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Legendary: A Marvel Deck Building Game» Forums » Variants

Subject: House Rules inspired by Alien Legendary rss

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Kyle Stevens

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I was recently given Alien Legendary as a gift and some of the rules in that game just had to be worked in to our Legendary games. A lot of these are still in "play test" at our house, but I'd be interested to hear people's thoughts.

Villain Deck Set-Up

For those who haven't played Alien Legendary their Villain Deck Equivalent is set up different than Legendary. In the game you have three objectives to complete and each objective has a premade mini deck consisting of 9 to 13 cards. You make the deck by stacking all the Objective 1 cards on top of all the objective 2 cards, which are then stacked on top of all the Objective 3 cards (each mini deck is obviously shuffled, the orders are not set within the mini-deck). Objective 1 cards are easier than Objective 2 cards, which are easier than Objective 3 cards. It's a pretty cool system that keeps you from getting hit with heavy enemies early on when you don't have any enough attack cards in your deck.

We've started setting the Villain Deck up in 3 separate mini decks and treating them in a similar way. The first Villain deck has 2 scheme twists, 1 Strike, 1 Bystander and about 80% of your henchman and 10% of your Villain Groups. The second deck has 3 scheme twists, 2 strikes, 1 bystander, the rest of your henchman and about 30% of your Villain Groups. The third deck has the rest.

This has a better Meta-feel to the game and plays a bit more like a comic. It just makes more sense you would be facing some henchman, then eventually the Villain groups, all while slowly uncovering the Mastermind's plan and in the later game you'd be getting hit with more strikes and facing stronger enemies. It's not perfect and sometimes the meta can work against you ("we don't have to worry about a twist for at least 12 more cards, so we can let [X] happen"). Other twists made it play out exactly like you would expect it to be in the comics.

Wounds From Escaped Enemies

Alien Legendary has each enemy that makes it to the "Combat Zone" deal each player a strike each turn (you actually have Health in this game, take too many strikes and you're out of the game). The Combat Zone is similar to the Escaped Villains space (they must make it through 5 spaces in order to enter it) and enemies stay there until they are defeated. If your turn ends and an enemy is in the combat zone, you take a strike for each enemy there.

Now whenever an enemy escapes, they hang out in the Escaped Villains space and you can attack them as well as enemies in the city. If at the end of your turn, their are enemies in that space you draw wounds. A henchman will give you 1 wound, a Villain will give you 2.

Before adding this, the wound deck was basically never touched. Last game we played, two players took 14 wounds total. It made the late game much better and brought in some cool strategy (should I take out Villain in the escaped space or take out 2 henchmen to open up two spaces in an otherwise full city).

Maria Hill

Alien Legendary has a few cards just like Maria Hill, except they have a "Class" icon on each (so they count as red, black, yellow, green or blue). These are facedown, so you can't just buy red or just buy green ones.

Maria Hill hasn't been touched since I got something outside the core set, unless absolutely necessary. The new rule is that when you have a Maria Hill in your hand, you draw from a bank of 5 cards that have one of each class in it and she gains that color power for this hand. We also tried that if you KO Maria Hill, so could call in a "favor" and you would pick which color she counted as. This tradeoff was pretty good, except it got a little broken on Legendary level cards, so it was eventually nixed.

How well do these work?

After about half a dozen games, some rules work better in certain situations. Depending on the twist, setting up the Villain deck is either more balanced and feels more like a comic (Negative Zone Prison Breakout had us scrambling and Civil War felt balanced and "right" for once), while some other schemes felt kind of flat (Detonate the Helicarrier and the Legacy Virus didn't have that "hurry up" feeling, because knew approximately when the scheme twist would drop).

The wounds rule worked awesome, except in one case. Mephisto, who makes players put wounds on top of their decks when they gain them brought the game to a screeching halt when 2 Villains escaped (so you'd take 4 wounds and put them straight on the top of your deck every turn, draw your hand and get maybe 2 cards that could help you out). We switched that rule only be applicable when a Scheme Twist, Fight/Escape or Master Strike affected that character and that problem went away. There may be other situations where this is a problem, but we haven't run into them yet.

The Maria Hill rule was interesting. Depending on the deck and heroes you buy, she can help you out a lot. Hero decks like Capt. America or Nick Fury got used a lot more with this rule, as well as decks that had a lot of different colors in them. People that stuck to one or two color based decks were at least a little more inclined to buy her or at least check her out.

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