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Dark City, the first expansion to Legendary: A Marvel Deck Building Game brings a new level of play to the critically acclaimed card game. In Dark City, players can use 17 new heroes including Cable, Professor X and Blade to face off against all new villain groups such as The Marauders and The MLF! It is now up to you to defeat evil and become Legendary!
This expansion also includes a new game mechanism for Bystanders, who in the base game just stood around waiting to be kidnapped or rescued with no autonomy of their own.
Contents:
350 Cards
Rules
Ages: 14+
Players: 1-5
Game Length: 30-60 minutes
This is not a stand-alone game. A copy of Legendary: A Marvel Deck Building Game is required to play.
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1 - 10 of 15 reviews
Have to have it!
This paired with the base game is just perfect. A must have expansion!
June 20, 2021 3:14 PM
Ok heroes, Villains/Schemes are Amazing
The first big box expansion for Legendary, Dark City comes with 350 cards comprising of 15 heroes, 5 masterminds, 6 different villain groups, 2 henchmen groups, 8 schemes, and new bystanders. It also adds new keywords as well as 2 new hero groups- X-Force and the Marvel Knights. Costing $40, is Dark City worth it? Heroes: Before we discuss the heroes, here's the 2 new keywords in Dark City: Teleport: Instead of playing a card with Teleport, you may set it aside and add it to your next hand as an extra card. This is an EXCELLENT keyword that we use a lot. If there's nothing good to fight or recruit, we always save our cards for the next turn. Some of the villains you can fight also give cards teleport as well. I hope this keyword stays around for future expansions. Versatile: Versatile cards give you EITHER recruit or fight, not both. You have to pick. A card with give you 3 recruit or 3 fight, for example. Versatile is a great ability as well. Typically, cards with versatile are a bit more expensive then their counterparts or give less points total (2 recruit vs. 3 from a same cost card) but they make up for it because you can use them for whatever you need. This is an AMAZING ability. Also, some of the heroes in Dark City have 2 symbols next to their abilities to play them. These effects are harder to trigger but give you a bigger payoff. Bishop's concussive blast card takes 2 other ranged heroes to trigger but it gives you +3 fight. Now, for the heroes (By affiliation) X-Men Heroes: Angel: His deck is comprised of 6 strength, 5 covert, and 3 instinct cards. That's a great variety of cards that can be helpful with forming combos. His deck focuses on card draw AND discard effects. He can draw cards (but has to discard a card after), has a card that rescues a bystander and lets him draw 2 cards if it is discarded, has a card that lets him discard a card to get fight equal to its cost, and his rare card lets him discard any number of cards to draw as many cards as he discarded. Angel is a good hero when fighting enemies that make you discard a lot of cards, but he's ok. One of his commons doesn't give you fight or recruit and you only gain 1 card from playing it (draw 2, discard 1). However, he can trigger well with himself to give you a LOT of cards in your hand. That's really where he shines- letting you draw, draw, and draw until you amass a ton of points/fight. He's a fun hero to play and sees a lot of playtime in our group. Bishop: His deck has 1 tech, 5 covert, and 8 ranged cards. His cards give him +2 recruit everytime a card you own is KO'd during your turn, +3 fight if you play 2 other ranged heroes, card draw a the ability to KO a card from your hand or discard pile if you play a covert hero, and his rare lets you discard the top 4 cards of your deck to get +fight equal to their fight values and also KO any of them if you've played another X-Men hero. Bishop is useful for his ability to KO cards alone so he sees a lot of playtime in our group. The rest of his cards are ok but he's not the greatest hero nor the greatest X-Men around. If it wasn't for his KO'ing ability we probably wouldn't use him that often. He's just a decent hero, nothing crazy but not terrible either. Iceman: His deck has 3 strength and 11 ranged cards. All of his cards except his rare also have abilities that trigger if you play another ranged card and are CRAZY. He can draw a card and gets +1 recruit for each ranged hero you play during your turn, draws a card for each ranged hero you play, gets +1 fight for each ranged hero you play (all of these abilities except the draw 1 card trigger only if you play another ranged hero) and his rare lets you reveal it instead of gaining any wounds from any villain, master strike, or mastermind tactic. It also gives you 7 fight. Iceman gets play a TON. He's a beast and can easily give you insane amounts of fight and recruit during your turn because of his trigger abilities. He's easily one of the best heroes in the entire game with this, especially if you mix with him with a group of heroes who also all focus on ranged abilities. He's solid all around and I'm never disappointed to see an iceman card in the HQ. Prof. X: His deck has 5 instinct, 8 ranged, and 1 covert card. His instinct card lets him put a hero from the HQ on the bottom of the Hero deck and, if you play another instinct hero, KO a card in your hand or discard pile. His ranged cards give him +2 fight if you play another X-Men hero during your turn and the other card lets you reveal the top card of the Villain deck and rescue it if it's a bystander or fight it if its a villain. Finally, his rare card lets you take any villains you defeat during your turn and add them to your deck. They give fight equal to their fight cost and still count for points at the end of the game as well. Does it need to be said that Prof. X is insanely, insanely good? He's crazy. He can take those really annoying heroes in the HQ and replace them, he gets a decent fight bonus, and he can ADD VILLAINS TO YOUR DECK! Awesome. He's my favorite hero in this expansion and is, most likely, a bit tooooo powerful. But he's Prof. X so we'll let that slide I guess. I value keeping my mind intact. Nightcrawler: Shockingly, he uses the teleport keyword on all but 3 of his cards. His deck has 6 covert and 8 instinct cards. 10 of his cards just have the teleport keyword, 3 give you +3 fight if you play another instinct and covert hero, and his rare lets you teleport 3 other cards with it during your turn. There's not a whole ton to be said about Nightcrawler. Teleport is extremely powerful so his cards don't give a lot besides that. It's a good balance- he's not insanely good and you can save his cards for a big hand, which is really handy. I really like Nightcrawler and don't regret playing with him during any game. He's a great asset to any deck, no matter what kind of deck you're making, because you can just save his cards until you need them. Jean Grey: Her deck has 6 ranged and 8 covert cards and runs off of rescuing bystanders. 