Wrecking Crew Main Scheme...

By keltheos, in Marvel Champions: The Card Game

Sooo, is it +1 threat to Breakout AND there side schemes? Very slow timer for multiplayer it seems...

Yeah the main scheme timer is not really pressing. The side schemes get you though. Note each villain’s side scheme starts with threat. Wrecker’s has 6 out of the gate for example. This is a dogfight scenario.

Yep they're wrecking us right now.

6 hours ago, keltheos said:

Sooo, is it +1 threat to Breakout AND there side schemes? Very slow timer for multiplayer it seems...

Keep in mind that as each deck is just 15 cards, there’s more chance of decking the Encounter Deck out in multiplayer, and the Acceleration tokens will amp up. Also keep in mind that the Escaped Convicts will scheme on the main scheme rather than the side schemes if they’re engaged with you while you’re in Alter ego.

That said, I don’t think the scenario is really designed so that the scheme advancing is the real threat. The side schemes can amp up quickly and the card combos from the encounter deck can lead to some interesting situations where you just get dog piled...

Thunderball has an upgrade (Ball and Chain?) that adds 1 threat to the main scheme when he attacks... pretty sure that, acceleration tokens and escapees are the only other ways the main scheme can advance.

I've only played solo, once each difficulty. Standard and expert were pretty simple, or I was just very lucky. The super expert difficulty was a strong challenge and acceleration tokens became a real issue. Took down 2 villains and had the others knocked down to their A side and low on health before Bulldozer killed me with a surprise activation.

I was working on Bulldozer and had him nearly finished when Piledriver got his taunt upgrade in play and I never had the resources to remove it so I had to focus him down and that took too long. Meanwhile Piledriver whittled down my upgrades. When I lost Cap's shield it all went downhill fast.

Edited by Daverman
27 minutes ago, Daverman said:

Thunderball has an upgrade (Ball and Chain?) that adds 1 threat to the main scheme when he attacks... pretty sure that, acceleration tokens and escapees are the only other ways the main scheme can advance.

It advances normally every turn as well as adding to the crews side schemes.

41 minutes ago, Hyperjayman said:

It advances normally every turn as well as adding to the crews side schemes.

Normally for solo - it’s still only 1 per turn no matter how many players there are though.

2 hours ago, Hyperjayman said:

It advances normally every turn as well as adding to the crews side schemes.

I know, I listed the only other ways the main scheme advances.

I played a 3 player game. After the second acceleration token, we started to pay attention to the main scheme.

Edited by JusticeLizard
grammar