Kyle Kyra (they/them) writes fiction, nonfiction, and poetry. They live in a sleepy Nebraska town. Yes, corn lives outside their back door. They hold a BFA in creative writing from the University of Nebraska at Omaha, and their work has appeared in Menacing Hedge, Spank the Carp, Danse Macabre, The Door is a Jar, The Collidescope, and other journals and anthologies.
Happy Wednesday, Geekly Gang! Kyra Kyle here. Today marks April’s fifth Wednesday, so that means our writers will share personal updates over the past three months or so since our last update. Honestly, I don’t know if we’ll hear from Season and Skye this month, but you’ll get an update from me. Here’s what I’ve been doing these past three months.
Kyra’s Personal Update
If you’ve been following my Game Design Brain Dump series lately, you’ll know all about the Great Plains Game Festival (GPGF) and how I submitted three games for its inaugural Playtest to Win Event. My designs weren’t checked out as much as I would’ve liked, but I got some good feedback. Spill the Beans and Whirligig Pets received mostly praise, so those two games are pretty much ready to submit. And I have begun submitting Spill the Beans. That’s one part of my New Year’s Resolution down. I have a submittable board game, and I’m submitting it to various companies.
Whirligig Pets needs a promo video, but that may occur as soon as today. I have a script and a ring light. Let’s do this thing. I’ll share whenever I begin submitting Whirligig Pets and whatever happens with any responses. Fingers crossed that I’ll hear something back from my first wave of Spill the Beans submissions. While I’m sure these companies receive multiple queries daily (I went with some larger board game publishers first), I was hoping I would have heard something back from someone by now. I may wait a week or two and follow up.
I also submitted No Kings to GPGF’s Playtest to Win Event. That one needs more work. I’ll try various things to see if I can jazz up the gameplay. I’ve mentioned in a past Brain Dump that popular art’s sweet spot between familiar and strange could lie in the following Venn Diagram.
Evidently, No Kings leans toward the “Potentially Boring” side of this Venn Diagram. I have some ideas to shake up the design, and multiple people signed up for No Kings’ notifications. No Kings had more followers than the other two games. Most people who responded sounded as if they would give the game another chance. But before I send the game back into the wild, I’ll send it through the meat grinder a time or two.
Moving from the games I’m designing to games I’m playing, I’ve dove into the Marvel Multiverse RPG or MMRPG or the d616 System. That’s a lot of nicknames for one game. Anyway, I will be running a one-shot MMRPG scenario at the Nuke-Con Aftershock Event next month (May 16, 2026) at the Bellevue (Nebraska) Public Library. If that goes well, you could see me at a Free RPG Day Event at the end of June. Regardless, I’ve busied myself by converting some of the TSR Marvel RPG of the 1980s into the d616 System. Roll Charts! Woo hoo! My future holds countless hours of rolling up characters with ridiculous origins and powers.
And since I’m old enough to have played the 1980’s TSR Marvel RPG, I regret to inform you that I’ve had lower back pain for the past several days. I haven’t been able to leave the bed too often. While that helps me read four resource books for the MMRPG and catch up on some other reading, I haven’t been able to sit for prolonged periods. I’m on the mend. I’ll get back to writing and game design real soon.
I’ve been submitting here and there to literary journals, but for the most part, that’s all I have for these past couple of months. Let’s check in with Skye.
Skye’s Personal Update
Long story short: I got a new job.
This has taken up the majority of my time over the past few months. I wasn’t getting enough hours at my movie theater job, which was having a negative effect on my income and prompted me to seek out new employment. Ultimately, I landed a job at Carvana. In all honesty, I didn’t even expect to get an interview for this position (let alone get hired), but I’m very glad that I did. I like going on adventures with Carvana.
So far, things have been going well; the only difficult part has been sorting out my hours between my new job and my theater job. Yes, I ended up keeping the theater job. The good news is that I’m getting the hours I need; the bad news is that my free time is completely unpredictable now. I’ll still try to post and update whenever I can, and I still love being a part of the Geekly Community.
We geeks gotta stick together, right?
Hey, hey! Kyra Kyle here again. Thank you for reading, and wherever you are, I hope you’re having a great day.
Hey, hey, Geekly Gang! Kyra Kyle here with another week of Geek News. We missed the past couple of weeks; I’ve been busy getting my board games more polished. How have you been these past few weeks? I’ve been tired. Sheesh! My board games are better, but they can always be improved. Getting back to Geek News, we have a handful of new board games and video games this past week, and we’ll get to them soon enough, but let’s catch up on some headlines.
We’ll begin our headlines with PlayStation 6 news. We had quite a few, and we’ll discuss both major ones (backward compatibility and the number of PlayStation 6s we should expect to see), but we’ve been discussing console news for some time. Let’s talk about Bethesda. Ah, Bethesda, the answer to which AAA video game developer releases games with the most bugs.
Starfield Update 1.000.003 Fixes PS5 Bugs?
Bethesda released Starfield earlier this month. Has it really been less than a month? Yikes! Immediately, PlayStation fans unearthed numerous bugs and crashes. Typical Bethesda Softworks. One would think Bethesda would’ve had enough time between Starfield’s Xbox-exclusive release last year and its PlayStation 5 release this year to iron out any bugs, but that isn’t the case. Sony has always had a more difficult coding language, increasing the time needed to release a game on the console, and since Bethesda released Starfield on the Xbox Series S/X in a broken state, the company sank all of its time fixing the Xbox bugs and developing expansions for the new title that the company dedicated little, if any, time to making sure the same bugs didn’t plague the PlayStation 5 release.
Turns out Starfield found new bugs with the PlayStation 5. Reported crashes abound. Players couldn’t save their games. So, Bethesda released Starfield Update 1.000.003 to fix the reported crash issues, but there’s a catch. The patch only fixes issues on the PS5 Pro. If you have the base console, you’ll need to wait longer. As of writing this post, Bethesda has yet to release a patch that will fix the base console PlayStation 5. Maybe the fix drops within the next twenty-four hours, and this is an old news post. But PlayStation 5 owners will still experience plenty of bugs. Update 1.000.003 only fixes some of the bugs. It makes the game playable, but not enjoyable.
And even if Bethesda releases a patch for the baseline PlayStation 5, Starfield’s PS5 release marks the direction the company appears to have taken. Release a new game on Xbox. Give Xbox a year of exclusivity. Spend the entire year fixing the Xbox version of the game because they didn’t release the game in a playable state. Then, when PlayStation owners finally get their copy of the game a year later, repeat the process on the other system. This doesn’t look good for PlayStation owners for Elder Scrolls VI or Fallout 5. If this trend persists, PlayStation owners will have to wait one and a half to two years for the next game in those series. Exclusivity is one thing, but we’ll need to keep an eye on when Starfield becomes an enjoyable experience on PlayStation 5.