5 of her cards let her rescue a bystander if you play another X-Men hero, 5 of them give you +1 recruit if you rescue a bystander during your turn, and 3 let you draw a card whenever you rescue a bystander during your turn. Her rare gives you +1 fight for each bystander you rescue during your turn and lets you rescue a bystander for each X-Men hero you player during your turn. Jean runs through the bystander deck like its candy. Seriously. I've never seen it go down so quick when you're playing with her. She has some decent abilities and her cards give you ok stats but I'd rather have more fight or recruit points instead of saving bystanders. I understand why she does it... kind of... but I'd rather get more attack. I feel like they missed the mark with Jean here and could have made her a lot cooler... and useful... then she is. She doesn't see a lot of playtime with us. Now, onto X-Force. I've never read an X-Force comic in my life. These people were new to me (though a lot of them have been/are currently/were in a different timeline/could have been/may have been/might have been X-Men). X-Force: Cable: His deck has 6 ranged, 5 tech, and 3 covert cards. His ranged card gets +2 attack only when fighting masterminds, can discard his tech card to draw 3 cards whenever a master strike is played, his covert card has teleport and gives him +1 fight for each other X-Force hero you play, and his rare lets you KO any number of cards from your hand and get +1 fight for each card you KO. Cable is all about fighting. He gives you a lot of attack and only a little recruit. We don't use him that often mostly because we're not big X-Force fans. He's a useful hero and is one of the strongest attackers in the game but he doesn't see a lot of tabletime with use due to personal preference I guess you could call it. Colossus: His deck has 11 strength and 3 covert cards (how is he covert? He's a giant metal dude...). Anyways, his covert cards give him +2 fight if you play a strength hero and his strength cards do the following: If you would gain a wound, discard this card instead and draw 2 cards. Another card costs 1 and gives you 3 fight but you need to gain a wound to use it, and his rare lets you reveal it whenever another player would gain a wound to gain that wound and draw a card. We don't like heroes that gain wounds. It's annoying, clogs up your deck, and is just not a good plan. Since Colossus has no way to KO the wounds he gains (he can block them... if you have the right card) he does not see a lot of playing time. I'd rather use a slightly weaker hero who won't clog my deck with wounds then Colossus who will. Domino: All but 3 of her cards use the Versatile keyword. Her deck has 5 instinct, 1 covert, and 8 tech cards. Her instinct card is just versatile 2, her tech cards are draw 1 card and X-Force: Versatile 1 and her other lets you discard a card to get either +4 fight or recruit, depending on if the card discarded had a fight or recruit icon on it. Finally, her rare gives you versatile 5 and, if you play another X-Force hero, lets all your versatile cards give you both fight and recruit for the turn. Domino is a good hero to use mainly because of the versatile ability. She fights into almost any deck despite the X-Force drawback on her cards. Versatile is an amazing ability that is always, always handy, because it can mean the difference between getting that hero you really need or defeated the mastermind. If you mix her with one other X-Force hero you usually have enough X-Force cards to use all her abilities. Forge: His deck is all tech cards. One of his cards triggers if you play another tech card and gives any villain in the Sewers -2 fight, another triggers on a tech and lets you discard a card to draw 2 cards, while another gives you versatile 3. His rare triggers on 2 tech cards and lets you defeat the mastermind for free. Forge sees a lot of playtime with us, especially if you're doing The Legacy Virus scheme. He was invented for that scheme. His abilities are all solid and his rare is INSANE. You can defeat the mastermind for free? AWESOME!!!! Mix him with a few other tech heroes and you have a crazy deck going. He's a solid hero who has a crazy ability which really helps win the game. Wolverine: That's right, another Wolverine. His deck has 3 strength, 6 covert, and 5 instinct cards. His instinct cards let him draw a card and gets +2 fight if you play another instinct hero, his cover card gives you +2 fight if you've drawn any extra cards during your turn, and his strength card lets you draw a card and KO a card in your hand or discard pile. His rare card lets you draw 1 additional extra card for each extra card you've drawn before you played that card. I'm not a Wolverine fan. He's not a cool hero to me and I hated him in the movies. I wasn't very excited to see him redone in this expansion. That being said, I like this hero mainly because it gives you card draw and KO ability with some perks mixed in. Card draw and KO give you big hands and lets you win the game and for that I'm all in with this version of Wolverine. He sees more playtime then the version in the base game! Now, onto the Marvel Knights. I don't know anything about them, either, and was not really excited to see them included in this expansion. Marvel Knights: Punisher: His deck is 11 tech and 3 strength cards. One of his tech cards lets you reveal the top card of the Villain deck and gain +fight equal to its fight cost if it's a villain and, if you've played 2 tech heroes, defeat it for free. Another tech card reveals the top card of your deck and KO's it if is costs 0 and, if you play a tech hero, draw a card. His strength card triggers if you've played another strength card and causes everyone to reveal the top card of their deck and discard if it costs 4 or more. You get +1 recruit for each card discarded this way. His rare lets you reveal cards from the top of your deck until you reveal 2 cards with the same cost. Get +1 fight for each card revealed and put the revealed cards on the bottom of your deck in random order. Punisher is a weird hero to play. I like his +fight card but we try to play a pretty clean coop game so we don't like to bother each other usually. He doesn't see a whole lot of time with us because my wife doesn't like him in general and we don't like to hurt each other. Other players may like him, however, for that very reason. Ghost Rider: His deck has 6 ranged, 3 strength, and 5 tech cards in it. His ranged card lets you KO a villain in your victory pile for +3 fight, his tech cards give you +2 recruit if you play another Marvel Knight hero, and his strength card lets you draw a card and, if you play another strength hero, defeat a villain that costs 3 or less for free. His rare card makes each player KO a villain in their victory pile, gives you +1 fight for each villain KO'd and, if you play another Marvel Knight hero, put one of them into your victory pile. We almost never use Ghost Rider. His abilities are lame (why KO my points? I'd rather keep the points and get more) and it causes way too much confrontation in our relatively coop games. Mileage may vary with other players but we've only used him twice. Blade: His deck has 5 covert, 5 strength, 3 tech, and 1 instinct card. His covert card lets him move a villain to an adjacent city space (or swap the villains there), his strength card gives you +2 recruit whenever you defeat a villain in the sewers or rooftops this turn, and his tech card lets you draw 2 cards whenever you defeat a villain in the sewers or rooftop this turn. His rare card gives you +1 fight for each villain in your victory pile. Blade gets used a lot with us. He has a wide variety of cards for combos, he doesn't require any team to use any of his abilities, and his abilities are solid. He's a good hero to use and sees the most time of anyone in the Marvel Knights with us. Iron Fist: Iron Fist has 5 instinct and 9 strength cards. His instinct card gives you +1 recruit for each hero with a different cost you play, and his strength card gives you +1 fight for each hero with a different cost you play. His other strength card lets you draw a card and gives you versatile 2 if you play 2 other strength heroes during your turn. His rare lets you reveal cards from the top of your deck until you reveal 2 cards that cost the same. Draw all the