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Reply: DC Comics Deck-Building Game:: Rules:: Re: Brainiac rules

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by freemanaj86

Glad someone else asked this already. Just played my first game and loved it! This was the one bit we weren't sure on - seemed weird that it didn't tell you what to do with the card afterwards but we assumed it stayed with the original owner.

Reply: DC Comics Deck-Building Game:: Rules:: Re: Several questions (some easy, potentially at least one that isn't - maybe)

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by ishd819

When it comes to Anti Monitor's First Appearance attack, this is how I play it out. The rules state that Super Villains, Weaknesses, and Kicks are not part of the Line Up. Therefore, this statement in inherent for both actions on his card. His card destroying ability affects the Line Up so his 1st attack does the same. If your hand has 2 kicks, Ra's al Ghul, batmobile, and man of steel, you cannot choose a kick because that is a cop out and Ra's is a super villain. Your only choices would be Batmobile or Man of Steel but you only lose one.

Anti Monitor is a Super Villain and they are meant to make the game harder and the heroes lives miserable.

Reply: DC Comics Deck-Building Game:: General:: Re: Rank the heroes!

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by LunarKnite

jbabel wrote:

I basically agree with Lunar with the exception that i put MM probably either right above or below WW. And Supes is pretty damn close to being below flash in my opinion. I still cannot figure why it's every different instead of every, the only reason must be because in playtesting some douche pulled off a massive kick abuse combo because as stated, there are only 16 super powers in the deck otherwise and EVERYBODY wants them, it's not a batmobile or nth metal that'll sit in the lione-up all game for bats or cyborg to grab.
Supes needs a massive buff (as does flash).


The biggest reason Superman doesn't have +1 power for every time he plays a Super Power is because he can then infinite loop cards. Not only are Kicks easily bought and always available until they run out, Superman can also use X-Ray Vision, and if lucky, get either Clayface or another X-Ray Vision. That would effectively give Superman infinite power if he keeps going back and forth, if I'm not mistaken.

Also, I do put Wonder Women low because she is tough to get going in a 4-5 player game. The only villains that aren't sought after by other players are the 2 and 3-cost Villains, because they don't add much. Granted, Villains do make up most of the cards able to be bought, but my biggest problem with WW is that once you buy the Villains and your next turn is over, the Villains aren't doing anything else.

The reason why I have The Flash last is simply because he requires those draw cards, and they are all highly sought after. The Fastest Man Alive card is one of the best cards in the game for the draw 2 cards for only 5 Power, and Kid Flash is usually bought because it's one of the few 2 Cost cards in the game. If Flash manages to have a location and specialize in trying to get mainly that card type then he does well, but he is too dependent on Location cards, of which there are only 5 and are possibly the MOST wanted cards in the main deck aside from Heat Vision/Lobo and the 5 VP cards.

Reply: DC Comics Deck-Building Game:: Rules:: Re: Several questions (some easy, potentially at least one that isn't - maybe)

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by houjix1138

ishd819 wrote:

When it comes to Anti Monitor's First Appearance attack, this is how I play it out. The rules state that Super Villains, Weaknesses, and Kicks are not part of the Line Up. Therefore, this statement in inherent for both actions on his card. His card destroying ability affects the Line Up so his 1st attack does the same. If your hand has 2 kicks, Ra's al Ghul, batmobile, and man of steel, you cannot choose a kick because that is a cop out and Ra's is a super villain. Your only choices would be Batmobile or Man of Steel but you only lose one.

Anti Monitor is a Super Villain and they are meant to make the game harder and the heroes lives miserable.

The reference to Kicks, Weaknesses, and Super Villans not being part of the line-up is referring to the stacks. His first appearance attack can indeed cause a Kick or Super Villain to end up in the line-up. Having a hand of 4 Punches and a Super villain when Anti Monitor shows up balances out the "cop out" of the times someone gets to add a Kick to the line-up.

Reply: DC Comics Deck-Building Game:: Rules:: Re: Several questions (some easy, potentially at least one that isn't - maybe)

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by nekobat

The Anti-Monitor's First Appearance Attack causes you to put a card of cost 1 or more into the line-up. It doesn't matter if the card originated in the line-up, super-villain stack, or kick stack.

The Line-Up also only refills if there are fewer than 5 cards.

(CZE Game Tester)

Reply: DC Comics Deck-Building Game:: Rules:: Re: Anti-Monitor rule clarification.

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by Jlerpy

LoneJericho wrote:

As it is, a player is loosing one of his cards and needs to spend power to get it back (or there is even a opportunity for the foes to get it) AND the Line-Up doesn't get refilled with new cards. That's kind of a strong Attack for the Anti-Monitor (just as he deserves). I'd even go one step further and woud make it a random card that needs to put in the Line-Up.
The way you play it, it's more of a Bonus for the players instead of a disadvantage in the long run because there are more cards in the Line-Up to choose from every turn.


Correct. And, as with most of the attacks, it hurts people who are doing well more than those who aren't.

Reply: DC Comics Deck-Building Game:: General:: Re: A few expansion ideas

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by iamsuperman825

Falcons wrote:

You would need something to heal and remove the Kryptonite. Maybe a first aid card, or Aquaman's blue water hand could remove a weakness or a Kryptonite.


Since Kryptonite is within Superman's realm have the card be called "Rejuvenating Rays""may remove up to 1 Kryptonite token or trash up to two cards in your hand and/or discard pile"

Reply: DC Comics Deck-Building Game:: General:: Re: A few expansion ideas

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by LittleScandal

Jlerpy wrote:

LittleScandal wrote:

Gislef wrote:

More Super Powers.

All that there are currently are Superman's powers (even if his picture isn't on the cards).

