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Marvel Champions: Hulk Hero Pack

Marvel Champions: Hulk Hero Pack

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Saturated by deadly gamma rays while saving his best friend from the detonation of an experimental bomb, the genius Dr. Bruce Banner has transformed into the towering, muscle-bound Hulk. Though Hulk’s unbridled rage can make him unpredictable, he is one of the world’s strongest heroes. Whether he’s angry or not, you’ll definitely want the Incredible Hulk on y…
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Value For Money

Rating

  • Artwork
  • Complexity
  • Replayability
  • Player Interaction
  • Component Quality

You Might Like

  • High damage output makes you feel powerful
  • Some good additional cards for deck building
  • Add variety to the game

Might Not Like

  • Hulk is very one directional
  • Struggles in some solo scenarios
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Description

Saturated by deadly gamma rays while saving his best friend from the detonation of an experimental bomb, the genius Dr. Bruce Banner has transformed into the towering, muscle-bound Hulk. Though Hulk's unbridled rage can make him unpredictable, he is one of the world's strongest heroes. Whether he's angry or not, you'll definitely want the Incredible Hulk on your side!

Fantasy Flight Games is proud to announce the Hulk Hero Pack for Marvel Champions: The Card Game!

If you've ever wanted to tap into your anger and leap into the fight with the Incredible Hulk, this is where you start. Like every Hero Pack, the Hulk Hero Pack comes with a 40-card pre-built deck, giving you the chance to start playing and smashing the villain right out of the box.

Though many heroes across the Marvel universe feel the pull between their alter ego and their hero persona, few can match the chaotic dichotomy between Bruce Banner and the Hulk. One is a genius scientist, the other is an unstoppable force of raw strength and rage. Just as in the comics, you'll have to find a way to bring Bruce Banner and Hulk together if you're going to tap the true potential of this hero in Marvel Champions: The Card Game.

As Hulk (Hulk, 1A), this hero eagerly throws himself into the fray, so long as there's something to smash! Hulk boasts three attack and a massive eighteen hit points, but with zero thwart, you'll have to move fast-either finding some other way to remove threat or racing to defeat the villain before they can hope to bring their evil schemes to completion. While he can be a powerhouse, Hulk also isn't great at planning for the future. He has a hand size of only four cards, and you're forced to discard your entire hand if you end your turn as Hulk. Even though you'll refill your hand, you can't make plans for the future based on keeping cards in your hand.

Bruce Banner (Hulk, 1B) marks a distinct contrast to the Hulk's wild, chaotic power. Bruce Banner has a natural talent for setting up your future turns with some Experimental Research. By drawing a new card and filtering your hand, Bruce Banner helps to ensure that you can find the pieces to set up the Hulk's next rampage.

Though he has little ability to thwart the villain's schemes, Hulk more than makes up for it with his ability to pump out damage. Your basic attack of three damage should not be dismissed, but you can send that damage through the roof with Hulk Smash (Hulk, 3). By playing this event when you make a basic attack, you increase your attack value by ten! And, if you paid for the event with only physical resources, your attack gains overkill, letting you KO a minion and send the rest of the damage straight onto the villain.

You can push your attacks even higher by tapping into the Hulk's Boundless Rage (Hulk, 9). For only one resource, you permanently increase Hulk's attack by one-but as soon as you change form, you're forced to discard this asset. Balancing your time as Bruce Banner and the Hulk is a key part of playing this hero, and deciding whether or not you want to give up your Boundless Rage is just another piece of that puzzle.

Marvel Champions is a 1-4 player superhero game. Each player takes on the role of a Marvel hero to battle it out against one of three villains. Each Hero is represented by a deck, consisting of basic cards, Hero-specific cards, and aspect cards. Each Villain is represented by a deck of cards, comprising similarly of basic villain cards, villain-specific cards, and a modular encounter set.

Marvel Champions is a Living Card Game (LCG). As such, the publisher, Fantasy Flight Games, is expanding the game with new Hero & Villain packs all the time. You can check out the ever-growing list here

Set-Up

To set up the game, each player will select a Hero to play and place their identity card, alter-ego side up in front of them. The identity card will number the hit points they have and these are entered into the hit point dial. Each Hero will have an obligation card and a set of Nemesis cards, which are set aside for the moment. The player then shuffles their player deck which will consist of Hero specific cards, basic cards, and aspect cards. Hero decks come pre-constructed, but players are free to build their own decks whilst complying with the deckbuilding rules. 