cards you revealed. Iron Fist is a solid hero and sees some decent playtime because, again, he doesn't require a specific team to work well with. His abilities are solid and mix well with card draw and can give you some really, really powerful hands. He's a good hero to use. Elektra: Her deck has 5 covert and 9 instinct cards. The covert cards give you +1 fight if it's the first card you play during your turn and her instinct cards let you draw a card and get +2 recruit if you play a covert hero and the other gives you +1 fight for each hero you play that costs 1 or 2. Her rare lets you put the next hero you recruit into your hand and, if you play a Marvel Knight hero, get +2 recruit. Elektra does not get used much with us but that might change with the Carnage expansion since almost all the heroes in there cost 1 or 2. There just aren't a lot of 1-2 cost cards out there currently that justify using her. We'll have to see how that expansion works before deciding if she's worth mixing in with the heroes from it. Daredevil: His deck has 5 strength, 6 instinct, and 3 covert cards in it. The strength cards let you put the next hero you recruit on top of your deck, his instinct cards let you choose a number and reveal the top card of your deck. If it costs the number you guess, get +2 fight. His covert card lets you choose a number, reveal the top card of your deck, and draw it if it costs the number you guess. His rare card lets you choose a number and reveal the top card of your deck. If it costs the number you guess, draw it and guess again. Daredevil is a really interesting hero to play. They captured his power amazingly and he needs to be mixed with some heroes that let you put cards on top of your deck/reveal the top card of your deck so that he can be really effective. I like him and we use him semi-often when we play. Masterminds/Villains/Henchmen: There's a new ability on some of the Masterminds/Villains/Henchmen: Bribe. This lets you use any combination of recruit and fight when fighting them to defeat them, but they generally cost more to fight them because you can use recruit and fight against them. Masterminds: Stryfe: Costing 7+ to defeat, Strfye requires you to have X-Force heroes to avoid his Master Strike ability and gets +1 fight for each Master Strike you've drawn during the game. His tactic abilities give other players wounds, let you draw cards from your deck, and can trigger additional Master Strikes. Stryfe isn't that hard to fight because he starts off with only 7 fight and you can take him down early. I like how he gets harder overtime but we normally don't fight him because we don't use X-Force that often and don't want to fight someone we'd be at such a disadvantage against. Kingpin: A Bribe mastermind, Kingpin requires you to have Marvel Knight heroes to withstand his Master Strike. He has 13 fight and his tactics cause you to KO heroes from players discard piles, draw additional cards from the villain deck, bring back 0 cost KO'd heroes, and play henchmen cards in victory piles. He's annoying but not too hard to fight since it's relatively simple to get 13 total fight and recruit during your turn. We don't fight him that often because he requires Marvel Knight heroes to avoid his attack and we don't like most of the Marvel Knight heroes. Mephisto: He has 10 fight and requires Marvel Knight heroes to avoid his Master Strike. He also has an additional ability of putting wounds on top of your deck whenever you gain them. His tactics put all the 0 cost cards from your discard pile on top of your deck, KO bystanders or gain wounds, give wounds to other players from your hand/discard pile, and gain wounds if you haven't beaten him before. Mephisto gets played the most out of all the three above villains because he's a pain to fight. I really like how he puts wounds on top of your deck and he's hard to fight because of that. Still, we don't fight him that often because he requires the Marvel Knights to avoid his attack. Mr. Sinister: He costs 8 fight but gets +1 fight for each bystander he captures. His Master Strike gives him a bystander and you have to reveal a covert hero or discard cards from your hand. His tactics let him capture bystanders from the villain deck, captures bystanders equal to the number of villains in the city, takes bystanders from victory piles, and capture bystanders for each time he's been defeated. Mr. Sinister gets played a lot. I really like his bystander technique and he can be a BEAST to fight if you're not careful. He's fun to fight and is a good mastermind in his own right. He gets played the second most behind the next mastermind, Apocalypse. Apocalypse: He costs 12 fight to defeat, makes his always leads villains harder to fight, has an additional way to win besides what the scheme says, and his Master Strike cannot be blocked and causes you to put all hero cards from your hand that cost 1 or more on top of your deck. His tactics KO's heroes that cost 1 or more, get shuffled back in if it is NOT the final tactic, plays 4 Horsemen from victory piles, and KO's each card in the top 3 of your deck that cost 1 or more. Apocalypse is really, really hard to fight and is really, really fun to fight. He's a great challenge and, behind Galactus, is the hardest mastermind in the game (so far). If you want a good challenge, fight him. He's great! Villains: MLF: The villains tied in with Stryfe, MLF villains can become Master Strikes if they escape, cause you to KO heroes when you fight them, cause you to discard 3 0 cost heroes to fight them (he has 0 fight though), and requires you to play 4 different hero cards (with different names) to defeat them. They are easy to fight (0, 4, 5, and 6 fight)but their additional effects make them a pain. We use them semi-often because they are a good challenge to fight. Streets of New York: The villains tied in with Kingpin, most of the Streets villains have Bribe and cause you to KO heroes (two of them), discard cards and draw 1 less, or gain wounds. They cost 5, 6, 8, and 11 fight to defeat. We use Streets a lot because they are semi-hard to fight and have some useful abilities. Plus, they can KO your starter heroes, which is always nice. They are decent villains at best, though, and don't really make anyone harder or easier to fight. Underworld: The villains tied in with Mephisto, Underworld villains cause you to gain wounds (two villains do this), capture a hero and get +fight equal to their cost, or gives 1 of your cards teleport. They cost 3(plus), 4, 5, and 6 to defeat. We use the Underworld a lot because they are fun to fight and work well with almost any villain. They add a lot of interesting effects to the game and you can gain heroes from them! Awesome. Marauders: The villains tied in with Mr. Sinister, Marauders cause you to discard your hand and draw a replacement hand, and the other 3 villains can capture bystanders and are harder to kill for each bystander they've captured. They cost 5, 3+, 4+, and 4+ to defeat. These villains are used a lot as well because they have interesting bystander effects and are actually pretty hard to fight if they can get bystanders. They are fun to fight. Four Horsemen: The villains tied in with Apocalypse, the Horsemen are hard (and rightly so). They KO heroes that cost 1 or more from your hand, KO's card that cost 1 or more from the top of your deck, reveal an instinct hero or discard a card, and reveal an instinct hero or gain a wound. They cost 4, 5, 6, and 7 to defeat and are a pain to fight, especially if you have Apocalypse as the Mastermind. We use them the most because they make the game harder and that is something we enjoy. Emissaries of Evil: The only villains in