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New Image for DC Comics Deck-Building Game
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Reply: DC Comics Deck-Building Game:: Sessions:: Re: 3 Players 3 Games 3 Smiles
by skyzero
huffa2 wrote:
toliveischrist77 wrote:
I couldn't agree more. It makes me sad how much Tom has been trashing this game. I know his big thing is theme and everyone is of course welcome to like or dislike any game that they want. It's just hard to hear the constant bashing of a game I like so much. You hit the nail on the head that regardless of thematic oddities its just fun.
Everyone I've introduced this game to has loved it, and I've used it to bring a few new people into the hobby. Great fun.
Everyone I've introduced this game to has loved it, and I've used it to bring a few new people into the hobby. Great fun.
I know! 24 hours later and I'm still buzzing about the fun this was.
And Tom complained that people only like this because they want to, not because the game is good, yet when a flaw has been mentioned about Legendary, he passes it off because he wants to like it anyway.
You are right - people can like what they want, but don't put down other people because they have another opinion!
I too like DC for what it is and try not to over think the game like some do. Always try a game for yourself and form your own opinion.
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Thread: DC Comics Deck-Building Game:: Rules:: Several questions (some easy, potentially at least one that isn't - maybe)
by Stenun
Right, got a few questions after playing several games last night. Some of these I think I know the answer to (99% certain in some cases) but I always think it's best to check just to make sure. :-)OK … *cracks knuckles, gets to work*
Utility Belt: “At the end of the game, if you have four or more other Equipment in your deck, this card is worth 5 VPs”. What if you have 2 copies of Utility Belt and exactly three other Equipment? Does each Utility Belt give you its 5 VPs or do you need four non-Utility Belt Equipment?
(Same for Green Arrow and Heroes)
Clayface: “Choose a card you played this turn. Play it again this turn. (Effects and Power generated the first time you played it remains.)” If my Super-Hero is The Flash and the first card I played was Kid Flash then I would have drawn two cards instead of one. If I then play Clayface, how many cards do I draw? I would have said 1 but the Clayface card specifies that any effects gained from playing the copied card remain, and one of those effects was drawing an additional card. So does Clayface let me draw two cards?
“Gain” versus “defeat”: If The Anti-Monitor’s First Appearance – Attack causes Ra’s Al Ghul to end up in the Line-Up, then Green Arrow’s Bow is played … can Princess Diana Of Themyscira take Ra’s for free?
Similarly, if two copies of Green Arrow’s Bow is used in the defeat of a Super-Villain of printed cost 9 or less, can Aquaman place that defeated Super-Villain on top of his deck?
Cyborg: “If you play one or more Equipment during your turn, draw a card.” At what point do you draw the card? Immediately or at the end of the turn? If it’s immediately, why does Cyborg have different wording to other draw immediately card effects? It’s the different wording which is making me ask this question as Cyborg seems to imply you take stock of the entire turn, rather than get instant gratification, and you can’t take stock of the entire turn until the end of it …
There were more that came up last night but I can’t remember them now! I should have made notes as we went along *g*. I’ll post them when I remember them …
Thanks for any and all answers! :-)
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Reply: DC Comics Deck-Building Game:: Sessions:: Re: 3 Players 3 Games 3 Smiles
by Darksome
I play games with my family, mostly, including three kids (6, 9, and 12). This is a great game to play with them, since it's quick, relatively simple, and has a fun theme and great artwork. My six and nine year olds even play it alone with each other!As for strategy, I think there must be some: my 12 year old has yet to lose! Last night he beat me with over 100 points to my 65!
I know Tom V. has called it "anti-thematic" because of punching kicks and attacking other superheroes. But really, it is fun despite that, and after all, what comics fan hasn't wanted to pit Superman against Wonder Woman, or give Aquaman the chance to battle Batman?
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Reply: DC Comics Deck-Building Game:: Sessions:: Re: 3 Players 3 Games 3 Smiles
by GeekJock
I have been giving Tom some grief for his treatment of the game. I have to say mainly it's not that he dislikes it, b/c I don't care if anyone likes or hates a game that's THEIR prerogative.However, the main problem I have with his opinion is he calls it "TERRIBLE". It's FAR FAR from Terrible. That word you use to describe games that NO ONE in their right mind should ever play or share with another person. A game that never should have seen the light of day anyway.
I would have preferred he say, "It's to simple for me so I don't like it but I can see how others would".
But back to the OP...
GREAT POST I enjoyed reading your group's reaction quite a bit!
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Reply: DC Comics Deck-Building Game:: Rules:: Re: Several questions (some easy, potentially at least one that isn't - maybe)
by philewis
I've encountered most of the situations you described; here's how my group has interpreted them with a little explanation as to the rationale.Utility Belt: Each Utility Belt only checks for how many other equipment cards there are, the type of that equipment doesn't matter. If you had 5 Utility Belts they would all score. Also I'm pretty sure you would be cheating.
