Hey, Bub! ‘Legendary: A Marvel DBG’ May Not Be the Best There Is At What It Does.
You want the quick and skinny on Legendary? Okay. Devin Low designed a great game, and Upper Deck came close to screwing it up.
Let’s start with Mr. Low’s design, because he made some excellent choices. I’m going to explain this game by setting it up, since one of the strengths of Legendary is its replay value. Because players have a lot of options to choose from, the mere act of setting up the game with their friends is entertaining.
The first thing we need is a Mastermind, or the main villain hiding behind his minions. Legendary’s base game gives us Red Skull, Magneto, Doctor Doom and Loki to choose from; all excellent choices. We’ll choose Doctor Doom for our game, flip the board open and put five Doctor Doom cards on his Mastermind square (by the way Upper Deck, I know I slammed you in the first paragraph, but I give credit where it’s due. Nice board. Many deck building games don’t bother to feature one, which is a shame. Upper Deck does bring a level of professionalism to their games, and this board is well designed with lots of colorful pictures.)
Our Mastermind needs to scheme a plot. So, we choose one of eight different Scheme Cards (we could choose a scheme at random, but I’m fond of The Secret Invasion of Shapeshifting Skrulls, so I’ll choose that) and put the Scheme on its space. Perhaps The Skrull have offered Doom the chance to rule Earth in their stead? I’m sure Doom plans to betray the Skrull Empire at some point after the world’s heroes have been pacified.
Our Mastermind, Scheme and number of players will help us build a villain deck (and again, kudos to Upper Deck for sneaking a quick reference on the board.) Doom always works with his Doombot Henchmen, so we set those cards aside. The Secret Invasion requires Skrulls, so we shuffle the Skrull Villain Cards with the Doombot Legion. Some bystanders are added to the deck, some Scheme Twists which are events specific to our scheme (in The Secret Invasion, whenever we reveal a Scheme Twist, the most expensive hero we can recruit at S.H.I.E.L.D Headquarters is revealed to be a Skrull agent who runs off into The Sewers), some Master Strikes (Because Doctor Doom is the mastermind of this invasion, the Master Strikes will be Doom’s special plot manipulation), and we need to add another villain group of our choice, so let’s toss in The Brotherhood of Evil Mutants. Shuffle all those cards to make the Villain Deck.
Now we assemble a group of five heroes from among fifteen different options. Again, you can either choose which heroes you play with, draft them among your friends or pick at random. Legendary, unfortunately, does not include a blank hero card for each hero, like Dominion does. But, there are websites that can create a random spread for you. I like this one here. Personally, I prefer to choose heroes at random. That’s because Legendary is a game where both the players and the board are trying to win. The player who has the most victory points at game’s end will be declared ultimate winner. But if too many Skrull agents (in this scenario) escape, then Doctor Doom wins, and the players lose. Players will often want to recruit ‘the best’ heroes to stop the scenario’s Mastermind from unleashing his ultimate death ray. But that often leads to boring games where we recruit the same heroes over and over. Smashing into Castle Doom with the power of Thor and Iron Man is fun… but so isn’t squeaking out a victory with the wise-cracking, star-spangled non-synergistic Spider-Man and Captain America combination.
Shuffle the Hero Deck (and since we’re running The Secret Invasion scheme, shuffle twelve random heroes into the villain deck as well, who act as shapeshifting Skrull taking the form of our heroes) and play. I don’t have the space to explain how a Deck Building Game works, but if you’re interested, you can listen to Myriad Game’s podcast for the Dominion base game. Legendary’s big addition is that when a player starts their turn, they flip over the top card of the Villain Deck. Most of the time, a villain, like Juggernaut will appear. Each new villain will push the chain of villains forward, through the Sewers to the Bank, on top of the Roofs, down the Street and across the Bridge. If the villain leaves the Bridge without fighting a hero, they escape New York. That’s generally not a good thing.
The gameplay is enchanting. It takes what we like about Deck Building Games and combines it with what we like about Marvel. A few reviewers have mentioned they would have liked to play one hero, or play a group of heroes while their friends play with other heroes, instead of everyone having a deck full of the same five heroes and S.H.I.E.L.D. Agents, but that would be a hard game to design. We all share the same card pool in a deck building game. You could design around that… but my impression is the end result would be a weaker game. I’m sure we could have included some bonus cards in the Hero Deck, though, like all the fun cards that pop up in the Villain Deck. But Legendary is already full of little details. Maybe it’s best if we leave room for growth so the expansions can pick up on that.
I should mention that there’s a solitaire mode. I played Legendary solitaire to teach myself the game. Then I played solitaire to make sure I understood the rules. Then I played a third game because the game is fun. If you can play a board game by yourself and be entertained, then that’s a good board game. Oh, also the box is a nice box, and there’s a molded tray and dividers inside to help sort your cards while leaving plenty of room for the expansions. Upper Deck did a very nice job with the box. So if I keep praising Upper Deck so much, why do I insist they almost screwed everything up?
