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Legendary: A Marvel Deck Building Game – S.H.I.E.L.D.
Upper Deck Entertainment · 2019Expansion
1–545 min14+ yrs2.8/5 complexity8.2 BGG2,8 KCo-opCouples
⚡ short answer
How do you play Legendary: A Marvel Deck Building Game – S.H.I.E.L.D.?
The primary objective is to defeat all four mastermind tactics. Each tactic has different fight conditions and master strike effects. Players must strategically build their decks to generate enough attack and recruit power to overcome these challenges. The game is lost if the scheme's evil wins condition is met, which is when the Hydra Level reaches 11.
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the rules in 60 seconds▶ auto · 1/6
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01
Setup
The game is set up with a scheme, mastermind tactics, henchmen, villains, and heroes, with five master strikes and three henchmen in play for advanced solo.
The rules, step by step
Setup
For an advanced solo game, the setup includes a specific scheme, S.H.I.E.L.D. vs. Hydra War, which requires 7 twists and includes the Hydra Elite villain group. Instead of a single mastermind, there are four mastermind tactic cards (Red Skull, Viper, Arnim Zola, Baron Helmut Zemo) that are shuffled and drawn one at a time, each with unique master strike and fight abilities. The henchman group is Hydra Base, which are locations that disrupt the city. The villain group is Hydra Elite, consisting of various villains. The hero groups are Quake, Mockingbird, and Phil Coulson, all from the S.H.I.E.L.D. set, offering various recruit, attack, and S.H.I.E.L.D. level benefits.
Objective
The primary objective is to defeat all four mastermind tactics. Each tactic has different fight conditions and master strike effects. Players must strategically build their decks to generate enough attack and recruit power to overcome these challenges. The game is lost if the scheme's evil wins condition is met, which is when the Hydra Level reaches 11.
On your turn
During a player's turn, they draw a hand of cards and can use their recruit points to gain new heroes from the Headquarters or use their attack points to fight villains in the city or mastermind tactics. Some hero cards have S.H.I.E.L.D. levels that provide additional benefits, and some cards can send S.H.I.E.L.D. officers undercover, which can be gained or used for specific abilities. Master strikes and scheme twists can introduce new challenges, such as gaining wounds or adding double agent villains to the city.
Scoring
Victory points are accumulated by defeating villains and mastermind tactics. Each defeated card has a victory point value, and bystanders rescued also contribute to the final score. The player with the most victory points at the end of the game, if the heroes win, is the ultimate winner. However, in a solo game, the goal is simply to achieve victory by defeating the masterminds.
Game end
The game concludes when either all four mastermind tactics have been defeated, resulting in a hero victory, or when the Hydra Level reaches 11 due to scheme twists or villain ambushes, leading to an evil win. The Hydra Level is tracked by placing S.H.I.E.L.D. officer cards next to the scheme. If any double agents are already present when a twist occurs, one goes to the escape pile, increasing the Hydra Level, and the rest go to the bottom of the S.H.I.E.L.D. officer stack.
Tips
To succeed, prioritize recruiting heroes that synergize with S.H.I.E.L.D. levels and undercover mechanics, as these are central to the scheme and hero abilities. Phil Coulson and Mockingbird, for instance, offer excellent card drawing and S.H.I.E.L.D. officer manipulation. Be mindful of the mastermind tactics' master strike effects, as they can quickly deplete your hand or inflict wounds. Early game focus on building a robust deck with consistent recruit and attack is crucial to handle the escalating villain threats and mastermind challenges.
🔬 game anatomy
Complexity2.8 / 5
BGG rating8.2 / 10
Vibe
Co-opCouples
Play time
45 min
Players
1–5
Recommended age
14+ yrs
✨ from Trișache · verified
Frequently asked questions
Q1What is the goal of the game?
The primary objective is to defeat all four mastermind tactics. Each tactic has different fight conditions and master strike effects. Players must strategically build their decks to generate enough attack and recruit power to overcome these challenges. The game is lost if the scheme's evil wins condition is met, which is when the Hydra Level reaches 11.
Q2How do you set up the game?
For an advanced solo game, the setup includes a specific scheme, S.H.I.E.L.D. vs. Hydra War, which requires 7 twists and includes the Hydra Elite villain group. Instead of a single mastermind, there are four mastermind tactic cards (Red Skull, Viper, Arnim Zola, Baron Helmut Zemo) that are shuffled and drawn one at a time, each with unique master strike and fight abilities. The henchman group is Hydra Base, which are locations that disrupt the city. The villain group is Hydra Elite, consisting of various villains. The hero groups are Quake, Mockingbird, and Phil Coulson, all from the S.H.I.E.L.D. set, offering various recruit, attack, and S.H.I.E.L.D. level benefits.
Q3How does a turn work?
During a player's turn, they draw a hand of cards and can use their recruit points to gain new heroes from the Headquarters or use their attack points to fight villains in the city or mastermind tactics. Some hero cards have S.H.I.E.L.D. levels that provide additional benefits, and some cards can send S.H.I.E.L.D. officers undercover, which can be gained or used for specific abilities. Master strikes and scheme twists can introduce new challenges, such as gaining wounds or adding double agent villains to the city.
Q4How is scoring calculated?
Victory points are accumulated by defeating villains and mastermind tactics. Each defeated card has a victory point value, and bystanders rescued also contribute to the final score. The player with the most victory points at the end of the game, if the heroes win, is the ultimate winner. However, in a solo game, the goal is simply to achieve victory by defeating the masterminds.
Q5When and how does the game end?
The game concludes when either all four mastermind tactics have been defeated, resulting in a hero victory, or when the Hydra Level reaches 11 due to scheme twists or villain ambushes, leading to an evil win. The Hydra Level is tracked by placing S.H.I.E.L.D. officer cards next to the scheme. If any double agents are already present when a twist occurs, one goes to the escape pile, increasing the Hydra Level, and the rest go to the bottom of the S.H.I.E.L.D. officer stack.
Q6What tips are there for beginners?
To succeed, prioritize recruiting heroes that synergize with S.H.I.E.L.D. levels and undercover mechanics, as these are central to the scheme and hero abilities. Phil Coulson and Mockingbird, for instance, offer excellent card drawing and S.H.I.E.L.D. officer manipulation. Be mindful of the mastermind tactics' master strike effects, as they can quickly deplete your hand or inflict wounds. Early game focus on building a robust deck with consistent recruit and attack is crucial to handle the escalating villain threats and mastermind challenges.
Q7How much does Legendary: A Marvel Deck Building Game – S.H.I.E.L.D. cost?
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Q8Where can I buy Legendary: A Marvel Deck Building Game – S.H.I.E.L.D. cheapest?
Check the Prices tab — howtoplay.ro aggregates offers from 7+ Romanian board-game stores and tracks price history.
Q9How do you play Legendary: A Marvel Deck Building Game – S.H.I.E.L.D.?
Legendary: A Marvel Deck Building Game – S.H.I.E.L.D. is a card game game, for 1–5 players, taking ~45 minutes, featuring cooperative game. Check the Rules tab for setup, gameplay, and scoring, or ask Trișache anything about Legendary: A Marvel Deck Building Game – S.H.I.E.L.D. — our AI assistant built by howtoplay.ro and trained specifically on board game rulebooks.
Q10How many players does Legendary: A Marvel Deck Building Game – S.H.I.E.L.D. support?
Legendary: A Marvel Deck Building Game – S.H.I.E.L.D. is played by 1–5 players.
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Legendary: A Marvel Deck Building Game – S.H.I.E.L.D.
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