Skip to main content
Loading video...

Legendary: A DC Deck Building Game | Solo Playthrough

Meet Me At The Table Aug 3, 2026
Transcript 40:19

Hello everyone and welcome to Meet Me at the Table. This is Colin and today, yes, we are going to do a playthrough of Legendary DC. This is the new DC version of Legendary. I love Legendary a lot. And to have the world of DC now included in this, I am so excited. We got Batman, Superman, Wonder Woman. Oh, uh, we got the Joker. That's what we're going to go against. There are 14 different heroes in the game and I think four or five different masterminds that we can choose from. Yeah, this is great. I can't wait to play this with you. I have not played it yet. I just got it yesterday. So, this is going to be my first time playing. We are going to be playing a solo only game because I did that with the new Marvel set and I actually really enjoyed it. So, we're going to do the same thing here. So, I'll show you how the solo rules work. It is going to be almost identical to Marvel. There is a new hope and fear mechanic. I'll show you that. Do make turn to turn on cling on subtitles just in case I make any errors. Otherwise, let's just jump in.

I'll show you how I set up and we'll just start our playthrough. The mastermind we are going to try and take down is epic the Joker. We can see here that the Joker has a total value of 12. We have to get 12 fight to defeat him. But he gets plus two for each fear. And there can be up to three fear. So that would mean 14, 16, 18. He could be an 18 to be able to take him down. He has an always lead effect, but when you play solo, because you only utilize one villain group, you don't have to lead them. However, I am leading the Gotham City. I think that's the one I'm doing just because I haven't played these yet. I kind of want to see what they are. His master strike states he's going to inspire fear, which means we're going to push the uh tracker for fear and hope one down. And then if fear is two or more, each player gains a wound. Each player may discard one of the tactic heroes. Any player who doesn't will draw two cards and then randomly discard down to four cards. Kind of gross. That's what his master strike is. I am playing on the epic version. There is the normal version as well that you can play against. The big difference is just the 10 and it's only plus one for the fear instead of plus two. But we're going to play on the harder version. I'm also going to play where we have to defeat him five times. four for each of his tactics and then one to take out his card to win the game. The scheme I decided to play is the kingdom come scheme. We can see we'll have eight twists. We're going to shuffle two extra villain groups and three bystanders into

the Mankind Liberation uh what is that? Front front deck. So, I have that deck right here. It has two villain groups plus three bystanders. I've shuffled that up and we're good to go. Whenever a twist comes out, we have to choose one of the two following things. and then play two cards from that Mankind Liberation Front deck. We can either choose justice and that means we'd inspire hope, so we'd push up the track up one and we get plus one recruit for each hope. Or revenge, and we inspire fear, but then we get plus one attack for each fear. Evil will win, so we lose the game if there are three villains in the escape pile because we are playing a solo game. So, if even three villains escape, we lose the game. The two villain groups that I use to create that deck are the Legion of Doom and Villainy Inc. Whenever you play this game solo, you choose one henchman group, but you're only going to use four cards from that group instead of all 10. Two of them are actually going to be out on the board right away. So, we have the devoted goons here. And if we fight them, we get to reveal the top card of your deck. If it costs zero, KO it, otherwise draw it. And then the other two are in this deck. Along with in this deck, we have one single villain group, one bystander, and then we have eight uh scheme twists and five master strikes.

And then we only have three heroes instead of the normal five heroes for a two or more player game. The three heroes I chose were Superman, Batman, and Wonder Woman because why not? Those seem awesome. There are some transformation cards, so this is unique for this set. You can transform. Actually, these cards can potentially transform. So, I've set these aside, and if we are able to transform the cards, they'll change into these ones throughout the game. On the left hand side of the board, we have our hope and fear track. We start at zero. Every time we see inspire and it's either fear or hope, we're going to move it up or down. If ever it is at three fear and it needs to go farther down, it's actually going to go back to two. And whoever is the active player has to discard a card. Conversely, if ever you're at three hope and you push hope up, it's going to go down to two and then you get to draw a card. So, hope and fear can be quite helpful for you or detrimental as a player. But there's also hero cards that might interact with it. For example, some of the Batman cards you actually want fear and they'll give you more damage or some of the Batman ones you want more hope. So, kind of cool that they have that and you'll have to manage this as well. Of course, we have to manage it for the Joker. We don't want it to be at two fear because he's going to cause us to gain wounds. Just like Marvel, we have our sidekick deck. Now, we only have one set of sidekick cards.

