I did a spoiler-free post
about Regicide Legacy in April, giving a quick overview and
showing the basic game components. This post continues from there. The first
part of this post will contain no spoilers. If you have not played the game
and you are thinking about it, it's safe to proceed.
I played the Regicide Legacy campaign with younger daughter Chen
Rui, who is back in Malaysia for her school holidays. We have played quite a
fair bit of Regicide before and we both enjoy it greatly. We have been
anticipating Regicide Legacy since I preordered it. The 12 missions in
the game tell a story. It's a fantasy story about corruption sweeping the
land. You are a mercenary band and you get involved in fighting this spreading
evil and restoring the land to peace. For me the story is okay - just another
fantasy story, but it is nice that the game makers spent the effort to write a
story for the campaign. It gives some context and flavour to the missions you
play. I did get a little attached to some of the characters in the game.
Tons of content in the box!
Playing Regicide Legacy
is like playing many different variants of Regicide. If you like Regicide, you'll probably like these new and creative ways to play it. There are
many interesting card powers which get introduced during the campaign. Your
deck will be altered in some ways. There is variety in the missions. They
present different challenges and you have to think hard how to defeat the
bosses. You will explore various strategies.
The 12 missions
Usually for legacy games I'd recommend you play through the whole campaign
with the same group of friends. The campaign is a shared journey and it is
more meaningful when you go through it together. You will create shared
memories. For Regicide Legacy, I feel this matters slightly less. I
feel the story is not critical. Not that it's bad. Just that you can still
enjoy the game experience without getting very involved in the story. You can
swap players in and out, because each mission is a different and independent challenge to
overcome. It may take a bit more effort to explain some card powers and rules
a new or returning player missed, but that's not too bad.
I have enjoyed my play of Regicide Legacy. Some of the missions took
as many as 6 attempts to beat. I certainly got many plays out of this game.
Our campaign took 25 games to complete, so on average about 2.1 attempts per
mission. There were some late missions which Chen Rui and I managed to beat
on the first try. In a way the campaign felt like playing 12 separate
cooperative games in the same universe. Some were more interesting than
others. As you progress through the campaign, you have more and more tools
at your disposal, even though generally the bosses become harder and harder
to beat, or the rules change to create hurdles for you.
I think they should release an art book for Regicide Legacy. There is
so much great art in the game!
One thing good about the game is after you complete the campaign, you can
keep on playing the game. There are game components provided to set up
missions randomly every time you play. There are no more stories to tell,
and your deck will not be modified any more. However for each game the rules
and setup will vary. You get some elements which make it harder to win, but
you also get some which help you. I think this is great. Some legacy games
cannot be played any more after you are done with the campaign. Or they can
be, but the future game doesn't look all that interesting. I have not yet
played many of these future games for Regicide Legacy, but they look promising. It feels like the content created for the
future games is even more than the legacy campaign.
That's all I want to say about Regicide Legacy without spoiling the
details for anyone thinking about playing it. This is just 10% of this blog
post. The rest of this blog post will be more like a photo album than a blog
post. Well, also kind of a session report. Word of warning - reading further
means getting yourself into a spoiler fest. I'm going to spoil all your
surprises for you. How important is this? I'd say it is not absolutely
critical. Even if you know how the story goes and what the missions are, I
think you will still enjoy the game. You still have to work out how to beat
each mission yourself. Anyhow, proceed at your own risk. I personally prefer
playing with no spoilers.
~~~~~~~~~~~~~~~~~
One game mechanism introduced early in the campaign is corruption.
The box labelled C is for the corruption mechanism. As you make progress
through the campaign, some members of your mercenary party will be corrupted
by dark powers. You will randomly draw a pair of cards. One determines the
card value, the other a feature on the character. You have to find a character
of that value who has that feature and corrupt him or her. If multiple
characters fit the description, pick just one. Being corrupted sounds bad, but
it is actually helpful. The important advantage is when you fight enemies immune
to certain powers, if you send a corrupted fighter, that immunity is
temporarily ignored. However the price you pay is a random card being
banished. Banish means getting removed from the game. This can be painful if
the card being banished is a strong one.
These sea serpents are from Mission 2. They have immunity against two powers.
