Posts Tagged ‘Fantastic Four’

h1

Villains Week: It Gets Worse.

March 13, 2010

If you have ever played a Trading Card Game, you know how nasty that card will be. If you have tested Marvel Superstars with proxy cards prior to its release, you may not be able to sleep at night.

Since Marvel Superstars decks will be limited to only three copies of each card, Doom’s Power Grab will really hurt. Since missing a drop crushes momentum drastically, it may be fatal.

We shall see.

Advertisements
h1

Fantastic Four Week: Including Silver Surfer.

February 26, 2010

Those two are not the entire four, obviously.  Let’s quote Ben Stoll from the fantastic team overview article on the mothership for the full picture:

You’ll find that Fantastic Four decks are frequently suited for a slower, more controlling game, although focusing heavily on Human Torch or Thing will certainly speed you up. Fantastic Four is the best at drawing extra cards, they have some very defensive supporters, and they happen to have the only card that costs more than 8 resources to play! Along with the X-Men, this team is about having your characters work together. As you would expect, each of the four family members brings their own specific powers to enhance the overall capabilities of the team. You’ll find damage prevention, force power-ups, and direct damage (that comes from powers or actions as opposed to attacks). You can choose to focus your deck heavily on one family member, but you’ll also benefit from including the entire family. There are supporters for each of the members that benefit from having their teammates around.
 

Some more highlights:

-The Fantastic Four feature cards that allow you to get more than one city resource onto your side in a single turn. By sacrificing your early turns doing this, you gain access to more powerful cards faster.

-Although he won’t directly benefit from some of the Fantastic Four “family” cards, you may find yourself wanting to include another powerful character that can be found on this team. I’ll give you a hint: he’s really shiny.

Really? Yes, really.  There will be a Silver Surfer card.

Word.

h1

Fantastic Four Week: Torch’s Alter Egos.

February 26, 2010

Before Chris Evans caught fire in Fantastic Four, he was already surrounded by high-temperature females.  When we build our Human Torch decks in Marvel Superstars, we will have some hilarious potential nicknames.

Starting with Jake Wyler in Not Another Teen Movie

… continuing as Harvard Hottie in The Nanny Diaries

… and concluding as Nick Gant in Push.

(Wow.  What a career.  This guy is a trip!)

h1

Fantastic Four Week: She Is Water.

February 24, 2010

Each of them will be represented by a Leader character in the Premier Edition of Marvel Superstars.  Together they will form the biggest bomb strategies that our new game has to offer.  There is some debate, however, when it comes to which is which.  Let me explain.

In checking off the four hermetic elements to the individual members of the team, our recent article on the mothership took a tangent from tradition.  Marvel comics canon has always assigned Water to Reed and Air to Sue.  We disagree.

Thought is non-tangible.  Pure intellect is devoid of compassion.  Reed Richards is not nurturing, emotional, or protective like the ocean.  He is not water, in our scheme.

Sue is the protector.  Sure, she gets invisible.  Yes, air is invisible.  It seems rather lazy to stop there when getting symbolic.  She is not a big thinker.  She feels.

It pains us to have to dispute the wisdom of the greatness that is Dr. Stephen Strange, but we must.  Fire and Earth are obvious, but the true meaning of the Invisible Woman and Mr. Fantastic have been mis-applied throughout their 50 year history.

He is Air, and she is Water.

h1

Fantastic Four Week: Premeditated Powerplays.

February 22, 2010

Yes indeed.  That wonderful woman was revealed in the new article on the mothership.  As we enter the balanced beauty of Fantastic Four week, we are wondering and waiting to see what massive bombs the team will bring to the Marvel Superstars Trading Card Game.  We already know that they will have the most powerful effects that require more resource costs than anyone else.  This means Silver Surfer and some gigantic Action cards. 

How will Marvel’s First Family assure the neccesary resources to bust such titanic battle moves?  By premeditation, of course.  Start planning ahead, this is gonna be huge.

h1

Basic Superstars: This Is How We Do It.

January 29, 2010

If you are as loaded and ready to play the Marvel Superstars Trading Card Game as we are, you cannot get enough new information about how things will work. Today we will review basic gameplay, continuing to stoke the fires and start sparks.

1. You will choose a Leader character to build your deck around. Your Leader will have a team affiliation and a charge ability. Every time you play an Action card your Leader will gain one charge counter. To use your Leader’s charge ability you need to remove the number of charge counters printed before the ability. Doom forces the enemy to discard a card when he removes 3 charges. This Leader ability can only be used once per turn, and only on your turn.

