LEGENDARY VILLAINS: Oh god, you'll think, as you get it out of the box for the first time. It's still got the same shit card stock, the rubbish card dividers that give you no indication of what they are actually dividing for you and the reams of unfilled space in the box that you just know they're going to make you fill with expansions. Then you'll get the new rollable mat out and see a couple of changes from the board in the base game, but neither of them particularly meaningful. You'll open up the near identical rulebook, read it, conclude that Bindings are wounds and that plenty of other cards are just switched out. Oh god, you'll think. I've just spent £45 on the same fucking game. Then you'll feel a little more optimistic as you set the game out - following the same process as the other core set - and lay it out I'm the board - same process - and set up your starting hands. You'll probably play the intro scenario with a small feeling of apathy. After all, you know this game already so why would you relearn it? Then it'll proceed to kick your villains seven which ways and leave you a decimated heap of inadequacy. You'll start game two, work through in much the same way and start to marvel at the structure of those intro villains. Very few opportunities to do low damage with low cost cards, instead forcing you to build up money. This outs more pressure on you than the base game, perhaps. You'll lose, eventually - the plot twists of the initial scenario and Dr Strange's tactic cards proving more than you can handle. As you go to bed, wondering about your latest purchase, a light bulb moment. The simplest change - the addition of a secondary purchasable card that gets discarded on use (New Recruits) is an absolute game changer. Rather than focusing on KOing cheap cards, you recruit these and play them to attack for 1 and then draw a new card. You try out this theory in your third game and suddenly be hitting the heroes for 13, 14, or 15 damage regularly. It's a fundamental shift in how you approach the game, and the way you build your decks changes as a result. Bindings also behave hugely differently to wounds, promoting more player interaction than the base game and in a truly villainous way. The new card powers result in more interaction with the lair and the adversaries are absolute tossers to take on - Iron Fist takes a lowly 3 damage points to beat, but they must come from 3 cards costing different amounts to purchase. And so, by the time you lose your third game, you'll be in love all over again. Thematically similar but playfully different, villains is an expensive but luxurious addition to what is rapidly becoming one of my favourite games in my collection. ZOMBICIDE: got mullered in 8 turns thanks to FIVE EXTRA WALKER ACTIVATIONS on the trot. Balls.