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Reply: DC Comics Deck-Building Game:: General:: Re: Argh another game that is hard to sleeve.

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by DaPossum

houjix1138 wrote:

whalen4 wrote:

Anyone have a measure of the over size Hero cards? I am looking to order sleeves for them. Thanks.


3"x4". Good luck on the sleeve hunt for that.


No sleeves for these, but a 3x5 toploader would do the job. If you've got a steady hand, you could trim an inch off the toploader.

Reply: DC Comics Deck-Building Game:: Variants:: Re: Draft Variant-DC

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by ickywambat

So once a hero/villian is used they go to the "deadpool" unless otherwise stated in the rules? Or does the winner keep their hero/villian?

Reply: DC Comics Deck-Building Game:: Variants:: Re: Bouncing Around Ideas for Marvel Variant...

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by andjosh05

I've decided to give this another run. I'm working my way down from the Super Heroes down to the Super-Villains. I've abandoned all of my changes to the base game, as it has been pointed out, make the game into something completely different.

I've devised a two core set system; an Avengers set, which focuses on Heroes as the stars, combo-ing with various Equipment, Super Power, and Villains; and an X-Men set, which focuses on Super Powers being its driving force. Each set will consist of an even number of card types (25 of each) and 6 Locations, for a total of 106 cards.

I will also be releasing three Crossover-type packs, featuring 6 different Super Heroes, 12 replacement Super-Villains that are thematically liked to their respective cross-over deck, and roughly 30-35 cards that can be added to either core set. These sets will focus on the Fantastic Four, Guardians of the Galaxy and Marvel Knights.

I'll be posting a few examples of the Super Heroes from each set for everyone to critique shortly.

Reply: DC Comics Deck-Building Game:: Variants:: Re: Bouncing Around Ideas for Marvel Variant...

Reply: DC Comics Deck-Building Game:: Variants:: Re: Full Intergration of Rivals into the Traditional and Solitare Game

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by freedfromthematrix2

freedfromthematrix2 wrote:

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.


I forgot to include in the rules
-Equipment and Super Power cards with Block Text apply to both Super-Villains and Superheroes.

Remember, that even if the Block card text says to discard, you do not discard. You increase the cost of the Super-Villain/hero as stated on the card but leave the card in the Line-up until bought or destroyed. Once the card is not in the Line-up all Block text is ignored.

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

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by freedfromthematrix2

freedfromthematrix2 wrote:

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.


I forgot to include in the rules
-Equipment and Super Power cards with Block Text apply to both Super-Villains and Superheroes.

Remember, that even if the Block card text says to discard, you do not discard. You increase the cost of the Super-Villain/hero as stated on the card but leave the card in the Line-up until bought or destroyed. Once the card is not in the Line-up all Block text is ignored.

Reply: DC Comics Deck-Building Game:: General:: Re: DC Deck Building Game: Playmat

Reply: DC Comics Deck-Building Game:: General:: Re: Yes, yes, yes! Which DC sleeves do you choose?

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by Vbui0803

I wonder if any updates about this. I've been waiting anxiously for this but haven't heard any release dates.

Thread: DC Comics Deck-Building Game:: General:: Tier List

Reply: DC Comics Deck-Building Game:: General:: Re: Yes, yes, yes! Which DC sleeves do you choose?

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by tawnos76

Manufacturer/Publisher: Cryptozoic Entertainment (Release Date: 3/4/2015)

Cryptozoic is still showing Release Date: 02.18.2015 but the retailers I asked all had the March date.

Reply: DC Comics Deck-Building Game:: General:: Re: Tier List

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by tawnos76

Were you using the Crisis heroes in the tier for non crisis games?

I ask as (Crisis) Cyborg is crap in Crisis co-op although Batman is the worst.
Had not thought of using him in regular games. Crisis Batman would be very bad in regular games as well.

So far I agree with the tier levels if they are all for PvP games.

