0% found this document useful (0 votes)
71 views2 pages

Legendary Marvel - Keywords 1.12

Legendary_Marvel_-_Keywords_1.12

Uploaded by

adriez360
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
71 views2 pages

Legendary Marvel - Keywords 1.12

Legendary_Marvel_-_Keywords_1.12

Uploaded by

adriez360
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 2

Single Keywords Sheet

LEGENDARY Version 1.12 (additions / changes)


(c) Kevin Evans (a.k.a. Kevling)

Keyword Rule Set


Abomination Villain gets +attack equal to the hero’s printed attack value in the HQ space below CA, RoK
Adapt Adapting Mastermind Strikes: Keep tactics in a face-up stack. “Adapt” = reshu e stack. S
Ambush (Villains) Villain: triggers when enemy appears (also see Prey) - does not trigger in Astral Plane C, MC, BP
[class] Ambush (Heroes) Hero: trigger when it appears in the HQ if you have/played/control a card of that [class]
Artifacts / Stays in play, not discarded at the end of the turn. Can have ongoing e ects. Ability is optional. GG, FI, HOA, DS,
Throwing Artifacts / Throwing Artifact: Use its ability, then put it at the bottom of deck. MSGG
Ritual Artifacts / Triggered Ritual Artifact: if you ful ll the listed condition, you may discard the artifact to gain the e ect.
Artifacts Triggered Artifact: While you control the artifact, every time you do the trigger, you get the e ect.
Astral Plane Single space to right of Villain deck. Villains only sent here by Astral Plane card e ects (any DS
existing villain there automatically escapes). Not a city space, so ambush does not trigger.
Villains in the Astral Plane can only be fought with recruit.
Berserk Discard top card, you get +attack equal the discarded card’s attack value X
Bribe Spend a combination of recruit & attack points to ght villain (does not work in Astral Plane) DC, SW1, CW
Burrow If Streets location is empty, villain retreats there after the ght instead of being defeated FF
Celestial Boon Gain the stated bonus for the rest of the game ITC
Charge N Enemy moves forward an extra N spaces after being drawn SW2
Cheering Crowds Play the card twice in a row by returning a bystander from your victory pile to the bottom of the CH
bystander deck
Chivalrous Duel Only one hero name can be used to ght this enemy (using recruit if in Astral Plane) AM, MC
Choose a Villain Group Name a speci c Villain/Henchmen group, excludes traps, locations & cards with no Villain Group RoK
[Nth] Circle of Kung-Fu Enemy gets +N attack unless you reveal a card that cost N or more (also Circle of Quack-Fu) SW2
Clone (Hero) Gain another copy of this card from HQ (or hero deck if none), put in discard pile MC
Clone (Villain) Search villain deck for another copy of this card, it enters the city, ignore further Clone e ects MC
Command A villain commands the group if it the leftmost villain of that group (or the only one) MSGG
[location] Conqueror N This hero or villain gets +N attack if any villain is in the stated location MSP1, HOA, A
Contest of Champions Each player reveals 1 card (from hand, played, or top of deck), then 2 cards from Hero deck for ITC
[class] “evil”. Highest cost card wins (doubled if [class[).
Coordinate Discard (and replace) a Coordinate card on another players turn to let them use a copy of it SMH
Cosmic Threat Cosmic Threat: [Symbol] - Enemy gets -3 attack this turn for each [symbol] card you reveal FF, ITC
Cross-Dimensional Each player must reveal a card with [cardname] in its card name from their hand or victory pile, SW1, WWH
[cardname] Rampage or receive a wound.
Danger Sense N Reveal top N Villain deck cards, get +1 attack for each villain revealed. Put back in any order. If SMH, ITC
on a villain card, ‘helping’ states which villains gain the +1 attack e ect.
Dark Memories +1 attack for each di erent class in your discard pile R, BW
Defeat (for free) Defeat a villain, bypassing ght restrictions (like zero and forearm) but triggering ght e ects
Demolish Reveal top card of the hero/ally deck, note its cost, and place it on the bottom. Each player V, FI, CH
discards a card of that cost.
Demonic Bargain The chosen player (they cannot decline) discards top card of their deck: if 0 cost, they resisted DS
temptation; if 1 or more, they gain a Wound. Either way, gain the listed e ect.
Digest N Perform this action if you have (N) cards in your victory pile. VE
Dodge You may discard this card (ignoring all text unless stated otherwise) and draw another. V, BP
Dominate Put those heroes under this enemy, it then gets +1 attack for each hero it is dominating. After X
ghting, put one dominated hero in each player’s discard pile.
Elusive N Can only ght if you made N recruit this turn V
Empowered by [class] +1 attack for each [class] in the HQ AM, BP
Excessive Violence / Once per turn, spend +1 extra attack when ghting: trigger all the ‘excessive violence’ e ects DP, VE, MSGG
Kindness played this round. Excessive Kindness is the same, but spend +1 extra recruit when recruiting.
Fateful Resurrection Reveal top card of the villain deck. Twist or Strike resurrects this villain and it re-enters the city SW2
Feast KO the top card of your deck PR, WWH
Focus N Pay N recruit/attack to trigger the stated e ect FF, A
Fortify [place] Put villain on (or near) the [place]. It’s e ect lasts while it is there. Fight it to end the e ect. If a CW
villain is already in the [place], don’t do anything.
Hidden Witnesses Put the top bystander card, face-down, under this villain, and you cannot ght until they are N
rescued (costs 2 recruit to rescue each one)
Human Shields Put the top bystander card, face-down, under this villain, and you cannot ght until they are X
rescued (costs the villain’s attack value to rescue each one).
Hyperspeed N Reveal the top N cards of your deck, gain +1 X for each card with X icon revealed, then discard R
them. X = ght unless stated (“for recruit” = recruit, “for recruit and ght” = both)
Hydra Level N N is the number of Hydra and/or SHIELD cards in the Escape pile (if cards put SHIELD cards S
here, they do not count as “escaped villains”)
Indigestion Alternative action if you cannot perform a Digest action. VE
Investigate X Look at the top two cards of your deck, and draw* a card of X if revealed. Put the rest back on N, MC
top and/or bottom of the deck in any order. *Or other e ect if stated.
fi
fi
fi
fi
ff
fi
fi
fi
ff
ff
fi
fi
ff
fi
ff
fi
ff
ff
fi
fi
ffl
fi
ff
ff
ff
ff
ff
ff
ff
Single Keywords Sheet
LEGENDARY Version 1.12 (additions / changes)
(c) Kevin Evans (a.k.a. Kevling)

