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Reply: DC Comics Deck-Building Game:: General:: Re: Ultra Pro: Pro-Fit vs Standard? Final Confirmation

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by izzyotaku

robot_romeo wrote:

I use Standard Black for all my DC Deck Building games. They fit perfectly, not too big at all. You can see them in these pics.





Wow that is awesome!! Thank you very much, especially for the picture. It helps alot in myu decision!! Not sure what kind of toploader you are using for the oversized but whatever they are look like a perfect fit.

Reply: DC Comics Deck-Building Game:: General:: Re: Ultra Pro: Pro-Fit vs Standard? Final Confirmation

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by izzyotaku

dimedrl wrote:

http://boardgamegeek.com/thread/1284565/sleeves

If you're good with clear sleeves, the sleeves at that link are without a doubt the best you can get. Great fit, thicker than penny sleeves and WAY lower cost than anything else you'll try.


Actually clear sleeves are what Id prefer so that I can still admire the original backs of the cards. And actually I have seen those before in my research, the only problem is Im more familiar with Ultra Pro. I realize it shows a side by side comparison picture-wise of it next to an Ultra Pro, but it doesnt look like the Ultra Pro sleeve is a clear variant like the LaTCG...it would help if it was a video comparison but seeing as how cheap it is I may buy 1 of it and 1 Ultra Pro and see what they are like side by side myself. Thanks for the information!! It helps in my decision, going to look a little more into these LaTCG's

File: DC Comics Deck-Building Game:: Card LIST

Reply: DC Comics Deck-Building Game:: Variants:: Re: CRISIS play variant (requires FE and CRISIS expansion) TEAM and PVP (with co-op)

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by modnarWylde

Here are some updated SuperHero Cards from Custom Cards with Crisis Powers so the cards function for both.

(I didn't have the original graphics at times, so I changed some - but the work/orgination lies elsewhere.



FORMAT:

# Super Hero
Power
Crisis Ability
1Animal Man
During each of your turns, if you have played 3 or more different card types, +2 powerIf you buy or gain two or more different types of cards, draw 2 extra at the end of your turn
*No Crisis Power, the Main power remains in effect*

2Aquaman
You may put cards gained or bought this turn costing 5 or less on top of your deck
You may place a card with cost 5 or less you gain/buy into any play’s discard pile

3Batgirl
You may discard 1 punch to put a kick from the stack on top of your deck.
If you play one or more equipment during your turn, draw a card.If you play two or more Equipments on your turn, you may place an equipment from your discard pile ontop of your or another player’s deck.

4Batman
+1 Power for each different Equipment you play.
Play 2 or more equipment, may choose a player who discards his hand and draws a new hand with one less card)

Reply: DC Comics Deck-Building Game:: General:: Re: Ultra Pro: Pro-Fit vs Standard? Final Confirmation

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by robot_romeo

izzyotaku wrote:



Wow that is awesome!! Thank you very much, especially for the picture. It helps alot in myu decision!! Not sure what kind of toploader you are using for the oversized but whatever they are look like a perfect fit.


They are Ultra Pro Semi-Rigid Card Holders. You can pick them up on eBay for pretty cheap.

Reply: DC Comics Deck-Building Game:: General:: Re: Ultra Pro: Pro-Fit vs Standard? Final Confirmation

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by izzyotaku

robot_romeo wrote:

izzyotaku wrote:



Wow that is awesome!! Thank you very much, especially for the picture. It helps alot in myu decision!! Not sure what kind of toploader you are using for the oversized but whatever they are look like a perfect fit.


They are Ultra Pro Semi-Rigid Card Holders. You can pick them up on eBay for pretty cheap.


Wow. Thats what I thought but I thought theyd have a huge lip at the top lol. Sweet thanks for the help!

Reply: DC Comics Deck-Building Game:: Variants:: Re: CRISIS play variant (requires FE and CRISIS expansion) TEAM and PVP (with co-op)

Reply: DC Comics Deck-Building Game:: General:: Re: Card list and maybe a missing card


Reply: DC Comics Deck-Building Game:: General:: Re: Ultra Pro: Pro-Fit vs Standard? Final Confirmation

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by dimedrl

From personal experience, the LaTCG sleeves are equal with Ultra Pro if you compare clears. If compared to Ultra Pro colored backs, I'd say the LaTCG's area bit better because I find the color side of Ultra Pro sleeves are a little thinner than the clear side. The LaTCG's are the same thickness on both sides, 2.5 mil.

Reply: DC Comics Deck-Building Game:: Variants:: Re: Teen Titans Expansion HELP! (Making a custom set!)

