
Shooting out of the gates with a first issue that sold almost a million copies, the return of Star Wars to Marvel was easily one of the biggest comic events of the year. Though I may be a lifelong fan of the original trilogy, this event would pass me by without a bat of an eyelid. In general, I don’t have an appetite for extended universe content. Sure, I played the heck out of Shadows of the Empire on the Nintendo 64, and there’s actually a copy of the Star Wars: Imperial Assault board game waiting to be played on my shelf, but most of what’s out there isn’t appealing at all to me.
If it weren’t for all of the positive buzz this new series has gotten of late, it would have continued to race through the galaxy without me. Crossing paths with issue #1 at Niagara Comic Con, I decided to spend a few bucks to see what the hubbub was about. To my surprise, it was the most fun I’ve had reading a single issue in quite some time.

The Marvel universe as we once knew it is no more! An event years in the making and one that culminates in the Secret Wars crossover event, Marvel Comics has destroyed what’s left of its multiverse by smashing the last two planets together. All that’s left is Battleworld, a patchwork of lands from different points in Marvel history. I generally avoid crossover events like the plague, but the promise of total annihilation was too hard to ignore. So far, I’m glad to to be in!


Marvel and Upper Deck’s latest take on the Legendary deck-building game turns the tables on the classic good versus evil conflict. In Legendary: Villains, 1-5 players play as the bad guys as they try to stop the heroes from completing their missions. While this is a standalone game, it is fully compatible with the original Legendary and all of its expansions. Is the role reversal, new cards and a few new mechanics enough to justify the existence of this game?