ago, FearLord said:

So it scales in various ways:

- Villain health is x per player

- Villain scheme target is x per player

- Villain main scheme grows x per player

- Side schemes are generally set with threat based on the player count.

- Villain activates once for each player

- Each player draws an encounter card to resolve

What’s the “Villain scheme target is x per player”? (You mention the main scheme later, so my assumption was this meant something different.)

45 minutes ago, Derrault said:

What’s the “Villain scheme target is x per player”? (You mention the main scheme later, so my assumption was this meant something different.)

It is X per player for the Scheme to advance. It also grows by Y per player each round (usually 1).

27 minutes ago, Radix2309 said:

It is X per player for the Scheme to advance. It also grows by Y per player each round (usually 1).

Ah, the cap, gotcha

Yeah, of the main schemes we’ve seen so far, they all have a target number which is a certain number per player, and the threat on the scheme grows by 1 per player each round before the Villain activates.

We could also have a number plus X per player.

5 hours ago, Radix2309 said:

We could also have a number plus X per player.

Definitely room for product development

Has anyone tried 5 players yet? Using 2 cores. No duplicate heroes, but duplicate themes? Main problem will be duplicate allies. Anything else break?

I take the opportunity of this thread to ask an already answered question but considering that we had time to play many games I ask it one more time :

Is there a clear advantage in buying a second core set both in terms of cards and game material ?

Do you think they will release a "game material" expansion with more enemy dials and tokens ? (thinking about the wrecking crew needing 4 health counters)

1 hour ago, Elrad said:

I take the opportunity of this thread to ask an already answered question but considering that we had time to play many games I ask it one more time :

Is there a clear advantage in buying a second core set both in terms of cards and game material ?

Do you think they will release a "game material" expansion with more enemy dials and tokens ? (thinking about the wrecking crew needing 4 health counters)

We've played 1-4 player and there are plenty of tokens. We ended up using a dial for main scheme threat at 4p, though. So definitely a no on the components.

As for the cards... Okay, so imagine you want to build two decks from your core set and you decide on Carol and Tony.

Both Identities are hungry for Energy Icons, so you want to put 3 x Emergency and 3 x Haymaker in both decks... but, wait, you can't, because you only have 4 copies of those cards, so you have to settle for 2 x copies in each or some other arrangement. Considering how quickly most people go through their decks, that probably isn't a big deal, but it's not statistically perfect. Same goes for the other neutral cards at 4x, which are:

Emergency

First Aid

Haymaker

Tenacity

Avengers Mansion

Helicarrier

Therefore, a second core set will net you the additional 2x copies of those cards immediately so that one could theoretically build two mathematically perfect decks simultaneously, and a third core set will provide enough of everything to generate four decks without any limitations (that's 12 x everything).

I say immediately because I am willing to risk that Hero packs will contain one or more of these cards and will eventually flesh everybody's collections out. However, if someone wished to spend $60 to get the twelve cards needed for some decks to have slightly better probabilities, well, thank you for supporting the game, but I'll pass.

Thank you for taking the time to answer.

I think that I'll pass on a second core set and stick with the one I've got. I also think that future packs will provide us with more of those cards or alternatives that will outmatch those from the core box.

Thanks agains for your answer !

Of note, besides the 7 standard encounter set cards (which the Wrecking Crew scenario doesn't even require or recommend to play) there is nothing essential to the game in the core set. A player could just get the Captain America or Ms.Marvel hero deck and Green Goblin Scenario pack in January, forego using the standard encounter set, and still have a near complete gaming experience. I have a friend on the fence about this game that it's probably more about the cost that I'm totally going to recommend this entry method. I know that it will just lead to him buying a core set but a $35 entry as opposed to $60 sounds too easy. (The reason I don't have him just use my core is he lives in Arizona while I live in Indiana.) This game is too good to not expose him to it! :P