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Legendary: Dark City» Forums » General

Subject: Dark City and Co-Op rss

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Drew Bowling
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One of the people at my local board game meet once told me that you can use Dark City to turn Legendary into a more purely cooperative game. I could see Legendary getting a lot more play by my dad and I if it was more cooperative (and more challenging than the base Legendary game).

Any thoughts?
 
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Lonny x
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Dark City will up the challenge that's for sure but the coop experience is the same as the base game. I coop Legendary with my wife and we never had an issue with the coop experience.
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Michael Denman
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Yep, I always play pure co-op with or without Dark City.
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Marco Schaub
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What probably makes it implicitly more cooperative is that the masterminds are harder to beat than those in the base game, so there is greater need for cooperation and going for points may cost everybody the game.

But like Michael said, I'll always play it purely cooperative.
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I have Dark City and still play it as semi-co-op. It does force players to cooperate more, but there are still points on the cards and you can still hurt each other to get ahead.

If you want a purely cooperative Legendary, you can try Legendary Encounters Alien, Predator, or Firefly.
 
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Michael Denman
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ThinkingThatsAll wrote:
I have Dark City and still play it as semi-co-op. It does force players to cooperate more, but there are still points on the cards and you can still hurt each other to get ahead.

If you want a purely cooperative Legendary, you can try Legendary Encounters Alien, Predator, or Firefly.


As co-operative experiences go, these are definitely better choices. Still, Legendary Marvel is always going to be pure co-op for me.

First of all, semi co-ops never work. Never. I want to say that I came across one possible exception to this rule once, but I sure can't remember it now. There is no faster way to get me to move on to some other table than to say you're setting up a semi co-op game (well, okay, maybe saying you are setting up a train game would do it to).

Second, and more important here, it just kills the theme for me. The superheroes are banding together to stop an evil plan. They are NOT banding together so they can all selfishly show off and try to accomplish more than their teammates do. "Hurt each other to get ahead"? No, sorry, that's not a superhero game to me.
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Dale Stephenson
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Trump wrote:
Second, and more important here, it just kills the theme for me. The superheroes are banding together to stop an evil plan. They are NOT banding together so they can all selfishly show off and try to accomplish more than their teammates do. "Hurt each other to get ahead"? No, sorry, that's not a superhero game to me.


It's a marvelous thematic fit for Legendary Villains, though.
 
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Drew Bowling
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So I guess I'll ask this- how much do you adjust the difficulty of Legendary so that victory isn't an assured thing?
 
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David "Davy" Ashleydale
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Miller4h9 wrote:
So I guess I'll ask this- how much do you adjust the difficulty of Legendary so that victory isn't an assured thing?


I don't understand the question.
 
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Drew Bowling
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Well, the first time my dad and I played, we were never in any real danger of losing. We just played the standard game without adjusting the difficulty in any way. What ways do you boost the difficulty in order to make loss a real threat? (I know there's a list of ways in the back of the rulebook, but I was wondering what people found to be a good setting for playing a pure co-op game.)
 
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Lonny x
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We play where we have to hit the mastermind one more time after the tactics are gone. That increases the difficulty along with increasing the scheme twists.
 
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David "Davy" Ashleydale
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Miller4h9 wrote:
Well, the first time my dad and I played, we were never in any real danger of losing. We just played the standard game without adjusting the difficulty in any way. What ways do you boost the difficulty in order to make loss a real threat? (I know there's a list of ways in the back of the rulebook, but I was wondering what people found to be a good setting for playing a pure co-op game.)


Adding more Scheme Twists is the easiest way to increase difficulty.

Also, adding more expansions and playing random setups increases the difficulty, I think. I have all the expansions and I use the Assemble app to choose random setups for me and I certainly don't win every time.
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Matt Wilkens
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Another option is to increase the toughness of the mastermind.

I believe the Dark City rulebook has a list of variants on how to increase or decrease difficulty.
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Drew Bowling
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I think that list is what they were talking about!
 
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Trump wrote:
Second, and more important here, it just kills the theme for me. The superheroes are banding together to stop an evil plan. They are NOT banding together so they can all selfishly show off and try to accomplish more than their teammates do. "Hurt each other to get ahead"? No, sorry, that's not a superhero game to me.


Buy the you are not a hero, you are a hero relations officer for SHIELD. SHIELD, like all large corporations is governed by internal politics. There is only so much budget to go around and a dollar that another team gets is a dollar that is taken from you.

Also, it is a competitive environment. There are only so many promotions to got around and they go to the best employees.

When I teach the game, I explain the loss conditions as: "If you don't have the most victory points, your family does not get a vacations this year. If you don't stop the mastermind, your family gets sent to Dr. Doom's labor camp."
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Murrell Sippy
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A Little late to the thread, but I’ll add my two cents.

If you are wanting to play more difficult co-op experience but don’t want to complicate anything too much, best way to go is random everything and make it to where you have to claim the final Mastermind card ie have to beat them a fifth time to finish them off. This really should be the default

Magneto can be a bit more difficult when there are no X-men on the field. Villains like Blob and Venom can literally turn out unstoppable some games. You’ll purposely prevent this from happening when hand picking, but that’s part of the fun doing it all random. You still want to follow the “always leads” group, but other then that, let the game build itself everytime.

The other set I recommend if you are trying to keep things simple and mainstream (meaning avoiding any complex rules or quirky heroes/villains) is Paint the town red. Mysterio and Carnage are pain in the butt masterminds and there were some solid schemes and villains to boot.
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