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Legendary: A Marvel Deck Building Game» Forums » Variants

Subject: Random Legendary Challenge Modes rss

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Stevie P
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Here are my house rules challenge mode table, because the randomizer app doesn't do a good job with challenge modes. I uploaded a zip file with this table and some low tech cards in the download section whenever that gets approved. The cards are for if an effect stays out like "MMind gets +2 power", then we like to have some sort of visual to remind us.

http://boardgamegeek.com/filepage/112085/variant-legendary-c...
Legendary Challenge Modes
Here are the Challenge Modes for Marvel Legendary as listed in the base rules and Dark City expansion. A completely randomized game heavily favors the heroes, so to add a layer of difficulty this is a random Challenge Mode table.
Each player at the beginning of the game rolls a 1d20 and consults the table below. Duplicate results do not stack.

1-2 - All-Poweful MMind - MMind gets 1d6-1 power
3-4 - Legendary Mode - Add 1d3* extra Scheme Twists to the Villain Deck
* Roll 1d6 - 1or2=1 3or4=2 5or6=3
5 - Gimpy Hand - Each player's hand size is 5
6 - Opening Salvo - Beginning of the game each player gets 1d6 wounds
7 - Growing Threat - The MMind gets +1 power each time they are defeated
8 - Army of Evil - 1d6 at the begin of game & each Villain gets +that power
9 - Endless Hatred - Whenever you complete Scheme Twist do Master Strike
10 - Evacutate the Wounded - Whenever a Hero you own is KO'd gain a wound
11 - Plots Upon Plots - Complete Scheme Twist play another card Villain Deck
12 - Pain Upon Pain - Complete Master Strike play another card Villain Deck
13 - Hell on Earth - Play two cards from the Villain Deck instead of one
14 - Final Blow - After you defeat the tactics defeat 1 more time to claim
the MMind (This is a house rule always active)
16 - 19 - Lucky - No Extra Challenge Mode
20 - Distracted MMind - MMind gets -1 power


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Darth Ed
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Interesting idea!
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Rudy Castaneda
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Very cool. Thank you!

-rudy
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Joe Hepp
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steprov wrote:
The cards are for if an effect stays out like "MMind gets +2 power", then we like to have some sort of visual to remind us.


I use a d10 set to the appropriate fight for the killbots in that scenario. It starts with the 3 up and increases as each twist is drawn.

I figure could use a d10 or d20 to show any increased power of the Mastermind.

Great ideas for making the game more difficult though.
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Stevie P
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jhepp wrote:


I figure could use a d10 or d20 to show any increased power of the Mastermind.


Yup that will work too. Just need some kind of reminder.

On another note my zip file got approved if you want to check it out. Like I said the cards are VERY low tech and I printed both docs using wordpad. It's just a down and dirty that gets the job done!

http://boardgamegeek.com/filepage/112085/variant-legendary-c...
 
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