My newbie question thread

By Lord Ashram, in Marvel Champions: The Card Game

Hi all,

Okay, in an effort to figure this game out for my son (he is eight and spent his savings buying it and is SO excited to play it) I wanted to start a “OMG help me Obi Wan, you’re my only hope!” thread to ask some questions as we go, to try to figure it out? So I hope someone can help with them? I’m going to add to it as we go:)

Thanks in advance... feel so dumb and frustrated, and I appreciate the guidance!:)

Okay, my first few questions....

So I exhausted my hero to defend against an attack. You appear to only ready at the end of a player turn. So does my hero enter the next round exhausted? Can he change form? Is the idea that you choose not to defend in order not to exhaust yourself, so you can do stuff in your upcoming turn?

So we have Iron Man with a single card in his hand. At the start of the phase, it says draw up to your hand, which for iron man is one card. So does he just stay with one card? Is the idea that you should discard that single card to get another? Confused by this.

Follow up... Iron Man had a single card in his hand... it was taken away by Vultures side scheme Highway Robbery. Because you only draw cards at the end of the player phase, does Iron Man enter the round with no cards in his hand?

Finally, here is a photo of the game set up at the end of turn three. Does everything look... right? Feeling a bit overwhelmed by the minion and side schemes...? There seems to be so much scheme in there? Iron man has zero cards in his hand and spidey only has four because one of each got stolen by Vulture.

7-AB066-A0-2058-45-E3-AC63-437-F0-E945-D

Thanks so much!

Edited by Lord Ashram
1 hour ago, Lord Ashram said:

Okay, my first few questions....

So I exhausted my hero to defend against an attack. You appear to only ready at the end of a player turn. So does my hero enter the next round exhausted? Can he change form? Is the idea that you choose not to defend in order not to exhaust yourself, so you can do stuff in your upcoming turn?

If you want to attack, you do not defend it’s a risk vs reward type deal. Use other cards, such as allies to defend, or just take the hit.

So we have Iron Man with a single card in his hand. At the start of the phase, it says draw up to your hand, which for iron man is one card. So does he just stay with one card? Is the idea that you should discard that single card to get another? Confused by this.

You do not want to be Iron Man until you build your suit. The hand limit increases the more tech upgrades you have. Iron Man is a slow starter.

Follow up... Iron Man had a single card in his hand... it was taken away by Vultures side scheme Highway Robbery. Because you only draw cards at the end of the player phase, does Iron Man enter the round with no cards in his hand?

Yes.

Finally, here is a photo of the game set up at the end of turn three. Does everything look... right? Feeling a bit overwhelmed by the minion and side schemes...? There seems to be so much scheme in there? Iron man has zero cards in his hand and spidey only has four because one of each got stolen by Vulture.

7-AB066-A0-2058-45-E3-AC63-437-F0-E945-D

I can’t tell what’s going on here.

Thanks so much!

Answers in the text.

Ah, okay, thanks much!

So yes, defending is a choice, and if you do it, you cannot attack or thwart or anything in the next turn. I assume that you cannot use your card power or anything too, right? Like... exhausted is exhausted? But your HAND is useable?

Ahhhh VERY interesting about Iron Man! So basically the idea is stay as Tony Stark as you draw hands, then "using" your tech upgrades (which puts them in play "permanently" on the table) which, in turn, increases your hand size when you finally switch over to Iron Man? Okay, got it!

No problem on the photo, I just figured maybe folks would look at it and be all like "Oh, you shouldn't be able to have X card on the table at this point!" or something.

Basically we've got Rhino with his horn as an upgrade, the main scheme has a bunch of... scheme... on it, and then the bank robbery scheme with a bunch of scheme on it, and then the Vulture sub-scheme with a bunch of scheme on it. Tony has a completely empty hand (courtesy of his one card being taken by Vulture) and Spidey has four cards and is both confused and engaged by Vulture. That all make... sense?:)

Thanks again @Chudley I really appreciate it!:)

7 minutes ago, Lord Ashram said:

So yes, defending is a choice, and if you do it, you cannot attack or thwart or anything in the next turn. I assume that you cannot use your card power or anything too, right? Like... exhausted is exhausted? But your HAND is useable?

Exhausted only applies to your heroes basic abilities Attack, Thwart, Defend, Recover. Or any card text the requires your hero to exhaust like Ms. Marvels card ability. so for example if Spider-Man is exhausted and attacked by rhino he can still trigger his spider sense ability.

7CAEA671-F9D8-4D6F-A05E-1AA1D346BD56.png

Edited by KimJoshIl
Reference

Gotcha, okay, thanks!