Clayface: The Flash's ability is a separate ability. It is not an effect or power generated by the card; it is simply the triggering effect for the Flash's ability. So the limit on Flash's ability only applying to the first time you draw a card prevents Clayface from allowing you to draw an additional card.
Green Arrow's Bow: The effect does not actually reduce the cost of villians; it just reduces the amount of power you have to spend to defeat them. So any effects that refer to the cost of a villain will still reference the printed value, regardless of how many bows Green Arrow has.
Cyborg: His ability can be used as soon as the equipment resolves. You are certainly correct that he is badly written.
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Review: DC Comics Deck-Building Game:: Resenhas BR - DC deck-building game
by badassbr
Eai galera,Depois de experimentar o Legendary deck building game fiquei sabendo do lançamento de DC comics Deck-Building Game, e como eu gosto muito mais dos heróis da DC, essa foi uma compra instantânea para mim.
Esperava nesse jogo algo bem temático e elaborado, mas após jogar, percebemos um jogo fácil, bem montado e de regras simples, mas que está mais para um filler do que para um jogo completo em si.
O jogo funciona como seu tradicional deck builder, todos começam com as mesmas cartas , durante o jogo você compra mais cartas que deixam seu deck mais forte e mais forte até ter um deck forte o suficiente para comprar as cartas + caras. O legal aqui são as ações bem temáticas, o card de visão de raio-x deixa você ver a primeira carta de cada oponente, o Coringa faz as pessoas trocarem cartas, o bat-sinal deixa você buscar um heroi e deixar na sua mão assim por diante.
1) Componentes : ótimo, os cards são de boa qualidade, cada carta de nome diferente tem uma ilustração diferente, tudo montado com a arte da série novos 52 da DC, muito bonito mesmo.
2) Mecânica : Muito simples, bem básico, só existe um "recurso" só temos 5 cartas para comprar por rodada, mas as cartas dão bastante espaço para interação com os oponentes, distribuir weakness cards, mexer no discard pile do oponente, fazer as pessoas descartarem cartas, olhar a cartas do oponente, é bem legal a mecânica, ele joga bem rápido e sem dificuldades.
3) Tema : O tema se sobressai sim, graças aos efeitos das cartas, não chega a ser tão profundo quanto a maioria das pessoas pode estar esperando, mas cumpre o seu papel em deixar um "gostinho" de super heroi.
4) É divertido? : SIM! muito, a diversão vem da interação e de como o jogo se desenvolve bem rápido, em alguns turnos as pessoas ja estão pegando cartas fortes e mandando vários efeitos uns nos outros.
Esse jogo é ótimo com certeza, mas aqueles que procuram algo mais elaborado e profundo devem passar longe, esse é o tipo de jogo para servir de gateway para pessoas no universo deck-building.
Mas apesar dos pesares você ainda terá a sensação de estar fazendo efeitos de super poderes, derrotando os vilões, e usando os vilões para atacar os outros, é uma experiência bem legal. Altamente recomendado, principalmente se você é fan de heróis da DC!
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Reply: DC Comics Deck-Building Game:: Rules:: Re: Several questions (some easy, potentially at least one that isn't - maybe)
by Maghd
Stenun wrote:
“Gain” versus “defeat”: If The Anti-Monitor’s First Appearance – Attack causes Ra’s Al Ghul to end up in the Line-Up, then Green Arrow’s Bow is played … can Princess Diana Of Themyscira take Ra’s for free?
Similarly, if two copies of Green Arrow’s Bow is used in the defeat of a Super-Villain of printed cost 9 or less, can Aquaman place that defeated Super-Villain on top of his deck?
Ra's can't end up in the line-up. Page 11 of the rulebook says that you can only put cards from the main deck back in the line-up. So if your hand is some mix of super villains, kicks, weaknesses, and starter cards you are immune to anti-monitor's first appearance.
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Reply: DC Comics Deck-Building Game:: Rules:: Re: Several questions (some easy, potentially at least one that isn't - maybe)
by Stenun
Maghd wrote:
Stenun wrote:
“Gain” versus “defeat”: If The Anti-Monitor’s First Appearance – Attack causes Ra’s Al Ghul to end up in the Line-Up, then Green Arrow’s Bow is played … can Princess Diana Of Themyscira take Ra’s for free?
Similarly, if two copies of Green Arrow’s Bow is used in the defeat of a Super-Villain of printed cost 9 or less, can Aquaman place that defeated Super-Villain on top of his deck?