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by joe canuck

One thing I would consider for the Teen Titans set if I were making the expansion is a starting hero that could "grow" in their ability with certain sets of cards applied (or a number of villains stopped). Thus…

STARTING HEROES:
• Robin/Nightwing
• Kid Flash/Flash
• Speedy/Arsenal
• Aqualad/Tempest
• Wondergirl/Troia
• Guardian/Herald

PROMO HERO:
• Lilith/Omen

HEROES:
• Cyborg
• Beast Boy
• Starfire
• Raven
• Jericho
• Damage
• Jesse Quick
• Martian Girl
• Supergirl
• Argent
• Hawk
• Dove
• Flamebird

SUPERVILLAINS:
• Deathstroke
• Brother Blood
• Trigon
• Blackfire
• Mad Mod
• Doctor Light
• Psimon

VILLAINS:
• Terra
• Ravager
• Jinx
• Mammoth
• Gizmo
• H.I.V.E.
• Cheshire

POWERS:
• Telepathy
• Spell Blast
• Perfect Accuracy
• Energy Blast
• Speed Force
• Mental Control
• Agility
• Shape Shifting

EQUIPMENT:
• Amazon Bracelets
• Nightwing's Sticks
• Raven's Spellbook
• Cybernetic Enhancement

LOCATIONS:
• Titans Tower
• Titans Island (West Coast HQ)
• Titans Cave
• Tamaran
• Raven's home dimension

File: DC Comics Deck-Building Game:: Player Mats

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

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by ghostlenin

Red Fox, thanks for the feedback. I've incorporated it to change up some of the things you mentioned and also made a few more.

Though I liked how hardcore the Daemonites were, I decided to go with a different kind of mechanic, one that combos even more with Voodoo (and also new card Grifter).

I didn't think of all the ways to abuse Apollo so I've tweaked him up and made Midnighter a little easier to use (though I wanted to stick with the same idea, since I think it fits flavor-wise).

I think my new favorite is Kev--good in a fight, but the unluckiest guy to have around hands down.

I also rounded out the location cycle with Garden and Skywatch to have an effect like Carrier's but with different kinds of cards.

On second thought, I think Genetic Engineering should be a 'trash this for effect' rather than being able to trigger every turn. Maybe make it higher cost instead of that though? (and yeah, I see the typo in Majestic now, ugh)

I've put all these into an imgur album (http://imgur.com/a/jhDRo) but since there's a lot of cards here, I'm going to use the BGG uploader so they show up smaller.

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

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by dimedrl

Apollo works better now. He has the potential to make the game harder as it goes on by purchasing defenses whenever possible and then using them as one-shots to gain VP and then remove them from play for anyone. Very Forever Evil worthy.

The Engineer is nice. Puts Batman's equipment use to shame.

Jack Hawksmoor felt like Flash when I read it, until I realized it only works if it's a location proc. They only thing that I find worrisome is the instant power just for having a location in play. There aren't a lot of cards that remove locations once you play them, so Jack second ability basically adds the play text on Vandal Savage to all locations the player controls "Ongoing: +1 Power" once they are in play. If you scoop two or three, that gives the player a lot of power before they play any cards each turn. Could make a hand full of punches and 8 power turn with three locations. What if the +1 Power was given each time a location was proc'ed?

Mr. Majestic and Genetic Engineering both need caps. Otherwise Mr. Majestic can turn a Kick into Super-Strength and Genetic Engineering can turn Talon into Starro or Lobo or even a Super-Villain if the table is playing the hidden villains variant. If there was a cap of no more than 3 cost more then the card you destroy/swap, then the player can't make a game-turning action with one move.

Kev should cost a lot more. +3 Power usually costs 6 and +5 power costs about 8. Maybe cost 7 instead of 5? I like the Hero attack too. Not every hero is against smashy smashy.

Daemonite's ability is way cooler now because of the constant regenerating effect. It just keeps coming back at you! It also slows down the main deck. I'd say that "You may add a Daemonite from the trash to the line-up." should be on a seperate line from the attack so that there aren't arguments on whether blocking the attack blocks the Daemonite regen and to make sure there aren't questions about if each successful foe attacked adds one or if it's one for attacking period.

Other than that, the only thing I noticed was you used "trash" on the cards. It should be "destroy". Trash is the Dominion term. :p If you use trash, there are gonna be people who argue that trash is the discard pile and not the destroy pile because there is always someone who will try to argue something.

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

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by Jlerpy

Apollo seems marginal. I can only use him a very small number of times per game and it would have to be late in the game before the 1-point swing will be worth it. If I got some good luck and have the opportunity to buy every Defence that comes out, it might be worth it to trim a cheap one like Lasso of Truth. Otherwise, I'm probably going to get more benefit by keeping it to play again.

Engineer seems great for early play. I got 2 or 3 Vulnerabilities in my first hand? Excellent, I'll ditch it and have a 1 or 0 Vulnerability hand instead, thanks.
Did I get an Equipment care with that first hand? Great, now I'll be reshuffling for turn two. If it turns up in that second hand, awesome. If not, then I don't have to worry about the discard pile limitation, so I can churn again to try for it.
Didn't get an Equipment card in that first hand? That's okay, because I'm still going to be reshuffling, so whatever I did manage to get in the first hand is more likely to get to me straight away and put me ahead. Even if it doesn't show in my draw, I still don't have to worry about the discard pile question and can churn again.

Hawksmoor seems really swingy. Either he'll be useless, or by getting a Location he'll suddenly be awesome.

