Doctor Strange and Wong

CP23 Doctor Strange and Wong

Once a brilliant surgeon, Doctor Stephen Strange was set upon a different path when he lost the use of his hands in an accident. Seeking mystical healing, Strange instead discovered a new destiny as a master of the mystic arts. As Earth’s Sorcerer Supreme, Doctor Strange wields arcane spells and mystical artifacts such as the Eye of Agamotto and Cloak of Levitation to defend the planet against interdimensional threats.

Doctor Strange is aided by his faithful companion and friend Wong. Descended from a line of ancient warrior-monks, Wong is a potent sorcerer in his own right. Together with Doctor Strange he uses his power to aide and defend his allies and the world from harm.

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Stat & Team Tactic Cards

Stat Cards

Team Tactic Cards

What’s included

  • 1 Plastic Doctor Strange Miniature
  • 1 Plastic Wong Miniature
  • 2 Bases
  • 2 Character Stat Cards
  • 3 Team Tactic Cards
  • 1 Affiliation Card
  • 1 Infinity Gem Card
  • 12 Tokens

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Find assembly diagrams for Doctor Strange & Wong here!

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From Panel To Play: Doctor Strange and Wong

Marvel: Crisis Protocol

07/20/2020

Get ready for a two-for-one Panel to Play! In today’s Transmission, we are looking at Doctor Stephen Strange and his loyal companion Wong.

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From Panel To Play: Clea

CP67 Clea

Family arguments can be complicated, especially when your uncle is an ancient elder evil trying to control an entire dimension. On this installment of From Panel to Play, we’re taking a look at the woman who gets to call him “Uncle Dormammu,” the sorceress and true ruler of the Dark Dimension, Clea!

Clea is a powerful sorceress and the disciple of Sorcerer Supreme Doctor Strange. Once, she inhabited the Dark Dimension, the home to the ancient evil Dormammu. Doctor Strange pulled Clea into Earth, where she learned the mystical arts from him, becoming nearly the equal of the Sorcerer Supreme in her control over magic.

Clea is the child of an unusual pairing, a mortal from the dark dimension and one of the Faltine, entities born of raw magical energy. Her mother, Umar, was condemned to the Dark Dimension, and because of Umar’s vast magical potential, Clea can wield mystical forces with a capability possessed by few. She has joined Doctor Strange on his many adventures, lending her strength in the mystical arts to his own. When she is not found assisting the sorcerer, she reigns as the rightful ruler of the Dark Dimension.

Clea hits the tabletop with a respectable package of abilities for her 3 Threat. For offensive abilities, she calls upon the powers of the demons Denak and Ikthalon to punish her foes. With the Demon Claws of Denak, she conjures a set of spectral talons to tear at a target, with the potential to inflict the Bleed condition as the claws tear into her foe.

The demon Ikthalon, on the other hand, represents a frigid stagnation and resistance to change, which he expresses by freezing his foes–preserving them, after a fashion. Clea can call on the power of the Chains of Ikthalon to bind her opponent and slowly freeze them. This Strength 6 mystic attack has an increasing degree of conditions it can inflict to represent this, with the potential to cause the Slow, Stun, and Stagger conditions.

As a descendant of the Faltinian Umar, Clea has inherited a portion of her mother’s power. She can draw on her heritage with the power Descendant of the Faltine. When she does, Clea immediately gains 3 Power but must roll 5 dice, taking 1 damage for each failure rolled.  While it’s a risky move, it provides Clea with just enough Power to pull off a Chains of Ikthalon attack or one of her other powerful spells.

Calling upon the power of Omnipotent Oshtur, one of the Vishanti, Clea draws on Oshtur’s Mighty Hand to sweep up a bit of nearby terrain and smash it into her foe—or pick up her opponent and smash it into someone else!

She can also cast the Vapors of Dormammu, a spell that summons an obscuring mist that can teleport her or an allied character to within Range 2 of its current position.

That’s all for our first look at this rebel, sorceress, and true heir to the Flames of Regency of the Dark Dimension.

Be sure to check back for yet another installment of From Panel to Play, the series where we give you your first look at how your favorite characters transition to the tabletop in Marvel: Crisis Protocol. Pre-order your own copy of the Doctor Strange & Clea Character Pack at your local game store or through our webstore today!

Until then, Atomic Mass Transmissions, signing off!

