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Subject: All Purpose Create a Card Thread rss

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Alex Lloyd
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Just for fun, let's come up with some new cards!

Hero
Doctor Strange
Recruit: 3
Covert Avenger
+1 to buying power, you may recruit a hero from the KO'd Pile.
----------------
Mastermind
Galactus
12
Always Leads: Heralds of Galactus
Master Strike: Each player may reveal a Fantastic Four character or KO 2 villains from their Victory Stash
----------------

Xavier's Institute for Higher Learning
X-Men Base
Recruit: 5
When you play , name a team affiliation. Cards you control of either affiliation are considered to have both.
Bases do not go to your discard pile at the end of your turn.
Discard from play when an X-Men hero is KO'd.
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Darrell Goodridge
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Ooh, a Location! Someone played Vs...
 
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Jarrod Babel
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mastermind
Thanos
Always Leads:??
Master Strike: Each player discards the top card of their deck. If it does not share a color with a hero in the KO pile, KO it. Otherwise they KO a hero from their hand. (each player does this simultaneously)

Thanos gets +1 power for each differently colored hero in the KO pile.

Power:8

His 4 versions:
1-You may gain 2 heroes from the KO pile.
2-draw 2 cards
3-You may gain an Avengers hero from the HQ for free
4-You may defeat a villain from the escaped villain pile for free.
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Casey Lynn
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Neat idea! I'm terrible at game balancing math, so I'm just going to give my general description of what some of my favorite Marvel characters might be able to do.

Hero: X-23
can KO wounds and S.H.I.E.L.D. agents/troopers at the same time

Hero: Elixir
can KO wounds out of another player's hand or discard pile

Hero: Quicksilver
drawing cards, additional attack if they're high-cost cards

Hero: Molly Hayes
additional attack for every strength hero played

Hero: Karolina Dean
additional recruitment power for every ranged hero played

Hero: Speedball
may gain wounds for additional attack power

Hero: Veil
adds recruitment power for every villain in the city

Hero: Striker
adds recruitment power when rescuing bystanders

Hero: Human Torch
adds attack power when rescuing bystanders

Hero: Invisible Woman
additional attack power activated by covert heroes
 
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Darrell Goodridge
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thatmadgirl wrote:
Neat idea! I'm terrible at game balancing math, so I'm just going to give my general description of what some of my favorite Marvel characters might be able to do.

Hero: X-23
can KO wounds and S.H.I.E.L.D. agents/troopers at the same time

Hero: Elixir
can KO wounds out of another player's hand or discard pile

Hero: Quicksilver
drawing cards, additional attack if they're high-cost cards

Hero: Molly Hayes
additional attack for every strength hero played

Hero: Karolina Dean
additional recruitment power for every ranged hero played

Hero: Speedball
may gain wounds for additional attack power

Hero: Veil
adds recruitment power for every villain in the city

Hero: Striker
adds recruitment power when rescuing bystanders

Hero: Human Torch
adds attack power when rescuing bystanders

Hero: Invisible Woman
additional attack power activated by covert heroes


I doubt we'll see most of those. Quicksilver is generally considered part of the Brotherhood, and except for Human Torch and Invisible Woman, the rest are too obscure to make an expansion. I DO think you'll see FF expansion (maybe first) and maybe Quicksilver eventually as an additional Brotherhood villain. Interesting power ideas though, even if I don't know if they're thematic or not. whistle
 
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Casey Lynn
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Cardboardjunkie wrote:

I doubt we'll see most of those. Quicksilver is generally considered part of the Brotherhood, and except for Human Torch and Invisible Woman, the rest are too obscure to make an expansion. I DO think you'll see FF expansion (maybe first) and maybe Quicksilver eventually as an additional Brotherhood villain. Interesting power ideas though, even if I don't know if they're thematic or not. whistle


Ha, no, I have pretty much zero hope that any of these would actually happen, they're just some of my favorites.

It would probably be clear from my characterization of Quicksilver and Speedball that I'm a fan of Avengers Academy.