this expansion not tied to a mastermind, the Emissaries cause players to gain wounds, play the top card of the villain deck if it's a scheme twist, capture a bystander if it's the top card of the villain deck, and play the top card of the villain deck if it's a bystander. They cost 4, 5, 5, and 6 to defeat and see a lot of playtime with us as well because they can speed the game timer, the villain deck, up and give you additional pressure to defeat the Mastermind in time. They aren't the hardest villains to fight but they can make the game end faster then you'd like, something that is a real pain. Henchmen: Maggia Goons: Costing 4 fight, they have bribe and make you KO a hero in your hand. Not too much else to say about them. They are REALLY easy to beat and helpful for KO'ing your starter heroes. Phalanx: Costing 3 fight, they cause you to KO a fight hero unless you reveal a tech hero. We don't use these that often because there are better options to fight. However, we like to mix them in with the Legacy Virus just to see what happens! Schemes: Capture Baby Hope: Use a token to represent Baby Hope. 8 twists, whenever you reveal a twist the villain with Hope escapes OR the villain closest to the villain deck captures Hope and gets +4 fight. If you defeat the villain, you gain Hope (until the next twist). If a villain escapes with Hope, but the twist next to the Mastermind. If this happens 3 times, you lose! This twist is hard and a bit annoying to fight, especially if someone crazy (like a 7 or 9 fight villain) captures Hope. They are almost harder then the Mastermind to fight! However, this twist is fun to play and is one of the harder (or easier, depending on who gets Hope) twists to defeat. Detonate the Helicarrier: 8 twists, 6 heroes in the hero deck. Whenever you draw a twist, KO the leftmost hero in the HQ and do this for each twist already drawn. Flip these heroes facedown. If 6 heroes are facedown in an HQ space it is destroyed and cannot be used. If the carrier is all gone, you lose! If the hero deck runs out, you also lose! This scheme is a pain, especially when it keeps KO'ing the heroes you really want! It's a lot of fun to play and is a good, solid scheme. Massive Earthquake Generator: 8 twists, you have to reveal a strength hero or KO the top card of your deck. You lose if there are 3 times the number of players non-grey heroes KO'd. This one can be a HUGE pain as well and can end very, very quickly depending on what heroes you KO. I really like this scheme and we use it a lot. Organized Crime Wave: 8 twists, have to have Maggia Goons as a henchmen group. Whenever you draw a goon from the deck, play another card from the villain deck. Twists cause all goons in the city to escape and any goons in victory piles to get shuffled back into the villain deck. You lose if 5 goons escape. Can you say ANNOYING and HARD? They just keep coming back. It's beyond annoying. This scheme is a PAIN to beat because it's so annoying. You can easily lose this one in the first few turns of the game depending on what you draw (goon, goon, twist, they escape, repeat). Save Humanity: 8 twists, add 24 bystanders to the hero deck. They cost 2 recruit to save. Each twist KO's all bystanders in the HQ and, if you don't have an instinct hero in your hand, a bystander in your victory pile. You lose when 4 times the number of players bystanders are KO'd. This one is hard too. It's fun to play and I like giving you the option to buy bystanders from the hero deck. They are cheap and don't get in the way often. We use this one a lot too. Steal the Weaponized Plutonium: Add an extra villain group, each twist is a plutonium which is captured by the closest villain to the villain deck or KO it if there are no villains. Play the top card of the villain deck as well. This villain gets +1 fight for each plutonium they have. Whenever you defeat a villain with plutonium, shuffle the plutonium back into the villain deck. If 4 villains with plutonium escape, you lose! This scheme is fun too but not as fun as the previous 2. We've only used it a few times and have never regretted it. It's medium-hard to fight. Transform Citizens into Demons: 8 twists, no bystanders in the villain deck but put all the Jean Grey hero cards into the villain deck. Each twist causes you to stack 5 bystanders facedown next to the Scheme. They cost 2 fight to defeat. Jean Grey cards in the villain deck are Goblin Queen villains worth 4 pts. and have a fight equal to their cost. Additionally, each bystander next to the scheme gives them an additional +1 to fight. You lose if 4 Goblin Queens escape. This scheme is hard, hard, hard, hard, hard. You can easily have 10 or more bystanders next to the Scheme if you draw a couple twists in a row and you have to fight the Greys before they escape or you're in trouble. This is a well down scheme that is really, really hard to defeat. We've only beaten it 1 out of 10 times. X-Cutioner's Song: 8 twists, add any hero deck to the villain deck instead of bystanders. Whenever you draw a hero from the villain deck, the closest villain captures that hero and gets +2 fight for each hero they have. If you defeat the villain, you gain all heroes they had captured. Each twist KO's all heroes captured by villains and plays the top card of the hero deck. You lost when 9 non-grey heroes are KO'd and/or carried off. This one is a pain and caused some rules questions- just like Bystanders if there are no villains in the city the Mastermind captures the hero. This scheme is a pain and is not super fun to fight, it's not my favorite scheme but we will use it from time to time. Bystanders: There are new bystanders in the bystander deck. You now have to play with the Bystander deck facedown and, if you free a special bystander, you get a bonus. You either draw a card, KO a hero from your hand or discard pile, or KO a wound from your hand or ANY player's discard pile. There are only 11 of these new bystanders so they don't show up in mass numbers every game but you'll usually see 1 or 2 of them each game. I like them because they make the bystanders a little bit more interesting besides just being worth a point. Thoughts: All in all Dark City is a semi-good expansion. It adds a lot of new cards but not all of them are really that useful. I don't like the new hero groups (X-Force and Marvel Knights) because I'm not a big fan of them in the comics and because I don't like them in the game either. I really like the new X-Men heroes, though, and I LOVE the new schemes and villains. The henchmen are OK, not great but not terrible. I like Apocalypse and Mr. Sinister as Masterminds but I don't like the other 3 masterminds because you have to use a specific team to fight them. I like the masterminds I can mix anyone I want to against because they give you a lot more options in team building to fight. Plus, I just don't like X-Force or Marvel Knights. I also wonder why they didn't include big Marvel Knight heroes like Dr. Strange as well, or other heroes for the X-Men. While I like the expansion overall, we don't use about half the heroes often and only 2/5 the Masterminds. We use all the schemes and they are a LOT harder then those found in the base game, something that we definitely need. While Dark City makes Legendary harder in general, which is great, we only use about half this expansion on a regular basis because we don't like it that much. I'd recommend this expansion to anyone who wants to make Legendary harder, wants to have more X-Men, likes X-Force or Marvel Knights, or just wants more Legendary. I just regret that about half the expansion is not used that often and probably won't be because we don't like the heroes that often.