They are not particularly strong though. When I played this solo, this mission
was easy. However when I played a 2-player game, this was harder.
Relics are special rules which help the players. The first such relic allows
different players to contribute cards to the same kinfolk attack. A kinfolk
attack means playing several cards of the same value together, as long as the
sum is not more than 10.
We met this guy early in the campaign. A strength of 25 is a big deal. Our
fighters had strengths from 1 to 10. We were hoping he would be a big help,
but he didn't participate at all in fighting. Also he turned out to be a villain. Sigh.
One of our corrupted fighters Theodoric
Belroth was corrupted too. And I just realised that the photos here are a mix
from our campaign and also my solo play of the first two missions. Belroth was
corrupted in my solo play, but not when I played with Chen Rui.
Oooh stickers! I got to add powers to my characters! Some of my characters
would have two powers at the same time.
The mage is a new suit. Mages are powerful. When you play a mage, you get to
draw a number of cards from the deck equal to the mage strength, then pick a
card to add to your attack. You get to use both the attack value and the power (icon) of the chosen card. Cards not picked go to the discard pile. A mage can help
you dig for a power you need. If you use a mage's power to pick another mage,
you will dig again for yet another card to add to your attack. Mages can be
very powerful. However, they also cause you to run through your deck quickly.
You need to remember to heal (refill your draw deck). Also, all cards used in
a magic attack are banished afterwards. If you use the mage to grab a powerful
card, that card will be used this one last time in your current game.
The mages appear in Mission 3
We had to fight a group of apprentice mages
Kauri had two powers now
Mekana is a powerful mage
We laid out banished cards like this so that we could see who were out of action
This is a mercenary. Mercenaries are in the M box. If you lose a mission, the
next time you try again, you get one more coin, and you use your accumulated
coins to bring in mercenaries like this. Mercenaries cost between 1 to 5
coins. If you keep failing a mission, every time you retry, you will have more
coins to spend. For each subsequent attempt, you can choose to change the
combination of mercenaries you bring in.
In this particular mission, cards in the mission zone add strength to the
enemy.
Mission 4 box
Mages joined our party
We had to fight monster animals which were test subjects of dark
experiments.
A mage attack. The card placed sideways reminds you to banish this
set.
King Kong?!
These mushroom monsters look scary.
This might give someone nightmares.
The mushroom power (official name is reaver) is fun. In many missions, you
encounter some new friendly characters and add them to your deck. The new
characters have a specific new power. After you beat the mission, usually only one
of them joins your group and continues the journey with you. For these mushroom
guys, Harore is the one who will join you.
The mushroom doubles your strength, similar to the axe. If you have both
mushroom and axe in the same attack, you quadruple your strength. When you use
the mushroom power, you can decide how many cards you want to draw from the
deck. Draw them, look at them, and banish all of them. Add the value of one of
these cards to your attack strength, but do not use the power (icon) of the card.
This works differently from the mage power. When you use the mage power, the
cards you draw will mostly be discarded. Only the one you pick will be
banished. Also, with the mage, the power of the card you pick does take
effect.
B means Beast. They work a little like the A's (Animals). You can play a Beast
together with another card. The value of the Beast is the value of that other
card. A Beast will have strength 10 if you pair it with a 10. Although there
are four Beasts, every game you can only pick one to add to your deck.
This is an enemy. This set of enemies are animated statues.
Myla was a girl we picked up along the way, who later turned out to be evil
too. She was a real pain in the neck.
The stone guys are called guardians. Their power allows you to not defend
against the enemy's attack for one turn. This can be a real life-saver,
especially when the enemy has a high attack.
As you play through the campaign, the boxes of completed missions are stored
away showing the other side. This side of the boxes form a panorama. Nice
touch!
In one particular game Chen Rui played four 2's! That was amazing.
At the time the top card of the discard pile was the last 2. What a
coincidence.
Goran is the Evergreen, an ancient being. He has been weakened by evil forces
and he needs to regain his strength. When he first joins your party, he has no
power. This axe power is added later. Notice it is a sticker.