The most obvious problem with Legendary is that it’s more expensive than every other Deck Building Game published so far. I don’t normally talk about how much games cost on this blog. I figure a good game is worth the money. But Legendary’s price tag bothers a lot of other gamers, which will make them not buy the game. It bothers these gamers because, ultimately, this game consists of 500 cards, a board, a bit of molded plastic, a fifteen sheet paper rule book and a cardboard box. The game’s MSRP was set at $60, then, before the game was shipped out, Upper Deck increased the cost based on market testing to $70 retail in local game stores. It gets worse. Since this game is chase, you might want to sleeve those cards. Finding replacements for bent cards will be a hassle. New sleeves cost about five dollars for fifty, and this game comes with 500 cards, so… yeah. High costs means less buyers of Legendary means less people playing Legendary which limits Legendary’s ability to build on its brand.
I’m sympathetic to Upper Deck. I know they want to make money while they hawk another company’s intellectual property. A share of the profit of every game sold must be sent to Marvel and to the artists who drew the card art. It’s unfortunate that Upper Deck felt their game needed to be a product instead of a console. Companies like Nintendo don’t make money off the Wii. Those consoles are priced for a small margin, but that’s okay. If you have a Wii, you will buy games for that Wii. That’s where Nintendo Co. makes the majority of their money – from their games and downloadable content. Using this model, Upper Deck could have sold their game on the cheap, practically dominating the current Deck Building Game market with a similar or cheaper priced superior product, then recouped their money when the game gained notoriety, selling 50 card expansions quarterly for $25. Would we, the customers, have benefited from this exchange? If it worked? Absolutely. More people would play Legendary because the base game would be cheaper, which would mean that more resources and playtesting would occur, which would make those 50 card expansion a better product. But, I admit, I’m not a brand reviewer, I’m a game reviewer. This sounds like a great idea in my head, but I couldn’t tell you if my idea is practical. I’m not wrong about Legendary’s high cost strangling the player base, though. That’s been the most common complaint I’ve heard about the game so far.
The game’s real failing, however, is in the artwork. Oh, the art itself is great. Very Marvel Comics. I have no problem with the ten artists involved in the project. It’s the fact that Upper Deck decided it wasn’t important enough a detail to have different pieces of art for different hero cards.
At first glance, this is annoying (when I showed this game to Jeff from the Myriad Games Podcast, it was the first thing he noticed and complained about, even before the rules of the game were explained to him.) But, fine. The guys at Upper Deck saved some money and didn’t commission eight pieces of art for each of fifteen heroes. How much harm could that do? Have you ever played Magic: the Gathering? I’m going to show you one old Magic card…
…for all you old-timer Magic players and one more modern Magic card…
…for those who started playing maybe three years ago. Now, I know that many of you aren’t tournament players, so I can’t guarantee you know these two cards. But if you’ve played extensively, either with Force of Will or Jace, the Mind Sculptor, or you’ve played extensively in an environment that includes either of these cards, you know what these cards do by looking at the artwork. The artwork is shorthand for everything printed on the card. Jace, the Mind Sculptor is packed with words, but you don’t need to read them when your opponent casts Jace. All you need to know is that you will lose the game if you don’t counter it with the artwork for Force of Will that is in your hand.
Card artwork isn’t just something pretty that sells your product, it’s a quick visual cue that allows you to forgo reading all your cards every time you play a game. Even Uno knows this: ‘Draw Two’ isn’t a picture of the Uno logo with a text box that reads “When you play this card, the next person in queue draws two cards”. It’s a giant letter ‘D’. It looks different from Reverse or Six. Every Spider-Man card in Legendary looks like every other Spider-Man card, both in your hand, and in the Headquarters where we all recruit heroes from. In a four player game, there’s a 75% chance the cards in HQ will be oriented away from you (and thus be difficult to read) and that is super-frustrating.
And it’s double frustrating because hero cards have combinations that chain off of other cards that include that hero. When you buy a Black Widow card and a different Black Widow card flips into HQ, you’re more likely to buy that other Black Widow card because it probably works well with the Black Widow card you previously bought, and you don’t want to read what the other cards do. That’s a reasonable attitude to take in your first game, but I’ve watched players act this way in their tenth game as well. It’s human nature. Sometimes you don’t care, and you assume the other Black Widow card is the best card for your deck right now because it’s the highest cost card you can buy and you can’t remember what the 5-cost Iron Man card does, and don’t want to pick it up and read it. Decision making crumbles after that point, and Legendary spirals into the same zone of mental stimulation that drives a game of Candy Land.