PlayStation 6 News
We’ll begin with the definitely good news if true for the PlayStation 6. According to Tom from Moore’s Law Is Dead (MLID), a leaked Sony document with the codename “Canis” states the new PlayStation 6 will support backward compatibility with PS4 and PS5 games. The rumored handheld variant, more on that in a bit, will also run PS6, PS5, and PS4 games. Sony has not confirmed these PS6 backward compatibility claims, and the leaked document is described as “years old,” meaning Sony’s plans may have changed.
If true, this is great news. But I can’t stress enough that this document is described as “years old.” A lot can change in a handful of months. Just ask Bethesda, star of our last segment. Regardless of whether the PlayStation 6 is compatible or not with PS4 and PS5 games, another document, also leaked by MLID, suggests we won’t need to wait long for the PlayStation 6. At one point, possibly “years ago,” Sony intended to release the PlayStation 6 next year (2027). I don’t know how I feel about the PS6 releasing next year. Late last year or early this year (I forget) Sony closed down the PlayStation 4’s online store. Typically, Sony does this to make way for a new console. So, the release date of 2027 makes sense based on Sony’s actions.
But the pandemic slowed down the manufacturing of the PS5, and developers have yet to dig deep with the current console’s features. The PS6 releasing next year seems too soon. It also doesn’t bode well that the PlayStation 5 is the first console to go up in price toward the end of its run. Sony may need to figure out the memory chip crisis. (Thank you, AI, for gobbling up the memory chips.) Personally, I could wait an additional year or two. But what do you think? Let us know in the comments. Would you be excited if the PS6 were released in 2027?
The PS6 release date wasn’t the only thing divulged in a series of leaked documents. Sony plans to move away from a single-console-at-a-time strategy and intends to release three unique versions of the PS6. And we get suggested prices for these systems. Keep in mind, this leaked document was “years old,” which could mean these prices were based on figures before the memory chip crisis. (Screw you, AI.) The flagship console PlayStation 6 could be as little as $999. Yikes! A PS6 Handheld could range between $499 and $699. And a budget-friendly, watered-down PS6 Series S or Lite could range in price between $349 and $549. There’s a lot to unpack.
I don’t have too many notes for the PS6 Handheld. $499-$699 is in line with high-end handhelds. I’d imagine a PS6 Handheld will be more powerful than the Nintendo Switch 2, which hovers just shy of that range. But again, the prices could increase. Speaking of increasing prices, leaker MLID believes the flagship PS6 could be as much as $1199 with rising prices. Double yikes! And then we get to the odd duck of the bunch, the PS6 Lite. We’ll go with Lite.
The Xbox Series S/X has proven the dangers of producing two consoles with the same name but differing capabilities. It’ll be difficult for a PS6 Handheld to work at the same level as a flagship PS6, but that’s to be expected. That’s forgivable. Two home consoles of differing capabilities cause frustration and confusion.
Do you release a title on the flagship PS6 and not for the PS6 Lite because the game requires too much computing power? That would leave PS6 Lite owners feeling like they don’t own a PS6, so what would be the point of owning a PS6 Lite? Do developers code toward the flagship PS6 and short shrift the PS6 Lite? Bethesda did just that in our other segment, favoring the PS5 Pro over the base PS5. Technically, both consoles received the game, but one gets a playable version of the game and the other doesn’t. Or do developers code for the lowest common denominator and favor the PS6 Lite? This would render an upgrade to the flagship PS6 meaningless. $999 (or $1199) is a lot to drop on a meaningless console upgrade. Each developer will make their own choices. The choices will differ. And the result is bedlam.
Again, this leak comes from a dated (years-old) document. Sony’s plans might have changed, but I’ll also remind readers that Sony shut down the PS4 store, meaning the company intends to release the PS6 sometime soon (with its store only servicing PS5 and PS6 owners). And again, I’ll advocate for Sony and Xbox waiting to release their new consoles until after the memory chip crisis resolves. The only reason Sony intends to release a flagship PS6 and a PS6 Lite is that memory chips are so expensive. $999 as the low-end for a new system could price out countless gamers. I don’t know if I’m ready to drop $1199 on a console. I may return to retro gaming. Yowza!
This is a developing story. We’ll keep you posted if Sony confirms or denies any of these leaks.
Reactor Rescue Launches on KickStarter
In Reactor Rescue, players take on the role of engineers whose spacecraft have malfunctioned while en route to fix a failing reactor in the city of Electra. Each player must repair their own vehicle by building real electronic circuits, before returning to the city. Only one engineer will complete their mission.
To make repairs, players must collect electronic component cards that represent real electronic parts such as a LED, buzzer, switch, motor, sensors etc. These parts are then used to build actual working circuits using modular, magnetic Labbox blocks.
There are three level of circuit cards, that represent specific circuit blueprints, that players need to complete by managing scarce resources.
Gameplay involves strategic card management, circuit-building, and a strategy to fix your vehicle first. Players can lock in components for future use, swap cards from the deck, and physically test whether their circuits function as required. The first player to complete all their vehicle’s circuit repairs wins the game.
Thank you for the description, HaPe International and Labbox (Reactor Rescue’s publishers). Reactor Rescue has massive toy factor. The game also looks great on the table, so phenomenal table presence. Reactor Rescue is one of those games passersby can’t help but pause and watch for a few rounds. While the game length (1-2 hours) gives me pause, the mechanisms and the game’s description above make me think individual turns won’t take too long.
Throw in some STEM elements, and Reactor Rescue is one of those educational games I wouldn’t have mind playing when I was young. That being said, Reactor Rescue skews toward the younger side with its demographics. Still, I would say no to a round or two of Reactor Rescue. It looks engaging. I could find enjoyment connecting the circuits to one another. In short, Reactor Rescue looks cool. Its pledge levels run a little on the high side, ranging from $75-$291, but I don’t know too many people, outside of educators, who would want the nearly three-hundred-dollar version of Reactor Rescue. You’ll find plenty at the $75 level. If you’re interested in Reactor Rescue, check out its KickStarter page.
Button Shy Micro Games: Spring 2026 Arrives on KickStarter
Button Shy releases their first collection (for 2026). That’s right. Button Shy Micro Games has released their Spring 2026 collection. A few reprints (Rove: Results-Oriented Versatile Explorer, Aqua Rove, and a secret reprint) join newcomers Astro Rove, The Rise of a Jarl, Everything Machine, and Shaper. We won’t discuss the reprints too much, they’re previous versions of one of the new games (Astro Rove), anyway, so let’s get to the new stuff. Bring on Astro Rove.