Next, a Villain is selected and is placed on the table along with the Villain’s main scheme and the Villain’s main deck. The Villain’s hit points are entered into the Villain’s hit point dial. The main scheme may have some setup instructions which are followed and resolved at this stage. The relevant encounter cards, modular sets, and the Heroes obligation cards are added to the Villains the main deck and shuffled to form the encounter deck. 

Each player then draws a starting hand of cards, as detailed on their identity card, and can discard any number of cards drawing back up to their hand limit. If a Hero has any setup instructions, these are resolved and followed now. 

The game is played over a number of rounds, alternating between the player’s turns and then the Villains turn. On a player’s turn they can perform a number of actions:

  • Change form from alter ego to Hero or Hero to alter ego, but only once per round.
  • Play cards from their hand, paying the relevant resource costs.
  • Use their Hero’s basic attack or thwart ability (only in Hero form, exhausting their identity).
  • Use an ally they control to attack or thwart (exhausting the ally). 
  • Activate an action card they control (and exhausting the card if applicable).
  • Use their alter-egos recovery ability to gain hit points (only in alter ego form, and exhausting their identity).

Once a player has performed all of their chosen actions, the next player performs their actions until all players have passed. At this stage, players can discard any remaining cards in their hand (if they want) and draw up to their hand limit (This may change depending on the form they are in). Each player then readies all of their cards (identity, allies, action cards). 

Next is the Villain phase. At the start of the Villain phase, threat is placed on the main scheme as detailed on the main scheme card. The Villain and any minions then activate against each player. If the player is in Hero form, the Villain attacks. If the player is in alter ego form, the Villain schemes and adds a threat to the main scheme. Each time the Villain activates, they draw a card from the encounter deck and add the number of boost icons to his base attack or scheme value. The Villain then deals each player an encounter card, face down and in turn order. Each player reveals and resolves the encounter card.

The first player token then passes to the next player and the player’s start the round again. 

The game continues this way until the Villain has been defeated, by reducing his hit points to zero, for both stages and the player’s win. Players lose if the Villains scheme threshold reaches its maximum or they all have their hit points reduced to zero. 

Strategy

What I love about Marvel Champions is the way the Heroes and Villains play differently. The key to success is figuring out how the Heroes play. Their strengths, weaknesses, and how to best utilise them to take down the Villain. Certain Heroes require a certain amount of setup to become strong. These Heroes are best left in alter ego mode as you build up their suit, armour, and weapons. Once they are up and running they can be formidable characters.

Figuring out when to stop building and when to take the fight to the Villain comes with practice and experience, but it is worth that time investment. Where it might seem that you are not making progress by hitting the enemy, it’s wise to learn the “arc” of the Hero and play into that. Being efficient with your cards and trying to not have any cards left in your hand at the end of the turn is a good idea. 

The board state needs to be managed very carefully. Often the best move is not necessarily just smacking the villain in the face. Controlling the minions and the side schemes that can mount up is often a better move. Keeping an eye on the main scheme threshold is also key. Knowing how the Villains play and what’s in the encounter deck can help you decide how best to defeat them. At some point, you will have to start dealing damage to the Villain. But knowing when to push and when to hold off and control the threat/minions is critical. Like the Heroes, each Villain and modular encounter set has a different feel. Knowing how to handle them is essential. The timing of when to defeat one stage and advance to the next is often a critical step. 

Aspects

There are four aspects in the game that all have their unique playstyles. 

Aggression. As the name suggests, this is all about hitting the enemies hard and fast. Generally, aggression based Heroes are not great at thwarting and removing threat from a scheme. Subsequently, it is often a race against the threat build-up and taking the Villain down

Justice is more focused on removing threat from schemes. Justice based characters are good at managing threat and keeping things under control however they are not typically hard hitters. 

Protection is all about defending, preventing damage, and healing. It can react to incoming attacks, prevent that damage, and sometimes cause reactive effects based on that. 

Leadership is a very versatile deck and can do a lot of things, but is mostly about bringing out Allies. Allies can be good for attacking, thwarting and defending and is a good all-purpose aspect if used with a large selection of ally cards. Protection is reliant on these allies so Villains that target allies can make this aspect weak.

Editors note: This blog was originally published on September 12th, 2019. Updated on June 10th, 2022 to improve the information available.

Zatu Score

Rating

  • Artwork
  • Complexity
  • Replayability
  • Player Interaction
  • Component Quality

You might like

  • High damage output makes you feel powerful
  • Some good additional cards for deck building
  • Add variety to the game

Might not like

  • Hulk is very one directional
  • Struggles in some solo scenarios