Legendary Encounters playthrough (@ NAGA 10/06/2015)

Legendary Encounters

Legendary Encounters

Recently at NAGA I played Legendary:A Marvel Deckbuilding Game and this prompted me to take the plunge and buy a game I had been watching for a while now, Legendary Encounters: An ALIEN Deckbuilding Game.  I decided to run a playthrough at NAGA last night so here goes my little report.  Players were Brent Jay, James Christie-Green, Derek Maynard and myself.

Firstly it takes an absolute age to get the same set-up straight out of the box.  If you include the time taken to sort through 602 cards into the correct decks and separate them then you’re looking a good hour and a half at least.  The cards come in no particular order and took me and my OH a good hour or so to sort through.  There is also the small possibility that “some” cards might be missing so its worth checking before you play.

Legendary Encounters Box Contents

Legendary Encounters Box Contents

I list 602 playable cards because that’s what the card list I downloaded told me there were. Here’s the card breakdown:

  • 10 Role Avatars
  • 10 Role Character cards
  • 35 Specialists
  • 25 Grunts
  • 10 Sergeants
  • 224 Character cards (16 characters, 14 cards each)
  • 4 Locations
  • 12 Objectives
  • 132 Hive cards (12 mini decks, one for each Objective)
  • 24 Drone cards
  • 14 Hatchery cards
  • 40 Strikes
  • 4 Alien Avatars
  • 36 Alien Player cards
  • 15 Agenda cards
  • 5 Secrets Revealed cards

Once set-up has been done once I’m sure it will get easier for me.

Legendary Encounters Game Mat Set-Up

Legendary Encounters Game Mat Set-Up

Rather than complicate the matter we decided we would concentrate on learning the new and different mechanics that had been added and we would run though a 4 player, basic version of the ALIEN game using the following Objectives:-

1 – The SOS

2 – No One Can Hear You Scream

3 – The Perfect Organism

Legendary Encounters Objectives and Objective Decks

Legendary Encounters Objectives and Objective Decks

The objectives play out like the plot of the ALIEN movie.  We would be using a famous location from the movie to generate Hazards and conditions for our game.  The location for ALIEN was The Nostromo so that was our location but the core set covers all four films in the quadrilogy so the others were:-

The Nostromo

Hadleys Hope

Fiorina “Fury” 161

The Auriga

Legandary Encounters Locations

Legandary Encounters Locations

The game also includes characters from all four movies in the set and during tonights game as we were playing the ALIEN storyline we used the characters from that movie.  Each film adds four characters, once you are comfortable playing you can mix and match the characters even to the point of using four versions of Ripley.  The main characters from the ALIEN film that formed our Barracks were:-

Captain Dallas

Navigator Lambert

Chief Engineer Parker

Warrant Officer Ripley

You may be forgiven for thinking that stacking your deck with Ripleys will help as she managed to survive the movie but a good combination of each will allow you to function well and combine cards at the right time to do the right thing.

Warrant officer Ripley's Deck (forming part of the Barracks)

Warrant officer Ripley’s Deck (forming part of the Barracks)

Before the game begins each player gets 7 Specialists and 5 Grunts to populate their draw deck.  These represent the resources at their disposal to battle enemies and “recruit” Heros and Sergeants to help them.  Grunts add to your Combat score (denoted by the slash icon in the bottom left of the card and a number above it) and Specialists add to your recruitment” (shown with a star and a number in the bottom right).  Certain cards may require you to spend “recruitment” points to perform certain action or Combat points to “Scan” a room but more of this later.

Starting Deck - Specialists and Grunts

Starting Deck – Specialists and Grunts

They each then select an Avatar which represents how much Health that player starts the game with and allows them to add an additional card to their Draw Deck.  The basic example game limits which Avatars are used:-

Gunner

Technician

Researcher

Medic (4 player game)

Scout (5 player game)

as you gain experience in playing the game more and more Avatars can be used and if you wanted to you could simply pick any of the Avatars from the deck.  Derek had the Gunner, I the Researcher, Brent the Medic and James the Technician.

Legendary Encounters Roles

Legendary Encounters Roles

There are actually a couple ways to play Legendary Encounters: fully cooperative, fully cooperative until somebody dies, semi-cooperative with a potential hidden traitor. I’ll only cover the basic fully cooperative mode first, and then explain the other variants in later reports as we add layers of depth to the game.

In the basic cooperative mode, the goal is to accomplish three mission objectives before everyone dies—these objectives will be selected during setup.

If you’re already familiar with Legendary Marvel or Upper Decks other Deckbuilding games there are a few key differences, which we’ll cover first, and then get into more detail later:

Hidden enemies: Enemy cards aren’t revealed as soon as they’re taken from the deck. Instead, they enter the Complex face-down and you must spend “Combat” points to scan the rooms to reveal them.

