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Reply: DC Comics Deck-Building Game:: Variants:: Re: Custom Cards

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by Jlerpy

Changeling's "all effects of that card, not including Power" is odd (and not in a good way). Why not just have him not generate Power by himself?

The Agent of Order should be at least 3. Even without the Agent of Chaos, she's a Kick plus a (terminal, to be fair) Defence.

The Agent of Chaos is pretty great. Is his Attack really meant to allow someone who's hit by it to retrieve the Agent of Order if they have her? Or is it meant to mean that you - the person who plays him - gets to retrieve her?
If the former, that's ... weird.
If the latter, that bit of his effect should be moved to above the Attack (or maybe stipulate that it relies on at least one foe discarding a card, if it's meant to rely on that).

Also: boo, random discard! Boo, Hero Attacks!

Kara seems quite good, especially in a game where Weaknesses are flying thick and fast. But yeah, she could end up as dead weight fast.

Zoom is cool.

Reply: DC Comics Deck-Building Game:: Variants:: Re: Custom Cards

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by dimedrl

I want to see someone get Kara early in the game and then go crazy burning yellows only to realize they destroyed them all too early. :laugh: I know a few people who did that with Heat vision and never got off the ground because they burned over half the +power in their deck. They ended up trying to fix their decks by eating up kicks like a fat kid at a $1 all-you-can-eat ice cream bar.:p

Reply: DC Comics Deck-Building Game:: Variants:: Re: Custom Cards

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by Stephanie Baynes

dimedrl wrote:

I want to see someone get Kara early in the game and then go crazy burning yellows only to realize they destroyed them all too early. :laugh: I know a few people who did that with Heat vision and never got off the ground because they burned over half the +power in their deck. They ended up trying to fix their decks by eating up kicks like a fat kid at a $1 all-you-can-eat ice cream bar.:p


I've got rid of my yellows early in the game, but I know enough to buy power cards early, too!

mmm, ice cream.

Thread: DC Comics Deck-Building Game:: Organized Play:: South Los Angeles, CA Players - The Guild House

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by dimedrl

For those interested in tournament play, there is a new Tabletop gaming shop which opened a couple of months ago in Bellflower called The Guild House. I talked to one of the employees yesterday and they are looking to organize play for different games, including DC Deck Builder.

If they find enough players interested tournaments, they will work to set up some game days in the future. If you live in or near the South L.A. county area, the shop info is;

(562)461-2729
9958 Artesia Blvd.
Bellflower, CA 90706
Facebook.com/TheGuildHouse5

The more people they know are interested, the more likely they are to get things going.

Reply: DC Comics Deck-Building Game:: Variants:: Re: Custom Cards

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by dimedrl

I took a stab at a few cards of my own. Criticism welcome. :D







Reply: DC Comics Deck-Building Game:: Variants:: Re: Custom Cards

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by mrlebarican

Mogo has a lot of VP and damage, and three cards if you defend, make its cost eight.

Everything else is good.

Thread: DC Comics Deck-Building Game:: Variants:: Let's make a new variant for 2 players

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by 9inchnail

Hi,

I've recently purchased Star Realms (deckbuilding game with a space theme) for Android and really liked the concept. It is VERY similar to the DC DBG so I'm sure that it can somehow be transferred. English is not my first language so forgive me if it gets a little clunky.

If you know both games, I'm sure, you'll understand what I'm getting at and can help me work this out.

The main difference between the two games is that the two players are not fighting against a common enemy (the super-villain) but each other. You buy your cards, gain power just as usual, BUT you use that power to attack the other player. In Star Realms you have two currencies, one for trade, one for attack. We have to find a way to make it work with just the one power in DC. Maybe it works just fine, I haven't tested it, yet.

- Both players choose a hero

- same starter cards and you setup the game as usual but you ditch the super-villains

- variant: one player actually chooses one of the super-villains to play with. Since they don't have any bonus powers, the hero player can't use his either. Shouldn't affect the game that much, if you want, you can just make up powers for the villains. As soon as Forever Evil is released, you can just use the super villains in there.

