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Director's Note: The following preview is gonna suggest using several card sets in ways they were never intended to be used, and frankly are not balanced. Only the question of "Can you do this?"was asked while the topic of "Should you do this?" was entirely avoided. If you find this kind of topic disturbing, please continue scrolling past this post. Otherwise, prepare for a rather weird show.
The Mojo pack is great. Three scenarios, lots of mods, and an unintrusive campaign element you can dip into if you so choose. For Mojo specifically, I like how he presents a different challenge than normal billians while still letting you play the game in a familiar and interesting manner.
However, the scenario always bothered me slightly in it's replayability was "limited" compared to other encounters, as you were restricted to just the Mods of Mojo Mania when playing against Mojo. Don't get me wrong, this still leaves plenty of variability for the encounter that I'm not worried about it getting stale anytime soon, but I did avoid the Wrecking Crew pack for similar reasons.
So when looking at the Mojo encounter and the Genre modular sets I began considering what made it so you had to play with a Genre pack. It was obvious no particular modular was necessary since you were not guaranteed to see a certain one even at higher player counts. In the end, the sole feature that seemed "required" to work with Mojo was having an Environment card (technically a "Show" environment, but that trait can be ignored...) Which would come out when resolving wheel of genres.
After this observation, I quickly poured over the card pool, and through some obvious bending of the advisable actions one should take through this game, I found what I was looking for. There are 5 card sets in the game outside of the Mojo Mania Pack which all include a single environment card among them. If you simply act as if all environment cards among these have the Show trait, then you have enough "Indie" Genre options to fill up a full 4-Player game against Mojo with mods.
For our film Options we have:
Iron Spider's Sinister Six: A super powered spin on the Crim and Mystery Genre. Environment: Surge in Crime
Ship Command: Where a group finds an abandoned space vessel and navigates the perils of their new ship. Environment: Rogue Vessel
Standard II: A film about a group of people crying a lot during a board game session. Environment: Formidable Foe
Vision Nemesis: A movie about a rogue AI that trys to take over the world. This is not Terminator. Environment: Ultron Drones
Zzzaxx: A sad misunderstood monster communicates in the only way he knows how, through pain. Environment: Air Static
Now these mods can vary your game WILDLY depending on the order they're introduced. Standard II compounds those nasty extra activations with something worse and honestly makes your Aggression player cry a bit when it brings now new minions. Which is who you want at the table if Iron Spider's Sinister Six enters play. Ship Command cns actually be a nice reprieve, you see the worse card in it right away with Rogue Vessel and you dodge the surge on it the deck pass it's introduced.
Unfortunately I haven't got to test these Avant Garde films at all. But I found the idea very funny, and so wanted to share the terrible idea with you all in case you found it amusing. Take care everyone!
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