A Marvel Deck Building Game

© MARVEL. Overview abilities. You use the Attack you generated to Welcome to Legendary ™ : A Marvel Deck- defeat Adversaries. You spend Recruit Points to Building Game! In this game, you’ll lead Marvel recruit more powerful Allies, storing them in your Super Villains like , and Dr. Octopus discard pile. to smash Super and dominate the ! The only thing in your way is the game Whenever your deck runs out of cards, you shuffle itself fighting back against you, with powerful your discard pile to make a new deck, including all Commanders like Nick and leading the new Allies you recruited. This way your deck gets terrifying adversaries like , and ! stronger and stronger over time. Build up enough Attack and you can defeat the powerful Commander of the forces of Good! But be careful: if the players If You Have Played Previous Marvel don’t defeat the Commander quickly enough, then Legendary Sets the Commander will complete their Plot and win This set uses the same fundamental rules as other the game for the forces of Good, causing all the Marvel Legendary ™ sets, but with a sinister twist: Villainous players to lose! The players are now evil Villains working to smash the forces of Good! How to Win • This set is fully compatible with previous Marvel Players must work together to defeat the game’s Legendary ™ sets. The sets are designed so that Commander four times. If they do, then the you can mix and Heroic sets and Villainous Commander is beaten once and for all, and all the sets freely and there are cool combos between players win the game for the forces of Evil! them. This Villainous set is also optimized to be played by itself as a standalone game. See pages In addition, defeating Adversaries and kidnapping 20-21 for the new terminology in this set and how Bystanders earns each player Victory Points. If the to combine it with other Marvel Legendary ™ sets. players win a group victory, then the player with the • Instead of S.H.I.E.L.D. Officers, you can now most Victory Points is the most Legendary Villain of recruit Madame and New Recruits, which all and also wins an individual victory! work differently than S.H.I.E.L.D. Officers. See pages 14-15 for details. • This set includes four new Keyword Abilities: How the Game’s Commander Wins Demolish, Dodge, Elusive, and X-Treme Attack. Unlike other games, in Legendary ™, the game See pages 13-14 for details. itself fights back against the players! The • Instead of Wounds, this set features Bindings, Commander of the forces of Good, like which work differently. See page 15 for details. or Professor X, isn’t played by a player. Instead, the game itself plays the part of the Commander. The Commander works to accomplish a specific Game Summary Plot against Evil throughout the game. Each game In this game for 1-5 players, each player starts you play uses a different Plot card. Every Plot card with their own deck of basic “Ally” cards. At the has a part that says “Good Wins:”, which tells you start of your turn, you play the top card of the how the Commander completes their Plot. If the Deck, showing how Heroic Adversaries Plot is completed, then the Commander wins the enter the city, guard Bystanders, and create special game for Good and all the players lose! events. Then you play Ally cards from your hand to generate Attack, Recruit Points, and special 1 Your First Game Challenge Mode Effect For your first game, follow the setup rules on the Add an extra Plot Twist to the Fiend Mode following page, using the specific card stacks Adversary Deck. listed there instead of choosing card stacks at Add two extra Plot Twists to the Arch-Villain Mode . After your first game, every game of Adversary Deck. Add three extra Plot Twists to the Legendary ™ uses different Allies, Adversaries, Legendary Mode Commanders and Plots, so there are always Adversary Deck. new challenges to master and new combinations Distracted Commander The Commander gets -1 . to explore. Determined Commander The Commander gets +1 . Once you have a few games under your belt and Enraged Commander are comfortable with how Legendary ™ plays, try The Commander gets +2 . out these different modes to make the game fit Devastating your play style: Commander The Commander gets +3 .

Supreme Commander The Commander gets +4 . All-Powerful Commander The Commander gets +5 . Each player’s hand size is five cards Hand of Fate instead of six. Prison Break 1, 2, 3, 4, At the beginning of the game, each 5, or 6 player gains that many Bindings. Each time the Commander is Growing Threat defeated, it gets +1 for the rest of the game..

Army of Glory 1, 2, 3, 4, or 5 Each Adversary gets + equal to that number. Whenever you complete a Plot Endless Spite Twist, also play the Commander’s Command Strike ability. Whenever an Ally you own is KO’d, Imprison the Wounded you gain a Bindings. After you defeat the Commander’s four Tactics, you must still fight Final Blow them a fifth time to claim the actual Commander card and win. Whenever you complete a Plot Twist, Plots upon Plots play another card from the Adversary Deck. Whenever you complete a Command Pain upon Pain Strike, play another card from the Adversary Deck. Play two cards from the Adversary Crackdown Deck each turn instead of one. 2 Your First Game - Cards to Use Commander: Dr. Strange Plot: Graduation at Xavier’s X-Academy Allies: 1 player: Dr. Octopus, , 2-4 players: Also add Green , 5 players: Also add Adversary Groups for the Adversary Deck: 1 player: , Cops (for 1 player, only use 3 Cop cards). 2 players: Also add (for 2+ players, use all 10 Cop cards). 3 players: Also add Uncanny . 4 players: Also add Asgardian Warriors. 5 players: Also add X-Men First-Class.

3 KO Pile

4 • 30 Bystanders Game Setup • 3 Engineers Player Decks • 3 Computer Hackers Give each player their own personal 12-card deck, • 3 Public Speakers made of these cards: • 2 Rock Stars • 8 HYDRA Operatives computer hacker HYDRA SOLDIER public speaker • 4 HYDRA Soldiers A L LY engineer HYDRA SOLDIER HYDRAA LSOLDIER LY A L LY HYDRAHYDRA OPERATIVE OPERATIVE HYDRA OPERATIVEA L LY HYDRAA LSOLDIER LY A L LY HYDRAA L LY OPERATIVE HYDRA OPERATIVEA L LY A L LY HYDRA OPERATIVE A L LY A L LY HYDRA OPERATIVE rock star HYDRA OPERATIVE 1 A L LY 1 BYSTANDER1 BYSTANDER

© MARVEL. When you kidnap this Bystander, you

© MARVEL. ©2014 UDC. VILLAINS. BYSTANDER When you kidnap this Bystander,get draw an extra card when you draw a +1 ©2014 UDC. VILLAINS. BYSTANDER , KO it. new hand of cards at the end . 1 When you kidnap this Bystander, kidnap When you kidnap this Bystander,© MARVEL. ©2014 reveal UDC. VILLAINS. of this turn. the top card of your deck. If that another Bystander. 1 card costs 0 ©2014 UDC. VILLAINS. 1 1 0 © MARVEL. 1 1 © MARVEL. ©2014 UDC. VILLAINS. BYSTANDER 1 1 0 1 0 © MARVEL. ©2014© MARVEL. UDC. ©2014 VILLAINS. UDC. VILLAINS. 0 1 1 0 ©2014 UDC. VILLAINS. 1 1 0 1 © MARVEL. © MARVEL. ©2014 UDC. VILLAINS. © MARVEL. ©2014 UDC. VILLAINS. 0 © MARVEL. ©2014 UDC. VILLAINS. 0 © MARVEL. ©2014 UDC. VILLAINS. 0 © MARVEL. ©2014 UDC. VILLAINS. © MARVEL. ©2014 UDC. VILLAINS. 0 © MARVEL.© MARVEL.©2014 ©2014UDC. VILLAINS. UDC. VILLAINS.

© MARVEL. ©2014 UDC. VILLAINS. 0 0 Commander and Plot • Pick 1 Commander at random. Put the Game Stacks Commander card faceup on the Commander Put these stacks of cards faceup on their spaces space on the board. Take the 4 Commander on the board. Use all the cards of each type: Tactic cards that match the Commander you • 12 selected. Put them underneath the Commander Card Number: VIL116 Card Name: • 15 New Recruits card, facedown in random order. Device Card Number: VIL117Character Name / Card Name: MentalSubtitle: Commander • 30 Bindings Dominance Tactic - Professor X Character Name / CommanderMental Ta Do Professor X Subtitle: CommanderiC - Professor X Commander MightiestT MutantCT Mind Card Number: VIL115 TacticCommander - Professor Ta X Commander Ta MADAME HYDRA NEW RECRUITS CT Minance A L LY Card Name: Professor iC - ProfessorCerebro X Devi Card Number: VIL118 X - Professor X Card Name: Mightiestimprisonmen iC Character Name / CT CT Mind Thic Subtitle: Commander iC Character Name / - Professor X C Subtitle:Telepa CommanderCommander Ta e Tactic - Professor X