This set of enemies are merfolk
The feather power (officially called druid) is very handy. You take the whole
discard pile and deal it out to all players. From these cards, everyone picks
one card to take in hand, one card to banish, one card to put at the top of
the deck, and one card to put at the bottom of the deck. Cards not chosen are
returned to the discard pile. This power when used at the right time can get
you that exact card you need to save your neck or to perfect kill an
enemy.
At this point there were only three spaces left on the player aid not yet
stickered on.
Mission 7
We called Elkoshoth our MVP. He was corrupted, which meant he was still useful
when we faced enemies that denied healing (red potion icon) and drawing cards
(yellow violin icon). His combination of powers was convenient. We could first
shuffle some cards from the discard pile to the draw deck, and then draw from
the draw deck. Managing your supply of cards is sometimes challenging. You
need to make sure you have enough cards in your deck before you draw. Drawing
cards sometimes takes two turns, first to heal, then to draw. Elkoshoth's
powers allowed us to do two things within the same turn.
At this point we had three relics. The scarlet whistle allowed us to make
joint Animal or Beast attacks. The azure emblem helped with mage attacks.
Normally when you attack using a mage, you will draw cards from the deck to
pick one to add. With the azure emblem, other players can add cards to the
deck before you draw. This is very helpful if your teammate has a card that
works well with your mage.
The queens and the jacks of the merfolk enemies
Goran got his second power. Shadow received the stone (guardian)
power.
These are the pilgrims. Their values go from 2 to 7, four cards for each
value. Pilgrims are not particularly strong, and they have no powers. For some
missions, they fight alongside you. They are often not of much help. More
liability than asset.
The drum power (formal name is chanter) is a nice one. If you look at the
colours of the new powers, you will find that they have the same colour as the
basic power they are similar to. The mushroom is black, and it doubles
strength, just like the axe power, which is black. The feather is red, and it
allows you to take and move cards from the discard pile, similar to the potion
power, which is red. The stone is grey, and it allows you to skip defending
for one turn. The basic shield power is grey too, and it reduces the enemy
attack. The drum power is yellow, like the violin (bard) power. When you play
a drum card, you set a number, and everyone draws that many cards from the
deck. Then you discard down to your hand limit. The drum power is not linked
to the value of the card. You can decide to draw as many cards as you want,
but everyone must draw the same number of cards.
We met enemies with two powers again. These double headed giants were not too difficult
to deal with.
However the dragons in the same mission were much more difficult because
they were stronger.
This one was tough. We couldn't heal cards from discard pile to draw deck, and
we couldn't draw cards.
A lovely puppy! This card was used for just one mission.
This is the combination I fear the most. We can't reduce the enemy's attack,
which means every turn we must have enough high cards to discard to stay
alive. However we also cannot draw cards. That means we will soon run out. The
new powers like the drum and the stone can be very helpful. Since the enemies
do not have such icons, these new powers can always be used. To beat
Deathcries, the best strategy is probably to use the axe power. Kill it quick
before you run out of cards.
This was one of the missions which involved pilgrims. As you play, you can add
cards to the mission area. Cards you add must be in ascending order, going
from A to 10. Any non pilgrim card placed here adds to the enemy attack
strength. Pilgrim cards go up to 7. That means if you move any 8 or 9 here,
they will certainly add strength to the enemy. The reason for wanting to add
cards to the mission area is for a one-time ability it triggers. Once you hit 10, you get to
examine the whole discard pile to banish any cards you wish, and then what is
left is added to the draw deck. This is important for banishing those weak
pilgrim cards. Also you are refilling your draw deck.
This was an interesting mission. In this particular game, we played this
violin 3 (well, in proper game terms bard 3) and not a pilgrim 3 thinking that
just a lowly 3 won't be too much trouble. We intended to progress to 10 as
quickly as we could. It turned out to be much more headache than we expected.
Instead of strength 25, our enemies had strength 28, and that often meant
needing to discard an additional card to defend ourselves. Every damn turn.
Eventually we lost this game.
Myla was back! With a team! This was Mission 9, the toughest one for us. It
took us 6 attempts to beat this, which means by that game we managed to win,
we had 5 coins to employ mercenaries. We only paid for the 1 coin mercenaries,
and we had five of them.
