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Manufacturer: Upper Deck Entertainment

Legendary: Marvel Deck Building Game swings into your living room with the latest expansion Paint the Town Red. The latest entry into the world of Legendary delivers the return of a fan favorite, Spider-Man, making his symbiotic suit debut! Create powerful combos with Black Cat, Scarlet Spider, Spider Woman, and Moon Knight to take down the insane Mastermind, "Carnage" and the mysterious Mysterio.

Contents:
100 Playable Cards (approx 89mm x 63mm)
- 5 Heroes
- 2 Masterminds
- 2 Villain Groups
- 4 All New Schemes
Rule Sheet


Ages: 14+
Players: 1-5
Game Length: 30-60 minutes


This is not a stand-alone game. A copy of Legendary: Marvel Deck Building Game is required to play.

4.59 out of 5 stars

17 of 17 reviews


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1 - 10 of 17 reviews

Excellent Small Expansion

Average rating of 4 out of 5 stars

This is a necessary buy for the game. I have to admit, I have never heard of Moon Knight before, and some of the spider-heroes in this expansion I would probably change, for example I wouldn't have Scarlet Spider or Spider-Woman. Instead I would have had Spider-Man 2099 and Ben Reily. But I do like the schemes, the villains, and the master minds very much. Must buy for any fan of the base game.

February 1, 2023 9:44 PM

Great Expansion

Average rating of 5 out of 5 stars

Great Expansion! Adds some new mechanics that pair well well the base game.

July 4, 2022 4:30 PM

Amazing expansion

Average rating of 5 out of 5 stars

Great heroes included!

April 19, 2022 5:14 PM

Great spiderman themed expansion!

Average rating of 5 out of 5 stars

This expansion will appeal to anyone that is a fan of Spider-Man. It has a great mix of heroes and villains, and a lot of classic villains from previous series and comics!

March 4, 2022 6:39 PM

Spiders, spiders everywhere!

