Marvel Legendary is a card game that revolves around “building decks”. If you know of any kind of Trading Card Game (TCG) and Collectible Card Game (CCG) such as Magic the Gathering (MTG or Magic) or Pokémon or Yugioh (in my opinion, though it was my first TCG this game is for rich kids) you will have experienced building that one deck to play the game only to be crushed by either a more experienced player or by some kind of strategy unbeknownst to you.
Marvel Legendary is not a TCG or a CCG but a card game with set cards that can interchange as you play. The game itself is about being recruiters of many of the Marvel super heroes in the comics, to build a team to battle out the villains and a mastermind that wreaks havoc of the city and its citizens.
In the main game or the base game, the heroes are Ironman, Thor, Nick Fury, Spiderman, Hulk, Captain America, Hawkeye, Wolverine, Cyclops, Black Widow, Rogue, Storm, Emma Frost, Deadpool, and Gambit.
The Villain teams are Hydra, Spider Foes, Brotherhood, Radiation, Skrulls, Emissaries of Evil, Masters of Evil, and Enemies of Asgard. (I’m not sure if they are all from the base set as I have mixed most of mine through much playthroughs, about 50 times. So I apologise if they are wrong)
The Masterminds include Loki, Red Skull, Magneto, and Dr. Doom.
Now that I have told you about the good guys and bad guys, there are also cards call Scheme Twists (or Twists for short). These cards give a lot more theme in each game and they are the scenarios that the heroes have gone through (in comics or cartoons). I like this aspect of the game because it makes every game different. The goals and the lose condition are changed.
You can re-enact classic scenarios like X-men vs Magneto and his Brotherhood. Have Spiderman fight off his counter parts like green goblin or even Dr Oct. Or just have Thor vs Loki in a battle of Supremacy. But the scheme twist will give the game extra flavour. Like having obstacles to overcome while dealing with the Mastermind. In the base game there is at least 300 hours of replayability and at least 40 different combinations to mix and match. Like X-men vs Red Skull or Avengers vs Magneto.
Now then, the deck building style of this game is very simple. There are two types of currencies in this game, Honour points (represented by a star) and Power points (represented by three slashes). They are used to acquire heroes or defeat villains respectively (though in later expansions this can be changed). To acquire heroes or defeat villains, you must have the required cost in hand to do so.
If you draw a hand that has 5 honour points and 1 power point, and in the HQ there are heroes of two spiderman of cost 2, a hulk of cost 4, an Ironman of cost 3, and a Thor of cost 6. You are able to acquire both spiderman cards. At a total cost of 4 or a spiderman card and an Ironman card at a total cost of 5. But not a Thor card as it exceeds your available honour points. This is similiar to defeating villains.
Now here the great thing about this game. When it is your turn to acquire heroes you can get as many card as you can afford instead of just one card every turn. This is the same for defeating villains so you can clean the city in one swoop if you wanted. The setup for the game depends on the number of players.
Legendary – game setup
Once everything is setup, the game can begin. On your turn, you will first need to shuffle your basic set of cards given to you (4 slashing guys and 8 honour guys), then draw 6 cards from that deck. Your starting hand can be any of these combinations 4S & 2H, 3S & 3H, 2S & 4H (very common), 1S & 5H, or 0S & 6H (very rare). This will depict what you can do. Then the villain deck will either provide a villain to defeat (it usually this since about 80% of the deck are just villains, otherwise you are just unlucky), a twist to create chaos, a bystander will be taken hostage, or a master strike will cause the mastermind to attack.
You take your turn by playing cards in your hand to acquiring heroes from the HQ if you have enough Honour to get them or defeat a villains or the mastermind with Power for victory points (the victory points are for more competitive players as this game is advised to be played as a co-operative game). Once you have acquired your heroes, make sure to add them to your discard pile as well as the cards that you have or haven’t played into the discard pile. You the draw a new hand of 6 cards and pass to the next player.
Now at this point you may be wondering “why do I put my newly acquired heroes in my discard pile instead of my hand? or what happens to villains when I defeat them?” The first question can be answered like this: the reason for this is part of the deck building mechanic of the game where you will be building a deck over the course of the game by adding new cards to your deck to improve it. Your 1st and 2nd hand will just be basic cards, but your 3rd, 4th, 5th, nth hand will have the cards that you acquired the previous turns. This will make your deck more powerful in defeating the villains wreaking havoc in the city.
The 2nd question can be answer like this: You put defeated enemies in your victory points pile. This pile does not go into your deck as these cards are placed in your “jail or gaol”. They are not relevant in the game (unless you are playing with Hydra villains) as they are just points.
Now for my gaming experience and opinion of this game.
I played this game with my friends Jon, Evil, and Caps. I will first explain what kind of gamers they are and what scenario we played.