Actually X-23 doesn't seem entirely out of the realm of possibility. I mean, she did have her own book for a while.
 
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Darrell Goodridge
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She might be added to X-Men at some point if UDE is catering to the modern comic reader. They still have dozens of X-Men that are 30-40 years old though.
 
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Casey Lynn
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Cardboardjunkie wrote:
She might be added to X-Men at some point if UDE is catering to the modern comic reader. They still have dozens of X-Men that are 30-40 years old though.


I think their best bet in getting the most excitement will be to split the difference and choose characters that are classic but still represented in more recent books. So most of the characters that they've already picked are really good examples - as well as Fantastic Four, of course, which I suspect we will see next.
 
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Darrell Goodridge
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I agree that FF expansion will probably be first. But as to not derail the thread any further I'll put up a couple of cards.

Spider-Friends

Doctor Strange:
I agree with KO pile manipulation (either recruiting from or using attack from)

Daredevil:
maybe increase attack against an enemy with fight greater than his. (instinct power?)

Punisher:
Unfortunately similar to Nick Fury, but increase attack per tech hero played.

Firestar:
Ranged: gain recruit/attack (nothing fancy)

Iceman:
maybe stop an enemy from advancing if you lose to him. I'm wondering if that could be advantageous. (Dual Affiliated X-Men)

 
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Tony Pecorelli
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Legendary Bloodline
Cable
Strength

1*
1\\\
Cost 3
____________________________

Cybernetics
Cable
Tech

2\\\+
Strength: +1\\\
Covert: +1\\\
Cost 4
____________________________

Professor
Cable
Covert

Draw a card.
Covert: Put this card or a card cost 5 or less in your discard pile on top of your deck.
Cost 5
____________________________

Greymalkin
Cable
Tech

2\\\+
2*+
Tech: +3*
Covert: +3\\\
Cost 8
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Itai Rosenbaum
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Master Fencer
Nightcrawler

Instinct
X-Men

2 ///
Cost 3
--------------
Bamf
Nightcrawler

Covert
X-Men

2*

At the end of your turn, you may place this card on the top of your deck.
Cost 4
--------------
Man of the Cloth
Nightcrawler

Instinct
X-Men

4*

If you do not attack a villain this turn +2*
Cost 6
---------------
Teleport Rescue
Nightcrawler

Covert
X-Men

4///

X-Men: You may place a hero from your discard pile into your hand.
Cost 8
 
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Darrell Goodridge
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Let me try giving the full treatment to my Punisher idea.

Sniper Shot
Punisher
Spider-Friends
Covert

1 \\\+
Punisher gains +2 \\\ when fighting a villain who has captured a bystander.

Cost 3

Micro's Help
Punisher
Spider-Friends
Tech

1 \\\+
Draw a card. If it is Tech, gain +1 \\\.

Cost 4

Close Quarters
Punisher
Spider-Friends
Instinct

3\\\+ (maybe 4 because of the drawbacks?)
Instinct:Take any number of wounds. Gain +1\\\ for each wound taken.

Cost 6

Big Guns
Punisher
Spider-Friends
Tech

5\\\+
Gain +1\\\ for each Tech hero played.

Cost 8

Obviously the theme is fight. He has never helped recruit anyone to my knowledge. Tech is for his guns, Covert is for his ability to gain position on his target, and Instinct is for his gut-level ability to just survive a tough fight. I wanted to go all Tech, but I think I like the Uncommon the best. It represents his "Rocky" moments when he's getting his butt whupped.
 
