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Craig Rios
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- Nimrod

- Mole Man

- Spider Queen

- Zemo (Captain America Expansion)

- Stryfe

- Odin

- Loki

- Ragnarok

I am hoping some of y'all can recommend combos of schemes/villains/henchmen that make these Masterminds a real pain in the bum.

Thanks!
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Ranger Rob
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Keeper of the *** Marvel Master Database *** A custom card directory for Marvel Legendary.
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I can't talk about pain to beat. But I can put forth the most thematic / true to the Marvel Universe lineups these Masterminds would have.

https://boardgamegeek.com/thread/1226852/rangerrobs-marvel-u...

Some of these are tough...others not so much.
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Nimrod, Super Sentinel: Use no Tech. Use Thor or Lady Thor.

Mole Man: Use a tough scheme, maybe Organized Crime Wave, Steal the Weaponized Plutonium, X-Cutioner's Song, Deadlands Hordes Charge the Wall, Sinister Ambitions, Brainwash the Military, or Deadpool Wants a Chimichanga. Use Villains/Henchmen with Rise of the Living Dead. Consider pairing up with another Mastermind using the scheme Dark Alliance.

Spider-Queen: See above for Mole Man. Also, maybe use the schemes Midtown Bank Robbery or Replace Earth's Leaders with Killbots. Use no Spider-Friends Heroes.

Baron Heinrich Zemo: Use no Bystander-rescuing Hero decks. Use no Avengers. Use the Thanos Hero.

Stryfe: Use no X-Force Heroes. Play with extra Master Strikes. Use the Villains playmat.

Odin: Use no Foes of Asgard Allies. Use the Scheme named The Fountain of Eternal Life. Use the Ghost Rider Hero.

Loki: Use the Scheme named The Legacy Virus and only base set Heroes. For a super challenge, use that scheme and choose from these Heroes: Wolverine (Base set), Nightcrawler, Black Cat, Gamora, Shang-Chi, Old Man Logan, Proxima Midnight, Tigra.

Ragnarok: There's a great setup someone else put together using the H.A.M.M.E.R. Infiltrator Scheme, the S.H.I.E.L.D. Elite, and Cape-Killers. Personally, and maybe more generally try removing all Ranged Heroes, Strength Heroes and play the scheme Massive Earthquake Generator. Alternatively, try Bathe the Earth in Cosmic Rays, Flood the Planet in Melted Glaciers, Intergalactic Kree Nega-Bomb, Last Stand at Avengers Tower, or Fragmented Realities.
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Michael Green
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Moleman: Any scheme involving KOs, or villain escapes, eg Massive Earthquake Generator, Fountain of Eternal Life.

Stryfe: Crush Them With My Bare Hands
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Michael Green
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Ragnarok: Use Heroes with Divided/Dual-Class cards. These Hero decks especially might be good as they're mostly Divided/dual-class:
Storm/Black Panther, Cloak & Dagger, Beast, Black Panther

If you need more, pick ones with Divided/Dual-Class Commons, eg Captain Marvel, Dr Strange, Black Bolt, Goliath, Stature.
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Mike Runnestrand
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One of the Challenge Modes from the Dark City rules (Hell On Earth, I think) has you play 2 cards from the villain deck per turn. If the game ever seems too easy, do that. You won't win.
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Craig Rios
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TheUbiquitous wrote:
Nimrod, Super Sentinel: Use no Tech. Use Thor or Lady Thor.

Mole Man: Use a tough scheme, maybe Organized Crime Wave, Steal the Weaponized Plutonium, X-Cutioner's Song, Deadlands Hordes Charge the Wall, Sinister Ambitions, Brainwash the Military, or Deadpool Wants a Chimichanga. Use Villains/Henchmen with Rise of the Living Dead. Consider pairing up with another Mastermind using the scheme Dark Alliance.

Spider-Queen: See above for Mole Man. Also, maybe use the schemes Midtown Bank Robbery or Replace Earth's Leaders with Killbots. Use no Spider-Friends Heroes.

Baron Heinrich Zemo: Use no Bystander-rescuing Hero decks. Use no Avengers. Use the Thanos Hero.

Stryfe: Use no X-Force Heroes. Play with extra Master Strikes. Use the Villains playmat.

Odin: Use no Foes of Asgard Allies. Use the Scheme named The Fountain of Eternal Life. Use the Ghost Rider Hero.

Loki: Use the Scheme named The Legacy Virus and only base set Heroes. For a super challenge, use that scheme and choose from these Heroes: Wolverine (Base set), Nightcrawler, Black Cat, Gamora, Shang-Chi, Old Man Logan, Proxima Midnight, Tigra.

Ragnarok: There's a great setup someone else put together using the H.A.M.M.E.R. Infiltrator Scheme, the S.H.I.E.L.D. Elite, and Cape-Killers. Personally, and maybe more generally try removing all Ranged Heroes, Strength Heroes and play the scheme Massive Earthquake Generator. Alternatively, try Bathe the Earth in Cosmic Rays, Flood the Planet in Melted Glaciers, Intergalactic Kree Nega-Bomb, Last Stand at Avengers Tower, or Fragmented Realities.


Thank you!! Do you have any suggestions to make the Emperor from Secret Wars (blanking on his name) more difficult?