Jon (he was a new magic player at the time) is the naive type gamer that tries to help others but then switches to screwing with others by taking a card that someone else wants or needs.
Evil (at least 5 years of playing magic) is a power player that just gets the cards with the most attack power regardless of what the consequences are.
Caps (Ex-magic player, so he is a veteran) is like me, a heavy strategic and hater type. This means that he gets cards that some else will need, but also makes use of it in his strategy. But he hate picks more.
I (Ex-magic player, was a judge once so i used to be a veteran) am more in the strategic side of things rather than just taking a card that doesn’t work with my combo.
We played two games. The 1st was a warm up game (even though it was still on hard mode) and the 2nd game was the hard hardest game we ever played. My friends and I never just pick Heroes we like but pick random ones. In the first game we were versing Loki, using the legacy virus scheme twist. The Heroes were a bit random and managed to choose the Hulk, Spiderman, Wolverine, Nick Fury, and Rogue. In the second game we choose the Heroes (Evil suggested that all the Heroes be “dem hot b!tch3s” his words, so we used are random set of the female Heroes) Black Widow, Jean grey, Rogue, Invisible woman, and Spider Woman.
The setup for the first game has 3 different villain groups (sorry but i can’t remember them at all as we picked at random from all sets) the Doombot henchmen, and Hand ninjas henchmen, plus 5 master strikes and 13 twists (normally it would be 8 twists but we always play hard mode, it makes the game more intense and somewhat more exciting), and 8 bystanders (some of them had ability triggers when you rescued them but all of them are worth 1 victory point). Once the 2 decks were shuffled we rolled a dice to decide who went first, then we continued by going clockwise.
Now before I explain what happened in this game I need to explain the scheme twist scenario. The setup includes 8 twists in the villain deck and a stack of 6 wounds per player. This part is important as it will be a condition that decides whether the heroes win or lose. Evil wins (condition) if the wound stack runs out. So all in all there was only 24 wounds for the whole game. Wound cards do nothing in your deck but make it inconsistent by making you have a card that does nothing when you have it. There are many ways to remove wound cards but they all rely on the wound cards being in your hand at the time or in your discard pile. The main way to remove wound cards is to pass your turn. Meaning you must not defeat villain(s) or acquire new heroes on that turn and you will be able to “heal” from your wounds, i.e. remove all wounds from your hand and return them to the stack.
Unfortunately, the scheme scenario plays like this. Whenever a twist is revealed from the villain deck, each player may reveal a “Chip” Hero or gain a wound. With 13 scheme twists in the deck it was more likely to happen. Likely we had Heroes like Spiderman and Nick Fury that have these “Chip” symbols on their card.
Now we start the game with Evil (rolled a 17) starting, then Caps (rolled a 9), then Jon (rolled a 5), and last me (rolled a 2, by the way we were using a d20 [d20 = short for a 20-sided die] to decide who went first). Anyway the HQ had 2 spiderman cards, 1 Nick Fury card, 1 Hulk card, and 1 Rogue card. Jon’s first villain was a Doombot henchman with a power of 3. His hand was all Honour (6 honour or “buy” for short). He bought the Rogue card. She has the ability to copy another card that has be played, retaining its original symbols and adding the copied card’s effect as well as it’s symbol. This cost him 5 honour and when the next hero came out it cost 3 (a Wolverine card). He passed.
Caps had 5 to buy with and 1 to attack with and his villain card was a hydra villain that makes you draw more villain cards from the deck. He got 2 Wolverine cards, a 3 cost and a 2 cost. The 2 cost came out right after the 3 cost. Then he passes.
Jon then takes his turn with 3 to buy and 3 to attack. A bystander is reveal from the villain deck and is captured by the right-most villain in the city. The Hydra guy. He beats up on the Doombot is able to remove one of his starter cards to thin his deck (making it more effective in winning the game) and buys a Maria Hill card (she is a common card that provides 2 honour points when play, it is much better than a starter card that only produces 1 honour point). Then he passes his turn.
On my turn, something happens that makes the game mush quicker. A master strike appears. Whenever a master strike appears from the villain deck you must do the masterminds effect. Loki’s is Each player reveals a “punch” card or gains a wound card. At the start of the game no one has these cards as we all start with just the basic cards. So in turn everyone gained a wound in their respective discard piles and I bought 2 spiderman card each cost 2 honour points (all spiderman cards costs 2 honour points and have a similar effect: Reveal the top card of your deck, if it costs 2 or less draw it). My hand was 4 honour and 2 power if you didn’t figure that out. So my next hand was also 4 & 2.
Now that was the first round. It was pretty much the same for the next 2 rounds where the guys were getting good hands and building up a better deck and on my turn bad stuff happened.
