Published on January 23rd, 2015 | by Luke Turpeinen1
Legacy Time Crisis Fight
What happens when three generations of the same super hero family band together to take down their evil alternate-dimension counterpart? That was the question we tried to answer last weekend. We were invited by our podcaster friend Andrew (of For All Intents and Purposes) to play in a game of Sentinels of the Multiverse, with a twist!
Sentinels of the Multiverse is a cooperative card game, in which the players act as members of a superhero group like the Justice League or the Avengers. The heroes need to take out a boss villain while trying to stay out of environmental hazards. Each boss has different powers and abilities, as well as strengths and weaknesses.
The player heroes each have their own deck, with different themed abilities for each character. Sometimes there are alternate version of a character though, in this case you use the same base deck but only switch out the one special hero card. This has the effect of changing their hit points and special power.
For our special event we were all using the same character deck(Legacy), with variant editions of the same hero. Legacy comes in the base set of the game and is kind of like Superman. His powers come from an enchanted ring that gets passed down from parent to child, with additional powers bestowed on each hero.
The three versions we played with were: America’s Finest Legacy (Paul, the default, Superman version) played by Nicole, America’s Newest Legacy (Pauline, daughter of the default, basically Supergirl) played by Alex, and America’s Greatest Legacy (Father of Finest, a WWII Captain America type) played by myself.
The boss that we faced was none other than Iron Legacy, an evil, twisted version of America’s Finest. In Pauline’s timeline, Paul was defeated in a battle with his nemesis Baron Blade and she stepped in to take his place. It was what she trained her whole life to do.
In Iron Legacy’s timeline, Baron Blade killed Pauline instead, which drove Paul to madness. No one could ever be trusted again. He began killing all villains and put the whole world under his iron fist. With two different future Legacy characters and the transported past Legacy around, we chose the Time Crisis environment deck to encounter, which seemed appropriate for the situation.
When it comes to the actual mechanics of the game, I felt pretty comfortable going in. We were all playing with the same deck, meaning that there would be some weakness we could never cover, but that didn’t concern me too much. Legacy was meant to be a really well rounded character, and does well in damage, defense and giving buffs.
The WWII Legacy has a power that lets him heal for 1HP and then let someone use their power. Default Legacy has a power that gives his allies +1 to their damage for a turn. Pauline has super laser eyes and with the damage buff, as well as the extra power use per turn from gramps, she was looking to be our damage dealer.
At this time we also discussed how we were going to deal with Iron Legacy’s psychic feedback. Every turn he was going to cause us to do 2 psychic damage to ourselves. The rules question was if we should added Iron Legacy’s damage bonus (because he’s not doing damage), if we should add our damage bonus to the attack (because we’re attacking ourselves) or just ignore bonus damage on this attack.
We decided to go with the third option. While I could have made an argument in either direction, either way would have meant a ton of extra damage coming at us every turn. Calculating that damage out, it became clear that the scenario would just be impossible with our characters if we kept it it. We decided to (probably) break the rules as written (RAW) in order to make the experience enjoyable.
Remember, the gaming police aren’t going to show up to your house and take your games away if you don’t play by the rules all of the time. The point of playing games is to have fun, and if you need to depart a little from RAW to do so, then go for it. In the second edition of Viticulture there’s a note that includes a variant worker placement rule that makes the game a little less competitive. I think it’s great to remind people that this is their game now, and it’s okay to make house rules if you like.
As for the game? It went well. We managed to get our damage per round above his healing threshold after a while. We had some problems with Iron Legacy’s ongoing cards, as Legacy has no Ongoing removal in his/her deck. The environment really came through for us there- we managed to get one that would removing a villain ongoing every turn and tried to keep it around. It wasn’t easy, but we did it!
Take a look for us podcasting about this adventure on A Podcast [ , ] For All Intents and Purposes. Updated: “The Motherbox” podcast episode featuring this Legacy Time Crisis game is now available for your listening pleasure.