Marvel Crisis Protocol Alliances is on the way from AMG. Here is everything we know about the game from the release window to its contents.
Atomic Mass Games (AMG) is taking Marvel: Crisis Protocol (MCP) in a new direction with a standalone tabletop board game that spins out of MCP’s superhero miniatures vibe, but aims squarely at co-op, boss-battling, campaign-style play.
At its core, this is AMG taking the superhero energy of Marvel: Crisis Protocol and repackaging it into a standalone co-op miniatures board game. Instead of head-to-head skirmishing, you and your group team up, fight through a string of escalating scenarios, level up your heroes, and then try not to get folded by Green Goblin and an endless pile of minions.
Marvel games live and die on whether they actually make heroes feel heroic, and a co-op boss-battler setup has a much better shot at selling that fantasy than another straight-up competitive slugfest with a different logo on the box (but people are still skeptical about whether another MCP game can thrive).
What Is Marvel Crisis Protocol Alliances?
Updated April 3, 2026, by Rob Baer with the latest on the game.
Let’s clear up the confusion first.
Marvel Crisis Protocol Alliances: Night of the Goblin is not an expansion for Marvel: Crisis Protocol. AMG says that pretty plainly. It is its own standalone game with its own box, its own flow, and a completely different style of play.
This is a co-op “beat-em-up” miniatures board game built for solo or multiplayer sessions with up to four players. Everyone works together, controls heroes, fights through linked Stages, earns upgrades, and eventually throws down with a boss battle at the end.
That means this is not just “MCP, but with a campaign mode. It shares some familiar DNA with Crisis Protocol, but the structure is aiming at a very different crowd. This is more about teamwork, pressure, scenario progression, and replayable boss fights than competitive list-building.
- AMG is spinning MCP into a co-op board game: Marvel Crisis Protocol Alliances is a standalone boss-battler with campaign-style progression, not just another standard skirmish box.
- The game is simple: fight through three stages, power up your squad, then throw hands with an AI-controlled boss that is supposed to change from game to game.
- Do not buy in for “new MCP minis”: the models are press-fit and unpainted, but this is not being pitched as a backdoor wave of fresh Crisis Protocol character releases.
- The real draw is squad progression: mix-and-match heroes, unlock upgrades, and hope AMG made those upgrades actually change how teams play instead of just adding bigger numbers.
- The launch window is crowded: AMG is aiming for early September 2026 with 90 to 120-minute sessions, but skepticism is already there thanks to spin-off fatigue and a brutal release season.
Night of the Goblin Finally Puts a Name on the First Box

That tells you exactly what AMG is going for in the launch set. This first entry leans hard into the Spider-Verse side of Marvel, with Green Goblin as the featured villain and a hero lineup built around street-level chaos and web-slinging speed.
- Spectacular Spider-Man (Peter Parker)
- Ultimate Spider-Man (Miles Morales)
- Black Cat
- Ghost-Spider
That’s a strong launch cast. You have two recognizable Spider-Men to anchor the box, plus Black Cat and Ghost-Spider to add a little variety and keep it from feeling like four shades of the same character card.
On the other side of the table, Green Goblin is the big bad, backed by eighteen minions made up of War Goblins, Spider Slayers, and Goblin Army troops. So this is not just one villain model soaking up damage while heroes take turns punching it. AMG is clearly pushing a constant-pressure setup where the board stays full of threats.
Marvel Crisis Protocol Alliances: What Comes in the Box

Inside, players get miniatures, cards, tokens, dice, rules, a board, and the accessories needed to actually get the game on the table. That part matters because nobody wants to find out a “standalone” box still expects extra purchases before the first game.
The miniatures are also push-fit, so there is no glue required to assemble them. That is a smart move for a game trying to pull in both hobby veterans and Marvel fans who may not want to spend a weekend clipping, scraping, gluing, and questioning their life choices before they can roll a single die.
They’re still unpainted, though, so hobbyists can absolutely go nuts with them if they want.
There’s More MCP Crossover Here Than It First Sounded Like

The hero and villain miniatures in the box can also be used in standard MCP as alternate sculpt options, and AMG says stat cards for both games are included.
It still isn’t a standard Crisis Protocol expansion, and nobody should treat it as a backdoor character pack wave. But there is now a clearer crossover lane for people already invested in the skirmish game.
So the better takeaway is this: Night of the Goblin is not a normal MCP release, but it does have real MCP table value beyond just being a separate board game.
How Marvel Crisis Protocol Alliances Works

Each game is built around a series of Stages, which are scenarios played consecutively to tell a larger story.
AMG also says the game uses core rules familiar to Marvel: Crisis Protocol players, so existing MCP fans should have an easier time getting up to speed. Whether you play solo or with friends, all four heroes stay active on the board at all times, with players controlling one or more heroes depending on player count. As players earn XP through each battle and move from Stage to Stage, they can customize their team with Level Up cards.
Players work through those Stages, complete objectives, earn experience, and customize their heroes along the way before the final boss fight kicks in.
That is much better than just saying “co-op boss battler” and calling it a day. The key thing here is that the Stages are supposed to create variety. Different conditions, different objectives, Green Goblin acting unpredictably, and fresh enemies constantly entering the board should keep sessions from turning into one long flat brawl.
Or at least that’s the idea.
Replayability is one of the first questions people ask with a game like this, and AMG is clearly trying to answer that upfront by making the scenario chain, enemy pressure, and boss behavior part of the sales pitch.
The Round Structure Sounds Fast and Pretty Clean

