Review: Legendary “A Marvel Deck Building Game”

Deck-building game is a quick-growing style that is gaining more and more fans worldwide. You start with a lame duck and a few basic cards, and then all alternatives are open. It’s as much as you to find the pleasant mixtures of cards, add them to your deck, and regularly build a “gadget” that works better than other gamers. It all commenced with Dominion, then came Thunderstone, Ascension, Nightfall… And now Legendary! But Legendary is an awful lot more than an easy deck-constructing game. Read on to locate what’s one of a kind about it.


The recreation’s storyline is a compelling way to get the Marvel license. Here are all your preferred men: the good ones like Wolverine, Spiderman, Hulk, Captain America, Iron Man, and many more, and the bad ones: Dr. Doom, Magneto, Loki, and Red Skul. One of the evil Masterminds was determined to deliver horror to the metropolis by trying to perform a scheme and recruiting many villains to assist him. You have the challenge of stopping him by recruiting quality first-rate heroes and combating the villains and the Mastermind himself. However, you aren’t by yourself. Your fellow gamers are, for your side, trying to do just the same as you. Players do not take the position of splendid heroes. Instead, heroes are available for any participant to add from a commonplace pool to his deck. So, is this a cooperative sport? Up to 1 factor, sure. You all try to defeat the terrible guys, but one in all, you go to do higher than others. By defeating villains or preventing the Mastermind, gamers earn victory factors, and at the top of the game, the player with the maximum victory factor is the winner.

This is a recreation for 1-five games, each player starting with the same deck of fundamental Hero playing cards, eight S.H.I.E.L.D. Agents, and four S.H.I.E.L.D. Troopers. During setup, which takes some time, you select a Mastermind to combat at random. Each Mastermind comes together with 4 Mastermind processes playing cards located beneath the Mastermind in a special place on the board. Then, you choose a Scheme card at random, too. Details about how the Mastermind operates on the Scheme card influence how the villain deck is fashioned.

Then, you get to construct the villain deck, which consists of the following types of cards:

“Scheme twist” playing cards. A Scheme Twist card represents the Scheme transferring ahead toward victory for the evil Mastermind. Every Scheme works distinctively, with its Scheme Twists doing a specific factor associated with that Scheme. The number of “Scheme twist” cards inside the Villain deck depends on the Mastermind card.
“Master Strike” playing cards. A Master Strike card represents the evil Mastermind coming down to get their fingers dirty and break the Heroes themselves. Each Mastermind card has its personal specific Master Strike impact. Five of these same cards are added to the villain deck.
Villain organizations. Each organization includes eight villains that work together. The number of companies introduced relies upon the variety of players.
Henchmen businesses. Henchmen are weaker Villains where. Each institution consists of ten identical playing cards. The number of groups introduced relies upon the number of games.
Bystanders. These harmless citizens end up in the wrong vicinity at the wrong time. Villains grasp them and carry them with them. When you defeat a Villain who has captured a bystander, you get an extra victory factor for rescuing the terrible man/woman.
After the Villain deck, you construct the Hero Deck. There are fifteen unique heroes, and you get to choose five of them (six while gambling with six gamers). There are 14 corresponding playing cards (1 rare, three uncommon, five of one common, and five of some other common).

All decks are shuffled and put face down on their special reserved locations on the board. Five cards are flipped from the Hero deck and positioned next to the alternative into the five Hero Spaces in the H.Q. Players shuffle their decks and draw six playing cards. A starting player is chosen, and gamers take turns in clockwise order.

Each player, on his turn, does three matters:

Play the pinnacle card of the Villain Deck. The villain makes an amazing appearance inside the city through the… Sewers!! There are five spaces (locations inside the town) through which villains circulate: Sewers, Banks, Rooftops, Streets, and the Bridge. Each time a new villain enters a metropolis area, he gets pushed one place to the left, closer to the bridge, if there may already be a person there. This may cause a serious reaction when a new villain appears. But be careful. If a villain is driven left of the bridge, the last fifth space on the board, he always escapes the city. If a positive range of villains, relying on the selected Scheme, manage to escape, evil wins, and all gamers lose.
Play playing cards from their hand, using them to recruit and fight. Each hero card has special symbols and textual content describing his abilities. A hero may also offer gold to recruit extra heroes and attack factors used to fight Villains. They also typically have a superpower potential that requires a hero of the same hero elegance, having played this flip to activate it. Superpowers will have many effects, including drawing greater cards, adding extra assault factors, casting off wounds or primary heroes, and much more. Whenever a participant defeats a villain, he places him on his non-public Victory Pile.

Discard his hand and draw six new cards.

The game is over when players defeat the Mastermind in 4 instances or if the Mastermind wins. The players and the victory points they earned throughout the sport.

I would not want to overextend with the regulations of the sport and, as an instance, explain what “Scheme twist” and “Master Strike” cards do, as this info is not important to the review itself. Now it’s time for the actual overview:


The components of the game are only a game board and playing cards. The game board may be very functional, with plenty of room for all character agencies to play cards. On the proper, we can see the Hero deck and Villain Deck. On the lowest of the board, there may be the H.Q. (Headquarters), with five spaces on which heroes can be discovered from the hero deck. Just above it are the extraordinary parts of the metropolis where villains appear. On the left side is an area for the Mastermind and the S.H.I.E.L.D. Dealers deck. On the top are rooms for the Scheme card, the escaped villains, the Wounds deck, and the Bystanders deck. Finally, there is a big place for playing cards that get K.O.’d (knocked out) for the game. These are eliminated from the competition. The board is big and has plenty of space for the whole lot, even an accommodating text box at the top-left nook about setting up the sport in line with the number of games.

