An Embarrassment of Riches

The final three Team Tactic Cards from the Inhuman Royal Court box are here, and they are really interesting!

Three more options to round out our playstyle and strategy.

The Great Refuge

Inhumans affiliated, your active Leader can spend any amount of power to play this card. For each 2 power spent you can choose an Inhuman who is NOT holding an Objective, and place them within 3.

Do you remember how we used to bring Lockjaw for his really good movement ability? How after Turn 1 he was a slow 3 Threat who struggled to contribute to the long game? How many players moved away from him for more proactive characters?

Well, they pulped up Marvel’s Best Boy and turned him into a Team Tactics Card, so you can use it once and move on with your game.

The power cost is prohibitive, but this is the card you play when you need to rotate slow models around a D Map or move massively displaced characters back into position. Likely best under original Black Bolt, as he can move power when needed.

For me, I want to use it end of Turn 1, after walking and attacking everything on the midline, I can pass all my power to Black Bolt and teleport everyone forward to get my VPs.

I think I have been playing too much Steve3

At the very least, under Black Bolt, Turn 1 he can move a model range 3 before they activate, allowing a lot of safe grab/steal/murder options.

I feel it’s great utility embedding that movement into a card if you do not want to bring Lockjaw. Having it ready when and where you need it, and it does not require an action like Lockjaw’s Teleport.

Inhumans For Hire Royal Guardians

This card let’s Luke Cage or Iron Fist Karnak & Gorgon pay 3 power when an ally within range 3 is attacked (even themself).

They place within range 1 of the target and become the new target.

If Karnak played it and survived, you can give the attacker a Weakness token if there are no tokens in play.

If Gorgon played it and survived, you give the attacker Shock & Stun.

This is expensive, but great for Karnak. If you have a Weakness token on a target, and if they attack someone who is not Karnak, you can hopefully play this, get +3 defence, survive and refresh the Weakness token.

Meanwhile Gorgon can run in, take a hit, and probably explode. If he does live, the attacker is now badly hamstrung with Shock and Stun. Very useful when Gorgon is out of position and cannot Taunt.

Given it is Unaffiliated, it will likely follow Karnak/Gorgon wherever they are splashed.

Inhomo Supremis

This is bonkers. AMG heard we liked rerolls, so they put more rerolls in our rerolls.

An Inhuman pays 4 power during the Power Phase. All round, if someone with the Inhuman trait attacks, and is within range 3 of another allied Inhuman, they can reroll an extra dice. That’s 2 rerolls.

This is fabulous. 4 power cost is a lot, but we have so many Inhumans who are able to generate excess power, never mind just spiking damage with a builder on the previous turn.

With the right squad setup, everyone is getting a second reroll as long as someone is within 3.

This is especially useful on Beams, which make more attacks and thus get to use more rerolls. So King Black Bolt and Gorgon love it.

Under Maximus, that’s a 3rd reroll. I know you are all terrified of a place 1, but 3 rerolls a turn is an extra 1.5 damage per attack on average. This is S.H.I.E.L.D levels of rerolls!

Accidentally reroll into a pile of Failures? Have Karnak activate Teachings to get your successes back on track.

Either way, played on the turn where you need damage, this makes your team a lot more effective, and works out much cheaper for a wide team than Inhuman Royal Family.

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