In Marvel: Crisis Protocol, 2 players build a handpicked roster of heroes, villains, and other characters from all over the Marvel universe and attempt to be the first to complete the mission objectives. Players work together to set up the features and obstacles on the battlefield that will affect the fight and create the mission for the game from a selection of randomly drawn Crisis Cards. Once the mission is set, each player calls on characters from their roster of ten characters to form the best mix of skills and abilities for the task at hand. The two squads will clash using unique attacks, super-powers, and even the battlefield itself to complete the mission.
This exciting new pack includes everything a new player needs to join the engaging world of Marvel: Crisis Protocol; miniatures, Character Stat Cards, and Team Tactic Cards. It also includes Crisis Cards and all the tokens, measuring tools, and dice a single player needs to play!
Since Spider-Man began protecting the citizens of New York City and the world, villains have been vexed and defeated by his witty responses and heroic actions. Eventually, these criminals and mavericks united in their shared hatred against Spider-Man and anyone aligning with his brand of heroics, eventually forming amorphous teams and temporary alliances united not around a shared goal, but instead around a shared hatred, of the accursed webhead himself! In Marvel: Crisis Protocol, these villains are labeled under the Spider-Foes affiliation, although they can often be found in Cabal or Criminal Syndicate.
Green Goblin serves as the core of this product, serving as the sole leader available. Norman Osborn brings his unique advanced weaponry and madness to the tabletop, in equal doses. His leadership ability, Oscorp Weaponry, allows all allied characters to reroll an opposing defense die roll, increasing the lethality of all attacks! Green Goblin uses his Goblin Glider to use hit and run on his healthy side, but becomes more reckless when injured, and it changes to Glider Ram, allowing him to throw himself medium. Additionally, new players might notice that when injured Green Goblin’s attacks become more powerful and effective, representing his desperation to destroy his enemies.
Kraven is on the hunt! This aggressive hunter comes out swinging with a goal of attacking a single target twice (or more) in a single turn, to maximize the rule on Spear Thrust giving him 3 additional dice if he already attacked the defender. He also has Corner the Beast, a unique superpower that lets him hurt someone advancing for a turn.
The genius scientist Curt Connors is no more, and what remains is a hulking beast. Lizard on the tabletop is a hardy melee attacker that can throw terrain or enemy characters away while shrugging off damage sent his way. His Thick Hide rule and Healing Factor might be his most effective rule, letting him take less damage and heal what is put on him.
Mysterio is a mystic attacker, using his illusions to befuddle and manipulate the battlefield, but he struggles if an enemy attacker gets into range to attack him. Two special rules help keep him safe though, his Tricks and Traps give him a chance to damage anyone who advances close enough to bypass his Stealth power. If that doesn’t stop an attacker, Mysterio can use Smoke and Mirrors to use his impressive Mystic defense of 5 dice instead. Mysterio may want to stay behind the curtain, but his control of the stage is not to be underestimated!
Shocker serves as a sound all-rounder for any player to include in their squad. His access to stun and stagger on his attacks might be nice, but his true strength is probably in If the Ground is Rocking, a superpower that makes enemies close to him roll one fewer attack dice! Considering how tough many Spider-Foes are, Shocker might be the key to many games.
Sandman is a melee attacker with easy access to throws and pushes on his attacks, giving him a lot of potential to kick sand in the face of any wimps he can reach. Most interestingly, Sandman has the ability to have 2 Sand Constructs on the battlefield, and if he activates and has less than 2, he can create another.
These Constructs can’t do much to score victory points, but are difficult to kill and push defending characters, giving Sandman additional displacement abilities to take advantage of. Sandman himself can also place himself within range 1 of any Sand Constructs.
Carnage boasts an impressively high physical defense and health with low energy and mystic defense. While that may seem an insurmountable weakness, he has extremely high damage potential due to two superpowers that increase damage and let him make an extra attack. That might be enough, but Carnage also stops defenders from adding extra dice from critical results.
Impressively large, Rhino might seem like he should be slow, but you’d be wrong! This beast of a character charges across the battlefield with admirable single-mindedness. He has Stampede, which pushes him forward, destroys terrain, and boosts his only attack, Gore. Many enemies might not want to even attack Rhino, since he can gain an extra power and advance forward thanks to Aggressive and Ornery.
Vulture has the mind of a scientist, and he’s invented several weapons to go along with his flight suit. He can drag an enemy character using his Abduct superpower or throw them using his Skyline Hunter attack. His fighting style is perfectly represented by Hit and Run, letting him attack then move away.
Electro is predictably an energy attacker, but Max Dillon also can use Ride the Wires to place himself by moving through terrain. He shares Mysterio’s ability as well to damage an enemy character that moves close to himself, which is useful considering he can take better advantage by staying far away and attacking enemies from afar.
Included in this set are 21 Team Tactics cards giving new players a wide selection to choose from, and any experienced player all the unique Spider-Foes and character cards they’d need to play Spider-Foes straight out of the box. Sinister Traps and Surprise Webhead are two that most Spider-Foes players would want to bring, giving the affiliation access to easy enemy damage on turn one and a big turn where each Spider-Foes character can make an attack without needing to use an action, or even be on their own activation!
Characters:
Team Tactics Cards:
A new player might build this 17 threat team to face their opponents. This would give them access to strong attacks and the ability to move fast to hold objectives while threatening a strong counterattack.
This new pack offers everything a player needs to start playing Spider-Foes right out of the box. So, of you’re looking to spin up a sinister trap for your local webhead, swing by your FLGS or pre-order the Spider-Foes Starter at the Asmodee webstore.
That’s it for today’s transmission! Until next time, Atomic Mass Games, signing off!
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