12 minutes ago, Lord Ashram said:

Basically we've got Rhino with his horn as an upgrade, the main scheme has a bunch of... scheme... on it, and then the bank robbery scheme with a bunch of scheme on it, and then the Vulture sub-scheme with a bunch of scheme on it. Tony has a completely empty hand (courtesy of his one card being taken by Vulture) and Spidey has four cards and is both confused and engaged by Vulture. That all make... sense?:)

Getting the Nemesis out early is a bit of bad luck, but it can happen.

This isn't technically a rules error, but it looks like you forgot to draw an extra card when Spider-Man was attacked by Rhino.

Also, by turn 3 you really need to have some other cards on the table. Strong as they are, the heroes will struggle without allies, upgrades and supports.

Ah... okay, why do I draw an extra card for Rhino? Sorry, I don't know the cards by heart yet:(

Okay, good to know about the allies. I (Spidey) had one early... Black Cat, I think? But she ended up taking 2 damage in the turn two Rhino attack, to defend my son, who was Iron Man... and I didn't have a lot else that could have helped... I had the Spidey Tracker, and the Helicarrier, and a few others, but never played them because they didn't seem too useful yet... and my son, because he was Iron Man, was drawing only one card... obviously a tactical error:)

Thanks so much, and ANY other super beginner advice is REALLY really welcome... I've been gaming for years and years and years, but I've never quite run into a game where I've been so thoroughly confused (fighting through the flu and a parent in the hospital doesn't help with stamina and patience!:D)

I think you should give this guy's video/ channel a view. He does a good job, speaks clearly, goes at a steady pace so you can follow his card plays. I watched as much as I could before the game's release and it helped a ton to cut down on my learning curve.

29 minutes ago, HirumaShigure said:

I think you should give this guy's video/ channel a view. He does a good job, speaks clearly, goes at a steady pace so you can follow his card plays. I watched as much as I could before the game's release and it helped a ton to cut down on my learning curve.

Awesome, I will DEFINITELY give it a watch, thanks!

1 hour ago, Lord Ashram said:

Ah... okay, why do I draw an extra card for Rhino? Sorry, I don't know the cards by heart yet:(

Spider-Man reads:

Spider-Sense - Interrupt: When the Villain initiates an attack against you, draw 1 card.

So when Rhino attacks Spider-Man, before you deal with boosts or defenses, you get to draw a card.

Aw crap, I missed that, thanks! So I add one to my hand. Got it.

1 hour ago, Lord Ashram said:

Thanks so much, and ANY other super beginner advice is REALLY really welcome... I've been gaming for years and years and years, but I've never quite run into a game where I've been so thoroughly confused (fighting through the flu and a parent in the hospital doesn't help with stamina and patience!:D)

There is some advice on other sites for people just getting started, such as:

I've only played 5 games, so I'm not the best person to judge if it is good advice!

In particular for Iron Man, I think you want to be playing as many of his armor upgrades as quickly as possible. I saw someone suggest that you ideally want to stay as Tony Stark until you've got at least three upgrades in play, otherwise the small hand size is going to be a big problem.

Good luck with the game (and everything else)!

Awesome, thanks so much, I'll give them a read!

Hi all,

Okay, got a few follow-up!

So we are trying Klaw for the first time. He seems to have two schemes... an 1 scheme and a 2 scheme. But I'm not sure how it sets up... does he have BOTH schemes to begin with, both on A? Or do you stack them like you do the Villain cards, with the 1 scheme on top and the 2 scheme on bottom, and you go from 1A to 1B, and then when that is solved you move on to 2A and 2B?

Second, about Black Panther... if he has several Wakanda Forever cards in his hand and can pay the cost to play them, can he "run through" the black panther upgrades several times in one turn? I assume yes...?

Thanks much!:D I'm sure I'll have more questions as we "dig" into Klaw!

7 minutes ago, Lord Ashram said:

Hi all,

Okay, got a few follow-up!

So we are trying Klaw for the first time. He seems to have two schemes... an 1 scheme and a 2 scheme. But I'm not sure how it sets up... does he have BOTH schemes to begin with, both on A? Or do you stack them like you do the Villain cards, with the 1 scheme on top and the 2 scheme on bottom, and you go from 1A to 1B, and then when that is solved you move on to 2A and 2B?

Second, about Black Panther... if he has several Wakanda Forever cards in his hand and can pay the cost to play them, can he "run through" the black panther upgrades several times in one turn? I assume yes...?

Thanks much!:D I'm sure I'll have more questions as we "dig" into Klaw!

