Héro

Avenger.

Thwart: 1. Attack: 2. Defense: 3.
Health: 10. Hand Size: 5.

Sens d'Araignée — Interruption: quand le méchant initie une attaque contre vous, piochez 1 carte.

"Je suis juste l'araignée sympa du quartier !"
Boîte de base #1. Spider-Man #.
Spider-Man
Alter-Ego

Génie.

Recover: 3.
Health: 10. Hand Size: 6.

Scientifique — Resource: générez une ressource . (Limite d'une fois par round.)

"Là, tout de suite, j'échangerais bien tous mes pouvoirs de Spider-Man contre un bon livre et un fauteuil à bascule."
Boîte de base #1. Spider-Man #.
Peter Parker
FAQs (taken from the official FAQ or FFG's responses to the official rules question form)

Q: When does the villain “initiate” an attack against Spider-Man?

A: An attack is “initiated” the moment the game determines an attack will be made against a character. This includes attacks made from game steps (such as step 2 of the villain phase) and card abilities (such as an attack initiated by the “Assault” treachery).

Spider-Man’s ability resolves before any of the steps of the process detailed in the “Enemy Attacks” section are performed. -(Official FAQ)


Q: I’m playing Spider-Man, facing Ultron Stage 2. Ultron attacks me. Which happens first – Ultron’s Forced Interrupt “when Ultron attacks”, or Spider-Man’s Interrupt “when a villain initiates an attack”?

A: There is no timing difference between “attacks” and “initiates an attack” so the Forced Interrupt would take priority over the Interrupt. We used the “initiates an attack” language with Spider-man because early testers showed some confusion about when to trigger his ability, and phrasing it this way helped them to understand. -(Developer Ruling, Hall of Heroes)

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Reviews

Spiderman gets billed as the beginner's hero of beginner's heroes in the core set, but I think he's actually a lot more interesting than that would suggest. While he is very straightforward, Spiderman offers some of the more interesting decisions I've had to make in the game so far.

As a rundown, his alter-ego, Peter Parker, offers middling healing (set at a base of 3), but shores that up with the ability to generate a science resource for free every turn. This gives him the ability to do some nice setup, especially when you combo him with the Helicarrier, effectively making one two-cost card free every turn.

Unlike several of the other heroes, you're going to want to hop out of Peter Parker pretty quickly, since 13 of his 15 special cards can only be played or used in hero form. So if you're sitting around as Peter Parker, you quickly ramp up the threat on scheme, in addition to hoarding cards in your hand that can't be used.

Once you're in as Spiderman, though, the hero becomes very powerful. Getting an extra card draw every turn helps mitigate his relatively low health (compare that to She-Hulk's 15, or Iron Man's 17, when fully upgraded). This means that you'll want to defend a lot more often to offset potential damage and allow Spiderman to stay in hero form for as long as possible. Cards like Backflip and Spidersense help you prevent damage and bad effects, as well. Overall, his high base defense gets him out of a lot of trouble, which helps with the early Rhino scenarios where the villain can pound in for upwards of 6 or 7 damage at a time.

He also has good damage potential, with a decent base attack of 2, and kicks that let him dish out 8 damage at a time. This can make a huge difference when soloing. Moreover, he has one of my favorite allies in the whole game: Black Cat. She can grab you a few free cards when she comes out, and then she gets to attack for free, unlike the other allies in the game's base set.

Overall, Spiderman is an excellent hero to start deckbuilding with, but it will take more experience to really unlock his potential. Timing when you choose to defend is a critical decision point, especially when soloing. In a team game, he gets even better, since the other hero can draw away some of the heat when things get tight. Spiderman has tons of potential for new and experienced players, alike.

graycatgames · 11

A NOOB'S RANDOM THOUGHTS

Peter Parker

  • Has a low recovery which is largely irrelevant due to Aunt May.
  • He has an average hand size of 6.
  • His Scientist ability is always welcome as it allows him to more efficiently play his 6 card hand size.
  • It may also come in handy if Alter-Ego only cards are printed that require a resource.
  • There might be a archetype in the future which makes use of his and Black Cat's affinity.

Spider-Man

  • A THW of 1 is really bad and combined with only a situational threat removal card (Spider-Tracer) in his character card pool, Spider-Man will not be leading the charge as far as thwarting is concerned.
  • This is somewhat offset by the fact that Spider-Man will spend the majority of the game in Hero Form.
  • Still, without a dedicated thwarter (or in solo), Spider-Man is very vulnerable to threat (to Side Schemes in particular).
  • ATK 2 is average and here and there will help out with Minion control.
  • DEF 3 combined with Spider-Man’s defensive card pool is phenomenal.
  • 10 HP is on the lower side of things; however it should not be a problem due to Spider-Man’s excellent defensive options.
  • Spider-Sense effectively means you have a 6 card hand size in Hero Form, which is great.
  • It is also not limited to once per round, which means every time the Villain initiates an attack against you, you draw a card. Might have some interesting combo potential with future cards.

Spider-Man’s card pool is focused on mitigating the Villain’s turn. He plays very much in the moment with very few cards that stick around for the long-term.

Aspect parings with Spider-Man

Aggression

  • The Aggression Aspect provides effective Minion control to Spider-Man’s card pool. It also brings more (if slightly less efficient) damage dealing capabilities.

Justice

  • The Justice Aspect brings cards that cover Spider-Man’s greatest weakness, thwarting. With this Aspect Spider-Man becomes a true Jack-of-all-trades, able to participate in every facet of the game.

Leadership

  • The Leadership Aspect brings in multiple Ally choices that can help mitigate Spider-Man’s weaknesses while simultaneously supporting his strengths. Such across the board versatility does come with a slight cost ratio premium.

Protection

  • The Protection Aspect very much doubles down on Spider-Man’s main strength, mitigating the Villain’s turn and defending his fellow teammates.

If you found this review helpful, like so that I can write more reviews :)

Francois · 64