From Panel To Play: Doctor Strange, Sorcerer Supreme

CP67 Doctor Strange, Sorcerer Supreme

Some things prove that what’s already strange can get so much stranger. This time on From Panel to Play, we’re taking another look at one of the best spellslingers in the business as he moves from Panel to Play with an all-new version. It’s Doctor Strange, Sorcerer Supreme!

Stephen Strange has had many unusual encounters, but none have tested him so much as losing his connection to the arcane power of Earth. Without his magical mastery, Stephen Strange was forced to seek out new allies and a new source of energy beyond the boundaries of Earth before he could reclaim the title of Sorcerer Supreme.

On this journey to rediscover his magical abilities, Strange enhanced his arsenal of arcane skills with magic of alien origins and battled for the control of one of the Infinity Gems. This new vision of Doctor Strange as the Sorcerer Supreme sees him with a suite of new, powerful abilities. He’s traded in his Bolts of Bedevilment for the Baleful Bolts of Balthakk, which calls on Balthakk to conjure powerful electrical charge. This attack hits at Strength 5 and has the Pierce special rule, representing the electricity coursing through the defenses of Strange’s target.

He also has learned the Deadly Daggers of Daveroth, a spell the Shadowqueen once used against him. This hail of daggerlike energy allows Doctor Strange to choose why kind of attack it will be: physical, energy, or mystic and inflicts the Poisoned special condition on a target it damages.

His last and most potent attack is the Shining Circle of the Seraphim, a spell that surrounds Strange with a blazing radiance to damage his foes and cleanse his allies. Costing 6 Power, this Strength 7 mystic attack has an Area 2 range but only hurts hostile characters. As the radiance scorches those who oppose the sorcerer, it purifies and heals his allies thanks to the Cleanse and Salve special rules. Cleanse allows Strange to remove 1 condition from himself and each allied character within Range 2, while Salve removes 1 damage instead.

Representing his time and experience as a sorcerer, Doctor Strange has a new suite of abilities. They reflect his greater control over magic as well as the practical experience of facing down elder evils and rival spellcasters.

His Scalpel of Strange ability demonstrates the (pardon the expression) surgical precision with which the doctor works with a team. With it, he can teleport himself or a friendly character nearby away, pulling them from the line of danger or setting them in position for a sudden strike.

When he becomes the Sorcerer Supreme, the Vishanti bestow their blessings on Doctor Strange. This comes in the form of Chosen of Vishanti, an innate power that gives him 2 additional power during the Power Phase.

Also denoting his rank as Sorcerer Supreme, Strange bears the Eye of Agamotto once worn by his master, the Ancient One. In Strange’s hands, the Eye allows him to modify and reroll failures in his dice rolls.

Last but not least, the Mystic Armor of Strange grants him additional protection against attacks that rely on energy or mystical forces. When targeted by one of these attacks, the armor allows Strange to convert one of the attacker’s hit, wild, or critical results to a blank for each wild Strange rolls in defense.

That’s all for our first look at the good doctor in his status as the Sorcerer Supreme!

Be sure to check back for yet another installment of From Panel to Play, the series where we give you your first look at how your favorite characters transition to the tabletop in Marvel: Crisis Protocol. Pre-order your own copy of the Doctor Strange & Clea Character Pack at your local game store or through our webstore today!

Until then, Atomic Mass Transmissions, signing off!

From Panel To Play: Baron Mordo

CP64 Baron Mordo

Boy, if you can’t trust a Transylvanian baron who wields mystical powers granted by extradimensional demons, who can you? Today on From Panel to Play, we’re taking a look at the man who’s made it his life’s work to battle the Sorcerer Supreme, Baron Karl Mordo!

Karl Amadeus Mordo is the son of the Transylvanian magician Baron Nikolai Mordo. At a young age, he was sent to the Ancient One, the Sorcerer Supreme, to learn the ways of magic at the feet of its undisputed master. The Ancient One sensed a lust for power within Mordo but chose to teach him, in part to keep Mordo under the Ancient One’s constant scrutiny. Like his fellow student Stephen Strange, Mordo came to the Ancient One a damaged person. But while Strange’s damage was physical, Mordo was afflicted by a rage he could barely contain and his aspiration of greatness. When the Ancient One selected Strange over Mordo to become the Sorcerer Supreme, he turned to darkness.