Each round is broken into three phases:
- Power
- Activation
- Cleanup
During the Power phase, heroes gain Power to fuel stronger attacks and abilities. Then the Activation phase handles the main action, and that phase is broken into two Turns.
During a Turn, players activate four characters to move, attack, or interact with objectives. After that, enemies move, new enemies spawn, and then enemies attack. That means the game should keep a steady rhythm of players trying to solve the board while the board keeps getting worse.
That’s the right kind of pressure for a co-op game like this. You want it to feel like the heroes are holding the line, not casually strolling through a puzzle once the trick is figured out.
AMG also says enemy behavior is handled through individual rules cards, which should help keep the AI side readable while giving each enemy type some identity.
Level Up Cards Move Things Forward
The campaign-style progression might end up being the best thing in the box if AMG gets it right.
Players earn experience during battles and can customize heroes with Level Up cards as the session moves forward. That is a strong fit for a superhero co-op game because it gives the team a sense of momentum instead of making every Stage feel like the same fight with a different wallpaper.
The big question is whether those upgrades actually change how heroes play.
If the cards open up new options, create better combos, or make teamwork more interesting, that is where this game could build real staying power. If the upgrades are mostly minor stat bumps and a few extra numbers, then the whole progression pitch starts to feel a lot less exciting.
Still, on paper, this is one of the more promising parts of the design.
The Fail State Is Brutal, and That’s Probably Good

If the players complete the Stage objectives, the final boss battle begins. Beat the boss, and you win.
But if any player is KO’d at any point during the game, everyone loses.
That is a nasty fail state, but it’s also exactly the kind of thing that makes co-op games memorable. It forces actual teamwork. You can’t just send one hero off to play action movie star while everyone else does the objective work. If one person gets caught out, the whole squad pays for it.
That kind of pressure should make support abilities, positioning, and group planning matter a lot more than they do in a lot of lighter co-op games.
MCP Alliances: Roadmap & Release Schedule
Possibly the biggest long-term reveal so far is that Night of the Goblin is only the first game in the broader Marvel Crisis Protocol Alliances line.
Night of the Goblin Was Just the Beginning

The roadmap shown off at AdeptiCon carries the game through Q2 of 2027 with two more big box sets. Just keep in mind, the Night of the Goblin will carry the game all the way through 2026. Still, that should give the game some time to settle in and bring new minis when people are ready.
Attack of the Sentinels

- Cyclops
- Gambit
- Rogue
- Wolverine
On the villain side, the box is loaded up with Sentinel threats too:
- One Original Sentinel
- Three Prime Sentinels
All told, Attack of the Sentinels looks like a strong follow-up box, especially if you want more X-Men favorites on one side and a full pile of mutant-hunting machines on the other.
The Once and Future Kang Box
Looking a little further down the road, the third Alliances box set throws the Avengers into a showdown with Kang in The Once and Future Kang, slated for Q2 2027. This one looks like a fun mix of classic Avengers heroes and multiple Kang variants, so there is plenty packed into the box.
- Wasp
- Captain America
- Iron Man
- Hawkeye
On the villain side, the box is loaded up with threats:
- Rama-Tut
- Immortus
- Scarlet Centurion
All told, The Once and Future Kang looks like a pretty stacked box if you are into classic Avengers matchups and all the weird timeline chaos Kang brings with him. Between the hero lineup and the trio of Kang identities, this one has a lot more going on than just a simple hero-versus-villain starter.
The Big Elephant in the Room: Why People Are Skeptical

“Another standalone spin-off” is a hard sell
AMG has a track record of expanding into adjacent product lanes, and some fans see this as another “parallel track” game that competes for attention with the core lines. That skepticism got louder because Star Wars: Shatterpoint was just shifted into a specialist-game lane, which naturally makes people wonder how AMG is allocating resources across its catalog.
Plus, the market calendar is brutal
Game releases do not exist in a vacuum, and AMG said they are looking to release this game in Q3 2026, around September.
If the wider hobby world is lining up big launches in the same season (most notably 11th Edition 40k), but also Starcraft, and Gundam Assemble, anything new has to fight for time, money, and table space. That does not mean Marvel Crisis Protocol Alliances is doomed. It just means it has to land clean with a clear identity.
Final Thoughts on Marvel Crisis Protocol Alliances: Night of the Goblin

That could work really well.
The launch cast makes sense. Green Goblin is a strong first villain. The minion pressure sounds promising. The XP and Level Up card system gives the game a needed sense of momentum. And the future cross-compatible box plan gives the whole line more upside than a one-and-done release would have had.
At the same time, the skepticism is still fair. This game is going to live or die on how smart the AI feels, how different the Stages really are, and whether the progression system does more than pad out the runtime.
If AMG nails those mechanics, this could be one of the more interesting tabletop releases of the year. If not, players will figure that out fast.
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