February 3, 2017 7:35 PM
Erik
The first big box expansion for Legendary, Dark City comes with 350 cards comprising of 15 heroes, 5 masterminds, 6 different villain groups, 2 henchmen groups, 8 schemes, and new bystanders. It also adds new keywords as well as 2 new hero groups- X-Force and the Marvel Knights. Costing $40, is Dark City worth it? Heroes: Before we discuss the heroes, here's the 2 new keywords in Dark City: Teleport: Instead of playing a card with Teleport, you may set it aside and add it to your next hand as an extra card. This is an EXCELLENT keyword that we use a lot. If there's nothing good to fight or recruit, we always save our cards for the next turn. Some of the villains you can fight also give cards teleport as well. I hope this keyword stays around for future expansions. Versatile: Versatile cards give you EITHER recruit or fight, not both. You have to pick. A card with give you 3 recruit or 3 fight, for example. Versatile is a great ability as well. Typically, cards with versatile are a bit more expensive then their counterparts or give less points total (2 recruit vs. 3 from a same cost card) but they make up for it because you can use them for whatever you need. This is an AMAZING ability. Also, some of the heroes in Dark City have 2 symbols next to their abilities to play them. These effects are harder to trigger but give you a bigger payoff. Bishop's concussive blast card takes 2 other ranged heroes to trigger but it gives you +3 fight. Now, for the heroes (By affiliation) X-Men Heroes: Angel: His deck is comprised of 6 strength, 5 covert, and 3 instinct cards. That's a great variety of cards that can be helpful with forming combos. His deck focuses on card draw AND discard effects. He can draw cards (but has to discard a card after), has a card that rescues a bystander and lets him draw 2 cards if it is discarded, has a card that lets him discard a card to get fight equal to its cost, and his rare card lets him discard any number of cards to draw as many cards as he discarded. Angel is a good hero when fighting enemies that make you discard a lot of cards, but he's ok. One of his commons doesn't give you fight or recruit and you only gain 1 card from playing it (draw 2, discard 1). However, he can trigger well with himself to give you a LOT of cards in your hand. That's really where he shines- letting you draw, draw, and draw until you amass a ton of points/fight. He's a fun hero to play and sees a lot of playtime in our group. Bishop: His deck has 1 tech, 5 covert, and 8 ranged cards. His cards give him +2 recruit everytime a card you own is KO'd during your turn, +3 fight if you play 2 other ranged heroes, card draw a the ability to KO a card from your hand or discard pile if you play a covert hero, and his rare lets you discard the top 4 cards of your deck to get +fight equal to their fight values and also KO any of them if you've played another X-Men hero. Bishop is useful for his ability to KO cards alone so he sees a lot of playtime in our group. The rest of his cards are ok but he's not the greatest hero nor the greatest X-Men around. If it wasn't for his KO'ing ability we probably wouldn't use him that often. He's just a decent hero, nothing crazy but not terrible either. Iceman: His deck has 3 strength and 11 ranged cards. All of his cards except his rare also have abilities that trigger if you play another ranged card and are CRAZY. He can draw a card and gets +1 recruit for each ranged hero you play during your turn, draws a card for each ranged hero you play, gets +1 fight for each ranged hero you play (all of these abilities except the draw 1 card trigger only if you play another ranged hero) and his rare lets you reveal it instead of gaining any wounds from any villain, master strike, or mastermind tactic. It also gives you 7 fight. Iceman gets play a TON. He's a beast and can easily give you insane amounts of fight and recruit during your turn because of his trigger abilities. He's easily one of the best heroes in the entire game with this, especially if you mix with him with a group of heroes who also all focus on ranged abilities. He's solid all around and I'm never disappointed to see an iceman card in the HQ. Prof. X: His deck has 5 instinct, 8 ranged, and 1 covert card. His instinct card lets him put a hero from the HQ on the bottom of the Hero deck and, if you play another instinct hero, KO a card in your hand or discard pile. His ranged cards give him +2 fight if you play another X-Men hero during your turn and the other card lets you reveal the top card of the Villain deck and rescue it if it's a bystander or fight it if its a villain. Finally, his rare card lets you take any villains you defeat during your turn and add them to your deck. They give fight equal to their fight cost and still count for points at the end of the game as well. Does it need to be said that Prof. X is insanely, insanely good? He's crazy. He can take those really annoying heroes in the HQ and replace them, he gets a decent fight bonus, and he can ADD VILLAINS TO YOUR DECK! Awesome. He's my favorite hero in this expansion and is, most likely, a bit tooooo powerful. But he's Prof. X so we'll let that slide I guess. I value keeping my mind intact. Nightcrawler: Shockingly, he uses the teleport keyword on all but 3 of his cards. His deck has 6 covert and 8 instinct cards. 10 of his cards just have the teleport keyword, 3 give you +3 fight if you play another instinct and covert hero, and his rare lets you teleport 3 other cards with it during your turn. There's not a whole ton to be said about Nightcrawler. Teleport is extremely powerful so his cards don't give a lot besides that. It's a good balance- he's not insanely good and you can save his cards for a big hand, which is really handy. I really like Nightcrawler and don't regret playing with him during any game. He's a great asset to any deck, no matter what kind of deck you're making, because you can just save his cards until you need them. Jean Grey: Her deck has 6 ranged and 8 covert cards and runs off of rescuing bystanders. 5 of her cards let her rescue a bystander if you play another X-Men hero, 5 of them give you +1 recruit if you rescue a bystander during your turn, and 3 let you draw a card whenever you rescue a bystander during your turn. Her rare gives you +1 fight for each bystander you rescue during your turn and lets you rescue a bystander for each X-Men hero you player during your turn. Jean runs through the bystander deck like its candy. Seriously. I've never seen it go down so quick when you're playing with her. She has some decent abilities and her cards give you ok stats but I'd rather have more fight or recruit points instead of saving bystanders. I understand why she does it... kind of... but I'd rather get more attack. I feel like they missed the mark with Jean here and could have made her a lot cooler... and useful... then she is. She doesn't see a lot of playtime with us. Now, onto X-Force. I've never read an X-Force comic in my life. These people were new to me (though a lot of them have been/are currently/were in a different timeline/could have been/may have been/might have been X-Men). X-Force: Cable: His deck has 6 ranged, 5 tech, and 3 covert cards. His ranged card gets +2 attack only when fighting masterminds, can discard his tech card to draw 3 cards whenever a master strike is played, his covert card has teleport and gives him +1 fight for each other X-Force hero you play, and his rare lets you KO any number of cards from your hand and get +1 fight for each card you KO. Cable is all about fighting. He gives you a lot of attack and only a little recruit. We don't use him that often mostly because we're not big X-Force fans. He's a useful hero and is one of the strongest attackers in the game but he doesn't see a lot of tabletime with use due to personal preference I guess you could call it. Colossus: His deck has 11 strength and 3 covert cards (how is he covert? He's a giant metal dude...). Anyways, his covert cards give him +2 fight if you play a strength hero and his strength cards do the following: If you would gain a wound, discard this card instead and draw 2 cards. Another card costs 1 and gives you 3 fight but you need to gain a wound to use it, and his rare lets you reveal it whenever another player would gain a wound to gain that wound and draw a card. We don't like heroes that gain wounds. It's annoying, clogs up your deck, and is just not a good plan. Since Colossus has no way to KO the wounds he gains (he can block them... if