Fight: Reveal6 the top three cards6 of the Adversary Deck. Play any Adversaries you revealed that have “X-Treme Attack”. Fight:Put Stack the rest the back top in random three order. cards of the Ally Deck next to Professor XAlly in orrandom order as 6 “Telepathic Pawns.” Ally or Card Number: VIL119 Fight: Each other player reveals a Card Name: Telepathic stacks a non-grey Ally from their hand next to 6 Always Leads: X-Men First Class Professor X as a “Telepathic Pawn.” 8 Command Strike: Choose the two highest-cost Allies in the Imprisonment © MARVEL. ©2014 UDC. VILLAINS. 8 2 Lair. Stack them next to Professor X as “Telepathic Pawns.” Dodge Return this card to the New Recruit Character Name / © MARVEL. ©2014 UDC. VILLAINS. Professor X gets +1 for each Ally stacked © MARVEL. ©2014 UDC. VILLAINS. 6 To play this card, you must discard Stack. Draw a card. (You still get this BINDINGS next to him. Players can recruit the top Ally in Subtitle: Commander a card from your hand. New Recruit’s .) the stack next to Professor X. Fight: Each other player reveals a Betrayal: If you don’t recruit any Allies or defeat + Tactic - Professor X gains a Bindings. 8 8 © MARVEL. ©2014 UDC. VILLAINS. 1 any Adversaries or Commanders on your turn, © MARVEL. ©2014 UDC. VILLAINS. you may KO a Bindings from your hand. If 8 3 2 you do, the player to your right gains all “I hate that dorky looking helmet!” © MARVEL. ©2014 UDC. VILLAINS. © MARVEL. ©2014 UDC. VILLAINS. © MARVEL. ©2014 UDC. VILLAINS. the other Bindings from your hand.

• Pick 1 Plot card at random. Put it faceup on the Plot space on the board. Each Plot card has a “Setup” section. Follow the setup instructions for that Plot now. A Plot card’s “Setup” section Bystander Deck always tells you how many “Plot Twist” cards to Shuffle all 5 types of Bystanders together into put into the Adversary Deck. Put that many Plot a face Bystander Deck of 41 cards in the Twist cards onto the Adversary Deck space to start Bystander Deck space on the board. There are the Adversary Deck. Many Plots also have unique regular Bystanders and special Bystanders in the special rules. 5 same deck: Name Graduation at Xavier’s Card Number: VIL125 X-academy Card Name: Gradua- Backup Adversaries. Be sure to include tion at Xavier’s X-Acad- emy that group as one of the groups you add to the Character Name / Subtitle: Adversary Deck. Each Adversary card shows its Adversary Group under its card name. Card Type • Pick the other Adversary Groups at random. PLOTPLOT TWIST TWIST PLOT PLOTPLOT TWIST TWIST • For each Adversary Group you pick, add all 8 Setup: 8 Twists. Stack 8 Bystanders next to this Plot © MARVEL.PLOT PLOT TWIST TWIST © MARVEL.©2014 UDC. VILLAINS. Card Number: VIL072 as “Young Mutants.” © MARVEL. ©2014PLOT©2014 UDC. UDC. VILLAINS. VILLAINS.PLOT TWIST TWIST Twist: Put a Bystander from next to this Plot into the © MARVEL. Card Number: VIL073 Card Name: © MARVEL. ©2014 UDC. VILLAINS. Adversary cards from that Adversary Group to Overrun Pile. ©2014 UDC. VILLAINS. Card Name: Character Name / Good Wins: When there are 8 Bystanders in the ©2014 UDC. VILLAINS. © MARVEL. Overrun Pile. ©2014 UDC. VILLAINS. ©2014 UDC. VILLAINS. Subtitle: Adversary - X- © MARVEL. Character Name / © MARVEL. ©2014 UDC. VILLAINS. Special Ability © MARVEL. the deck. Men First Class Subtitle: Adversary - X- Card Number: VIL071 AdvssMen ers FirstCy ClassClops A CyClopsAssry - X-Men First Cl Card Name: A Ass A Adv ers Card Number: VIL071 AdvCy ersClopsAry - X-Men First ClAss ss Jean Grey Character Name / BeastAry - X-Men First Cl Ary - X-Men First Cl Card Name: Cyclops Adv ersAss Adv ers Adversary Deck Subtitle: AdversaryAngelA -ry X- - X-Men First Cl Character Name Adv/ ry ers - X-Men First Cl Men First ClassA A Card Number:Subtitle: AdversaryVIL071 - X- ry Iceman- X-Men First Cl • Add 5 Command Strike cards to the Adversary Deck. Ass Card Name:Men First Cyclops ClassAdvAngel ers Character Name / ry - X-Men First Cl A Card Subtitle:Number: Adversary VIL070 - X- Card Name: Men First ClassAdv ers 2 A Character Name / ss 2 Subtitle: Adversary - X- 3 Card MenNumber: First VIL069 Class 4 X-Treme Attack X-Treme4 Attack 4 Card Name: Angel Fight: Draw a card for each Ambush: Jean Grey guardsthis aturn. Bystander for each X-Treme Attack Adversary in the +city with X-Treme Attack Character Name / To fight Cyclops, you must also discard a card. X-Treme Attack (including Jean)4 + Subtitle: Adversary - X- Overrun: Each player reveals a Fight: You get +1 To fight Cyclops, you must also discard a card. © MARVEL. ©2014 UDC. VILLAINS. or discards a card. you kidnapped Ally 4 this turn. Men First Class X-TremeOverrun: Attack Each player reveals a Ally Ally + . 4 Adversary © MARVEL. ©2014 UDC. VILLAINS. ToorX-Treme fight discards Cyclops,Attack a card. you must also discard a card. Card Number: VIL069 X-Treme Attack 5 Overrun:Fight: KO Each one playerof your reveals Allies. KO + for each Bystander © MARVEL.Fight: ©2014 Draw UDC. VILLAINS. two cards, then discard a card. Card Name: Angel or anotherdiscards of ayour card. Allies if there are any 6 + 66+ Group © MARVEL. ©2014 UDC. VILLAINS. Ally you played Character Name / other Adversaries in the city with 3 X-Treme Attack. X-Treme Attack Subtitle: Adversary - X- © MARVEL. ©2014 UDC. VILLAINS. Fight: Draw two cards, then discard a card. Men First Class © MARVEL. ©2014 UDC.© VILLAINS. MARVEL. ©2014 UDC. VILLAINS. 6+ COMMAND STRIKE COMMAND STRIKE 5 COMMAND STRIKE © MARVEL. ©2014 UDC. VILLAINS. + COMMAND© MARVEL. STRIKE COMMAND©2014 UDC. VILLAINS. STRIKE

© MARVEL. ©2014 UDC. VILLAINS.

©2014 UDC. VILLAINS. © MARVEL. ©2014 UDC. VILLAINS. © MARVEL. ©2014 UDC. VILLAINS. © MARVEL. To Add Backup Adversaries: • Pick the listed number of Backup Adversaries • Now add Adversary Groups to the Adversary at random. Backup Adversaries are weaker Deck. An “Adversary Group” is a group of eight Adversaries where each group has 10 identical Adversary cards that work together, like “X-Men cards. Add those cards to the Adversary Deck. First Class” or “Marvel Knights.” The more players you have in the game, the more Adversary cops BACKUP cops cops BACKUPAdv ers Ary Groups you use, as shown in this table: rycopsBACKUPAry AAdvry ers AryBACKUPAdv ers A Adv ers copsBACKUPA copsdv ers ry cops BACKUPA Adv ers copsAdv ers A BACKUP A dv ers ry ry BACKUP A Ary BACKUP cops Number of Adversary Backup dv ers copsA A Players Groups Adversaries Bystanders dv ers A BACKUP ry 1

1 1 1 *(3 cards) 1 1 1 1 1 1 Fight: Gain a New Recruit.Fight: Gain a New Recruit. 2 2 1 2 Fight:Fight:Fight: Gain Gain Gain a Newa aNew New Recruit. Recruit. Recruit. 1 © MARVEL. 3 Fight: Gain a New Recruit. ©2014 UDC. VILLAINS. 1 Fight:© MARVEL. Gain a New Recruit. 3 Fight: ©2014Fight:Gain UDC. VILLAINS.aGain New a NewRecruit. Recruit. 1 © MARVEL. © MARVEL.©2014 UDC. VILLAINS. 3 ©2014 UDC. VILLAINS. 3 3 1 8 © MARVEL. ©2014 UDC. VILLAINS. 33 © MARVEL. ©2014 UDC. VILLAINS.Fight: Gain a New Recruit. 3 1 ©2014 UDC. VILLAINS. © MARVEL. ©2014 UDC. VILLAINS. ©2014 UDC. VILLAINS. 33 © MARVEL. 4 3 2 8 © MARVEL. 3 ©2014 UDC. VILLAINS.