Keyword Rule Set


Last Stand +1 Fight for each empty space in the city R
Lightshow If you have played 2 or more Lightshow cards this turn, you may trigger 1 Lightshow e ect. X
Location Place card above the nearest city space that does not have a location. If all do, KO the one with R
the lowest Fight to make space
Man/Woman out of time After you use this card, set it aside, play it again at the start of your next turn then discard it CA, A
Microscopic Size-Changing Recruit/Fight this hero/villain for 2 less recruit/attack for every [class] you played this turn (up to AM
[class] the number of [class] symbols shown, e.g 3 symbols = 3 cards = -6 recruit).
Momentum N This villain gets +N attack if moved this turn. (Mass Momentum = for ALL villains moved this turn) A
Moonlight More odd-cost heroes are in the HQ (to help remember, “odd ones come out at night”) NM
Outwit Reveal cards of 3 di erent costs (including this one) WWH
Patrol [location] Trigger ability if the [location] is empty SW2
Phasing Swap it with the top card of your deck CW
Piercing Energy Fight using the victory point symbol (cannot be used in Astral Plane) X
Prey on [criteria] Place villain in front of Prey (choose player based on [criteria] cards in hand, current player MC
chooses if tied). Any player can ght them. If not defeated when Prey player draws their new
hand, trigger its “Finish the Prey” ability, then it enters the Sewers as normal (ignoring Ambush).
Revenge Villain gets +1 attack for each ‘Deadpool’s Friends’ villain in your victory pile DP
Rise of the Living Dead Each player checks top card in their victory pile, if ‘rise of the living dead’ it re-enters the city SW1
Saviour Use ability if you have 3+ bystanders in your victory pile CA
Shards / Burn N Shards Spend a shard to gain +1 attack. Burn (discard) N shards to gain the stated e ect. GG, ITC
Shatter Villain / Villain: Halve that enemy’s current attack until end of turn (rounded up, include bonuses from MC
Mastermind / Hero other cards). Mastermind: same but for one ght only. Hero: Halve hero’s cost (rounded up)
SHIELD Clearance Discard a SHIELD hero as an additional cost to ght that villain CW
SHIELD Level N N is the number of SHIELD (or Hydra) cards in your Victory Pile S
Size-Changing [class] Recruit/ ght this card for 2 less recruit/attack if you played a [class] card this turn CW, CH, AM
Smash N Discard another card, if you do you get +N attack WWH
Soaring Flight When you recruit this hero, set it aside, add it to your hand on your next turn as an extra card X
Special Sidekicks Shu e to create a Sidekick stack (face down) during setup. You may recruit one for 2 recruit, MC
once per turn. Return it to the bottom of the Sidekick deck when played
Spectrum Use ability only if you have 3 classes of hero SW2
Striker +1 attack for each Master Strike in the KO pile, or next to the Mastermind (or face-up in play) SMH
Sunlight More even-cost heroes are in the HQ (to help remember, “odd ones come out at night”) NM
Switcheroo N Place this card on the bottom of the Hero deck and take a card of cost N into your hand from the DI
HQ (not classed as a recruitment, so any related e ects will not apply)
