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Reply: DC Comics Deck-Building Game:: General:: Re: Card sleeves for superheroes and super-villains
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Grishny's Week in Gaming - August 1-7 2016
by John Kanost
1 AugustTonight after a two-week hiatus, the boys and I returned to the Comix Connection for their Monday family game night. I knew Brandon was going to be there, but wasn't sure who else. When we arrived, Brian was there, along with Bill, but George and his family were nowhere to be found. Bill said they were taking a "summer break" from gaming.
However we did have a new group show up, a dad and his two sons. I sadly didn't get to play anything with them and didn't catch their names, but Matthew taught the boys how to play Dice Masters.
With me that evening I'd brought a small (for me) assortment of games in my spacious new Broken Token cargo bag: Smash Up (freshly stored in our new Big Geeky Box), Smugglers (in case there were any younger kids in attendence), La Granja (what I really wanted to play), Tiny Epic Galaxies and Dastardly Dirigibles. I knew Brian, who tends to appreciate games with some depth (he's the guy who introduced us to Founding Fathers and I promise this will be my last parenthetical statement for a while), would enjoy La Granja, and said that it was what I'd like to play. He readily agreed, and Jonathan signed on as well. At first I thought we were going to have four with Brandon joining us, but he'd brought a new Kickstarter game he'd just received, Pixel Glory, and wanted to get some games of that in, so another group formed at the table next door for that.
Game: La Granja
Blue Peg, Pink Peg is "rerolling" La Granja on their next episode, and there's been some good discussion about the game on their thread concerning the look back at the game. A comment made by one user on that thread stated that he found the game hard to teach. I've found the opposite to be true. Where others find the four-step process of a round to be disjointed and confusing, for me each one flows sensibly into the next and the structure of it provides a convenient outline for teaching the game with many good jumping-off points for explaining concepts and mechanisms.
But it is by no means a gateway game; just because its concepts are conveniently ordered for explanation doesn't mean there isn't a huge amount of information to process when learning La Granja. I knew Brian would be able to handle it though, and as I suspected, after playing through the first round of the game he had it down.
Some very interesting things developed during this play that I had not seen before. For example, all three of us had two pigs in play by the farm production step in the first phase of round two, resulting in a mass birth of piglets all around the table. I had to immediately sell mine as I had no extra stable space for it, but it still seemed unusual to me; in most previous games only one player seemed to specialize in pig farming.
Early on in the game I hired the Vintner helper, who lets you move grapes from your fields into any harvest den an unlimited number of times. I wound up turning my farm into a vineyard, building nothing but grape fields; by the end of the game I had four field all producing grapes. Thanks to the Vintner, for the most part I never lacked for any of the main farm goods. I also acquired the Tenant who lets you reserve one of the dice during the Revenue phase each round. Anyone else could still use it, but had to pay me either one farm good or 2 silver to do so; I was only paid for the die twice during the game so it allowed me to "call dibs" on a particular revenue type most of the time.
Brian, meanwhile, got the Shoemaker in round three; this helper gives you 2 free advancements on the Siesta track every time your pigs have a piglet; this pretty much guaranteed Brian first player status for the remainder of the game. He used it well, and at the end of the game he'd run the best farm out of the three of us, beating my score by 7 points.
Game: Dastardly Dirigibles
We had about half an hour after finishing up La Granja before the store's closing time; perfect for a quick game of steampunks building airships! This one's about as easy to teach as they come, so even though neither Jonathan nor Brian had played before, we were throwing down cards and putting together our zeppelins in no time. It turned out to be Brian's night; he dominated the first round, and scored very well in the second also. He tried to end the third round as quickly as possible, knowing that even if he didn't score very highly, he had enough of a lead that he'd still win. However, he just couldn't seem to find the final part he needed for his ship, and I managed to complete mine first, for quite a jump in points!
Still, it wasn't quite enough... Brian won the game by 1 point!
4 August
Game: Star Wars Rebellion
This was a long-awaited game with Jarrett Smith, an employee of The Game Table in Mechanicsburg, had approached me about three months earlier to ask if I would be willing to teach him how to play Rebellion. He'd been an avid player of the old PC game back in the day and was excited to experience Star Wars in board game form. Due to vacations, work and other commitments on both our parts, it took us until now to finally find a date and time that worked for both of us to play a 3+ hour game.
