Marvel Crisis Protocol is back on at Common Ground Games in Stirling so I went out to try my luck again at Allan’s event. Previous MCP tournaments locally have tended to be around a dozen players so it was a wonderful surprise to us all that we had 26 attendees for this one hailing from across Scotland and the North East of England.
I played Criminal Syndicate again, swapping out Ant-Man and Beast for some new acquisitions in the form of Mysterio and Hood. My game plan remains simply sitting on Secure points while not letting the Extract game get too far away from me. I’ve found that I play a more aggressive Criminal Syndicate game plan than some others; mainly this is because I find it more fun to interact with the game rather than just gently push the other team around while never attacking them.
[Characters]
– Black Cat: 3
– Black Dwarf: 4
– Bullseye: 2
– Crossbones: 3
– Hood: 3
– Kingpin: 4
– M.O.D.O.K.: 5
– Mysterio: 3
– Okoye: 2
– Omega Red: 4
[Team Tactics]
– Advanced R&D
– All According to Plan
– Brace for Impact
– Carbonadium Synthesizer
– Climbing Gear
– Hood’s Gang
– Medpack
– Mission Objective
– Shadow Organization
– The Grand Illusion
[Extract Crises]
– Deadly Legacy Virus Cured? [C]: 19
– Research Station Attacked! [E]: 16
– Struggle for the Cube Continues [F]: 17
[Secure Crises]
– Infinity Formula Goes Missing [B]: 17
– Mayor Fisk Vows to Find Missing Witnesses [C]: 16
– Riots Spark Over Extremis 3.0 [D]: 17
Game 1 – Alastair playing Spider Foes
Alastair is an old friend and we’ve been trying to arrange a game anyway so it was very pleasant to be drawn into him in the first round. He wins priority and picks Extracts; I think that my game at lower threat is a bit stronger than his so I pick the lower option.
Extraction: Spider-Infected Invade Manhattan
Secure: Mayor Fisk Vows to Find Missing Witnesses
Threat: 16
My team: Kingpin, Omega Red, Black Dwarf, Okoye, Bullseye
My cards: All According To Plan, Brace For Impact, Carbonadium Synthesiser, Climbing Gear, Medpack
Alastair’s team: Green Goblin, Doctor Octopus, Mysterio, Lizard, Kraven
Alastair’s cards: Grand Illusion, Medpack, Monkey Brain is Lizard Home, Sinister Traps, Well Laid Plans
Criminal Syndicate really hate Spider-Infected as the random pushes are as good as a stagger for them most times. On the other hand, Missing Witnesses can be quite fast scoring and I think I can probably rack up 4 points a turn, so if I can just keep the extracts under control then I can probably survive into a round 3 win.

Round 1: Alastair plays sinister traps on my left Spider-Infected. Okoye gets us going by picking up the central marker but Green Goblin drops her in a single shot despite the cover to pick it up himself. Black Dwarf triggers the traps on the left (better him than Bullseye) so Bullseye has to stand on the left Witness. Luckily, Mysterio is too slow to contest it so I still score thanks to Kingpin’s leadership. I take a 6 – 3 lead but forgot to take a photo until partway through the next round – Alastair is the kind of gentleman who would probably be happy to rewind the game state so I could take one but I didn’t ask since it’s a Serious Business event.
Round 2: I do get pretty lucky with the Spider-Infected pushing Green Goblin back a bit but not affecting Black Dwarf or Kingpin. Mysterio gets going with his trickery to move both Bullseye and Black Dwarf around and use traps to hurt them. Bullseye survives on a single hit point so I throw some knives into Mysterio. Doctor Octopus really hurts Omega Red so he uses Carbondium Synthesiser and Medpack then slaps him right back in a tentacle-on-tentacle fight. Kraven stabs Okoye and Kingpin hurts him before throwing him away. Green Goblin and Doctor Octopus play the least effective Well Laid Plans ever, getting no damage on Black Dwarf and only one on Kingpin which he pays power to ignore. In a rage, Green Goblin lands some tasty damage onto Kingpin. Okoye dazes Kraven and Lizard gets stuck into Black Dwarf with minimal effect, though I do play Brace For Impact to avoid the damage from a rather cheeky throw. In return, Black Dwarf smacks Lizard around, then throws him off toward my corner. The scoring continues at the same rate; 12 – 6 to me.