- every player starts with the same amount of health points (50 or 100 maybe)

- you buy cards from the line-up as usual or you use your power to attack your opponent (or both, of course)

- defense cards can be used to protect yourself from attacks

- played locations also protect a player, you have to destroy them first before you can hit your opponent. The destroyed location goes back to the owner's discard pile

- you can also use hero or villain cards as bodyguards. You play them in front of you and then they have to be beaten, too before you can be attacked. Note: if you put a villain or hero in front of you, it's powers won't take effect, they are gone from your hand until they are defeated and put back into the discard pile.
You basically have to decide if you want to use them to bunker down or attack.

- optional: super heroes can only use heroes as bodyguards, super villains only villains. To keep it really thematic, you could also forbid heroes from purchasing villains and vice versa in the first place.

- variant: you could also permanently destroy cards or maybe "turn" your opponents fighters and get them into your own discard pile. Maybe you would have to pay the regular price to beat them, +2 to turn them. Something like that. Thematically, the bad guys would use some sort of mind control, the good guys would just bribe the enemy.

- this should be playable with more than two players, I just prefer head-to-head.

- what's missing right now is a way to heal yourself. There are no cards for that since there's no healing mechanic in the game. We would have to come up with something or accept the fact that you just can't heal. One possibility would be to destroy a card and gain as many HP as that card costs. Something like that. The same way you could spend HP to destroy wounds in your hand.

That is basically it. I hope you get the picture, it's still an outline but I think this could work. I really recommend getting Star Realms for android or iOS, it's really fun and should illustrate what I'm trying to do here. At first I thought the one currency would make this hard to apply since you can get combos that get you 40, 50 or 60 power which would take a huge chunk of the enemies' HP. Then again, I've been hit in Star Realms with 50+ attacks, too. You can always increase HP if this really is a problem and the bodyguard mechanic should also factor in here since you don't have that in Star Realms.

What do you guys think? Maybe someone can playtest this and report back.
You're welcome to add ideas and improvements.







Reply: DC Comics Deck-Building Game:: Variants:: Re: Custom Cards

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by dimedrl

Updated Mogo.

It's meant to be the Green Lantern Corps card equivalent of "Man of Steel" and "World's Mightiest Mortal" but I set the wrong cost number visible while making it.

And one more.


Reply: DC Comics Deck-Building Game:: Variants:: Re: Let's make a new variant for 2 players

Don't you love it when you enjoy a game more than you thought you did?

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by Denise Patterson-Monroe

My son and I played a little game of DC Comics Deck-Building Game after dinner tonight. I groaned a little inside when he picked this, because I honestly did not remember this as being very much fun when we played it before. But, as a matter of fact, I enjoyed it a lot more than I thought I would - I'd still rather play Dominion, but this is at least as good as basic Ascension. I still haven't met the deck-building game that I really DIDN'T like! :D

But that got me thinking, there really are a lot of games out there that need a couple plays (or more!) to grow on you before you start to like them. Glass Road was like that - nearly everyone I know needed two plays to know how they felt about it; those who stopped after one play seem to universally dislike it. I haven't been too fond of any Feld games except Macao, but after half a dozen plays of Castles of Burgundy, I'm finding I enjoy it more than I used to - that may also be influenced by the fact that I now get to play it with two or three, and my first few plays of this were always with the full four.

It seems like the games that take awhile to grow on you fall into two rough categories - those that are simpler than your usual, and therefore need to develop some thing to make them appealing (a running gag, a connection to a beloved person in your life who plays that game with you, for example), or games that are wildly different from your usual and therefore just need some time to get your head wrapped around it.