I arrived at the Game Table shortly before 5:30 and begin setting up the game after claiming a large enough spot in the back room. Jarrett arrived before I finished and I started describing how the game played as I completed setup with some help from him. I think we finally got started around 6:30. After [user=cyberphin]Dennis[/user]' experience the weekend before, I recommended that Jarrett start out as the Empire, and so I once again found myself leading the Rebellion.
The game began well enough, with my starting systems being Mon Calamari, Kashyyyk and Ryloth. Jarrett was fairly well spread out across the galaxy, as the Imperials typically are, and had deployed sizable starting forces directly adjacent to both Kashyyyk and Mon Calamari. I gave up both of those systems for lost immediately, and instead took a page out of Dennis' book and deployed my non-rebel base units to a neutral system, Utapau. Meanwhile, I set up my hidden base on Ilum, a non-populous system that I've used before; Jarrett had no fleets directly ajdacent to it, so it seemed like a safe choice.
Mon Mothma's very first diplomatic mission secured the Utapauans' loyalty to my side, and I was able to get a Calamari Cruiser under construction early on. As I suspected, Mon Calamari was subjugated by the Empire in the first round, but they surprisingly left the Wookies alone, allowing me at least one round of production from Kashyyyk.
Those early turns of fortune proved to be the exception to the rule this game, however. As I often do when playing the Rebels, I focused on filtering through my Objectives, looking for ones that I could complete, and two of the first few I acquired involved destroying Imperial troops in ground battle and establishing an entire region of the galaxy as loyal to the Alliance. By then I had already gained the loyalty of Geonosis in addition to Ryloth, which then made subjugated Rodia the focus of my attentions. But it all turned out to be going according to the Emperor's design. Jan Dodonna was captured by the Empire there, and then turned to the dark side after an unsuccessful attempt to rescue him. My small space fleet was utterly wiped out when they attempted to liberate the planet, and while I was successful in eliminating the Imperial's ground forces, thereby un-subjugating the planet, my diplomatic overtures to establish Rodia as a full-fledged member of the Alliance were thwarted by Palpatine himself!
I never was able to achieve that objective. The loss of Dodonna to the dark side turned out to be a truly crippling blow for me; the Empire never found itself short of operatives to oppose my missions no matter where I went. Time after time, even on occasions where I clearly should have had the upper hand, my missions failed or were even rendered impossible to attempt due to my opponent's actions.
Near the end, the Death Star plans finally fell into my hands, and I tried desperately to find a way to mount a mission to destroy it. Just when I finally thought I'd found a way, Jarrett began to move the superweapon--directly toward Ilum, the still-hidden location of my base! The same turn, he used two mission cards; the first of which forced me to reveal that the base was in that region, and then one that landed troops directly on the planet, revealing the base's location.
The following turn, I proceeded with my plan to try to destroy the Death Star, but it required it to be in a subjugated system. It was at the start of the turn, but of course I had to move the base first, and then it moved on to Ilum and my window of opportunity was gone. My base had been moved to Yavin, but everything I had on Ilum was wiped out. And I soon found myself in a situation I had never encountered before: I didn't have a single unit left anywhere on the map! I had a Corellian Cruiser and a Y-Wing on the build queue, but that was it.
By then it was approaching the 4-hour mark, and the cafe was preparing to close, so I conceded the game. It is entirely possible that I could have survived long enough, perhaps by moving the base a second time, to win, but the rebel and turn markers were still five rounds apart at that point, and honestly... the Rebellion's spirit had already been crushed.
5 August
Game: DC Deck Building Game
After a long day and a busy evening, we didn't find time to sit down to play a game together as a family until almost 9:00. That meant, unfortunately, that any of the longer, more complex games like Russian Railroads or Terra Mystica that I was in the mood for were out. After getting everyone's opinion and reaching no consensus, I finally admitted defeat and we pulled this one off the shelf again. It's becoming our go-to game for a late family game night, but I'm rapidly becoming less and less enamored with it.
I grabbed a Hero card that I'd never used before, Jay Garrick. Jay's ability lets you examine the top card of your deck any time a card or effect tells you to draw one or more cards, and decide to keep (and thus, draw) it, or put it in the discard. This ability turned out to be a trap, I think. I went for too many of these types of effects, and as a result had a weaker deck that couldn't keep up with the rest of the players. Once the others started defeating Super Villains, that only put me further and further behind, resulting in a pretty miserable and pointless "game" for me. I didn't manage to defeat a single Super Villain.
