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Legendary: A Marvel Deck Building Game» Forums » General

Subject: Legendary Online League Season 9 rss

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Darth Ed
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Introduction

Greetings, true believers! Welcome to season 9 of Legendary's first online competitive league. The Legendary Online League is an unofficial league for competitive solo play of Legendary: A Marvel Deck Building Game. It was started by Jesse Olivier in 2013, and I became commissioner with season 2. In this league, individuals will be competing against each other in solo play in multiple scoring categories in order to see who is the most Legendary!

In season 9, we will be using content from the Marvel Legendary base game, the Dark City expansion, the Fantastic Four expansion, the Paint the Town Red expansion, the Guardians of the Galaxy expansion, the Secret Wars - Volume 1 expansion, the Secret Wars - Volume 2 expansion, and the Captain America 75th Anniversary expansion. You will need all seven of the aforementioned expansions and the base game in order to participate. (No cards from Marvel 3D, Legendary Villains, Fear Itself, Civil War, Deadpool, Noir, X-Men, Spider-Man Homecoming, or Champions will be required or are permitted.) Everyone will play 9 matches, ostensibly 1 per week for 9 weeks, but the pace is almost entirely up to you. Although not recommended for first-time participants, you could play 3 (or even more) matches per week if you so desire. All of the schemes, masterminds, villains, and some of the heroes will be randomized and announced ahead of time in this forum thread. If you plan to participate, you should subscribe to this thread and check it (and your GeekMail) regularly throughout the season to keep up with announcements and clarifications.

Format

The heroes you use will be a combination of randomly assigned heroes (everyone will play with the same randomly assigned heroes) and heroes that you choose. When you need to select a hero or two, you are free to choose any hero from the base game, the Dark City expansion, the Fantastic Four expansion, the Paint the Town Red expansion, the Guardians of the Galaxy expansion, the Secret Wars expansions, and the Captain America 75th Anniversary expansion that has not already been randomly assigned for that match. You may choose a hero only once during the whole season, so choose wisely! Randomly assigned heroes do not count towards this once-per-season usage limit. You can track which heroes you've used and which you haven't in the "Heroes" tab of the League spreadsheet. (See below for the URL.)

In match 1, you will be provided with 1 random hero. You choose 2 heroes.
In match 2, you will be provided with 2 random heroes. You choose 1 hero.
In match 3, you will be provided with 3 random heroes.
In match 4, you will be provided with 1 random hero. You choose 2 heroes.
In match 5, you will be provided with 2 random heroes. You choose 1 hero.
In match 6, you will be provided with 3 random heroes.
In match 7, you will be provided with 1 random hero. You choose 2 heroes.
In match 8, you will be provided with 2 random heroes. You choose 1 hero.
In match 9, you will be provided with 3 random heroes.

All of the randomly assigned heroes, schemes, masterminds, and villain groups will be unique. There will be no repeats during the whole season.

The match setups for the whole season have been posted in this thread below.

What's Changed for Veterans

The format this season is essentially the same as last season, but there have been a few tweaks, as discussed in the season 9 planning thread. The Captain America 75th Anniversary expansion has been included, and there is a heavy focus on content from that expansion in the match setups as a result of the League's preference for previously unused Schemes and Masterminds. Also, since it was reprinted in 2017, the Fantastic Four expansion has been reinstated; however, as promised in the planning thread, there is no requirement to use any Fantastic Four cards until the second half of the season.

Also, there has been a slight "re-interpretation" of the change to the Advanced Solo Mode rules that Upper Deck included in the Legendary Villains rulebook regarding Mastermind's "Always Leads" Villain Group. Previously, Mastermind Tactics cards were not affected by this rules change, but they now are. I'm still not sure they should be, according to a strict interpretation of the rules, but I felt it was best to be consistent with the interpretation used by TravelSized's Legendary Starter Leagues.

How to Join

Go to the following link and fill out the form:

http://bit.ly/LegendaryOnlineLeagueS9_SignUp

If you need confirmation that you signed up, wait a few minutes after you submit the sign-up form and then check the following spreadsheet:

http://bit.ly/LegendaryOnlineLeagueS9_Players

Be sure to subscribe to this thread and/or check it at least weekly while the season is ongoing.

Deadlines

The deadline for signing up is Friday morning, April 6th, 2018. (If the deadline has passed, just send me GeekMail. Limited spots are likely still available, and I can probably add you.)
The deadline for submitting the results for match #1 is Monday morning, April 9th.
The deadline for submitting your results for each subsequent match is each Monday morning after that.
The deadline for having your results for all matches submitted is Monday morning, June 4th.

I will endeavor to post the weekly rankings each Monday evening, so I need the results by then. You're welcome to submit your results at any time, however, even in advance for future matches. For example, if you are going on vacation and you know you won't be able to submit your results that week, you're welcome to submit your results in advance. I don't recommend submitting results for matches more than a couple weeks in advance, especially if it's your first season participating in the League, but it is permitted. There is often a learning curve to figuring out how to play in such a way that optimizes your rankings in the League. Getting feedback from the weekly rankings is vital to that process. Also, if you played a rule wrong, it's a lot easier to replay one match than nine!

