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Legendary: A Marvel Deck Building Game – Into the Cosmos thumbnail

Legendary: A Marvel Deck Building Game – Into the Cosmos

Expansion for Legendary: A Marvel Deck Building GameExpansion for Legendary: A Marvel Deck Building Game (Second Edition)Expansion for Legendary: A Marvel Deck Building Game – Villains

Legendary: A Marvel Deck Building Game – Into the Cosmos Rulebook

Table of Contents

Table of Contents

  • Shards
  • Burning Shards
  • Danger Sense
  • Danger Sense on Villains
  • Celestial Boons
  • Contest of Champions
  • Cosmic Threat
  • Game Contents

Shards

This set contains 18 "Shard" tokens, representing cosmic energy. These tokens can be gained by players, Villains, and Masterminds. Shards first appeared in Legendary: Guardians of the Galaxy in 2014. Many players like to personalize their Shards by using glass beads, wooden cubes, or plastic tokens instead. There is no limit to the number of Shards that can be in the game at once. (This is a change from the past, when the number of Shards was limited.)

  • Players: When you gain a Shard, put it in front of you. You can spend a Shard to get +1 Attack (returning the Shard to the supply). You can use the Shard immediately, or you can keep it to use on any future turn. You can spend as many Shards as you wish in a single turn. Shards are not worth Victory Points.
  • Villains: When a Villain gains Shards, put them on that Villain. That Villain gets +1 Attack for each Shard it has. After you defeat a Villain, you take one of its Shards. Return the rest of that Villain's Shards to the supply. When a Villain escapes, the Mastermind gains one of the Shards on that Villain. Return the rest to the supply.
  • Masterminds: When a Mastermind gains Shards, put them on that Mastermind. That Mastermind gets +1 Attack for each Shard it has. After you fight a Mastermind, you take one of its Shards. Return the rest to the supply. Then do the Fight effect on the Mastermind Tactic, which may give the Mastermind additional Shards.

Burning Shards

As a new ability in this set, some Heroes say things like "Burn 2 Shards: Draw two cards."

  • This means: Once this turn, you may spend that many Shards to do the listed effect.
  • You can wait to use this until later in the turn.
  • You don't get the normal +1 Attack per Shard when you burn Shards this way.

Danger Sense

This keyword returns from Legendary: Spider-Man Homecoming in 2017. It represents how many cosmic Heroes possess a "Cosmic Awareness" to detect key events, even from across the galaxy. Now Danger Sense has some new twists.

  • Some cards say things like "Danger Sense 2." This means "Reveal the top 2 cards of the Villain Deck. You get +1 Attack for each Villain you revealed. Put all the cards back on top in any order."
  • Cards can say Danger Sense 1, 2, 3, 4, etc. revealing that many cards.
  • Several Danger Sense cards say they have additional effects when they reveal particular kinds of cards.
  • Sometimes you can use one Danger Sense card to put a particular card on top of the Villain Deck, and then use a different Danger Sense card to benefit from that card being on top of that deck.
  • Danger Sense can also be a good way to delay nasty Scheme Twists, Master Strikes, and powerful Villains. But you won't be able to avoid them forever!

Danger Sense on Villains

The arrival of the Black Order of Thanos often signals a world's imminent destruction. Although that world can sense grave danger approaching, they are often powerless to stop it. The Black Order work together to guard each other and their lord. To represent this, these Villains use Danger Sense in a new way.

  • Some cards say "Ambush: Danger Sense 2, helping all Black Order Villains and the Mastermind."
  • To do this, reveal the top cards of the Villain Deck and rearrange them, just like normal Danger Sense. However, the +1 Attack bonus for each Villain card revealed is gained by all Black Order Villains in the city and the Mastermind this turn, instead of being gained by a player.
  • This bonus wears off at the end of the turn.

Celestial Boons

The Celestials are millions of years old and immeasurably powerful. They cannot be truly defeated by mere mortals. However, if you manage to fight a Celestial, it is impressed with your efforts and grants you a Celestial Boon. This is a permanent bonus that helps you for the rest of the game, as long as the Celestial is in your Victory Pile. You can use multiple Celestial Boons, even multiple copies of the same one.

Contest of Champions

The Grandmaster and the Elders of the Universe are literally immortal. To them, mortals are merely playthings. This is shown with the new Contest of Champions keyword. Some Villains and Masterminds say things like "Ambush: Contest of Champions (Strength)." When this happens:

  • Each player in turn reveals a single card, either from their hand, or that they played this turn, or the top card of their deck. That player announces their "Contest Score," which is that card's printed cost, doubled if it's a Strength card.
  • You must choose carefully whether to use the best score you have from your hand, or to take a risk by trying the top card of your deck instead.
  • After all players have announced their Contest Score, then Evil tries to win the contest. Reveal the top two cards of the Hero Deck, and Evil uses whichever card gives the highest Contest Score (taking account of any doubling). Again, this is the card's printed cost, doubled if it's a Strength card. Then put both those cards on the bottom of the Hero Deck.
  • Whichever score is highest (or tied for highest) "wins" the contest. Everyone else "loses."
  • For example, in a 3-player game, say Alana's score is 6, Piper's score is 6, Melody's score is 4, and Evil's score is 6. Then Alana, Piper, and the Mastermind all win the contest, and Melody loses the contest.
  • The card lists outcomes for winning & losing.
  • A few cards reveal a Hero card and use its colors for a contest. This can create contests that are multicolor, such as "Contest of Champions (Covert and Cosmic)." In this case, any card that includes either Covert or Cosmic will match the contest and have its score doubled. (A card that's both Covert and Cosmic won't be quadrupled.)
  • Some contests say that Evil reveals 4 or 6 cards from the Hero Deck. Evil's Contest Score is still the highest-scoring single card.

Cosmic Threat

Some cosmic Villains use the Cosmic Threat keyword, returning all the way from Legendary: Fantastic Four in 2013. Villains with this keyword have incredibly high Attack values with a special vulnerability. If an enemy has Cosmic Threat (Cosmic), that means: "Once per turn, for each Cosmic card you reveal, this Enemy gets -3 Attack this turn."

  • For example, The Shaper of Worlds has "Cosmic Threat (Cosmic)" and 10* Attack. If you reveal two Cosmic cards, he gets -6 Attack this turn, so he has 4 Attack left. If you reveal four Cosmic cards, he gets -12 Attack this turn, so he has 0 Attack, and you can fight him without spending any Attack.
  • The Celestials say things like "Cosmic Threat (Strength) or (Instinct)." You can choose to use either Strength or Instinct cards for its Cosmic Threat in a single turn, but you can't use both to reduce its Attack.
  • If you try to fight a Mastermind with Cosmic Threat a second time in the same turn, it will return to its full Attack, and you cannot use any Cosmic Threat abilities against it in additional fights that turn.
  • You can use the same Cosmic cards to reduce the Attack of different "Cosmic Threat (Cosmic)" Villains in one turn.

Game Contents

Rules insert and 200 cards:

  • 9 New Heroes of 14 cards each (Each Hero has 1 rare, 3 uncommons, 5 of one common, and 5 of another common)
  • 4 New Villain Groups of 8 cards each
  • 2 New Henchman Groups of 10 cards each
  • 3 New Double-Sided Epic Masterminds (Each has 1 Mastermind card and 4 Mastermind Tactic cards)
  • 4 New Schemes
  • 3 New Special Bystanders (1 copy each)
  • 18 Shard tokens