It didn't help that Amy, playing her favorite, Wonder Woman, wound up getting two copies of Scarecrow and we actually wound up using up ALL of the Weakness cards this game. I wound up with six of them, and Bizarro was nowhere to be found. My final score was 14.
6 August
Game: Magic the Gathering (Commander)
It had looked to be a Saturday without any gaming in it, as I'd elected not to drive out to Mechanicsburg this weekend and had spent the entire morning and afternoon working on a side website project. But on the off chance, I sent Brandon a text message to see if there was any Commander going on at the home of Nate Smith, a fellow Commander player who often hosts game nights for Brandon's circle of MTG friends.
It turned out there was! Huzzah!
I arrived around 5:45 and was the fourth player to do so, meeting Ben, who I'd played with once before the last time I showed up to Nate's for a game night, and Tyler, a friend of Ben's who was there for the first time. Tyler it turned out lives near me and had been considering checking out the Magic scene at the Comix Connection store. I invited him to join us for Monday nigth board games, but he sadly informed me that his current second-shift job schedule prevented him from doing anything most week nights.
With four of us in place, after Nate and Ben did a little card trading, we were ready to start the games.
Our first, four-player game involved me runnning my newest deck, "Mina and Denn, Wildborn" which I think I've mentioned previously, versus Tyler's Slivers (with Sliver Hivelord as the commander), Nate's Yasova Dragonclaw, and Ben's Mogis, God of Slaughter deck. As almost invariably happens whenever there are Slivers involved, everyone's fear got the better of them and started attacking poor Tyler, who even had a Sliver playmat to use with his deck. This just one reason why I've never had any interest at all in exploring the power of Slivers in Commander--I don't want that automatic target painted on my forehead. (I also feel like alone among other tribal strategies, the Sliver deck kind of builds itself, which doesn't interest me.)
However, this game played out a bit differently than normal. While we did all hate on the Slivers for a while, I pulled out ahead of the other players on mana production rather quickly thanks to Mina and Denn, and was landing very large, very threatening creatures. Then Ben put Mogis on the field, and everybody started losing two life points every turn. It always seems innocuous at first, but soon we were all sitting uncomfortably low on life while Ben still had 30+ and was encouraging us to fight each other while leaving him alone in subtle ways. I decided I'd had enough of this and launched a surprise massive attack, taking Ben out of the game but at my own expense.
Sitting with no defenses and at only 8 life, Tyler was able to take me out and then shortly got the advantage over Nate, winning the game.
Game two was down to three players as Brandon had arrived but Tyler and Ben went to get food. Brandon pulled out his Rhys the Redeemed deck, Nate played his Rafiq of the Many, and I played my Narset, Enlightened Master. Everyone had mana problems early on in this game, and I even mulliganed twice, going down to six cards in my starting hand in order to get something remotely playable. It turned out to be a good decision.
I started the game with Mystic Speculation in hand, a card that does nothing more than let you Scry 3; i.e. look at the top three cards of your deck and put them back in any order, top or bottom as you see fit. However, I held onto it until I had three mana available, because while it only costs one blue mana, it has Buyback 2. I paid the Buyback cost every time I cast it this game, and must have cast it at least twenty times or more over the course of the game. It was truly the star of the game, making sure I never missed dropping a land while my opponents, especially Nate, struggled for mana.
Eventually, after hard-casting Omniscience, my deck went "off the hook" and I managed to take Brandon out, leaving only Nate. He struggled on valiantly until I drew my Capsize and started bouncing all his permanents, inluding his lands. After a turn of that, he conceded the game to me.
Ben and Tyler were back for the final game of the evening with five players! This "grand Commander melee" involved the following players and decks: Tyler running his Daretti, Scrap Savant deck. Nate running Karona, False God, a five-color "pillow fort" deck. Ben using a black-green "Golgari" Meren of Clan Nel-Toth build, and Brandon in the same colors with "The Gitrog Monster". I played my Sydri, Galvanic Genius artifact deck.
I got Karmic Justice out on turn three of this game, and it probably saved many of my artifacts from destruction at the hands of the other players, but eventually I made a pretty big mistake and sacrificed it so that I could wipe out Nate's pillowy wall of enchantments that required players to pay six mana per creature to attack him. I played Tempest of Light so that I could attack him and draw some cards thanks to my Thassa's Bident. Then Nate pointed out that I could have attacked Brandon instead as he had no creatures in play at the time, and kept my Karmic Justice out a bit longer.