I think if you use regular heroes in Crisis co-op the tiers would be very different.

In our co-op games I have found that Shazam is still very powerful but so is Swamp Thing.

Reply: DC Comics Deck-Building Game:: General:: Re: Tier List

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by Vbui0803

tawnos76 wrote:

Were you using the Crisis heroes in the tier for non crisis games?

I ask as (Crisis) Cyborg is crap in Crisis co-op although Batman is the worst.
Had not thought of using him in regular games. Crisis Batman would be very bad in regular games as well.

So far I agree with the tier levels if they are all for PvP games.

I think if you use regular heroes in Crisis co-op the tiers would be very different.

In our co-op games I have found that Shazam is still very powerful but so is Swamp Thing.


I do not include the crisis superheroes. I just include the regular superheroes or supervillains from forever evil.

Here is my tier list, but I am not an expert. I would like to hear feedback and hear other people's rankings. I think swamp thing is ok, you always can use locations but he's limited. Shazam is random but yes he is very strong, I ranked him as #1.

TIER 1 (TOP)
-Shazam: IMO he is the best, since even with randomness, he can get great cards AND topdeck whatever he buys from main deck. And previously mentioned lockin the lineup
-Aquaman: Very consistent, always able to topdeck most of cards in lineup to provide immediate access.
-Cyborg: Very versatile and people consider him one of the best
-Starfire: powerful draw ability and usually her effect will trigger most of the time, also even if superpower in lineup, you could buy it then trigger her ability
-Green Lantern: Strong ability and later in game, can trigger with not too much difficultly
-Animal Man: His ability is easy to trigger and can get 2 power with not too much trouble later in game.
-Martian Manhunter: Strong character with two ways to trigger ability. Not too hard to get ability even if there are shortages of 2 needed cards because of mixing

TIER 2 (HIGH)
-Hawkman: I feel he’s strong one in this tier since he triggers with any heroes even repeats
-Black Canary: Good ability since supervillains are included and lots of villians in main deck
-Superman: when in doubt buy a kick, he will always have backup to use plus lineup.
-The Flash: going first is important since he can guage what he wants from lineup before anyone else. Also nice to gain extra cards from draw cards
-Sinestro: Strong character since if you can get attack cards, you trigger two effects which help greatly. But he can be stopped with others buying attacks and defenses.
-Bane: Easy way to access ability if need the extra power, to get the extra push
-Black Adam: Kinda like superman, always have kicks as backup to trigger ability also (my little brother abused that with him)

TIER 3 (MID)
-Green Arrow: I think he’s great character since he can trigger with supervillians and villains. I’ve used him to buy villains for free or 1 power.
-Wonder Woman: always nice to have extra card. Already mentioned higher because more supervillains than superheroes.
-Lex Luthor: Pretty much same thing as Wonder Woman
-Nightwing: My opinion with him is Nightwing is stronger since there have been more equipment in HU. But he has more versatility than Batman so slightly higher.
-Batman: Good enough of character, but not usual winner
-Black Manta: I think he is great character since you can put any card on bottom, but later in game I think with bigger deck you get stronger hands but takes longer to work. I dunna?
-Red Tornado: As long as you play cards that are different his effect will work, but he won’t do much in beginning which might make him have to play catchup.

TIER 4 (LOW)
-Batgirl: A lot of people like her and I still think she is good with ability to cycle deck and top deck manipulation, but when using punches, I feel more comfortable using green arrow
-Booster Gold: I love booster Gold but he is hard to win with since not too many defenses in deck, and everyone usually wants them
-Zatanna: Kinda like batgirl with manipulation, but lower than her I think
-Constantine: At first I did not like Constantine but I misunderstood his effect. It actually can be useful since you get to play extra card with extra power, and you get to know what your next card is which can be useful.

