In last week’s Audio EXP: #3’s chat I gave the thumbs up to Marvel’s Crisis Protocol. Hard plastic sprue miniatures and great-looking terrain bought off the shelf? It’s Games Workshop meets superheroes. Surely it’ll do well.
We learn a lot from the credits are alone. Asmodee North America is involved (which is why Fantasy Flight Games let Atomic Mass Games crash their Gen Con set). The lead developer is Will Pagani, and game design is by William Shick.
Dallas Kemp is sculpting director with sculpting by Dave Kidd, painting by Brendan Roy and Kemp.
It’s a game for two players with the winner the first to reach 16 victory points.
Missions are created when two different Crisis cards are combined. Each Crisis card will have a Secure goal and an Extraction goal which will be used to determine the Crisis type for the mission. Each mission also has a ‘Maximum Threat’ level, which means you will not always be able to deploy Omega-level mutants to the battlefield.
Creating a mission in Crisis Protocol
- The player with priority determines whether the game will be a Secure or Extraction mission and then draws two cards of the right type.
- The rival player draws two cards from the opposite deck.
- The players decide on one Crisis card each and simultaneously reveal them.
- The player with priority picks the Maximum Threat from one of the revealed Crisis cards. That lets the level for the game.
- The rival player then gets first choice of table edge on which to deploy their miniatures.
- Players then set up the mission as instructed by their Crisis card.
The game is played with special d8s. The d8s are decorated with six different possible sides; Critical (1 per die), Wild (1 per die), Hit (2 per die), Block (1 per die), Blank (2 per die) and Failure (1 per die). The rules note that failures cant be rerolled, which makes them worse than the ‘Blank’ result.
Are you looking forward to Marvel’s Crisis Protocol?