Any player who misses the weekly submission deadline will be temporarily removed from the overall standings until they catch up.

Other than the deadline for the end of the season, the intermediary weekly deadlines are actually quite soft. If you miss one, it's not a big deal, but you should try to submit your results for all matches to date by the following Sunday night.

Due to the fact that you will know all of the matches at the start of the season, extensions for the end-of-the-season deadline should not be needed. While it's fairly common for the end-of-the-season deadline to be extended by a few days, please don't rely on it. That said, I would rather have as many participants as possible finish the season as possible.

Prizes

1st place will get you 38 GeekGold + bragging rights!
2nd place will get you 24 GeekGold
3rd place will get you 18 GeekGold
ALL OTHER PLAYERS who complete all matches will receive 8 GeekGold each just for participating!

Although I will be playing in the League, I consider myself to be ineligible for the above prizes. If, for example, I end up in third place, whoever is in 4th place will get the prize for 3rd place.

All players who complete all matches will receive (if our friendly BGG admin is still willing!) the Legendary Online League BoardGameGeek microbadge to show off their participation in the League.

Although you do not need to be a member of BoardGameGeek.com in order to participate in the Legendary Online League, if you are not a member, you forfeit any prize of GeekGold and the microbadge.

This season's GeekGold prizes have been sponsored by me.

Advanced Solo Mode Rules

As with all previous seasons, we will be using the Advanced Solo Mode rules from the Dark City expansion.

Dark City Rules wrote:
Advanced Solo Mode
Stryfe and Mr. Sinister rely on their Master Strikes to reach their full power. To include the full number of Master Strikes, you can use Advanced Solo Mode for any Mastermind and Scheme. It is the same as the Original Solo Mode from the Legendary™ rulebook, with these adjustments:
• During setup, include all 5 Master Strikes.
• Whenever you complete a Master Strike, play another card from the Villain Deck.
• When a Villain or Mastermind Tactic tells "each other player" to do something, do it yourself.
• Whenever you complete a Scheme Twist, instead of KO’ing a Hero from the HQ of cost 6 or less, put that Hero on the bottom of the Hero Deck. That final point is key for playing some Dark City Schemes solo, so that they don’t end too quickly.


In season 5, the League incorporated the change to the Advanced Solo Mode rules that Upper Deck included in the Legendary Villains rulebook that changed how Apocalypse and Mole Man are handled when playing solo:

Legendary Villains rulebook wrote:
Some Commanders/Masterminds like Odin, Mole Man, and Apocalypse have special abilities linked to the specific Adversaries Villain Group that they usually "Always Lead." In Advanced Solo Mode, if you don’t use the Group that this Commander Mastermind "Always Leads," then apply that ability to the corresponding Adversary Villain Group or Backup Henchmen Group that you are using. Use this rule for other Legendary sets as well. For example, in Advanced Solo Mode:
[...]
• Mole Man’s abilities apply to whichever Adversary Villain Group you are using, as if they were Subterranea.
• Apocalypse gives +2 to whichever Adversary Villain Group you are using, as if they were Four Horsemen. If one of each of the different Adversaries Villains in the Adversary Villain Group overruns, Apocalypse instantly wins.


This rule change applies to other Masterminds (besides Apocalypse and Mole Man) that came later, such as Spider-Queen. Please refer to the rules clarifications in the match setups to be sure.

New in season 9: This applies to the Fight effects on Mastermind Tactics cards as well. For example, Red Skull's "HYDRA Conspiracy" Mastermind Tactic says to "draw a card for for each HYRDRA Villain in your Victory Pile." With this change, you would draw a card for however many of the match's Villain Group are in your Victory Pile.

Additional Rules and Clarifications

Rookies and veteran players alike should review the "Unofficial Legendary FAQ and Errata" to ensure correct play. It's only fair to compare scores with the other people in the League if we're all playing correctly.

"Defeat" triggers "Fight" effects, and you cannot heal wounds if you fought the Mastermind in the same turn. Refer to the expansions' rules sheets for these and other clarifications of the Legendary rules.

You should include the 11 Unique Bystanders from Dark City, the 3 "Banker" Unique Bystanders from Secret Wars - Volume 1, and the 10 Unique Bystanders from Secret Wars - Volume 2 ("Alligator Trapper" x 3, "Shapeshifted Copycat" x 4, "Undercover Agent" x 3) in your Bystander Stack for a total of 54 Bystanders. Do not include any Bystanders from the Legendary Villains set, Marvel 3D trading cards, the Civil War expansion, the Noir expansion, the X-Men expansion, and the Spider-Man Homecoming expansion. If you have Unique Bystanders in your Bystander Stack from Legendary Villains or Marvel 3D or Civil War or Noir or X-Men or Spider-Man Homecoming, you should either remove them before playing a League match or set them aside whenever you draw them and draw another Bystander from the Bystander Stack until you have a League-sanctioned Bystander card. The Bystander Stack should be shuffled before each match and kept face down during the match. When constructing the Villain Deck, draw as many random Bystander cards from the Bystander Stack as needed for the match.