Astro ROVE is a solo spatial puzzler. The player must complete missions by using their movement cards to align ROVE’s modules in the proper pattern. As ROVE travels further, efficient use of movement points and module abilities becomes paramount to success. Thanks for the description, Button Shy.
I’ve never played ROVE, but the concept sounds great for a solo game. Clearly, the game has fans. Astro ROVE may be the twelfth or fifteenth entry in the series. I don’t count as well whenever I have to take off my shoes to count toes. This proves ROVE has plenty of fans, and I may have a new series to explore.
Build up your Viking civilization through resource management, balancing expansion with defense to protect your gains. Devote your efforts to long-term innovations or focus on accumulating wealth and increasing your population. Forge your own path through the Viking Age and leave your mark on the known world.
I’ll say thank you to Button Shy again for the description for The Rise of a Jarl, but that’ll be a blanket thank you. All future descriptions of Button Shy Games will be by the publisher. The Rise of a Jarl intrigues me. I don’t know of too many 4X solo games. It’s also an engine-building game with options. If multiple paths are equally valid for winning, sign me up. And the artwork for the games in this collection are what we’ve come to expect from Button Shy. Top notch.
Each turn, the team of engineers queries a row or column of the grid, and the Machine player provides a clue that fits all of the hidden attributes of the queried cards. As the Engineers guess, cards are revealed or removed from the grid. Final scoring is determined by the total number of turns required as well as incorrect guesses, so move quickly and accurately to earn the best score.
Oh, my! Everything Machine is one of those games I would like to play, but would stink at playing. Speed could make Everything Machine trickier than most games of this ilk. In the example above, “natural” and “bright” are the two clues on the back of the card, so in this example, the clue giver (the Machine) says, “sun,” because the sun is natural and bright. It fits both criteria. I don’t know how I feel about blurting out answers to beat opposing players, but I do like quick and easy word games.
Create unique images to communicate your secret clue in this cooperative picture-making game. Take turns channeling your inner artist to complete all the clues and win.
We go from a word-guessing game in Everything Machine to a picture clue-making game in Shaper. I like the concept of abstract art cards being used to create shapes. Shapers sounds like a more interactive Dixit. I’d definitely give this one a try.
And those are all the new games in Button Shy’s Spring 2026 collection. I do wonder when a wallet game (a game that fits inside a wallet) can still be considered a wallet game with a dozen or more expansions. I’m looking at you, ROVE. Still, I’m always interested in new Button Shy releases. The company has a great track record for fantastic games that take little table space. If only one game strikes your fancy, you may pledge $15. Or you could get all the games for $54. If you’re interested in Button Shy’s Spring 2026 collection, check out its KickStarter page.
Yotei Launches on KickStarter
Set in Niseko, a breathtaking region on Japan’s northern island of Hokkaido, this board game brings the local scenery, people, and wildlife to life. We’ve paid special attention to environmental sustainability by using Hokkaido-sourced wood for the tokens, while the artwork—created by a talented Japanese illustrator—is based on real people, landscapes, and events from the community.
In this game, you’ll craft the most enchanting Hokkaido town. Your currency? Potatoes. Bid with them, unearth more when you run short, and welcome the delights of the north: savory ramen, melt-in-your-mouth wagyu, delicate sushi; wild trout, mighty Ezo-bears, curious red foxes; and iconic developments from snowy ski resorts to serene hot-spring villages. With evolving tactics each round, the game stays fresh and captivating from start to finish.
Play this game to experience an authentic slice of life in Hokkaido. Despite the adorable “kawaii” illustrations, it’s a highly strategic, heart-pounding contest that will leave you eager for “just one more round.”
Thank you, Kumagera Seisaku G.K., for the description. Yotei looks amazing. I love the bits. Those pawns (pictured above) look adorable. They play well with the 3D wooden pieces. I can’t believe Yotei fits so much game into a small box, or at least a smaller box. Games only last 30-60 minutes. The publisher using the phrase “just one more round” in its description rings true if games of Yotei don’t take too long. The theme screams life in Hokkaido. I know Season would want to get her hands on this title. I don’t blame her. With multiple paths to victory, Yotei is on my radar. If you’re interested in Yotei, check out its KickStarter page.
Vampire Crawlers: The Turbo Wildcard from Vampire Survivors Releases
From the creators of Vampire Survivors comes a turbo-charged, turn-based roguelite deckbuilder. Deal world-ending combos, blitz through infested dungeons, and master the Turboturn to obliterate hordes of familiar foes with a chaotic hand of cards. Vampire Crawlers: The Turbo Wildcard from Vampire Survivors is a way too long title for a video game. Let’s shorten it to Vampire Crawlers. Even though Vampire Crawlers is set in the same universe as Vampire Survivors, players don’t need to have played the previous game to play this one. Vampire Crawlers has also received overwhelming praise.
Vampire Crawlers channels its inner Slay the Spire, but it’s so much more than that. I’ve said it before, and I’m saying it again, roguelites are having a moment this past year to year and a half. Vampire Crawlers is just the latest in this trend. And with a suggested MSRP of around $10, Vampire Crawlers has an attractive price point. Why not give the latest, hot roguelite a shot? Vampire Crawlers is available on PC, PlayStation 5, Xbox Series S/X, and Nintendo Switch.
Tides of Tomorrow Releases
From the makers of Road 96 comes a groundbreaking narrative adventure. Your choices shape the story for other players. Follow in your friends’ footsteps, face the consequences of their actions, and choose the fate of this plasticpunk world. Thank you for the description, THQ Nordic. Tides of Tomorrow sounds groundbreaking. My actions will impact my friends. What? Tides of Tomorrow’s promotional video also suggests following in the footsteps of your favorite online creators. While that also sounds amazing, I can see parasocial relationships deepen with games like Tides of Tomorrow. Potential consequences aside, Tides of Tomorrow sounds amazing.
Tides of Tomorrow has received great reviews. It hasn’t received as many reviews as I would like in certifying the game as having amazing reviews, but still, the reviews I have seen have touted Tides of Tomorrow. The biggest issues I’ve seen (from critics and gamers alike) echo some of the ones I mentioned above. If you can affect the game for others, griefers can–and will–have a field day. Yowza! I didn’t even think about griefers. But Tides of Tomorrow does give players the option of who to follow. If you want the best game experience, choose wisely. So, I’m thinking I don’t follow Dr. Disrespect’s storyline. LOL Tides of Tomorrow is available on PC and PlayStation 5.
