After playing boss mode solo a few times, I've begun tinkering in my head about a progressive/campaign/"legacy" version.
First, start a single boss mode game as normal. Players get $30 and 12 cards (two sets of 6) like normal during deckbuilding phase.
After the tournament is over, but before you remove cards from the tableau, follow these two steps:
1. Award one prize support promo based on the tournament outcome, if the players beat the boss:
- If the players beat the boss by (100 * number of players) RP, randomly select an unused Gold promo set. Each player receives one card from this set.
- If players beat the boss by (50 * number of players) RP, randomly select an unused Silver promo set. Each player receives one card from this set.
- If players beat the boss by less than (50 * number of players) RP, randomly select a Bronze promo set. Each player receives one card from this set.
2. Players may sell up to 6 Singles from their tableau. The amount of money gained from each card is equal to the printed star value, minus one for each Meta card that the card matched during the tournament.
(Example: Tournament meta was Air/Citizen. I sell King of Faraway Mountain. His printed star value is 5, but he matched both Meta cards so I only receive $3.) IMPORTANT: Note how many cards each player sold during this step.
Begin another single-round boss mode game. Players keep all cards from their binder and unsold cards from the tournament. Replace the fusion promo sets with other random sets from the box. During this deckbuilding phase, players do not receive $30. (Character abilities can still award dollars.) At the start of each 7-minute portion of the deckbuilding phase, players receive X cards (instead of 6) from the top of the Store deck, where X is equal to the number of Singles that player sold at the end of the last tournament.
(Players that choose not to sell any Singles at the end of the tournament can try to make changes from their binder, or sell cards using their Sell markers like normal to acquire money. However, they will not receive any free packs during deckbuilding phase at all, unless otherwise granted by a Character power.)
Between games, keep all cards that are fused or removed from the Aftermarket in the game box. The 9 cards for sale in the Store can be shuffled back into the top of the Store deck before starting the next deckbuilding phase.
Between games, keep a player's binder of cards together. Make a note of how many dollars that player has, and how many packs they will receive in the next deckbuilding phase. Also, keep the Store deck together and separate from the discards.
The Store deck will become smaller as you play through the "block". When the Store deck is exhausted (or upon players' mutual agreement, if it appears that the deck will be insufficient to make it through a deckbuilding phase), replace all expansions and create a new Store deck from the core set cards that are not in players' binders. During the next tournament, cards from the removed expansions are legal for one last time. Singles from these sets that are sold after the tournament are worth half their normal value (after subtracting for Meta), round up. Any cards from these sets that remain in players' binders after the tournament are retired (returned to the box); players who lose cards this way do not receive dollars or other compensation.
Promo sets can be included in rotation when the "block" ends, or otherwise they will naturally rotate in and out of availability based on whether players collectively have any cards from the promo set in their binders.
Each character can carry over their own binder, dollars, and pack count from game to game. Characters can be added or dropped as available. New characters receive $30 and 12 packs during their first deckbuilding phase as normal. Characters can also "quit", returning their binder to the discards in the box and sitting out at least one deckbuilding/tournament session.
(I've thought about adapting this idea for the regular game, but the collections, friendships, and non-tournament VP scoring keep posing a challenge. Since the entire object of boss mode is to win the tournament, this lends itself more nicely to a progressive model.)
Did this work? I would be interested to try.