Upper Deck Legendary: A Marvel Deck Building Game
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- Easy to learn, with fast-paced gameplay
- Features incredible original artwork of Marvel heroes and villains
- Game consists of nearly 600 cards, Full color Game board & Color Rule Book
- Designed by award-winning game designer Devin Low, former Head Developer of Magic: The Gathering
- Legendary is a deck-building game set in the Marvel Comics universe
- Players choose a number of hero decks from the likes of Spider-man, Hulk, Cyclops or Wolverine
- Players then choose a mastermind villain (Magneto, Loki, Dr. Doom, etc.) and stack that particular villain's attack cards underneath it
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CHOKING HAZARD -- Small parts. Not for children under 3 yrs.
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In Legendary, players take on the roles of Marvel heroes, including the Avengers and X-Men, and team up to defeat an evil Mastermind. The players have to defeat the likes of Magneto, Loki, Dr. Doom, or Red Skull to win the game - if they do, the players are ranked by the most Victory Points accumulated during play. Because of this, Legendary has a cooperative feel.
Legal DisclaimerContains small pieces that may be a choking hazard
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- Replay value
- Very engaging. Great teamwork and communication required based on number of players and co-op level
- Adjustable competitive co-op options
- Game box organizer design. Pre-expansion room allows for pre-configuring deck options and set-up to allow for quick play as long as you know number of players before hand.
- Very few entertaining 'single player' board games
- Lack of clearly defined / explained 'Initial set-up' explanation in the instructions (as in opening and sorting the game for the first time). Initial decks' organization is not explained well at all... Took me 2 hrs to finally figure out what was what and sort everything for efficient management of pre-game set-up.
- Expansions eat up organizing room and some expansions do not come with additional dividers requiring inventive methods to fabricate your own method or purchase more on your own.
Know going in
- This game is well worth it even when considering the below considerations.
- Deck building game. Seems obvious but know that 'cards' are the pieces of the game (they are cards... not to difficult to damage) so it is a rather fragile game. Keep away from gamers that aren't considerate or are 'benders,' 'folders,' etc of playing cards. I have not had to, but I imagine replacing single cards won't be cheap...
- This game, if you want to reduce prep time as much as possible, requires some TLC before and after playing the game. Sort cards back into their relative piles. Otherwise, the time 'not spent' after play will dramatically increase the prep time and frustration for future pre-game set-up.
(please excuse the vagueness or inaccuracies, I purchased this game for my nephew and I no longer have it with me to reference for the review)
- Search for online videos--there are many. Below are concepts that tripped me up and tied up most of my initial 2 hrs in attempting to organize the cards:
1) Key in on specific phraseology of the cards' titles: Henchmen specifically reference 'henchmen' groups that are not 'minions.' Minions will have like phraseology in their title even though they will have varied suffix or prefix names to said titles. Masterminds are another group (but I don't remember as to whether or not the cards state as such or if they just expect 'brand' familiarity to identify them) separate them among themselves.
2) Everything should have its own mini-deck and most will have a group of mini-decks they are associated with (Henchmen, Masterminds, Heroes, etc) and then placed within the box organizer with the dividers for efficient pre-game set-up.
3) Once the mini-decks are formed, I suggest to further sub-divide 'categories' of cards into larger like groups with a broader association. Put Minions & Henchman mini-decks within the same group due to them being villain related, Masterminds, Scheme Twists, Master Strikes, etc. together since there are few of each and are also related to the villains group--tho the leaders versus support. Heroes together within their segregated area.
4) The reasoning behind all of this is that game-play is based on 2-5 mini decks from relative groups forming the play decks--leaving a majority of the cards unused. This is what provides the replay ability of the game due to numerous play configurations that are available. An oversimplified example: 2 - 5 of the 9+ available heroes, 1 - 4 of the 8+ available minions, 1 of 4 or 5 available Masterminds, etc. are used for game play which leaves other games the capability of swapping minions, heroes and masterminds alike for varied play experiences and difficulties.
Maybe I made it more difficult than it needed to be... but I hope this helps either way.
We lost our first game while learning the mechanics of the system but have won each game since much more easily. The game seems designed to let you win while making it look like you might lose at any moment and is very fun to play repeatedly. Looking at some of the ways to scale up the difficulty I can guess that if you prefer a greater challenge this game could be as brutal as Pandemic's higher levels if you really wanted. The set up (particularly first time set up) is longer than most board games and this game definitely rewards how organized you can be keeping all the decks separate (dividers are provided but there are like 20+ "decks" in the base game alone).
Game wise each game we have played (2 player mode) has been about 30-45 min. It would probably take a bit longer with more people playing but still reasonable for a party game or an evening with friends. The mechanics are actually pretty simple once you are familiar with them which would help get new people into the game if you have at least one person who has played once before. The deck synergies you can build are determined by the villain and hero decks you select which changes every game and so stays fresh. My one complaint thus far has been that we don't really understand the purpose of the Maria Hill deck. Only one game has made use of it at all and even then only to draw a single card (from a stock of over one hundred) with the rest unused. Not sure if we've missed a component of the rules in this regard but so far it seems like a redundant deck.
Overall this is a great game and worth a look if you like co-op games, deck builders, or marvel heroes.
Pros: Fun to play, especially for Marvel fans.
We play as cooperative game, us against the Mastermind. Cuts down on arguing between players. You can count your victory points at the
end, but we don't if we want to keep it co-op and friendly.
Repeat play -- can play over and over again with different scenarios.
Difficulty level -- easily adjusted by adding cards
Support -- Boardgamegeek community has expert players, and the game developer, on hand to answer any and all questions.
Expansions -- Many many are available, so game will never get old
Cons: If you aren't organized about it, the set up and breakdown can take a little while, but it's not as bad as some have said. The boardgamegeek community has great resources of dividers you can print.
Due to how often cards are handled and shuffled, I highly recommend sleeving the cards. 200 Ultra-Pro Blue Deck
Protector Sleeves 2-Packs - Standard Magic the Gathering Size with either deck protectors or at least cheaper penny sleeves. It's worth the
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