PLEASE NOTE

The 2nd most I've ever spent on a board game (Lords of Hellas being #1). I got this a few months ago. But was missing the screws. When they came in, it was only a few weeks away fromI opted for super size! I have big hands so I waited for this. The game has nine buildings that are made up of 1 to 4 tiles. Whats great for setup, is these buildings are always the same. So you won't have to do a puzzle of, what floor goes where each time you play.Some official images gives you an example how it will look on the table with the normal size tiles. Yes it increases set up time, but probably not by as much as you think. They screw in easy, and more importantly they are stable. The game got delayed over a year while they made sure the tiles stay flat. Kudos to them for that, as this whole thing would not have worked with warpy tiles.Giant on left, normal on right. The giant tiles far exceeded my expectations. They are bigger than expected and just look awesome with plenty of room for big hands.No box of air here. This thing is jammed packed. There is pretty much no room left. There are game trayz inserts that just rock. The bottom fits all the tiles nicely. Very good insert. The middle are the pegs to create the 3d tiles. They are well designed too, with a simple twist to tighten.One rulebook. It's pretty dense. And honestly after reading it and playing I had several questions. I think it's mostly clear, it's just a big game and a lot to take in. There are 2 campaign books. Whats awesome here, is each side gets their own book for each campaign mission. As there are secrets your opponent doesn't get to know.The tray for all the tokens. It's nearly perfect. Other than it didn't have a dedicated spot for the 1 status effect added by the expansions. Still what a time saver this thing will be. There are a few positive and a few negative status effects. Unlike other games, they don't instantly go away and you can stack them. Which makes buffs and debuffs more useful than other games of this type.We got dice, screws, turn tracker, cars, and doomsday devices that the villain player can bring into play. I am worried the cars are gonna look pretty silly on the giant boards. Feel like the should have gotten giant sized too.Yes this game uses dice to go with it's resource management (several types of resources). It's a true hybrid. I wouldn't say it's a dice chucker. 12 sided dice are better than 8, 8 better than 6. Easy to remember. Also easy, is an interesting system where you upgrade or degrade your dice. Shooting someone in the back? bonus. Higher elevation? bonus. Opponent using a door for cover? degrade. You get the ideal. Dice can inflict hits, push, activate special abilities and give aim bonuses, for when you take time to aim.Plenty of cards. Though most of them (unsleeved here) are campaign story cards. Find your opponent's lead scientist? Would you like to kill him, keep him for ransom, or try to turn him? These are the kind of choices you get. There is 150 I think. Also game comes with 2 deck boxes that work pretty well.The game comes with 2 double sided player aids. I could see someone seeing these and running off. But these are actually most of the rules for the game. And they are detailed. It's not stuff you need all the time, and some of it you'll learn after a few turns. It's awesome how detailed these are and some of the best player aids I've ever gotten.The bad guy minion tray. The tray itself is awesome. Holds all the minions, and the spots hold any type. It also houses their upgrade tokens. I will say I was disappointed in the mini quality. They are what you'd expect in a board game if from the average game company. These are below the average minis game. Some did have to be hot watered, which is usually the case with every game I get so no big deal. However the Golem is leaning way too forward, even after several attempts to get him straight.The 2 villain options in base game. Dr Bablyon can actually summon the golem as an ally, but it's not nearly as powerful or customizable as taking the golem as a main villain.The mayhem team. Yes that is a middle finger. Not pictured here, is a family friendly pack they have that you can use to PG your game. They made hardtacks mini so you can use a fingernail clipper to remove the middle finger if it's not for you. Hollywood is a run and gunner who loves over the top action. Hardtack is a tanky character that can pull or teleport to enemies with his harpoon. Fortune gets a drone, and she's basically the glass canon of the group that likes to stun opponents.Each agent and villain comes with a sheet that goes over who they are. It explains their abilities on their player board, and the back of the sheet dedicated to their upgrade tiles.A player board. These are the awesome duel layered boards.At the top is where the resources come into play. On the far right is how many wounds a figure can take before it's removed from the current mission. Wounds are red cubes that block other spots permanently. It's a great system that slowly makes you weaker as you take damage. On the far left is shields and armor. Both can be spent to prevent wounds. Shields are much easier to replenish than armor. In the middle are the 3 main resources of the game, Speed Focus and Tech. You spend cubes from here to take various actions in the game. Each character has a different amount, which gives them a different feel. Finally Mayhem is a special resource, that allows you to play powerful 1 off abilities. The kind of abilities to swing a whole match.This small deck of cards is arguably the heart of mayhem. Each side has their own deck. And at the start of your turn you will flip over the top card. This is where mayhem gets IMO so far, it's best mechanic.You have 3 character boards, on your turn you may activate anyone you like. Even if you just used them last turn. This card shows you what EACH inactivated character will replenish at the end of turn. It's a brilliant system, that gives you flexibility and tough choices all the time. There is all kinds of things that you have to consider. Some cards allow you to replenish a health, or armor. You may only have 1 character with armor so getting that back is huge. But they might be in prime position do some real damage. If you overuse a character they get depleted fast. It's just a wonderful