
"Fantasy Flight - Marvel Heroes ???" Topic
9 Posts
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| Grumpygamer | 14 Jan 2008 10:15 a.m. PST |
Has anyone else played this game? Im pretty forgiving most of the time but boy was this a clunker. We played maybe a dozen games, struggling to find the fun somewhere in the rediculous simplicity and randomness
no luck for our group. It had such promise too – cool figs, a neat looking board, cards with every character I can remember – but in the end it was rock/paper/scissors and the playing board had no part in the action at all. Thought? |
Hundvig  | 14 Jan 2008 10:35 a.m. PST |
It's more abstract than I expected, but I didn't actually dislike it. Gameplay is fairly quick so there's minimal wait time while your turn comes up, and the differences in play styles between the different teams and mastermind villains are nicely defined. Budgeting your plot points is fairly tricky at times, although as you said, the game has enough random elements that planning beyond the next turn or so is futile. Not the best "supers" game ever (I'd give that to the SuperSystem minis rules) but a decent beer & pretzels game. My main beef with it is the fact that it only supports four player, which leaves it on the shelf most times our five-seven player boardgame group plays. |
| Grumpygamer | 14 Jan 2008 11:50 a.m. PST |
I hated the low threat levels that allowed many heroes to complete missions without a fight. |
Hundvig  | 14 Jan 2008 12:22 p.m. PST |
Haven't seen a lot of that, but I'm notorious at rolling high for threat even when it's not boosted. Some teams (the Marvel Knights in particular) are better than average at arranging threat reductions and matching danger types with their skills too, but they're also a little wimpier in an actual fight, so they need it. Sometimes the powerhouse teams (Avengers, more than most) will find it worthwhile to "steal" missions that others match up to better, since they can often bull through a fight even if they roll high for threat. It's a little risky and might earn them a bit less, but if it leaves (say) Daredevil looking at nothing but high-threat non-matching missions, he's pretty much shafted for the turn. |
| Doctor Bedlam | 14 Jan 2008 1:19 p.m. PST |
It has cool figures, but I'm already seeing it on clearance racks. |
| Boromirandkermit | 14 Jan 2008 4:04 p.m. PST |
I bought this game the day it came out in Australia, after about 5 plays I traded it. Absolute garbage. It was one of the biggest dissappointments of the year for me. BIG LETDOWN
steer clear. |
| tmason | 15 Jan 2008 12:24 a.m. PST |
I also found it disappointing. There had been a fair bit of hype leading up to it and I was very keen to get a copy. Once I actually played the game, it seemed to just be a collection of different mechanics etc but no real feel to it. Yes, there are cool cards with lots of great art work, but all they really add up to is adding modifiers to dice rolls etc. The game itself is ok, and there are quite a lot of decisions to make etc. It just has never felt like a super hero game to me. It probably suffers because the pre-sales beat up was too over the top. I dont see myself playing it very often. |
| mweaver | 15 Jan 2008 7:39 a.m. PST |
I have played several FFG games and liked them all. We are currently addicted to Arkham Horror. Shame to hear this one is a dud. |
| Grumpygamer | 15 Jan 2008 11:57 a.m. PST |
Oh! Arkham Horror – absolutely one of the best board games Ive ever played. We enjoy it regularly as well! |
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