- For ages 8 and up (publisher suggests 10+)
- For 2 – 4 players
- Approximately 30 minutes to complete
- Active Listening & Communication
- Counting & Math
- Logical & Critical Decision Making
- Pattern/Color Matching
- Strategy & Tactics
- Risk vs. Reward
- Hand/Resource Management
- Child – Moderate
- Adult – Easy
Theme & Narrative:
- Old powers resurface and new dangers emerge
- Gamer Geek approved!
- Parent Geek approved!
- Child Geek approved!
The mists of time have parted and the legendary heroes and horrors of the past have found their way to the present. Magic has sundered the threads of time and now all that is old is new again. New magic and magic users have been reported in the land, disrupting the balance of power. While many are concerned, you see an opportunity. Power, be it old or new, can be harnessed and controlled.
Elemental Clash: Legendary Legacy, designed by Andreas Propst and published by AP Games via the Game Crafter, is comprised of over 250 cards that are meant to be added to the Elemental Clash base game. The cards include new Creatures, Spells, Elemental-Stones, and Spellcasters. A small number of promotional cards are also included. All the artists have returned to provide their talent to the game, making it as visually stunning as the base game. Note that Elemental Clash: Legendary Legacy must be played with Elemental Clash: The Master Set.
Through the Mists of Time
Elemental Clash: Legendary Legacy thematically focuses on great powers and people who lived in the past, but are now back to battle in the present. How? Who knows. This is a game about magic, and as such, anything goes. Mechanically, the game expansion introduces only 4 new rules.
Note: To learn how to build a deck, set up the game, and play, read the Elemental Clash: The Master Set review.
Elemental Clash: Legendary Legacy introduces the keyword “Unique”. Only one instance of a “Unique” card can exist in a player’s Spellbook. Additionally, only one instance of a “Unique” card can be in play, as well. This means that both players can have one copy of the same “Unique” card in their Spellbook, but only one player can have that “Unique” card in play during the game.
Some cards in the expansion are immune to other aspects of the game. For example, immune from Spells, Creatures, and effects. The keyword “Immunity” is listed followed by what the card is immune to. For example, “Finborg, Sire of the Seven Seas” Creature card is immune to anything that is fire based.
A new Spell card subtype is introduces, joining the ranks of Spell, Flash-Spell, and Permanent-Spell. The Equip-Spell is attached to Creature cards in play. Interestingly enough, the Equip-Spell can be attached to a player’s Creature card or their opponent’s. Throughout the course of the game, the Equip-Spell can be moved and reassigned. Best of all, they are very hard to lose. If a Creature card with an Equip-Spell leaves play, the Equip-Spell is set aside and can be attached to a new Creature card during the player’s Standby-Phase.
Not to be left behind, a new Creature card subtype is introduced, as well. Familiar Spirits can be summoned and sent to the front line of battle, just like a normal Creature card, but that would be a waste of their talent. Where a Familiar Spirit shines is when they are attached to another Creature card like an organic piece of weaponry. When the Familiar is attached, the Creature card they are attached to is referred to as the “Master”. The “Master” Creature card then receives bonuses from the Familiar Spirit. There is no limit to the number of Familiar Spirits a Creature card can have attached to them, but caution should be taken. When the “Master” Creature card falls, so too do the attached Familiar Spirits.
To learn more about Elemental Clash: Legendary Legacy, visit the game’s web page.
Elemental Clash: Legendary Legacy brings a lot of fun new options for the players to work with without increasing the game’s learning curve. What is increased is the level of difficulty in creating a deck. More cards means more choices, and the use of the new cards with existing decks might not work so well. A player will, most likely, have to break their existing deck down and create a new one if they want to use the expansion’s cards. Not a terrible thing if the player is willing to take the time to dismantle and rebuild.
If the player is not, then all they lose out on is the use of the new cards. None of the cards in Legendary Legacy are so powerful as to be unblockable. A player can go against an opponent with nothing more than just the Master Set cards and still hold their own (we tried and it worked). What the new cards bring is choice. It’s only when the cards are combined with others that they provide flexibility.
Overall, the new expansion was well received, but only by those who wanted to use the cards. Everything is optional in Elemental Clash, as the game was purposely designed to be flexible and meet the demands of a wide variety of player types. The theory crafters tore into the new expansion and had a great time, while the younger, less experienced, and more casual players barely gave it more than a glance at first. The important thing to note, regardless of who did or did not look at it, is that the expansion never reduced any player’s fun.
If you are already a fan of Elemental Clash, then this expansion will be a welcomed addition. The new Spellcasters provide new ways to play the game and the Familiar Spirits are fun to attach to Creatures, morphing them into monsters never before seen on the battlefield. Nothing in the base game is abandoned. This expansion is meant to reside side-by-side with the base game’s cards and contribute, not trump. It met everyone’s expectations as a result and only served to further enhance everyone’s enjoyment of the game.
This game was given to Father Geek as a review copy. Father Geek was not paid, bribed, wined, dined, or threatened in vain hopes of influencing this review. Such is the statuesque and legendary integrity of Father Geek.