Does the price tag and redundant artwork make Legendary a bad game? Of course not. But those gaffes stick in your craw. If the price tag and artwork weren’t a problem, I could say “If you like Marvel Comics or if you like Deck Building Games, you should pick this game up.” Instead, I need to exchange that ‘or’ for an ‘and’. You have to like Marvel Comics and Deck Building Games to pick up Legendary, otherwise it might not be worth the money. For those of us who are okay with paying more and are willing to be positive, Legendary is an excellent game. Upper Deck has a number of expansions planned out and I’m looking forward to playing them. I hope enough people pick this game up so that good expansions keep coming. There’s a lot of buzz on this game, so it might happen. I sure hope Upper Deck learns from this release and pays for individual artwork for each Hero card with different text. Wouldn’t that be nice?
Well done JM. Couldn’t have said it better. For reals.
I actually like the same art on heroes for easy separation. What I don’t like is the very hard to read print! This becomes a problem when trying to separate villains who DO have differing artwork back into their own piles. It’s also hard to read what the title of the Hero cards are. Did anyone over 21 proof read these cards? Still love the game and look forward to some Spidey expansions.
That’s a good point. I probably would have been much kinder about the art if I had a chance to read the card’s text while it sat on the table in front of me. Legendary has some very nice artwork. It’s a pity they valued the artwork over gameplay, though.
Just started playing Legendary about a week ago with my friends. So far we have played 10 games and the one point of your review that really bothers me is the line “When you buy a Black Widow card and a different Black Widow card flips into HQ, you’re more likely to buy that other Black Widow card because it probably works well with the Black Widow card you previously bought, and you don’t want to read what the other cards do.” You mentioned magic earlier and 3 of my group were all tournament players, the other never played. But all of us really cared about what the cards said and didn’t just look at who it was. From the first game to the last game we had players comboing cards off one another especially ones that were of different characters (Emma Frost+Storm+Gambit=drawing your entire deck every turn)
Good on ya, Rayman. If I remember correctly, that comment was about how the artwork was all samey, and tended to lead players into not reading their cards. I’ve seen that lead to card text fatigue in some players where they just stop caring what they buy. It certainly doesn’t represent every player, though, as your play group demonstrates.
This article is a little dated and probably needs an update. The biggest change is that expansions made after the first Legendary set got different artwork for different cards. Upper Deck apologized for this major gaffe. They took a lot of heat for it. If the card art bothers you, I’d suggest getting Dark City as soon as possible. It roughly doubles the number of heroes, and the repetitive artwork problem shifts away from an annoyance to just an odd quirk.
If you like Legendary, I’d also suggest Legendary Encounters which takes the core engine and turns it into one of four movies from the Aliens franchise. It’s really interesting to see how a game can be so different while being the same… and there are plenty of opportunities for crossing one game over into the other (Having the Avengers fight through the plot of Aliens, or sending Ripley and her team to fight Magneto.) I don’t have a written review, but we covered it and every other Deck Building Game ever (really) in Nerd Fountain episode #2. If you’re impatient, the review comes at the end of the podcast. Here’s the link: Nerd Fountain Episode 2
Got this about a week ago and got the first game in yesterday. Yes, the $60 price tag is a bit high considering the DC deck building game is $40, but there’s a bit more in this game then the other and the production value (the board, the high quality cards, the molded box) make up for the extra cost.
Game-wise, it was great. I played for the first time yesterday and today went and got 3/5 expansions. We didn’t even finish the game and I still felt good enough about the game to drop $80 for 450 more cards.
As far as sleeves go, yeah that can add up but you don’t have to sleeve them. You also don’t have to sleeve them with the 50 for $5 packs. These cards fit perfectly into the slightly smaller sleeves (i think they’re 64×89? not exactly sure) but those come in packs of 100 for $3. Still adds up, but more manageable. You give up the solid back and some of the sturdiness of the higher end sleeves for 3rd of the cost. I have my entire set of Sentinels of the Multiverse in those sleeves now and that’s over 1500 cards which adds up to a huge extra chunk of cash.
One more note:
“A few reviewers have mentioned they would have liked to play one hero, or play a group of heroes while their friends play with other heroes, instead of everyone having a deck full of the same five heroes and S.H.I.E.L.D. Agents, but that would be a hard game to design … but my impression is the end result would be a weaker game.”
I haven’t tried it yet, but apparently that’s exactly what they did for Legendary Aliens Encounters, you get a specific deck (like Heavy or something) and proceed from there instead of starting with generic SHIELD agent or whatever cards. So they could have designed it more like Sentinels, you start as Spiderman, you get these 12 action, effect or ally cards and then buy up more. Hey that sounds like a good game to make 😀
forgot. The first comment my friend made when we were sorting the cards and labeling the separators was “oh they cheeped out and didn’t do different artwork for the hero decks!” But for me that was alright, it made it easier to sort stuff later.
I have to agree with Jimzik, the font made it more annoying for me then anything. Splitting up villain groups at the end was tougher then heroes because, while the different art work was great, the font they used sucked and blended with the cards. But that is really the only problem I had with the game.
Love that board! I think I’m going to put two stickers onto the escape section for quick reference as to what happens when 1) a villain escapes 2) a villain escapes with a bystander