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Legendary: A Marvel Deck Building Game – Ant-Man and the Wasp thumbnail

Legendary: A Marvel Deck Building Game – Ant-Man and the Wasp

Expansion for Legendary: A Marvel Deck Building GameExpansion for Legendary: A Marvel Deck Building Game (Second Edition)Expansion for Legendary: A Marvel Deck Building Game – Villains

Legendary: A Marvel Deck Building Game – Ant-Man and the Wasp Rulebook

Table of Contents

Table of Contents

  • Heist
  • Double-Cross
  • Higher Variety of Cards per Hero
  • Explore
  • Ambush Schemes
  • Conqueror
  • Transforming Masterminds
  • Size-Changing
  • Microscopic Size-Changing
  • Antics
  • Game Contents

Heist

Scott Lang's elaborate Heists are highlights of the movies, represented by this new keyword.

  • Some cards say things like "Heist: You get +2 Recruit."
  • Once per turn, if you have played any Heroes with Heist abilities (and/or fought any Enemies with Heist abilities) you may "attempt a Heist."
  • To do this, first assemble your crew: Count the number of different non-zero costs you have among all your Heroes this turn. This is your Heist Count. Then try to outfox the guards: Reveal the top card of the Villain Deck and check its printed VP.
  • If your Heist Count is higher than that VP: The Heist worked! Use all Heist effects of Heroes you played and Enemies you fought this turn, in any order.
  • If your Heist Count is tied with that VP: It all went sideways, and you barely escaped! No effects.
  • If your Heist Count is lower than that VP: Your crew got caught! You gain a Wound (& no Heist effects).
  • You can only ever attempt one Heist per turn, no matter the outcome. If you succeed in the Heist, do all of the Heist effects before moving on to playing more Heroes or recruiting or fighting anything else. After your one Heist attempt for the turn, if you draw additional cards with Heist abilities (or fight additional Enemies with Heist abilities), it will be too late to get those additional Heist effects.
  • Heist checks for printed cost, so 4 [grey class icon] and 4 count as the same cost.
  • You don't have to go on a Heist. Weigh it carefully!

Double-Cross

Seeming allies often betray the Heroes of the Ant-Man movies, represented by the new Double-Cross keyword.

  • "Double-Cross each player" means "Each player reveals their hand and discards one of their highest-cost 'doubles' (a card that has the same cost as another card in your hand)."
  • Example: The costs in your hand are 0,0,4,4,4,6. You must discard one of your 4-cost cards.

Higher Variety of Cards per Hero

Each Hero in this set has 6 unique cards, with 3/3/3/2/2/1 copies, instead of the normal 5/5/3/1. This can offer a wider variety of costs to set up successful Heists and to avoid Double-Crosses!

Explore

In the twisting landscapes of the Quantum Realm, Janet van Dyne searches for her loved ones and for escape routes, while Jentorra searches for Freedom Fighters. This is represented by the new "Explore" keyword.

  • Some cards say things like "[blue class icon]: Explore. You get +Attack equal to the Found Hero's printed Attack."
  • Explore means "Put a Hero from the HQ on the bottom of the Hero Deck. Reveal the top two cards of the Hero Deck and choose which one refills the empty HQ space. Put the other on the bottom of the Hero Deck."
  • Some Explore cards give bonus effects based on the "Found Hero." The Found Hero is the Hero you added to the HQ this way.

Ambush Schemes

Each Villain Group in this set includes an "Ambush Scheme." These are shuffled into the Villain Deck alongside their Villain Group as normal. When an Ambush Scheme is played from the Villain Deck, put it next to the normal Scheme and do its Ambush effect. For the rest of the game, whenever a Scheme Twist is played, do each Scheme's Twist effect (in any order). Each Ambush Scheme tells you a way to "defeat this Scheme." When you do that, the current player puts it into their Victory Pile, scoring its Victory Points. Ambush Schemes aren't Villains. They don't enter the city or push other Villains forward. You don't need to defeat Ambush Schemes to win the game.

  • Note: There can only be one Ambush Scheme in play at a time. If a second Ambush Scheme would be played from the Villain Deck, KO the new Ambush Scheme and play another card from the Villain Deck instead.