Kiln Releases
Grab your friends to assemble a team of colorful spirits, then sculpt ceramic battle armor on a pottery wheel. The size and shape of your pots determine their play-style and abilities—work together to douse the enemy’s kiln. From Double Fine Productions (the same publishers of PsychoNauts and Brutal Legend) comes Kiln. Don’t look now, but we have three new video game releases that have good to great reviews. And we have another game with innovative mechanisms. In Kiln, players construct their own armor and weapons on a massive pottery wheel and unleash them on the enemy team.
I love Kiln’s graphics. They’re equal parts whimsical, adorable, and impressive. I hope the gameplay matches the frenetic energy of the angry pot, picture above. Kiln knows what it is. It’s a party game and doesn’t try to be anything else. Something tells me that I won’t mind losing in a game like this. Kiln has the vibe of a game that doesn’t take itself seriously, so why should players take the outcome of the game too seriously? I can’t wait to sculpt ceramic battle armor. Rawr! Kiln is available on PC, PlayStation 5, and Xbox Series S/X.
And that’s all the Geek News we have for this week. Which games are you most interested in playing? Let us know in the comments. Thank you for reading, and wherever you are, I hope you’re having a great day.
Happy Saturday, Geekly Gang! Kyra Kyle here with this week’s Daredevil: Born Again review/reaction. This week’s episode, “Requiem,” breaks away from the show’s recent trend of focusing on a few specific characters. “Requiem” also showed how too many characters can cause problems with building a compelling story.
Honestly, I forgot just how many characters Daredevil: Born Again attempts to juggle. “Requiem” even added Jessica Jones to the mix. I doubt Jones will show up again until the final, final battle. Yes. Daredevil and Kingpin square off near the end of this episode. I doubt that’s the final, final fight between the two this season. I don’t know where to begin. I started with Jessica Jones, and she does show up at the beginning of “Requiem,” so she may be as good a place to begin as any.
Jessica Jones has a child, presumably with Luke Cage. When she speaks with Daredevil, Jones mentions that her powers have become unstable after giving birth (that shows up later in this episode) and that “some of their kind were willing to comply with Kingpin.” Does that mean Luke Cage surrendered himself to the Anti-Vigilante Task Force (AVTF)? Maybe. Charlie Cox (Daredevil) has expressed interest in Mike Colter returning to his role of Luke Cage. This could open the door for that. I wouldn’t say no to Colter making another run as Cage. But Cage–and Jessica Jones–deserve their own show or shows.
Jessica Jones doesn’t have much to do in “Requiem.” We catch glimpses of her taking out the AVTF at her house, she shares a rooftop conversation with Daredevil, and helps Daredevil crush the AVTF at the Red Hook docks, but not before showing her powers being flaky. It was fun seeing Ritter return as Jessica Jones. It will be fun if Mike Colter reprises his role as Luke Cage. But it’ll be less fun if Jones and Cage play second fiddle to Daredevil in a show. This is Daredevil: Born Again. The show bears Daredevil’s name and has introduced its fair share of new vigilantes. There’s a reason the AVTF exists.
While there are rumors of a Defenders revival, I’d like to see Jones and Cage in their own show together, or at least give the two a special presentation like the one The Punisher will get in the middle of next month. I can’t wait for The Punisher Special. I believe Marvel plans to give Jones/Cage a show or special, but they’ll needto convince Colter to return to the Luke Cage role. Charlie Cox has been on record, saying he wants Colter as Cage. Colter hasn’t yet shared that sentiment.
With Jones out of the way, let’s get back to Daredevil: Born Again’s core characters. Or at least who I think should be Daredevil: Born Again’s core characters. Kingpin doesn’t take his wife’s death well. Gasp! JK. That didn’t surprise me. It also didn’t surprise me when Kingpin murdered the doctor who failed to save his wife, even though the doctor undoubtedly did everything he could to save Venessa. Kingpin attends Venessa’s funeral, and then we don’t see him until his fight with Daredevil. The fight leans into Kingpin’s loss. We even get a moment when Kingpin laments destroying the painting her purchased from Venessa (also signifying the day they first met). It was done well enough, but it felt forced. “Requiem” had too many other characters and story threads to tackle.
Ironically, Daredevil also had little screen time. Sure. He and Jones took down the AVTF (as I mentioned above), he shares a tense moment between Bullseye and Karen Page (but Daredevil served as a sounding board for Karen Page, sharing her motivation to kill Bullseye), and he fights Kingpin, but even this fight gets interrupted by Page spurring the resistance (NYC) to fight back against Kingpin and Kingpin even gets a moment to mourn the loss of his painting (his greatest connection with Venessa). I know I said Jessica Jones had little to do in “Requiem.” The same may be true of Daredevil. And this is his show.
It took the second or third viewing of “Requiem” for me to remember that Daredevil: Born Again had paired Heather Glenn (Daredevil’s ex) and Buck Cashman (Kingpin’s right-hand assassin). Heck, Vanessa set the two together at a formal dinner a few episodes ago. Please forgive me. I tried not to pay attention to the scene Glenn and Cashman shared. Buck asks Heather to choke him like Muse choked her. Yikes! I couldn’t tell if the showrunners wanted this scene to read like someone dealing with trauma (Glenn facing her fears) or Glenn and Cashman getting kinky. Maybe it’s both. If it’s both, yuck. I wanted to skip this scene the second and third time. Was Daredevil: Born Again going for uncomfortable? If so, mission accomplished. I felt uncomfortable.
Moving to another would-be romantic pairing, BB Ulrich celebrates Deputy Mayor Blake’s birthday at his mom’s house. Blake takes Buck’s advice and feeds BB–that’s a lot of “B” names–fake information about Kingpin. BB almost takes the bait, but she melts when she scans Blake’s childhood bedroom. Aw! She genuinely cares for him, and Blake cares for him because he’s been protecting BB from Buck for several episodes by this point. He can no longer protect her from Buck. This could lead to an interesting couple of episodes for Blake. Does he choose Buck, and by extension, Kingpin? Does he choose BB? Does he play both sides? This scene doesn’t take too much of “Requiem,” but it’s strong.
And that brings us back to Page and Daredevil. I don’t know if their relationship will last. We see plenty of cracks when Page threatens to kill Bullseye. Page and Murdock don’t see eye-to-eye with how to continue the rebellion. For now, it looks as if Daredevil’s methods govern the movement, but Page gets abducted in “Requiem’s” closing moments. While Kingpin murdering the doctor was a gimmie, I don’t know how he’ll deal with Page. She wants Bullseye dead. Kingpin definitely wants Bullseye dead. The two may have a shared goal.