Average rating of 5 out of 5 stars

For me, another must have. Now playing Spider-man os really fun

April 9, 2021 5:44 PM

Good Villains/Schemes, Heroes Great To Meh

Average rating of 4 out of 5 stars

Paint the Town Red is currently the newest expansion for Legendary and is the second small expansion for the game. It deals with Spiderman and his allies, adds some new abilities to the game, and comes with 100 cards consisting of 5 heroes, 2 masterminds, 2 villain groups, and 4 schemes. Costing $20, is it worth it? Before talking about the cards, we need to talk about the 2 new Keywords, Wall-Crawl and Feast. Wall-Crawl only exists on heroes and lets you put that hero on top of your deck instead of in your discard pile when you buy it. Feast only exists on villain/mastermind cards and makes you KO the top card of your deck when you fight said villain. Some Mastermind tactics also make everyone feast, or certain players, etc. It can be either really helpful (goodbye shield guy!) or really bad (NOOOO!!! THOR!!!!!). Heroes: Normally I go into an in-depth discussion of the background of each hero but there's just way too much info available on each hero in Marvel. What era are you talking about, who wrote it, etc. etc. etc, so I'm just going to break their decks down and discuss what I do/don't like about them. Symbiote Spider-Man: The Black Suit Spiderman we all hated in Spiderman 3, he's part of the Spider-Friends team. His deck has 5 strength, 5 instinct, 3 covert, and 1 ranged card. They also all cost 2. His strength card has wall crawl and gives you +2 fight if the top card of your deck costs 1 or 2, his covert card lets you reveal the top 2 cards of your deck and put any that cost 2 or less into your hand and the rest on top in whatever order you want, his covert card has wall crawl and gives you +1 attack for each hero you played that costs 1 or 2, and his rare card gives you 4 attack but you have to put 2 cards from your hand on top of your deck to play it. I really WANT to like Spiderman. His cards are cheap, he combos well with the other Spiderman from the base game, which makes sense, and he does let you draw cards if they cost 1 or 2 but... he just doesn't rank with the rest of the heroes in the game. If there was a decent amount of heroes who cost 1 or 2, then they would make sense, but most heroes have cards that cost 3 at a minimum. Maybe they will release more heroes that cost 1 or 2 eventually, but for now there aren't enough to warrant using him. Additionally, the 1 or 2 cost heroes aren't strong enough to take on most of the better Masterminds in the game anyways. Black Cat: A member of the Spider-Friends team, she has 11 covert cards and 3 instinct cards. Her covert cards are as follows: wall-crawl, you get +1 recruit to recruit heroes beneath the bank, wall-crawl, reveal the top card of a player's deck and get +fight equal to that cards recruit points+fight points that it gives, and her rare makes each player reveal a covert hero or she captures a bystander from their victory pile. Additionally, if you play a Spider-Friend hero you get +1 fight for each Bystander you've rescued this turn. Her instinct hero causes each player to reveal the top card of their deck. You can discard any of them. I like Black Cat a lot. Her cards are really useful if you're playing either full co-op or not, and they are all great to have in your deck. My only complaint about her is that she has a ridiculous amount of cleavage showing in all her cards, something that isn't the most family friendly for people with children. I feel like they are trying to compensate for Sue Storm and the backlash they received for not making her very... uh... well endowed. Oh well. Not everyone will be happy either way! We just used sharpie to make her shirt higher and that was that! Moon Knight: A member of the Marvel Knights, he has 6 instinct and 8 tech cards. His tech cards are: wall-crawl and +1 recruit point if you play another instinct hero, and the other reveals the top card of your deck and draw it if its an instinct or tech hero. His instinct cards have wall-crawl and whenever you defeat a villain on the Rooftops this turn, you can KO one of your cards in your hand or discard pile. His rare lets you rescue Bystanders equal to the Villains victory point cost whenever you defeat a Villain on the Rooftops this turn. If you play a tech hero, you can move a Villain to the Rooftops. Moon Knight is ok. His abilities are decent but they aren't amazing, and I'm not a big fan of him in the comics either. I'm not really wowed by anyone in the Marvel Knights. Until they get Doctor Strange, they just remain mediocre to me. Nothing great, but nothing terrible either. More bad than good. Scarlet Spider: A member of the Spider-Friends team, Scarlet Spider has 6 strength, 5 instinct, and 3 covert cards. His instinct cards have wall-crawl and let you draw a card, his covert cards have wall-crawl and give you +2 fight if you play an instinct hero, and his strength card has wall-crawl and lets you draw a card if you