you have the right card) he does not see a lot of playing time. I'd rather use a slightly weaker hero who won't clog my deck with wounds then Colossus who will. Domino: All but 3 of her cards use the Versatile keyword. Her deck has 5 instinct, 1 covert, and 8 tech cards. Her instinct card is just versatile 2, her tech cards are draw 1 card and X-Force: Versatile 1 and her other lets you discard a card to get either +4 fight or recruit, depending on if the card discarded had a fight or recruit icon on it. Finally, her rare gives you versatile 5 and, if you play another X-Force hero, lets all your versatile cards give you both fight and recruit for the turn. Domino is a good hero to use mainly because of the versatile ability. She fights into almost any deck despite the X-Force drawback on her cards. Versatile is an amazing ability that is always, always handy, because it can mean the difference between getting that hero you really need or defeated the mastermind. If you mix her with one other X-Force hero you usually have enough X-Force cards to use all her abilities. Forge: His deck is all tech cards. One of his cards triggers if you play another tech card and gives any villain in the Sewers -2 fight, another triggers on a tech and lets you discard a card to draw 2 cards, while another gives you versatile 3. His rare triggers on 2 tech cards and lets you defeat the mastermind for free. Forge sees a lot of playtime with us, especially if you're doing The Legacy Virus scheme. He was invented for that scheme. His abilities are all solid and his rare is INSANE. You can defeat the mastermind for free? AWESOME!!!! Mix him with a few other tech heroes and you have a crazy deck going. He's a solid hero who has a crazy ability which really helps win the game. Wolverine: That's right, another Wolverine. His deck has 3 strength, 6 covert, and 5 instinct cards. His instinct cards let him draw a card and gets +2 fight if you play another instinct hero, his cover card gives you +2 fight if you've drawn any extra cards during your turn, and his strength card lets you draw a card and KO a card in your hand or discard pile. His rare card lets you draw 1 additional extra card for each extra card you've drawn before you played that card. I'm not a Wolverine fan. He's not a cool hero to me and I hated him in the movies. I wasn't very excited to see him redone in this expansion. That being said, I like this hero mainly because it gives you card draw and KO ability with some perks mixed in. Card draw and KO give you big hands and lets you win the game and for that I'm all in with this version of Wolverine. He sees more playtime then the version in the base game! Now, onto the Marvel Knights. I don't know anything about them, either, and was not really excited to see them included in this expansion. Marvel Knights: Punisher: His deck is 11 tech and 3 strength cards. One of his tech cards lets you reveal the top card of the Villain deck and gain +fight equal to its fight cost if it's a villain and, if you've played 2 tech heroes, defeat it for free. Another tech card reveals the top card of your deck and KO's it if is costs 0 and, if you play a tech hero, draw a card. His strength card triggers if you've played another strength card and causes everyone to reveal the top card of their deck and discard if it costs 4 or more. You get +1 recruit for each card discarded this way. His rare lets you reveal cards from the top of your deck until you reveal 2 cards with the same cost. Get +1 fight for each card revealed and put the revealed cards on the bottom of your deck in random order. Punisher is a weird hero to play. I like his +fight card but we try to play a pretty clean coop game so we don't like to bother each other usually. He doesn't see a whole lot of time with us because my wife doesn't like him in general and we don't like to hurt each other. Other players may like him, however, for that very reason. Ghost Rider: His deck has 6 ranged, 3 strength, and 5 tech cards in it. His ranged card lets you KO a villain in your victory pile for +3 fight, his tech cards give you +2 recruit if you play another Marvel Knight hero, and his strength card lets you draw a card and, if you play another strength hero, defeat a villain that costs 3 or less for free. His rare card makes each player KO a villain in their victory pile, gives you +1 fight for each villain KO'd and, if you play another Marvel Knight hero, put one of them into your victory pile. We almost never use Ghost Rider. His abilities are lame (why KO my points? I'd rather keep the points and get more) and it causes way too much confrontation in our relatively coop games. Mileage may vary with other players but we've only used him twice. Blade: His deck has 5 covert, 5 strength, 3 tech, and 1 instinct card. His covert card lets him move a villain to an adjacent city space (or swap the villains there), his strength card gives you +2 recruit whenever you defeat a villain in the sewers or rooftops this turn, and his tech card lets you draw 2 cards whenever you defeat a villain in the sewers or rooftop this turn. His rare card gives you +1 fight for each villain in your victory pile. Blade gets used a lot with us. He has a wide variety of cards for combos, he doesn't require any team to use any of his abilities, and his abilities are solid. He's a good hero to use and sees the most time of anyone in the Marvel Knights with us. Iron Fist: Iron Fist has 5 instinct and 9 strength cards. His instinct card gives you +1 recruit for each hero with a different cost you play, and his strength card gives you +1 fight for each hero with a different cost you play. His other strength card lets you draw a card and gives you versatile 2 if you play 2 other strength heroes during your turn. His rare lets you reveal cards from the top of your deck until you reveal 2 cards that cost the same. Draw all the cards you revealed. Iron Fist is a solid hero and sees some decent playtime because, again, he doesn't require a specific team to work well with. His abilities are solid and mix well with card draw and can give you some really, really powerful hands. He's a good hero to use. Elektra: Her deck has 5 covert and 9 instinct cards. The covert cards give you +1 fight if it's the first card you play during your turn and her instinct cards let you draw a card and get +2 recruit if you play a covert hero and the other gives you +1 fight for each hero you play that costs 1 or 2. Her rare lets you put the next hero you recruit into your hand and, if you play a Marvel Knight hero, get +2 recruit. Elektra does not get used much with us but that might change with the Carnage expansion since almost all the heroes in there cost 1 or 2. There just aren't a lot of 1-2 cost cards out there currently that justify using her. We'll have to see how that expansion works before deciding if she's worth mixing in with the heroes from it. Daredevil: His deck has 5 strength, 6 instinct, and 3 covert cards in it. The strength cards let you put the next hero you recruit on top of your deck, his instinct cards let you choose a number and reveal the top card of your deck. If it costs the number you guess, get +2 fight. His covert card lets you choose a number, reveal the top card of your deck, and draw it if it costs the number you guess. His rare card lets you choose a number and reveal the top card of your deck. If it costs the number you guess, draw it and guess again. Daredevil is a really interesting hero to play. They captured his power amazingly and he needs to be mixed with some heroes that let you put cards on top of your deck/reveal the top card of your deck so that he can be really effective. I like him and we use him semi-often when we play. Masterminds/Villains/Henchmen: There's a new ability on some of the Masterminds/Villains/Henchmen: Bribe. This lets you use any combination of recruit and fight when fighting them to defeat them, but they generally cost more to fight them because you can use recruit and fight against them. Masterminds: Stryfe: Costing 7+ to defeat, Strfye requires you to have X-Force heroes to avoid his Master Strike ability and gets +1 fight for each Master Strike you've drawn during the game. His tactic abilities give other players wounds, let you draw cards from your deck, and can trigger additional Master Strikes. Stryfe isn't that hard to fight because he starts off with only 7 fight and you can take him down early. I like how he gets harder overtime but we normally don't fight him because we don't use X-Force that often and