Furious at this rejection, Mordo sought out a different route to power. During his studies, he had learned of Dormammu, a dread entity of immense power. Despite the Ancient One once forbidding him to research any further, Mordo made contact with Dormammu. The dread Dormammu chose Mordo to act as its pawn, infusing the man with immense, mystical might. United with the Master of the Dark Dimension, Mordo is a mortal enemy of Doctor Strange and is obsessed with seeing him destroyed.

As a former student of the Ancient One and recipient of the powers of Dormammu, Mordo hits the table with a suite of mystical powers appropriate for one of the most potent dark magicians in the world. Wielding the Staff of the Living Tribunal, he can batter his enemies and push them back, or he can call down the Bolts of Bishru, scorching rays that harm and hex his opponent. When he truly wishes to punish an opponent, Mordo can summon the Rains of Raggador for 4 Power. A rain of burning energy lance down from above, striking the target at Strength 7 and inflicting both the Incinerate and Poisoned conditions on the target.

As a Master of the Occult, Mordo can draw on a reserve of mystical knowledge. Once per turn, he can use the Master of the Occult ability to immediately gain 2 Power, the exact amount he needs to unleash some of his potent spells: Soul Barb, Ferocity of Cytorrak, and Vaulting Boots of Valtorr.

Mordo has studied the art of astral projection and manipulation, which he uses to perform the Soul Barb power. With it, he causes certain special conditions on a target character to cascade out to others. Targeting a character suffering from a special condition Hex, Incinerate, Poison, or Slow, each other enemy character within Range 2 of his target suffers your choice of condition. Paired with the Rains of Raggador, he can swiftly turn the opposing squad into a burning or poisoned mob.

The Baron can also invoke the name of the demon Cytorrak to infuse its fury into his allies. The Ferocity of Cyttorak power allows him to react when an ally within Range 3 attacks, adding 2 dice to the attack roll. The unbridled fury of the demon cannot be easily contained, though, and the allied character takes 1 damage after the attack is resolved.

Mordo is also tricky to pin down in combat, thanks to his innate Flight power and the Vaulting Boots of Valtorr, which allow him to move after his opponent attempts to dislodge him.

That’s all for our first look at this malevolent wielder of dark magic!

Be sure to check back for yet another installment of From Panel to Play, the series where we give you your first look at how your favorite characters transition to the tabletop in Marvel: Crisis Protocol. Pre-order your own copy of the Mordo & Ancient One Character Pack at your local game store or through our webstore today!

Until then, Atomic Mass Transmissions, signing off!

From Panel To Play: Ancient One

CP64 Ancient One

They say you’re as young as you feel. Our subject today has been feeling young for a very, very long time. Today on From Panel to Play, we’re examining someone so old that when she walked into an antique shop, they tried to sell her, the mystic monk from the 1200s: the Ancient One!

The Ancient One is a native of Kamar-Taj who has defended Earth from mystical threats for centuries. As the Sorcerer Supreme, she has trained countless acolytes who found their way to Kamar-Taj in the mystic arts, including her own successor: the famed neurosurgeon Stephen Strange.

As you might expect from someone who’s been around since the 1200s, the Ancient One has a few tricks up her sleeve. Displaying her magical mastery with almost casual ease, the Ancient One has potent Mystic attacks and a bevy of defensive options.

Her two core attacks that cost no power to use, Shards of the Seraphim and Fangs of Farallah, allow the Ancient One to tailor her strike to her opponent’s weaknesses. Whether calling down the keen Shards to pierce through an enemy’s defenses or summoning the maw of Farallah of the Hunt to rob them of their power, these attacks both have respectable Strength.

But the Ancient One doesn’t need to rely on the physical strength of her spells to damage her opponents. When facing resilient foes, she can strike the spirits of their astral selves rather than their mere bodies. Astral Strike costs her 4 Power and strikes at Strength 8, but because she’s bypassing the target’s physical self, it cannot add criticals to the defense roll or roll extra dice produced by criticals. If she damages the target, it becomes Staggered from the experience of having its spirit knocked around!

The Ancient One also has a potent mixture of spells and innate talents she can rely on in battle. She can summon the Mists of Hoggoth to act as a portal allowing her to appear within a close range of her current location or call on the Winds of Watoomb to cause a blast of air to fling an attacker to within range of where her martial arts experience can help her to defend herself.