Mr Majestic seems potentially pretty decent. An interesting incentive to pick up cheap cards anyway.

Midnighter's ... okay? I think?

Grifter seems fine.

Kev is interesting, assuming I'm reading him right and he attacks YOU, yes?

Voodoo doesn't need the "When you play this card..." text. It's an interesting effect, but awfully narrow (unless you're planning for there to be ridiculous number of Daemonites in the deck?). Maybe expand it to Villain of cost 4 or greater? That still makes it a fair bit of a gamble.

Daemonites' return ability should be a separate thought from the Attack text unless you want it to be reliant on the Attack getting through (which is itself a dynamic with potential, as shown in Naruto Shippuden). Should it really be optional?

I don't think I'd be playing Door first very often. It's pretty rare that I'd want to replace the whole line-up and paying 2 power to do is costly.

Genetic Engineering looks like it'll often be a slightly overcost Kick, but occasionally be ridiculous.

All the locations seem overcosted for what they do. Being able to ditch stuff from the line-up is potentially useful, but most of the time I don't think it's more useful than drawing a card and it's definitely a bigger pain in the arse.

File: DC Comics Deck-Building Game:: Complete Card LIST (spoilers)


Thread: DC Comics Deck-Building Game:: Variants:: Full Intergration of Rivals into the 2 Player and Solitare Game

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by freedfromthematrix2

Here is a unique way you can combine your Rivals game (confrontation cards included) with the regular game and in a solo game as well.

Confrontation Rules Stays with Modification
The term Confrontation now refers to Attacking the face-up card on the Super-Villain/Superhero stack not attacking another player. Confrontation text are only used when a Confrontation is declared. Just like in Rivals (which I always play and think it should be a standard in the game) during a Confrontation...
-You must announce a Confrontation at the very start of your turn. You cannot decide to do it after you have played cards.
-When you Confront the Super-Villain/Superhero stack, you cannot buy cards that turn, even if you have left over Power.
-**New Rule** After all cards have been played in a Confrontation, any card with Block text in the Line-up applies effects. Block cards increase the Super-Villain/ Superhero cost to a higher Power total.
-Only Villain cards with Block text can can be applied to Super-Villain cards.
-Only Hero cards with Block text can be applied to Superhero cards.
-Additional cards power cannot be played after Block cards have been applied.
-Increase cost of the Super-Villain/Superhero due to Block cards last until the end of the current turn.
-Cards in the Line-up with Block text that are used in a Confrontation stay in the Line-up until bought or destroyed.

My suggestion is to shuffle the heroes into the Forever Evil deck and the Villains into the Original and/or Heroes Unite. Divide up the Super Powers and replace older equipment cards with Rival cards. Make sure you don't go over the optimal 130 cards suggestion.

With these rules Rivals Oversized Joker and Batman are playable in the regular set.

Enjoy the new variety offered by the Rivals set.

Reply: DC Comics Deck-Building Game:: Variants:: Re: Solo Variant - first attempt

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by freedfromthematrix2

Here is a unique way you can combine your Rivals game (confrontation cards included) with the solo game.

Confrontation Rules Stays with Modification
The term Confrontation now refers to Attacking the face-up card on the Super-Villain/Superhero stack not attacking another player. Confrontation text are only used when a Confrontation is declared. Just like in Rivals (which I always play and think it should be a standard in the game) during a Confrontation...
-You must announce a Confrontation at the very start of your turn. You cannot decide to do it after you have played cards.
-When you Confront the Super-Villain/Superhero stack, you cannot buy cards that turn, even if you have left over Power.
-**New Rule** After all cards have been played in a Confrontation, any card with Block text in the Line-up applies effects. Block cards increase the Super-Villain/ Superhero cost to a higher Power total.
-Only Villain cards with Block text can can be applied to Super-Villain cards.
-Only Hero cards with Block text can be applied to Superhero cards.
-Additional cards power cannot be played after Block cards have been applied.
-Increase cost of the Super-Villain/Superhero due to Block cards last until the end of the current turn.
-Cards in the Line-up with Block text that are used in a Confrontation stay in the Line-up until bought or destroyed.

My suggestion is to shuffle the heroes into the Forever Evil deck and the Villains into the Original and/or Heroes Unite. Divide up the Super Powers and replace older equipment cards with Rival cards. Make sure you don't go over the optimal 130 cards suggestion.

With these rules Rivals Oversized Joker and Batman are playable in the regular set.

Enjoy the new variety offered by the Rivals set.

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

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by modnarWylde

A new Hero.

Firestorm



Firestorm is a two sided card, whose power differ depending upon side.

(NOTE: I play house rules on a crisis embedded team (Good v Evil) game set up, so the hero's crisis power is listed so when a crisis is active they can use them. geekurl=thread/1317573/crisis-play-variant-requires-fe-and-crisis-expansi]Rules[/geekurl] *and cards*)

Reply: DC Comics Deck-Building Game:: Variants:: Re: CRISIS play variant (requires FE and CRISIS expansion) TEAM and PVP (with co-op)

File: DC Comics Deck-Building Game:: TEAM play Variant

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