Don't forget to use Sidekicks when you play this season's League matches! Since the incorporation of the Secret Wars - Volume 1 expansion, Sidekicks are permitted. (New Recruits from Legendary Villains are not allowed.) However, do not use the Pet Avengers Sidekicks from the Civil War expansion! You should remove them from your Sidekicks stack when playing a League match.

If the Villain Deck or the Hero Deck runs out and you have not defeated all of the Mastermind Tactics by the end of that turn, the match is a draw, but the mastermind has not been defeated.

There is no Final Showdown or Final Blow. Once you have defeated the fourth Mastermind Tactics card, that's it (unless time travel is involved or there's an Ascended Mastermind). Game over!

You should only play each match once (unless directed otherwise by the League commissioner). Playing the same match multiple times and submitting your best result is not in the spirit of the League. Just do the best you can when you play your matches the first time.

Techniques for Seeding the Shuffled Decks

It is recommended (but not required) that you employ some method of interspersing the Scheme Twists and Master Strikes in the Villain Deck prior to shuffling in order to minimize the possibility that the Scheme Twists and/or Master Strikes are clumped together. This is sometimes called "seeding the shuffle." Here are a couple recommended methods:

(1) Put the (usually) 8 Scheme Twists in one stack. Put the 8 Villain cards in a stack next to it. Finally, in the third stack, put the 5 Master Strikes interleaved with the 3 Henchmen cards and the 1 Bystander card. Then, take one card from each stack and put them in a single pile. Repeat that until all three original stacks are gone and all the cards are in a single pile.

(2) Put all of the cards comprising the Villain Deck in one stack with the Scheme Twists on top. Deal out that stack into piles equal to the number of Scheme Twists needed for the current match. When all the cards have been dealt to the piles, take those piles in some non-sequential, quasi-random order and put them together to form a single stack again. This is called a "pile shuffle" and has traditionally been used by CCG players.

Regardless of which method you use to seed the Villain Deck, you should still shuffle it afterwards using traditional side/shotgun/bridge shuffling methods.

Hero Deck: You are welcome to employ similar methods with the Hero Deck so that the heroes are evenly interspersed prior to shuffling.

The Villain and Hero Decks should be completely randomized with the possibility of consecutive Master Strikes and consecutive Scheme Twists. Seeding the shuffle by using one of the above techniques, however, mitigates the likelihood of these cards clumping together due to insufficient shuffling.

Rankings

The rankings will be computed using several scoring categories. For each match, each player's result in each scoring category is compared to all the other players' results in that scoring category and inversely ranked; the highest numerical ranking is given to the player with the best result in that scoring category and so forth. These rankings for each of the scoring categories for that match are then summed together. That sum is then inversely ranked again to get your overall ranking for that match. These overall rankings for all the matches are then summed together to get the overall standings for the whole season. Some rationale for this ranking method can be found in the original proposal by Mark Dennison.

The following scoring categories are used to determine the overall ranking for each match:

d10-1 Whether or not you defeated the mastermind.
d10-2 The number of Villains (including Henchmen) who escaped during the match.
d10-3 Number of turns played. (99 is used if the match ended in a loss.)
d10-4 Total victory points for the match (no deductions).
d10-5 The ratio of the total victory points to the number of turns played (points per turn).
d10-6 Total score for the match as defined in the rulebook: Total Score = Total VPs - 4*(Number of Bystanders Carried Away) - 3*(Number of Scheme Twists) - 1*(Number of Escaped Villains). The Total Score is computed automatically by the spreadsheet, but you will need to provide the numbers that the formula requires.

The number of turns played has a weighting factor of 1.5 in the formula for computing the overall rankings for a given match. All of the other ranking categories have a weighting factor of 1.0.

Match Setups

The match setups for the whole season have been posted below.

Submission of Match Results

Please submit your match results using the form at the following link:

http://bit.ly/LegendaryOnlineLeagueS9_Submit

After you submit the form, Google Forms provides a link which allows you to "Edit your response" and you should see instructions written in capital letters on that response page saying that one should copy or bookmark that link. Please get into the habit of saving or bookmarking that "Edit your response" link that Google Forms provides after you submit. Doing so will make things easier for everyone. Instructions for how to save this link is provided below.

For each match, make sure you record the following stats:

d10-1 The total victory points in your victory pile at the end of the match.
d10-2 The number of Scheme Twists drawn from the Villain Deck during the match.
d10-3 The number of Villains (including Henchmen) who escaped during the match.
d10-4 The number of Bystanders carried away by escaped Villains/Henchmen.
d10-5 The number of turns until victory. (Lower is better, typically.)
d10-6 Whether or not the mastermind was defeated, obviously. (Win, lose, or draw.)
d10-7 Which of the heroes you chose to use in the match.