“Requiem” tries its best to juggle all of Daredevil: Born Again’s characters, but the show has too many characters. I didn’t even mention White Tiger. She didn’t have much to do either and quickly vanished. There’s only so much screen time for all of these characters. Wait! Doesn’t Matt Murdock have a legal partner? What has McDuffie been up to these past two episodes? Oh. And I didn’t mention the brief moment we had of Matthew Lillard’s Mr. Charles. So…many…characters. But I am interested in what a Page/Kingpin exchange will look like. Next episode’s title, “The Hateful Darkness,” may hold a clue to the next show’s motif.
But what do you think? Let us know in the comments. Thank you for reading, and wherever you are, I hope you’re having a great day.
Happy Friday, Geekly Gang! Kyra Kyle here. I’ve been silent on the board game design brain dumps over the past several weeks. It’s been busy. Earlier this month, I attended the Great Plains Gaming Festival (GPGF). We’ll discuss soon, but before we get into that, I’m getting to the fun part: Submitting.
Sell Sheet
Almost every publisher requires a sell sheet, so I guess I’ll kick off this game design dump with sell sheets. Sell sheets remind the publisher what your game is all about. Below is a sell sheet for Spill the Beans (I omitted my contact information).
This sell sheet could use some more work. I always second-guess my pictures and layout. But this sell sheet contains what it needs: the name of the game, contact info, the hook (what makes the game unique), demographics (age, player count, and time), a list of components, a brief overview, and quick rundown (with visuals) of how the game is played during a turn.
The background picture (of jellybeans) is obscured by a white backdrop, making the text and pictures on top of the white backdrop legible. You don’t need a fancy background or a colored backdrop. I did so here to add a little extra color. Frankly, I may have overdone it a little. Legible text and images (of the game) are key. I like having a logo, but you don’t need one. And the tagline does enough to let publishers know what kind of game Spill the Beans is.
Next, we have an overview picture of the game. Always a plus to have in a sell sheet. Publishers need to see all–or at least most of–the game’s components. Demographics are shown to the left of the overview pic. Again, publishers need to know who the game is for, how many players the game accommodates, and how long the game takes to play. I settled on 15-25 minutes because I noticed some players strategize more than others (sending the game to 25 minutes), but I didn’t include plays of first-time gamers. The time on the sell sheet should reflect the average time it takes to play a game, not teaching the game to new players. So, of course, Spill the Beans will take a few extra minutes when someone first learns the rules. It really doesn’t take long to learn this game.
Under the overview and demographics, we find a brief (three to four sentence) description of the game, and beneath that we find what players will do (mostly) on their turns, giving publishers an idea of the game’s flow. Each turn action has a header, a picture, and a very brief explanation of each action underneath the pics. Do not include too many of the rules. That’s for the rulebook.
Finally, we get components, features, and contact info. Typically, the components section doesn’t need a detailed breakdown of each item. For instance, if your game includes 110 standard cards, potential publishers don’t need to know that half the cards are of one type and the other half is a different type. Publishers are only interested total number of cards and size. In Spill the Beans, I mention 18 Tarot-sized cards. I don’t say that eight of them are player reference cards and the other 10 are jar cards. That’s for the rulebook to explain further. Features are what make your game standout, and contact info should include your name, e-mail address, and phone number. You can see why I didn’t share that here. Lol
Sometimes, the things that aren’t included are just as important as the ones you do include. I don’t include a thorough rules explanation. I’ve seen game designers try to squeeze in their entire rulebook on a sell sheet. No! Don’t do that. Consequently, you don’t want walls of text. They’re intimidating. I don’t believe I included any flowery market language or buzz words in this sell sheet, words like unique, fun, exciting, or sustainigizing.
Wait. That last one wasn’t a word. And I didn’t mention how long I’ve been working on this game. First off, publishers don’t need to know that. It may even hurt your pitch if a publisher finds out you’ve been working on a game for years. Second, I share those details on this blog. If a publisher wants to know the story behind some of these games, they could look them up on this website. Eek!
Overview Video
Years ago, overview videos were nice to have. They are now–almost–industry standard. You can still get away with only have a sell sheet. But even the publishers who don’t require an overview video highly recommend one.
Above is Spill the Beans’ Overview Video. It’s bare bones, but I believe it’s effective. One of our writers, Season, narrates, and you’ll see similarities between the Overview Video and Sell Sheet. Sure, Season goes into the rules in a little more detail, but she really only adds what triggers the end of the game and scoring. Honestly, overview videos help folks who may be more visual learners. A Sell Sheet can only do so much. Overview Videos take the concept further.
A special shoutout to Kenneth Turner at Nerds Making Nerdy Things. Kenneth made the physical design for Spill the Beans’ spilling cup. Nerds Making Nerdy Things takes special orders. If you have an idea for a board game peripheral or even an art project like a shadowbox, feel free to contact Nerds.
I thought of Kenneth while looking at Season handling the Spill the Beans cup. Getting back to the Overview Video, you’ll need several of the same elements you’ll find in a Sell Sheet: the name of your game, the player count and approximate length (like you’ll find in demographics), the theme, the roles players take (if any), the objective, and what players do on their turn and throughout the game, which can include what triggers the end of the game and scoring. Again, we don’t include the full rules. For the fourth or fifth time, that’s why we have a rulebook. You don’t need to include fancy animations or cut-ins. The video above is simple. You also don’t want to talk too much. Show, don’t tell. Season did a good job of avoiding wordiness.
I’ve submitted Spill the Beans to board game publishers. I don’t know if I can share the names of those publishers here yet or not, so they’ll remain anonymous–for now. I’d prefer a program for board game submission that’s similar to Duotrope in the literary world, where submitters share their experiences with publishers (how long the publisher took to give a response, if they ever gave a response) in an attempt to catalogue publishers and their tendencies. I may just create one. But that’s a problem for future Kyra.
Great Plains Gaming Festival
I was triple-booked the weekend of Great Plains Gaming Festival (GPGF), so I didn’t show up for much of the convention. Friday was my big day. But my games attended GPGF all three days as part of the Playtest to Win event. In short, I was a little disappointed. My games didn’t get checked out as much as I would’ve liked. But I can honestly say Spill the Beans, Whirligig Pets, and No Kings were blind playtested. Gamers played these games by reading the rules.
I wasn’t there to explain anything. Heck! I couldn’t be there to explain anything. Spill the Beans and Whirligig Pets are ready for publication. Will they see tweaks in the future? Sure, but the core games are solid. And except for No Kings, the rulebooks make sense. No Kings needs some work to put it mildly. But yay! I can submit the other two with confidence.
