Hey, hey! Kyra Kyle here. We haven’t done a tabletop game review in quite some time. We’ll rectify that with a board game review of a game we began writing a guide for Marvel United. Excelsior!
Players act as iconic Marvel heroes who work together to stop the master plan of a powerful villain controlled by the game. Each villain has a unique master plan, cards that trigger various effects, and threats that make clearing locations difficult. Heroes clear missions, making the villain vulnerable, and finally take on the big bad villain before they complete their dastardly plan. Can you save the day in time? Let’s find out with Marvel United.
Before we get any further, we’ll take a side quest and discuss Marvel United’s less heroic details.

The Fiddly Bits
Designer: Andrea Chiarvesio and Eric M. Lang
Publisher: CMON Global Limited and Spin Master Ltd.
Date Released: 2020
Number of Players: 1-4
Age Range: 8 and up
Setup Time: 5-10 minutes
Play Time: 30-40 minutes
Game Mechanisms:
Cooperative Play
Hand Management
Modular Board
Solo / Solitaire Game
Variable Player Powers

Game Flow:
The villain begins the game with a turn. A villain plays their turn by drawing the top card of their master plan deck.

1) The villain moves the number of spaces indicated.
2) Resolve any BAM! Effects (if any) and these effects will be printed on a space within the villain’s dashboard and vary from villain to villain.
3) Then, place the civilian/thug tokens (if any) indicated at the bottom of the card. The target symbol signifies the location where the villain ended their move. Villains usually place tokens on their location or locations adjacent to them.
After all these effects are resolved, the heroes get their turn.
Heroes pick who 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.
Hero cards are simple.

1) Some cards (three cards in each of the core set hero decks) may have an effect that will exist in a box overlapping the hero’s picture.
2) But all cards have an arrow-shaped box pointing to the right on the bottom. The symbols on the bottom box depict the actions the hero can take that turn.

The reason the arrow points to the right is that the next player will play their card to the right of the first player and so on, and the next player gains the symbols/actions on the bottom of the card they played that turn and the previously played card. Marvel United is a cooperative game through in through.

So, what do the symbols mean? The Green Arrows are Move actions; the Hero can Move one space for each arrow.

The Yellow Stars are Heroics actions; Heroics allow Heroes to rescue civilians (if there are any in their location) or help clear Threat cards.

Red Fists give the Hero one Attack, which deals one damage and can be used against the main villain (after they become vulnerable to damage—more on that in a minute), any henchmen like “Bob Agent of Hydra,” or defeat thugs (again if there are any thugs in their location).

The final symbol with all three colors is a Wild action; Wild actions can be used for Move, Heroics, or Attack. Heroes may resolve the effect (if they played the card on their turn) and any symbols in any order they choose.

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:
Marvel United scratches a similar itch as a game like X-Men: Under Siege. We covered X-Men: Under Siege in a previous review a decade ago (link to the review). Unlike X-Men: Under Siege, Marvel United functions as a board game system rather than a stand-alone game. Any number of intellectual properties can use this same system, which allows for plenty of crossovers. Case in point, CMON ran a DC Heroes United campaign earlier this year. I can see Teenage Mutant Ninja Turtles, Masters of the Universe, Star Wars, and any number of other IPs in the United System’s future.
The system has intuitive rules that allow for quick teaching times. Since Marvel United is a cooperative game, it benefits from even shorter rules explanation. I always feel like I need to teach everyone everything about a competitive game, otherwise I may have an unfair advantage. Players work together in a cooperative game. New players can learn as they go. And I’ve found Marvel United simple to pick up and relearn. The relearn feature becomes more important the older I get. I have so many games that seldom make it off my shelf because I don’t want to relearn the game. Marvel United makes that easy.

The gameplay itself can be a joy. The first time I played with my oldest daughter, she insisted that we play for hours until we defeated Red Skull. I don’t know why, but Red Skull eeked out a victory time after time. Red Skull is Marvel United’s choice for the first villain new players face first.
Marvel United’s heroes have just enough flavor to let people know who they’re playing, but Marvel United’s villains are the game’s showstoppers. Each villain has a unique flair. Kraven will actively hunt you. That makes sense, he’s a hunter. Ultron tries to win by flooding the field with civilians and thugs, putting these people’s lives in danger. That tracks for Ultron. Green Goblin will do a little bit of kidnapping, toss out dangerous henchmen, and try to throw out more Threats than the heroes can clear. Again, that feels a lot like Green Goblin. Each villain presents a unique challenge.

Marvel United incentivizes players to clear Threats. Doing so unlocks “End of Turn” abilities, which can further boost a hero’s power. I like this inclusion. Most expansions will add locations that can help with defeating the villains included in that expansion. Great choice.
The missions work well, too. Depending on the board state and the villain you’re facing, you may want to “Rescue Civilians” and “Clear Threats” or “Clear Threats” and “Defeat Thugs.” This adds to the puzzle of each villain. Some villains will add more civilians than thugs or vice versa and steer the gameplay in that direction. This furthers the uniqueness of each villain. Another great choice.

The one minor gripe I have is that not all the villains scale at every player count. Green Goblin is easier to play at 1-2 players and becomes increasingly more difficult the more heroes who join the fight. This should be expected. Marvel United boasts a massive line-up of characters. Hundreds! And even though Green Goblin becomes more difficult at higher player counts, he doesn’t break the game. You’re just less likely to defeat him.
Each Marvel United box includes challenges to spice up the gameplay if it ever becomes a little stale. The core set boxes have generic challenges, but if you pick up any expansion, you’ll find some great alternative ways to play the game. My favorite from the original launch comes from the Tales of Asgard expansion, where players deal out Loyalty Cards, with one of the cards being Traitor. Essentially, one of the players is Loki in disguise. Fantastic and very thematic.

Finally, we come to the issue of expansions. This may be yet another small gripe of mine. CMON hid a lot of the better expansions within Kickstarter Exclusives. That means that you must add them to your pledge on Kickstarter instead of being able to buy the expansion via retail (Amazon, Game Nerdz, Target/Wal-Mart, or your local board game shop). Marvel United started the trend with The Return of the Sinister Six, which was easily the best expansion from the first wave. Marvel United continued that trend with Marvel United: X-Men. X-Men: First Class, Days of Future Past, and Fantastic Four were all Kickstarter Exclusives. CMON has a knack for inducing FOMO (fear of missing out).
That said, you don’t need everything to enjoy Marvel United. You could buy one of the core sets (Original, X-Men, or the newest one Multiverse) and add a few expansions that you can find at retail and have a game you can play for decades. I may or may not have started a spreadsheet of all my games. And I started a guide for Marvel United. You can check out the link here.

Verdict:
Easy to learn, teach, and recall, Marvel United introduces a board game system that will facilitate countless fantastic and future crossovers. The heroes have just enough personality, but the villains steal the show. Each villain feels unique and well worth their puzzle.