don't want to fight someone we'd be at such a disadvantage against. Kingpin: A Bribe mastermind, Kingpin requires you to have Marvel Knight heroes to withstand his Master Strike. He has 13 fight and his tactics cause you to KO heroes from players discard piles, draw additional cards from the villain deck, bring back 0 cost KO'd heroes, and play henchmen cards in victory piles. He's annoying but not too hard to fight since it's relatively simple to get 13 total fight and recruit during your turn. We don't fight him that often because he requires Marvel Knight heroes to avoid his attack and we don't like most of the Marvel Knight heroes. Mephisto: He has 10 fight and requires Marvel Knight heroes to avoid his Master Strike. He also has an additional ability of putting wounds on top of your deck whenever you gain them. His tactics put all the 0 cost cards from your discard pile on top of your deck, KO bystanders or gain wounds, give wounds to other players from your hand/discard pile, and gain wounds if you haven't beaten him before. Mephisto gets played the most out of all the three above villains because he's a pain to fight. I really like how he puts wounds on top of your deck and he's hard to fight because of that. Still, we don't fight him that often because he requires the Marvel Knights to avoid his attack. Mr. Sinister: He costs 8 fight but gets +1 fight for each bystander he captures. His Master Strike gives him a bystander and you have to reveal a covert hero or discard cards from your hand. His tactics let him capture bystanders from the villain deck, captures bystanders equal to the number of villains in the city, takes bystanders from victory piles, and capture bystanders for each time he's been defeated. Mr. Sinister gets played a lot. I really like his bystander technique and he can be a BEAST to fight if you're not careful. He's fun to fight and is a good mastermind in his own right. He gets played the second most behind the next mastermind, Apocalypse. Apocalypse: He costs 12 fight to defeat, makes his always leads villains harder to fight, has an additional way to win besides what the scheme says, and his Master Strike cannot be blocked and causes you to put all hero cards from your hand that cost 1 or more on top of your deck. His tactics KO's heroes that cost 1 or more, get shuffled back in if it is NOT the final tactic, plays 4 Horsemen from victory piles, and KO's each card in the top 3 of your deck that cost 1 or more. Apocalypse is really, really hard to fight and is really, really fun to fight. He's a great challenge and, behind Galactus, is the hardest mastermind in the game (so far). If you want a good challenge, fight him. He's great! Villains: MLF: The villains tied in with Stryfe, MLF villains can become Master Strikes if they escape, cause you to KO heroes when you fight them, cause you to discard 3 0 cost heroes to fight them (he has 0 fight though), and requires you to play 4 different hero cards (with different names) to defeat them. They are easy to fight (0, 4, 5, and 6 fight)but their additional effects make them a pain. We use them semi-often because they are a good challenge to fight. Streets of New York: The villains tied in with Kingpin, most of the Streets villains have Bribe and cause you to KO heroes (two of them), discard cards and draw 1 less, or gain wounds. They cost 5, 6, 8, and 11 fight to defeat. We use Streets a lot because they are semi-hard to fight and have some useful abilities. Plus, they can KO your starter heroes, which is always nice. They are decent villains at best, though, and don't really make anyone harder or easier to fight. Underworld: The villains tied in with Mephisto, Underworld villains cause you to gain wounds (two villains do this), capture a hero and get +fight equal to their cost, or gives 1 of your cards teleport. They cost 3(plus), 4, 5, and 6 to defeat. We use the Underworld a lot because they are fun to fight and work well with almost any villain. They add a lot of interesting effects to the game and you can gain heroes from them! Awesome. Marauders: The villains tied in with Mr. Sinister, Marauders cause you to discard your hand and draw a replacement hand, and the other 3 villains can capture bystanders and are harder to kill for each bystander they've captured. They cost 5, 3+, 4+, and 4+ to defeat. These villains are used a lot as well because they have interesting bystander effects and are actually pretty hard to fight if they can get bystanders. They are fun to fight. Four Horsemen: The villains tied in with Apocalypse, the Horsemen are hard (and rightly so). They KO heroes that cost 1 or more from your hand, KO's card that cost 1 or more from the top of your deck, reveal an instinct hero or discard a card, and reveal an instinct hero or gain a wound. They cost 4, 5, 6, and 7 to defeat and are a pain to fight, especially if you have Apocalypse as the Mastermind. We use them the most because they make the game harder and that is something we enjoy. Emissaries of Evil: The only villains in this expansion not tied to a mastermind, the Emissaries cause players to gain wounds, play the top card of the villain deck if it's a scheme twist, capture a bystander if it's the top card of the villain deck, and play the top card of the villain deck if it's a bystander. They cost 4, 5, 5, and 6 to defeat and see a lot of playtime with us as well because they can speed the game timer, the villain deck, up and give you additional pressure to defeat the Mastermind in time. They aren't the hardest villains to fight but they can make the game end faster then you'd like, something that is a real pain. Henchmen: Maggia Goons: Costing 4 fight, they have bribe and make you KO a hero in your hand. Not too much else to say about them. They are REALLY easy to beat and helpful for KO'ing your starter heroes. Phalanx: Costing 3 fight, they cause you to KO a fight hero unless you reveal a tech hero. We don't use these that often because there are better options to fight. However, we like to mix them in with the Legacy Virus just to see what happens! Schemes: Capture Baby Hope: Use a token to represent Baby Hope. 8 twists, whenever you reveal a twist the villain with Hope escapes OR the villain closest to the villain deck captures Hope and gets +4 fight. If you defeat the villain, you gain Hope (until the next twist). If a villain escapes with Hope, but the twist next to the Mastermind. If this happens 3 times, you lose! This twist is hard and a bit annoying to fight, especially if someone crazy (like a 7 or 9 fight villain) captures Hope. They are almost harder then the Mastermind to fight! However, this twist is fun to play and is one of the harder (or easier, depending on who gets Hope) twists to defeat. Detonate the Helicarrier: 8 twists, 6 heroes in the hero deck. Whenever you draw a twist, KO the leftmost hero in the HQ and do this for each twist already drawn. Flip these heroes facedown. If 6 heroes are facedown in an HQ space it is destroyed and cannot be used. If the carrier is all gone, you lose! If the hero deck runs out, you also lose! This scheme is a pain, especially when it keeps KO'ing the heroes you really want! It's a lot of fun to play and is a good, solid scheme. Massive Earthquake Generator: 8 twists, you have to reveal a strength hero or KO the top card of your deck. You lose if there are 3 times the number of players non-grey heroes KO'd. This one can be a HUGE pain as well and can end very, very quickly depending on what heroes you KO. I really like this scheme and we use it a lot. Organized Crime Wave: 8 twists, have to have Maggia Goons as a henchmen group. Whenever you draw a goon from the deck, play another card from the villain deck. Twists cause all goons in the city to escape and any goons in victory piles to get shuffled back into the villain deck. You lose if 5 goons escape. Can you say ANNOYING and HARD? They just keep coming back. It's beyond annoying. This scheme is a PAIN to beat because it's so annoying. You can easily lose this one in the first few turns of the game depending on what you draw (goon, goon, twist, they escape, repeat). Save Humanity: 8 twists, add 24 bystanders to the hero deck. They cost 2 recruit to save. Each twist KO's all bystanders in the HQ and, if you don't have an instinct hero in your hand, a bystander in your victory pile. You lose when 4 times the number of players bystanders are KO'd. This one is hard too. It's fun to play and I like giving you the option to buy bystanders from the hero deck. They are cheap and don't get in the