My Future Events
I have so many upcoming gaming events in the coming months. You can stop by at any of these and say hi or convince me to play a game or a dozen.
Nuke-Con’s Aftershock Event: May 16, 2026 (I’ll be working one of the tables) Omaha Gaming Convention: July 10-12, 2026 (I won’t be working this one, but I will be in attendance; let’s get our game on) Omaha Pride: July 17, 2026 (I’ll be running games for Pride) O-Con: July 17-19, 2026 (at the Extra Life table; I double-booked myself again, oops–I can’t calendar)
And I think that’s it for the coming months. It’s a little early to advertise Nuke-Con in October. But that’s all I have for today’s Board Game Design Brain Dump. Hopefully, this means I’m back to doing these on a more regular basis. Thank you for reading, and wherever you are, I hope you’re having a great day.
Happy Wednesday, Geekly Gang! Kyra Kyle here. Today, our writers share what they’ve been listening to over the past month. Feel free to share what you’ve been listening to as well, because we’re all part of the Geekly Gang. I’ll kick off this post with what I’ve been listening to over the past month. It’s time for Geekly Tunes!
Kyra’s Tunes
Recently, my spouse stated that Bruno Mars seldom releases a bad track. I think she’s on to something. While I may not love every track Bruno Mars releases, most of them are catchy. “Risk It All” is another in a long line of good–maybe not the best–Bruno Mars tunes. I do like the inclusion of horns. And “I Just Might,” from Bruno Mars’s fourth solo studio album The Romantic, is a bop. Sure, I already shared that I’ve been listening to Junior Senior’s “Move Your Feet” and that song inspires “I Just Might,” but Mars has a way of making something retro cool. I change the station a lot with modern radio. I don’t tend to change the station when Bruno Mars plays.
I’ll be going a little faster with my write-ups for this month’s tunes. I have a lot of artists to get through. While one could call me a Bruno Mars fan, I wouldn’t fit the mold of an Olivia Dean fan. “The Man I Need” is the kind of safe British Soul song that has stayed in rotation for decades. Only, Dean’s “The Man I Need” sounds artificial. Maybe I’m spoiled by Adele’s voice. She has dominated British Soul for over a decade and a half; Adele’s a tough act to follow. Computerized background musack doesn’t help. Why does “The Man I Need’s” background music sound like AI Slop? Anyway, I do like Dean’s follow-up, “So Easy (To Fall In Love).” The background music is more interesting. That helps. Dean still gives a staid vocal performance, so the Bossa Nova beat delivers a lot of the track’s personality. When did the Bossa Nova become popular again? This isn’t the only new song to use the Bossa Nova.
Speaking of British Soul, I’ve been listening to Leona Lewis’ “Bleeding Love” a lot, mostly on the radio, but still. “Bleeding Love” proves British Soul’s endurance. This one came out almost two decades ago. Yikes! Lewis’s voice has more texture than Dean’s. And don’t even get me started on Des’ree’s “You Gotta Be” (1994). Ugh! I’m old, but British Soul can have personality. I hope Dean starts testing her range. She has talent.
Season and Skye have both mentioned K-Pop Demon Hunters. I won’t go into too much detail here. Fun fact: I have yet to watch K-Pop Demon Hunters all the way through. It plays constantly in my house, so I’ve seen the movie through all the clips I’ve caught in passing. In short, K-Pop Demon Hunters has catchy music. “Golden” may be my least favorite track. I’m a huge soda drinker, so I give the edge to “Soda Pop.” I may even pull out some “Soda Pop” dance moves.
I’ll spend more time on the Barenaked Ladies. I’ve listened to Maroon, pictured above, several times this past month. It may be my favorite Barenaked Ladies’ album. Sure, “Pinch Me,” “Too Little Too Late,” and “Falling for the First Time” are phenomenal, but I like a lot of the Maroon deep cuts. “Conventioneers,” “Sell, Sell, Sell,” “The Humour of the Situation,” and “Baby Seat” are fantastic tracks in the middle of the album. The next two aren’t quite my style, but Maroon finishes strong with “Tonight Is the Night I Fell Asleep at the Wheel.” I’ll listen to that one on repeat. It almost gives me a Jake Skellington origin story vibe. And the way the line “You’re the Last Thing On My Mind” changes from the track’s beginning and end is fabulous.
I’ve also been listening to the Barenaked Ladies’ Greatest Hits (technically, it’s titled Disc One: All Their Greatest Hits {1991-2001}). Again, the big hits are fantastic. Who doesn’t like “One Week” or “If I Had A Million Dollars?” But I like a lot of the lesser-known tracks on this album, too. “Get In Line” has some genuinely laugh-out-loud moments. “It’s Only Me (The Wizard of Magicland)” may be my favorite. This lost track found a home in the Barenaked Ladies’ Greatest Hits, and thank goodness. If you’re in need of self-love, throw on “It’s Only Me (The Wizard of Magicland).” It puts the “Me” in monogamy. And while you check out this collection, give “Brian Wilson” a listen. The Beach Boys legend said he loved this tribute song. Brian Wilson even sang “Brian Wilson” in concerts. The Barenaked Ladies must’ve done something right.
While we’re on the topic of bands that don’t take themselves too seriously, I’ve been listening to a lot of They Might Be Giants. “Birdhouse In Your Soul” lives rent-free in my head. The lyrics may make little sense, but they may also hold the world’s wisdom. “Blue canary in the outlet by the light switch, who watches over you? Make a little birdhouse in your soul. Not to put too fine a point on it. Say, ‘I’m the only bee in your bonnet.’ Make a little birdhouse in your soul.” And now, I’m singing “Birdhouse In Your Soul” again. At least I’m not doing They Might Be Giants’ bizarre jumping dance. Wait. Don’t look through my window.
The first two Weezer albums are all-time greats. In fact, Weezer is actually two bands. The band with Matt Sharp on bass, and the band after Pinkterton (Weezer’s second album), following Sharp’s exit from the band. Sharp served as the perfect counterbalance to Rivers Cuomo. Cuomo was the tortured artist who mined his personal life for gripping music. Sharp added levity and injected Weezer with its early pop sensibilities. Heck! Matt Sharp was the one who sang harmony on most of Weezer’s greatest tracks: “Say It Ain’t So,” “Buddy Holly,” “Undone (The Sweater Song),” and even “El Scorchio.”