That's why they're face up. Same thing with our support cards here. They're all the same, so they can be at face up. Cost us three recruit, but uh then they will give us two recruit in our deck going forward. At the top of the board, we have our wound stack as well as our bystanders. There are some unique bystanders, so that's why it is face down. Otherwise, we have our 12 starting cards. We have eight of these single recruit checkmate pawn cards and four of these checkmate knight attack cards. I'll shuffle these up and we get to draw six. Our starting hand is going to be nice and simple. Three attack and three recruit. How legendary works is quite simple. At the beginning of your turn, you're going to reveal a villain card. After doing that, you're going to play the cards in your hand, utilize your recruit and your attack. After that, you discard, redraw back up. And we're just going to keep going and doing that over and over again. We win if we can defeat the Joker. We lose if the uh evil wins effect happens here. So, three villains escape. And then there's a tie if this deck runs out and we have not defeated the Joker himself. And then you can count your victory points if you'd like.

So, we'll start off. Let's just draw our first villain card. And we have another one of the henchmen. We'll just put him out into the sewers. With that, I think it's pretty clear we're going to use our three attack here. We're going to take out a devoted goon. Put that in our victory pile. And we get to reveal the top card of our deck. Our top card is one of these basic recruits. We will KO it because it's a zerocost card. If it wasn't a zero cost, we'd actually draw it. We then have three recruit to play with. And I kind of like this Clark Kent card here. This one gives us two recruit. Now, it has this fist symbol. So that means if I play another strength card before this one and then I play this one, you may transform this into a beacon of hope. Let me show you what a beacon of hope looks like. It is this.

This one is if hope is two or more, you get plus two recruit. You get three attack with it. And then if you've played one of these uh strength cards before, you may inspire hope to push it up to make it more likely for that effect to trigger. That is beautiful. I want that. I want attack and recruit. So, I'm going to grab that for three. That will go into my discard pile. I will then replenish with a bat ring. The batarangs are cool. And then I'm going to discard my hand and draw up. We should know what I have. Oh, wait. I actually only have five cuz I burned one. So, I'm going to need to shuffle my discard pile and draw my last card. Lucky for us, we drew our Clark Kent card. So, here's our six cards for our next turn. The turns in this game go quite fast, especially for a solo game. We have Bane. This is an ambush. Each player KOs one of these two heroes from their hand or discard pile. Ha, jokes on you. I don't have any of those, so I can't do that. But it is going to inspire fear. And it's a seven attack. I certainly don't have seven attack. With that inspiring of fear, we'll push this down to one fear. In our hand, we have a whopping six recruit and one attack.

That one attack is useless. But the six recruit, I think I'm gonna grab this one. It's another strength card. This is a Wonder Woman card. This lets us choose peace or war depending upon what we're going to need when we have that card in our hand and it will pair well with that Clark Kent. We'll replenish that with defending the innocent. I'll place that into our hero HQ. We'll discard and draw. We've drawn back up and we have a three recruit, three attack hand. At least with that hand, we will be able to take out a henchman. Oh, we have our first scheme twist. That's not good. So, we have to choose one. Do we want to inspire hope? And then we get plus one recruit, which would be nothing for each hope. Our hope would be zero. We could inspire fear. And that would give us another plus two for our fight. But our fight is three. Plus two is five. I think we're going to do the hope because I don't see any reason that we want to push our fear down to a two unless that additional attack would help us, and it won't. We'll increase our hope back up to zero. But now we have to reveal two cards from that deck. Our first card that we flip over, we have Solomon Grundy. This has he gets plus two attack if there's no hope. And right now there's no hope because we're at zero.