Nate then played an Aura Shards, which is anathema to a deck like Sydri. Ugh. However, he only blew up one of my things before we all succumbed to Brandon's Tempt with Discovery, letting him go hog wild with mana finding five lands. Brandon soon dominated the board with a combination of various Eldrazi and other monstrosities, including the Gitrog, which turned out to be way more broken than any of us realized. He was sacrificing and cycling lands and drawing cards left and right, and finding all kinds of ways to eliminate our best permanents.
Eventually Ben had had enough, and scooped his board up, withdrawing from the game. The rest of us fought on, but fell one by one to Brandon's horde of large creatures. First Tyler, then Nate. I was the last to fall, finally conceding when I realized that I was facing a lethal pummelling the next turn with no way out. Also, it was past midnight by then and this planeswalker was ready to go home and sleep!
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Reply: DC Comics Deck-Building Game:: General:: Re: Card sleeves for superheroes and super-villains
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Reply: DC Comics Deck-Building Game:: General:: Re: Card sleeves for superheroes and super-villains
notclive wrote:
This GL is your friend. Refer "GeekLists" section of the game entry.
Refer Item for Geeklist "Card Sleeve Sizes for Games"
Refer Item for Geeklist "Card Sleeve Sizes for Games"
You beat me by seconds :P
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Reply: DC Comics Deck-Building Game:: General:: Re: Card sleeves for superheroes and super-villains
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Reply: DC Comics Deck-Building Game:: Organized Play:: Re: DC Deck-building Tournament: Teen Titans - August 20 Near Denver, CO
by BenJazz
Just under 2 weeks until the Teen Titans duke it out. Can't wait to see how this one goes!↧
Reply: DC Comics Deck-Building Game:: Organized Play:: Re: DC Deck-building Tournament: Teen Titans - August 20 Near Denver, CO
by BenJazz
Just 3 more days until the Teen Titans Tournament!As an added bonus, the great people over at Crypto were able to send a few of the new promos from Gen Con our way so we will be raffling them off at the event along with a Legion of Super-Heroes Crossover pack and our assortment of other promos. This is shaping up to be a SUPER event!
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Reply: DC Comics Deck-Building Game:: Organized Play:: Re: DC Deck-building Tournament: Teen Titans - August 20 Near Denver, CO
by BenJazz
Tournament Recap:We had a great showing for our tournament this month with a couple of new faces turning out for the Teen Titans. After 3 rounds of play our winner, with a total of 13 Tournament Points, was Chad! Congratulations to Chad and the other winners of our raffle prizes. A big thank you as well to all the players for being so patent as we worked around the crazy event juggling Enchanted Grounds was dealing with. You made this tournament a great success and I hope to see all of you at our next outing.
Will be be hosting a "team" tournament in conjunction with our Batman Day activities on September 17th so stay tuned for more info in the next week.
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Thread: DC Comics Deck-Building Game:: Organized Play:: Batman Day Celebration and Team Tournament - September 17 near Denver, CO
by BenJazz
Hello everyone,We are organizing a Batman Day Celebration at the Enchanted Grounds in Highlands Ranch (8800 S Colorado Blvd, Highlands Ranch, CO 80126) where we will be demoing a number of different Batman-themed games (including Batman Fluxx and Love Letter Batman) and providing some promotions and prizes on a number of Batman related games and comics. The event will run from 10 AM to 2 PM on Saturday, September 17th. It will be a fun event and a great opportunity for players to come out and show their Batman pride.
New this year, we are also hosting a Batman-themed Team Tournament starting at 10 am as well. The tournament will consist of 3 rounds of play using the Team Rules Variant found in the Base Set rulebook. Each pod of 4 players will be randomly divided into two teams at the start of each round to determine who will play as the Heroes and who will play as the Villains. A first player will be randomly decided, then each player will ban clockwise from the opposing teams character pool then pick counter-clockwise from their teams remaining character pool. A random main set will be used each round with the addition of select Batman Universe themed cards from the expansions sets. Tournament Points will be awarded based on Team VP and bought Super-Villains each round and the player with the highest cumulative Points after 3 rounds will receive a special Batman prize. More information on the tournament specific setup can be found after the flyer. If you have any questions feel free to respond to this post or message me.