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Craig Rios
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dontfeedthegreen wrote:
Ragnarok: Use Heroes with Divided/Dual-Class cards. These Hero decks especially might be good as they're mostly Divided/dual-class:
Storm/Black Panther, Cloak & Dagger, Beast, Black Panther

If you need more, pick ones with Divided/Dual-Class Commons, eg Captain Marvel, Dr Strange, Black Bolt, Goliath, Stature.


Thank you again! Same question about the Emperor. Any suggestions?
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Sure!

Immortal Emperor Zheng-Zhu: Don't use Marvel Knights. Play with the Scheme named Secret Invasion of the Skrull Shapeshifters or, for an easier game, Reveal Heroes' Secret Identities. Avoid playing with Flood the Planet with Melted Glaciers. Alternatively, play with any combination of the following: Spider-Man, Symbiote Spider Man, Elektra (for an easier game), Superior Iron Man, Ultimate Spider-Man, Silk, Spider-Gwen, Peter Parker, Stature.
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Michael Green
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nimstradamus wrote:
dontfeedthegreen wrote:
Ragnarok: Use Heroes with Divided/Dual-Class cards. These Hero decks especially might be good as they're mostly Divided/dual-class:
Storm/Black Panther, Cloak & Dagger, Beast, Black Panther

If you need more, pick ones with Divided/Dual-Class Commons, eg Captain Marvel, Dr Strange, Black Bolt, Goliath, Stature.


Thank you again! Same question about the Emperor. Any suggestions?


Well, the trick with Immortal Emperor Zheng Zhu is to cycle the HQ until a rare appears as you'll need that to reduce his attack. So anything that makes that more difficult will work.

Eg for schemes use Pan Dimensional Plague or Reveal Heroes' Secret Identities.

You can also use Heroes that are low on recruit and don't have low cost cards (ie cost 2 or less), so that it is difficult to cycle the Hq to see the rares and then tricky to pick them up when they do appear. Eg use Hulk, Hawkeye, Iron Man, Old Man Logan & Black Bolt.

You might also try a Dark Alliance with Zombie Green Goblin to eat the rares. Or use Superhuman Registration Act so Yellowjacket stomps on them.
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Darth Ed
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Have you considered the official challenge modes (from the Dark City rules sheet)?

Dark City rules sheet wrote:
If you want an even greater challenge, you can also try one or more of these ten new optional Challenge Modes. Combining a Mastermind, a Scheme, and a Challenge Mode provides an even greater number of combinations. Beware: some Challenge Modes are crushingly difficult!
1) Gimpy Hand: Each player’s hand size is five cards instead of six.
2) Opening Salvo 1, 2, 3, 4, 5, or 6: At the beginning of the game, each player gains that many Wounds.
3) Growing Threat: The Mastermind gets +1 each time they are defeated.
4) Army of Evil 1, 2, 3, 4, or 5: Each Villain gets + equal to that number.
5) Endless Hatred: Whenever you complete a Scheme Twist, also play the Mastermind’s Master Strike ability.
6) Evacuate the Wounded: Whenever a Hero you own is KO’d, you gain a Wound.
7) Final Blow: After you defeat the Mastermind’s four Tactics, you must still fight them a fifth time to claim the actual Mastermind card and win.
8) Plots upon Plots: Whenever you complete a Scheme Twist, play another card from the Villain Deck.
9) Pain upon Pain: Whenever you complete a Master Strike, play another card from the Villain Deck.
10) Hell on Earth: Play two cards from the Villain Deck each turn instead of one.
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Justin H

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One word FragmentedRealities
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Eric Reiter
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DarthEd wrote:
Have you considered the official challenge modes (from the Dark City rules sheet)?

Dark City rules sheet wrote:
If you want an even greater challenge, you can also try one or more of these ten new optional Challenge Modes. Combining a Mastermind, a Scheme, and a Challenge Mode provides an even greater number of combinations. Beware: some Challenge Modes are crushingly difficult!
1) Gimpy Hand: Each player’s hand size is five cards instead of six.
2) Opening Salvo 1, 2, 3, 4, 5, or 6: At the beginning of the game, each player gains that many Wounds.
3) Growing Threat: The Mastermind gets +1 each time they are defeated.
4) Army of Evil 1, 2, 3, 4, or 5: Each Villain gets + equal to that number.
5) Endless Hatred: Whenever you complete a Scheme Twist, also play the Mastermind’s Master Strike ability.
6) Evacuate the Wounded: Whenever a Hero you own is KO’d, you gain a Wound.
7) Final Blow: After you defeat the Mastermind’s four Tactics, you must still fight them a fifth time to claim the actual Mastermind card and win.
8) Plots upon Plots: Whenever you complete a Scheme Twist, play another card from the Villain Deck.
9) Pain upon Pain: Whenever you complete a Master Strike, play another card from the Villain Deck.
10) Hell on Earth: Play two cards from the Villain Deck each turn instead of one.


Agreed. Also use the Challenge Modes Heroic, Champion and Legendary which respectively add +1,+2 and +3 scheme twists to the villain deck.
I find that taking any of the easy to defeat core masterminds and bumping the scheme up to Champion or Legendary mode really creates a nice challenge. Likewise, just simply adding more Attack to them works too. Red Skull is largely agreed to be one of the easiest, if not the easiest, mastermind to defeat, but try him out at Tyrant level (+3 attack) and Champion Mode (+2 scheme twists)


I also highly recommend you keep things as random as possible. Many of these masterminds that people say are so easy to defeat are a different story when you can't KO the SHIELD agents and Troopers from your deck.
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