JUSTICE LEAGUE: AXIS OF VILLAINS
Players can be Batman, Superman, Green Lantern or the Flash. They're on the Justice League Satellite, which is surrounded by eight sides. Each hero has five Arch Villains. If the players clear the board of all villains, they win! If the villains destroy the four parts of the Satellite, the players lose.
Gameplay is very similar to Castle Panic. Each turn a player rolls a 6-sided die (Control Die) and an 8-sided die (Number Die). Some rolls move the villains on the section indicated on the Control Die one or two spaces closer to the Satellite. (If a villain lands on a Hot Spot, they flip a Villain Card, which can do anything from bring defeated villains back to bringing out an Ultra Villain.) Some put an Arch Villain into play at the section of the Control Die. If a villain makes it to the Satellite, they destroy a section, and if all four sections are destroyed the game ends; if a Ultra Villain makes it to the Satellite the players lose immediately. And if the JL symbol comes up, the players cam move their hero that many spaces -- usually to battle the villains!
Justice League: Axis of Villains is disappointing. The heroes' powers aren't that impressive (usually involving moving around the board), and since they need Power Cards to use, they can't be used that much. The game doesn't even try to balance the difference in power between Batman's villains and the others (Superman has problems defeating Two-Face? Really?) and it can be frustrating to roll the dice over and over and over before finally being able to move one's hero. There are several good superhero-based games out there, but I can't add Justice League: Axis of Villains to that fun group.
Overall grade: C-
Reviewed by James Lynch