© MARVEL. 5 4 2 12 *(1-player play uses only 3 cards from Backup To Add Bystanders: Adversaries instead of all 10 cards. For important details • Check the table on the left to see how many about solo play, see pages 19-20.) Bystander cards to add to the Adversary Deck. Add cards at random from the To Add Adversary Groups: facedown Bystander Deck, so you might add • Each Commander card says that the Commander any combination of regular Bystanders and “Always Leads” a particular Adversary Group or Special Bystanders. 6 Ally Deck Step 1) Play the Top Card of the There are fifteen different Allies in the game. There Adversary Deck are fourteen cards for each of these Allies. Make At the beginning of your turn, reveal the top card the Ally Deck this way: of the Adversary Deck and play that card. What • Pick 5 Allies at random. For each of those Allies, you do with that card depends on what kind of add all 14 cards for that Ally to the Deck. card it is. There are four kinds of cards in the That’s 70 cards total. Adversary Deck: Adversaries, Bystanders, Plot •If you are playing with 5 players, add a 6th Ally. Card Number: VIL002 Twists, and Command Strikes. Card Name: Crazed Experiments Character Name / Devour Card Number: VIL003 Eighth t y Venom Subtitle: Dr. Octopus imE’s a Charm Shockingctro RobbeR Card Number: VIL022 Card Name: Eighth Dr.Crazed Oct ElE Card Number: VIL021 Opus If the Adversary Deck Card Is an Adversary: Card Name: Devour Horrify tHe PoPulace takeoverTime’s a Charm Brilliant research Anti-MAtter Card Name: Symbiote Venomeed Venom Dr. OctOpus Dr. OctexperimentsCard Number: VIL006 CardCharacter Number: Name VIL023 / Ravenous GR Card Number: VIL001 Card Number: VIL008 Takeover Venom Character Name / O Card Name: Shocking CardSubtitle: Name: Venom Horrify Card Name: Brilliant Cardpus Name: Anti- That Adversary enters the city! Here are the Character Name / Subtitle: Dr. Octopus Robbery Card Number:the Populace VIL024 Research Matter Subtitle: Venom Character Name / Card Name:Character Ravenous Name / Character Name / Character Name / Subtitle: Electro different parts of an Adversary card: Greed Subtitle: Venom Subtitle: Dr. Octopus Subtitle: Electro Character Name / Subtitle: Venom Adversary Card

You may KO a Bystander from your Draw a card. If this is the eighth card you played this Dodge Victory Pile. If you do, you get +2 . usable only against Name turn, you get +2 You get +3 2 2 . : Kidnap a Bystander. 2 All AdversariesAdversaries and the in the Bank. +3 2+Each Adversary with 4 or more “It4 worked!+ :Hahahahaha!” When you draw a new hand of : Instead you may get Feeding Time! Ally or KOs a Commander get -1 this turn. guards a Bystander. cardsIf at firstat the you end don’t of succeed… this turn, draw 0+ usable only against 3 0+ Each other player reveals an 4 : Same effect. © MARVEL. ©2014 UDC. VILLAINS. an extra card. the Commander. Adv ersAry - Avengers Bystander from their Victory Pile. © MARVEL. ©2014 UDC. VILLAINS. 4: Kidnap all Bystanders“Where that do you think you’re going?” © MARVEL. ©2014 UDC. VILLAINS.© MARVEL. ©2014 UDC. VILLAINS. 6 4 Card Number: VIL081 were KO’d this turn. Then you get 7 6 3 © MARVEL. ©2014 UDC. VILLAINS. for each Bystander you © MARVEL. ©2014 UDC. VILLAINS. 5 +1 © MARVEL. ©2014 UDC. VILLAINS. 7 3 © MARVEL. ©2014 UDC. VILLAINS. Card Name: Iron Man Card Type & kidnapped this turn. 5 © MARVEL. ©2014 UDC. VILLAINS. Character Name / Adversary Group Subtitle: Adversary - Avengers Starting the Game • Shuffle the Adversary Deck. Put it face-down on the Adversaries space. 5 Victory Points

• Shuffle the Ally Deck. Put it face-down on the Special Ability Ambush: Each player reveals a Ally or gains a Bindings. Fight: Same effect. Allies space. Flip 5 cards from the Ally Deck Overrun: Demolish each player. faceup into the 5 Ally Spaces in the Lair. 7 Attack: You must © MARVEL. ©2014 UDC. VILLAINS. spend this much • Each player shuffles their own personal deck attack to defeat and draws a hand of 6 cards from it. this Adversary. • Choose a player to go first. Players take turns in clockwise order. To have the Adversary invade the city, here’s what On Your Turn: you do: On your turn, you do 3 things: 1. Play the top card of the Adversary Deck. Adversary Enters the City 2. Play cards from your hand, using them to Move the new Adversary into the city space recruit and fight. closest to the Adversary Deck. That city space 3. Discard your hand and draw 6 new cards. is labeled “Bridge”. (Adversaries in the city are always faceup.)

Wolverine Card Number: VIL087 Adv ersAry - UncAnny Avengers Card Name: Wolverine Character Name / Subtitle: Adversary - Uncanny Avengers

5

X-Treme Attack Wolverine gets +1 for each card you’ve drawn this turn. Overrun: Each player reveals an Ally or gains a Bindings. Then shuffle Wolverine back into the Adversary deck. 7+ 7 © MARVEL. ©2014 UDC. VILLAINS. Push Other Adversaries Forward if Necessary Each of the 5 city spaces can only hold one Adversary. Whenever an Adversary enters a city space, if there’s already another Adversary there, that existing Adversary gets pushed one space to make room. So a single Adversary entering the city sometimes causes a chain reaction of several Adversaries getting pushed forward. • Remember: Only push an Adversary forward if it needs to move to make room for another Adversary entering that space.

Beast Wolverine Was p Adv ersAry - X-Men First ClAss Adv ersAry - UncAnny Avengers Adv ersAry - Avengers Hulk Card Number: VIL070 Card Number: VIL087 Card Number: VIL083 Card Number: VIL080 Adv ersAry - Avengers Card Name: Beast Card Name: Wolverine Card Name: Card Name: Hulk

Character Name / Character Name / 1 Character Name / Character Name /

Subtitle: Adversary - X- Subtitle: Adversary - Subtitle: Adversary - Subtitle: Adversary -

Men First Class Uncanny Avengers Avengers Avengers

of this turn. this of

new hand of cards at the end the at cards of hand new an extra card when you draw a draw you when card extra an

3 draw Bystander, this kidnap you When 5 4 6

BYSTANDER ©2014 UDC. VILLAINS. UDC. ©2014

X-Treme Attack X-Treme Attack Elusive 7 Ambush: Demolish each player twice. computer hacker computer Fight: KO one of your Allies. Then KO Wolverine gets +1 for each card you’ve MARVEL. © Fight: Same effect. another of your Allies if there are any drawn this turn. Overrun: Same effect. other Adversaries in the city with Overrun: Each player reveals an X-Treme Attack. Ally or gains a Bindings. Then shuffle “HI! I’ the Wasp! And you’ve just been STUNG!” 5+ Wolverine back into the Adversary deck. 7+ 1 © MARVEL. ©2014 UDC. VILLAINS. © MARVEL. ©2014 UDC. VILLAINS. © MARVEL. ©2014 UDC. VILLAINS. 8 * © MARVEL. ©2014 UDC. VILLAINS.

An Adversary Might Overrun If an Adversary gets pushed off the final, fifth city space, then that Adversary “overruns” the city and goes into the Overrun pile on the game board, faceup. When an Adversary overruns through the Sewers and smashes through the Adversaries’ Lair, here’s what happens, in this order:

• The overrunning Adversary KO’s an Ally that costs 6 or less from the Lair. (KO stands for “knocked out.”) The player whose turn it is chooses which of those Allies gets KO’d. Put that Ally into a “KO Wolverine pile” to the side of the game board, faceup. Immediately flip a new Ally fromAdv the ers AllyAry Deck, - Unc Afaceup,nny Avengers to fill the empty space in the Lair. Card Number: VIL087 • If the overrunning Adversary was guarding any Bystanders,Card Name: then Wolverine each player must discard a card from their hand as a penalty for failing to kidnap theCharacter Bystanders. Name After / all, what kinds of Super Villain lets innocent Bystanders get rescued and carried awaySubtitle: by AdversaryAdversaries? - Each player only discards one card, no matter how many Bystanders were carried away by that Adversary. Put those Bystanders in the Overrun pile. Uncanny Avengers • If the overrunning Adversary has an “Overrun” effect on its card, do what it says.