I recommend that you put a d20 or 2d10 on top of the Villain Deck in order to keep track of the number of turns you've played. It is often tough for rookies to remember to keep track of the turn count. If you don't have any dice, a small notepad that you can place on top of the Villain Deck or various scorekeeping apps for smartphones also work great.

Note that the number of turns is the number of times you get to play cards. Do not count the exact number of cards drawn from the Villain Deck. That's not the number of turns. If you draw a Master Strike from the Villain Deck, you, of course, should draw another card from the Villain Deck (after dealing with the consequences of the Master Strike), as per Dark City's Advance Solo Mode rules, but it still constitutes the same turn since you didn't get to play your hand of cards in between the Master Strike and the extra card you draw from the Villain Deck because of the Master Strike. Ditto for any Scheme which tells you to play another card from the Villain Deck after you draw a Scheme Twist. However, to clarify a very exceptional case, if the number of cards in your hand is ever reduced to zero because of a Master Strike and/or a Scheme Twist and/or an Ambush effect or some combination of those before you get to play your hand, that still constitutes a turn being taken by you. In that rare case, you still play your hand of cards, but your hand is just empty.

As mentioned above, after you submit your match results through the form at the above link, Google Forms will present you with a web page that basically says you've successfully submitted. On that page, there will be a link that says "Edit your response". You need to copy that link and save it somewhere. That link is your submission confirmation. It will also allow you to review or revise your match results without causing extra work. The link should look like this:

docs.google.com/forms/d/e/RANDOMLETTERS/viewform?usp=form_confirm&edit2=OTHERRANDOMLETTERS

If it doesn't look something like that, you probably have the wrong link. Look explicitly for the text "Edit your response" on the web page that is presented after you submit the form with your match results. In order to copy the link, you will need to right-click (or control-click if you have a Mac or tap-and-hold if you're using a tablet or smartphone) on it and select "Copy Link Address" or "Copy Link" or "Copy Link Location", depending on which web browser you are using. Then, paste that link into a notepad or text file.

Spreadsheet

All the data for computing the scoring criteria and rankings is public information and available for anyone to verify. The spreadsheet can be viewed at

http://bit.ly/LegendaryOnlineLeagueS9_Spreadsheet

If you have any questions, comments, or concerns, feel free to contact me via GeekMail or reply here if you think it is of general interest.

Friendly banter among players is welcome and encouraged.

You are also welcome to post your match session reports here in this thread, but it is advisable to put them behind spoiler tags, especially if you post your session report before the weekly deadline for that match.

Good luck! Have fun! Excelsior!

-------------------------------------------------------------------
REVISION 2018-03-30: The change to the Advanced Solo Mode rules that Upper Deck included in the Legendary Villains rulebook regarding the Mastermind's "Always Leads" Villain Group has been clarified to include the Fight effects on Mastermind Tactics cards as well.
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The match setups for the whole season are below. Many, many thanks to Michael Green (dontfeedthegreen) for randomizing this season's matches and for his encouragement. Special thanks to Jason Walker (TravelSized) for his amazing LegendaryLeagues website for determining the Villain Deck composition, maximum winning turn count, and maximum possible victory points for each of the matches. Thanks also to Joe McNulty (redvulture) for his fantastic randomizer, the Legendary Wheel of Fate, and to Michael Brandt (michaeljb) for his Legendary Countdown software and web application for calculating the maximum winning turn count and his spectacular Legendary Complete Card Text thread. I utilized all of their efforts in order to generate the matches for this season; however, any mistakes you may notice below should be considered mine alone.

Please submit your results using the form at http://bit.ly/LegendaryOnlineLeagueS9_Submit.

After you submit your results, please remember to copy the "Edit your response" link that Google Forms provides and save it. That link is your submission confirmation. It can also be used to review your match results and revise them should the need ever arise. I can't stress this enough. Please get into the habit of saving that link. Thanks! (Just to clarify, you should always use http://bit.ly/LegendaryOnlineLeagueS9_Submit to submit your results for a new match. Do not re-use previously saved "Edit your response" links to submit results for a new match.)

Good luck!

Match 1 - Due Monday morning, 2018-04-09

Mastermind: Red Skull
Scheme: The Unbreakable Enigma Code
Villain Group: Zola’s Creations
Henchmen: M.O.D.O.K.s
Hero 1: Nick Fury
Hero 2 & 3: You choose from the list of available Heroes
Villain Deck Composition: 6 Scheme Twists, 5 Master Strikes, 8 Villains, 3 Henchmen, 1 Bystander
Maximum Winning Turn Count: 17
Maximum Possible Victory Points: 97 VPs
Rules Clarification: When guessing the colors for the Enigma Code, you must guess the colors of the cards in order (e.g., Blue, Green, Blue), rather than just guessing the total number of each (e.g. 2 Blue, 1 Green). For dual-class cards, you must guess both colors (e.g. Blue, Red & Yellow, Red). The effect on Red Skull's Tactic card, "HYDRA Conspiracy", that references HYDRA applies to the Villain Group in this match (Zola’s Creations). This is the result of the change to the official Advanced Solo Mode rules found in the Legendary Villains rulebook and approved by the League prior to season 5.

