Shuma Gorath (Avert Crisis)

**-Where to find it?**

Art by Ric Nicholls. Rules by Ric Nicholls (BoardGameGeek). The deck can be found in the file section of the Marvel United BoardGameGeek web. I have a different version from this Villain with the art by Ric Nicholls and the rules done by WePlayGames (patreon), with some minor changes. As Ric Nicholls released his version, I'll post it in the homebrew version and leave a section to discuss those minor changes.

Link for the cards in the Boardgamegeek file section - Marvel United Boardgamegeek

**-CARDS**

8 BAM!

7 civs, 7 thugs Left spawns.

4 civs, 4 thugs Middle spawns.

7 civs, 7 thugs Right spawns.

6 Non-Clearable Threat cards, 4 with the same BAM! effect and the other 2 giving him damage protection. His threat cards are not placed on the setup, as you are instructed to keep them in a separate Threat deck that will be used during the game.

1 Avert Crisis Mission card that replaces the Clear Threats Mission card.

**-MINOR CHANGES FROM WEPLAYGAMES VERSION:**

I played Weplaygames version. This are the only changes from Ric Nicholls rules:

**-Heroes can't use End of Turn effects on locations with Crisis Tokens on Ric Nicholls version.** To me, this is too restrictive, as once Shuma Gorath gets his Threats cards in the game, you won't be able to use those End Turn effects because of those Threat Cards not being clearable. In Weplaygames version, using this effects from the start made the playthrough a little faster for the Heroes on the first 1-3 turns. After that, you are bound to start losing those effect by having Threat cards entering the game, as it will be impossible for Heroes to control all Spawns and Crisis tokens at the same time, so **I thought Weplaygames version was balanced to have those effects at the start of the game.**

**-Ric Nicholls version has a Villainous Plot that makes Heroes lose if all 6 Threat cards are in play.** While playing Weplaygames version, I assumed the Villainous Plot was Ric Nicholls version. When the Villain met the requirements, I was surprised to see that there wasn't a win condition for Shuma Gorath in the version I was using, so I kept playing. The 2 Extra-Dimensional Immortality made it too difficult for Heroes to damage Shuma Gorath, and I ended up losing with him at 1 health left. A -2 damage per Hero turn puts Heroes at a really disadvantageous position, as they require a minimun of 3 punches to deal 1 damage to the Villain, and that's assuming they got him in the same location. **I was happy with Weplaygames version not having the Lose condition for Heroes, as while it can be really hard for Heroes to win under those conditions, they can manage to do it, and if they don't, Shuma feels like and unbeatable beast unable to be taken down.**

**-PLAYTESTING:**

**TheAnyel**

I mentioned the minor changes up here, but since the Villain is almost the same, I'll still give my analysis on him.

**Great feel on fighting a huge monster.** The crisis tokens keep Heroes on check forcing them to divide and constanly deal with the tokens as well as spawns. You don't want to lose those locations to Threat Cards, but it is bound to happen. Being strategic on mission card clearing is a necessity.

His damage reduction cards make the fight really good. Heroes need to be lucky to avoid those cards to be in play, or be quick in defeating Shuma Gorath before they do so, as they can result in their defeat with them not able to deal enought damage. **Really cool design.**