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Jarrod Babel
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My take on the FF

REED RICHARDS

Common#1
Mr. Fantastic
FF
Tech

3 Recruit(R)
All FF heroes in HQ have their R cost reduced by 1R.
Cost 3

Common#2
Mr. Fantastic
FF
Tech

2 Attack (A)
All of your FF heroes have their A increased by 1A.
Cost 3

Uncommon
Mr. Fantastic
FF
Ranged

3 A
Ranged: Rescue a Bystander from the Escaped Villain pile.
Cost 5

Rare
Mr. Fantastic
FF
Strength

4 A
If you have 3 other FF heroes in play: +3 A & +3 R.
Cost 8

SUE RICHARDS

Common#1
Invisible Woman
FF
Covert

2R
Look at the top 3 cards of your deck, put them back in any order you choose.
Cost 4

Common#2
Invisible Woman
FF
Covert

2A
Draw 3 cards, then KO a hero from your hand and discard a card.
Cost 4

Uncommon (force field related)
Invisible Woman
FF
Covert

3A
When you receive a wound you may reveal this card, if you do, do not gain the wound.
Cost 6

Rare
Invisible Woman
FF
Covert

4R
Choose a card in either your deck or discard pile, draw it.
Cost 8

JOHNNY STORM

Common#1
Human Torch
FF
Ranged

3R
Ranged: Rescue a bystander.
Cost 3

Common#2
Human Torch
FF
Instinct

1 A
Ranged: Draw a card.
Instinct: +2 A.
Cost 4

Uncommon
Human Torch
FF
Ranged

2R
2A
If you rescue a bystander this turn: +2 R & +2 A.
Cost 6

Rare (Flame On!)
Human Torch
FF
Ranged

4A
For each other Human Torch hero you have in play: +2 A.
Cost 7

BEN GRIMM

Common#1
The Thing
FF
Strength

3A
Strength: The first time you defeat a villain this turn: +3 A
Cost 4

Common#2
The Thing
FF
Instinct

3R
If you have 3 other FF heroes in play: Gain a wound.
KO a wound from your hand: +2 A.
Cost 5

Uncommon
The Thing
FF
Instinct

4A
FF: Reveal the top 3 cards of your deck, if a wound is reveal this way, KO it and +3 A and draw the other revealed cards, otherwise discard and/or replace the revealed cards in any order and gain a wound.
Cost 6

Rare
The Thing
FF
Strength

5A
Each time you defeat a villain or mastermind this turn: +3 A and gain a wound.
Cost 9

Ok that took a bit longer than I thought it would. I think the numbers could probably be tweaked a bit but I think thematically they're not too bad. I didn't worry about naming the cards since I am not too steeped in the lore, I'll leave that for people that have read the comics.




 
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Jarrod Babel
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Cardboardjunkie wrote:


Close Quarters
Punisher
Spider-Friends
Instinct

3\\\+ (maybe 4 because of the drawbacks?)
Instinct:Take any number of wounds. Gain +1\\\ for each wound taken.

Cost 6

Obviously the theme is fight. He has never helped recruit anyone to my knowledge. Tech is for his guns, Covert is for his ability to gain position on his target, and Instinct is for his gut-level ability to just survive a tough fight. I wanted to go all Tech, but I think I like the Uncommon the best. It represents his "Rocky" moments when he's getting his butt whupped.


This guy is WAY over powered. The first time you play him you could conceivably draw the whole wound pile for 26+ attack and kill the mastermind 3 (maybe 4 depending on the MM) times and finish the game. You could limit it like: Gain up to 3 wounds, for each wound gained, +1 Attack. Or even just make it a 1 shot, Gain a wound, +1 Attack. And it should probably stay a base 3 attack.
 
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Darrell Goodridge
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Yeah, limiting to 3 sounds good.

I just read yours and thought your 3 cost MF was better than the 5 cost. They have the same fight value and the 3 doesn't need a requirement.
 
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Tony Pecorelli
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A lot of good stuff in this thread so far.


 
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Alex Lloyd
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Black Cat
3-Cost Hero
Instinct Spider-Friend
+2 Recruit
If you have played another instinct hero this turn, choose one - heroes cost 1 less for other players to recruit until your next turn or 1 more.

Air Walker
Villain - Heralds of Galactus
4 to defeat, 2 victory points
Fight - Until your next turn, if another player would draw an extra card instead they skip that draw (this does not include the 6 at the end of a player's turn).