Match 2 - Due Monday morning, 2018-04-16

Mastermind: Mephisto
Scheme: Invade the Daily Bugle HQ
Villain Group: HYDRA
Henchmen in the Villain Deck: Khonshu Guardians
Henchmen in the Hero Deck: Spider-Infected (6 of them added to the Hero Deck)
Hero 1: Daredevil
Hero 2: Elsa Bloodstone
Hero 3: You choose from the list of available Heroes.
Villain Deck Composition: 8 Scheme Twists, 5 Master Strikes, 8 Villains, 3 Henchmen, 1 Bystander
Maximum Winning Turn Count: 21
Maximum Possible Victory Points: 116 VPs
Rules Clarification: The Ambush effect on the Spider-Infected Henchmen does NOT trigger when they enter the HQ from the Hero deck.

Match 3 - Due Monday morning, 2018-04-23

Mastermind: Carnage
Scheme: Capture Baby Hope
Villain Group: Streets of New York
Henchmen: Hand Ninjas
Hero 1: Captain America (Falcon)
Hero 2: Hawkeye
Hero 3: Agent Venom
Villain Deck Composition: 8 Scheme Twists, 5 Master Strikes, 8 Villains, 3 Henchmen, 1 Bystander
Maximum Winning Turn Count: 21
Maximum Possible Victory Points: 107 VPs

Match 4 - Due Monday morning, 2018-04-30

Mastermind: Mr. Sinister
Scheme: Change the Outcome of WWII
Villain Group 1: Marauders
Villain Group 2: The Deadlands
Henchmen: Sentinels
Hero 1: Ghost Rider
Hero 2 & 3: You choose from the list of available Heroes.
Villain Deck Composition: 7 Scheme Twists, 5 Master Strikes, 16 Villains, 3 Henchmen, 1 Bystander
Maximum Winning Turn Count: 35? (Note: The possibility of shuffling Villains and their Bystanders back into the Villain deck probably introduces too many variables to accurately determine the Maximum Winning Turn Count for this scheme.)
Maximum Possible Victory Points: 126 VPs
Rules Clarification: The initial city (before any Twists are drawn) cannot be conquered. Multiple escapes from the same country do not count as additional "conquers".

Match 5 - Due Monday morning, 2018-05-07

Mastermind: Mole Man
Scheme: Portals to the Dark Dimension
Villain Group: Masters of Evil (WWII)
Henchmen: Magma Men
Hero 1: Winter Soldier
Hero 2: Superior Iron Man
Hero 3: You choose from the list of available Heroes.
Villain Deck Composition: 7 Scheme Twists, 5 Master Strikes, 8 Villains, 3 Henchmen, 1 Bystander
Maximum Winning Turn Count: 18
Maximum Possible Victory Points: 95 VPs
Rules Clarification: Substitute Masters of Evil (WWII) for Subterranea in the Master Strike ability and Mastermind Tactics cards. This is the result of the change to the official Advanced Solo Mode rules found in the Legendary Villains rulebook and approved by the League prior to season 5. Don't forget to KO a Hero from the HQ on each escape! Mole Man's "Dig To Freedom" Tactic (which says, "Fight: Each other player chooses a Subterranea Villain in their Victory Pile and puts it into the Escaped Villains pile") should result in most players having one Escaped Villain at the end of the match. There are only a couple scenarios in which that's not the case: (a) if you happen to draw that Tactic when there are no Villains in your Victory Pile; or (b) if you cancel the Fight effect using another card effect (such as Mr. Fantastic's "Ultimate Nullifier," for example). You should carry out the Fight effect on this Mastermind Tactic even if it was the last Tactic left and you have won the game. Based on precedent set by another league and in lieu of a clarification from Devin Low otherwise, Patrol effects may trigger even if there is a Dark Portal in the city space.

Match 6 - Due Monday morning, 2018-05-14

Mastermind: Galactus
Scheme: Intergalactic Kree Nega-Bomb
Villain Group: Infinity Gems
Henchmen: Phalanx
Hero 1: Apocalyptic Kitty Pryde
Hero 2: Gamora
Hero 3: Captain Britain
Villain Deck Composition: 8 Scheme Twists, 5 Master Strikes, 8 Villains, 3 Henchmen, 1 Bystander
Maximum Winning Turn Count: 20
Maximum Possible Victory Points: 75 VPs
Rules Clarification: The Ambush effect on "Power Gem" always has no effect since Galactus' Master Strikes are in the city, not in the KO pile and/or stacked next to him. At the end of the match, you should count all Scheme Twists that are not in the Villain Deck when the match ends (i.e., both KO'd Twists and the Twists in the Nega-Bomb deck).

