Having recently resumed regular Monday night gaming I’ve had the oportunity to play quite a bit recently. To date this had focussed on Massive Darkness 2 given we usually have three players and it’s the new hotness for us (but more on that later). However, with one player out due to COVID, we instead decided to crack out Marvel Crisis Protocol and have a super powered bash. Whilst I was initially hesitant, as I always seem to be with MCP, once I set-up my construction site table and pulled my models out excitement set in rapidly.

I was a little slack at taking photos later in the game and didn’t take any notes, but from memory:
- Tomsey had chosen to run his Black Order, ultimately having Thanos, Corvus, Proxima and Rocket (he works for literal garbage I’m told) on the field
- I took my “Skull Buddies” roster, and ran Red Skull, Ghost Rider, Taskmaster, Baron Zemo and Hydra Bob (Bob is an exceptionally fun character it turns out, but I only included him as I’d recently finished painting the model…)
- we ended up with “Gamma Wave Sweeps Across Midwest” and “Skrulls Infiltrate World Leadership” as our Crisis’, with Tomsey electing to play at the higher threat level of the two, 17

Turn one saw Tomsey nab the Skrull with Corvus, as well as holding the closest and middle gamma shelters whilst I only held my closest gamme shelter, seeing a 5-1 lead opened and leading me to despair a bit. I need not have worried, though, as due to some spectacular luck on my part I managed to daze Corvus and Proxima over the course of turn two and three, with Taskmaster running in to grab the Skrull and then fend off attacks from Thanos, Corvus and Proxima. This was only possible with help from the Recalibration Matrix tactics card, which allowed me to force the reroll of Thanos’ major attack on him, and Tomsey’s luck deserting him copletely going from something like seven hits to one, which I blocked.

After that I ran away with the game a bit, managing to remove Rocket, Proxima and Corvus in quick succession. A combination of dice rolls and Tomsey’s failure to use his tactics cards drove the victory so I can’t claim all the credit, better familiarity with the rules and character abilities would have seen a much more even game.


One thing I find with MCP is that there are a lot of complex interplays between cards and character abilities which are easy to miss, especially when you only play once every six to twelve months. It’s a lot of fun lining up superheroes and bashing them together, and I’m hoping to get it to the table a lot more frequently (especially as I ordered six new kits on the back of this game…). Until next time.
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