Archive for the ‘Legendary’ Category

Mystery, secrets, and betrayal. Marvel Legendary’s twelfth expansion steps into a universe where superpowers are replaced by gritty stories. This hundred card small box expansion hosts Heroes, Schemes, and Villains in a way never before seen in the Legendary universe. This is Legendary: Noir.

It seems a fair while since there has been an expansion for Marvel Legendary, and this one is rather a strange one. This time, it’s focused on the Marvel Noir universe – a parallel timeline of the multiverse that sets everything in a 1920s Noir setting, with some steampunk thrown in for good measure.

At a hundred cards, Legendary: Noir feels substantial enough to add some character (and characters) to your games, without getting stretched too thin (something the Secret Wars double pack was criticised for). The artwork is all nicely evocative, and suits the mood of the set, yet is no so different that it seems jarring alongside your other cards.

The five new heroes are new takes on Iron Man, Spider-Man, Luke Cage, Daredevil and Angel; although Spider-Man is probably best known, due to his prominence in the Spider-Verse crossover a couple of years ago. The new heroes do synch well together, and you’ll have fun with their combinations.

The Masterminds are Noir versions of The Green Goblin (here envisioned as a mob boss), and an evil Charles Xavier. They have some tough combat abilities, and their accompanying gangs of Sinister Six and the X-Men are nicely done and highly thematic.

The new Investigation ability, which allows players to examine, draw and rearrange the top cards of their decks is a very nice one, and is perfect for helping to set up combos of superpowers later in the game; especially if combined with Phasing.

Unfortunately, what holds the expansion back is what a niche area of the Marvel Universe it covers. Secret Wars was a massive event, covering every character, running for months. Ditto for Fear Itself and Civil War. Noir, as great as it was, was several years ago and only ran for a short period. As a result, the more casual Legendary player may struggle to find much of interest here.

That’s a real shame, because the card art and the mechanics absolutely nail the Noir theme. It’s just that that theme will likely only appeal to Marvel zombies and legendary completists.


Brad Harmer-Barnes is a games journalist and comedy writer from Kent, England, and has written for (among others) Miniature Wargames magazine, Fortress: Ameritrash, and Suppressing-Fire.Com, which he also edits. You can follow him on Instagram and Twitter @realbradhb


The bitch is back.

We’re all big fans of the Legendary line here at SuppFire, and the Alien game released back in 2014 is no exception – providing plenty of adventures, suspense and fun in the time since its release. The Predator game released in 2015 acted as a sort of expansion – although it offered more variations on ways to play, than totally new stuff.  This was understandable, of course. It was a stand-alone game with the option to be intergrated with Alien, not a true expansion. But now there is an expansion, and if you’re a fan of the original, it is 100% worth adding to your set.

Firstly – and possibly the biggest advantage to me – is the addition of extra characters to each of the four movies. The line-up was fine, but adding in Gorman, Kane and “85” to the playable character roster greatly increases the replayability of the game, as well as just giving some extra variation each time you play. The new characters synch in really well with the old cards, and those of you who like to explore ways of chaining characters and ability will have an absolute blast with the new combinations this opens up. 

Another nice feature is the chance for one player to play as the antagonist (much like the playable Mastermind introduced to Marvel in the Secret Wars set), taking on the role of the Alien Queen, with her own deck of cards to level up, and her own version of the Barracks and HQ to level up from. Be warned, though; this play mode is hard as nails for the Human players, and it’s not like the game was an especially easy one to begin with. It’s fun…but it is gruelling, too. 

Another really nice bonus is the addition of two brand new stories! That’s right, you get two movie length scenarios to play thorough, featuring all new challenges and monsters brand new to the Alien canon. This was such a boon for me, as I love seeing original stories unfold during a game, and the new “movies” really nail the feel of the 1990s Dark Horse comics that I read – nay, consumed – in my younger days. The only mild disappointment is that while there are new “avatars” to use with them, there were not new “characters”, meaning you have to battle through these new stories using pre-existing cards from the other movies. It’s an understandable compromise, as the game would have been conisiderably longer in production, more expensive, and physically larger to fill out these needs; but as a theme driven gamer, it does grate a little.

The physical components are all of the standard we’ve come to expect from Upper Deck. The card art is great, but their card quality is still so-so; you’ll need to sleeve all of them, or they’ll wear very quickly. The playmat and its artwork is nice, and the rules are clear, easy to understand and easy to reference.

If you own the base Alien Legendary Encounters game, and play it more than, say, once a year, then this is a 100% necessary purchase. Seriously. Buy it with your hands.


Brad Harmer-Barnes is a games journalist and comedy writer from Kent, England, and has written for (among others) Miniature Wargames magazine, Fortress: Ameritrash, and Suppressing-Fire.Com, which he also edits. You can follow him on Instagram and Twitter @realbradhb.