Of course, there's also the game that you like better later because you learned the REAL rules!! :p

Reply: DC Comics Deck-Building Game:: Variants:: Re: Custom Cards

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by mrlebarican

GREAT WORK RED FOX!
love the locations,
love telepathy!
Love owl man!
Love ares(attack is brutAl) but the card art could be better. Change his cost to 12 though and his VP to 6 please. It's too easy to get ten.

Reply: DC Comics Deck-Building Game:: Variants:: Re: Custom Cards

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by mrlebarican

Oh and for the 5th location it should be

"once you defeat a super vill
villain during each of your turns, draw two cards."

Or one.

Reply: DC Comics Deck-Building Game:: Variants:: Re: Custom Cards

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by dimedrl

I kept Ares at 10/5vp because of how the Super-Villains seem to be scored. To be a 12, the SV has to be a threat to most of the Universe. The 12s are currently Parallax, Anti-Monitor, Nekron, and Trigon. Most of those are Green Lantern baddies. Brainiac and Darkseid are 11s in the original set and Mongul, Hammond, Faust and Black Adam are the 11s in HU. Ares is definitely not a 12. But you are right that he is not a 10 either. With Joker, Arkillo and Luthor in 10, Ares probably falls at an 11/6VP. I've updated it.

I am considering Star Labs the 5th location card. I'm not sure a Super-Villain based location would work well just because it would change the way the player who gets it plays. If they have a location that requires them to buy SV's, they are likely to start focusing on that, which could lead them to buying SV's every turn just to get that draw, which would speed up the game a bit too much. It would also give that player cards after they have spent most of their points that turn buying the SV in a lot of cases.

Reply: DC Comics Deck-Building Game:: Variants:: Re: Custom Cards

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by Mac_Apple

I'm having the best luck on Google image search by typing "[character name] comic" into the search bar, and changing the search options to only show large images. I found a lot of good choices for Ares that way.

Thread: DC Comics Deck-Building Game:: News:: DC Crisis Expansion Release Date Announced: August 6th


Reply: DC Comics Deck-Building Game:: News:: Re: DC Crisis Expansion Release Date Announced: August 6th

Reply: DC Comics Deck-Building Game:: Variants:: Re: Custom Cards

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by dimedrl

That was the non kid-friendly art I was talking about. Harley Quinn soaked in blood isn't exactly kid-tested, mother approved. :(

Solaris is downright vicious. Me like, but should definitely be a 12 with a first attack like that. Plus he is kinda on the scale of Parallax with the whole sun-eating, solar-system killing thing.

Reply: DC Comics Deck-Building Game:: Variants:: Re: Custom Super-Heroes

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by bentod

We like the idea of a super hero that has this ability:

Hold back any number of unplayed cards until the next turn. Draw your next hand to 5 cards including the unplayed cards. Cards used between turns must be played on your turn.

That last sentence is for the Blue Beetle. If you don't have it, the Blue Beetle becomes a permanent defense card.

Reply: DC Comics Deck-Building Game:: Variants:: Re: Custom Super-Heroes

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by Jlerpy

bentod wrote:

We like the idea of a super hero that has this ability:

Hold back any number of unplayed cards until the next turn. Draw your next hand to 5 cards including the unplayed cards. Cards used between turns must be played on your turn.

That last sentence is for the Blue Beetle. If you don't have it, the Blue Beetle becomes a permanent defense card.


It seems of fairly limited utility, although you do some early turn optimisation, I suppose (I drew four punches but only bought a 3-cost card, so I keep the last punch).

Reply: DC Comics Deck-Building Game:: Variants:: Re: Custom Cards

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by Stephanie Baynes

Mac_Apple wrote:

I'm having the best luck on Google image search by typing "[character name] comic" into the search bar, and changing the search options to only show large images. I found a lot of good choices for Ares that way.

Brass Knuckles is a great idea. I couldn't find any great art or Canon art, but this is at least a little better. http://fc08.deviantart.net/fs71/i/2013/336/9/2/brass_knuckle...

I just finished reading All Star Superman, so I made this guy in honor of that.



It's possible to get +64 power with this character!
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