Symbiote Bonds Stack this onto the speci ed villain (1 only), combining their attack score and text. Only counts VE
as 1 when escaping or in the victory pile. Poison Villains only bond in named locations.
Tactical Formation NNN Use ability if you have heroes of these cost values (e.g. 445 = 2 x 4 cost, 1 x 5 cost) MC
Teleport Set aside instead of playing. Add to your new hand at the end of your turn as an extra card DC, SW1/2, RoK
Throne’s Favor Use token / object to indicate who has it (player/mastermind/no-one). If spent, put out of play. RoK, BP
Transforming Heroes: Set aside Transformed versions of cards at start of play into their own deck. Swap cards WWH
when instructed. Masterminds: ip when instructed.
Ultimate Abomination This mastermind gets +attack value equal to the total printed attack value of all heroes in HQ CA
Undercover Put that hero in your victory pile, worth 1VP S, BW
Unleash = return Undercover card(s) from victory pile to your hand
Uru-Enchanted Weapons To ght an event with N Uru-enchanted weapons, reveal N cards from Adversary deck, enemy FI
gains +attack equal to the victory points of the revealed cards.
Veiled / Unveiled Scheme Chosen schemes starts on Veiled side. When it ”Unveils”, remove it and replace with a random MC
“Unveiled Scheme” from your collection (including the original Veiled scheme)
Versatile N You get +N attack or +N recruit - choose one or the other DC, CH
Villainous Weapon When revealed, captured by nearest villain (KO if there are none). Villain gains its attack value. HOA, MSGG
Defeat the villain, add the artefact to your discard pile.
Waking Nightmare Discard a non-grey hero from your hand. If you do, draw a card NM
Wall Crawl When you recruit, you may place it on top of your deck PR, SMH, SW2
When Recruited E ect triggers when hero is recruited, not when you ‘gain’, ‘put’, or ‘play’ it RoK, MC, BW
Worthy You have a hero costing 5+ (either in hand, or played this turn) HOA
Wounded Fury +1 attack for each wound in your discard pile WWH
Wound [villain/mastermind] Gets -1 attack for each wound (min 0 = free ght)). After defeating Mastermind Tactic, return BP
wounds to the stack (grievous at the bottom).
X-Gene [class]: [e ect] Gain the [e ect] if you have a [class] in your discard pile X
X-Treme Attack Villain/Adversary gets +1 attack for each other with X-Treme Attack V
Sets: [A] - Annihilation, [AM] - Ant-Man, [BP] Black Panther, [BW] Black Widow, [C] Core set, [CA] Captain America 75th, [CH] Champions, [CW] Civil War, [DC] Dark City, [DP] Deadpool, [DI]
Dimensions, [DS] Doctor Strange and the Shadows of Nightmare, [FF] Fantastic 4, [FI] Fear Itself, [GG] Guardians of the Galaxy, [HOA] Heroes of Asgard, [ITC] Into the Cosmos, [MC] Messiah
Complex, [MSGG] Marvel Studios Guardians of the Galaxy,[MSP1] Marvel Studios Phase 1 core set, [N] Noir, [NM] New Mutants, [PR] Paint the Town Red, [R] Revelations, [RoK] Realm of Kings,
[S] S.H.I.E.L.D, [SMH] Spider-Man Homecoming, [SW1/2] Secret Wars vol 1/2, [VE] - Venom, [V] - Villains Core Set, [WWH] World War Hulk, [X] X-Men
ff
fi
ffl
fi
ff
ff
ff
fi
fl
fi
fi
fi
fi
ff
ff
ff

You might also like