1 minute ago, TheSpitfired said:Taking a picture cue from the article, I would just use the hero health dials to track health for each member of the wrecking crew. I don't think you really need one for the heroes anyways and can just use damage counters.
I was thinking the same. I guess then the problem comes if you want play 4 heroes against all 4 of them; not enough dials!
1 minute ago, TheSpitfired said:I really like how this scenario is looking! The setup of four villains with their own villain decks and the active villain switching is intriguing. Combined with the game's modular villain deck system, I think it is fair to guess that we are getting four villain decks and (at least) four modules that can swap back and forth between the four villains.
My question is where will you put your obligation and the universal villain cards? I can't see each villain deck having shadow of the past in it. I am wondering if they'll have different "difficulty" recommendations for where to put those cards or something along those lines.
Either way this is looking like a solid villain pack. Between that and Green Goblin I think I already like what you get from a villain pack more than what you get from a hero pack but I won't lock that thought in until Captain America is released and we actually see how much overlap there is.
My feeling is they play a single deck; they just tag team each other being the main baddie each turn. It sounds interesting!