Myla was hard to beat because she had two powers, and these powers could not
be ignored by corrupted fighters. Violin means you can't draw cards, and
shield means you can't reduce her attack. You must prepare yourself well
before you face her. You will need some axes or mushrooms which help you deal
double damage, because her health is a staggering 80. You probably need some
high cards to be able to defend yourself. You need to defeat her quickly
otherwise you will soon run out of cards. The drum power will be helpful, or
the stone power. They are the stronger versions of the violin power and the
shield power respectively.
By now we had all four relics in play. The evergreen mother is a bonzai. It
changes the corruption rule. When you play a corrupted card, instead of
banishing the top card from the deck, one of your partners must banish a hand
card. The good thing is you get to choose what to banish, because sometimes
that top card from the deck may be a good one you don't want to lose. The bad
thing is your team has one card fewer. Also if all your cards are good, you
will be forced to sacrifice one of them.
One very different thing about Mission 9 is you don't start with a full deck
of cards. 30 of your cards are placed in the mission zone in three stacks of 10. You
get those annoying pilgrims shuffled into your deck, and you will have to work
with them. During play, you can banish a card from hand (preferably a lousy
pilgrim) to bring a top card from the mission zone to the discard pile. That
means this card will enter circulation later as you do healing. When you
defeat an enemy by perfect hit, you put a top card from the mission zone
directly on top of the draw deck. Mission 9 turns Regicide Legacy into
a deckbuilding game! The story is your party has been broken up by the
enemies, and some were captured. You need to rescue them while at the same
time fighting the enemies. Banishing pilgrims is equivalent to banishing weak
cards in deckbuilding games. Rescuing party members is equivalent to buying
strong cards.
Since Myla is the big bad boss you can anticipate, you will be tweaking your
deck and your hand to be able to face her and win. You know what kinds of
cards you need. While fighting the minor bosses, you have to position
yourself to be able to face Myla. You save cards for the finale.
At one point all three top cards in our mission zone were cats!
Meow!
This mission was tough and we had to use all four of the value 12 mercenaries.
This was my hand when we needed to face Myla. I was first to fight her. On our
previous attempts, we never managed to even reach Myla. There was one game we
lost even when fighting the third minor boss (out of eight)! We had too many
pilgrims (who had no power) and not enough violin powers (to draw cards). I
kept Lee for Myla, because he had the mushroom power. I kept two mages,
because mages would let me dig into the draw deck to find good cards. I kept
the 10 axe partly because it could help me cut down Myla's health quickly, and
partly because I could potentially use it to defend myself.
I played this campaign with younger daughter Chen Rui, and all our games were
2-player games. When facing Myla, this was her hand. She had two drum
cards, which meant we could draw as many cards as we wanted from the deck,
then discard down to hand size. She had a mushroom card too. She too had
prepared well for the finale.
We managed to beat Myla in one shot! Her health was 80. I played Lee paired
with Quill. Quill was a mage, so I could draw 7 cards from the deck and add
one of them to my attack. I wanted to find an axe, and the A axe was the only
one available. Axe would be useful because when combined with the mushroom, I
would quadruple my attack strength. By choosing Manuka, I would have the
mushroom-axe combo, but it only added 1 to my strength, which was now 8.
8x4=32, which was less than half the health of Myla. Now I moved on to resolve
the mushroom power. I could draw as many cards from the deck as I wanted. All
these cards would be banished. If I wanted to defeat Myla straightaway, I
needed to add 12 to my strength. We had four mercenaries which were value 12.
We knew one was in the discard pile. I didn't have any in hand. Chen Rui only
had four cards in hand. It was not likely that she had all three of them. I
couldn't ask her because the rules disallowed that. I was pretty sure I could
find a value 12 mercenary in the deck. I was a little conservative and wanted
to draw just 8 cards, leaving about 8 in the deck. This way, in case we
were very unlucky, Chen Rui could still continue to fight Myla. There were
still cards she could draw. As long as she could survive her turn, when it
came back to my turn, I was sure I could defeat Myla. Chen Rui said screw it,
just draw the whole deck. She was positive our calculations were correct and
we had mercenaries in the deck. So we went all in. Within the first 5 or 6
cards we already found Argo. Myla went down without firing a shot.
This was one very satisfying game, after having made five failed attempts.
