|Number of Pieces||120|
|Remote Control Included?||No|
|Mfg Recommended age||10 - 99 years|
|Item model number||UD80951|
|Product Dimensions||20.32 x 8.13 x 28.45 cm; 952.54 Grams|
Marvel Legendary Dark City Board Game
- Expansion for Legendary: Marvel Deck Building Game
- Adds 17 New Heroes and 6 New Villain Groups and 5 Masterminds
- Mechanic Addition: New Unique Bystander ability
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There is a darkness rising in the Marvel Universe! Legendary: Dark City, the first expansion to "Legendary: A Marvel Deck Building Game," brings an entirely new level of play to the critically-acclaimed card game. In Dark City, players use new heroes like Cable, Daredevil, Professor X, and Blade to face off against deadly, all-new Masterminds like Apocalypse, Mr. Sinister, and Kingpin! Legendary: Dark City features 350 all-new cards, including cards for seventeen new Heroes (including X-Force, X-Men, and the Marvel Knights), six new Villain Groups, two new Henchmen Groups, eight new Schemes, and five amped-up new Masterminds more powerful than ever before. Each Hero features four different all-new artworks. A new "Unique Bystander" mechanic gives special rewards to players who rescue them. It is now up to you to survive the Dark City and become Legendary!.
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Most helpful customer reviews on Amazon.com
If you enjoyed the base game, this is only going to take it to a new level of enjoyment.
The main reason to get this expansion: The Masterminds. After playing these 5 Masterminds (Apocalypse, Stryfe, Kingpin, Mr. Sinister, and Mephisto) you'll be wondering why the first 4 were so........kiddie. Even the lower power Masterminds have creative challenges (though if you really want a crazy "less then 10" challenge Mastermind, get PTTR with Mysterio), some have unique win conditions that make them difficult WITHOUT the scheme, and they give validity to playing co-operatively. It's true the back of the original rule book had things you could change to increase the challenge of the Masterminds, but like most folks, I prefer "rules as written" to provide a challenge without having to dip into special rules.
It's true that this expansion is VERY X-men heavy, as they even broke the X-men up into 2 separate teams (X-Force in addition to X-men) but it also dips into the "no where to be found" street level heroes neglected in the base game. While some of the later expansions dipped into 2nd stringers, this set is still mostly front liners with characters such as Iceman, Professor X, Cable, Daredevil, Colossus and others
The additional Bystanders makes things interesting and fun with them now being a face down random pile that can produce positive effects when rescued. I would have preferred some negative effects in there as well, but that's okay.
The one Mastermind Mod that I encourage anyone playing in co-op games to utilize, no matter which Mastermind you're using, is the one where you have to take them down 5 times versus 4. Essentially you'll have to claim their base card after you flip all their special effects when you beat them. This extends the game ever so slightly, and gives them just a little bit more of an edge that puts you in a reasonable position to lose.
The new schemes are great. There are a couple in here that legitimately make the weaker base box Masterminds a challenge as well (though, the Skrull invasion Scheme always had the chance of being nasty if the wrong hero cards were getting mixed in and the skrulls were showing up at the wrong/right time). And of course, with the stronger Masterminds, it breathes new life into the old schemes and fits some very thematically.
Whether using new, old, or a combination of the schemes and Masterminds, I have one major suggestions: PICK THE HEROES AT RANDOM!! One of the big reasons for this is many masterminds are naturally weak against or get easily mitigated by their traditional rivals in the books. When you pick your guys at random and you end up playing Kingpin with no MK heroes, or Magneto with none of the X-men (including the now undefeatable Blob), it adds a new layer of "Great now what do we do" to the game. When you stack the hero deck with all the "right" heroes, it naturally makes the game less interesting, and again, too easy.
The hero selection is mostly on-theme, and most of them feel mechanically sound. Dark City does a great job of capturing that 1980s-1990s "dark" comic feel, with teams like X-Force and Marvel Knights. A lot of the big names, Ghost Rider, Daredevil and Cable to name a few, are here. A selection of X-Men, including Jean Grey, are thrown in for some reason, probably for those who might not care about the gritty Marvel heroes. Personally, I'd have loved to have seen some other "Dark" characters like Moon Knight or Werewolf by Night, seeing as X-Men would later get their own expansion anyway.
The Villains and Schemes are also on-theme. My favorite was having Kingpin with the crime-wave scheme: Villains were flooding in the city so fast I could barely keep up with them all! It was a good time.
The new keywords are all good. Versatile, which gives you your choice of Recruitment Points or Attack Power, is useful in both early and late game. Teleport gives you some control over your hands, by allowing you to set aside a card for the next turn. Bribe lets you defeat enemies with either Recruitment or Attack, which helps stop the game from stalling when you draw one of those hands that's all recruitment points.
The biggest change, however, is the new bystanders. Bystanders now give you benefits when you rescue them, which makes rescuing a bystander much more satisfying than before.
The new variant rules are exciting, and all find ways to add new difficulty to the game. The new solo mode allows you to use all five Master Strikes, which is great because a lot of Masterminds lose their "bite" if you only have one Master Strike. If you're a solo player, I strongly recommend adopting the Dark City solo rules once you get comfortable with Legendary.
I'm not a diehard fan of the "dark" Marvel Comics, but I found there to be a lot to enjoy about this expansion. Dark City gives you more of everything, without adding too much complexity or padding. The new keywords help the game flow, and there's enough here to keep you playing for some time.