Pinkerton marked Cuomo vanishing from the public eye. He didn’t care to be a rock star, and the second album reflects that. Sharp found less space for his pop stylings or even the occasional harmonizing voice. But he found a way with “El Scorchio.” Sharp’s bass fights against the rest of the song. I can hear the bass wants to add a dance to this otherwise melancholy track. As far as the Blue Album (Weezer’s first release) is concerned, I love the hits, but there are some other great deep cuts. “Surf Wax America” gives 90s alternative music a surfer makeover. Cuomo spills his soul with “The World Has Turned and Left Me Here”; this is a perfect example of Sharp smoothing out some of Cuomo’s darker edges. And “Holiday” is just good fun.
Kyra’s Podcast
I don’t know if this counts as a podcast. The Board Game Design Course (by Joe Slack) functions more like a webinar. But the visuals are mostly PowerPoint slides, so usually, I listen to The Board Game Design Course while I work. I feel like I’ve learned a lot from this course. Specifically, I’ve been taking the “Creation to Publication Program.” Let’s just say that I’m armed with the means to submit my board games to various board game companies. Tee hee!
Well, it looks like I’m on my own again this week. Hopefully, we’ll hear from Season and Skye next week for our personal updates. They should have a lot to share. Thank you for reading, and wherever you are, I hope you’re having a great day.
Marvel United: Fantastic Four – The Coming of Galactus was one of the main reasons I backed Marvel United Multiverse (the third wave of Marvel United), and it’s one of the better Marvel United expansions. It offers a ton of variable play options. With last summer’s Fantastic Four: First Steps featuring Galactus, I jumped the line of Marvel United reviews to cover this specific expansion from the third wave. I mean, it’s Galactus. He’s kind of a big deal.
We’ll get to Marvel’s planet-eater in a minute, but first, let’s take a look at Marvel United: Fantastic Four – The Coming of Galactus’s less cosmic details.
The Fiddly Bits
Designer: Andrea Chiarvesio and Eric M. Lang Publisher: CMON Global Limited and Spin Master Ltd. Date Released: 2024 Number of Players: 1-5 Age Range: 8 and up Setup Time: 5-10 minutes Play Time: 30-40 minutes
We already covered the Game Setup and Game Flow in our original Marvel United review (here’s a link to that review), so we’ll go over the basics in the following two sections. Let’s cover an abbreviated review of the game setup and rules.
Marvel United: Fantastic Four – The Coming of Galactus’s setup can change depending on which Villain(s) and Heroes you choose to play. Each game consists of six locations. Unlike most other expansions, Marvel United: Fantastic Four – The Coming of Galactus includes six locations, but they’re built specifically for battling Galactus. If you choose to fight Galactus’s heralds one on one or as a group, you may want to pick six locations from a different box. You may choose your locations or shuffle them and choose six at random. Each Location card has spaces at the top for civilians and thugs, and a rectangle with a block of text that will state “End of Turn” at the top of the box.
Place civilian/thug tokens on their matching spaces. Shuffle the Villain’s Threat deck and deal out each Threat face-up so that it covers the rectangle at the bottom of each location. You must clear this threat before gaining the “End of Turn” effect printed on a Location. Place health tokens where signified on threat cards and on the Villain dashboard. Place the three mission cards (Defeat Thugs, Rescue Civilians, and Clear Threats) face up under the villain dashboard where the text reads “Unlocked.”
Each player shuffles their hero decks and then draws three cards to form their hands. Shuffle the Villain’s Master Plan deck. Leave the Master Plan deck face down. This will be the villain’s draw pile.
Players place their miniatures on one of the six location cards, usually the centralmost location for each player (easy access). Then, they place the villain on the location card opposing the heroes.
If one player chooses to play as the villain, hand the Super Villain cards to them, and the Heroes gain access to Super Hero cards. These new card times can be played if the game state triggers their use (for example, “You play a Master Plan card” or “Any Hero has 4 or more cards in their hand at the end of the Hero turn.” Timing is key.
Special Galactus Setup Rules
Follow the rules on the back of Galactus’s hexagon-shaped dashboard to build the Stop Galactus Missions deck. “Convince Galactus to Spare Earth” will always be the bottom card. And then reveal the top Mission.
Shuffle the Master Plan deck and remove 6 random cards from the game.
Heroes start in the Location corresponding to the continent where they are playing.
Set aside the 2 New Herald Threat cards, placing the others as usual.
Place Galactus on the back of his dashboard in the middle of the 6 Locations, facing the Heroes’ starting Location.
Split the printed action tokens among the players in any fashion.
Heralds of Galactus Setup Rules
Place the 4 Heralds’ Villain (individual) Dashboards nearby the group’s dashboard, each with Health depending on the number of players.
Randomly place the 4 Herald tokens faceup, each in a different slot on the Herald Group Dashboard.
The Heroes start the game in any 2 opposite Locations (splitting as they wish). Then, randomly place 1 Herald in each other Location.
Create a Crisis token pool within reach of the players. The number of Crisis tokens will be dictated by how difficult the players want the game. Players will then split a total of 2 wild action tokens, however they see fit.
Game Flow
The villain(s) play first. Draw the top card of their master plan deck. The villain moves the number of spaces indicated. Resolve any BAM! Effects and these effects will be printed on a space within the villain’s dashboard. Then, place the civilian/thug tokens (if any) indicated at the bottom of the card. If a player has taken the role of the villain, they get a hand of cards and can choose which card they play. The heroes get their turn after all the villain’s effects are resolved.
Heroes pick which player goes first, and hero turns will continue around the table clockwise. At the beginning of each game, Heroes will get three turns before the villain receives another turn. During their turn, heroes play one card from their hand.
Resolve actions and the symbols printed at the bottom of the hero’s card in any order. The symbols at the bottom of a hero’s card will be shared with the next player, but any printed action will not be shared. Heroes will use these actions to complete missions. The game begins with three missions in play: Defeat Thugs, Rescue Civilians, and Clear Threats. Each mission card will have spaces for the tokens they require to complete. As soon as these spaces are filled, the card is discarded, and the mission is considered complete. Mission cards can be completed in any order.
After the heroes complete the first mission, the villain panics and will act (play a card) every two hero cards instead of every three hero cards. After the heroes complete the second mission, the villain becomes vulnerable to damage. The heroes can complete the third mission, but it isn’t necessary. If the heroes do complete the third mission, each hero immediately draws 1 card, increasing each player’s hand size by one.
Play continues back and forth until either the villain wins (by completing their unique master plan or anyone, heroes or villains, runs out of cards) or the heroes win by dealing enough damage to the villain after the villain becomes vulnerable to damage.
