Quantcast
Channel: DC Deck-Building Game | BoardGameGeek
Viewing all 9076 articles
Browse latest View live

Reply: DC Comics Deck-Building Game:: Rules:: Re: Fortress of Solitude + Power of the Green?

$
0
0

by Impokun

Thank you for the response.

Does anyone else have a second opinion?

Reply: DC Comics Deck-Building Game:: Rules:: Re: Fortress of Solitude + Power of the Green?

$
0
0

by BenJazz

If a card references a specific trigger condition (such as "fist time play" or "at the beginning of your turn") then the card text cannot be activated if the trigger event occurs before the card is played.

There may be an extenuating circumstance due to when FoS was put into play. Since it comes into play due to Power of the Green it may activate off of PotG since the accepted order of play has you check trigger text after a card fully resolves. The question would be is "playing" a card the physical act of putting it into play on the table or the full steps through effect resolution.

I am going to defer to the creators on this one.

Reply: DC Comics Deck-Building Game:: Rules:: Re: Fortress of Solitude + Power of the Green?

$
0
0

by sirbeefman

hmm unless they consider playing the card the actual act of placing it on the table. Followed by its immediate effects. Then fortress would not go off. But if they consider it played after all effects are used then fortress would go off from power of green.

I've always played that a card is considered played the second it hits the table before effects are done on card.

Creators oh creators where art thou

Reply: DC Comics Deck-Building Game:: Rules:: Re: Fortress of Solitude + Power of the Green?

$
0
0

by Matt Hyra

You already played your first Super Power of the turn, so your Kick does not trigger the Fortress. The game keeps track of the order (and by that I mean the players).

Thanks,
Matt Hyra
Cryptozoic R&D

Reply: DC Comics Deck-Building Game:: Rules:: Re: Fortress of Solitude + Power of the Green?

$
0
0

by sirbeefman

So is a card considered played as soon as it hits the table or once all immediate effects have taken place?

Reply: DC Comics Deck-Building Game:: Rules:: Re: Fortress of Solitude + Power of the Green?

$
0
0

by rjburns3

There should not be a difference between "hitting the table" and "all immediate effects taking place." And in this case, there is no difference. You put Power Of The Green on the table, what's the next thing you do? You do what the card says, and in your case, you use it to take Fortress Of Solitude from your discard pile and put into play.

The first Super Power you played that turn is Power Of The Green, no matter how you slice it.

Reply: DC Comics Deck-Building Game:: Rules:: Re: Fortress of Solitude + Power of the Green?

$
0
0

by BenJazz

rjburns3 wrote:

The first Super Power you played that turn is Power Of The Green, no matter how you slice it.


We all agree on that. The questions is will Fortress of Solitude trigger off of Power of the Green due to it coming into play before PotG's text finishes resolving and trigger texts being checked/resolved after a card is played.

That is what is being clarified by the idea of what it means for a card to be "played".

Given your response of "There should not be a difference between "hitting the table" and "all immediate effects taking place."" you would most likely be in alignment with FoS triggering off of PotG.

Reply: DC Comics Deck-Building Game:: Rules:: Re: Fortress of Solitude + Power of the Green?

$
0
0

by rjburns3

Yeah, I was responding to the initial question - there's no way that the Kick triggers Fortress Of Solitude.

The second question is definitely a thornier one.

Reply: DC Comics Deck-Building Game:: Rules:: Re: Fortress of Solitude + Power of the Green?

$
0
0

by Matt Hyra

sirbeefman wrote:

So is a card considered played as soon as it hits the table or once all immediate effects have taken place?


Considered played once it leaves your hand.
The PotG has already been "played" and has "resolved" before FoS enters play.

Thanks,
Matt Hyra
Cryptozoic R&D

Reply: DC Comics Deck-Building Game:: Rules:: Re: Fortress of Solitude + Power of the Green?

$
0
0

by BenJazz

Thanks Matt! This is why we keep you around lol

Quick question then. Does Power of the Green get the extra power from its text if you have no locations but put one into play with its ability?

Reply: DC Comics Deck-Building Game:: Rules:: Re: Fortress of Solitude + Power of the Green?

$
0
0

by Matt Hyra

Yes, as you perform the tasks on the card in the order in which they are written.

Thanks,
Matt Hyra
Cryptozoic R&D

Reply: DC Comics Deck-Building Game:: Rules:: Re: Fortress of Solitude + Power of the Green?