5

X-Treme Attack Wolverine gets +1 for each card you’ve drawn this turn. Wolverine Was p Hulk Angel Card Number: VIL087 Adv ersAry - UncCardAnny Number: Avengers VIL083 Adv ersACardry - Avengers Number: VIL080 Adv ersAryCard - Avengers Number: VIL077 Adv ersAry -Card UncA Number:nny X-Men VIL069 Adv ersAry - X-Men First ClAss Overrun: Each player reveals an Card Name: Wolverine Card Name: Wasp Card Name: Hulk Card Name: Storm Card Name: Angel Character Name / Character Name / Character Name / Character Name / Character Name / Ally or gains a Bindings. Then shuffle Subtitle: Adversary - Subtitle: Adversary - Subtitle: Adversary - Subtitle: Adversary - Subtitle: Adversary - X- Uncanny Avengers Avengers Avengers Uncanny X-Men Men First Class Wolverine back into the Adversary deck. + Card Number: VIL075 Adv ersAry - UncAnny X-Men 7 Card Name: Night- © MARVEL. ©2014 UDC. VILLAINS. crawler Character Name / Subtitle: Adversary - 5 4 6 2 Uncanny X-Men 2

X-Treme Attack Elusive 7 Ambush: Demolish each player twice. X-Treme Attack X-Treme Attack Overrun Wolverine gets +1 for each card you’ve Fight: Same effect. Ambush: (After Storm enters the city). Move Fight: Draw two cards, then discard a card. drawn this turn. Overrun: Same effect. Storm to the Rooftops. If another Overrun: Each player reveals an Adversary is already there, swap them. Ally or gains a Bindings. Then shuffle “HI! I’m the Wasp! And you’ve just been STUNG!” Fight: If you fight Storm on the Rooftops, Wolverine back into the Adversary deck. 7+ 1 8 each other player gains a Bindings. 4+ 4+ 2 Effect © MARVEL. ©2014 UDC. VILLAINS. © MARVEL. ©2014 UDC. VILLAINS. * © MARVEL. ©2014 UDC. VILLAINS. © MARVEL. ©2014 UDC. VILLAINS. © MARVEL. ©2014 UDC. VILLAINS.

X-Treme Attack Fight: Choose an Ally you played this turn. When you draw a new hand of cards at the 8 end of this turn, add that Ally to your new hand as an extra card. 4+ © MARVEL. ©2014 UDC. VILLAINS. H av o k Card Number: VIL084 Adv ersAry - UncAnny Avengers Card Name: Character Name / Subtitle: Adversary - Uncanny Avengers

New Adversary Might Have an Ambush If the new Adversary entering the city has an “Ambush” H av o k Card Number: VIL084 Adv ersAry - UncAnny Avengers effect on its card, do what it says now. Card Name: Havok • Remember: if an Adversary overran when this newCharacter Name / Subtitle: Adversary - 2 Adversary appeared, handle all the Overrun effectsUncanny Avengers for the overrunning Adversary before handling any X-Treme Attack Ambush effect for the new Adversary. Ambush: Each player who does not reveal a Ally discards two cards, then 2 draws a card. X-Treme Attack + Ambush: Each player who does not reveal a Ambush Effect 4 Ally discards two cards, then © MARVEL. ©2014 UDC. VILLAINS. draws a card. 4+ © MARVEL. ©2014 UDC. VILLAINS. If the Adversary Deck Card Is a Bystander: This innocent Bystander is guarded by an Adversary, who will try to escort the Bystander safely out of the city. Put the Bystander under the Adversary in the city space that’s closest to the Adversary Deck. If there are no Adversaries in the city, then the Bystander is guarded by the Commander. Make sure the Bystander pokes out a bit Victory Points so players can see it. 1 • Whenever an Adversary with one or more Bystanders moves to a new city space, those Bystanders all go with BYSTANDER that Adversary. © MARVEL. ©2014 UDC. VILLAINS. • It’s up to the Villainous players to kidnap that Bystander! When an Adversary or Commander with Bystanders is defeated by a player, that player kidnaps those

Wolverine Bystanders and puts them into that player’s personal Card Number: VIL087 Adv ersAry - UncAnny Avengers Card Name: Wolverine Character Name / face up Victory Pile. Each Bystander is worth 1 Victory Subtitle: Adversary - Point, so the more Bystanders you kidnap, the more Uncanny Avengers Victory Points you earn. 1 5 1 X-Treme Attack BYSTANDER Wolverine gets +1 for each card you’ve drawn this turn. BYSTANDER Overrun: Each player reveals an

Ally or gains a Bindings.© MARVEL. ©2014 UDC. Then VILLAINS. shuffle Wolverine back into the Adversary deck. 7+ © MARVEL. ©2014 UDC. VILLAINS. © MARVEL. ©2014 UDC. VILLAINS. If the Adversary Deck Card Is a Plot Twist: A Plot Twist card represents the Commander’s Plot moving forward to victory for the forces of Good. Each Plot works in a different way, with Plot Twists doing a specific thing related to that Plot. When a Plot Twist card is played, look at the “Twist:” effect on the main Plot card and do what it says. Put the Plot Twist in the KO pile unless the Plot tells you to put it somewhere else. Some Plots say they do something special when “Twists 1-6” or “Twists 7-8” come up. PLOT TWIST 9 © MARVEL. ©2014 UDC. VILLAINS. If the Adversary Deck Card Is a After you play the top card of the Adversary Deck, you play the cards from your hand. Some Command Strike: of your cards produce “Recruit Points” that let A Command Strike card represents the you recruit more Allies. Other cards produce Commander coming out of their base to smash “Attack” that lets you defeat Adversaries. the players in person. Each Commander card has Some cards give you cool special abilities, like its own specific Command Strike effect. When drawing more cards. Here’s what you do: a Command Strike card is played, look at the • Play the cards in your hand in any order, one “Command Strike” effect on the Commander card at a time. and do what it says. Put the Command Strike in •Each time you play a card, do what that card the KO pile. says. •You also get any Recruit Points listed in Note: Adversaries in the city the Recruit on the card. don’t get pushed forward •You also get any Attack listed in the when the Adversary Deck Attack icon on the card. card is a Bystander, Plot • Some cards have a number like “2+” inside Twist, or Command Strike. their Recruit icon. The “2” means that you always get at least 2 Recruit Points from that Step 2) Play Cards COMMAND STRIKE card. The “+” symbol means that you might © MARVEL. ©2014 UDC. VILLAINS. generate even more Recruit Points based on from Your Hand, what the card says in its special ability. Using Them to • Keep the cards you play in front of you until Recruit and Fight end of your turn. The only types of cards that can HYDRA OPERATIVE HYDRA SOLDIER be in your hand are Allies and A L LY A L LY SpecialiSt aS S aSSin Bindings. Here are the different Card Number: VIL051 Card Name: Specialist parts of an Ally card: Assassin Character Name / HYDRA OPERATIVE Subtitle: Bullseye A L LY Ally Card Psychedelic Mist Name Card Number: VIL017 Mysterio Team Icon Card Name: Psyche- Ravenous GReed delic Mist Venom Card Number: VIL024 Character Name / 1 HYDRA OPERATIVE Ally Class Icon Subtitle: Mysterio A L LY Card Name: Ravenous Ally Name Greed Choose an Adversary. It gets 1 -1 for each Adversary in your 0 0 Victory Pile from that Character Name / © MARVEL. ©2014 UDC. VILLAINS. © MARVEL. ©2014 UDC. VILLAINS. 3 Adversary Group. Subtitle: Venom 6 © MARVEL. ©2014 UDC. VILLAINS. 1

Dodge TOTAL : You get +2 . 0 1+ © MARVEL. ©2014 UDC. VILLAINS. Mysterio is at his best when the Recruit Points: Use mist rolls in. 2 Special Ability © MARVEL. ©2014 UDC. VILLAINS. these to recruit 1 3 more allies. 0+ 0 Each other player reveals an Ally or KOs a Cost: How many © MARVEL. ©2014 UDC. VILLAINS. Bystander from their Victory Pile. : Kidnap all Bystanders that Recruit Points Attack: Use were KO’d this turn. Then you get 5 +1 for each Bystander you it costs to add this to defeat kidnapped this turn. 7 7 Adversaries. © MARVEL. ©2014 UDC. VILLAINS. this Ally to your deck. 10 Superpower Abilities both another card and an card earlier • Some cards have a Superpower ability with an in the turn. Ally class icon and a colon, like • Playing Hidden Weapons by itself isn’t enough to satisfy its own requirement. You must : You get +2 . have already played another card earlier in the turn.That card could be another copy of • You can use that special Superpower ability Hidden Weapons or could be a different card. only if you have already played another card of Hidden Weapons that Ally class earlier in your turn. Card Number: VIL034 Mystique Card Name: Hidden •A card’s ally class is shown with the colored Recruiting AlliesWeapons and Character Name / icon in the card’s upper left corner, and also Fighting AdversariesSubtitle: Mystique in the color of the card’s border. In between playing cards from •Some Superpowers use a team icon like your hand, or after you’ve played or all your cards, you can recruit any