It has an ambush of reducing hope and then a fight KO one of your heroes. If you fought Solomon in the sewers, he re-enters the sewers then moves forward one space. So don't fight him in the sewers. So let's go ahead and reduce hope. Oh boy, you guys. I might lose this one pretty quick. Our second card, we'll flip it over. This is Jinx. She has ambush. Each player reveals the top card of their deck. If it costs one or more, discard it. Uh ours is a zero, so we'll put it back on top. And it says each player, which we can ignore the each player. We'll just reveal the top card of our deck. And if it costs zero, KO it when we take her out. She is a four. You know what that means, though? My entire city is full of villains and henchmen. And if this guy escapes, that's one of the three that can cause us to lose. Oh, I can't forget. We did draw a scheme. Whenever you do that, you can then take a card that costs six or less in the HQ and put at the bottom of the deck. I know for certain I'm going to be going for strength cards. I might do strength and tech. So, maybe I will take one of these with intellect and replace it with another of an intellect.

Oh well, that didn't super help, but I'll put that at the bottom of our deck. So, now we have that three attack. Let's take out one of these devoted goons with the three attack. And that means we can reveal the top card. We actually know what it is cuz we saw it already. And we can we have to KO it because it's a zerocost card. I then have three recruit. At this point, I think I got to go all strength right now. I'm going to go for another Clark Kent for that three recruit. And we have Oh, heat vision. You get plus one for each other card played this turn that costs five or more. And it's a three attack. Yeah, but I want the bat ring. So many choices. We're going to discard our six cards and draw back up. We have for ourselves four basic cards. And then the nice thing is we have our Clark Kent with our war and peace. And I think these two together is going to cause us to do a transform. I like it. We do though need to draw our next villain card. And we have another scheme twist. That is not good. We're definitely going to pump up our fear back up by one. We're going to push this up to zero. That means we gain plus zero additional recruit. But now we have to draw two cards from that deck. Our first card from our deck is going to be a bystander. That is amazing. There are three in there. Thank goodness. That is going to be captured by the first villain that's in the city. So that will be Jinx. Jinx will have that bystander.

If we take out Jinx, we gain that bystander as victory points. But if that bystander escapes with that villain, we're going to have to discard a card from our hand when that happens. That means we hopefully won't have an issue here. We have Gigant as our villain. Just another seven villain. Once again, we have a full cityscape. This is not great. I'm going to take that scheme twist. There's six more in the deck. And now we can discard one card in the HQ. I think once again, I'm going to take one of these intellect cards and let's replenish it. Ooh, this is a tactics card. It costs five. It lets you draw two cards or when you draw a new hand this turn, draw two extra cards. That seems fun. That's a Batman card. Looking at our hand, we have three basic recruit and one attack. We are going to play war in peace. I'd love to do war, but that's plus one attack for each master strike that's face up anywhere. We haven't had any master strikes yet, so we're just going to do peace. That's going to give us three recruit. That means we have six recruit. Then we're going to play this card. That gives us eight recruit. And then we're going to transform this because we've played a strength card before. And we don't lose the recruit.

So that's eight recruit. And then we're going to play this card. And it says if hope is two or more, no, it's not. But we have played a strength card, we are going to inspire hope. And that gives us three attack. So our attack is 3 plus one. Our attack is four. And then our total uh recruit even with this inspire, we're not going to be at two or more. So, we won't get the two recruit here, but we had two from this. Three, four, five, six, seven, eight. Eight total recruit and four attack. And I have to remember this card is now removed from the game. And it will never transform back. We always have the better card. With four attack, we can take out Jinx here. And it says for a fight, each player reveals the top card of their deck. If it costs zero, KO it. And it is a zero cost. That means our third card is gone. And these two go into our victory pile. Now I have eight recruit.

I was thinking about going for Bruce Wayne and the Batarang, but this heat vision I already have a couple cost five cards in my deck. I think it's two. That'll be three. Let's do this. That's five total recruit out of eight. I've got three left. Oh, I want that one cuz it's another five. With three remaining, what I could do is just get this for two recruit or I could grab this one. This card though is only two recruit. That's it. It says if you have at least six other cards in your hand, you may transform this into the Dark Knight. That sounds amazing. Here's the Dark Knight card, and it's a five cost, but I need to have cards that draw more cards into my hand with three. The other thing I could do is just grab the Sidekick as a one-time, and that gives me one attack and lets me draw a card. Why don't we do that this time? So, we'll grab this one.