Your Leader holds victory and defeat in his or her bones by keeping track of damage. Each Leader starts the game with 50 health points. Your enemy will be trying to damage your Leader throughout the game, and when the health points reach zero you lose. Each Leader starts with no attack points.

2. Resource cards provide capital for you to “pay” for Supporter characters and Action cards. You begin each game with three Base Resources, and you can place one City Resource onto the board with each successive turn. Base Resources and City Resources are both turned sideways to show that they have been spent that turn, then they are turned back upward at the beginning of your next turn. City Resources give your Leader one attack point.

3. Supporter characters are played only on your turn. They can attack the enemy Leader. They can attack enemy Supporters. They can intercept enemy attacks, redirecting the oncoming damage to themselves. Supporters can have some seriously powerful abilities. The Businessman Iron Man above swells your Leader with massive charges, as long as you can keep him in play. When a Supporter gains damage equal or greater than its health points it is eliminated and placed into your bin.

4. Action cards bring instant effects into the battle. Some are Special Actions, like the Repulsor Ray above, since they can only be played if you control a certain character. You need to have enough ready resources available to pay the cost in the upper right corner of the card. If you can afford them, Action cards are the only thing you can play on an enemy turn.

5. You will build your own deck with whatever combination of Marvel movie myths you desire. You choose a Leader and 3 Base Resources. You choose 50 other cards to surround them. You can only use 3 copies of each individual Supporter and Action, but you can add an unlimited number of your favorite Cities. If you want to add Supporters and Actions from a team that is different than your Leader, you will need to turn one extra Resource sideways to pay for it. As soon as you control a Supporter with a specific team affiliation, you pay only the printed cost of that team’s cards.

6. You will deeply enjoy the creative construction of a unique deck. You will be able to juxatpose bizarre mutant beauties with ugly underworld alterations, shining superheroes with vile villains. It will be one of the most entertaining things you will ever do.

h1

Basic Superstars: Getting Your Game On.

January 17, 2010

Sixty days from now, we will be playing a brand new game. Marvel Superstars will be burning up tables from coast to coast. Although the full set of cards and comprehensive rules have not been revealed yet, there is enough information to begin an explanation of how the game is played.

The Human Torch card that started this post is a Leader character. Each game will begin with a Leader in play for each player. Leader characters have specific abilities and team affiliations, but they have no resource cost. Leader characters have 50 health points that must be decreased by your enemy through combat and abilities. When those 50 health points reach zero, you lose.

A Leader character has no resource cost, so it can be considered “free”. Supporter characters and Action cards require resource points to play. You have to “pay” for them by turning resource cards sideways.

Xavier’s School is a Base Resource card. Each game begins with three Base Resources in play for each player. Each turn you will be able to play one more resource to build up your “bank”. As the game progresses, these resources are turned sideways whenever they are used to pay for Actions and Supporters.  Turning a resource sideways shows that it has already been used that turn. When the turn is over, all resources will be returned to their normal orientation so they can be used again.

That Thing is a Supporter. He has a resource cost of 6. In order to play him on your side of the board, you will need to turn 6 resources sideways. If you can afford that, he will be able to attack the enemy on your turn. When he attacks, you turn your Thing sideways.

If your Thing chooses to attack an enemy Leader, that attack might be intercepted by an enemy Supporter. In that case, your Thing will have to redirect his attack.

If your Thing survives to live for another turn, he will be vulnerable to enemy attacks and abilities. The Iron Man above is a Supporter that can take out other Supporters by paying 6 resources, as shown by his game text. Activated abilities like this do not require the card to be turned sideways, but they can only be used once, and only on their contoller’s turn.

Your Thing might also be eliminated by an Action card before it can attack. The Reupulsor Ray will do the job for only 1 resource point, but only if the enemy Leader has 6 charges. Charge counters are added to a Leader character whenever its controller plays an Action card.

If your Thing does get to attack the enemy Leader, he will do 7 damage by himself. He will take damage as well. If the enemy Leader damages your Thing for 7 or more, your Thing will be eliminated. Damage is cumulative, so characters will be weakened in combat even when they are not eliminated.

The game text on that Thing also gives him more strength when you control the other members of the Fantastic Four. One of those may be Jessica Alba.

Invisible Woman does not have as much Force as some Supporters, but her Health value and ability more than make up for it. She will be able to save a whole lot of damage with the size of her back end, and with her constant Leader protection. She can intercept attacks by turning sideways, and many times she will survive to absorb more damage on another turn.  She will also say goodbye for today’s Basic Superstars lesson.

We hope you are getting a better idea of how Marvel Superstars will be played, as we continue to blueprint the basics. Monday we will survey several strategies that are already alive in the previews on PlayMarvel.com. See you then!