system.Lets talk about what you actually spend resources on. There are 3 types of actions in the game. Main action, addon actions, and free actions. On your turn you get to do 1 main action, any number of addon actions. Free actions can be done at any time, even if it's not your turn.Hollywood's main action (and most character's) is to fire their gun. This looks confusing, it's not. The left tells me I need to pay 1 green and 1 yellow cube to take the action. The color and numbers you see is what color dice you get to use at what range. After that is how many dice you start with. So if I'm 7 spaces away, I'd roll 3 yellow dice. Since hollywood likes to run and gun, it shows me I can move 3 before or after I shoot my gun. And if I jumped this turn, I gain a blue cube.The other printed actions for Hollywood. As a main action he could pay a green cube and move 9. Agents of Mayhem video game, the characters are generally mobile and fast, they are here too. Jump is an addon action. Once per main action I may use an addon action, to add to the main action I'm doing. So if I pay another green, I can also jump while moving. Not everyone's jump is the same, Hollywood's let me jump 1 story up and I can stay up for 4 movement. And finally we have anytime action, of dash. Dash is one of the most powerful abilities in the game, thus the high cost of 2 cubes. An enemy could pay to fire a gun at me, and I could dash out of their line of site for an auto miss. Due to the high cost but high flexiblity, we overused this way too much and quickly got broke haha.Each agent has 3 mayhem cards. You will make a deck of them and shuffle them up. Mayhem can be spent to gain them and use them during the game. They are like ultimate abilities. They are also multiuse, and have an ability that can be used by any hero for a simple effect (show top right). Hollywood has some fun silly abilities. There are certainly plenty of characters with more abilities grounded in reality than him, if these silly abilities are not your thing. Personally, I think they are great.I'm sure you noticed 3 upgrade slots for cards on the player boards. Each agent and villain has 9 cards (3 of each type). Again these all get shuffled from all your characters, and are gained randomly throughout the campaign just like the video game. Minions each have 1.There are also upgrade tiles that you can pick and choose for your characters. These are paid for with valuable resources either gathered or rewarded by missions. I wish these were cards with text too, but the game is already a table hog so I understand their decision to do small tokens with a cheatsheet.So once you get further into the campaign, your character might look something like this.For whatever reason this imaged came out really distorted. Anyways, these are the cards for the minions that Legion commands. Unlike the Mayhem player getting 3 agents, they get 1 villain (that is much like an agent) and 2 squad boards. They customize these boards with troops of their choice (or you can go with default). When the Legion player activates a squad board, they may activate any on the board with the same limitations (1 main action). Several actions allow multiple minions to be activated with 1 action. It's another wrinkle of choice in the game, especially since the 2 squad boards have different resource caps.This is one of floor tiles to a building. It looks kind of busy, but whats awesome is it easily gives you all the info you need to know. Another great feature of the game is it's line of sight rules. You simply check from the closest corner where you are to the closest corner where they are. In the left middle and right middle, we see doors. See those black and white circles? That's cover. If those are the closest corners when you do line of sight to your enemy, it degrades your dice pool. The red is obstacles that take 3 movement points instead of 1 if you cross them. It's a wonderful, simple system, and among the best I've played in a minis game. Finally there are stairs that let you move between floors.And some explosion markers. There are a whole bunch of explosion markers that tell you what happens if you decide to damage these points of interest. It's really cool that you never know how they will blow up. Also cool, the building will take damage do. Eventually making a floor collapse.There is a whole bunch of expansions, mostly to add new character choices.Bombshell team. Team is just theme, you can mix characters how you like. Here we get Redcard, an angry soccer player who can change his weapon between a shotgun and rifle on the fly. Rama, who is basically the sniper of all the characters. And Joule, who can deploy a drone onto the board and uses a unique lightning gun.Firing Squad has a couple of characters that play rather different. Kingpin is pretty straightforward, but is the only character that can radically alter his weapon via upgrades. Oni strikes fear into his opponents via debuffs and uses a pistol to great effect. Scheherazade is a ninja. Like really. And is one of the only melee based characters in the game. She can turn invisible and move around the board with ease.If you've played saints row, you might recognize these characters. Gat can inflict pain on himself for buffs. Safeword is a hacker that loves status effects. And Lazarus has the most interesting weapon (and just interesting story/character). And she is a major debuffer.For Legion, Hammersmith is their weaponsmith. And can deploy turrets and hit hard from a distance.Gaunt is like an evil Justin Bieber. He has brainwashed fans that can cause problems for you. When he showed up in the video game, I thought I would hate him. Turns out he's pretty hilarious.There is a terrain upgrade pack that greatly improves the objectives markers and such. And comes with trees to more easily locate cover (there is more than what is pictured).The cops in Agents of Mayhem are robots. And thus, can be hacked. In the board game they are neutral unless a side does indeed hack them to take control.And finally there is some promo cards out there (and another weirdly distorted picture). These play a huge part of the video game. They are fun crazy 1 off special created tech. For the board game, you can buy them and put them in your mayhem deck. There is many more in the video game, so I'm hoping we get the rest of them.