Conqueror

This keyword shows how Kang the Conqueror and his armada gain from conquering territory.

  • Some Enemies say "Rooftops Conqueror 2." This means "This gets +2 Attack while any Villain is on the Rooftops."
  • The enemy gets the bonus whether itself or another Villain is on the Rooftops.
  • Hero cards also say things like "Bridge Conqueror 1", meaning "You get +1 Attack if any Villain is on the Bridge."

Transforming Masterminds

Each Mastermind in this set is a double-sided "Transforming Mastermind" that transforms back and forth between two forms during the game.

  • The side with the "Always Leads" ability starts face up.
  • When a Master Strike or Mastermind Tactic effect occurs, it will tell you to "Transform" the Mastermind, meaning flip it over to its other side. (Don't also do the Master Strike effect of the new side.)
  • A Mastermind only uses the abilities and Attack of its currently face up side. Ignore the special abilities and values on the currently face down side.

Size-Changing

This keyword represents Heroes and Villains using superpowers to massively grow or shrink themselves or other things. It debuted in Legendary: Civil War.

  • Some Hero cards say things like "Size-Changing [red class icon]." This means "You can recruit this card for 2 Recruit less if you played any [red class icon] cards this turn."
  • Likewise, some Villain cards say things like "Size-Changing [grey class icon]." This means "You can fight this Villain for 2 Attack less if you played any [grey class icon] cards this turn."
  • The Size-Changing card's cost is only changed during the moment you are recruiting it, not other times.

Microscopic Size-Changing

Ant-Man, Wasp, and their allies can shrink down smaller than an atom, to the microscale of the Quantum Realm. Here the very laws of physics can be broken and even reversed! This kind of Size-Changing has some twists.

  • Some cards say "Microscopic Size-Changing [grey class icon] [grey class icon] [grey class icon]"
  • This means "You can recruit this card for 2 Recruit less for each [grey class icon] card you played this turn, counting up to three [grey class icon] cards."
  • If you played 1 [grey class icon] Hero this turn, this card costs you 2 less. If you played 2 [grey class icon] Heroes, it costs you 4 less. If you played 3+ [grey class icon] Heroes, it costs you 6 less.
  • Playing a fourth [grey class icon] card wouldn't reduce this cost any further since there are only three [grey class icon] icons listed in this particular Microscopic Size-Changing ability.
  • The second twist is that Microscopic Size-Changing can actually reduce the cost you pay to zero or even a negative number! When you recruit a Microscopic Size-Changing Hero with a negative cost, you actually gain that many Recruit points!
  • Some Villains also have Microscopic Size-Changing. It works the same way, letting you fight that Villain for 2 Attack less for each card of the correct Hero Class you played this turn, up to the number of icons shown in the Microscopic Size-Changing ability.

Antics

Some of Ant-Man's craziest moments come when he uses his power to control tiny ants, as well as shrinking himself down to ant size or growing ants to giant size!

  • Some cards say things like "Antics: You get +2 Attack."
  • You can use a card's Antics abilities only if you have at least three cards that cost 1 or 2 and/or have Size-Changing.
  • The Antics card itself can count towards those three cards if it costs 1 or 2 and/or has Size-Changing.
  • "Cards you have" includes both cards you played this turn and cards still in your hand, so both of those can help you use Antics.
  • Use the Antics ability at the moment you play the Antics card. If you don't use it then, you can't go back and use it later in the turn.

Game Contents

Rulesheet and 200 cards:

  • 8 New Heroes of 14 cards each (1 rare, 2 copies each of 2 uncommons, and 3 copies each of 3 commons.)
  • 4 New Villain Groups of 8 cards each
  • 3 New Henchman Groups of 10 cards each
  • 3 New Transforming Masterminds (Each has 1 double-sided Mastermind card and 4 Mastermind Tactics)
  • 4 New Schemes
  • 4 New Special Bystander types (7 cards total)
  • Likewise, if you fight a Villain with Microscopic Size-Changing and reduce its Attack value to a negative number, you gain that many Attack when you fight it!
  • Microscopic Size-Changing is a type of Size-Changing, so any effect that mentions Size-Changing works with Microscopic Size-Changing.