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Legendary: A Marvel Deck Building Game» Forums » Rules

Subject: Adding Extra Henchmen in solo play rss

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Markococo
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When playing solo and a scheme tells me to add an extra henchmen group do I just add 3 of that group or the whole group of 10?

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Ian Klinck
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Using the printed rules, I'd suggest that you just add 3.

However, I'd strongly suggest you look at the "Golden Solo" variant:
The Golden Solo Ruleset - Variant Review's Final Legendary Solo Update

It's the only way I'd consider playing solo - a much better game experience!
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Dale Stephenson
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I believe in the solo leagues you add the entire group, not just 3.
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Justin H

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Depends on the Scheme, but I believe that most tell you how many Henchmen to add. Most of the time it's 10. If it doesn't specify an amount, then I would probably only add 3.
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John Kelly
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I never even questioned this before. I've been adding only 3 in solo mode, unless it specifies differently.
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David A
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For me, 99% of my play is solo. When it says to add an additional Henchman group, I've always added the full group.
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Dale Stephenson
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Let's take the first example, Negative Zone Prison Breakout, which simply says to add an additional henchman group. The loss condition is 12 escapes -- if you just add an extra three, there are only 14 villains in the deck to escape. There's 8 twists, and each plays two cards off the deck -- it will be a *very* short game without a full henchmen group added. I think it's clear that this scheme works better in solo play with 10 henchmen added.

Are there any add additional henchmen that work better as a scheme when only 3 henchmen are added?
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Magnus Poitier
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iklinck wrote:
Using the printed rules, I'd suggest that you just add 3.

However, I'd strongly suggest you look at the "Golden Solo" variant:
The Golden Solo Ruleset - Variant Review's Final Legendary Solo Update

It's the only way I'd consider playing solo - a much better game experience!


Different strokes for different folks

Advanced Solo rules are official and require a lot less bookkeeping (plus that's what's used in the solo leagues and solo challenges posted periodically here). But it does make some schemes/masterminds wicked hard in Solo!

I tried Golden Solo and while entertaining, I prefer the less fiddly rules of Advanced Solo (from Dark City)
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Jason Walker
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dalestephenson wrote:
Let's take the first example, Negative Zone Prison Breakout, which simply says to add an additional henchman group.


Let's not take that example, since it's the one they explicitly say not to play solo.

For my leagues, if it says add another group (like Invasion of the Venom Symbiotes), I use 3. If it says add another group of 10 (like Organized Crime Wave: "Include 10 Maggia Goons as one of the Henchman Groups.") then I use 10.
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David A
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TravelSized wrote:
For my leagues, if it says add another group (like Invasion of the Venom Symbiotes), I use 3. If it says add another group of 10 (like Organized Crime Wave: "Include 10 Maggia Goons as one of the Henchman Groups.") then I use 10.

Interesting. Apparently, I've been playing these schemes your leagues wrong all these years!
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Jason Walker
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The henchmen quantity is listed twice on each match!

arrrh

Quote:
Mastermind: The Goblin, Underworld Boss
Scheme: Invasion of the Venom Symbiotes
Villain Group: Poisons
Henchmen: (3) Cape-Killers, (3) Doombot Legion

Heroes: Viv Vision
You may select 2 additional Heroes.

Max Turn Count: 16
Max VP: 214
Villain Deck Contents: 8 Poisons, 3 Cape-Killers, 3 Doombot Legion, 5 Strikes, 8 Twists, 1 Bystander
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Legendary Fanatic
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Wouldn't it be nice if UD just printed it out for us? "If playing solo, use ____ Henchmen."

I absolutely love this game, but I have a feeling most of the playtesting is done in groups so they don't get a good feel for what works best in solo. All they have to do is put me on the payroll, send me the initial card drafts prior to printing, and I'll playtest the hell out of them! Ahh, who am I kidding? I'd do it for free!
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Jason Walker
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Actually... cool
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Michael Green
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TravelSized wrote:
Actually... cool


What does THAT mean?!?

surprise
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Jason Walker
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Wouldn't you like to know?!

devil
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Tommy Brownell
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alphasyndrome wrote:
iklinck wrote:
Using the printed rules, I'd suggest that you just add 3.

However, I'd strongly suggest you look at the "Golden Solo" variant:
The Golden Solo Ruleset - Variant Review's Final Legendary Solo Update

It's the only way I'd consider playing solo - a much better game experience!


Different strokes for different folks

Advanced Solo rules are official and require a lot less bookkeeping (plus that's what's used in the solo leagues and solo challenges posted periodically here). But it does make some schemes/masterminds wicked hard in Solo!

I tried Golden Solo and while entertaining, I prefer the less fiddly rules of Advanced Solo (from Dark City)


Whereas I'm a Two-Handed Solo guy (and have been since the Deadpool expansion was released).

The best part is, we all found something that works for us. =)
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Markococo
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Thanks for the replies and suggestions, folks.

I tried the Golden Solo rules once and just couldn't be bothered with it tbh.

Obviously if the scheme states how many then there's no problem

But I was playing Invasion of the Venom Symbiotes from the new Venom expansion the other night and it doesn't state - other than to say add an extra henchmen group.

I've been playing this game for years and am pretty sure I've always added the whole group. But for some reason this scheme made me stop and wonder if I'd been playing it wrongly all this time lol.

Think from now on I'll go for 3 unless otherwise stated.
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Michael Green
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Schemes that add extra Henchmen up to Venom:

These specify using 10 extra Henchmen:
Alien Brood Encounters
Mutant Hunting Super Sentinels
Scavenge Alien Weaponry

These have specific instructions about how many to add and where to put them (other than the Villain deck):
Invade the Daily Bugle News HQ
Build an Army of Annihilation
Cytoplasm Spike Invasion
Cage Villains in Power-Supressing Cells

These tell you to add an extra Henchman group without specifying how many cards should be in it:
Negative Zone Prison Break Out (not for solo play)
Hypnotize Every Human
Invasion of the Venom Symbiotes

Organized Crime Wave only adds Henchmen in solo play because it says to:
Quote:
Include 10 Maggia Goons as one of the Henchman Groups.

Similarly, Mass Produce War-Machine Armor only adds Back-Up Adversaries in solo as it says:
Quote:
Include 10 S.H.I.E.L.D. Assault Squads as one of the Backup Adversary groups


The Mark of Khonshu says:
Quote:
Always include Khonshu Guardians

without specifying that 10 of them should be added, so I have always assumed I just include 3 as the Henchmen group for that game.

So to my mind, the only schemes where there is any ambiguity are these two:
Hypnotize Every Human
Invasion of the Venom Symbiotes


I would say Hypnotize Every Human would be too easy with 10 and Invasion of the Venom Symbiotes is likely to be especially tough with only 3.

I've always used 3 for Hypnotise Every Human and I haven't played the Venom Symbiote one yet (my expansion is on it's way though!)

I did notice while scanning over the Scheme list that the MCU set has the Scheme "Asgard Under Siege" which is clearly based on "Negative Zone Prison Break Out". Does the MCU set also specify that this scheme is solo only?




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