Match 7 - Due Monday morning, 2018-05-21

Mastermind: Arnim Zola
Scheme: Enthrone the Barons of Battleworld
Villain Group: Emissaries of Evil
Henchmen: Doombot Legion
Hero 1: Moon Knight
Hero 2 & 3: You choose from the list of available Heroes.
Villain Deck Composition: 8 Scheme Twists, 5 Master Strikes, 8 Villains, 3 Henchmen, 1 Bystander
Maximum Winning Turn Count: 21
Maximum Possible Victory Points: 95 VPs

Match 8 - Due Monday morning, 2018-05-28

Mastermind: Apocalypse
Scheme: The Legacy Virus
Villain Group: Heralds of Galactus
Henchmen: Ghost Racers
Hero 1: Steve Rogers, Director of S.H.I.E.L.D.
Hero 2: Forge
Hero 3: You choose from the list of available Heroes.
Villain Deck Composition: 8 Scheme Twists, 5 Master Strikes, 8 Villains, 3 Henchmen, 1 Bystander
Maximum Winning Turn Count: 21
Maximum Possible Victory Points: 111 VPs
Rules Clarification: Apocalypse’s special abilities apply to whichever Villain group he is leading; therefore, the Heralds of Galactus get +2 Attack and you lose if one of each of them escapes. Also, be sure to substitute Heralds of Galactus for the Four Horsemen in the Fight effect of the Mastermind Tactic, "Horsemen Are Drawing Nearer". This is the result of the change to the official Advanced Solo Mode rules found in the Legendary Villains rulebook and approved by the League prior to season 5.

Match 9 - Due Monday morning, 2018-06-04

Mastermind: Baron Heinrich Zemo
Scheme: Secret Invasion of the Skrull Shapeshifters
Villain Group: Skrulls
Henchmen: Thor Corps
Hero 1: Black Panther
Hero 2: Beast (Illuminati)
Hero 3: Namor, the Sub-Mariner
Hero 4: Thing
Hero 5: Jean Grey
Hero 6: Agent X-13
Villain Deck Composition: 8 Scheme Twists, 5 Master Strikes, 8 Villains, 3 Henchmen, 1 Bystander, 12 Random Heroes
Maximum Winning Turn Count: 33
Maximum Possible Victory Points: 87 VPs
Rules/Scoring Clarification: If any Villains escape, be sure to differentiate between the 12 random Heroes added to the Villain Deck (as "Skrull Villains" according to the Scheme) and any heroes "captured" by proper Skrull Villains such as Skrull Queen Veranke and Skrull Shapeshifters. I recommend using a different orientation for each type in the Escape Pile. While any Hero card in the Escape Pile counts toward the Scheme's Evil Wins condition, only the 12 random Hero cards added to the Villain Deck count as Escaped Villains for scoring purposes. A Skrull that "captures" a hero from the HQ (via an Ambush effect) and then escapes counts as one Escaped Villain, not two. The 12 random Heroes that are added to the Villain Deck count as one Escaped Villain each should any escape.

-------------------------------------------------------------------
REVISION 2018-04-16: More rules clarifications added to matches 5 and 6.
REVISION 2018-04-24: Added to the rules clarifications for match 6.
REVISION 2018-05-08: Clarified how to submit match results. Added a rules clarification for match 5 regarding Patrol effects and the presence of a Dark Portal in the specified city space.
REVISION 2018-05-23: Revised slightly the rules clarifications for match 5. Added a rules/scoring clarification for match 9.
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Darth Ed
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I'm putting the final touches on the match setups and will post them soon. Update: POSTED!

FWIW, I think I'm going to "re-interpret" the change to the Advanced Solo Mode rules that Upper Deck included in the Legendary Villains rulebook regarding the Mastermind's "Always Leads" Villain Group. Up until this season, Mastermind Tactics cards were not affected by this rules change (only the actual Mastermind card was). I'm still not 100% sure they should be, but I think it would be best to be consistent with the interpretation used by TravelSized's Legendary Starter Leagues.

For example, Red Skull's "HYDRA Conspiracy" Mastermind Tactic says to "draw a card for for each HYRDRA Villain in your Victory Pile." With this change, you would draw a card for however many of the match's Villain Group are in your Victory Pile.

Anyone want to argue for or against this "re-interpretation" of the rules?
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I've been playing it this way for some 50+ games, and so far, it works. I'm fine with it.
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John Sulyok
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If the MM is leading a different group than the one listed, one of the groups being used should be selected (by the player) as the "proxy" for that group.

That's how I've always played it and it's worked really well.
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Ahewlett
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DarthEd wrote:
I'm putting the final touches on the match setups and will post them soon.