play a Spider-Friend hero. His rare lets you draw a card whenever you put a card on top of your deck during your turn. I like the Scarlet Spider. His cards are useful, especially his card draw, and he works GREAT with wall-crawl. He's a solid hero to play in any deck because of his deck diversity, and he gives you some solid attack/recruit points from his cards as well. There's only things to like here. We're going to use him a lot. Spider-Woman: A Spider-Friends hero, she has 8 ranged cards, 5 strength cards, and 1 covert card. Her strength cards require you to put a card from your hand on top of your deck to play it (like Cyclops), one of her ranged cards has wall-crawl and lets you draw the top card of your deck if it has an attack icon, the other has wall-crawl and does the same if it has a recruit icon. Her rare card lets you recruit a hero from the HQ for free and, if you played another Spider-Friends hero, put it on top of your deck. I really like Spider-Woman. If you haven't noticed by now I'm a sucker for card draw- More cards is always amazing. When I played Magic I always used blue as the main color in my deck because of the card draw. Shockingly, I like Spider-Woman a lot because of her card draw and because you can get a free hero from the HQ. What's not to like? I know a LOT of people complain because she's a member of the Spider-Friends team but she has no relation to Spiderman, but it's not a big deal to me. Sure, she usually fights for the Avengers, but whatever. There are so many heroes it honestly doesn't matter. If it really bugs you, pretend like she has an Avengers team icon instead. Masterminds/Villains: Carnage: Costing 9 fight to defeat, he always leads Maximum Carnage and his Master Strike lets him Feasts on each player. Each player who KO's a 0-cost hero gains a wound. His tactics let you pick a player to Feast on after each player reveals the top card of their deck, another Feasts on you until you Feast a non-0 cost hero, another Feasts on you but gives you +recruit points equal to the cost of the card he Feasts on, and his last Feasts on you and causes each player to KO a Bystander if he Feasts on a 0-cost hero. Maximum Carnage has a 4 attack villain, a 5 attack villain, a 6 attack villain, and a random attack villain. The 4 villain has Feast and he can only die if he the Hero he Feasts on costs 0. The 5 attack villain captures a Bystander when he is drawn and has Feast. The 6 attack villain Feasts and causes everyone to gain a wound if she Feasts on a 0 cost hero, and the random attack villain has Feast and his attack is equal to the recruit cost of the hero underneath him in the HQ. This is a pretty deadly team. You don't want to mix a lot of other KO cards into your deck because you're going to have a TON of feasting going on. Carnage is actually pretty hard to fight because he can Feast on all your good cards leaving you with just your stupid starter cards again! Beating him requires luck and, if possible, heroes that let you discard or put cards on top of your deck (Black Cat, Gambit, etc) so you can at least partially control what gets Feasted on. You can also use wall-crawl to help avoid some of the more annoying Feast attacks since you know you don't have a 0 cost hero on top of your deck. This is a fun Mastermind to fight. Mysterio costs 8 fight to defeat, always leads the Sinister Six, and his Master Strike is that the Master Strike card is placed into his tactic deck, creating another tactic to defeat and is worth 6 points. He also lets you rescue a Bystander for each tactic left in his deck when you defeat him, gets shuffled back into the deck if it is NOT the final tactic and each player shuffles a Master Strike from their victory pile back into the tactic deck, gives you +1 recruit for each tactic left, and, if it's not the final tactic, causes you to reveal the top 5 cards of the Villain deck, play all Master Strikes revealed, and put the rest of the cards on the bottom of the deck in random order. The Sinister Six have a 4 fight villain, a 5 fight villain, a 6 fight villain, and 2 random fight villains. The 4 fight villain is Vulture and he swaps with any villain on the Rooftops or Bridge when he is drawn and gives you a wound when he escapes unless you have an instinct hero. There are two 5 fight villains- Shocker and Hobgoblin. Shocker gives you a wound unless you have an instinct hero when he is drawn and Hobgoblin causes each Sinister Six villain to capture a Bystander when he is drawn. The 6 cost villain is Chameleon and he lets you copy the effects of the hero in the HQ space under Chameleon, including its recruit points or attack. The two random fight villains are Kraven and Sandman. Kraven's fight is equal to the highest cost hero in the HQ and, if he escapes, you KO the highest cost hero in the HQ AND the normal KO for when a villain escapes. The Sandman's fight is equal to twice the number of villains in the city and causes you to gain a wound when he escapes unless you have an instinct hero. Mysterio is a PAIN to fight. His