Ra's can't end up in the line-up. Page 11 of the rulebook says that you can only put cards from the main deck back in the line-up. So if your hand is some mix of super villains, kicks, weaknesses, and starter cards you are immune to anti-monitor's first appearance.
I've just re-read page 11 and I don't see it saying that.
It says, and I quote, "Super-Villains, Kicks, and Weaknesses are not legal targets for The Anti-Monitor's card destroying ability, as they are not in the Line-Up."
But my question does not relate to his card destroying ability if played from hand but rather his First-Appearane Attack effect. It says "Each player reveals his hand, chooses a card with cost 1 or greater from it, and adds that card to the Line-Up."
The "Specific Cards" entry for The Anti-Monitor (which is the part I'm assuming you're referring to) doesn't mention any restriction on what cards are chosen for his First Appearance Attack text.
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Reply: DC Comics Deck-Building Game:: General:: Re: Am I too forgiving with deckbuilders?
by Johnny Q
Montag451 wrote:
And it just happens to incorporate all corners of the DC universe in an engine that doesn't have enough moving parts to handle the scope of such a world?
I should probably clear, I don't necessarily fault the game. It's a fine game, great starter into deck building, etc. But this was not the sort of design to try and wrap all of the DC universe into. So many elements get stretched or simply don't make sense because the game engine is too simple.
I should probably clear, I don't necessarily fault the game. It's a fine game, great starter into deck building, etc. But this was not the sort of design to try and wrap all of the DC universe into. So many elements get stretched or simply don't make sense because the game engine is too simple.
This game doesn't actually stretch far beyond the justice league, its members and enemies.
This game should be criticized for what it is. Not for what it isn't and was never trying to be.
And seriously, loosen up a little. Finding a hidden personal insult in every statement is a truly sucky way to communicate.
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Reply: DC Comics Deck-Building Game:: General:: Re: Am I too forgiving with deckbuilders?
by Montag451
Johnny Q wrote:
Finding a hidden personal insult in every statement is a truly sucky way to communicate.
This is true. Good thing I haven't felt offended or insulted by anything now that it's been cleared up.
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Reply: DC Comics Deck-Building Game:: Rules:: Re: Several questions (some easy, potentially at least one that isn't - maybe)
by Maghd
Stenun wrote:
Maghd wrote:
Stenun wrote:
“Gain” versus “defeat”: If The Anti-Monitor’s First Appearance – Attack causes Ra’s Al Ghul to end up in the Line-Up, then Green Arrow’s Bow is played … can Princess Diana Of Themyscira take Ra’s for free?
Similarly, if two copies of Green Arrow’s Bow is used in the defeat of a Super-Villain of printed cost 9 or less, can Aquaman place that defeated Super-Villain on top of his deck?
Ra's can't end up in the line-up. Page 11 of the rulebook says that you can only put cards from the main deck back in the line-up. So if your hand is some mix of super villains, kicks, weaknesses, and starter cards you are immune to anti-monitor's first appearance.
I've just re-read page 11 and I don't see it saying that.
It says, and I quote, "Super-Villains, Kicks, and Weaknesses are not legal targets for The Anti-Monitor's card destroying ability, as they are not in the Line-Up."
But my question does not relate to his card destroying ability if played from hand but rather his First-Appearane Attack effect. It says "Each player reveals his hand, chooses a card with cost 1 or greater from it, and adds that card to the Line-Up."
The "Specific Cards" entry for The Anti-Monitor (which is the part I'm assuming you're referring to) doesn't mention any restriction on what cards are chosen for his First Appearance Attack text.
I guess we read the "they are not in the line-up" text to mean they can't be in the line-up. If someone put Ra's in the line up and then someone bought Anti-Monitor. Would the player with Anti-Monitor be able to destroy Ra's if he was in the line-up on a turn when that player drew Anti-Monitor?
It just seems odd to be able to add a kick to the line-up. It would basically make the line-up four cards since no one would buy a kick from the line-up when they could get one from the kick stack.
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Reply: DC Comics Deck-Building Game:: Rules:: Re: Several questions (some easy, potentially at least one that isn't - maybe)
by GeekJock
The best way to think about Cyborg or some other effects in the game. The card which is played must be resolved first then the benefit/bonus of the hero or other cards comes into play.So you fully resolve power or equip THEN you can receive Cyborg's bonus.
I have had to put a SV into the middle row before and it sucked. I am not sure if it was AM or another (sorry don't have game in front of me) but I think it ended with me having 2 vulnerabilities and Joker and Paralax in my hand. To which I had to throw Joker to the middle. Another player grabbed my Joker and I finished in 2nd because of it. Just rotten luck is all. But the idea of it all was what made me love the game even more!
Such fun and complex happenings in what is at it's core a simple game.