This was a very deliberate game, with much strategising and planning.
At the end of the game, we got a new version of Goran, woohoo! This tree power
is a combination of axe, shield, potion and violin, plus it ignores enemy
immunity. Normally only corrupted cards do that. So Goran has the advantage of
a corrupted card, but not the drawback.
Notice this is a foil card. You can't tell very well from a photo. You need a
video or the physical card to appreciate it properly.
Goran just before the final upgrade and Goran in final form. This is so
Dragonball.
We had a new Beast, a mage type beast! This has Hayao Miyazaki vibes. I've
seen something similar in Princess Mononoke (the movie) and Nausicaa (the
comic series, not the movie).
In Mission 10, brothers and sisters turn against brothers and sisters. Eight
in our ranks who were corrupted turned against the party, and we had to fight
them. Only now I realised we had so many axe fighters corrupted, five out of
eight.
The enemy summary card for this mission. Health is 5x strength. The enemies
not only have immunity against your powers, they also have additional powers
related to their icons. We managed to beat this mission on the first try.
Fighting the number 9 Elkoshoth was challenging, but we prepared well and this
helped.
I forgot to take a photo of all the available mercenaries earlier, so here are
the others I have not yet shown. Chen Rui and I mostly preferred to use the
12's. There are four mercenaries which are 2/5, meaning you can treat them as
2's or 5's. These help to create opportunities for kinfolk attacks. I suspect
they will be more useful with more players. There are more cards in players'
hands collectively.
We never used the two value 19 wardens. They were tempting since they were so
strong. But they had no power, only brute strength. We never used the jesters
or the wild animals either. That's another pun I appreciate - wild not as in
untamed, but wild as in they can be any suit.
We beat Mission 11 on the first try, which surprised me a little. The biggest
surprise in Mission 11 was how Goran was captured by the enemy and Esme died.
Esme was killed when trying to save Goran. This was the first time we were
asked to tear up a character card. For this mission we had to fight Goran. He
was corrupted and turned against us. We had to fight four mutated justiciars
first, and then Goran. We only had the fully restored Goran for one mission,
Mission 10. What a waste. That Goran card was such a powerful card.
After defeating Goran, we found that Esme didn't die after all. Instead she
came back as the new Evergreen. So she now had all four powers, and also the
Restored status. The Restored status ignores enemy immunity, and also saves
cards from the banished pile. We examined the cards closely and found out that
Esme had plot protection. Due to her character art design, among the 6's, she
would certainly be the one who got corrupted, and also she would be the one
who tried to save Goran and got herself apparently killed. The game designers
pulled a fast one on us, making it look like chance that she was corrupted,
and she got killed. It was all pre-planned as part of the story, and not left
to chance. I can understand why. This is to keep some kind of balance in the
game. 6 is an awkward number. Anything 5 and below can be used in kinfolk
attacks. 6's cannot be in a kinfolk attack. It is not as strong as the big
cards like 9's and 10's. So it is kind of weak. Fixing Esme as a story element
means the variability will happen with other cards, which makes things more
interesting. Also, for practical purposes, they only want to draw one
Evergreen version of one of the party members.
In this particular mission, you can't use Goran's Beasts. Instead, they
become a mechanism for a random penalty at the start of every turn. They form
a deck and every turn you must reveal a card. The suit determines the penalty
you suffer.
You will either discard or banish a card, and it can be from hand, from the
discard pile or from the deck. In this mission, the top cards of the discard
pile and the banish pile both add strength and power to the enemy. This is
quite challenging. What is interesting is the start-of-turn penalty sometimes
helps you. For example the top card in the banish pile is a powerful 10, and
the penalty is you must banish a card from hand. You can then banish a low
card to the banish pile, reducing the strength of the enemy and possibly
changing their power to a different one which is less annoying.
When all four relics were out, I thought that would be all the relics I would
see. However, a fifth relic showed up, and it replaced the fourth. This is a
restored version of the fourth relic. Cards in the party
who were previously Corrupted now became Restored. The new ability to never get banished was
important, because in the final mission, many cards were going to get
banished. Having some which didn't get banished but returned to the deck was
certainly helpful.