Strikes: Instead of Wound cards that just fill up your deck with useless cards and deny you heros to do battle etc, there are Strike cards that sit next to your Avatar card and do damage. Take too much damage, and you die.

Roles: Each player starts with the same deck of Specialists and Grunts, but then gets an additional role character card that gets shuffled in, giving each player a slight specialization.

Alien Players: If a player dies because of a Chestburster, they can become an alien with a new objective: kill the humans.

When you start your game the only cards placed on the gaming mat are the Sergeants Deck (generic USMC Sergeants to help you fight the Alien), the Barracks Deck (made up of the decks of the four characters named above), the Strikes Deck (the damage that Players avatars take when events occur or Aliens attack you), the Hatchery (comprising the three objective decks and one Drone card per player per deck), the Location Card (in our case “The Nostromo”) and the Objectives (the plot of our game – loosely following the ALIEN movie in our case.  Before play begins you move the top five cards from the Barracks deck into the HQ area of the gaming mat.  These represent Heroes you can “recruit” to help you fight or save you from Alien strikes etc.

Each players turn is broken down into four phases:-

Hive Phase

Each turn you move the top card from the Hive Deck (made up of the 3 relevant Objective Decks and a number of Drone cards from the Drone deck – 1 per player per deck) into the Complex starting with the Ventilation Shafts moving through the locations (Ventilation Shafts – Power Station – Weapons Locker – Med-Lab – Airlock) until the enemy eventually drops into the Combat Zone whereupon they are instantly revealed and any abilities etc resolved.

Action Phase

The player can then spend his cards each turn to “recruit” new Heros, “Scan” a room or Battle an enemy.  Scanning is a new mechanic.  To keep the game suspenseful and interesting enemies now move through the complex face down and remain a mystery until it is scanned by spending “Combat” points.  It is then revealed and you action any “Reveal” abilities on its card.  It may also trigger other events such as the Hazards on the Location card or the Events on the Objective card.

You can spend “Recruitment” points to hire Heros by paying their recruitment value.  When a Hero or Sergeant is acquired in this way they are added to their discard pile for use later.  This is how you go about building a deck to do battle with the Xenomorph menace.

Players can also spend “Combat” or “attack” points from cards to attack any face-up enemy in the Combat Zone, the Complex or infront of that player I.E Facehuggers.

There are five “classes,” represented by little icons at the top left of each card. Each card has at least one class. Many cards will have a class icon followed by an ability in the description section—to use that ability, you must have already played another card with that icon on your turn.

There’s also the new “Coordinate” ability: some cards say “Coordinate” in the description section. During a player’s turn, each other player may play one Coordinate card and draw to replace it. The active player may choose to use that card as if he played it, counting any card effects (including the class icons). It’s a way to share icons for needed effects, as well as boosting attacking or recruiting power for a player who needs a few more.

The game mat "in play"

The game mat “in play”

Strike Phase

Players then get attacked by any Enemies in the “Combat Zone” taking “Strikes” dependant on the enemy performing the attack.  These “Strike” cards damage the player directly by reducing the health value shown on the bottom left of their Avatar card.  Once a player takes “strikes” equal to their health they are dead and removed from the game.

Cleanup Phase

Lastly each round each player discards all cards in their hand or in play unless they have the “Vigilance” ability and redraw 6 new cards from their Draw Deck.  You tend to cycle through these cards very quickly.

So the game progressing slowly to begin with and many checks of the rulebook were made.  Sometimes a cards text isn;t so clear and having the rulebook handy will certainly help.  Each player took their turn attempting to recruit new Heros or Sergeants and Scanning rooms.  Almost immediately an Egg was revealed.  The Egg lays dormant until an Event card is revealed, which could be at any time and then the player that revealed the Event suffers both the Event effects and any other Event effects from Egg’s and the Objective, etc.

Eventually, in my absence I hasten to add, a card dropped into the Combat Zone on my turn, when it was revealed it was an Event.  That event triggered the effect of the Egg which forced me to take the Facehugger card from the Hatchery Deck.  Through some other mechanism I also managed to acquire a second Facehugger on the same turn.  This was leaving me in a very bad place as I could only kill one this turn and relied on my fellow players to attack and kill the second one or risk me falling prey to a Chestburster.

About the Facehuggers, there are a lot of these, and they can crop up in a couple different ways. If you get a Facehugger, it sits in front of you, and you have until the end of the next player’s turn to kill it. If it isn’t killed, then you put a Chestburster card into your discard pile. As it says: “When you draw this, you suffer extreme pain and die.”

I had enough “Attack” to kill one of my Facehuggers but was reliant on Brent, James and Derek to co-operate and co-ordinate and kill the second or I die.