illusions are a ton of trouble and he can easily beat you because the Villain deck will run out. You're looking at a possibility of having to defeat him 9 or more times during the course of a game if he draws all his Master Strikes and that's not including his shuffle cards back in tactic. The Sinister Six are a pain as well, but they aren't really crazy hard to fight, they just give you wounds. Like in the comics, they aren't as fearsome as they seem. They are deadly, yes, but you can avoid them with ease if you have instinct heroes. They make a good combo with Mysterio though. Shouldn't they be called the Sinister Seven since he actually leads them though? Schemes: There are 4 schemes in this expansion. The Clone Saga has 8 twists and causes you to discard down to 3 cards when a twist is drawn unless you have two non-grey Heroes with the same card name in your hand. You lose if 2 villains with the same card name escape or if the villain deck runs out. This sucker is hard- you're discarding down to 3 cards a lot which really stinks! We haven't defeated this one yet. Weave a Web of Lies has 7 twists and lets you pay 1 recruit each time you defeat a villain to rescue a Bystander. You cannot fight the Mastermind unless you have 1 Bystander for each scheme twist next to the Mastermind. Scheme Twists are placed there when drawn until the 7th is drawn which causes the heroes to lose. This is more annoying then difficult- It's not that hard to defeat and, after a few turns, you'll have enough Bystanders to ignore the scheme. It's more annoying at the beginning of the game but doesn't have a huge impact on the game itself. Splice Humans with Spider DNA has 8 twists and you have to use the Sinister Six. Sinister Six villains get +3 fight and all hero cards have wall-crawl. Each twist causes you to put a Sinister Six villain from your victory pile to the top of the Villain deck and to play the top card of the villain deck. You lose when the villain deck runs out or 6 Sinister Six villains escape. This scheme is either really hard or really easy, depending on when the Sinister Six villains come out. If a lot come out early you're in serious trouble because they will escape before you can get enough fight cards to defeat them, later and you'll usually be ok and defeat them before they escape. It's a race and you'll lose about half the time. Invade the Daily Bugle News HQ has 8 twists and 6 extra Henchmen from a single group to the Hero deck. You can fight villains in the Hero deck. Each twist KO's a hero from the HQ and replaces it with the highest-attack villain in the city. You lose if there are 5 villains in the HQ. Holy KO'ing! This scheme goes through the Hero deck like there is no tomorrow and there is usually at least 1 villain in the HQ at all times, thus limiting your options on who you can recruit. It's a pain, but it's supposed to be! It's also a lot of fun and, while it's not the hardest scheme around, is really interesting and enjoyable to play. Final Thoughts: I like some of Paint the Town Red and I don't like others. The heroes are a mixed bag- I like Black Cat and Spider-Woman, Scarlet Spider is ok, and I don't like Moon Knight and Black Suit Spiderman. The villains and Masterminds are a great hit, and the schemes are ok as well. It does give you more options to play, which is great, but some of the options aren't the best. There are some harder Masterminds here for sure, but this expansion also begs a few questions. Why doesn't the original Spiderman have wall-crawl? Does he not know how? Couldn't you just add in the rules that all his cards do or something? I feel like Upper Deck is going the same route FFG does with their expansions- everything is separate and not related so if you miss an expansion you aren't messed over. While that's fine I would like to see some of the keywords used again like Teleport, Focus, Wall Crawl, or others. It's actually MORE confusing to continually add new keywords with each expansion because you have to remember everything, plus it isolates each expansion from the rest. I wish they'd use the keywords because it would be really interesting. Anyways, is this expansion worth it? I'd lean to yes. There's nothing here that blows my mind, but there's nothing here that's bad, either. There's a bunch of medium cards that are interesting but not necessarily worth it. The Masterminds and villains are. The heroes and schemes? Maybe. I don't regret buying it but if it cost $40 like Dark City I would be disappointed if the quality of cards was the same but with more volume. I feel like they did an ok job, which is fine, not every expansion is perfect or anything, but I wish that they did more, especially with creating a Spiderman that wasn't another 2 cost hero, as well as making Moon Knight and Scarlet Spider more desirable to use. They are ok but not great. It's a shame with 3 of the 5 new heroes are bad or ok. It's fine in Dark City or the base game when you get a lot more heroes, but in a small expansion like this you really notice the lack of good heroes.