FWIW, I think I'm going to "re-interpret" the change to the Advanced Solo Mode rules that Upper Deck included in the Legendary Villains rulebook regarding the Mastermind's "Always Leads" Villain Group. Up until this season, Mastermind Tactics cards were not affected by this rules change (only the actual Mastermind card was). I'm still not 100% sure they should be, but I think it would be best to be consistent with the interpretation used by TravelSized's Legendary Starter Leagues.

For example, Red Skull's "HYDRA Conspiracy" Mastermind Tactic says to "draw a card for for each HYRDRA Villain in your Victory Pile." With this change, you would draw a card for however many of the match's Villain Group are in your Victory Pile.

Anyone want to argue for or against this "re-interpretation" of the rules?


Devon Low states how to handle this in the following post: www.boardgamegeek.com/article/13781886#13781886. He even has the relevant portion bolded.


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Michael Green
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AHewlett wrote:
DarthEd wrote:
I'm putting the final touches on the match setups and will post them soon.

FWIW, I think I'm going to "re-interpret" the change to the Advanced Solo Mode rules that Upper Deck included in the Legendary Villains rulebook regarding the Mastermind's "Always Leads" Villain Group. Up until this season, Mastermind Tactics cards were not affected by this rules change (only the actual Mastermind card was). I'm still not 100% sure they should be, but I think it would be best to be consistent with the interpretation used by TravelSized's Legendary Starter Leagues.

For example, Red Skull's "HYDRA Conspiracy" Mastermind Tactic says to "draw a card for for each HYRDRA Villain in your Victory Pile." With this change, you would draw a card for however many of the match's Villain Group are in your Victory Pile.

Anyone want to argue for or against this "re-interpretation" of the rules?


Devon Low states how to handle this in the following post: www.boardgamegeek.com/article/13781886#13781886. He even has the relevant portion bolded.


Thanks for linking to that. I'd been playing this way but more because I thought it was more fun, than because I thought the rules were clear on it. I'm happier in my choice if the game designer has stated it should be played that way.
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David A
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That's how I'd always played it too and I had completely missed Devin's post there
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Darth Ed
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AHewlett wrote:

Devon Low states how to handle this in the following post: www.boardgamegeek.com/article/13781886#13781886. He even has the relevant portion bolded.

Wow, not sure how I missed that post! Need to add that to the FAQ.
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Darth Ed
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The match setups have been posted!

If you would like to suggest any "Rules Clarifications" to be included in the match setups, let me know.

The submission form and spreadsheet have been updated with all the folks who have signed up at this time. If your BGG user ID is listed on the submission form, you're good to go for submitting results right now.

Updating the submission form is a simple but manual procedure. I will endeavor to update it at least once per day between now and the pseudo-deadline for signing up (April 6th). After that date, just send me GeekMail if you want to join.
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Josh Worley
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Wow, Match 8 will be tough, although luckily Forge being all Tech should minimize the Wounds drawn from the Legacy Virus Scheme.
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Ben R
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Galactus with the Kree-Nega bomb? What did we ever do to you?
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Jason Walker
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Madison Heights
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See the Legendary forums for monthly solo leagues!
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Quote:
Match 1 - Due Monday morning, 2018-04-09

Mastermind: Red Skull
Scheme: The Unbreakable Enigma Code


Wow, the players have always chosen to ban that scheme from the starter leagues when the Cap expansion comes up. But you? You're all, "I'll show them; I'll put it in the first match! Muhahaha!"

Good job, Ed. I'm so jealous.

(I really like the scheme myself, but it can be really tough in Advanced Solo, so I get why they choose to exclude it.)
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Darth Ed
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swirlsaepi wrote:
Wow, Match 8 will be tough, although luckily Forge being all Tech should minimize the Wounds drawn from the Legacy Virus Scheme.

Yup. Choose that third Hero wisely....

SilverFirePrime wrote:
Galactus with the Kree-Nega bomb? What did we ever do to you?

LOL! Sorry, that's how it came up. I actually think the most difficult aspect of that match is that we don't get to pick any heroes....

TravelSized wrote:
Quote:
Match 1 - Due Monday morning, 2018-04-09

Mastermind: Red Skull
Scheme: The Unbreakable Enigma Code


Wow, the players have always chosen to ban that scheme from the starter leagues when the Cap expansion comes up. But you? You're all, "I'll show them; I'll put it in the first match! Muhahaha!"

Good job, Ed. I'm so jealous.

(I really like the scheme myself, but it can be really tough in Advanced Solo, so I get why they choose to exclude it.)

It's not me! Michael Green did the randomizing. I actually said we probably should go with a different Scheme for this one, but Michael persuaded me otherwise. I'm looking forward to playing it though!
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Michael Green
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Re Apocalypse:
On the upside, Apocalypse doesn’t give out Wounds, but his Master Strike could leave you with no Tech Heroes if it’s followed by a Twist!

Re Galactus:
The Infinity Gems will be tough on that match too, but at least those three Heroes have some pretty good synergy.

