Kang, seemingly appropriately, arrived a week early here in Australia.
Impressions - Again FFG have achieved a way of bringing yet another fresh approach to a villain/s (Kang has a lot of different personas across time). Starts off as a standard fight with interestingly no personal obligations. I played as Captain Marvel Leadership on Expert. One of the first things that struck me was how many 3 point boosts there are in Kang's deck. Having allies as meat shields is a must for those with low defence. Once Kang 1 is defeated the gang really goes up a notch.
Any side schemes in play add a acceleration token to each of the 2a main schemes. Nasty. On the up side all attachments, allies etc are discarded along with the said side schemes. Curiously you keep your supports along with any allies and upgrades. I understand keeping the upgrades and allies but how did the Alpha Flight Station or the Avengers Tower get tossed through time? Frankly I think all supports should be either disabled or only can be used as resources during this phase. Anyway:
You are thrown through time to face another version of Kang (or possibly his son Marcus as the Scarlet Centurion was both Kang and Marcus. Interestingly Marcus also happens to be the kidnapper and rapist of Carol Danvers, impregnating her with himself so she could give birth to him on Earth and then used mind manipulation to get her to come back with him so he could **** her forever - he died before that could happen but its a period Marvel would rather forget Avengers 200 if you are curious, also an essay was done decrying the **** of Ms Marvel by Carol Strikland.) As luck or fate would have it that's exactly who I was up against. The Scarlet Centurion packs a punch (4 ATK on expert) starts Tough and has piercing (ignores Tough). Fortunately having loads of allies kept Carol in the fight and a couple of photonic blasts and an Energy Channel took him down. Another new item that I ran into at this point was the Encounter Obligation cards. Taking the idea one step further from Rise of the Red Skull these Obligation work very similarly to those. All of them are annoying in one way or another from taking cards away, denying you use of your hero cards of taking a damage every time you attack. The only way to get rid of it is to turn to alter-ego and expend more cards allowing the villain to scheme. None of the 2 A schemes are high so you don't want Kang scheming too often. IF you fail to stop the 3B scheme from completing you add a Kang's Dominion Side Scheme to the final 4 A Main scheme. Kang's Dominion Side Scheme makes Kang III invulnerable until the side scheme is removed. It it potentially possible for 4 Kang's Dominion Side Schemes to be in play if all the heroes fail to beat the Kang's II.
Once this version of Kang is defeat you are returned to the present. As all the Kangs have been defeated the Present Kang is without support except for the heroes nemesis who is placed in play. A four player game with all four nemesi in play is a nasty surprise. The fight then proceeds as normal until either the Hero/s win or Kang either defeats them all or achieves his main scheme.
As Solo Captain Marvel I blasted Kang on Expert first time in about an hour and did it twice more just to make certain I hadn't done anything wrong (I actually made it harder for myself by adding Kang's Dominion to the final Scheme the first time even though I had beaten the Scarlet Centurion). Read the card texts carefully. I enjoyed the game and while the Kangs seemed unable to match Captain Marvel I can see them being really hard on a number of others (A double attack by Expert Scarlet Centurion can potentially do 14 damage which can really ruin many of the heroes' days). Another nice option is further increasing the level of difficulty by replacing the Temporal card pack with either Master of Time or the Anachronauts (these guys can be a challenge). I also don't see why if you want an even greater challenge just putting all three sets in if you find the standard set up not challenging enough (or you could just put Ronan in and really take a paddling).
However where I think this will really shine is playing this multiplayer (especially 4 player with all four alternate time periods in play at once).
I had a lot of fun and all in all I feel this is a great addition which I look forward to playing with my gang once we have finished with RotRS campaign. Highly recommend purchasing.