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Legendary: A Marvel Deck Building Game» Forums » Variants

Subject: Henchmen - Full group or Mix rss

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laurent
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A newbie question
As written in the rules you have to choose a full group (10 cards) of Henchmen for the Villain deck.
Would it be a good idea to mix 10 different Henchmen to add variety to the Villain deck ?
Just a question
Thanks for your thoughts
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Alexandre P.
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I have never tried it but when you don't have to pick a specific group of henchmen (because the mastermind leads them) it would be less boring (especially if you are dealing with Multiple Man in Villains ...).
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David M. Cabal Inés
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Mixing have a problem, is harder to strategize against the villain deck.

When you know the kind of henchmen you have (1 or 2) you can study your future deck to get advantage from it...
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Ben Baker
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I don't see a problem with doing this.
As noted by another poster, it would make the game slightly more difficult to determine the best Heroes to choose, but thats not necessarily a bad thing.

Also, it could be that the variety the mix of henchmen would offer you in terms of fight bonuses you get when you defeat them could be more of a benefit.
For example, you could choose to attack the cops (which would give you a free new recruits), or the hand ninjas (which would give you +1 resources), depending on which would be more beneficial to you at that moment in time.

Let us know if you try it, and if it changes the flow of the game in any noticeable ways.


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Davy Ashleydale
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I wouldn't want to do this every time, but it might be nice to have specific Masterminds and/or schemes that call for setting the game up like this.
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Adelin Dumitru
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It could work for certain henchmen groups, but for most it would totally take the fun away.

Multiple Man has already been mentioned. Ghost racers would also be seriously underpowered.
 
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Michael Green
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Scheme: Evil Alliance
Set-up: 7 Twists. Replace the usual Henchmen Villains with 5 cards from each of 4 Henchmen groups.
Special: Henchmen Villains get extra attack equal to the number of twists stacked next to the Scheme. At the end of the game the player with the most henchmen villains gets +5 VPs.
Twist 1-6: Stack this twist next to the Scheme. Then play another card from the Villain deck.
Twist 7: All Henchmen villains in the city escape.
Evil Wins: When 4 Henchmen Villains have escaped.
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