TIER 5 (BOTTOM)
-Swamp Thing: Already mentioned, is most consistent “do nothing character” since only usually less than 10 of cards he needs in main deck
-Deathstroke: hard to use since not too many destruction cards and everyone wants these since very useful. And only grants one bonus power so yeah..
-Harley Quinn: pass effect hard to trigger and discarding cards only works with few cards and attacks against her
-Bizarro: hard to trigger and gaining weaknesses is always sucky thing for dead draws so not feeling him too much
-Robin: I guess he is worst one in the game since he needs two specific cards to trigger his ability

Reply: DC Comics Deck-Building Game:: General:: Re: Tier List

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by PopeJP

Vince, I definitely agree more with the list you posted more than the one you linked. It baffles me how low that guy put Canary, Hawkman, Batman, and Superman. I agree Batman isn't as good as the other three, but they're all titans of this game.

I disagree with your particular list in a few places, too:

Harley: This is actually a pretty strong effect. She makes Penguin and Royal Flush Gang pretty sweet, and The Flash (superhero) even better. You forgot to note that the discard also works on defense cards, which she is amazing with. Particularly in Forever Evil, there are a LOT of discard effects. She also just generally works better in games with more players.

Deathstroke: This is obviously limited only to Forever Evil, but if you pick up an early Blight/Waller/Steel etc. he really gets going fast. Suddenly you're gaining power for destroying bad cards and you're out of starters before you know it. He's not as blatantly strong as Bane or Black Adam, but I enjoy playing him very much.

Bizarro: Once again this is more specific to Forever Evil, but I consider Bizarro to be top tier there. He basically has complete immunity to a lot of attacks and you can end up drawing a lot of extra cards. Grab a Bizarro Power and just go to town. You have to manage your weaknesses carefully so that they don't get shuffled into your deck.

Batgirl: This hero is bottom tier, period. People try to justify it by saying it's strong early and late game you can occasionally draw, but no. This ability is so ridiculously weak. My playgroup has extended it to include Vulnerabilities and it's still underpowered.

Constantine: I see people constantly underrating this guy. He's worse than Bane, sure, but has a similar effect that can be extremely strong. There's also a great early game trick with him that gives you a great boost: turn 1 buy a card, turn 2 buy a card THEN trigger him. This forces a shuffle while there are 5 starters and 2 non-starters in your discard pile, giving your third hand great odds of being well above average. The knowledge of knowing the top card of your deck is just icing.

Reply: DC Comics Deck-Building Game:: General:: Re: Tier List

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by okami31

Overall, would you guys consider the designing of individual powers well thought out, or that they needed more playtesting for balancing purposes?

Reply: DC Comics Deck-Building Game:: General:: Re: Tier List

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by Vbui0803

PopeJP wrote:

Vince, I definitely agree more with the list you posted more than the one you linked. It baffles me how low that guy put Canary, Hawkman, Batman, and Superman. I agree Batman isn't as good as the other three, but they're all titans of this game.

I disagree with your particular list in a few places, too:

Harley: This is actually a pretty strong effect. She makes Penguin and Royal Flush Gang pretty sweet, and The Flash (superhero) even better. You forgot to note that the discard also works on defense cards, which she is amazing with. Particularly in Forever Evil, there are a LOT of discard effects. She also just generally works better in games with more players.

Deathstroke: This is obviously limited only to Forever Evil, but if you pick up an early Blight/Waller/Steel etc. he really gets going fast. Suddenly you're gaining power for destroying bad cards and you're out of starters before you know it. He's not as blatantly strong as Bane or Black Adam, but I enjoy playing him very much.

Bizarro: Once again this is more specific to Forever Evil, but I consider Bizarro to be top tier there. He basically has complete immunity to a lot of attacks and you can end up drawing a lot of extra cards. Grab a Bizarro Power and just go to town. You have to manage your weaknesses carefully so that they don't get shuffled into your deck.

Batgirl: This hero is bottom tier, period. People try to justify it by saying it's strong early and late game you can occasionally draw, but no. This ability is so ridiculously weak. My playgroup has extended it to include Vulnerabilities and it's still underpowered.

