Iron Man (Civil War - Iron Legion Threats)

**-Where to find it?**

Uses art already in the game. Rules by USS Voyager (discord). The deck can be found in a message across the "Homebrew" section, on the Marvel United discord.

https://discord.com/channels/762950956874727456/818045006510030858/932393571674366042

**-CARDS**

6 BAM!

5 civs, 5 thugs Left spawns.

5 civs, 5 thugs Middle spawns.

5 civs, 5 thugs Right spawns.

2 Henchman Threat cards with a BAM! (Iron Legion), 4 Symbol Threat cards.

**-PLAYTESTING:**

**TheAnyel**

1. Too hard. I was obliterated on my first 2 tries on his 3rd card, as he went from 3 on his Registration Track to 20 in one turn due to his BAM! reactivating due to all Heroes getting KOed in a single turn at full health. The third time I was lucky and threat placement helped too. **Can be tweaked a little bit.**
2. His BAM! spawns a lot of tokens (3 on each adjacent location), and if you get a card with two spawns on those locations you end up spawning 10 to each side, which means that if those location where full he would advance in one turn half his track. If he's going to add to adjacent locations on his BAM! and with his spawn on the same card, **the 3 thugs added on his BAM! should be reduced to 2.** I'm ok with him dealing 2 damage to all Heroes in his location and 1 in the adjacent ones. It is a lot, but it forces you to divide your heroes to avoid danger, which is a good style for this villain. Affecting that many locations as Iron Man suits the character and his weaponry.
3. No KO effect specified on the card means everytime he get a Hero KOed, he repeats his BAM!, which can result in more KOed Heroes. The range of The Iron Legion Threat cards makes this even worse. On a card with a single KO caused by a BAM!, Iron Man would spawn 6 thugs to his left, 6 to his right + the ones marked in his card. A second one would elevate this number to 9 and 9, and a third one to 12 and 12, for a total of 24 spawns + the ones on the bottom of his card. Doing this on a Location with 5 empty spaces would result in an overflow of 14 tokens (plus the one on the bottom of his card), which is a +14 on a 0/20 win track condition. **I would add the KO condition that he doesn't reactive his BAM!, and instead his tracked advances by 1 .**
4. The Iron Legion Henchman cards are way too powerful combined with Iron Man damage output. 2 damage to each in their location and 1 to each Hero in adjacent ones can result in at least 5 locations per turn getting hit. Their second effect does not serve any purpose in Iron Man's Master Plan (turning civilians into thugs), as there are cards in his deck that take advantage of having Civilians, but not Thugs. **I'd change their damage to 1 damage a Hero in each adjacent location (no damage in their own location) and adding to the turning civilians into thugs effect: for each civilian replaced with a thug, increase the tracker by 1.**
5. The Iron Legion effect card in his deck (2 copies) has the same problem of not taking advantage of having Thugs on Locations. To help those cards, **I'd change the design of the Gain Support cards so instead of removing civilians, Iron Man removes thugs (he's gaining support by getting rid of thugs in the streets) and advances his Support Track by 1 for each thug removed.**
6. With all the changes proposed, I may need to up his BAM! count to 6 to 8, but I'd need to try the suggested changes before doing so.
7. The Public Support win condition is a great idea, but the damage output of Iron Man and his Henchan in their current form can ruin the game by making him win in 2 turns. While not impossible if you manage to get lucky, it is too easy to be defeated.