Available Over-sized Super-Heroes:
Batman (Base Set)
Nightwing (Heroes Unite)
Batgirl (Heroes Unite)
Robin (Crisis 1)
Red Robin (Teen Titans)
Available Over-sized Super-Villains:
Joker (Promo)
Harley Quinn (Forever Evil)
Bane (Forever Evil)
Poison Ivy (Crisis 3)
Deadshot (Crisis 3)
Cards added into Main Deck each round:
Rivals
- Vicky Vale
- Alfred Pennyworth
- Batwoman
- Oracle
- Huntress
- Robin
- Nightwing
- Red Robin
- The Penguin
- Victor Zsasz
- The Rddler
- Two-Face
- Clayface
- Mr. Freeze
- Bane
- Hugo Strange
- Batmobile (2)
- Batarang (2)
- Laughing Gas (2)
- Insanity (2)
- Homicidal Maniac (2)
- World's Greatest Detective (2)
- Wayne Manor
- Arkham Asylum
- (Other cards not included due to Confrontation mechanic)
Crisis 1
- Bo Staff (2)
Crisis 2
- Escrima Sticks (2)
- (Did not include Skull of Batman or Black Lantern Batman due to heavier Green Lantern theme)
Crisis 3
- Sniper Riffle
- Chlorolinesis
- (Did not include Black Mask, Joker's Daughter or Nanda Parbat due to VP token limitations outside Forever Evil)
Promo
- Gotham City Docks
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Reply: DC Comics Deck-Building Game:: Organized Play:: Re: Batman Day Celebration and Team Tournament - September 17 near Denver, CO
by DekanCrypto
That's cool Ben!Keep your eyes out for CZE's Batman day celebration too... Details next week.
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Reply: DC Comics Deck-Building Game:: Organized Play:: Re: Batman Day Celebration and Team Tournament - September 17 near Denver, CO
by BenJazz
Will do! Can't wait to see what you've got planned. :)↧
Games I play with my wife
by Eric Buscemi
I've previously blogged about the games I play with my daughter, but another important gaming partner I have in my house is my wife. Although she is not crazy about the hobby like I am, she still plays all sorts of games with me, and with our kids. But here, I'm just going to focus on games we play as a couple.DC Comics Deck-Building Game
While this is probably not what most people would expect at the top of this kind of list, this is the game my wife and I most frequently play. Its streamlined deck-building design, with no restrictions on how many cards you can play per turn and only one kind of currency (power), make it simple to teach and play, and the expansions have given the game new life more than once for us. Our favorite iterations are the base game, the Heroes Unite expansion, and the Teen Titans expansion. However, we did not care for the Forever Evil expansion, which was a bit too cutthroat, or the cooperative Crisis expansion, which took us way too long to play.
Ticket to Ride
While I readily admit that Ticket To Ride is a tighter and more tense game with more than two players, it becomes an enjoyable zen route-building experience when I play it with my wife. The lack of blocking becomes a positive, where my gamer friends see it as a detriment. Like with DC Deck-Building, expansions have helped keep this game fresh for us, from the small-box USA 1910 card expansion, to the India & Switzerland and Asia & Legendary Asia map expansions.
Carcassonne
Unlike the previous two games, my wife and I prefer the base game when we play Carcassonne. The simplicity and elegance of the standard game trumps the additional options of the two expansions we have (which is why we don't have more than that). Part of the charm of the game is seeing the countryside we created together, although this isn't just an idyllic and pastoral pastime for us -- we're pretty competitive when we play one another.
Agricola: All Creatures Big and Small
Where Agricola is far too heavy and time consuming for my wife's liking, this game is a lot less complex and still has a good weight and feel considering its shortened length. Especially considering you only take twenty-four total actions (three per round over eight rounds). The thirty minute game length makes this a good choice for us on weekday evenings. I'm also fairly certain the cute animeeples raise my wife's opinion of the game a bit.
Splendor
This tableau/engine builder is another game we get to the table fairly often. Where some people find this game's design a bit too stripped down, I think the streamlined design, as well as the relatively short play time at two players, is why my wife enjoys playing it with me.
Honorable mentions: In addition to the games above, there are some games my wife and I like to play with more than two, usually with one or two other couples, including Codenames, A Fake Artist Goes to New York, Camel Up, and Brewin' USA.
Finally, the following two games are frequently recommended couples games that just didn't work for me and my wife.
