So, this is something I want to try, but I haven't really thought about the nitty gritty details. Ever play Boss Rush mode in various video games? Typically you fight the bosses in order, starting the next boss with the exact health/items you left off with. I want to do something similar with Sentinels of the Multiverse. Rules start as such.
- Start a normal game of SotM with a carefully picked 5 man team.
- Once the game is won, leave the heroes exactly as they are (current HP, current equip/ongoings, current hand, current deck, current trash)
- Remove the villain from the playing field (cards such as Twist the Ether or Bounty Cards would obviously go to the appropriate trash)
- Grab another villain, set them up. That villain now kicks off a new game.
- See how long your team can last.
Sound fun? Well, it sounds fun to me at least. I haven't playtested it yet, so I'm still considering a few things. Some stuff to consider:
- Team selection is essential. Since this is an endurance test, a hero with capable team healing would be necessary. But pure damage shouldn't be overlooked.
- Once every hero on the team has their set-up, potential for damage in a single round is ridiculous. They could very well kill off a new villain in a single round.
- The disadvantage for the heroes is the time it takes getting fully set-up, which may take a game or two
- Therefore, starting off against easier villains would be a good idea, to ensure longevity. Kick off against vanilla Gloomweaver to make sure your team gets nice and beefy while taking minimal damage.
- HP will be tough to stabalize against harder hitting villains. This is why I'm considering Absolute Zero and/or Scholar, since they have damage and sustenance nearly built into one package.
- Obviously, Villains will have sheer overwhelming numbers to their advantage.
- Most will drop like flies once entering a new game against a fully set-up team of heroes, but even if they manage to do a good few rounds of damage before falling off, that could be enough to end it.
My initial questions:
- Should the environment change between villains too? Or every 5 villains? The same environment for the entire duration might get a little stale, and switching it up would lead to some varying difficulty.
- If the heroes get wiped out too fast, perhaps having 5 more "benched" team members would be a good idea? Instead of flipping a hero to their incapped side, you could just switch them out with a new hero, draw 4 cards and go. Endurance Mode would end if all 10 heroes get taken out. A benched hero obviously has the disadvantage of coming into the game with no gear set-up, but the advantage of having strong teammates to help them get their rig out.
- Who would make the cut for your team of 5 (or 10)?