February 3, 2017 10:40 PM

Erik

Average rating of 4 out of 5 stars

Paint the Town Red is currently the newest expansion for Legendary and is the second small expansion for the game. It deals with Spiderman and his allies, adds some new abilities to the game, and comes with 100 cards consisting of 5 heroes, 2 masterminds, 2 villain groups, and 4 schemes. Costing $20, is it worth it? Before talking about the cards, we need to talk about the 2 new Keywords, Wall-Crawl and Feast. Wall-Crawl only exists on heroes and lets you put that hero on top of your deck instead of in your discard pile when you buy it. Feast only exists on villain/mastermind cards and makes you KO the top card of your deck when you fight said villain. Some Mastermind tactics also make everyone feast, or certain players, etc. It can be either really helpful (goodbye shield guy!) or really bad (NOOOO!!! THOR!!!!!). Heroes: Normally I go into an in-depth discussion of the background of each hero but there's just way too much info available on each hero in Marvel. What era are you talking about, who wrote it, etc. etc. etc, so I'm just going to break their decks down and discuss what I do/don't like about them. Symbiote Spider-Man: The Black Suit Spiderman we all hated in Spiderman 3, he's part of the Spider-Friends team. His deck has 5 strength, 5 instinct, 3 covert, and 1 ranged card. They also all cost 2. His strength card has wall crawl and gives you +2 fight if the top card of your deck costs 1 or 2, his covert card lets you reveal the top 2 cards of your deck and put any that cost 2 or less into your hand and the rest on top in whatever order you want, his covert card has wall crawl and gives you +1 attack for each hero you played that costs 1 or 2, and his rare card gives you 4 attack but you have to put 2 cards from your hand on top of your deck to play it. I really WANT to like Spiderman. His cards are cheap, he combos well with the other Spiderman from the base game, which makes sense, and he does let you draw cards if they cost 1 or 2 but... he just doesn't rank with the rest of the heroes in the game. If there was a decent amount of heroes who cost 1 or 2, then they would make sense, but most heroes have cards that cost 3 at a minimum. Maybe they will release more heroes that cost 1 or 2 eventually, but for now there aren't enough to warrant using him. Additionally, the 1 or 2 cost heroes aren't strong enough to take on most of the better Masterminds in the game anyways. Black Cat: A member of the Spider-Friends team, she has 11 covert cards and 3 instinct cards. Her covert cards are as follows: wall-crawl, you get +1 recruit to recruit heroes beneath the bank, wall-crawl, reveal the top card of a player's deck and get +fight equal to that cards recruit points+fight points that it gives, and her rare makes each player reveal a covert hero or she captures a bystander from their victory pile. Additionally, if you play a Spider-Friend hero you get +1 fight for each Bystander you've rescued this turn. Her instinct hero causes each player to reveal the top card of their deck. You can discard any of them. I like Black Cat a lot. Her cards are really useful if you're playing either full co-op or not, and they are all great to have in your deck. My only complaint about her is that she has a ridiculous amount of cleavage showing in all her cards, something that isn't the most family friendly for people with children. I feel like they are trying to compensate for Sue Storm and the backlash they received for not making her very... uh... well endowed. Oh well. Not everyone will be happy either way! We just used sharpie to make her shirt higher and that was that! Moon Knight: A member of the Marvel Knights, he has 6 instinct and 8 tech cards. His tech cards are: wall-crawl and +1 recruit point if you play another instinct hero, and the other reveals the top card of your deck and draw it if its an instinct or tech hero. His instinct cards have wall-crawl and whenever you defeat a villain on the Rooftops this turn, you can KO one of your cards in your hand or discard pile. His rare lets you rescue Bystanders equal to the Villains victory point cost whenever you defeat a Villain on the Rooftops this turn. If you play a tech hero, you can move a Villain to the Rooftops. Moon Knight is ok. His abilities are decent but they aren't amazing, and I'm not a big fan of him in the comics either. I'm not really wowed by anyone in the Marvel Knights. Until they get Doctor Strange, they just remain mediocre to me. Nothing great, but nothing terrible either. More bad than good. Scarlet Spider: A member of the Spider-Friends team, Scarlet Spider has 6 strength, 5 instinct, and 3 covert cards. His instinct cards have wall-crawl and let you draw a card, his covert cards have wall-crawl and give you +2 fight if you play an instinct hero, and his strength card has wall-crawl and lets you draw a card if you play a Spider-Friend hero. His rare lets you draw a card whenever you put a card on top of your deck during your turn. I like the Scarlet Spider. His cards are useful, especially his card draw, and he works GREAT with wall-crawl. He's a solid hero to play in any deck because of his deck diversity, and he gives you some solid attack/recruit points from his cards as well. There's only things to like here. We're going to use him a lot. Spider-Woman: A Spider-Friends hero, she has 8 ranged cards, 5 strength cards, and 1 covert card. Her strength cards require you to put a card from your hand on top of your deck to play it (like Cyclops), one of her ranged cards has wall-crawl and lets you draw the top card of your deck if it has an attack icon, the other has wall-crawl and does the same if it has a recruit icon. Her rare card lets you recruit a hero from the HQ for free and, if you played another Spider-Friends hero, put it on top of your deck. I really like Spider-Woman. If you haven't noticed by now I'm a sucker for card draw- More cards is always amazing. When I played Magic I always used blue as the main color in my deck because of the card draw. Shockingly, I like Spider-Woman a lot because of her card draw and because you can get a free hero from the HQ. What's not to like? I know a LOT of people complain because she's a member of the Spider-Friends team but she has no relation to Spiderman, but it's not a big deal to me. Sure, she usually fights for the Avengers, but whatever. There are so many heroes it honestly doesn't matter. If it really bugs you, pretend like she has an Avengers team icon instead. Masterminds/Villains: Carnage: Costing 9 fight to defeat, he always leads Maximum Carnage and his Master Strike lets him Feasts on each player. Each player who KO's a 0-cost hero gains a wound. His tactics let you pick a player to Feast on after each player reveals the top card of their deck, another Feasts on you until you Feast a non-0 cost hero, another Feasts on you but gives you +recruit points equal to the cost of the card he Feasts on, and his last Feasts on you and causes each player to KO a Bystander if he Feasts on a 0-cost hero. Maximum Carnage has a 4 attack villain, a 5 attack villain, a 6 attack villain, and a random attack villain. The 4 villain has Feast and he can only die if he the Hero he Feasts on costs 0. The 5 attack villain captures a Bystander when he is drawn and has Feast. The 6 attack villain Feasts and causes everyone to gain a wound if she Feasts on a 0 cost hero, and the random attack villain has Feast and his attack is equal to