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  1. I love Wrecking Crew and have always thought they got a bad rap. Their decks are able to pull off some crazy combos but you need to see enough cards to make those combos actually happen. For that reason I feel like they have been an encounter I’ll only get out with 3 or 4 players. Solo or even 2 player they just dont flip over enough encounter cards. So heroic mode has definitely made smaller games viable with them. Hopefully they’ll start getting the love they deserve.
  2. Haven’t been on these forums in a little bit but I just found Black Widow in Barnes and Noble and was going to come tell people about it but apparently everybody here already knows haha
  3. So I read somewhere on the discord that all the cards in Strange’s pack have been spoiled but I haven’t seen them anywhere. I checked on Hall of Heroes but they don’t show them all. Where have they been spoiled?
  4. I’ll just add my plug in for this podcast. The length makes it very easily digestible. The hosts are easy to listen to and their analysis is pretty good. One of the better Champions podcasts and one that I have subscribed to on iTunes. Recommended.
  5. You are correct. Surge on its own would only trigger once. Surge when part of a when revealed effect would happen twice. In the case if “Hard to keep down”, the surge is part of the when revealed effect. When revealed the card tries to heal rhino. If it can’t do that it surges. Because of “media coverage” it would try to heal rhino twice, fail twice, then surge twice.
  6. Fascinating. For all the times I’ve been through the reference guide I don’t think I have ever noticed the peril keyword. wonder what else I’ve missed...
  7. I like the idea a lot more than somehow using the scenario to make the game competitive.
  8. That’s about the gist of it yes. My own opinion of it is that it’s my least favorite way to play the game by far. But a lot of other people here swear by it so if you’re at all curious what the play experience is like you should give it a try.
  9. Yup. That 5.7 near Salt Lake City. That was wild. I mean I know 5.7 isn’t exactly a huge earthquake but I’ve never felt anything like that.
  10. Interesting. I wonder if we experienced the same earthquake.
  11. Oh wow the live steam is tomorrow? For some reason I thought I had to wait all the way til next Tuesday. This stay at home stuff is really messing with my internal calendar.
  12. I mean, I don’t know that I’d go so far as to say it’s a development failure. The game is great. I do agree that I was a little...not disappointed but underwhelmed. I think you’re right about the number of knobs they have for general difficulty scaling but again I don’t think that speaks to design failure. Turns out you don’t NEED a lot of knobs if the ones you do have are so effective. And it is effective. Having more encounter cards each turn does indeed make it more challenging. The encounter decks, especially the modular encounters and the sets brought in by Shadows of the Past, have some cool synergies and combos, but they don’t always get a chance to actually DO those combos. With more cards dealt each turn there’s more of a chance for the combos to actually go off. But....it’s also what a lot of people were already doing anyway which is maybe why it felt underwhelming to me. So is it the most interesting solution? Well no probably not. I still hold out hope they do things like add modular environments you can add to any encounter to change the rules in some way, or revisit old encounters with nightmare versions in the future. But what I do like about this is the infinite scaling. I look at it kind of like the nightmare levels or whatever they’re called in Diablo 3 where you’re constantly trying to get better gear and optimize your build so you increase the difficulty and play in higher nightmare levels. Maybe right now my group can only do rhino heroic 3 for example. But with new heroes and player cards and more refined decks in the future we can do it on heroic 4. Or 5. So there’s potentially reason to go back to old encounters that would otherwise be obsolete due to power creep. That seems pretty cool.
  13. It’s sort of what team covenant was doing if I understand it all correctly. Team covenant only dealt one extra encounter card per turn. So player 1 got and extra card but player 2 didn’t. in official expert mode each player gets dealt and extra card per level. So expert level 1 it’s not just one extra card that gets dealt but one extra card to each player. So each player gets 2. Then expert level 2 gives two cards to each player so each player would get 3 encounter cards each turn. So similar concept but different.
  14. I find Wrecking Crew to be best played with 3-4 people. They are able pull of some really crazy combos the more encounter cards that are drawn each turn. One or two player games don’t really do justice to the scenario because the encounter decks don’t have any room to pull off their combos with fewer players. I don’t even pull Wrecking Crew out of the box if I’m not playing with at least 3 people. I’ve played several games where a hero got completely obliterated because of an unexpected attack from bulldozer who was only activated because of a change in active villain due to an encounter card. But that has only happened in 3-4 player games. Also because of the crazy combos Wrecking Crew can pull off when each member is still alive, I’ve wanted to try combining each villains health into a single health pool so they are all alive until the end of the game. Has anybody tried this?
  15. Decent point. I actually didn’t notice that post had something hidden and in truth have no idea how to hide images in my post. So I removed the picture.
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