1) You do one scheme at a time. You start with 1. If he completes stage 1 you go to stage 2. If he completes stage 2 he wins.

2) You absolutely can use multiple Wakanda Forever cards in a single turn. None of the cards get exhausted when you use them and nothing on the card says you can’t use the ability when it’s exhausted anyway. So yeah you’re good to Wakanda Forever your heart out. Play each one you have and can pay for. That’s why we all like him so much. When he’s fully set up, the amount of things he can do in a turn for a 1 cost card is crazy.

Hey man, thanks for the answer!

Got it on the schemes.

In terms of Wakanda Forever, I only ask because I got the Ancestors card as I was on basically my last hand or two before a reshuffle, and was able to get basically every Wakana Forever card back in. Given its low cost (and a few SHIELD helicarriers) Black Panther basically WRECKED the villain over a turn or two with like four plays of the card, and I just wanted to make sure I wasn't doing it wrong!

On 2/12/2020 at 10:14 AM, Assussanni said:

There is some advice on other sites for people just getting started, such as:

I've only played 5 games, so I'm not the best person to judge if it is good advice!

In particular for Iron Man, I think you want to be playing as many of his armor upgrades as quickly as possible. I saw someone suggest that you ideally want to stay as Tony Stark until you've got at least three upgrades in play, otherwise the small hand size is going to be a big problem.

Good luck with the game (and everything else)!

Eh, I’ve switched with as few as one, it’s just likely you’ll want to switch back ASAP as Stark’s hp is low enough he’d probably have to heal from even a single attack.

10 hours ago, Lord Ashram said:

Hey man, thanks for the answer!

Got it on the schemes.

In terms of Wakanda Forever, I only ask because I got the Ancestors card as I was on basically my last hand or two before a reshuffle, and was able to get basically every Wakana Forever card back in. Given its low cost (and a few SHIELD helicarriers) Black Panther basically WRECKED the villain over a turn or two with like four plays of the card, and I just wanted to make sure I wasn't doing it wrong!

You did make a mistake, but it wasn't with Wakanda Forever!. Ancestral Knowledge specifies 3 different cards, which means you can only grab 1 Wakanda Forever! with it. Of course, you get two more as well, so you can still wreck some stuff, but it's not quite as good.

And by different, Tonbo Karasu means 3 different card titles. Though the 3 Wakanda Forever!s are physically 3 different cards the designers intentions was for 3 distinctly different card titles.

Hi all!

Sorry, I read that, and I understand, thanks!:)

Got another thing... I THINK we are playing it right, but wanna check.

If you defeat a side scheme, it just goes right back into discard and can then be available again on a reshuffle, correct? So in theory you can have to tackle the same side scheme more than once in a game? Just checking, because it seems strange to have Killmonger challenging for the throne so many times...?

Thanks!

Yep. Unless the card specifically says to remove it from the game, it goes to discard and can come back up again. It's one reason Shadows of the Past is such a nasty card.

Perfect, thanks for confirming that!

Klaw has been kicking our *** a bit... 🙂

Hey guys, okay, a few more questions!

So with Masters of Evil, it just says to go through the discard and encounter deck to pick a minion. How do you decide? Like, the first one you find? And which deck should you do first? It feels very wishy washy.

For Klaw, I know he gets an extra boost card when he attacks... is that ONLY in the original phase, when he engages hero cards? Or, if we get an encounter later where it says "The villain attacks" does he STILL get two boost cards? I'm afraid we may not be doing boost cards correctly.

If a hero is exhausted because he defends, can he switch to alter ego during his turn? If he can, he cannot HEAL, right?

That's it for now! We are just still struggling with Klaw... that **** threat builds up so fast!

3 hours ago, Lord Ashram said:

So with Masters of Evil, it just says to go through the discard and encounter deck to pick a minion. How do you decide? Like, the first one you find? And which deck should you do first? It feels very wishy washy.

For Klaw, I know he gets an extra boost card when he attacks... is that ONLY in the original phase, when he engages hero cards? Or, if we get an encounter later where it says "The villain attacks" does he STILL get two boost cards? I'm afraid we may not be doing boost cards correctly.

If a hero is exhausted because he defends, can he switch to alter ego during his turn? If he can, he cannot HEAL, right?

Concerning the masters of evil, I think the whole point is that you get to pick which ever one you want. They're all kind of terrible in there own way.

Klaw get's an additional boost card in all phases, and every time he attacks. No exceptions.

And yes, you can flip, and you can't recover.

Good luck fighting Klaw! He's a nasty villain. I hate sonic boom with a passion.