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Marvel Heroes Review
11 out of 15
Fantasy Flight’s Marvel Heroes nails down the comics flavor, but some of its mechanics keep it from being an instant classic.
Date: Wednesday, January 10, 2007
Author: William Abner

Player Setup: While it supports 2-4 players it is best played as a four player game so that every team is represented even though it technically works with two. There are slightly different rules for the two player game (using less of the map, drawing more cards, etc.) but clearly this was meant to be played with at least three people for maximum effect. Still, if two players is your only option it will work just fine.

Replay Value: Very high. There are so many variables in the game that it will take quite a few plays before you even start to get comfortable with using each hero to its fullest. Trying out different hero combinations (attacking with Spider-Man and using Daredevil as a support hero, etc.) is a lot of fun and learning the intricacies of the teams takes time.

Mechanics: Here’s where things get a bit dicey, depending on your preference of game styles. Even though planning is important, there is a lot of luck involved due to the fact that you are rolling a lot of dice. This isn’t going to be an issue with everyone and there is definitely a lot of tension in the air during some of the more important fights, but if you’re not into dice rolling games then it could pose a problem.

The combat uses a rock/paper/scissors approach (again with a lot of number altering variables) and the combat dice determine the outcome. There is certainly some strategy involved, basically using probability to determine which attack option is the best choice, but it’s hard to call this a hardcore strategy game. It’s the theme that sells it (and it does a great job in doing so).

There are also a few questionable design decisions, such as the use of story cards, and a lack of attention to potentially classic match-ups.

During play you can take one of several actions, one of which is to draw a “story card.” Each card is emblazoned with a specific team’s logo and collecting three of them allows a player to activate a special team card. This is all well and good but again, just like the board, the actual text of these cards is meaningless. One card, for example, says that the Fantastic Four’s new HQ is complete – but this doesn’t do anything at all in game terms; the text is absolutely meaningless and this entire game mechanic feels a bit like a gimmick rather than a well thought out design choice.

Finally, there doesn’t seem to be enough attention placed upon certain, classic, battles between arch enemies. When Spider-Man fights Dr. Octopus, it is no different (aside from the different stats) than when he fights, say, Omega Red or Molecule Man. Spider-Man and Octopus are forever linked in comics lore and you’d think there would be at least some special game mechanic for when they face off in the game. There are a lot of examples like this (Hulk and Abomination, Wolverine and Sabretooth, The Fantastic Four and Mole Man, etc.). This isn’t really a game problem, but it does feel like a missed opportunity.

Conclusion

Despite a few grumblings, in the end, Marvel Heroes is a game designed for people that know and love comics. The mechanics that drive the game are decent, but it’s the theme that helps make it a real winner. This one is definitely going to spend more time on the table in the coming months. - William Abner

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