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Thread: DC Comics Deck-Building Game:: Rules:: Anti-Monitor rule clarification.
by Cranekick
Hey Everyone, I had a few questions for some specific situations to see how others have been playing it.Anti-Monitor's attack makes players put a card back into the line up. So now the lineup has extra cards (pending that it was not defended). My quesiton is, if cards from the regular lineup (original 5 cards) are purchased, do you refill them or do the extra cards caused by anti-monitor fill the empty slots until it goes below five?
Example. 2 player game and anti-monitor attacks us. Neither of us defend, putting 2 more cards in the line up for a total of 7 cards. (5+2). Next player goes and purchases a card from the original 5 (not either of the two put by ant-imonitor).
Do you replace that card from the main deck putting 7 cards in the lineup again or do you simply fill it with the extra 2 until the line up goes below 5 again?
Second question. There have been a few times where I've been able to blow up my power value to over 50+ (clayfacing a paralax etc.), easily defeating the supervillain and gaining all cards in the lineup with plenty to spare. My question is, can you just buyout the kick deck with all your extra points or is there some sort of limit I'm unaware of.
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Reply: DC Comics Deck-Building Game:: Rules:: Re: Anti-Monitor rule clarification.
by Falcon2
As to question number one, you only refill the line up when it goes below 5.As to question number two, I am not sure, however; I would play that you can buy until you are out of power. With kick the limit would be 16, because that is the number of kick cards, but I do not know of any rule that restricts the amount of cards that you can purchase per turn as long as you have the power to do so including multiple kick cards.
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Reply: DC Comics Deck-Building Game:: Rules:: Re: Anti-Monitor rule clarification.
by GeekJock
I would say you could buy up all the kicks (I would have to look at the rulebook to double check if it says something about kick limits).However, this would likely be a bad move (depending on the timing). Of course if it's late in the game 16 kicks would net you 16 points so it's likely a sure fire win.
Early in the game it's not worth it to buy more then a couple. They are only 2 power so they are only going to gimp you in the long run.
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Reply: DC Comics Deck-Building Game:: Rules:: Re: Anti-Monitor rule clarification.
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Reply: DC Comics Deck-Building Game:: Rules:: Re: Anti-Monitor rule clarification.
by Jlerpy
Falcon2 wrote:
As to question number one, you only refill the line up when it goes below 5.
Really? Huh. We've been playing it as meaning that the line-up is just bigger for the rest of the game, and everyone gets more options.
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Reply: DC Comics Deck-Building Game:: Rules:: Re: Anti-Monitor rule clarification.
by Falcon2
Jlerpy wrote:
Falcon2 wrote:
As to question number one, you only refill the line up when it goes below 5.
Really? Huh. We've been playing it as meaning that the line-up is just bigger for the rest of the game, and everyone gets more options.
The line up is covered on page 4 of the rulebook, which places 5 cards in the line up. On the back of the rulebook, in the end of turn section, it says to "Fill each empty slot in the line up with a card from the main deck." I read that to mean that if there are at least 5 cards in the line up, there is no "empty line up slot to fill". So the extras are only there until the line up drops to less than 5.
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Thread: DC Comics Deck-Building Game:: General:: Rank the heroes!
by Cranekick
I've been playing the DC game quite a bit and developed my own opinion on which heroes are best. But I want to hear others opinions as well. Unfortunately, I didn't get the Jon Jon'zz card since I missed the promo, so I can't rank him.
While I understand that certain heroes can be better on the luck of the draw, but this is purely off their inital powers.
1. Wonder Woman - can focus on villains, providing several extra cards and also givng her cards to attack players.
2. Aquaman - able to immediately place low costing cards on top of the deck. I find this really great for fast starts and able to load up your deck for several other combos.
3. Superman - Superman and batman have close powers, but the difference is that superman can always buy kicks when there is nothing good in the lineup. If there is no equipment, batman has no fallback as superman does.
4. Batman - While I didn't feel he's as good as superman, unlimited +1s on equipment is nice.
5. Green Lantern - Green lantern is tough, because the +3 can be a high advantage early on, if you get the right mix of cards. But I ultimately felt that superman and batman have more flexibility for early and end game. (on the fence with this placement actually)
6. Cyborg - Cyborg has a nice mix of abilities, but limited to one per turn. Nice to do several things, but wasn't as good for end game in my opinion.
7. Flash - Going first doesn't really make up for the fact that flash only has half the power of cyborg. Yes, it's nice that flash has draw flexibilty instead of being limited to one type, but it's still only one extra card per turn and you are tasked with grabbing draw cards, which other players will want equally as much.
I can elaborate more on some, but I'm surprised in some reviews that I've read where Wonderman is good but not top ranked. Opinions?
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