Re Enigma Code:
Aww, come on! It’s only Red Skull! devil
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Michael Green
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dontfeedthegreen wrote:

Re Enigma Code:
Aww, come on! It’s only Red Skull! devil


Had a peek at the match results so far and the first few players seem to have beaten it. I’m hoping to join them if I can get it played this afternoon.
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Justin H

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dontfeedthegreen wrote:
dontfeedthegreen wrote:

Re Enigma Code:
Aww, come on! It’s only Red Skull! devil


Had a peek at the match results so far and the first few players seem to have beaten it. I’m hoping to join them if I can get it played this afternoon.


I figured I got lucky.

Spoiler (click to reveal)
I only drew 2 twists in my first match. Which was good, because I selected my Heroes without thinking about the scheme that much. I had picked SHIELD Heroes to go with Fury, but not a great idea against the Scheme. Elsa Bloodstone and Steve Rogers. I ended up with 6 different class variations it could be.
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Michael Green
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jhochges wrote:
dontfeedthegreen wrote:
dontfeedthegreen wrote:

Re Enigma Code:
Aww, come on! It’s only Red Skull! devil


Had a peek at the match results so far and the first few players seem to have beaten it. I’m hoping to join them if I can get it played this afternoon.


I figured I got lucky.

Spoiler (click to reveal)
I only drew 2 twists in my first match. Which was good, because I selected my Heroes without thinking about the scheme that much. I had picked SHIELD Heroes to go with Fury, but not a great idea against the Scheme. Elsa Bloodstone and Steve Rogers. I ended up with 6 different class variations it could be.


I was not lucky. I got my butt kicked.

Spoiler (click to reveal)
Picked Invisible Woman and Black Widow for low range of colours and thinking I can at least get Bystanders even if I can’t crack the code. I pulled five Twists in 1st 7 turns, so rest of the match was nail-biting just waiting for last Twist to drop. Probably should have taken out more Villains to get clues but each time I had enough Attack I went for the Mastermind on hope I could guess the Code as was constantly expecting to lose on next turn. I never got it right though.
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Michael Green
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Taking the kids to Disneyland Paris next week, so I wanted to get ahead:

Match 2:
Spoiler (click to reveal)
I picked Dr Punisher as he’s MK, could help activate Elsa’s Spectrum KO, and with the scheme there was a good chance the Streets would always be empty for his Patrol effect. Unfortunately the HQ stubbornly refused to give me recruit cards early on and I ended up buying too many Attack cards instead. I kept thinking surely next turn, I’ll make 5 Recruit and be able to get that Bloodstone Pendant and everything will be ok. As a result I hardly ever made more than 4 Recruit and often less. I had to take out an Endless Armies of HYDRA Villain fairly early on to avoid my HQ getting over-run too, which left me with a tight clock to finish Mephisto with just common cards. I was really helped by a run of Dr Punisher’s Recruit common in the HQ in the latter end of the game. I was able to use my one copy of Backflip to put them on top of my deck and activate Radar Senses. Then they gave me enough card draw and Tech triggers for his other common that I just barely squeezed out 20 Attack for the last two hits on Mephisto on the final turn. Finished with 4 Villains in the HQ.
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Michael Green
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Match 3:

Spoiler (click to reveal)
I really liked this set-up and the match went fairly well except for one major downer. I got lucky with a run of Twists when there was nothing in the city. The big downer for me was that stupid Carnage ate my Hawkeye rare, which I’d picked up nice and early. That turned what could have been an awesome win, into just an ok win.
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Alex W
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My win for Match 1 literally hinged on the flip of a coin
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John Kelly
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ajwitkowski wrote:
My win for Match 1 literally hinged on the flip of a coin


literally? You flip a coin when you play legendary? Please explain.
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Michael Green
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DrPolygon wrote:
ajwitkowski wrote:
My win for Match 1 literally hinged on the flip of a coin


literally? You flip a coin when you play legendary? Please explain.


I'm guessing he couldn't decide which of two colours one of the Enigma Code cards was, and he literally flipped a coin to decide.
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Alex W
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DrPolygon wrote:


literally? You flip a coin when you play legendary? Please explain.


Yup, Green had it right.

I was able to keep the code to one color for most of the game, until I finally had to add another. I was at 5 cards, got the first 3 of the same color and just had to randomly decide between the last two.
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Ben R
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Got Match One in last night.

Spoiler (click to reveal)
Decided to go all SHIELD with this setup and WOW. Only eight turns, but I might have been a little [i]too[i/] quick looking back at my VP total. Got three copies of Re-Assign to Civilian Duty which shredded through my starter cards (and two early master strikes), two International Strike Forces to ramp up the recruit and attack, and two Sniper Squads for good measure. All that plus getting the +3 attack tactic at the right time let me tag Red Skull on turn 6, twice on turn 7, and once on turn 8. It was to the point where I ended up KO'ing Hero cards to snag a few extra VP. I was able to keep my recruit for cracking the code - but only hit two twists.


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