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Legendary: A Marvel Deck Building Game» Forums » Variants

Subject: End of turn hand reset rss

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Prakash Madhav
United States
Maineville
Ohio
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I was teaching Legendary to some new players this past weekend, and one of them asked if he could choose to not play certain cards and draw up to 6 at the end of the turn. I told him he had to discard everything, but that got me to thinking about making this an option.

Basically, you can choose not to play cards in order to save them for the next turn, but they count as cards in hand when drawing back up to 6 at the end of your turn.

I was just curious if anyone has tried this? It would add some additional strategy to the game. I haven't tried it out yet myself.
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Martin Diehl
United States
Junction City
Kansas
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The eerie war chant emanating from the morning fog set chills down every spine. "Lah, lah, la lah, lah, lah."
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That is what the Teleport ability does.

Edit: more or less
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Atnier Rodriguez
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Monroe
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It would make the game a lot easier and the teleport mechanic less useful and your priority of eliminating the grey heroes as fast as you can (thinning) would not be as high a priority and wounds would not cycle as fast making wound-getting heroes such as Hulk not that bad.

It sounds like a simple enough twist but it reverberates in multiple aspects of the game, effectively making it a different game.

Part of the strategy is how to get the right collection of cards that would help you thin the deck, stack the deck (top card setting like Gambit, Daredevil and Spider-Friends Heroes) and still maintain enough recruiting power to snatch a rare at some time. All that combined with the pressure of cleaning the city from evildoers while keeping an eye on masterminds, scheme twists and the every-turn-playing ticking doom counter that's the depleting villain deck.
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Tomer Mlynarsky
Israel
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Just to add up, it also messes up initial hands.
The rare heroes need a bit of an effort to get enough recruit so you can grab them, while avoiding the risk of overflowing your deck with nothing but recruit (unless you have Thor or Focus ability)



But with this variant, all I have to do is buy a card that give me 2 recruit (loads of cheap ones), and then I can just hang on to it and the recruiting shields (shouldn't take more than 2 turns top) and voila, I already have myself a 7 rare.

This could dramatically tip the game in your favor.
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