A clone of Captain America’s nemesis, Johann Shmidt, a.k.a the Red Skull, emerged from stasis determined to “purify” the human race and win WWII once and for all. After gaining powerful telepathic abilities from the brain of Charles Xavier, the Red Skull began an anti-mutant campaign of terror and chaos, compelling innocent bystanders to attack nearby mutants on sight.
Red Skull (Reborn) ![]()
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Match Damage priority Black/Red/Purple/4.0xnpxo
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Domination 10 ![]()
AP
Red Skull sets his devious plans into motion, causing worldwide chaos. Destroys all tiles of a random color; When the board settles, do it again.
(Passive) If your team has 0 Black AP at the end of a turn, gain 1 Black AP.
Level Upgrades
- Level 2: If your team has 0 Red AP, gain 1.
Level 3: If your team has 0 Blue AP, gain 1.
Level 4: If your team has 0 Green AP, gain 1.
Level 5: If your team has 0 Purple AP, gain 1.
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Incite Hatred 10 ![]()
AP
The Red Skull uses telepathy to placate his enemies and turn them on each other. Creates a Fortified 5-turn Red Countdown tile that deals 3640 damage to the target. While this tile is on the board enemy damage is reduced by 99%, and each time an enemy makes a match, a different random enemy takes 228 damage.
Level Upgrades
- Level 2: 4222 damage. Enemy matches deal 260 damage.
Level 3: 4766 damage. Enemy matches deal 294 damage.
Level 4: 5386 damage. Enemy matches deal 326 damage.
Level 5: 6086 damage. Enemy matches deal 391 damage.
Level 450 - Level 3: 19,164 damage. Enemy matches deal 1182 damage.
Level 4: 21,657 damage. Enemy matches deal 1310 damage.
Level 5: 24,471 damage. Enemy matches deal 1572 damage.
- Level 2: 1711 damage.
Level 3: 1978 damage.
Level 4: 2511 damage.
Level 5: 3577 damage.
Level 450 - Level 3: 7947 damage.
Level 4: 10089 damage.
Level 5: 14371 damage.
Notes:
I’m getting a lot more comfortable with designing in the 5-star space; plus I borrowed some of the damage numbers, but I think they look pretty good.
Another 5-star Villain, Red Skull has a lot of utility, but also can deal some damage. His Black power has an amazing board shake/cascade/crit potential: Voiding the board in almost 2 full colors might actually make it too easy to get crits, which would break thanks to great synergy with his Purple, but we’d have to test it to find out. A small AP bonus rounds out the power and ensures that it increases in value at each level.
Red offers amazing AI damage mitigation with some damage reflection, along with burst damage if you can protect the CD–Green Goblin can help him out there. If he fires this against you, you’ll have to make some choices about how to deal with it without causing too much harm to yourself.
Purple is like ProfX’s Blue passive, but evil. (I love that thematic link.) If there’s fewer than 12 Black tiles on the board, it generates 6 more, possibly leading to another cascade and more damage. I think the 12 limit would keep it from triggering indefinitely, but again, testing would find a balance to make it exciting but not broken. Another fun counterplay aspect is that the enemy could capitalize on the black AP gain if it triggers on their turn–but if it triggers another 5-match they could end up eating a lot of damage. Would you purposefully match 5 against him, hoping for more black AP at the price of Health?