Round 3: The Spider-Infected shuffle us around a bit but crucially allow me to move Lizard right into the corner away from the action. Kraven uses Expert Hunter on Black Dwarf and Kingpin, adding Corner the Beast to the latter before getting stuck in with his spear. Black Dwarf dazes Mysterio, to my great relief. Doctor Octopus daze Kingpin and Medpacks the damage he took last turn, then Okoye sticks a bit of damage into Kraven. Omega Red pulls Doctor Octopus off the right Witness and stands on it himself. Lizard can only double walk back to the left Witness and I’m just resigned to going another round when we both remember that Bullseye is still on his healthy side. So he strolls over and scores that Witness too. I get the win at 17 – 9.

That was a really fun game that I think was closer than the scoreline suggest. Alastair is a really great chap to play and could have won if the dice had favoured him in a few key places; notably the Well-Laid Plans being completely ineffective was a big blow to his chances. I’m not sure if I would perhaps have been better off just letting Green Goblin take the central Spider Infected and sending Okoye out to the left side to shore up the mess that Mysterio was making of my positioning over there; on the other hand it wasn’t particularly likely that he could drop her in a single shot so maybe it was worth the risk.
Game 2 – Stephen playing Guardians of the Galaxy
Stephen is a new face to our tournaments and it was great to see him and his own isolated gaming group coming out to join in the wider Scotland scene. I win priority and pick Secures as he had a couple of ‘pay to flip’ cards that I don’t really want to play with for Criminal Syndicate. We end up playing the basic teaching scenario from the core rule book.
Extraction: Struggle for the Cube Continues
Secure: Riots Spark Over Extremis 3.0
Threat: 17
My team: Kingpin, MODOK, Crossbones, Hood, Bullseye
My cards: All According To Plan, Brace For Impact, Climbing Gear, Hood’s Gang Medpack
Stephen’s team: Star Lord, Angela, Ronan, Rocket, Groot
Stephen’s cards: Deadly Duo, Field Dressing, I Am Groot, Lovable Misfits, Medpack
Crossbones and Kingpin really love Cubes as they can choose whether to take the damage or not. I picked MODOK as he’s great on D maps where he can just sit on the back point and zap fools around the board with his huge range as required. I often find that the action is drawn away from one or other of the edge points so I thought if I tried to keep the action away from the right spot it might be a good place for Hood to stand and plink away at people.

Round 1: Not much happens as we mostly just position ourselves around the edges. Stephen makes a mistake (in my opinion) by taking the central cube with Ronan rather than Angela so he’s left hanging about in the middle for MODOK to shoot with mind bullets. We go to 4 – 4 on the score.

Round 2: Winging It tokens are given to Angela, Rocket and Ronan. MODOK rolls like a champion, dazing Angela and Ronan; he didn’t even need to throw any terrain! Rocket uses Deadly Duo to hurt Bullseye and Kingpin, so Kingpin throws Groot away but annoyingly can’t drop Rocket – I guess I used up my luck with MODOK. Groot strolls back to the point and uses We Are Groot to heal Rocket back to full. Star Lord shoots MODOK and then uses Field Dressing on Ronan; I do explain about Bullseye’s superpower but he’s happy to do it anyway. So Bullseye of course just drops Ronan again and gets thrown away after a smiting from Ronan’s The Accuser superpower. He uses Climbing Gear to get onto the left console and somewhere in here Crossbones collects Angela’s cube. The score moves to 11 – 5 to me.

Round 3: The same three characters get Winging It tokens, and I play All According To Plan. MODOK continues his rampage, KOing Angela and dazing Star Lord, then Bows Ronan to walk away from the action. Rocket dazes both Kingpin and Bullseye with an application of his Hadron Enforcer, then Hood and Crossbones move to cover the back and right Secures. Ronan hits MODOK after a long slog back to relevance and Groot picks up Kingpin’s cube, but it’s too little too late for the Guardians and I win 17 – 9. However, it seems that I forgot to take a photo.
I really enjoyed that and I hope that I didn’t put Stephen off tournaments! It’s hard to learn much from a game where everything goes so nicely in my favour, and especially because MODOK just did so much attrition work in the centre that Stephen was going to have a really uphill fight to stay in the game.
Game 3 – Jay playing Wakanda
I’ve never met Jay before but he seems highly experienced mainly through playing in the TTS leagues. He had a really cool dual-affiliation Asgard and Wakanda roster but I think that I was expecting him to lean more into the control side of Wakanda against my Criminal Syndicate. He wins priority and picks Extracts, which I suspect is to avoid the risk that I draw Research Station or Deadly Legacy Virus. I again pick the slightly lower threat as I don’t really want to see Thor getting rerolls from Shuri.
Extraction: The Montesi Formula Found
Secure: Mayor Fisk Vows to Find Missing Witnesses
Threat: 16
My team: Kingpin, Omega Red, Black Dwarf, Okoye, Bullseye
My cards: All According To Plan, Brace For Impact, Carbonadium Synthesiser, Climbing Gear, Medpack
Jay’s team: Black Panther, Shuri, Okoye, Lizard, Enchantress
Jay’s cards: Bitter Rivals, Blind Obsession, Indomitable, Medpack, Wakanda Forever
I picked the same team that I used again Alastair in round 1 as I figured that it worked well enough. Black Dwarf is now big enough that Black Panther and Shuri can’t push him around which is a very nice advantage. On Jay’s side, he is clearly looking to enjoy the brief window before Indomitable gets added to the Restricted list by taking it in his cards.

