Pro-Registration (Civil War)

Pro-Registration - Civil War is an expansion game mode, based on the mechanics of the Sinister Six Mode, where players face six Villains at once. In this case, you face the 6 Heroes on the Pro-Registration side of the MCU Civil War (Black Panther, Black Widow, Iron Man, Spider-Man, Vision and War Machine).

**-Where to find it?**

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

Link for the cards in the Homebrew-Archives section - Marvel United discord

**-CARDS**

16 BAM! (complete deck)

1 Special card (activating all non-defeated opponents)

1st spawn: a total of 15 thugs.

2nd spawn: a total of 15 civs.

6 Weak Spot cards, one for each of the opposing heroes.

Pro-Registration (Sinister Six style) dashboard.

**-PLAYTESTING:**

**TheAnyel**

* Iron Man moving around while dealing damage in the locations he entered gives him that mobility feel that Iron Man should have. The damage feels ok too. As a special rule, he cannot be KO'd until War Machine has been damaged, which feels good too.
* War Machine is one of the bigggest damage dealers in his team. You'd feel inclined to beat him as soon as possible.

* Black Widow deals damage to every hero in her Location and unables those damaged Heroes to use the previous card on the Storyline, which is a cool debuff. I don't like her special rule, that makes her defect as soon as you clear her weak spot card. While faithful to the movie, I don't feel like it's necessary. I changed that rule to this:

> **"When her weak spot card is cleared, move her to the opposite Location. Cancel all special effects on Hero cards for the rest of their turn."**
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* Vision is the other dangerous damage dealer in this mode. He deals 2 damage to the Hero with most cards, regardless of their Location. This damage can be reduced based on the number of Heroic symbols on the last 2 cards on the Storyline, which is a good way to defend against his strong attacks.

* Black Panther add Dora Milaje tokens to his dashboard (represented by Thug tokens), allowing him to discard those tokens to avoid 1 damage for each token discarded. He may feel weak, but with the damage done by the rest of the team, having a defensive part of the team like him allow them to be balanced. Can be a problem if you underestimate him.
* Spider-Man stops Heroes in his location from moving during their next turn, which in a S6 mode like this one, can mean that a if (for example), Hero3 acted right before this happened, you'll need to play 2 extra turns before getting to move that hero again (Turn 1 used by Hero 1 and 2. Turn 2 used by Hero 3 without moving and Hero 1. Turn 3 used by Hero 2 and Hero 3). He can be a real problem at the end of the game, but you might want to focus on high damage dealers on his team before, so it's a really cool balance on how should I do it.
* **The mode feels perfect to me**. Every Hero in Iron Man's team serves a purpose, with a lot of them focusing on dealing a lot of damage. However, if you sleep on Spidey or Black Panther just because they don't deal any damage, you will regret it. The damage output by the rest of the guys is just a misdirection for these two, as they will glue you to a location (Spidey) and keep shielding himself (Panther) while overflowing locations and getting out of your reach. Lost with only Black Widow on board with 2 health but my heroes were stuck because of Spider-Man. I **only changed Black Widow's special rule**, as I felt it could ruin the balance of the game.