Thread: DC Comics Deck-Building Game:: Variants:: Retaining "unplayed cards" in hand rather than discarding

$
0
0

by tod_13

I understand that all played cards AND any remaining cards are discarded at the end of a turn.

But if unplayed cards could instead be retained in hand for future turns, wouldn't this enhance strategic depth of the game?

Maybe there are gameplay reasons why the whole hand of cards has to be discarded each turn?

Reply: DC Comics Deck-Building Game:: Variants:: Re: Retaining "unplayed cards" in hand rather than discarding

$
0
0

by ashman

It would considerably change the game.
If you had e.g. two cards that only worked if drawn together, you could keep one of them until you draw the other.

I'm not saying ths is better or worse, but the card prices are definitely not based on having this rule, and should therefore be off.

Reply: DC Comics Deck-Building Game:: Variants:: Re: Retaining "unplayed cards" in hand rather than discarding

$
0
0

by grarrrg

ashman wrote:

It would considerably change the game.

Defense cards.
Being able to save Defense cards would be a HUGE change. Especially since most of them are better as defenses than played.

Reply: DC Comics Deck-Building Game:: Variants:: Re: Retaining "unplayed cards" in hand rather than discarding

$
0
0

by BenJazz

I am thinking of things like Kyle and the rings, Suicide Squads, Man of Steel and "+ power for each [TYPE] in discard" cards... what a game-breaker holding cards would be.

Thread: DC Comics Deck-Building Game:: General:: red lantern power ring

$
0
0

by capojay

why does this card cost 5 powers? I wouldn't buy it if it cost 1...Worst card in the gamesoblue

Reply: DC Comics Deck-Building Game:: General:: Re: red lantern power ring

$
0
0

by grarrrg

capojay wrote:

why does this card cost 5 powers? I wouldn't buy it if it cost 1...Worst card in the game:soblue:


The quickie/stupid answer is "because ALL power rings cost 5".

The longer answer is that it is a "skill card", one that you don't want all the time, but it can be quite nice, if not downright powerful.
I will admit that on its own, it is kind of underwhelming, but what you -can- do with it is definitely worth 5.

If you get it 'early game' you're very likely to be flipping up Starters to destroy.
If you get it late game there are those *-VP's to consider.

It can provide a solid boost of power to finish off a Super Villain or get some good cards from the line-up.
It -can- be one of the highest +Power cards in the game...if you're willing to sacrifice something 'big'.

Consider the set it comes from and just how many ways there are to peek/manipulate the top card of your deck (the Locations, Deadshot, Mr. Zsasz, Dr. Sivana...). If you know what's on top, and what's on top isn't good, then you can safely use the Ring.

Finally, consider what you are really losing on the deal?
Red Lantern Ring gives you "+Power equal to the destroyed card's cost."
You aren't losing any Power from the deal, because anything you 'spent' is returned.
Example: I pay 3 for a Kick. I play Red Lantern Ring and flip up a Kick and a Starbolt. I choose to destroy the Kick and get +3 Power.
Paid 3 for Kick, got 3 from destroying Kick > no lost power.
Yes you technically lose the VP from the Kick, but with an extra +3 power the card(s) you buy will probably make up for it.

Reply: DC Comics Deck-Building Game:: General:: Re: red lantern power ring

$
0
0

by Jlerpy

grarrrg wrote:

Finally, consider what you are really losing on the deal?
Red Lantern Ring gives you "+Power equal to the destroyed card's cost."
You aren't losing any Power from the deal, because anything you 'spent' is returned.
Example: I pay 3 for a Kick. I play Red Lantern Ring and flip up a Kick and a Starbolt. I choose to destroy the Kick and get +3 Power.
Paid 3 for Kick, got 3 from destroying Kick > no lost power.
Yes you technically lose the VP from the Kick, but with an extra +3 power the card(s) you buy will probably make up for it.


This is crucial. Trading little stuff for extra Power so you can combine it with the other Power in your hand so you can buy something awesome; that's where it's at.

Reply: DC Comics Deck-Building Game:: Variants:: Re: Retaining "unplayed cards" in hand rather than discarding

$
0
0

by DekanCrypto

tod_13 wrote:

I understand that all played cards AND any remaining cards are discarded at the end of a turn.

But if unplayed cards could instead be retained in hand for future turns, wouldn't this enhance strategic depth of the game?

Maybe there are gameplay reasons why the whole hand of cards has to be discarded each turn?

:)


Check out the Ongoing cards in DC Comics Deck-Building Game: Teen Titans
Viewing all 9076 articles
Browse latest View live


<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>