Round 1: Lizard walks up and takes the central book. Enchantress Bows Bullseye off the left point to take it and Shuri pushes Omega Red on the right, forcing me to commit Black Dwarf over there. The score is 3 – 3 as for some reason Jay never took the time to collect the book at his end; Okoye has mine.

Round 2: Shuri picks up the last book, and Kingpin rolls really well to daze Enchantress; he also throws Okoye away. Lizard hurts Bullseye then throws Kingpin at him, forcing me to play Brace For Impact to keep him in the game. Bullseye dazes Okoye and Omega Red walks back to the right point. My Okoye walks onto the Witness and zaps Shuri and Black Panther with her spellbook before Black Panther pounces, pushes her away and applies Medpack. Black Dwarf begins a very slow trudge across the board to become relevant and Kingpin uses Climbing Gear to get back onto the Witness. The score moves to 8 – 5 in my favour.

Round 3: To no-one’s surprise, I use All According To Plan. Black Dwarf throws Lizard into Shuri, dazing her, then collects the fallen book and beams Black Planther and Lizard. Lizard moves back into the mix. Kingpin moves onto the point, headbutts Black Panther (but Okoye Bodyguards it) and tries to throw Lizard but he pays for Indomitable this time. Enchantress moves over and uses Spurned Affection to beam Kingpin and Bullseye and Okoye dazes Kingpin. Black Panther dazes my Okoye and collects her fallen book. The score is now 11 – 9 to me.

Round 4: Kingpin throws Lizard for the daze, but can’t finish off the Enchantress with a headbutt. I made a mistake here; I should have had him pick up the book and beam Enchantress and Okoye; the extra die might have been enough to push through one last point on Enchantress to finish her off. Shuri pays for Bitter Rivals on Bullseye, then Enchantress Bows Okoye into line for a beam and tags her (for the KO), Bullseye and Kingpin twice each. I made a huge misplay here; I should have used Parting Shot on the first attack to drop her and save myself all the damage from the second beam. Wakanda Forever gets played to drop Kingpin too, and Okoye puts a bit of damage onto Black Dwarf. He throws Okoye into Black Panther to KO her but can’t polish off the Wakandan king so he uses Medpack. Black Panther pounces to finish off Bullseye but doesn’t hurt Black Dwarf. The score is now 14 – 12 in my favour, but I’m going to lose.

Round 5: Lizard uses Blind Obsession on Black Dwarf but it’s not needed and Black Panther dazes him and collects the book. The final score moves to 17 – 16 in Jay’s favour and he takes the well-earned win.

What a game! That was nail-biting right down to the end of round 4 and could have gone either way very easily. I made two big misplays in round 4 which I think was probably enough to swing this tight game in Jay’s favour. Thinking over the game in more detail, I wondered if I might have been better placed to move Okoye over to the right so that Omega Red could have come across to get involved in the scrum on the left, where he would have been more useful. But the mobility advantage was very much on Jay’s side so I suspect that I would have just had Okoye getting beaten up by Black Panther for a couple of turns instead. Jay was a really fun opponent and I very much hope to see him across the table again so I can try my luck against his formidable skills once more.
Game 4 – Martin playing Midnight Sons
I was really glad to get matched up in the final round against Martin as we’ve played before and he’s a really nice guy with a very strong understanding of the game. I won priority here and picked Secures as I didn’t fancy Martin’s (and he knew it); I was quite surprised that he picked the lower threat value though.
Extraction: Alien Ship Crashes in Downtown!
Secure: Mayor Fisk Vows to Find Missing Witnesses
Threat: 16
My team: Kingpin, Omega Red, MODOK, Black Cat
My cards: All According To Plan, Brace For Impact, Carbonadium Synthesiser, Climbing Gear, Medpack
Martin’s team: Blade, Black Dwarf, Ghost Rider, Moon Knight
Martin’s cards: Blind Obsession, Highway to Hell, Medpack, Patch Up, Siege of Darkness
Since this was the final game and with nothing in particular riding on it (we were both out of contention for an outright win) I decided to try MODOK in this split scenario and see if his control would be enough despite having to spend his first turn walking. I wanted Black Cat to give me an option on stealing the Core if needed, and I just like Omega Red. When I saw Martin’s team I realised that part of Martin’s game plan would be using Highway to Hell to get MODOK way out of the action.