the recruit cost of the hero underneath him in the HQ. This is a pretty deadly team. You don't want to mix a lot of other KO cards into your deck because you're going to have a TON of feasting going on. Carnage is actually pretty hard to fight because he can Feast on all your good cards leaving you with just your stupid starter cards again! Beating him requires luck and, if possible, heroes that let you discard or put cards on top of your deck (Black Cat, Gambit, etc) so you can at least partially control what gets Feasted on. You can also use wall-crawl to help avoid some of the more annoying Feast attacks since you know you don't have a 0 cost hero on top of your deck. This is a fun Mastermind to fight. Mysterio costs 8 fight to defeat, always leads the Sinister Six, and his Master Strike is that the Master Strike card is placed into his tactic deck, creating another tactic to defeat and is worth 6 points. He also lets you rescue a Bystander for each tactic left in his deck when you defeat him, gets shuffled back into the deck if it is NOT the final tactic and each player shuffles a Master Strike from their victory pile back into the tactic deck, gives you +1 recruit for each tactic left, and, if it's not the final tactic, causes you to reveal the top 5 cards of the Villain deck, play all Master Strikes revealed, and put the rest of the cards on the bottom of the deck in random order. The Sinister Six have a 4 fight villain, a 5 fight villain, a 6 fight villain, and 2 random fight villains. The 4 fight villain is Vulture and he swaps with any villain on the Rooftops or Bridge when he is drawn and gives you a wound when he escapes unless you have an instinct hero. There are two 5 fight villains- Shocker and Hobgoblin. Shocker gives you a wound unless you have an instinct hero when he is drawn and Hobgoblin causes each Sinister Six villain to capture a Bystander when he is drawn. The 6 cost villain is Chameleon and he lets you copy the effects of the hero in the HQ space under Chameleon, including its recruit points or attack. The two random fight villains are Kraven and Sandman. Kraven's fight is equal to the highest cost hero in the HQ and, if he escapes, you KO the highest cost hero in the HQ AND the normal KO for when a villain escapes. The Sandman's fight is equal to twice the number of villains in the city and causes you to gain a wound when he escapes unless you have an instinct hero. Mysterio is a PAIN to fight. His illusions are a ton of trouble and he can easily beat you because the Villain deck will run out. You're looking at a possibility of having to defeat him 9 or more times during the course of a game if he draws all his Master Strikes and that's not including his shuffle cards back in tactic. The Sinister Six are a pain as well, but they aren't really crazy hard to fight, they just give you wounds. Like in the comics, they aren't as fearsome as they seem. They are deadly, yes, but you can avoid them with ease if you have instinct heroes. They make a good combo with Mysterio though. Shouldn't they be called the Sinister Seven since he actually leads them though? Schemes: There are 4 schemes in this expansion. The Clone Saga has 8 twists and causes you to discard down to 3 cards when a twist is drawn unless you have two non-grey Heroes with the same card name in your hand. You lose if 2 villains with the same card name escape or if the villain deck runs out. This sucker is hard- you're discarding down to 3 cards a lot which really stinks! We haven't defeated this one yet. Weave a Web of Lies has 7 twists and lets you pay 1 recruit each time you defeat a villain to rescue a Bystander. You cannot fight the Mastermind unless you have 1 Bystander for each scheme twist next to the Mastermind. Scheme Twists are placed there when drawn until the 7th is drawn which causes the heroes to lose. This is more annoying then difficult- It's not that hard to defeat and, after a few turns, you'll have enough Bystanders to ignore the scheme. It's more annoying at the beginning of the game but doesn't have a huge impact on the game itself. Splice Humans with Spider DNA has 8 twists and you have to use the Sinister Six. Sinister Six villains get +3 fight and all hero cards have wall-crawl. Each twist causes you to put a Sinister Six villain from your victory pile to the top of the Villain deck and to play the top card of the villain deck. You lose when the villain deck runs out or 6 Sinister Six villains escape. This scheme is either really hard or really easy, depending on when the Sinister Six villains come out. If a lot come out early you're in serious trouble because they will escape before you can get enough fight cards to defeat them, later and you'll usually be ok and defeat them before they escape. It's a race and you'll lose about half the time. Invade the Daily Bugle News HQ has 8 twists and 6 extra Henchmen from a single group to the Hero deck. You can fight villains in the Hero deck. Each twist KO's a hero from the HQ and replaces it with the highest-attack villain in the city. You lose if there are 5 villains in the HQ. Holy KO'ing! This scheme goes through the Hero deck like there is no tomorrow and there is usually at least 1 villain in the HQ at all times, thus limiting your options on who you can recruit. It's a pain, but it's supposed to be! It's also a lot of fun and, while it's not the hardest scheme around, is really interesting and enjoyable to play. Final Thoughts: I like some of Paint the Town Red and I don't like others. The heroes are a mixed bag- I like Black Cat and Spider-Woman, Scarlet Spider is ok, and I don't like Moon Knight and Black Suit Spiderman. The villains and Masterminds are a great hit, and the schemes are ok as well. It does give you more options to play, which is great, but some of the options aren't the best. There are some harder Masterminds here for sure, but this expansion also begs a few questions. Why doesn't the original Spiderman have wall-crawl? Does he not know how? Couldn't you just add in the rules that all his cards do or something? I feel like Upper Deck is going the same route FFG does with their expansions- everything is separate and not related so if you miss an expansion you aren't messed over. While that's fine I would like to see some of the keywords used again like Teleport, Focus, Wall Crawl, or others. It's actually MORE confusing to continually add new keywords with each expansion because you have to remember everything, plus it isolates each expansion from the rest. I wish they'd use the keywords because it would be really interesting. Anyways, is this expansion worth it? I'd lean to yes. There's nothing here that blows my mind, but there's nothing here that's bad, either. There's a bunch of medium cards that are interesting but not necessarily worth it. The Masterminds and villains are. The heroes and schemes? Maybe. I don't regret buying it but if it cost $40 like Dark City I would be disappointed if the quality of cards was the same but with more volume. I feel like they did an ok job, which is fine, not every expansion is perfect or anything, but I wish that they did more, especially with creating a Spiderman that wasn't another 2 cost hero, as well as making Moon Knight and Scarlet Spider more desirable to use. They are ok but not great. It's a shame with 3 of the 5 new heroes are bad or ok. It's fine in Dark City or the base game when you get a lot more heroes, but in a small expansion like this you really notice the lack of good heroes.