And that's seven out of the eight. I'm good with that. We'll discard and draw. We drew up our hand and it's the basic of basics. We only have one good card. I do have three attack though, so I can take out that henchman. Two scheme twists back to back. Not fun. Our next one. Oh, it's just, you know, a master strike. That is gross. Our first thing we should do is inspire fear, but I forgot to inspire hope last time, so I'm going to leave it at a zero. We should have pushed up and we push it down. Fear is not two or more, so we can ignore that. Each player may discard a tactic here. I need to get a tactic hero. I don't have any. Since I don't, I get to draw two more cards. My deck is empty, so I'm going to shuffle up. I'm going to draw two more cards. Then I have to discard down to four cards. Here's the two cards that I just drew. And now I will randomly discard two from my hand.

My hand is pretty gosh darn terrible anyways. So, this isn't the end of the world. We're going to discard this one. That's a basic one. And this one, that's a basic attack. That's it. We'll put those two in our discard pile. The good thing is no more villains came out. Oh, wait. I'm not done discarding. I still have six cards in my hand. Let me make sure I'm doing this right. Any player who does it must draw two cards, then discard down to four cards. So, I have to discard two more. So, I'm going to discard. Let's do this one. That's another basic attack. And I'm down to five cards. And let's do this one. Oh, that's my good one. I'm now down to four cards. So now all I have is one recruit and three attack actually with a draw card from our sidekick, our Darian sidekick. Thanks Robin. And that will give us another recruit. So we have two recruit and three attack. And then this is going to go back into this pile. It's a one-time use. With that three attack, let's just take out this henchman. I then will draw the top card of our deck.

And if it's a zero, it is. Burn it. That was good to recruit. The only thing I could get is one of these. And I don't think that's worth it. So, I'm not going to do that. I'm just going to discard my hand and draw back up to six. We've drawn our hand back up. And this is a much better hand than last time. I love it. Let's keep on flipping our villain cards. Ooh, we have I don't even know how to say that. Zastas. Uh, he gets plus one for each bystander in the KO pile. His ambush is he captures two bystanders. KO one of them. So, he's just going to capture these two. I'll flip them over and then he'll just KO one, which means his attack is going to be five, right? Because it's plus one for each bystander. Three of our cards this time are basic and boring. Two recruit, one attack. We're then going to play this card. It could either be one attack or it could be three recruit. I'm going to do peace for three recruit.

We're then going to play this card, which gives us three attack and we can inspire hope. Sadly for us, that does not get us to two hope, so we don't get the additional recruit. We do though still get the three attack and then we'll play our heat vision. And that's plus one attack for each other card you play that costs five or more. Well, we played two cards. So this is a five attack. Five, six, seven, eight, nine total attack. And for recruit, this isn't recruit, but this is three, four, five. Five recruit, nine attack. With nine attack, let's take out Bane. That escape effect looks gross, so let's get rid of him. And then with five recruit, let's get one more war and peace, shall we? We're just going to be strength heavy. Oh, yeah. We got another Clark Kent. We'll discard and draw. Remember how awesome that last hand was? Look at this one. Horrible. Horrible. I do have three attack, but I have nothing I can take out with three attack. We'll flip over that next villain card. It is a scheme twist. Do I want to push for recruit? Yeah, I think I'm going to push it up again to inspire hope and that's going to give us plus two recruit. The bad thing is though, we're going to reveal two more villain cards. Well, potentially villain cards. Our first card we will have is the Black Manta.

While this is in the sewers or bridge, it gets plus two attack. And when you fight it, you can KO a card from your discard pile. That's going to go into the sewers. And then our next one is a bystander. Oh, this one you get a benefit if you take them out. Choose one. You get plus one recruit or transform one of your heroes or a hero from your discard pile that says transform because it's Lewis Lane. That's so cool. Well, that's been abducted by the black manta. We then can place a card at the bottom of the hero deck. We're going to do this one. I'm not doing intellect at all. We'll flip our next one. Oh, yeah. That's a fist worth 64 attack. We're going for that. I don't even know what it says. We're doing it. Man of Steel for this round though. All we have is two recruit, three attack, and then two more. That's five. So, two plus two is not five.

