Monday, September 12, 2016

Speculative Design: Houseruling a Game of Legendary Legacy

After a conversation with my roommate, I decided to work out how Legendary could be made to work as a legacy game. If you're unfamiliar with the game, Legendary is a deckbuilding game where players take on the role of shield recruiters who are assembling superhero teams to face off against villainous masterminds.

Legendary can be bought here.
A great Let's Play can be watched here.

From here on out, I'll be continuing this post from the assumption that the readers are familiar with the game.
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The goal I've got is to create a comic book story arc. In service of this goal, I've come to a few basic conclusions about what will need to happen in Legacy play.

1. Heroes can die. (the best comic books keep characters dead until at least the end of the story arc).
2. No single scheme occurs twice. Even if the villains win, the scheme is completed.
3. The schemes will be sequenced according to strong narrative design.

Set-up

Set Aside:
Skrulls: The skrulls do not enter play until the Secret Invasion of the Skrull Shapeshifters event.
Nick Fury: Nick Fury does not enter play until all other heroes have already been added to the hero deck.
Doombot Legion: The Doombot legion do not enter play until Dr. Doom's first time as the mastermind.
Enemies of Asgard and Thor: These are added to the first game where Loki is present.

Changes to standard rules

K.O. Aside from Shield Troopers and Shield Agents, cards in the K.O. remain in the K.O. from game to game.

Heroes: Every time fourteen non-shield hero cards have been K.O.ed, a new hero may be immediately shuffled into the Hero deck. Whichever player K.O.ed hero number 14 may choose the hero to add. A player may also spend fourteen recruit in a single turn to immediately add a hero to the hero deck.
Whenever a player defeats a mastermind, they may choose one hero card used in the attack and give it +1 attack or +1 recruit.
-If Spiderman is added, add Spider-Foes to the Villain Deck if not already added

-If Hulk is added, add Radiation to the Villain Deck is not already added

If a Villain Escapes: That villain card gains one additional point, plus an extra point for each bystander it escaped with.

Villain Team ups: 
Shuffle together two random cards from each Mastermind. These two are working together on this scheme. Whichever master strike is on top of the pile when a master strike occurs, that is the mastermind whose master strike ability takes effect.
Option 1: Red Skull and Magneto
Option 2: Magneto and Dr. Doom
Option 3: Red Skull and Dr. Doom

Note, the decks are not sorted back out between games in Legacy play. The hero deck and villain deck remain as they are at the end of one game into the beginning of the next. Only the player's individual decks are reset each game. 

Ending the Game 

If the Mastermind wins: The Mastermind's point value increases by one and they run the next scheme. Each player, starting with the player whose turn the game ended on, K.O.s one hero from their hand.
Villains play in the following order: Magneto, Red Skull, Dr. Doom, Loki. Beyond this, special rules for each unique scheme apply.

If the Heroes win: The Mastermind is added to the K.O. Each player adds one villain card and one henchman card to the K.O. If eight villains have been K.O.ed the player who K.O.ed villain number eight adds another villain group to the deck.

The Sequence of Games

Game 1: Unleash the Power of the Cosmic Cube
Mastermind: Magneto
Heroes: Choose from: Emma Frost, Storm, Rogue, Gambit, Wolverine, or Cyclops
Henchmen: Sentinel + as many more as necessary for number of players
Villains: Hydra, Brotherhood + as many more as necessary for number of players

Game 2: Midtown Bank Robbery

Game 3: Replace Earth's Leaders with Killbots
Special Rules: Escaping Killbots do not get the Legacy play advantages for escaping.

Game 4: Portals to the Dark Dimension

Game 5: Negative Zone Prison Breakout
Special Rules: All K.O.ed villains are returned to the Villain deck. All K.O.ed masterminds return as playable options. Any Masterminds not K.O.ed by this point gain 1 point. Follow the rule on the card about adding an extra henchman group.
Villain Team-up: Choose one of the villain team-up options.

Game 6: Secret Invasion of the Skrull Shapeshifters
Special Rules: Add the Skrull, in addition to what's already in the villain deck.
Villain Team-up: Choose a villain team-up option not already used.

Game 7: Super Hero Civil War
Special Rules: Add Iron Man and Captain America, choosing replacements for either which are already in play.
Villain Team-up: Choose the last villain team-up option not yet used.

Game 8: The Legacy Virus
Villain Team-up: Mix three random Loki tactics, one Red Skull tactic, one Dr. Doom Tactic, and one Magneto tactic. Otherwise, play as a normal villain team-up.
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So, that's it. Bear in mind, this is a first draft, still untested, and I'm still looking for ways to try out the changing card values without risking ruining my copy of the game on what might be a failed proof of concept. If you've got testing ideas, tweaks to the rule set, or anything else that you think a concept like this might benefit from, please join the conversation in the comments below.

Happy gaming, all.


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