Alternative difficulty modes

By HirumaShigure, in Marvel Champions: The Card Game

On 2/7/2020 at 1:36 PM, Hyperjayman said:

What confuses me the most is jeremmyj621 seems to think the rules are written with tournament/competitive play in mind.....despite the game being casual solo/co-op.

It is a solo/co-op game, but I'm sure somebody will host a tournament (if it hasn't been done already) to see which team can survive the longest, or assign a point system to see who can acquire the most points.

Anyway, I've been tweaking my "I'm too young to die" mode (thank you sverigesson for the name!). I've been looking for a balance that makes the game easier for one or two players, yet is still challenging. IMO the standard rules are too challenging for one or two players. Here are the tweaks I've come up with: 1) In a solo game, when the first phase villain is defeated, the hero heals all damage (since the villain essentially does the same), and all threat is removed from the main scheme, but not any side schemes. 2) For a two player game, I use the standard rules except that villain hit points aren't adjusted per player. When the first phase villain is defeated, heroes do not heal damage and no threat is removed from the main scheme. 3) For three or four players, I use all standard rules.

@jeremyj621 I personally like the rules as is but here are some ideas I have for people that think the game too difficult:

1) Assaign defenders after boost cards are revealed. This will allow your hero to take those no boost/weak hits, saving your allies for those big 2 or 3 boost attacks.

2) When the Villain or Minions scheme allow your hero (if the villain schemes while in hero form) or allies to exhaust to prevent an amount of Threat equal to their Thwart value to be placed on the scheme, taking it as damage instead. I would say don't allow them to take more damage than they have remaining health but since these rules are supposed to make the game easier maybe it doesn't matter. This should (as long as you have an ally out) put an end to Rhino's "one turn, 0 to 7 threat" wins in solo. Hope this helps you out to enjoy the game more.

1 hour ago, HirumaShigure said:

This should (as long as you have an ally out) put an end to Rhino's "one turn, 0 to 7 threat" wins in solo. Hope this helps you out to enjoy the game more.

I simply rule that Rhino can never 1 turn scheme out. If the situation occurs where a second scheme occurs, I will only let it get to a maximum six scheme tokens. I then attempt to recover from that position.

Pretty much my only house rule as it is really the only no skill occurrence that occurs in the game which cannot be “defended” or mitigated against “fairly”.

4 hours ago, HirumaShigure said:

2) When the Villain or Minions scheme allow your hero (if the villain schemes while in hero form) or allies to exhaust to prevent an amount of Threat equal to their Thwart value to be placed on the scheme, taking it as damage instead.

The damage is probably not needed for “easy mode”. Doing this will exhaust the hero or ally, and you can deal consequential damage to the ally.

All you are doing is bringing forward the thwart from the next turn, as the hero or ally stays exhausted.

On 2/23/2020 at 3:50 AM, Chudley said:

I simply rule that Rhino can never 1 turn scheme out. If the situation occurs where a second scheme occurs, I will only let it get to a maximum six scheme tokens. I then attempt to recover from that position.

Pretty much my only house rule as it is really the only no skill occurrence that occurs in the game which cannot be “defended” or mitigated against “fairly”.

Technically it can be, you just need to be She-Hulk or playing Protection with Black Widow.

@KennedyHawk2 I'm loving the look of the new challenge environments! Have you managed to format them for printing multiples to a page yet? Really looking forward to getting a couple of sets of these printed out (one set is for a friend who is also super into the game).

On 2/26/2020 at 4:25 AM, Derrault said:

Technically it can be, you just need to be She-Hulk or playing Protection with Black Widow.

Or running Emergency. I build Emergency into most decks that want to flip back and forth a lot...

On 3/5/2020 at 9:24 AM, FearLord said:

Or running Emergency. I build Emergency into most decks that want to flip back and forth a lot...

You’d have to be She-Hulk with emergency, is what I meant. Rhino can double scheme for 8 total, so it has to have the -2 to prevent that.

7 hours ago, Derrault said:

You’d have to be She-Hulk with emergency, is what I meant. Rhino can double scheme for 8 total, so it has to have the -2 to prevent that.

While it’s possible for him to scheme for that much, it’s pretty unlikely given the lack of 3 boosts on his own deck. You can’t prevent the risk entirely, but you can help to reduce it a fair bit by taking precautions...

4 hours ago, FearLord said:

While it’s possible for him to scheme for that much, it’s pretty unlikely given the lack of 3 boosts on his own deck. You can’t prevent the risk entirely, but you can help to reduce it a fair bit by taking precautions...

Sure, although there are plenty of modules with multiple 3s

2 hours ago, Derrault said:

Sure, although there are plenty of modules with multiple 3s

Yes, which is why it’s possible. It’s not hugely likely to hit 2 of them though.