Colin two, three, four total. Recruit, three attack. Once again, I'm interested in this batarang. It's four. But I've got so much strength in here. This is going to become so good so quickly. I think I got to go another Clark Kent. I'm going to put that in our discard pile. We should be able to transform that pretty easy. Heat vision we definitely want because we have a lot of five cost cards in our deck. We'll discard and draw. Looking at this hand, we can already see we have a Clark Kent with two War and Peace cards. The big thing is I don't have a ton of attack in this hand, so we'll have to see if that's going to work. Our next villain card, we'll flip this one over. We have the Black Mask. He gets plus one for each fear. Each Gotham City Underworld villain captures a bystander. Seriously, do I have any out? I do. I have this guy out. He's the only one he's going to capture this bystander. So, he actually has two with him. And then he's going to inspire fear. This will knock our hope back down to one. We'll start this round with our three basic cards. And then we are going to play one of our war and peace. Now, if I made that an attack, let's see. Three, four, five. I think I'm going to make it ah do I want to make it an attack? If I get I want five recruit. One, two, three, four, five.

Yeah, I think we got it actually. So, we'll make this an attack for war. You get plus one for each master strike that's face up. Anywhere there's one. So, this is one attack. So, we have a total of two. Then, I'm going to do the same thing here. We have a total of three attack. Then, I'm going to play this, which gives us two recruit. And I can transform it into this guy. And it says if hope is two or more, you get plus two recruit. It's not, but I can inspire hope to make it two or higher. So that will give us two, three, four, five, six total recruit. And then this card's gone, but six recruit. And we have three, four, five, six total attack. And let's go ahead and pump up hope to two. With that six attack, we can take out Solomon Grundy here. And he's going to allow us to KO one of our heroes. So we're going to KO this guy that's in our hand. I don't want to see him anymore. And he is off the board.

He's not in the sewers, so he will not re-enter. We then have six recruit. And I do think we're going to get the man of steel. Four attack. It's another strength card. [gasps] We're going all strength all day. Oh, another Bruce Wayne. I want these Bruce Waynees cuz they can transform into the Dark Knight. I want that. But I I can't do everything. We have discarded and drawn up. Not a great hand, but we will be able to turn another one of these Clint cars into a beacon of hope because we can play this one first and then transform this one at some point. I also need to be able to make 12 attack. Oh, it's a bystander. It's just caught by black mass. That's the one bystander in the deck. We start off with two recruit and two attack. This one will be two recruit and three attack because hope is already at two. And then we'll use this one and transform it because we played a strength card before which will give us this. And we can inspire hope to three.

So our total recruit is going to be two, four, five, six, seven, eight. That's amazing. And our our total attack is three, six, seven, eight. So not enough to hit the joker, but that's pretty good if you ask me. Our hope will be pushed to three with a total of eight attack. If we look at this black manta when the sewers or while in the sewers are bridge, well, it's in the bank, so we can ignore that. When we fight it, you may KO a hero from your discard pile. Let's see. I am sure I have one in the discard pod. I want Yes, this pawn. We're going to get rid of him. Gosh, my deck is getting awesome. And then when we take him out, we also have this one. You get plus one recruit or we can transform. Is there even one from our discard pile? I don't think I have any from my discard pile that I can transform. Gosh, if I had known I was going to get that, I could have gotten Bruce Wayne and then just transformed it to the Dark Knight, but I didn't. So this will give us plus one more recruit for this round. So instead of having eight recruit, we have nine. And then I have four more attack. He gets plus one attack for each fear, but I have no fear. Right now I have hope. Uh so we can just take this one out. And that will get rid of the bystander two to save him. I guess I should say not get rid of him. I then think I am going to get the heat vision. That's a five cost card. We have another four remaining.

