Publisher: Upper Deck
Designer: Devin Low
Year: 2012
Marvel Legendary
is a semi co-operative deck building game in which you pit a group of Marvel
superheroes against a villain of your choice. Apparently for Marvel fans (I’m
not really one of them) it’s a great opportunity to create mash-ups of
different heroes and see how they combine together. As with most co-operative
games you are in essence battling against a deck and a time limit. The villain
deck contains not only villains which you need to stay in control of throughout
the game but also scheme twists which throw curve balls and story line into the
mix to make a bad situation works.
The mechanics of the game, once
setup, are pretty simple and common to most deck-builders. You begin the game
with a small deck of weak cards, some which represent a currency to recruit
better cards into your deck and other cards which represent combat abilities
which you can use to beat down the villains or super villain. In Marvel
Legendary, the order in which you chose to play your cards is important in
terms of triggering combos which typically either boost your combat or recruit
ability, allow you draw more cards or discard cards to thin your deck.
The board set-up. A really huge board for something that could probably be a lot smaller footprint! |
The two elements of the game which
probably get the most negative coverage. The first is set-up. Luckily I was not
the one to remove this game from its shrink wrap so I didn’t get the pleasure
of understanding what a pain it is initially to sort the cards, but even once
this is done, you spend quite a lot of time shuffling together a hero and
villain deck at the start of a game and separating it again at the end of a game,
which is a little disproportionate to the length of time we spend playing the
game as a two-player experience which can be as little as 30 minutes. The
second negative I’ve heard is around the semi-cooperative nature. You all lose
the game if the villain wins, which is typically triggered by the last scheme
twist or the villain deck running out. However, you also get points for killing
villains depending on their strength and balanced with the bonuses they give
you when you kill them. Initially I found this difficult, but now it does seem
to flow quite easily for me to make the decisions about which villains to kill
at any time based upon a desire to win.
A selection of different card types in the game. |
Marvel Legendary is
a solid deck-builder and it’s nice to have an alternative to some of our other
deck-building games like Dominion or Flip City which can feel quite
themeless. There’s plenty of replayability even out of the base box with so
many combinations of heroes and villains, as well as the different schemes.
However, I would caution that although you’re playing with different
characters, for someone like me who isn’t invested in the characters, they don’t
feel like they’re a game changer. The schemes can affect a little more how the
game plays.
We’re getting quite a lot of play
out of Marvel Legendary as a
two-player game at home. Although the semi-cooperative nature seemed weird at
first, it works quite well for us because I can often get frustrated in
fiercely competitive two-player games. Here we get to co-operate for a common
goal but still play tactically against each other. Since it’s seeing so much
table time I’m also quite keen to expand the game, but with so much content out
there I’m not really sure where to start. Any advice for a Marvel movie fan
(rather than a comic book reader) would be appreciated! So far the Yellow
Meeple gives Marvel Legendary a 7.5/10.
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