Legendary Encounters - Facehugger and Chestburster

Legendary Encounters – Facehugger and Chestburster

I survived my turn but had a Facehugger leftover.  Brent took his turn unable to kill it.  This chain of events, much like the film caused a knock-on affect where other players then began to suffer because they hadn’t co-operated and aided me.  At the end of Brent’s turn my second Facehugger turned into a Chestburster and was put into my Discard pile.  Only once I drew that Chestburster was it “Game Over Man, Game Over!” for me.  I had enough cards in my Draw Deck to survive another turn but my number was up, eventually I would succumb to the beast and die.

Brent had his own issues to worry about as he took drew a Facehugger and was unable to deal with it, so it remained in front of him waiting to be killed by James.

James was unable to help Brent during his turn and by this point both Brent and I had been affected by Chestbursters.

The play progressed and after James turn Brent and I were no longer affected by the Alien Strikes as any player with a Chestburster is considered to be “part of the family” and is ignored by the Aliens.  My wounds got ignored and any bad stuff would affect the next player, Brent, who too had a Chestburster so had the same effects.  All our collective bad stuff was passed onto James.

During James’ turn he scanned and revealed our ultimate enemy in the game “The Perfect Organism”.  It was unkillable except for a single chance.  If it was within the Airlock location and the Airlock Controls event card was attached to that location then the guys had a chance to kill it, if they could muster 10 attack.  As neither could do anything about it the beast passed down into the Combat Zone.  This was pretty full now and there were a number of nasties in there doing Double Strikes and Strikes that were unavoidable.  During the Strike Phase of James turn he was forced to draw 8 Strike cards which killed him outright.

This left Derek as the only living player, although that wouldn’t be the case for long.  The situation got far worse for Derek as another enemy dropped into the Combat Zone.  Without enough attack to do any serious damage to anything in the Combat Zone and without enough “recruitment” to move “The Perfect Organism” back into the Airlock Derek was forced to draw 9 Strike cards in the Strike Phase which rapidly reduced his health, not helped by the fact that one was a double damage card.

All in all a brutal example of how this game can work.  I cannot stress how important it is that players co-operate and co-ordinate attacks and share heros etc.  This is the ONLY way to win this game.  Playing solo wont help.  I like the idea of the Strike Deck as you pick up minor wounds, some of which can be healed, etc.  The suspense of never knowing what damage you will receive makes taking Strikes a real threat rather than simply acquiring useless cards in your draw deck like Legendary Marvel.

This is a great game and gameplay will never be the same twice although a limited number of Objectives will mean that playing the same missions will feel samey but there is replayability there.  I can reccommend a basic game first to get your head around the new mechanics etc before you move onto fully-cooperative mode (until someone dies) and finally semi-cooperative mode (with hidden agendas).  I’m going to play through each movie one by one to see how each plays out and then start to mix and match decks and Heros.

Legendary: A Marvel Deckbuilding Game (NAGA 27-05-2015)

legendary-7s3i93o

Legendary: A Marvel Deck Building Game is set in the Marvel Comics universe.   Legendary is a deck building game for 1-5 players. It has a play time of about 45 minutes and works well with any number of players.  We played with 3 players (Nick, Brent and I) and the game lasted about an hour and a bit but we were learning the rules as we went.

To set up the game, players choose a mastermind villain (Magneto, Loki, Dr. Doom, etc.), stack that particular villain’s attack cards underneath it, then modify the villain deck as needed based on that villain’s particular scheme. Players then choose a number of hero decks – Spider-Man, Hulk, Cyclops, Wolverine, etc. – and shuffle them together; since players use only a handful of hero decks out of the fifteen included, the hero deck can vary widely in terms of what’s available.

In Legendary, players assemble a team of super heroes from the Marvel universe to try and thwart the schemes of an evil Mastermind.

Each player starts with a pre-determined number of SHIELD agents and Troopers.  Agents add to your ability to recruit Heroes such as Spiderman, Thor, The Incredible Hulk, Iron Man, Captain America, etc.  Troopers are your basic fighting resource and they can support more powerful heroes as you battle the forces of an evil mastermind.  Over the course of the game, players will recruit powerful hero cards to add to their deck in order to build a stronger and more resourceful deck. Players need to build both their recruitment powers (to enlist more heroes) and their fighting ability (to combat the villains who keep popping up to cause trouble). Players recruit heroes from an array of five cards which are based upon SHIELD’d flying HQ, with empty slots refilled as required.