Five, six, seven, eight, nine. Do I just go for the batang? It's not really in my strategy right now. I have so much strength, but if I can just get a couple of these, I want to transform. So, I think I'm going to get the bad rank. 5 + 4 is nine. That'll work. We'll flip this one over. Oh, it's another war and peace. We drew up to six. And I have a pretty sweet hand here. Not a ton of recruit, but I'm going to have a ton of attack. Maybe we can hit the Joker here. We'll flip over that next villain card. And it's a Master Strike. Bummer. The Joker will inspire fear, but that's okay. We're still pretty hopeful. But then, sadly, we do not have a tactics hero. So, we're going to have to draw two more cards. These two are going to go into our hand, and then I'm going have to discard down to four. 1 2 3 4 5 6 7 8. It's going to be half of this is going to be gone. I'm going to discard one. Okay, that's not a bad one to discard. Two, that sucks. Three, that sucks. And four, that's not terrible.

So, this is our hand of four cards. I think the joker must have heard me saying, "Let's hit the joker next time." Because now we're not going to be able to. We have one, two, three, four, five, six, seven, eight, and then this will get plus one from this one. That's nine. Nine total attack. And you got it. Two recruit. We might as well with two recruit just get another sidekick because it replenishes itself with that draw card effect. With nine, gigant is gone, but that's all we can do. We will discard and draw. We've drawn up our cards and I'm seeing a lot of attack here. That's good. Not a ton of recruit. I'm okay with that. Big thing is this villain deck isn't huge and we're going to start running out of cards. Oh, this guy. We have Ambush. Uh each Gotham City underworld gains another bystander. So that means this Zaz is going to have another bystander. And then of course he's going to have a bystander. Maybe I missed that last time. I'm not sure. I'm going to give him one. And then he's going to inspire fear. Inspiring fear means we're back down to one. We only have two basic cards in our hand. I wish this batang was better, but I don't have any more tactics cards or tech cards.

So, it's just an attack of two. I have my war and peace, but it's only worth two attack. And I cannot get myself up to enough to take on the Joker. So, I'm going to give that as three recruit. Same with this one. So, that's 367 total recruit. And we have for our attack four, five, six, seven. Wow, we're seven and seven. Let's attack this Zaz first. He's a five because there is one bystander that's KOed. Uh, and let's see. He doesn't give us anything when we take him out, but this does. Reveal the top three cards of the villain deck. Then put them back in any order. Oh, okay. One, two, three. Let's see what these are. We have another henchman. That's great. Gotham City Underworld, the Penguin, and a Scheme Twist. The Penguin captures two bystanders. The penguin's bystanders are also tuxedo bouncers. You can't fight the penguin while he has any. You can spend two recruit and two attack to remove one. Oh wow, that's cool. Let's keep them in this order. So it'll be the henchman first, the penguin second, and then that scheme twist third. With seven recruit, let's grab the heat vision for five.

Absolutely. And I think we have two left over. What is that? The last son of Krypton. That's the big one for Superman. We have to get that. That looks so cool. Uh and then with the other two, we will grab the sidekick. Oh my gosh, look at Superman. What does it do? You get plus one for each hope. And then if you've played another uh Justice League hero, you get plus one for each other Justice League card you played this turn. If you've done a leadership, you can rescue a B bystander. If you've done two strength, you may gain a hero from the HQ. Yeah, 10 recruit. We need Wonder Woman. We need you. We've drawn up our six cards. We've got some good recruit here, but I don't think we have 10. And we all know what the next card is going to be. It's going to be that henchmen coming in right at the sewers.

If we look at the city right now, we're actually doing okay. We'll start off by playing these two cards. We have our daring sidekick that lets us draw a card. We have another war in peace. I want so much recruit here. So, if we use her for three recruit, then we use this one for three recruit. That's 367. Then we play our beacon of hope. That will push up our hope by one, which I think will get us to two. And that will give us two more recruit. Yes, it most certainly will. We're at two total hope. This means we have 2 3 4 5 6 7 8 nine. No way. We have nine recruit. We were so close. For our attack, we have three + 4. Then 5 6 7 8 9 10 11 12 13 14 15 16 17 total attack. With 12 of that attack, we can take on the Joker because there's no fear. So that means we can flip one of these tactic cards. We have to do this five times. We have fight inspire fear twice. That's going to push it down to zero. Oh, I wonder if that means we lose the recruit. I'm gonna say that we do lose the recruit. Bummer. Should have maybe used my recruit first. Then each other player reveals a card from the top of their deck for each fear. KO all non-graay heroes revealed this way and put the rest back in the order. Well,