Most importantly, though, the Ancient One is one of the wearers of the Eye of Agamotto. Created by one of the Vishanti, a trio of god-like supernatural beings, this relic grants the Ancient One the power to repel mystical perils like Dormammu. Whenever she makes a defense or dodge roll, the Ancient One can call upon the power of the Eye to reroll 2 dice in her roll, and she can also draw upon it to gain an additional Power during the Power Phase.

That’s all for our first look at this ancient sorcerer.

Be sure to check back for yet another installment of From Panel to Play, the series where we give you your first look at how your favorite characters transition to the tabletop in Marvel: Crisis Protocol. Pre-order your own copy of the Mordo & Ancient One Character Pack at your local game store or through our webstore today!

Until then, Atomic Mass Transmissions, signing off!

From Panel To Play: Doctor Strange and Wong

Doctor Strange and Wong

Get ready for a two-for-one Panel to Play! In today’s Transmission, we are looking at Doctor Stephen Strange and his loyal companion Wong.

Once, Doctor Stephen Strange was a masterful—if arrogant—surgeon. A car crash robbed Strange of his ability to perform surgery, reducing his once fine hands to ruin of twisted bones and damaged nerves. In search of healing, Strange wandered the world and exhausted his funds, eventually becoming a drifter. It was then that he met the Ancient One, the Sorcerer Supreme of Earth. From the Ancient One, Strange learned the mystical arts, mastering them and eventually taking up his mentor’s mantle as the world’s defender against mystical threats.

Wong is the companion and protector of the Sorcerer Supreme. Born in the hidden land of Kamar-Taj, Wong is the most recent in a long line who swore their loyalty to the Ancient One. From early childhood, Wong has studied the mystic and martial arts, mastering them in order to serve in his role. Upon reaching adulthood, the Ancient One sent him to the Sanctum Sanctorum in New York to defend Doctor Strange. Since then he has stayed by the Sorcerer Supremes’ side.

Doctor Strange and Wong both have miniatures that capture their approaches to conflict. The Sorcerer Supreme stands confidently amid a massive whirling mandala of mystic runes and shapes (the Shield of the Seraphim, perhaps?) while magical winds whip at his cloak.

Meanwhile, Wong stands in a defensive position drawing on the martial arts of Kamar-Taj. His miniature is poised to leap into action against any who would threaten the Sorcerer Supreme.

Doctor Strange skillfully commands the mystic arts in battle. His rules mirror this mastery with a set of potent and quite tricky attacks and superpowers.

When it comes to attacking, the good doctor doesn’t rely on the brute force of Physical attacks, using Energy and, appropriately, Mystic attack types instead. This gives Doctor Strange an edge on his foes, who often are less resilient to these attack types. Bolts of Bedevilment has a decent Range 4, but the iconic Crimson Bands of Cytorak attack is a true showstopper. By default, this attack allows Doctor Strange to inflict the Stagger special condition, but if the attack roll produces a critical, wild, and a regular hit, Doctor Strange can use the Mystic Binding special rule instead, giving the target an activated token—monkeying with your opponent’s action economy as a result!

Doctor Strange has four different superpowers, each taken from one of the many classic spells the Sorcerer Supreme has used in defending the world from mystical threats. Each one is potent and useful, but special mention goes to the Eye of Agamotto innate power. Not only does this permit Doctor Strange to modify and reroll failures, once per attack he can reroll all the dice of an attack or defense roll. Wielding a Vishanti’s weapon of wisdom has its benefits!

Doctor Strange defends the world aided by his loyal protector, Wong. While he lacks the breadth of abilities the Sorcerer Supreme possesses, he is a valuable addition to any crisis team’s roster! With a Threat of 2, Wong can help to fill in the gaps and put another character on the field, which can be quite useful when you’re trying to secure valuable assets or hold critical locations.

Wong’s rules are a reflection of his role in supporting Doctor Strange. Most of his superpowers benefit other characters in Wong’s vicinity, from Faithful Assistant which allows a friendly character within Range 3 to gain 1 additional power to the potent The Vishanti’s Blessing power that allows an ally of Wong to remove 2 damage or a special condition.

That’s all for our look at this duo of magical protectors. Be sure to check back when From Panel to Play returns, as we take a look at another of the characters coming to Marvel: Crisis Protocol.

See you then! Atomic Mass Transmissions, signing off.