instead of an Ally class icon. These work number of Allies and fight any : You get +3 . number of Adversaries. You can 2+ the same way as Superpowers that use Mystique is definitely a threat. 4 ally class icons. A card’s team icon is in the recruit and fight in the same turn. © MARVEL. ©2014 UDC. VILLAINS. card’s upper-left-hand corner. If you wish, you can play some •Important: You can only use a card’s cards, recruit an Ally, play some more cards, fight Superpower ability once, even if you played two an Adversary, play your last cards, then Recruit or more cards of the required ally class earlier in another Ally. is up to you. the turn. • However, a few Superpower abilities How to Recruit an Ally: will explicitly tell you to count a number You spend Recruit Points to recruit Allies from the of cards played earlier in the turn, by Lair, one at a time. The “Lair” area of the game saying something like “ : You get +1 board has five spaces. Those five spaces always for each other Ally you played this turn.” contain exactly five Allies, all face up. You can • You must use the Superpower ability if you can also recruit “Madame HYDRA” and “New Recruit” (unless the ability says “You may…”). Allies from the HYDRA and New Recruit Stacks on • The more Allies of the same Ally Class you the game board. To recruit an Ally: recruit, the more often you will be able to use • Spend Recruit Points equal to that Ally’s cost your Superpower abilities! A deck focusing on and put that Ally into your discard pile. An one or two Ally Classes can be very powerful. Ally’s cost is in its lower-right corner. When your deck runs out and you shuffle your “Critical Hit”Superpower Abilities discard pile to make a new deck, you will soon Some Superpower abilities show two icons draw that new Ally and be able use its abilities. • Then refill the empty space in the Lair with a new instead of one, like: card from the Ally Deck, faceup. Whenever there : You get +3 is an empty space in the Lair for any reason, • You can only use this Superpower ability if you you refill that space immediately with the top have played cards with both of those icons card of the Ally Deck, face up. You can even earlier in your turn. recruit an Ally, see what new Ally appears in its • For example, you can only use the Superpower place from the Ally Deck, and then recruit that ability on Hidden Weapons if you have played new Ally too, if you have enough Recruit Points. 11 How to Fight an Adversary: Step 3) Discard Your Hand and You can use Attack to fight any number of Draw 6 New Cards Adversaries in the city, one at a time. It doesn’t • At the end of your turn, put all the cards you matter which city space holds the Adversary. To played this turn into your discard pile. fight an Adversary, do these steps in order: • Also discard any cards in your hand that 1. Spend Attack Points equal to that Adversary’s you didn’t play this turn. (You don’t have to Attack to defeat it. play all the cards from your hand if you don’t 2. Put the defeated Adversary and any Bystanders want to.) it was guarding into your personal Victory Pile. • Then draw six new cards from your deck. If 3. If the Adversary card has a “Fight” effect on you don’t have enough cards left in your deck it, do what it says. to draw six, then shuffle your entire discard 4. Then, if any of those Bystanders had special pile into a new face down deck, as described effects that occur when you kidnap them, do below. those effects. You can only fight an Adversary if you have at least as many Attack as that Adversary’s Attack Shuffling Your Discard Pile into a value. As you play Allies from your hand, you generate a pool of Attack that you can spend New Deck to defeat Adversaries that turn. You don’t have Whenever you don’t have any cards left in your to match up specific Allies against specific deck, and you still need to draw more cards, Adversaries. You can also fight the Commander – shuffle your discard pile to form a new face see the Commanders section on page 13 down deck. Then draw the rest of the cards for details. you need. • For example, if your deck has two cards left and you need to draw six, then you draw Your Victory Pile those two cards from your deck, then shuffle your discard pile to form a new deck, then • Each player has their own personal draw your next 4 cards from the newly Victory Pile. Your faceup Victory Pile shuffled deck. holds all the Adversaries you defeat • If your deck exactly runs out, and you don’t and all the Bystanders you kidnap. yet have to draw more cards, don’t shuffle • Adversaries and Bystanders are never your discard pile to form a new deck yet. You shuffled into your deck. only shuffle your discard pile to form a new • Keep your Victory Pile horizontal so deck when you need to draw a card from you don’t mix it up with your faceup your deck and you cannot. discard pile. • In the unusual case that your deck runs out, • At the end of the game, Adversaries you have to draw more cards, but you and Bystanders in your Victory Pile are have no more cards left in your discard pile worth the Victory Points shown on to shuffle into a new deck, then you just can’t their cards. draw any more cards this turn. • Sometimes a card effect tells you to reveal the top card of your deck or do something else with the top card of your deck, and you don’t have any cards left in your deck. If that happens, shuffle your 12 discard pile into a new deck, then do the Commander Tactic Card “reveal the top card” effect or other effect. Divine Card Number: VIL111 Commander TaCTiC - Name Card Name: Divine Justice Card Type Commanders Character Name / Subtitle: Commander A Commander is a powerful, ingenious Tactic - Odin that commands the heroic Adversaries and works to accomplish a Plot for the forces of Good. A Villainous player can choose to fight the 6 Victory Points

Fight: Each other player with a Bindings in their Commander just like fighting an Adversary. Like discard pile gains another Bindings. any other fight, you have to spend Attack equal to 10 Attack the Commander’s Attack to fight that Commander. Special Ability © MARVEL. ©2014 UDC. VILLAINS. Commander Card

Odin A Commander is not truly defeated until all Card Number: VIL110 Commander Name Card Name: Odin four of their Commander Tactic cards have Character Name / Card Type Subtitle: Commander been defeated by the players. If you create an amazing combo that gives you tons of Attack, you can even fight the Commander multiple times in one turn.

