
Lets Get Tactical
Ever since the TTC cull in July 2024, we have been aching for new cards to bring into Inhumans. Losing Eye On The Prize stole our guaranteed safe grab Turn 1. Mission Objective took our ability to protect extracts and score out fast.
It’s been a while since we got exciting new toys, but they are finally here!
Inhuman Queen
Medusa finally gets the respect she deserves and can become a 4 Threat leader. Although it costs a TTC slot, it is designed to enable a much more aggressive playstyle, rewarding your allies for dazing and KOing targets.
Medusa herself has very average stats, but her abilities make her very dangerous at mid range, and her Inhuman and Living Strands powers give her a little more survivability.

The card acts very similar to Malekith’s Cabal leadership, but it rewards the ally doing the damage and is once per turn, rather than once per round per character.
This difference means a character can trigger it during their own activation, then trigger it during opponents turn via a counterattack (e.g. Dracula/Gwenom) or during an ally’s turn using Terrigenesis. Niche applications, but still viable.

This new leadership wants to play attrition, and with a 4 threat leader you can splash bigger characters than before. MS Thanos is now viable at 15 Threat, and other self sufficient kaiju get more sustain and mobility.
You are sacrificing the ability to move power for the perfect turn 1 into a mechanism that keeps your characters going longer than before.
You can still bring BB1 if you want, to protect the team and get an advance every time his double tap works. You can be reassured that the turn Ms Marvel slaps hard in her big form she will get a heal and a massive advance towards her next target. Turns where you had to decide between dazing a target or getting onto the point are no longer a hard decision – you can do both if the dice are good enough.
This leadership takes out all the power manipulation and tells you to hit your opponent as hard as possible, which is something Inhumans have always been good at. It rewards tall, heavy hitters like Dracula, Abomination, and Thanos.
I am really looking forward to T1 kidnappings spiralling harder as the killer gets to move into the middle and gain extra power. I also want to see KingBB beam a point with Increased Volume, and then get all the power back and move into position for a second big beam.
I think this might become my leadership of choice for a while.
Plots Within Plots
An Unaffiliated Max card, which applies for the entire round. Once per turn, when the enemy ends a movement within R2 of an ally, you can short advance an ally that’s not within R2.
The implication here is that it is movements, not move actions. This means it includes advances, places, and pushes. So there are many ways to trigger it on enemy and ally turns.
Max loves power to fuel his Madness and Forget abilities, so spending 4 power on this is hard to swallow, but I think it may be worth it in certain games.
Lets say its turn 3 or 4 and you have your “bases loaded” – you are holding the majority of extracts, and are sat on half the secures. This is a game winning position if nothing changes.
As your opponent moves to catch extract holders, or to contest points, you are getting one counter-move per turn to get back on points or move further away from threats.
Even if your opponent tries to play around it, you can still force it on your own turns. You can place, push, or throw or “bow” an enemy to within 2 of an ally to trigger it again.
Whether you are trading Secures, or running away Extracts, or just holding down a tight BB1/Max bubble, it’s a chess game where you potentially get a free move every turn.
I think this card can turn a game where you get an early lead into a solid win. Stopping it at the end of Turn 3 or 4 when your opponent would try to make a comeback.
Perhaps you can even play it aggressively, to force your chasers to move further until they can catch their targets.
Let not forget it is Unaffiliated, so Max can play under Kingpin and create a turn where you cannot get them off the point, or play in Webs to create a turn where you cannot catch enough extracts.
This is definitely the sleeper card of the box.
Genetic Prophecy
At a glance it’s a “lose less” card. Got to be behind 2+VPs and have an allied Blackagar Boltagon to play it. It gives you 2VPs immediately, but BB cannot make any attack actions this turn.
Big cost versus effect balance to consider. Whichever Black Bolt you play, they are both damage powerhouses, and attritions is a solid cornerstone of the Inhuman strategy, so losing all of those dice in attacks is painful.
Both Black Bolts have great support actions. One bodyguards well, whilst the other can move an ally. They are also still able to move and interact with objectives. They can also still play Terrigenesis for another 2VPs
The fact is that sometimes Black Bolt is badly out of position and would only be able to make 1 attack at the most that turn. Sometimes he has only 1 or 2 health left and your opponent has prio, so he wouldn’t be getting an attack off anyway.
Sometimes you just have a bad early game, or get too distracted dazing targets, and your opponent goes up 2-4VPs and will score out this turn.
Now a total loss could become a draw and give you one more turn to seal the deal. Now instead of fighting for a draw, you are fighting to win.
I have absolutely lost games in tournaments because my opponent scored a lot faster than me turn 1 and 2, and once I was in control I still couldn’t score enough points to turn the game.
The big question behind his card is: would those two attacks definitely cause a 2VP swing or better? If no, it’s a positive impact, if yes, perhaps you should commit to the play.
I definitely think it has meme-mileage with Terrigenesis for that big comeback and win.





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