Review
Like its predecessor, Marvel United: Fantastic Four, Marvel United: Fantastic Four – The Coming of Galactus lives up to the hype. I seriously considered not backing any part of Marvel United Multiverse, but a few highlights from the stretch goals, a couple of other expansions, and, first and foremost, The Coming of Galactus, made Marvel United’s third wave fun and exciting.
Let’s begin with the big man himself. Galactus’s scale is intimidating and thematic. Despite multiple Sentinels in the X-Men (second wave of Marvel United), Galactus is by far the largest miniature for the game. He should be. At first, when I heard that Galactus would begin the game on the same space as the Heroes, and the Heroes begin the game on the continent where the gamers are playing, I rolled my eyes. That’s silly. But watching the big purple guy staring at my home continent when the game began made it more real. It’s weird. It was creepy, bizarre, thematic, and loads of fun.
Galactus never becomes Under Pressure, so Heroes don’t need to worry about speeding up Galactus’s clock, but Galactus cannot be damaged. You’re not defeating Galactus. You’re convincing him not to devour Earth. To do that, you need to complete nine—that’s nine—missions instead of the usual two, plus dealing damage to the main villain. This makes the lack of speeding up Galactus’s clock moot. You’ll need every card and round you can to tackle his hunger.
The Missions vary with each element Marvel United offers: Heroics, Movement, Damage, Rescuing Civilians, Defeating Thugs and Henchmen. You’ll need a well-balanced group of Heroes to consider taking on Galactus. Fortunately, the Fantastic Four fit that bill, and they’re the classic Galactus opponent.
I like how Marvel United: Fantastic Four – The Coming of Galactus includes a Silver Surfer Herald Threat Card, so you can use Silver Surfer as one of Galactus’s heralds. That’s awesome and a great touch. Galactus adds a heap of Civilians and Thugs to the board each one of his turns; he adds one or the other to each Location he’s not facing. This applies plenty of pressure. At first, I wondered why the Heroes were given six action tokens to split among themselves. Yeah, you’ll need every last one to defeat Galactus. The few Master Plan cards that don’t add copious tokens shake up the game by bringing back defeated threats of a certain type or adding brand new Heralds. Yay!
I could go on about Galactus for another 400 words or so. He alone makes The Coming of Galactus worth it as an expansion, but this expansion ups the ante of variable playstyles. You can battle the Heralds of Galactus without including the big man himself. What? Marvel United adds an extra dash of spice anytime it includes a villain team. The Heralds of Galactus are no different. The Herald tokens dictate which villain does what during the villain’s turn. The first spot is the Villain who acts as if they played the Master Plan card for the turn. The other three Heralds add tokens: a Thug, a Civilian, and a Crisis Token. Players lose if they gain too many Crisis tokens, so you’re already at a huge disadvantage.
I love how Marvel United’s game system allows for simple but elegant solutions to potential problems. It could be boring if the Heralds did the same things each turn, but the Herald tokens shift positions after each Villain turn, so each Herald will have a chance to perform the four actions.
I’ll be honest. I haven’t played nearly as many games of Heralds of Galactus as I have The Coming of Galactus—for obvious reasons—but don’t sleep on this game mode. The Heralds of Galactus team adds a heap of extra value to The Coming of Galactus expansion.
Before we get into the individual Heralds as solo villains, let’s take a quick look at the six unique Locations and the lone hero in The Coming of Galactus. I’ll start with the western hemisphere and work my way east. Each one of these continent Locations has a ridiculous “End of Turn” ability. I advise only playing with these Locations if you intend to take on Galactus, his Heralds as a team, or another crazy strong opponent. But the choice is yours. Ultimately, you do you. Just know these abilities are crazy strong.
We begin with North America, and this Location may have the tamest ability of the six. North America allows you to swap a card from your hand with one of your faceup cards in the Storyline. This is good, but other Locations and character abilities have done something similar in the past. South America allows you to discard a card, gain 1 Wild token, and Action tokens equal to the symbols of the card you discarded. Now we’re talking.
Europe allows you to draw a new hand. Simple but great. Africa’s ability to discard a card to the bottom of your deck to defeat 1 Thug and rescue 1 Civilian anywhere is one of the best ways to prevent overflow, a common issue. Asia adds multiple Thugs and/or Civilians to itself, but Asia can house a game-high six tokens. Yikes! Sometimes you need extra Tokens to accomplish goals. And Oceania may have the single most broken ability. You may KO your Hero to remove them from the game (discarding any Action tokens you have) and choose a different Hero. What? Oceania may be the only way you can keep a game with Galactus going. Oh, I’m almost out of cards. KO. New hero. Talk about an insane power.
Nova (Frankie Raye), one of Galactus’s Heralds, can also be played as a hero. She offers a bunch of move, a large amount of damage, and little Heroics. Her special abilities can be great in certain situations. “Nova Flame” deals one damage to Everything at her Location, while also discarding (not rescuing) Civilians. This is a good way to clear a Location. But her starting card “Pyrokinesis” begs to be played first. As long as “Pyrokinesis” is faceup in the Storyline, at the beginning of your turn, you may place 1 Crisis token in an adjacent Location to deal an extra damage there. If the villain(s) you’re facing don’t use Crisis tokens, no problem. If they do use Crisis tokens, you could be in trouble.
The Coming of Galactus features two new major shakeups to gameplay: Galactus and his Heralds as a team. But the Heralds can be played as solo villains, and there are some more interesting gameplay mechanisms to be found with each. Terrax takes an interesting approach to a progression track. His gameplay centers around causing numerous overflows, and he can even slow down by adding Movement tokens in between Locations. Air-Walker wins by adding Crisis tokens to Heroes. He can be annoying because each one of his Threats allows him to move away from Heroes, making extra Movement a necessity. And Nova wins by adding Crisis tokens to each Location. She does this in multiple ways; however, she may deal the most damage to Heroes by causing damage if a Hero lands in a Location with a Crisis token. Uh oh!
But Firelord is the most interesting of all the Heralds as villains. The Heroes are trying to rescue Firelord. Like Galactus, Firelord can’t receive damage. In specific cases, Firelord’s BAM ability can actually help the heroes, furthering the idea that Firelord doesn’t want to harm humanity. This is a nice touch. As you can see, The Coming of Galactus offers a bunch of replay value to Marvel United in a relatively small box. Honestly, the box is that big to accommodate the Galactus mini. That box’s size is a hundred percent the big purple guy.
Too Long; Didn’t Read
As of the writing of the review, Marvel United: Fantastic Four – The Coming of Galactus replaced Marvel United: Fantastic Four as the highest-rated Marvel United expansion on BoardGameGeek and for good reason. This expansion adds more game modes than any other single expansion of Marvel United. And Galactus is terrifying and hoot to play against.