6 Victory Points • When you fight the 4th Commander Tactic,

Always Leads: Asgardian Warriors Odin gets +1 for each Asgardian Warrior in the city players win even if the 4th Commander and in the Overrun Pile. Command Strike: Each player puts an Asgardian Warrior from their Victory Pile into Tactic causes the Ally Deck or Adversary an empty city space. Any player who cannot do Attack so gains a Bindings. 10 + Special Ability © MARVEL. ©2014 UDC. VILLAINS. Deck to run out, or meets the “Good Wins” condition on the Plot. Keyword Abilities This set of Marvel Legendary includes four new Commander Tactics Keyword Abilities: Demolish, Dodge, Elusive, Commanders use different abilities during fights, and X-Treme Attack. represented by “Commander Tactic” cards. All four of a Commander’s “Commander Tactic” Demolish cards have the same Attack number, but they “Demolish each player” means “Reveal the top each have different “Fight” effects on them. card of the Ally Deck, note its cost, and put it on When you fight a Commander: the bottom of the Ally Deck. Each player reveals • Choose a random card from the four facedown their hand and discards a card with that cost.” Commander Tactic cards underneath the This represents the Avengers and Nick Fury Commander. crushing the forces of Evil. • Put that Commander Tactic card into your Victory Pile. It’s worth several Victory Points. Also put any Bystanders that Commander was guarding into your Victory Pile. • Follow the “Fight” effect listed on that Commander Tactic card. 13 Dodge Additional Rules “Dodge” means “During your turn, you may discard this card from your hand to draw another “KO” card.” This ability represents the trickiness and Many card abilities tell you to “KO” certain cards, resourcefulness of the Villainous Allies. Many meaning “knock out”. This means put them into Dodge cards have conditional effects so that a big “KO pile” off to the side of the game board, sometimes you want to play them, and sometimes face up. Cards in the KO pile are permanently out you want to Dodge them away. Dodge also helps of the game. The players and the game all share you sculpt your hand towards Recruit Points or one big KO pile. Attack as you desire. • Important: If a card says to “KO one of your • When you Dodge a card from your hand, Allies,” that can be an Ally you’ve already ignore all the other text on that card. (The played this turn or an Ally still in your hand. only exception is ’s “Goblin If you KO an Ally you already played this turn, Glider,” which specifically tells you to do you still get to use the Recruit Points, Attack, something when you Dodge with it.) and special abilities that Ally produced. • When you Dodge a card from your hand, you • Getting some of your starting HYDRA Allies didn’t “play” that card, so the Dodged card’s KO’d is actually very good for you, since it Ally Class/color doesn’t help you use the means you will draw your more powerful Allies Superpower abilities of other cards you play more often, instead of drawing as many of the that turn. weaker HYDRA Allies. • Some Allies in this set count the number of cards you discarded this turn. This includes cards you discarded with Dodge. HYDRA Allies and New Recruits Madame HYDRA, HYDRA Operatives, HYDRA Elusive Soldiers, and New Recruits are all “Ally” cards. So if you have to “KO one of your Allies,” you can KO one “Elusive 6” means “You can only fight this of your HYDRA Allies or New Recruits if you want. Adversary if you have made at least 6 this HYDRA Allies and New Recruits are their own color/ turn.” You don’t have to spend that to fight Ally Class: Grey “Basic Allies.” Grey counts as its this Adversary, you just have to have made that own color for cards that count the number of colors much this turn. You can still spend that you have (like the Adversary.) on recruiting Allies. Elusive represents how some Adversaries are hard to pin down, can’t be defeated with sheer , and need to be Madame HYDRA cornered in a more subtle way. Madame HYDRA gives 2 and has the drawback “To play this card, you must discard a card from X-Treme Attack your hand.” So to play this card and get its 2 , “X-Treme Attack” means “This Adversary gets you must discard another card from your hand, +1 for each other Adversary in the city with like a spare HYDRA Soldier. Madame HYDRA also X-Treme Attack.” This ability shows how X-Men has the “Dodge” keyword mentioned above. Using are especially powerful when they work as a team. “Dodge” isn’t “playing” this card, so you don’t Some “ex-X-men” in the Uncanny Avengers use have to worry about Madame HYDRA’s drawback the ability as well, cooperating with their old when you Dodge with it. So to use Dodge, you just X-Men colleagues. discard Madame HYDRA and draw a card. 14 New Recruits • Other cards can even turn Bindings to your In Marvel storylines, Super Villains often use benefit: when heroes try to bind Magneto, he just assorted goons to help them fight. Some Villainous uses his magnetism powers to use those Allies specialize in amassing whole armies of Bindings as a weapon against them! • Bindings cards aren’t Allies. If a card tells you to recruits. In Legendary™, New Recruits give you a “KO one of your Allies,” you can’t KO a Bindings, short burst of power, then go away. When a card since Bindings aren’t Allies. However, if a card effect tells you to “gain a Recruit,” put an New says “KO one of your cards,” then you can KO a Recruit from the Recruit Stack into your discard Bindings. pile. When you play an New Recruit, you return it • You only gain Bindings when a card effect tells to the Recruit Stack, you still get that Recruit’s you to. You can’t recruit Bindings by paying 1 this turn, and you get to draw a card from Recruit Points. your deck. • Bindings have a Zero cost. However, you cannot recruit Bindings into your deck – you can only “Kidnap a Bystander” gain them when a card effect tells you to. Some card abilities tell you to “Kidnap a Bystander.” This means take the top Bystander Betrayal from the Bystander Deck and put it into your Unlike Heroes, Marvel Super Villains are known Victory Pile. This represents kidnapping to backstab each other, especially when times get Bystanders that are fleeing all the chaos and tough. If you have one or more Bindings in your destruction. Each Bystander in your Victory Pile hand, you can use the “Betrayal” ability written on gives you additional Victory Points at the end of the Bindings card: the game. Some special Bystanders also give you • “Betrayal: If you don’t recruit any Allies or special effects when you kidnap them. Bystanders defeat any Adversaries or Commanders on your can also be guarded by Adversaries, as described turn, you may KO a Bindings from your hand. If above. you do, the player to your right gains all the • Important: Cards that say “Kidnap a Bystander” other Bindings from your hand.” don’t let you kidnap Bystanders guarded by • So if you have three in your hand, and you specific Adversaries in the city – you have to decided to use Betrayal this turn, you would KO defeat those Adversaries to kidnap those one of those and put the other two in the Bystanders. discard pile of the player on your right. • This is often worth doing if you have at least Bindings two in your hand, or if your turn wouldn’t have Some special abilities make you gain Bindings been very good anyway. cards, representing your Villainous Allies getting • It’s okay to play the cards in your hand, Dodge, bound or restrained by those accursed Super and/or use abilities like “draw a card” to see Heroes. When a player gains a Bindings, take a how your hand develops, then decide whether Bindings from the Bindings Stack and put it into to use the “Betrayal” ability from your that player’s discard pile. Bindings don’t have hand. As long as you don’t recruit Allies or any Recruit Points or Attack, so when you draw a fight any Adversaries or Commanders during Bindings into your hand, your hand is weaker than your turn, you can still use “Betrayal.” normal. • Some cards let you KO your Bindings so you don’t have to worry about them anymore. 15 Ally you already played this Running out of Cards in the Ally Card Number: VIL097 Adv ersAry - MArvel Knights turn, you still get that CardAlly’s Name: Elektra Character Name / Deck or Adversary Deck Attack, Recruit Points,Subtitle: and Adversary - If either of these decks runs out of cards before special abilities this turn.Marvel Knights the Plot is completed, you finish the turn, and then the players have successfully survived the “Each Ally You Played Plot, but they didn’t defeat the Commander. As a 2 result, the game is a draw between Good and Evil. This Turn” Fight: KO one of your Allies. Then KO a Bindings from your hand or discard pile. The player with the most Victory Points wins an This phrase only counts cards 4 individual victory. Be sure to get the Commander you have already played this © MARVEL. ©2014 UDC. VILLAINS. next time! turn, and not other cards still in your hand. EncEphalo-Ray Card Number: VIL057 U lt ron Running out of Cards in the • For example, say youCard play Name: Encepha - ’s “Encephalo-Ray”lo-Ray Bystander, Bindings, HYDRA, or Character Name / card. You’ll get extra Subtitle:Attack Ultron New Recruit Stacks for any other (Tech Hero) If one of these stacks runs out, the game cards you played before continues. If a player would gain one of these Encephalo-Ray, but not for cards, and there aren’t any more of that card left Dodge any other cards still in : You get +1 for each other in the appropriate stack, then you don’t gain that your hand. 0+ Ally you played this turn. 2 card and the game continues. Don’t take extra © MARVEL. ©2014 UDC. VILLAINS. copies out of the KO pile. “Reveal an Ally or Special Abilities on Cards Gain a Bindings.” Special abilities on cards can override the rules “Reveal a card” just means show the other players of the game. Some cards tell “each player” to do that you have it. You don’t play or discard the card something. In those cases, the player whose turn it you revealed. When you have the opportunity to is does it first, then go in clockwise order. If a card “reveal a card,” you can reveal a card from your tells you to do something, and you can’t do all of it, hand or you can reveal a card in front of you that then do as much as you can. For example: if a card you have already played this turn. tells you to KO two Bystanders from your Victory • For example, if you play your only Ally to help Pile, and you only have one Bystander, then KO make enough Attack to fight Iron Man, and you that Bystander. If a special ability calls for a choice, do Iron Man’s “Fight” effect, you can reveal the and it’s not obvious who should make the choice, Ally you already played this turn for Iron Man’s then the player whose turn it is makes the choice. fight effect, so that you don’t have to take a Bindings. • When a card effect tells you to “Reveal [a kind “Your Allies” & “Allies You Have” of card] or [do something]” you can always These phrases include both the cards in your hand decline to reveal a card and choose the second and the cards you have played this turn. The Allies option. For example, if you fight Iron Man and in your deck and discard pile don’t count. your deck benefits from Bindings somehow, • For example, Elektra says “Fight: KO one of you could choose to gain the Bindings even your Allies. Then KO a Bindings from your hand if you already had a Ally in your hand or had or discard pile.” When you fight Elektra, you already played a Ally. can KO one of the Allies you already played this turn, or an Ally from your hand. If you KO an 16 “Reveal the Top Card of Your Deck” Printed If a card effect says to reveal a card from the top A card’s “printed ” means the number literally of a deck, and it doesn’t say where to put that card printed inside the card’s icon. Ignore any ‘+’ afterwards, then that card stays where it was. symbols, ‘*’ symbols, or special abilities on that card. Overruns from Card Effects • If a card effect causes an Adversary to overrun Specific Card Clarifications from the city at an unusual time, like the Plot • Build an Underground Mega- Prison: “Crown Thor King of ,” remember to do When a card effect like this one causes an the all normal Overrun effects, as if that Adversary to enter the city in an unusual way, Adversary had overrun normally. That you do that Adversary’s Ambush effect as automatically overrunning Adversary doesn’t normal. Adversaries entering the Sewers this way push anyone else out of the city. See don’t push any other Adversaries out of the city. “Crown Thor King of Asgard” in “Specific Card • Bullseye – Fulfill the Contract: When you Clarifications” section for more details. “Choose an Adversary Group,” you can choose • When an Adversary is put into the Overrun an Adversary Group like “Avengers” or “Uncanny Pile from some place besides the city, like the Avengers”, or you can choose a Backup Plot “Resurrect Heroes with the Norn Stones,” Adversary Group like “Multiple Man” or “Cops.” you don’t do any overrun effects, since those But you can’t choose the word “Backup” and Adversaries did not overrun from the city. count both Multiple Man and Cops. Likewise, you • Card effects that put Bystanders directly can’t choose “X-Men” and count both X-Men First into the Overrun Pile without those Bystanders Class and Uncanny X-Men.. being carried away by Adversaries, like the • Cage Villains in Power-Suppressing Cells – The Plots “Graduation at Xavier’s X-Academy“ and Cops stacked next to the Plot don’t count “Infiltrate the Lair with Spies,” don’t cause as one of the Backup Adversary Groups in the players to discard cards for those Bystanders, Adversary Deck. since they were not carried out of the city by • Crown Thor King of Asgard – Put the Thor Adversaries. Adversary next to this Plot whether or not the rest of the Avengers are in the Adversary Deck. When Thor overruns during this Plot (whether “Adversary gets -2 ” naturally or because of a Plot Twist), he creates Some cards reduce Adversaries’ Attack. If an several effects: Adversary’s Attack goes to 0, you can defeat • Thor KOs an Ally from the Lair that costs 6 or that Adversary without spending any Attack. An less, just like any Overrun. Adversary’s Attack can never go below 0. • Each player discards a card because Thor was guarding Bystanders. Commanders Don’t Count as • Do the Overrun ability on Thor’s card. • Stack a Plot Twist from the KO pile next to “Adversaries” the Plot, as the Plot says. Commanders are so powerful that they are • Dr. Octopus – Eight Arms: This card says “If this far beyond regular Adversaries. As a result, is the eighth card you played this turn, you get Commanders don’t count as mere “Adversaries,” +2 .” Discarding cards through their “Dodge” and special abilities that affect “Adversaries” abilities doesn’t count towards this, since won’t affect Commanders. you are not “playing” those Dodge cards, 17 just discarding them. Playing New Recruits and returning them to the Recruit Stack does count, can’t use any “Dodge” ability of the Ally card you since you are playing those cards. Bindings and revealed, because Dodge requires you to discard Wounds don’t count towards this, since you the Dodge card from your hand, and the Ally card don’t “play” them, you just use their Betrayal or you revealed isn’t in your hand. When you play Healing abilities from your hand. The best way a copy of a card, your next cards that turn can to use Eight Arms is to play cards that let you use Superpower abilities based on the copied draw extra cards, like some of Dr. Octopus’ other card’s Hero Class. You can also count the copied cards. card towards effects like “For each card you • & Mysterio – Shifting Illusions: “If that played this turn…” card has an icon…” refers to having the • , the Sub-Mariner: For Namor’s Ambush big icon in the lower-left. So “Enchantress - and Overrun abilities, finish moving the new Irresistible Bribe” is not considered to “have an Adversary into the city and/or pushing any icon.” Adversary out of the city before checking whether • Kingpin - Pull the Strings: This card says there are any other Defenders in the city for “Whenever a card effect causes you to gain a Namor’s abilities. New Recruit this turn, put that New Recruit into • Nick Fury – Total Fury: When a card tells you to your hand. Gain a New Recruit.” A ‘card effect’ is “defeat an Adversary,” you still do that anything written on a card. So the recruit you Adversary’s Fight effect. You ignore restrictions gain from Pull the Strings itself goes to your like the one on . You can’t defeat . Once you have played Pull the Strings, any Commander this way, since Commanders aren’t New Recruits you gain from other card effects for Adversaries. the rest of the turn also go to your hand. • Odin: Like any “each player [does something]” However, when you spend 2 to recruit a New effect, the current player does it first, then go in Recruit, recruiting is not a card effect, so those clockwise order. A player must gain a Bindings recruited New Recruits go to your discard pile, if they have no Asgardian Warriors in their not your hand. When you play a New Recruit, the Victory Pile to place, or if there are no empty card “Kingpin – Endless Underlings” can put that city spaces in which to place one of their New Recruit on the bottom of your deck. That Asgardian Warriors. is not “gaining” New Recruits, so Pull the Strings • Professor X: If there is a tie for highest-cost won’t put those New Recruits from the bottom of Allies in the Lair, the current player breaks those your deck into your hand. ties. The current player chooses which order to • Mass Produce Armor: If the Setup stack those Allies. rules for a Plot conflict with a Commander’s • Spider-Man: If a card effect needs to know “Always Leads” ability, then the Plot takes a number from a card, and that card doesn’t priority. So when you play this Plot with Odin have that kind of number, use 0. For example, and 2 or 3 players, use S.H.I.E.L.D. Assault Spider-Man says “Fight: Reveal the top card of Squads as the Backup Adversary group, not the Adversary Deck. If that card is worth 2VP or Asgardian Warriors. For 1 player Advanced Solo less, play it. If you play a card from the Mode, this Plot’s setup rules say to use all ten Adversary Deck this way, put Spider-Man back S.H.I.E.L.D. Assault Squad cards, not just three. on top of the Adversary Deck.” If you reveal a • Mystique – Show Your True Colors: You can only Plot Twist or Command Strike with Spider- use the color-changing ability when you play this Man’s ability, that Twist or Strike is worth 0VP, card. You can’t change this card’s color/Ally Class so you would play it. If you reveal a Bystander during other players’ turns. this way, that card is worth 1VP, since it says • Mystique – Unpredictable Shapeshifter: You 1VP on the card. When you fight Spider-Man, 18 put him in your Victory Pile, then do his Fight brings them into frequent conflict with the X-Men. effect, which might put him back on top of the The Brotherhood Allies in this Legendary set are Adversary Deck or might not. , Magneto, Mystique, and .