The eight previously Corrupted members now had new pretty sleeves. They had
the Restored status now. When you play a Restored card, you get to move the
top card from the banish pile to the bottom of the deck. This is an important
and very handy exception. Normally banished cards never return to
circulation.
These are the bosses of the final mission, Mission 12. Basically queens, then
kings, and then the high arcana. The final boss has a health of 120!
Crazy!
Old and new evergreen mother, the final relic
Player aids when fully stickered. Previously I wondered why the two sides and
how to use them. Now that I have completed the campaign, I understand. Since
we had two players, I could use two player aids at the same time, each showing
a different side. The side on the right is useful when I need to know which
power resolves first. The side on the left is useful when I need to know
precisely the actions that need to be performed at each step of a turn.
In Mission 12, you must move the top card of the banish pile to the mission
zone at the start of every turn. All cards here add to the strength and power
of the enemy. This can be very difficult and you often need to intentionally
manipulate what's at the top of the banish pile. When you defeat an enemy,
cards in the mission zone, the enemy itself, and all cards in the discard
pile, go to the banish pile. This is shocking. You have to actively manage
your discard pile, moving them to the draw deck as much as possible before
they get banished. You must try to slow down losing cards to the banish pile.
In this photo above, the attack strength of the enemy was already 46, because
we couldn't kill him fast enough. Surprisingly we managed to survive, even
when this enemy was now immune to axe, potion and mage powers.
Having three A's in Mission 12 is very bad news. A's are worth only 1 when
discarding for defence, and in Mission 12 the enemies often grow to be very
strong.
Now we were at the final boss of the whole campaign, the high arcana, who had
a starting attack strength of 25, and a health of 120. These were the cards I
had in hand. I had saved the axe Beast, the 8 axe, and Lee (6 shield and
mushroom) for this final fight. I also had many high cards to help me
defend.
These were Chen Rui's cards. She had Esme, which was certainly helpful. The
Evergreen power meant she had all four basic powers, and any enemy immunity
was ignored. We could still heal and draw.
The final final boss
We managed to beat Mission 12 on the first attempt too. That was unexpected. I
thought it would take at least 2 or 3 attempts. These were the cards in
mission zone when we won. It took us five turns to beat the high arcana. There
were only four cards in the mission zone because for the first turn we didn't
have to move a card here. We defeated the previous minor boss with a perfect
hit. One important thing we did right was the high arcana never got immunity
for axe. That was what allowed us deal more damage to him.
I was the start player when fighting the high arcana, and these were the cards
I played over my three turns. Every one of our attacks involved the axe
power.
These were Chen Rui's cards played against the high arcana. Her second set
dealt 42 points of damage!
It was highly satisfying to complete the campaign. The toughest mission for us
was Mission 9, when we had to fight the strong version of Myla. It wasn't Myla
herself who beat us. In the first five games, we didn't even manage to reach
Myla. It was her lieutenants who defeated us. Our sixth attempt was the first
time we managed to get to Myla. We prepared well for the showdown, and
defeated her.
Now that the campaign is over, we can still continue to play. A set of
components is provided to create random missions every time you play. You draw
a random location card, four bad cards and two good cards. The combination of
these cards define the mission and the rules. The basic cards you will use are
the deck of characters you have at the end of your campaign, and the basic
enemies are four queen equivalents and four king equivalents. The mission
setup might give you additional cards to play with, and these are cards you
have used before during the campaign. So I am wrong to say that many cards are
used only once. Some do come back in play in this future version of the
game.
This is how to set up a random mission. The E means Evergreen.
Some location cards
Some of the bad cards. That mental health card made me giggle.
Some of the good cards. The puppy returns! And Goran too!
The campaign is done, and the panorama complete.
This is one of the bad cards. That's a Star Wars reference. Somehow, Palpatine
returned. That made me giggle. These fellas from New Zealand have my kind of
sense of humour (the publisher Badgers from Mars is from New Zealand).
If you reach the end of this very long post, thank you for joining me on this
journey. Hope you had fun!
























































































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