Though their arcane rituals may be complete, other new possibilities and keywords await Doctor Strange and his allies! Transcend present knowledge with our final preview to learn of the other powers at their disposal, and what they’ll be up against from the Netherworld and Fear Lords alike. Peer beyond the veil of your own reality, and gaze further still into Legendary®: Doctor Strange and the Shadows of Nightmare!
Demonic Bargain
Demons offer gifts of power with a dark price, hoping to corrupt the souls of mortals. These deals with the devil are especially corrupting to the powerful and arrogant – the humble are more likely to escape with their souls intact…
Some Villains say things like “Fight: Choose a player to make a Demonic Bargain with Satana Hellstrom to rescue three Bystanders.”
- That player discards the top card of their deck to see if they are corrupted by power. If that discarded card costs 1 or more, that player is too powerful and arrogant to resist temptation and gains a Wound, to the demon’s delight!
- If that discarded card costs 0, then that player has been humble enough to resist corruption.
- Whether that player gained a Wound or not, they then gain the Demonic Bargain’s listed benefit.
Some cards have you choose which player must make a Bargain for a benefit. When this happens, think carefully about how many cards in your deck cost 0. If most of your deck is still 0-cost cards, it may be worthwhile to seize the power of the Demonic Bargain for yourself! If your deck has lots of high-cost cards, then it may be wiser to choose another player to make the Demonic Bargain instead…
When you choose a player to make a Demonic Bargain, that player cannot decline.
Astral Plane
The Fear Lords are cruel demons that move themselves and others beyond the physical world to a realm of pure, psychic energy. There they prey on the human psyche, evoking nightmare and terror!
Some Villains say things like “Fight: If this Villain was in the city, it enters the Astral Plane.”
- The Astral Plane is a single, unique space that only exists in games with cards that use the Astral Plane. It sits immediately to the right of the Villain Deck.
- While a Villain is in the Astral Plane, it has no physical form: It can only be fought with , not . To fight a 5Villain you must spend 5 . When you fight a Villain in the Astral Plane, put it in your Victory Pile and do its Fight effect as normal.
- When a Villain enters the Astral Plane, any Villain already there escapes. This causes all the same effects as if that Villain had escaped the city (including KO’ing from the HQ, discarding from captured Bystanders, and Escape abilities).
The Mastermind “Nightmare” can also enter the Astral Plane. While there, he can only be fought with , not . If he escapes the Astral Plane, do all the normal effects for a Villain escaping the city. Then, do the Escape ability written on Nightmare, which moves him to the Mastermind space.
- The Astral Plane is not a city space. It’s not “adjacent” to any city spaces. Card effects can’t move or swap Villains to or from the Astral Plane unless they explicitly mention the Astral Plane.
- Villains do Ambush effects when they enter the city. The Astral Plane is not part of the city, so Villains that enter the Astral Plane don’t do their Ambush effects at that time.
Legendary: Doctor Strange and the Shadows of Nightmare has phased into the material plane! Buy it Now!
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