Patchwork
This is the game I most commonly hear people recommending for couples over the last two years, but there was something about the spacial aspect of placing the tiles on a quilt with a finite number of spaces that my wife struggled with. While I love this game and still play my copy with others, as well as on the Android app, it's not something we play as a couple.
Paperback
Another frequently recommended couples game, especially for word game lovers, this also fell flat with my wife, who is a fan of Scrabble. The mix of deck-building and word building just didnt gel for her, and I wound up trading this away, despite enjoying the game myself.
All in all, I consider myself very lucky to have a partner that -- despite not fully understanding my obsession with this hobby -- will sit down and try out all sorts of different games with me, as well as accept my growing collection of board games without complaint, and frequently let me escape to gaming events and conventions.
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Thread: DC Comics Deck-Building Game:: General:: Tabletop simulator scans?
by nrocket
I have been thinking about scanning all my cards into tabletop simulator for online play. Since this is a tedious process does anyone already have scans of the cards?I need:
The original set.
Heroes Unite
Forever Evil
Teen Titans
Crisis 1
Crisis 2
Crossover 1,2,3,4
Batman VS Joker
Thanks
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File: DC Comics Deck-Building Game:: DC Deck Builder + Expansions - Solo Variants
by Ainvar75
New File: DC Deck Builder + Expansions - Solo Variants for Board Game: DC Comics Deck-Building Game↧
Reply: DC Comics Deck-Building Game:: Organized Play:: Re: Batman Day Celebration and Team Tournament - September 17 near Denver, CO
by BenJazz
And just in case everyone hasn't seen it yet, Crypto has posted their Batman Day Giveaway! Info below and link for contest page.Referral Link: https://wn.nr/T48NVc

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Reply: DC Comics Deck-Building Game:: Variants:: Re: DC Heros Solitaire variant
by Ainvar75
I just came across this thread a few days ago and thought the solitaire variant (and CamelCity variant) sounded very interesting. I played them extensively over the weekend and loved them!I did make some changes and/or omissions from those that were suggested. And since I have the Crisis Expansions, I modified them accordingly to work with those as well. I enjoyed these so much that I decided to type it all up in a document.
I've uploaded the file in case anyone is interested. These are rules for the Base Set, Crisis Expansion #1, & Crisis Expansion #2. I plan to add more for the crossover packs, forever evil, etc. as I get them played.
MANY THANKS to Sannyyoon & CamelCity!! Hope you like them. :)
DC Deck Builder + Expansions - Solo Variants
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New Video for DC Comics Deck-Building Game
by Tom Wright

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Thread: DC Comics Deck-Building Game:: Rules:: Fortress of Solitude + Power of the Green?
by Impokun
So I was playing the game with a friend who had never played before, and he pointed out something that made me question if I had been inadvertently playing wrong this whole time, which would be kind of awkward. So here's what happened:On a previous turn, I had purchased the Location 'Fortress of Solitude' from the line up. For reference, here's the text of the card:
"Ongoing: When you play your first Super Power on each of your turns, draw a card."
Then, on my next turn I start by playing the Super Power 'Power of the Green', which has the text:
"Put a Location from your discard pile into play.
If you control a Location, +3 Power.
Otherwise, +2 Power."
...and I use it to place 'Fortress of Solitude' into play from my discard pile.
Finally, the next card I play is 'Kick'. The question was does the 'Kick' trigger the 'Fortress of Solitude' and allow me to draw a card? The reason there was confusion was because, to me, I always just assumed the locations only cared about the first trigger card you play since they've been in play.
But, as was pointed out to me, the actual text of the 'Fortress' specifically says "your first", and the 'Kick' was the second Super Power I played in my turn, but the first I played since the Location was in play.
I guess the question I'm trying to ask (in oh so many words) is do these specific Locations look back at your entire turn when checking conditions, or do they only look back for as long as they've been in play?
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Reply: DC Comics Deck-Building Game:: Rules:: Re: Fortress of Solitude + Power of the Green?
by sirbeefman
Your friend is right. The location looks for the first super power you play that turn and kick is your second even if fortress is now in play. It looks at your turn as a whole.↧
Reply: DC Comics Deck-Building Game:: Rules:: Re: Fortress of Solitude + Power of the Green?
by sirbeefman
Let me be a little more specific. The locations do work once in play. But fortress is specific to the first super power you play on your turn. And kick would not be the first even if fortress was not in play at time.↧