Legendary: A Marvel Deck Building Game – Weapon X
Legendary: A Marvel Deck Building Game – Weapon X Rulebook
Table of Contents
Table of Contents
Berserk Heroes
This keyword represents Weapon X, Marrow, and Weapon H going into berserker rages of unpredictable violence. It appeared in Legendary®: X-Men in 2017.
- "Berserk" on a Hero means "Discard the top card of your deck. You get +Attack equal to the discarded card's printed Attack."
- Some cards have Berserk multiple times, like "Berserk, Berserk, Berserk." In this case, just do the Berserk effect multiple times, once at a time. So you discard three cards in a row, getting each of their printed Attack.
- Building a deck with high printed Attack can increase the chance that your Berserk cards will be explosively powerful. You can also use special abilities to set up the top cards of your deck to have a higher Attack value before you play a card with Berserk.
Berserk Enemies
As a new twist, this set also includes unpredictable Enemies with Berserk. When they face stronger Heroes, they become even more enraged and violent.
- When you try to fight an Enemy that has Berserk, discard the top card of your deck. That Enemy gets +Attack equal to the discarded card's printed Attack.
- If you have at least as many Attack points as the Enemy's improved Attack, spend that many Attack and defeat the Enemy as normal.
- If you don't have enough Attack points, then you don't defeat this Enemy, you lose all your Attack points, and you can't fight anymore this turn. You can still play cards and recruit. Don't use that Enemy's "Fight" effect. (Also don't use any "When you fight" or "When you defeat" effects. You can't use the "if you don't fight…" Healing ability on normal Wounds.)
- If an Enemy says Berserk multiple times, do the Berserk effect that many times, giving all of that Attack.
- Once you start to fight an Enemy, you can't play any more cards until after that fight is complete. Remember to generate all the Attack you can before you fight them!
- Look for ways to set up the top cards of your deck to have low or no Attack before you fight a Berserk Enemy.
Fail
Some Berserk Enemies say "Fail: You gain a Wound."
- Do the "Fail" effect if you try to fight that Enemy but the Berserk Attack bonus causes you to fail.
- You can't try to fight an Enemy unless you have enough points to match its printed Attack.
Weapon X Sequence
The lethal success of the Weapon Plus program comes from their relentless iteration on the science of death. From Weapon XII to Weapon XIII to Weapon XV, each of their sequence of killers is more deadly than the last.
- On a Hero, "Weapon X Sequence" means "you get +Attack equal to the longest sequence of different printed cost numbers on your cards."
- "Your cards" includes both cards you've played this turn and cards in your hand, so you can count both.
- For example, say your cards have the costs 0,4,2,7,3,3. Then each time you played a card with the Weapon X Sequence ability, you would get +3 Attack, since your longest sequence of different cost numbers is 2-3-4.
- Each number in the sequence must be one higher than the previous number. Your sequence can start with any number, including 0. You can't skip any number in the sequence. Having duplicates of the same cost doesn't help. If your costs are 0,0,0,4,4,6, then your longest sequence is 1 and you would get +1 Attack.
- After you play a Weapon X Sequence card, if you draw more cards later in the turn that would have extended your sequence, it's too late to go back and get more Attack from the Weapon X Sequence you already played.
- "Doubled Weapon X Sequence" means double the bonus.
- Build your deck carefully to get long sequences!
Enemies with Weapon X Sequence
- On Enemies, Weapon X Sequence means "This Enemy gets +Attack equal to the longest sequence of different printed cost numbers among cards in the HQ."
- For example, say the Heroes in the HQ have printed costs 4,7,5,3,2. Then Weapon X Sequence gives an Enemy +4 Attack (for the sequence 2-3-4-5).
- It doesn't matter which HQ spaces those cards are in or if any of them are physically in any particular order.
- One clever move is to recruit a Hero from the HQ at the right time, disrupting an Enemy's Weapon X Sequence before you fight them. Take the above example where Heroes in the HQ have printed costs 4,7,5,3,2. If you recruit the 3-cost Hero and it gets replaced with a 5-cost Hero, you've reduced the Enemy's Weapon X Sequence bonus from +4 to +2 Attack.
"Printed Attack" and "Printed Cost"
Remember: a card's "printed Attack" or "printed cost" means the number literally printed inside the card's big Attack or [gold circle icon]. Ignore any + or * symbols or special abilities that would modify that number. So if a card's Attack icon says 2 or 2+ or 2*, its "printed Attack" is 2. Cards with cost 3 or 3* both have the same printed cost: 3.
- So, for Weapon X Sequence, if your cards cost 3, 3, 0, 5, 4 [gold circle icon], and 6, your Weapon X Sequence gives +4 Attack.
Enraging Wounds
Weapon Plus scientists inflicted excruciating torments on Weapon X and Weapon H that ignited their destructive rage for revenge. Other Marvel Heroes also find the courage to fight more fiercely as they get hit. To represent this, this set comes with 10 new "Enraging Wounds." They give you bursts of power while requiring new ways to heal them.
- Shuffle all 10 new Enraging Wounds into the Wound Deck face down, mixed with the normal Wounds you have, so that you have at least 40 total Wounds. Also include any other special Wounds you have, like the Grievous Wounds from Legendary®: Civil War.
- You can play Enraging Wounds from your hand during your turn, giving Recruit, Attack, and/or other special effects.
- Each Enraging Wound has its own unique "Healing" ability like "Healing: When you defeat a Henchman this turn, you may KO this Wound." You can use this Healing ability during your turn, either after you've played the Enraging Wound or while it's still in your hand.
- Unlike the Healing ability on normal Wounds, the KO abilities on Enraging Wounds don't prevent you from recruiting and fighting that turn.
- Enraging Wounds still count as Wounds for all card effects. They cost 0. You can't recruit them. They're not Heroes. If you use a normal Wound's Healing ability to "…KO all the Wounds from your hand", that will KO all Enraging Wounds from your hand too, but it won't KO any Wounds you played since they're not in your hand.
- Some sets put Wounds on Enemies. Ignore Enraging Wounds' Attack numbers & text while they're on Enemies.
- Enraging Wounds offer extra bonuses, but they can't always be healed as easily as normal Wounds. They also increase the total number of Wounds a group can suffer during a game. So they are both helpful and harmful.
Game Contents
Rules insert and 100 cards:
- 4 New Heroes of 14 cards each (Each Hero has 1 rare, 3 uncommons, 5 of one common, and 5 of another common)
- 2 New Villain Groups of 8 cards each
- 3 New Double-Sided Epic Masterminds (Each has 1 Mastermind card and 4 Mastermind Tactic cards)
- 10 different Enraging Wounds
- 3 New Schemes