The paintings on the board and the playing cards are amazing. The photos are original artwork drawn with elements and creativeness, no longer in any comedian. All 14 cards of each hero, from the not unusual to the rare version, have identical artwork, which is an issue that a few humans locate not very attractive. I wasn’t a lot bothered, though, that even though I admit that it might be an, in most cases, welcomed update to the game, different versions of heroes had distinct artwork. It might make the cards extra without difficulty recognizable. 8/10 The game board!


What is there now not to like in Legendary? It is deck construction, one of the newest and most famous genres. It’s noticeably thematic. It’s also precise that it is both cooperative (with players cooperating to beat the Mastermind) and aggressive (with gamers competing to earn the most victory points). This combination suits many Marvel storylines and makes the game appealing to enthusiasts of co-op video games and gamers who like video games with an unmarried winner (like me!!). Devin Low has designed this game efficaciously, combining modern-day gaming tendencies, flavored using characters that nearly everybody knows, Marvel’s first-rate heroes.

The pace of the sport is breakneck. Something is always going on, and at some stage, in different players’ turns, you can look at your playing cards, plan your subsequent flip, or watch the action. New villains appear each flip, and many may cause chain reactions of events by pushing one or more villains to get away from the town.

Luck plays its little element in the game regarding what heroes and villains may be revealed and whether you will get sufficient heroes of a specific class to make your deck paintings. This is a massive distinction from games like Dominion or Thunderstone, in which all playing cards are available to all gamers to buy. In Legendary, you can buy one of the five heroes at H.Q. If nobody suits your timetable or is very costly, your plans are behind schedule, and you may do nothing. Nevertheless, a method is a dominant detail in the game as deciding what heroes to shop for and what villains to combat.

A little issue with gameplay I noticed is that players that play first normally do higher than players playing after them as they get to pick first the best available (and low-cost) heroes, giving them a head start towards other players. I should play many more video games to determine if, statistically, this hassle seems often sufficient to make it an actual issue. Besides that, the gameplay is clean and balanced and, I admit, very fun.

Another con for the sport is the time required to set up and wrecking down. You must pick out a Mastermind (OK, it’s clean), locate his four tactic cards, and pick a Scheme. It would help if you built the Villain Deck: Add Master Strike playing cards, random Village and Henchmen agencies, and Bystanders. Then, choose five Heroes. Shuffle these types of decks. It’s genuine that the setup is not so uninteresting as you are enthusiastic about the game to comply with it. But what with damage-down when the game is over? You should find all the unique cards, place them in piles, and lower them back to their field. This technique is somewhat stupid, but it cannot be avoided. The randomness of the decks is what makes the gameplay so exciting. 9/10

Learning Curve:

Legendary isn’t difficult to analyze, specifically if you have performed another deck-building sport like Dominion or Thunderstone earlier. The maximum tough component to analyze at the start is the various playing cards of the villain deck, besides the actual villains, Master Strike, and Scheme Twist cards, and their consequences or what to do while a villain escapes. If you never performed a deck-constructing recreation before, matters could be a touch harder. The first-class way to teach this sport is to explain the fundamental policies and analyze the rest while playing the game. 7/10


This is a game in which the topic is clear anywhere your appearance. It seems it has been designed so players should feel they’re searching for an evil Mastermind. Many factors decorate this sense, including:

The areas through which villains flow are not just areas of the board but represent actual places within the town: the financial institution, the sewers, and many others. These places are also drawn on the board. The fact that villains seize Bystanders is likewise convenient. Of course, villains must do something mean to justify their role.
Masterminds have an agenda, a “Scheme.” That Scheme is written in the text and done using “Scheme twist” playing cards. The Mastermind would not stand aside watching the villains do all the grimy work, but he makes fantastic appearances on “Master Strike” occasions.
The truth is that the evil Mastermind can win the sport. Yes, once in a while, bad wins!
I like very much the problematic element wherein the game has been designed regarding its theme. I want extra video games like that. 10/10


Due to the randomness of the villain and hero decks and the specific Masterminds and schemes, countless mixtures of setups guarantee remarkable replayability. Players also have the danger of adjusting the game’s issue via choosing easier/tougher Masterminds, altering their energy, choosing a simpler/tougher scheme, including extra Scheme Twist playing cards, or choosing simpler/more difficult Villain agencies. Two expansions have already been published for the sport, introducing new Heroes, Masterminds, Villains, and Schemes. I assume I’d by no means say no to a recreation of Legendary! Nine/10


It’s fascinating for you to co-perform with different gamers opposing a common hazard while trying to stab them in the lower back to get the most victory points. Legendary is as amusing as a deck-constructing sport may be. I had a brilliant time gambling it. 7/10


you play with Marvel heroes and villains
first-class paintings
excellently designed gameplay, preferably carried out the subject matter
you cooperate with your pals, but the winner is one
excellent replayability, dozens of various setups


Time-ingesting setup and spoil-down
Recommended especially for deck-constructing genre fanatics, Marvel Universe lovers

Similar Games: Dominion, Thunderstone

According to my scoring gadget, scoring classes have distinct weights. Components have 15% weight, Gameplay 40, Learning curve 5%, Theme 5%, Replayability 25%, and Fun 10%. According to this gadget and the above scoring in every category, the universal weighted scoring of the game is:

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