Where's Teleportation? Stretching? Energy Blast? Plant Control? Shadow Form? Transmutation? Deflection? Mind Control? Telepathy?
Don't forget super stregnth (for wonder woman)!


Super Strength is already in the game...

And the invisible plane!


Cute.

Oh!!! Therymiscara for a location!


Yes!
Now, what would it do?


Shoot! Totally for got Super Strength was already in the game.

Therymiscara would be like what 'rejuvenating ray' is to superman for wonder woman.

Or instead of Therymiscara how about the Amazons themselves. They could be used as an 'assist'. They can add more power to the superhero.

Reply: DC Comics Deck-Building Game:: General:: Re: A few expansion ideas

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by LittleScandal

Forgot to add:

Speed Force. Again, it could be used to gain more power or to heal (if you have a spacific hero like Flash).

Reply: DC Comics Deck-Building Game:: Sessions:: Re: 3 Players 3 Games 3 Smiles

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by mothershipryan

Thanks for the great post. I was hesitant about this game. But I think you summed it up nicely and I couldn't agree more.

Reply: DC Comics Deck-Building Game:: General:: Re: Your best combo chains

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by iamsuperman825

LunarKnite wrote:

I then flipped again to reveal The Riddler, Man of Steel, Kid Flash and Catwoman. I then buy Cheetah, The Riddler, and Man of Steel. I flip once more. Green Arrow, Arkham Asylum, and Nth Metal. I use my last 5 power to get Arkham Asylum.

To any keeping count, that's 33 power used, 16 cards gains/bought, and 21 cards used (23 if you count Starro's ability).


Unless I read the rules wrong, or there has been a change or varriant that I am not aware of, you only flip/reveal after your turn has ended. At the end of your turn you refill each of the slots used, flip up the villian, read the first appearance, etc.

Did I miss something???

Reply: DC Comics Deck-Building Game:: General:: Re: Your best combo chains

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by Stix_Remix

iamsuperman825 wrote:

LunarKnite wrote:

I then flipped again to reveal The Riddler, Man of Steel, Kid Flash and Catwoman. I then buy Cheetah, The Riddler, and Man of Steel. I flip once more. Green Arrow, Arkham Asylum, and Nth Metal. I use my last 5 power to get Arkham Asylum.

To any keeping count, that's 33 power used, 16 cards gains/bought, and 21 cards used (23 if you count Starro's ability).


Unless I read the rules wrong, or there has been a change or varriant that I am not aware of, you only flip/reveal after your turn has ended. At the end of your turn you refill each of the slots used, flip up the villian, read the first appearance, etc.

Did I miss something???
There is a variant in the rule book called "on patrol," which allows players to refill the line up immediately (but they suffer any attacks should villains show up).

Thread: DC Comics Deck-Building Game:: Rules:: how does this play out?

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by ishd819

My friend recently got the game. He was playing with his own group of 4.

When a villain is taken out in the beginning of the turn causing my friend to discard his hand, the next villain is flipped on the 2nd player's turn, correct? Is my friend (3rd player) supposed to have drawn a new hand although it wasn't his turn? Basically, is he still affected by the new villain coming out or does he get a free pass (skip turn) from the first attack appearance?

Reply: DC Comics Deck-Building Game:: Rules:: Re: how does this play out?

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by ryansdavis

My initial guess is that he gets a free pass on the second attack. If he lost his hand from first attack, he doesn't re-draw until the end of his next turn. If there's another attack before he's done that...he doesn't have to do anything.

Reply: DC Comics Deck-Building Game:: Rules:: Re: how does this play out?

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by ryansdavis

Which actually reminds me of my own question--some of the cards offer a Defense option against attacks. Do those even defend against the Super-Villain's First Appearance Attacks? Seems like a stronger defense than was maybe intended.

Thread: DC Comics Deck-Building Game:: Variants:: My house rule

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by ryansdavis

I have implemented a house rule that you either defeat the Super-Villain or buy cards from the lineup. I know the rule says you can do both together. But when it can be easy to get huge Power on certain turns, it seems no fun to have someone defeat the Super Villain and then scoop the entire lineup at the same time. There's no strategy there. Having to choose between buying cards or defeating the villain makes you think about what you'd rather have in your deck, and how quickly you want the game to go.

Thoughts?

Reply: DC Comics Deck-Building Game:: Variants:: Re: My house rule

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by Vacabck

The strategy comes early on when you can only buy one card from the lineup, after a few turns like that the gears start doing their work and the machine runs like a fine oiled piece of machinery and you can pull off the moves like you suggested. Your house rule seems to punish those who build good deck synergy.

Reply: DC Comics Deck-Building Game:: Variants:: Re: My house rule

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by Jlerpy

It makes it more of a binary. It seems like it'll just lead to people either snapping up the current Super-Villain or grabbing the entire line-up, which is even less strategic.

Reply: DC Comics Deck-Building Game:: Variants:: Re: My house rule

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by ryansdavis

Jlerpy wrote:

It makes it more of a binary. It seems like it'll just lead to people either snapping up the current Super-Villain or grabbing the entire line-up, which is even less strategic.


I don't understand how a choice between two options is less strategic than buying everything available without regard to what it is.

Reply: DC Comics Deck-Building Game:: Variants:: Re: My house rule

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by ryansdavis

Vacabck wrote:

The strategy comes early on when you can only buy one card from the lineup, after a few turns like that the gears start doing their work and the machine runs like a fine oiled piece of machinery and you can pull off the moves like you suggested. Your house rule seems to punish those who build good deck synergy.


This is a good point. Although it's also possible to get a lucky combination that lets you buy everything...and suddenly your deck is flush with powerful cards more through luck than strategy. Which is inherent to deckbuilding, I know, but if you have to choose, then a lucky hand won't give you a runaway lead.
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