Join the Legendary™ Community Online Sinister Six: When Spider-Man’s super-villain Get the latest Legendary news on our Facebook enemies could not defeat him as individuals, they page at https://www.facebook.com/LegendaryDBG. banded together as the Sinister Six to crush Spider- You can meet a community of Legendary players Man once and for all. The Sinister Six Allies in and answer rules questions at http://tinyurl.com/ this Legendary set are Dr. Octopus, Electro, Green legendarysite. Goblin, Kraven, Mysterio, and Venom.

Ally Types Foes of Asgard: Thor and his father Odin hail from Asgard, a mystical otherworldly realm of Strength Allies include Allies with raw supernatural beings worshipped as Norse gods. strength, but also Allies with strength Though Asgard has many powerful defenders, it also of will, determination, and strong leadership. has many powerful enemies. The Foes of Asgard in this Legendary set are Enchantress and Loki. Instinct Allies use savagery and quick reflexes to dominate combats. Some Instinct Crime Syndicate: The city streets of the Allies use superhuman senses to get an edge on Marvel Universe are ruled by Super Villains who their opponents. are experts in manipulation, organized crime, and outright violence. The Crime Syndicate in this Covert Allies include Allies using trickery Legendary set are Bullseye and Kingpin. and deception to outwit their foes. They also include Allies making clever battle plans and Allies using subtle superpowers to gain subtle HYDRA: HYDRA is a secret criminal advantages. organization working to infiltrate and subvert the world’s governments and institutions. HYDRA Tech Allies include Allies using advanced often collaborates with super villains to seize weaponry, incredible gadgets, brilliant inventions, power at any cost. The HYDRA Allies in this set of or next-generation science. Legendary are the HYDRA Operatives, Soldiers, and Madame HYDRA. Ranged Allies like to blow things up. Some Ranged Allies use inherent superpowers Advanced Solo Mode to blast things, while others use energy beams, You can also play Legendary ™ with a single player, elemental powers, and mental assaults. competing to defeat the Commander and get the highest score you can. Here are the adjustments Ally Teams you need:

Brotherhood: Magneto formed the Brotherhood of Mutants on the philosophy that Solo Setup mutants are a superior, evolved species with the • Ally Deck - Use the cards for three Allies, 42 to dominate humankind. This doctrine cards in total. 19 • Commander - Ignore the Commander’s “Always Leads” ability. • ’s abilities apply to whichever • Adversary Deck: Use these cards: Adversary Group you are using, as if they • 1 Adversary Group were . • 3 Backup cards from the same Backup • gives +2 to whichever Adversary Group (not all 10 cards) Group you are using, as if they were Four • 1 random Bystander Horsemen. If one of each of the different • 5 Command Strikes Adversaries in the Adversary Group overruns, • The normal number of Plot Twists listed Apocalypse instantly wins. on the Plot Advanced Solo Mode Scoring If you win the game, add up your Victory Points Extra Plot Twist and Command Strike Effects and subtract these penalties: • Plot Twists: Whenever you complete a Plot • -4 for each Bystander carried to safety by Twist effect, choose an Ally from the Lair that overrunning Adversaries costs 6 or less and put it on the bottom of the • -3 for each Plot Twist that occurred Ally Deck. (This lets you avoid Allies you don’t • -1 for each Adversary that overran out of the city want and helps you craft your personal strategy.) Write down your scores and which Allies, Plot, • Command Strikes: Whenever you complete a and Commander you used. Compete to get better Command Strike effect, play another card scores against that Commander and Plot with from the Adversary Deck. different random Allies! These special solo effects are very easy to overlook in the heat of battle, so be careful to remember! Lowering Difficulty: Solo Bindings If you want to give newer or younger players a In Advanced Solo Mode, if you use the boost to help them compete with veteran players, “Betrayal” ability on Bindings, KO all the you can replace some of the HYDRA Operatives Bindings in your hand. with Madame HYDRA in the new players’ starting “Each Other Player” decks. This will also make it easier for all the When an Adversary or Commander Tactic tells players to beat the Commander. “each other player” to do something, do it yourself. (Don’t do this for card effects on Ally cards.) Fully Compatible with Other Commander Abilities Linked to Specific Marvel Legendary Sets Adversary Groups This set is fully compatible with other sets of Some Commanders/Masterminds like Odin, Marvel Legendary™. You can freely mix and match Mole Man, and Apocalypse have special abilities elements from both Villainous sets and Heroic linked to the specific Adversaries that they sets. When mixing sets, some players enjoy usually “Always Lead.” In Advanced Solo Mode, talking about a storyline reason for why Heroes if you don’t use the Group that this Commander and Villains are working together, based on the “Always Leads,” then apply that ability to the specific Plot, Heroes, and Villains they happen corresponding Adversary Group or Backup to be using. Marvel storylines are full of times Group that you are using. Use this rule for when Loki works together with Thor to take down other Legendary sets as well. For example, in a mutual foe, or Magneto and his Brotherhood Advanced Solo Mode: work together with Professor X and his X-Men to • Odin’s abilities apply to whichever Backup Group survive a deadly threat to mutantkind, and so on. you are using, as if they were Asgardian Warriors. Here’s how to mix the sets together: 20 Equivalent Terms • Board: Use either a Heroic board or Villainous The following game terms are considered board. If you play on a Heroic board, enemies will completely equivalent. Any card effect that enter the city in the Sewers, and move towards mentions one of these terms affects the the Bridge. If you play on a Villainous board, equivalent term in the same way. For example, enemies will enter the city in the Bridge and move if an Adversary card does something to “your towards the Sewers. If your Scheme/Plot mentions Allies”, it does the exact same thing to “your specific city spaces, use a board matching that Heroes”, since “Allies” and “Heroes” are Scheme. “equivalent terms.” • Card Stacks on Board: Put stacks on the board for S.H.I.E.L.D. Officers and Madame HYDRA and New Recruits. Players can recruit from any of Heroic Sets Villainous Sets these stacks during the game. Since these three Hero Ally stacks are all functionally different, players will Villain Adversary have more options than normal. Henchman Villain Backup Adversary • Wounds & Bindings: Put out stacks for both Wounds and Bindings. Mastermind Commander • Bystander Deck: Shuffle all Bystanders Mastermind Tactic Commander Tactic together from all the sets you have into one large Master Strike Command Strike Bystander Deck. • Players’ Starting Decks: Choose either Scheme Plot S.H.I.E.L.D. or HYDRA. Give each player a starting Scheme Twist Plot Twist deck from those cards. Escape Overrun • Heroes/Allies: Choose randomly the appropriate number of Heroes/Allies from among all Heroes Villain captures a Bystander Adversary guards a Bystander and Allies you have. Player rescues a Bystander Player kidnaps a Bystander • Villains/Adversaries: Choose randomly the “Evil Wins” “Good Wins” appropriate number of Villain/Adversary Groups and Henchmen/Backup Groups from among all the ones you have. Setup When Combining Villainous and Heroic Sets Terms That Are Not Equivalent Setup the same way as normal, with these changes: • Scheme/Plot: Choose randomly amongst all Bindings & Wounds Schemes and Plots. You can use either Scheme These card types are not equivalent and work Twists or Plot Twists, since they are equivalent differently from each other. Some card effects in terms. your game may give Wounds while others give • Mastermind/Commander: Choose randomly Bindings. A player might gain some of each. Card amongst all Masterminds and Commanders. If effects that “KO a Wound” cannot be used to KO you wish, you may choose specifically from the Bindings, and vice versa. On your turn, if you use ones that match the Evil/Good alignment of your the “Healing” ability on a Wound card, it’s ok to Scheme/Plot. Or you can choose from amongst use the “Betrayal” ability on a card during the all the Masterminds/Commanders together. same turn. You can use either Master Strikes or Command 21Strikes, since they are equivalent terms. S.H.I.E.L.D. & HYDRA Credits While the starting decks have the same numbers, ame Design and Card Set Design: these starting cards are not considered equivalent. G Devin Low Some card effects, like Nick Fury, specifically talk about S.H.I.E.L.D. Heroes or HYDRA Allies. These Brand Management: Jason Brenner effects do not apply to the other team. S.H.I.E.L.D. Officers and Madame HYDRA work differently from Development Team: Jason Brenner, each other and are also not considered equivalent. Bubby Johanson, Mark Shaunessy, Goggio. Other Teams Product Management and Art Direction: No other team icons are considered equivalent Bubby Johanson either. Members of the Brotherhood are not raphic Design: Krista Timberlake equivalent to X-Men, etc. G Project Management: Louise Bateman, Game Contents Marsha Weddle. Rulebook, game mat and 500 cards: Director of Creative Services: • 14 cards for each of 15 different Allies (210 cards) Mike Eggleston (Each Ally has 1 rare, 3 uncommons, 5 of one common, and 5 of another common) President, Upper Deck Company: • 8 cards for each of 7 different Adversary Jason Masherah Groups (56 cards) Playtesters: Priscilla Acierto, Tim Alcon, • 10 cards for each of 4 different Backup Stephen Beeman, Dan Boutwell, Jason Brenner, Adversaries(40 cards) Jacob Cassens, Sean Dawson, Kevin DeMunn, • 40 HYDRA Operatives Sara Dilley, Irwin Dolobowsky, Lisa Eschenbach, • 20 HYDRA Soldiers Alison Farrell, Jacob Feith, Crystal Goggio, • 15 Madame HYDRA CJ Heine, Rob Heinsoo, Paul Hughes, • 15 New Recruits Sebastian Hulburt, Bubby Johanson, • 42 Bystanders (30 regular Bystanders, 3 Brandon Lorenz, Aidan Low, Greg Marques, Engineers, 3 Computer Hackers, 3 Rick Martinez, Shelly Matsudaira, Jay McCleery, Public Speakers, 3 Rock Stars) Nick Newhard, James Orrell, Jessica Price, • 30 Bindings Matt Rogers, Darrel Rustvold, Peter Sarrett, • 4 Commanders, each with 4 Commander David Satnik, Mark Shaunessy, Jenny Silva, Tactics (20 cards) Heather Skeehan, Mike Turian, Jeff Wade, • 8 different Plots Chris Woods, Justin Woods, and many more. • 12 Plot Twists My deepest thanks for all your help! • 9 Command Strikes • 60 Dividers

Use the dividers in the to separate the different types of cards. Some people like to put their cards in card sleeves to help protect them. 22 Quick Reference Guide Setup ™ Initial Setup • Each player shuffles a personal deck of 8 HYDRA Operatives and 4 HYDRA Soldiers. Each player then draws 6 cards from their deck. • Put all the Madame HYDRA, New Recruits, Bindings and Bystanders on the board in the appropriate spaces. • Pick 1 Commander at random and put it on the board, with its 4 Commander Tactics facedown underneath it in random order. Check which Adversaries this Commander “Always Leads.” Adversary Deck • Pick 1 Plot at random. Follow its “Setup” instructions. Put the number of Plot Twists it tells you into the Adversary Deck. • Add 5 Command Strikes to the Adversary Deck. • Add this many Adversary Groups, Backup Adversaries and Bystanders to the Adversary Deck. Shuffle it.

Number of Adversary Backup Bystanders Allies Players Groups Adversaries 1 1 1* (3 cards) 1 3 2 2 1 2 5 3 3 1 8 5 4 3 2 8 5 5 4 2 12 6

* (For important details on solo play, see pages 19-20).

Ally Deck • Pick 5 Allies at random. Add all of those Allies’ cards to the Ally Deck. 70 cards total. Shuffle it. •If you are playing with 5 players, add a 6th Ally. • Put 5 Ally cards from the top of the Ally Deck into the 5 Lair spaces, face up. On Your Turn

1. Play the top card of the Adversary Deck. 2. Play cards from your hand, using them to recruit and fight. 3. Discard all the cards you played and any cards left in your hand and draw 6 new cards. A Marvel Deck Building Game

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