February 3, 2017 12:00 AM

Good villains, uninteresting heroes with same-y feel one to the next.

Average rating of 3 out of 5 stars

I'm not in love with the small box expansions for Legendary. They're a bit too thematically myopic and they're not particularly nuanced mechanically, either. I do like the wall crawl mechanism, but I wish it was present on the base game Spider-Man. I'd rather have had a so-over of that set than Symbiote Spider-Man, for sure. The villains add variety and are quite different, which is the most valuable contribution of this set for me (and why I won't get rid of it as I did with the GoG set).

August 2, 2016 7:08 AM

enemyoftheworld

Average rating of 3 out of 5 stars

I'm not in love with the small box expansions for Legendary. They're a bit too thematically myopic and they're not particularly nuanced mechanically, either. I do like the wall crawl mechanism, but I wish it was present on the base game Spider-Man. I'd rather have had a so-over of that set than Symbiote Spider-Man, for sure. The villains add variety and are quite different, which is the most valuable contribution of this set for me (and why I won't get rid of it as I did with the GoG set).

August 2, 2016 12:00 AM

Super fun small-box expansion for Marvel: Legendary

Average rating of 5 out of 5 stars

This is my favorite of the small-box expansions released to this point for Marvel: Legendary. It's just a satisfying experience to play with the hero cards in this expansion for a couple of reasons. First of all, the low cost of most of the hero cards make it easy to quickly build a deck that feels unique and meaningful (as compared to other Marvel: Legendary set-ups where it can take quite a few turns before you start consistently drawing hands without a majority of S.H.I.E.L.D. Agents/Troopers). Secondly, the "Wallcrawl" ability that allows a recruited hero to go straight to the top of your deck is really fun (just be careful that it doesn't immediately get "feasted" on, if playing against Carnage and his villain group!).

October 14, 2015 9:23 PM

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