way often. We use this one a lot too. Steal the Weaponized Plutonium: Add an extra villain group, each twist is a plutonium which is captured by the closest villain to the villain deck or KO it if there are no villains. Play the top card of the villain deck as well. This villain gets +1 fight for each plutonium they have. Whenever you defeat a villain with plutonium, shuffle the plutonium back into the villain deck. If 4 villains with plutonium escape, you lose! This scheme is fun too but not as fun as the previous 2. We've only used it a few times and have never regretted it. It's medium-hard to fight. Transform Citizens into Demons: 8 twists, no bystanders in the villain deck but put all the Jean Grey hero cards into the villain deck. Each twist causes you to stack 5 bystanders facedown next to the Scheme. They cost 2 fight to defeat. Jean Grey cards in the villain deck are Goblin Queen villains worth 4 pts. and have a fight equal to their cost. Additionally, each bystander next to the scheme gives them an additional +1 to fight. You lose if 4 Goblin Queens escape. This scheme is hard, hard, hard, hard, hard. You can easily have 10 or more bystanders next to the Scheme if you draw a couple twists in a row and you have to fight the Greys before they escape or you're in trouble. This is a well down scheme that is really, really hard to defeat. We've only beaten it 1 out of 10 times. X-Cutioner's Song: 8 twists, add any hero deck to the villain deck instead of bystanders. Whenever you draw a hero from the villain deck, the closest villain captures that hero and gets +2 fight for each hero they have. If you defeat the villain, you gain all heroes they had captured. Each twist KO's all heroes captured by villains and plays the top card of the hero deck. You lost when 9 non-grey heroes are KO'd and/or carried off. This one is a pain and caused some rules questions- just like Bystanders if there are no villains in the city the Mastermind captures the hero. This scheme is a pain and is not super fun to fight, it's not my favorite scheme but we will use it from time to time. Bystanders: There are new bystanders in the bystander deck. You now have to play with the Bystander deck facedown and, if you free a special bystander, you get a bonus. You either draw a card, KO a hero from your hand or discard pile, or KO a wound from your hand or ANY player's discard pile. There are only 11 of these new bystanders so they don't show up in mass numbers every game but you'll usually see 1 or 2 of them each game. I like them because they make the bystanders a little bit more interesting besides just being worth a point. Thoughts: All in all Dark City is a semi-good expansion. It adds a lot of new cards but not all of them are really that useful. I don't like the new hero groups (X-Force and Marvel Knights) because I'm not a big fan of them in the comics and because I don't like them in the game either. I really like the new X-Men heroes, though, and I LOVE the new schemes and villains. The henchmen are OK, not great but not terrible. I like Apocalypse and Mr. Sinister as Masterminds but I don't like the other 3 masterminds because you have to use a specific team to fight them. I like the masterminds I can mix anyone I want to against because they give you a lot more options in team building to fight. Plus, I just don't like X-Force or Marvel Knights. I also wonder why they didn't include big Marvel Knight heroes like Dr. Strange as well, or other heroes for the X-Men. While I like the expansion overall, we don't use about half the heroes often and only 2/5 the Masterminds. We use all the schemes and they are a LOT harder then those found in the base game, something that we definitely need. While Dark City makes Legendary harder in general, which is great, we only use about half this expansion on a regular basis because we don't like it that much. I'd recommend this expansion to anyone who wants to make Legendary harder, wants to have more X-Men, likes X-Force or Marvel Knights, or just wants more Legendary. I just regret that about half the expansion is not used that often and probably won't be because we don't like the heroes that often.
February 3, 2017 12:00 AM
Needed
The game isnt complete without all the marvel heroes! This expansion goes a long way in doing just that. So many good heroes and beautiful artwork. This also introduces several new mechanisms which make the game even better and each hero more unique. In addition to some unique bystanders to make the game more dramatic in who you are saving.
April 28, 2016 3:00 AM
Eli
The game isnt complete without all the marvel heroes! This expansion goes a long way in doing just that. So many good heroes and beautiful artwork. This also introduces several new mechanisms which make the game even better and each hero more unique. In addition to some unique bystanders to make the game more dramatic in who you are saving.
April 28, 2016 12:00 AM
First expansion you should consider
If you already own Marvel Legendary and are looking to expand, this is probably the first expansion you should consider. The expansion includes new heroes, villains, henchmen, and masterminds. As the masterminds in the original game were a bit on the easy side, this expansion provides a bit more challenge. This expansion also adds some new keywords, such as teleport and versatile (allowing your cards to "teleport" from your current hand to your next hand or letting you choose if points are used for recruit or attack respectively), as well as the villain keyword bribe (allowing you to use recruit points to lower villain attack value.) Considering the amount of content included in this expansion, it's worth the money you spend.
October 21, 2015 5:23 PM
Josh
If you already own Marvel Legendary and are looking to expand, this is probably the first expansion you should consider. The expansion includes new heroes, villains, henchmen, and masterminds. As the masterminds in the original game were a bit on the easy side, this expansion provides a bit more challenge. This expansion also adds some new keywords, such as teleport and versatile (allowing your cards to teleport from your current hand to your next hand or letting you choose if points are used for recruit or attack respectively), as well as the villain keyword bribe (allowing you to use recruit points to lower villain attack value.) Considering the amount of content included in this expansion, it's worth the money you spend.
October 21, 2015 12:00 AM
Nearly essential expansion for Marvel: Legendary
This expansion adds a ton of content to the already highly-replayable game of Marvel: Legendary. In addition, it corrects a couple of issues that many people had with the base game. For one thing, the artwork for each set of hero cards is fully diversified in this expansion (i.e. for each hero, there are 4 different artworks, corresponding to the 4 different types of card: 2x common, 1x uncommon, 1x rare), instead of being identical for all 14 cards in the set. Secondly, the masterminds in Dark City are much more challenging to beat, so if the base game has started to feel easy/routine/stale, this is a great expansion for upping the difficulty of the gameplay experience.
October 14, 2015 9:15 PM
cliftoce
This expansion adds a ton of content to the already highly-replayable game of Marvel: Legendary. In addition, it corrects a couple of issues that many people had with the base game. For one thing, the artwork for each set of hero cards is fully diversified in this expansion (i.e. for each hero, there are 4 different artworks, corresponding to the 4 different types of card: 2x common, 1x uncommon, 1x rare), instead of being identical for all 14 cards in the set. Secondly, the masterminds in Dark City are much more challenging to beat, so if the base game has started to feel easy/routine/stale, this is a great expansion for upping the difficulty of the gameplay experience.
October 14, 2015 12:00 AM
Essential to the Legendary: Marvel experience
Dark City is an essential purchase in my opinion. It adds so many new characters and features to the game that I can't imagine playing the core set by itself after having used these cards. The new heroes and villains are all classic Marvel mainstays and the addition of unique bystanders and added schemes make for much more dynamic sessions. My favorite part is that some of the villains in this set are incredibly difficult to beat. There is a lot of bang for your buck in this box.
October 1, 2015 7:29 PM
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