there's no fear. We're currently at zero, so I think we're fine there. But that is our first time we hit them. We only have, you know, four more times, but I had a total of 17 and that was 12. So, I have five left. I'm going to use three of that to take out these goons. This will let us draw if it's not a zero cost. If it is, we'll just get rid of it. Oh, it's a zero cost. I was kind of hoping it wasn't a zero cost and we could do something cool with that, but no, at least we got rid of it from our deck. We now have seven recruit. You know, we're getting war in peace. Why not? Let's keep them rolling. That recruit's amazing. And another heat vision. Heat vision was amazing this time. Let's discard and draw. Here we have our six cards. And I'm seeing now how much I did not go for recruit at this point. I don't know if I'm ever going to get that 10 cost card. We know what's coming. It is the penguin. And he is going to capture two bystanders and we have to use two recruit and two attack to save each of those before we can even fight the penguin. We'll start off by playing these three cards. I don't even know why I went with the bat ranging. I think at this point I should have just forewent that, but that's fine. Two attack, three attack, four. We do get to draw a card because we did have one other sidekick. And this is a beacon of hope. Okay, with the beacon of hope, we can do this. We can play the man of steel. That's four additional attack. Four, five, six, seven, eight.

Then we are going to play two beacons of hope. And both of those are going to inspire. That will push up our hope to two and that means each of those give us two recruits. We have four recruit with those cards. We'll then complete the cycle with our heat vision. That is a five cost car. We count the other ones. One, two, and three. Is it five or more? Yeah. So, this is a three, four, five, six. Six attack for this car. 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20. We're hitting uh the Joker again. This will leave eight attack left over for us. Let's flip this one. It says fight. If fear is two or more, it's not.

Otherwise, set fear to three. We need to move our hope from two all the way to three. Why did I not use my recruit? I should have. Golly, that was awesome. I love his tactics cards, though. This means we now have zero recruit, but we still have eight attack. I can take this guy out. He has plus one for each fear. Four, five, six, seven. Oh, we almost couldn't, but I had 20 attack. We can take him out and save this bystander. We've discarded and drawn our six cards. Look at three basic attacks. That's terrible. And no recruit here. I don't think the last Son of Krypton is in my future. We do know what's next. It is our next Scheme twist. That's our fourth one. We're halfway through the Scheme twists. We most certainly are going to push up our fear by one to two. That means we get no additional recruit.

We'll flip over our first card. This is the cheetah. Nice. The cheetah gets plus one for each card you've drawn this turn. Interesting. I'm assuming that is outside cuz you draw at the end of your turn. So that's extra card draw. And it has an ambush. Each player must discard three cards then draw two. So it's going to be a seven attack for this round. I have to discard three cards. Well, that's easy. I have three checkmate knights. Let's discard all three of those. And then I'm going to draw two more. I've got the Batarang, which is useless, and a beacon of hope, which certainly is not useless. We'll place out that cheetah. And then our other card is the Grail. This has a fight effect. Set aside face down cards from the hero deck equal to the number of players. So, be one. One at a time, reveal one of those and choose a player to gain it. Oh, that's really cool. At the beginning of the game, the city was feeling very full. But now, even with those two villains showing up, we're doing okay. We've got two open spots.

We'll start off by playing our Batarang for two attack. And then our war in peace, let's use the bottom for the two attack as well, cuz there are two master strikes that have been played. So that means we have an attack of four. Let's double it. An attack of eight, shall we? Then we will play this. That is 9 10 11. We can inspire hope. Even with that though, we will not get the two recruit because our fear is at one. Our last card is heat vision which will be worth three, four, five, six. This is a six attack. So 6 7 8 9 10 11 + 4 is 15 16 17. We are hitting the joker again. This is our third shot. We just need to do two more. We'll flip this one over. If fear is two or more, it is. No, it's not. It's one. I just push it to one. We could ignore that. Otherwise, inspire fear, which pushes us down to two. And then we have to KO one of our heroes.