Constantine: I see people constantly underrating this guy. He's worse than Bane, sure, but has a similar effect that can be extremely strong. There's also a great early game trick with him that gives you a great boost: turn 1 buy a card, turn 2 buy a card THEN trigger him. This forces a shuffle while there are 5 starters and 2 non-starters in your discard pile, giving your third hand great odds of being well above average. The knowledge of knowing the top card of your deck is just icing.


Hey,
Thanks for the feedback, it is appreciated. You do make good points and I agree with it mostly. I do like deathstroke also, but yeah he is limited to forever evil to be decent. Harley Quinn is decent, you were right about her, but still limited to few cards. Bizarro is interesting to play also I think he is oksy, but when making the tiers I had to make bottom and I feel him and deathstroke are in that tier even though I don't hate them. Batgirl is low tier for me, I think, her ability is alright. I never think of her as a game changer but she is useful at times. Lastly yes I use to not like Constantine, but I started to understand his effect more and I found out it is not that bad actually. Just have to learn to use him correctly. Any more discussion is welcome, I like to improve my game by talking with others.

Reply: DC Comics Deck-Building Game:: General:: Re: Yes, yes, yes! Which DC sleeves do you choose?

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by dimedrl

They publisher date is almost always the ship date. The retailer date is usually a week or two after that. It is the point after they get the delivery in, scan the product to their inventory system as in stock and get it shelved.

Reply: DC Comics Deck-Building Game:: General:: Re: DC Deck Building Game: Playmat

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by dimedrl

DiscoJeebus wrote:

The destroyed super power section says destroyed equipment.


D'OH! Sorry about that. I lost the original template I had for first FE ready playmat. I had to rebuild it and that mistake happened in the process. Here's the fixed one.

Reply: DC Comics Deck-Building Game:: General:: Re: Tier List

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by modnarWylde

I think the tier/power's are largely related to the deck construction.

I deck with more villains will favor characters like Wonder Woman and Black Canary (< - more so)

Shazam is definitely powerful, but again, that is largely related to average cost (and if you use the Hidden Villain Variant of play).

The default Deck for forever evil has an average cost of 2.047. So you would be overpaying for a card that might not fit into your deck strategy. (The HU and Main releases both average around 4)



Personally - we use about 12 Locations, and as such, we've removed Swamp Thing because he's just too powerful.
In the later game he's drawing multiple cards every round, he never has to invest in a location, rather just focus on acquisition. Regardless of if it in Line-Up or on another player's field. You get the powers.


Reply: DC Comics Deck-Building Game:: General:: Re: Tier List

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by PopeJP

modnarWylde wrote:

I think the tier/power's are largely related to the deck construction.

I deck with more villains will favor characters like Wonder Woman and Black Canary (< - more so)

Shazam is definitely powerful, but again, that is largely related to average cost (and if you use the Hidden Villain Variant of play).

The default Deck for forever evil has an average cost of 2.047. So you would be overpaying for a card that might not fit into your deck strategy. (The HU and Main releases both average around 4)


This is most certainly the case, and why it's so hard to nail down a true tier list. You'd have to either have separate tier lists for each set, then have it be variable for custom builds, or you'd have to have your tier list consider a hero's effectiveness across all sets, which is what most people do (like those above) and tends to cause heroes who are good only in one set end up at the bottom.

The former would be the most helpful but far more complicated. It's probably the better option since you really want to know the power of a hero in the context of your deck, since it doesn't matter how good Bizzaro is in Forever Evil if you're playing Heroes Unite. Not unlike League of Legends, where Fiora is crap tier in fives but pretty awesome in threes. Or Treasure Cruise being banned in every format other than Standard in MtG, where it sees relatively little play comparatively.

New Image for DC Comics Deck-Building Game

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by TimallDay

My new box insert from the Broken Token it Fits the base game, heroes unite, and the Crisis expansions 1
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