Silver Surfer
Ranged Villain - Heralds of Galactus
6 to defeat, 3 victory points
Fight - Gain this card. (It goes to your discard pile instead of the victory stash).
When you play Silver Surfer, you get +4 Fight. Master Strikes do not affect you until your next turn.
 
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Alex Lloyd
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Just some more cards.
Hero - Daredevil
Covert Marvel Knight
4
2+ Fight
Daredevil gets an additional 2 fight if you have the lowest victory pile total.


Hero - Daredevil
Instinct Marvel Knight
6
4 Fight
Reveal Daredevil - ignore villain ambush and fight abilities in the sewers and streets.

Hero - Punisher
Tech Marvel Knight
3 cost
0 buy or fight
A villain of your choice gains a wound. Wounds give villains -1 fight. If that villain is defeated this turn, draw a card.
 
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Brendan Born
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MASTERMOLD mastermind
always leads: sentinels
masterstrike: search the villain deck for a sentinel and it moves into the sewers, shuffle the villain deck
strength *
* = 10 - number of players

COMMUNICATIONS HACKED X2
mastermind tactic- mastermold
look at the top card of the villain deck- without revealing or looking at any other cards, put that card back anywhere in the villain deck

SALVAGE MACHINE X1
mastermind tactic- mastermold
Take all sentinels from other players victory piles and add them to your own

SYSTEMS COMPROMISED X1
mastermind tactic- mastermold
take all sentinels from the escaped villains pile or up to 2 from the city and add them to your victory pile


ROBOTIC DOMINATION scheme
setup: use Mastermold mastermind, 5 twists
special: Ultron and Doombots count as sentinels
twist: take all escaped and KO'd sentinels and move them one by one into the sewers - Ignore all villain card escape effects
evil wins: if the city is full of sentinels







 
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Alex Lloyd
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Why did Doombot go to the Bank?
Scheme: Crash the World Economy
Setup: 6 Scheme Twists.
Special Rules: Whenever a hero is bought from the HQ, slide all remaining heroes to the left before putting a new hero in the HQ from the hero deck (this should be the rightmost hero in the HQ).
Twist 1-5: Put the Scheme Twist on the leftmost space in the HQ that doesn't already have one. Heroes on spaces with Scheme Twists cost +1 to recruit.
Twist 6: Evil Wins!

And one I would like some help with:

Doombot Bank Party!
Scheme
Setup: ?
Special Rules: ?
Twist 1-?:
Final Twist: Evil Wins!

My play group has this running joke, and it goes:
"Hey, why did the Doombot go to the bank?
- (ridiculous answer or very sensible answer).
ie to make a deposit, to look into home equity options, yada yada.
 
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Alex Lloyd
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Behold the awesomeness of the Doombot Bank Party scheme!

Doombot Bank Party
Twists: 8
Special Rules: Add an extra henchmen group to the villain deck. Must use Doombots. Multiple Doombots can be on the same city space, and are fought as if they were 1 villain with combined toughness.
Twist 1-3: Search the Villain deck for 2 Doombots and put them in the bank.
Twist 4-7: Search the villain deck, the escaped villain pile and/or players' victory piles for 3 Doombots and put them in the bank.
Twist 8: Doombot Wins!
 
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Nick Conklin
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A Different Idea.
Special Bystander Cards- Would only be shuffled into the villain deck rather than the generics for specific scheme/hero combinations.
A few I thought of...

Aunt May
Can only be rescued with care as she is fragile. Must be rescued by matching the attack of the villain/mastermind. If there is extra attack after defeating the villain/mastermind Aunt May is KO-ed.
Victory point value= 1 per Spider-Man card in the rescuers deck at game end. Extra bonus point if Ms Lion is also rescued.

J.J. Jameson
Won't recognize Spider-Man as a hero. When rescued when playing a Spider-Man card he will jump to the nearest other villain or mastermind present on the board. Gives Spider Slayers +2 attack.
Victory Point Value= 2

Gwen Stacy
Can't be Rescued. When she escapes with a villain or is rescued it will cause any Spider-Man cards in the HQ at the time to be KO-ed.

Add several per hero to enliven replay-ability!
 
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