On the 4th round on the other hand was when a lot of sh!t hit the fan. It started with Jon’s turn. The city was clear except for a hydra guy that draws 2 more villain cards when defeated. On the villain reveal, it was one of the many twists. Everyone but me had the “chip” card. at this point in the game there was still 20 wounds. Jon played 2 Hulk hero card that gave wounds each time it was played but the card had 4 Power (total = 8 Power) some other Hulk cards that removed wound cards to gain extra power. Hulk of 2 power plus 2 bonus power. At that moment he had 12 power not enough to beat hard mode Loki of 14 Power (normally at 9 Power) so Jon went for the 4 power villain. The result was not favourable. It revealed another Hydra villain that plays the next 2 cards after it is defeated and a Streets of New York villain that make you discard 3 cards and then makes you draw 2 in compensation (man that ruined my combo). Then he defeated another Hydra guy. We told him not to since there was about 13 wounds left. But he did it anyway. 2 twists came out. I was not affected but that meant that there was only 7 wounds left and if it runs out we lose. He passes his turn.
On my turn, a master strike appeared. It gave all of us a wound each. At that point there was only 3 wounds left in the pile, at this point I decided to defeat as many villains and the mastermind at least once. I knew that we were going to lose since the wounds pile was about to run out. I made sure that I would no longer acquire more heroes. I passed my turn.
On Evil’s turn a villain appeared that gave a wound if we don’t should a yellow (sense) card. Luckily everyone except me had the card and I was the only one to gain the wound. There was now only 2 wounds in the pile. He played a Hulk that removed wounds from the discard pile to gain +2 attack power. He then used Rogue twice that and copied the Hulk twice. With enough power he was able to defeat the mastermind once. One more time and we would win. But alas that was not the case.
On Caps’ turn he revealed a twist, which gave everyone a wound. There were 5 wounds left from the pile (whenever a wound card is removed it is sent back to the pile) passed his turn after getting a 7 cost hero.
Now on Jon’s turn was the last turn. He forgot the amount of wound cards left in the pile and played his hulk card twice and we lose the game the villain that came out was just a Doombot (a pleb). He figured that after he removes some of the wounds in his discard pile would have been able to continue the game. But he forgot that he needed to draw a card and therefore ended the game. We lost but we still counted the victory points and the winner was Caps with 3 points more than me (33 points in total).
Game 2 – The Girls vs Galactus
In this game we started with me and Evil and Caps changed seats. Now I will tell you the important abilities of certain cards. I’m just gonna list them below so that it is easier to explain my experience, otherwise this blog will be more like an essay.
Galactus Master strike effect: destroy the left most city space and place the master strike on the space face down.
Cosmic Threat effect: Allows a player to lower the Attack value of an enemy (whether it is Mastermind or Villain) by 3 times the number of indicated symbols on the associated Cosmica Threat. In Galactus’ case when you use Cosmic Threat you can only use one symbol per turn. So if you have 3 green punch (Power symbol) card in play Galactus will have his attack power reduced to 11 (20 – (3×3=9)). If you defeat Galactus when his power level is reduced his power level will reset back to 20 and green punch cards can not be used in the same turn.
Note: The power level of an enemy (villain or mastermind) can only be reduced to a minimum of 0 (it can never go below into the negatives).
Scheme Twist effect : When a twist is revealed KO heroes from the HQ space whose cost is equal to or less than the number of twists placed on the side. Therefore the first twist will remove heroes that cost 1 or 0. The second will remove 2 or less and so on.
Evil (not my friend but the mastermind = Galactus) Wins: The whole city is destroyed or when 20 non-grey heroes are KO’d.
Very Important Rule: whenever a villain escapes the city the active player must KO a hero from the HQ.
The symbols are shown on the Galactus Card under the Cosmic Threat ability:
- Green punch = Power symbol
- Yellow scratches = Sense symbol
- Red recycle = Covert symbol
- Grey chip = Chip symbol
- Blue X = Targeting symbol
This game only lasted about 30 minutes tops.
We haven’t played this game as a co-operative game since it first came out. So this is how the game went. I again did not start. Caps started so with the change of sitting I was still last. I was being optimistic in defeating the scenario. I had beaten the scenario before with a different setup but then again the players were far nicer and more cooperative.
Caps went first and a little Doombot came out. He had 3H and 3P so it was good for him. He acquired a Maria Hill which is essentially upgrading the one he removed. He passed his turn.
Evil’s turn was much the same but instead of a Doombot henchman it was a Savage Mutant, which allows the player to draw an extra card for his next turn. He also got a Maria Hill (and we egged him that he was just copying Caps). He passed his turn.
Jon had a better hand and was able to get a Rogue of cost 5. The enemy that came out was one of Galactus’ minions (the red one with a power level of 9). It had a cosmic threat of a red recycle symbol (Covert symbol).