Round 1: Black Cat, Blade and Kingpin move directly up to their respective piles of rubble and all fail to find the Kree Core. Moon Knight starts throwing attacks into Kingpin. Black Dwarf and MODOK move into the right scrum and also don’t find the Core, but Black Dwarf crucial blocks off Omega Red from getting near the Witness. So Omega Red has to content himself with giving Black Dwarf and Blade some Poison. The score is 2 – 2.

Round 2: MODOK bounces frustratingly off Ghost Rider and Bows Black Dwarf to move away. Ghost Rider, by contrast, rolls like a hero against Omega Red, Medpacks a little damage away and then finds the Core. Omega Red gets a similar turn of luck, dazing Ghost Rider and collecting the Core (I didn’t note it but I think that I must have also used Medpack here). Moon Knight dazes Kingpin, forcing me to send Black Cat that way rather than heading right to help out MODOK and Omega Red; in retrospect I wonder if this was a mistake. Black Dwarf puts a bit more damage onto Omega Red but can’t drop him so the score is now 6 – 4 in my favour.

Round 3: Moon Knight puts Blind Obsession on Kingpin. Omega Red hurts Ghost Rider, then Blade hits back. Martin plays Siege of Darkness so Moon Knight pays to stick some damage into Kingpin and Ghost Rider dazes Omega Red. Blade picks up the Core. MODOK lets fly but leaves Ghost Rider and Blade on a single hit point each which is a really annoying outcome. Moon Knight has no such trouble, finishing off Kingpin before Black Cat dazes him. Ghost Rider plays Highway to Hell with all the power that MODOK kindly gave him to get my big headed one way away from the action near my board edge. The score moves to 8 – 8, though at least the Witness moving over dazes Blade and KOs Ghost Rider.

Round 4: Omega Red lets loose on Blade and again leaves him on just a single wound, so Blade just moves away from the witness. Black Cat Staggers Moon Knight, but he dazes her anyway. MODOK uses Climbing Gear to get back in the action but can’t finish Blade; in the end I can either Bow Black Dwarf away or take my chances throwing something at Blade and decide to go for the former. Black Dwarf moves back in and throws MODOK off the Witness. The score goes to 12 – 10 to Martin, but at least the Witness finishes Blade off. The Witnesses are doing better than my villains!

Round 5: Omega Red is not able to deal with Black Dwarf but MODOK dazes him. On the other side of the board, Moon Knight continues his rampage by KOing Black Cat. I didn’t actually note what happened to the Core here but presumably neither of us picked it up. The score is 14 – 12 to Martin, and I guess I also forgot to take a photo.
Round 6: Black Dwarf finally polishes off Omega Red and picks up the Core. MODOK would have to get staggeringly lucky to take it off him (which is what is needed now) and doesn’t manage it; he does at least Bow him off the Witness so I can score it. We finish at 18 – 14 with a win for Martin.

This was a really fun way to end the event, and I’ve very much enjoyed playing with Martin. Strategically, I think that I would probably play the game largely the same again if I’m honest. Moon Knight dropping Kingpin as fast as he did is pretty improbable and hanging on for another turn would have allowed me to use Black Cat on the right. There were also an frustrating number of times where I left Blade or Ghost Rider on a single wound and if any of them come up with a daze of KO instead I think that the momentum is back with me. Still, it’s no good blaming the dice – Martin played his team and cards very well, making the moves he needed to very cleverly to keep me on the back foot for most of the game. Martin is the host of the Tales Of Crisis podcast so I’ll look forward to hearing about how this looked from his side later on.
So when all the dust settles I’m still in a fairly creditable 9th place, top of the 2 – 2 players. More importantly, I had a great time and got to play four very fun games of MCP against four very nice gentlemen. That’s probably it for my Criminal Syndicate for now as I have a hankering to play Red Skull Cabal for a bit; if they’re fun to play I’ll aim to take them out to the next event. Many thanks to Alastair, Stephen, Jay and Martin for the highly enjoyable games, and of course to Allan for running the whole thing. I’ll be back!
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