Deck-building game is a fast-growing genre that is gaining more and more fans around the world. You start with a lame deck consisting of a few basic cards, and then all options are open. It’s up to you to find the best combos of cards, add them to your deck and gradually build a “machine” that works better than other players’. It all started with Dominion, then came Thunderstone, Ascension, Nightfall… and now Legendary! But Legendary is much more than a simple deck-building game. Read on to find what’s different about it.
The game’s storyline is quite compelling, thanks to the Marvel license. Here are all your favorite guys: the good ones like Wolverine, Spiderman, Hulk, Captain America, Iron-Man, and much more, and the bad ones: Dr. Doom, Magneto, Loki, and Red Skul. One of the evil
Masterminds decided to bring horror to the city by accomplishing a scheme and recruiting many villains to help him do just that. You have the difficult task of stopping him by recruiting the best superheroes out there and fighting the villains and the Mastermind himself. However, you are not alone. Your fellow players are on your side, trying to do just the same as you. Players don’t take the role of superheroes. Instead, heroes are available for any.
Player to add them to his deck from a common pool. So, is this a cooperative game? Up to one point, yes. You all try to defeat the bad guys, but one of you will do better than the others. By defeating villains or fighting the Mastermind, players earn victory points, and at the end of the game, the player with the most victory points is the winner.
This game is for 1-5 players, each player starting with the same deck of basic Hero cards, 8 S.H.I.E.L.D. Agents, and 4 S.H.I.E.L.D. Troopers. During set-up, which takes some time, you choose a Mastermind to fight at random. Each Mastermind comes together with 4 Mastermind tactics cards, placed underneath the Mastermind on a special place on the board. Then you choose a Scheme card at random too. There are details about how the Mastermind operates on the Scheme card, which influences how the villain deck is formed.
Then you get to build the villain deck, which consists of the following types of cards:
“Scheme twist” cards. A Scheme Twist card represents the Scheme moving forward towards victory for the evil Mastermind. Every Scheme works differently, with its Scheme Twists doing a specific thing related to that Scheme. The number of “Scheme twist” cards in the Villain deck depends on the Mastermind card. “Master Strike” cards.
A Master Strike card represents the evil Mastermind coming down to get their hands dirty and smash the Heroes themselves. Each Mastermind card has its own specific Master Strike effect. 5 of these identical cards are added to the villain deck. Villain groups. Each group consists of eight villains that work together. The number of groups added depends on the number of players. Henchmen groups. Henchmen are weaker
Villains where each group consists of ten identical cards. The number of groups added depends on the number of players. Bystanders. These are innocent citizens that turn out to be at the wrong place, the wrong time. Villains snatch them and carry them with them. When you defeat a Villain who has captured
A bystander, you get an extra victory point for rescuing the poor guy/girl. After the Villain deck, you build the Hero Deck. There are fifteen different heroes, and you get to choose five of them (six when playing with 6 players). There are 14 corresponding cards (1 rare, 3 uncommon, 5 of one common, and 5 of another common).
Ll decks are shuffled and put face down on their special reserved places on the board. 5 cards are flipped from the Hero deck and put one next to the other into the 5 Hero Spaces in the HQ. Players shuffle their decks, too, and draw 6 cards. A starting player is chosen, and players take turns in clockwise order.
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