Well, that's easy. I hate to do this, but you know that Batarang, as cool as it is, I never went for another tech card. So, let's just KO the Batarang. I can't forget the Joker had plus two attacks. So, it actually had 14 because there was one fear. Oh, good thing I still had enough. I had 17 total attacks. were okay there. But now, because we're at two fear, this is a 16. I need 16 total attack to hit him. And I have only three attack left. I can't take any of those out. So, I'm just going to discard and draw. At this point, I kind of have a ridiculous hand. Two Warren pieces, heat vision, another beacon of hope, one basic attack, and another beacon of hope, but not a ton of recruit. Well, the three six recruit if I wanted, but these are not going to give us recruit because hope is not at two. So, I'll probably just use him as attack. We only need to hit the joker two more times to win. Ooh, this is two face. He gets plus two for each fear and there's two fear. So, he's a 246. When we fight him, we have to flip a coin or this card. Heads inspire hope and K one KO one of your heroes. Tails inspire fear KO from the bystander deck. Twoface re-enters play. That is so cool. Uh we do have the coin. We have the coin here.

So we would totally use that. I'm thinking at this point we might start going for the kill. So I'm going to play these two war and peace cards. Each is to attack. 2 4 5. Then we're going to play this one. 678. We'll inspire hope uh in a second. 9 10 11 will inspire hope a second time. That's helping us with the joker. I did not realize how good that was. So, three 6 7 8 9 10 11 12 13 14 15 16 17 18. We have 18 attack and we're going to inspire hope twice. Two hope inspiration puts us to zero. That means the joker is only a 12. So, we'll hit him. This will be our last tactic card. It says inspire fear three times. Then each other player KOs a bystander from their victory pile. I think that's going to be for me for each fear. Then each player with no bystanders in their victory pile gains a wound. Inspiring fear three times. One, two, three. We are at three. That means I have to KO three bystanders. I have one here. I have one here and I have one here. But I still have more bystanders so I don't gain the wound. Fortunately for us, we still have six attack. Let's just take out Cheetah to clear out the city with our remaining attack and then just discard and draw. We drew up our hand. We have two heat visions, two beacons of hope, a man of steel, and a checkmate pawn. This should be enough to

take out the joker. We do though still have to draw a villain card. And we have another villain, the two-face. That's fine. Put him into the city. We'll start off with our man of steel and our basic checkmate. I don't care about recruit at this point. It's just going to be attack four, five, six, seven. We're going to push up hope. Uh I should say reduce fear by one. So now we're only at two. So that's four, five, six, 7, 8, 9, 10. Now fear is only one. So I only need 14 total attack to be able to take out the joker. 4 5 6 7 8 9 10. Then we play this. 11 12 13 14 15 16 17 18 19 20 21 22. Goodbye Joker. We needed 14 attack because it's 12 here plus the one fear which gives plus two. He's off the board. There's no negative effect. We can now count up our points. Let's see how we did. Looking at my victory points, we've got 10, 20, 30, 40, 50, 68. 68 total points. Seems pretty fun.

I've got to give it to Upper Deck. That was so much fun. The hope and fear mechanic is really cool. I kind of wish they had that in Marvel, having just a little something else that your cards play off of, the masterminds can play off of. Yeah. But regardless, I don't think you need it with the legendary Marvel. Uh, but it is a nice touch to add to this game. And it's a nice touch with the cards. I really wanted to show you one of the cool Dark Knight cards, but hopefully you can find that yourself. This is to me, if you enjoy DC, you just need to get this. It is good. It is fun. I can't wait to try all the different combinations. 14 heroes, you guys. Five different masterminds. I think there's nine different schemes you can play, something like that. Eight or nine. There's tons here. There's over 500 cards. So, lots to explore here.

Lots of combinations. You saw Wonder Woman and Superman. Hey, guess what? They worked well together. Really? [gasps] Uh Batman, not so much. I didn't buy any Batman cards except for one, and I got rid of it. So, I maybe would pick something that would try and pair better with Batman next time and try a different mastermind. Hopefully, this helps you determine if you would like to pick this game up. I want to give a huge shout out to our patrons and subscribers. It's because of you that Barrett and I do what we do on this channel. And if you're excited to see what Barrett and I have coming next, then I need you to meet me at the table. Goodbye, everyone. with all your energy. It's your master to set me up.

Progress saved