At the start of a player’s turn, he reveals a villain and adds it to the row of villains. Each other villain moves one space along the city trying to escape.  This row has a limited number of spaces, and if it fills up, the earliest villain to arrive escapes, possibly punishing the heroes in some way. Some villains also take an action when showing up for the first time, such as kidnapping an innocent bystander. The villain deck also contains “master strike” cards, and whenever one of these shows up, the mastermind villain (controlled by the game) takes a bonus action.  It also contains Scheme Twist cards.  As the evil Mastermind acquires more and more Twist cards he or she can affect the players in various ways

As players fight and defeat villains, they collect those cards, which will be worth points at game’s end. Players can also fight the mastermind; if a player has enough fighting power, he claims one of the attack cards beneath the mastermind, which has a particular effect on the game. If all of these cards are claimed, the game ends and players tally their points to see who wins. If the mastermind completes his scheme, however – having a certain number of villains escape, for example, or imposing a certain number of wounds on the heroes – then the players all lose.

Game Components

The base game includes a game board and a huge 500 cards:-

  • 60 starting cards (Agents and Troopers)
  • 30 S.H.I.E.L.D. Officers
  • 15 Hero decks (14 cards each)
  • 4 Masterminds (5 cards each)
  • 7 Villain Groups (8 cards each)
  • 4 Henchman Villain Groups (10 cards each)
  • 8 Scheme cards
  • 11 Scheme Twist cards
  • 5 Master Strike cards
  • 30 Bystander cards
  • 30 Wound cards
  • 60 Divider cards

The heroes in the base set are: Black Widow, Captain America, Cyclops, Deadpool, Emma Frost, Gambit, Hawkeye, Hulk, Iron Man, Nick Fury, Rogue, Spider-Man, Storm, Thor, and Wolverine. The Evil Masterminds are Dr. Doom, Loki, Magneto, and Red Skull.

How To Play

legendary board setup

The setup of the game takes a little bit of time. The villain deck must be created (Consisting of Villains, Henchmen, Bystanders, Scheme Cards and Master Strikes). Then the hero deck must be built. You chose 5 different super heroes to play during the game and all of their cards are shuffled into 1 big deck. You then deal 5 heroes into the HQ for recruiting and you’re ready to play.

We set-up to play and our evil Mastermind was the Red Skull.  We chose Captain America, Spiderman, Thor Odinson, The Hulk and Iron Man as our heroes and dealt the top five cards from the combined Hero Deck onto the board.

Evil  Mastermind Red Skull

Evil Mastermind Red Skull

The turns are actually quite easy and broken down into 3 steps:
1. Villain Phase
2. Recruit and Battle
3. Cleanup

1. Villain Phase. Play the top card of the villain deck. If it’s a Villain it goes onto the villain track. The track is a series of 5 different locations around the city. As the villains progress along the track, they get closer to escaping from the heroes (bad stuff can happen if they do). Each villain has a fight strength and some unique abilities.
Other cards that may appear are bystanders (who get captured by villains), Scheme cards (the effect varies depending on the Masterminds scheme), and Master Strike cards (which are basically the Mastermind getting his hands dirty and pounding on the players).

2. Recruit and Battle This is where you can add cards to your deck by recruiting them from the SHIELD deck or the Heroes deck or battle the Villains or Evil Mastermind. Almost all of the Super Hero cards will have either a recruit number or fight number. You use your recruit points as a form of currency to add heroes from the HQ to your play deck. Fight points are used to battle the villains on the villain track. If your fight points equal his fight value, you KO him and he is added to your score pile.
Hero cards also will usually have a special ability that will help the player in some way (such as drawing more cards or adding to other cards fight/recruit power).

SHIELD Agent Phil Coulson

SHIELD Agent Phil Coulson

HERO Thor Odinson

HERO Thor Odinson

HERO The Incredible Hulk

HERO The Incredible Hulk

HERO Captain America

HERO Captain America

HERO Spiderman

HERO Spiderman

3. Cleanup Discard your hand and draw 6 new cards. This is the standard cleanup phase found in most all deck building games. Discard everything in play/hand and draw 6 news cards.

In our game we did manage to defeat the Red Skull and I won convincingly with 34 points worth of Villains and Masterminds versus Nicks 14 and Brents 9.

Overall I was very impressed with Legendary.  Once we picked up the rules it became quite easy to play.  It was only once I;d started writing this review that I realised Legendary:A Marvel Deckbuilding Game was related to another game that I had previously looked at and seriously considered Legendary:Encounters (the Aliens version of the same game).

Legendary: Encounters

Legendary: Encounters

The core box set usually retails at around £48/$60.  That isn’t too bad at all for a game with the almost infinite replayability that this game does.  I cannot fault the slick graphics and layout of the images which are typically Marvel…bright and engaging.  There are plenty of expansions to keep this game interesting including but not limited to Legendary:Dark City, Legendary: Fantastic 4, Legendary:Guardians of the Galaxy and Legendary: Paint the Town Red.  All are reasonably priced at around £20 each although Legendary:Encounters and Legendary:Dark City are stand alone games in their own right and subsequently retail at an average price of £45.

Legendary Expansions

Legendary Expansions