I’ve taught this to more non-gamers than any other card game I own, which is saying something, because you’d think a superhero LCG with keyword text on every card would scare off someone who doesn’t already speak boardgame. It doesn’t, because the pre-built starter decks let a brand new player just pick a hero and go, no deckbuilding required until you’re ready for it, and the first villain fight usually clicks within one round of someone forgetting what a card does and getting a gentle correction. Great light entry point, genuinely, teach it to your family without fear.
The thing I actually want to talk about though is the insert, because it’s bad, it’s the kind of bad where you open the box expecting a system and instead get trays that don’t fit standard sleeves, so if you’re the type who sleeves everything, and I am, budget an extra half hour of repacking after every session or just buy a third party organizer immediately and save yourself the grief. It’s a real shame because everything else about production is solid, the art carries the theme hard.
Where the game earns its rating for me is the deckbuilding layer once you’re past the starters, the moment a hero’s kit actually clicks, when you draw the exact combo piece that makes your engine of cards suddenly do the thing that hero is supposed to do, Spider-Man webbing up the board or Ms. Marvel stacking up size counters into one huge hit. That click is the whole hobby distilled into a card game. Solo mode holds up beautifully too, better than most cooperative games manage alone, and I’ve spent more hours there than with a full table some months.
