In the co-op superhero game Marvel United, you and your teammates defend the populace while battling evildoers. You navigate all around the map, save residents, battle foes, and finish objectives using the cards from your heroes.
Marvel United is a joint publication of CMON and Spin Master, and it was created by <PERSON> and <PERSON>.
Gameplay for Marvel United
Every game in Marvel United has a different villain (<PERSON>, <PERSON>, or <PERSON> in the base game), and each player controls one of the heroes (<PERSON>, <PERSON>, <PERSON>, <PERSON>, <PERSON>, <PERSON>, and <PERSON>). You'll be travelling between six different destinations as you battle criminals, eliminate Threat cards, rescue citizens, and ultimately battle the villain.
Your objective is to vanquish the evil, but you must finish tasks before you can do so. Rescue nine citizens, take down nine criminals, and eliminate four obstacles are always the three objectives. After you finish one task, the antagonist begins to appear more frequently (more on that later). You can battle the antagonist after completing two tasks.
The heroes each have a stack of cards which may contain wild symbols, mobility, attacks, and heroic actions. heroic actions serve to remove certain Threat cards as well as rescue a few citizens. Additionally, each hero has a few cards with their particular special powers. Heroes have limited choices on their turns and are nearest to getting knocked out once they receive damage from anything since they must discard a card for every damage point.
The six places include six Threat cards, each of which has a distinct method of slowing you down. The antagonists possess Master Plan cards that may be used to move them around, trigger their special powers, unleash Threat cards, and add additional goons to various territories.
The turn process is extremely straightforward: after drawing a card, you play it to the storyline. 17
You can also utilize the symbols on a hero's card if it comes before yours in the storyline. Once the heroes have finished their first task, the villain will get to play a Master Plan card once every three hero cards at first, then every two hero cards after that.
If you conquer the villain, you will triumph. If the villain accomplishes their special task, if the Master Plan deck is empty when the villain has to play a card, if any hero starts their turn with none of their cards in their hand or deck, or if the villain plays all of their cards, you lose.
Pros.
Using a straightforward method like Marvel United, people are encouraged to communicate and consider their options. The miniatures are smooth, have a good amount of weight, and are nicely detailed. The people in control utilize their special abilities to create different outcomes to situations. The games range anywhere from 25 to 15-20 minutes, and turns happen quickly. Families and children do well with the Normal difficulty level, and if necessary, it is simple to increase the degree of difficulty. There are several instances and the rules are quite clear.
Cons
The base game's heroes feel similar and the decks are slightly different. It would have been better if each hero had a simple base ability to stand out. Building the Storyline can be awkward if you don't have a lot of table space, so it would have been better if the action symbols were put vertically down the sides of the cards. The game started to feel like it was all about the same three missions, and the cards, locations, and dashboards are thin/low quality, which is a concern. 629