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

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by Matt Hyra

Yes, a Defense card may be used against a First Appearance Attack.

As for the original question, a player only refills their hand at the end of their turn, so if they are out of cards during an Attack that would hit their hand, they are immune to it.

Thanks,
Matt Hyra
Cryptozoic R&D

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

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by freemanaj86

Yep they're immune to the second attack, but they will still have no hand on their turn so it will probably be of little comfort :D

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

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by Jlerpy

ryansdavis wrote:

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.


I have never seen anyone buy literally everything.

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

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by ryansdavis

Jlerpy wrote:

I have never seen anyone buy literally everything.


I have. It happened in either my first or second game. That's what prompted my house rule. I also read another thread where someone else described the situation--pretty sure they were asking if they could also just buy endless kicks with their leftover power. The official answer is Yes...I just find it takes away from what strategy there is in the game.

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

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by ishd819

Thanks everyone. Appreciate your input....I know he'll be happy and this changes a lot (at least for me anyway) :D

Reply: DC Comics Deck-Building Game:: Reviews:: Re: DC deckbuilding game - the game so simple that doesn`t even have a proper name

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by freemanaj86

I was worried about DC being unthematic but I took a chance and love it! It's a simple, fun card game. Whilst it's simple there's room for strategy and tactics but its a game that non gamers will be happy to play too. All the cards feel very thematic, it's fun to fight the villains and I end up having too much fun buying cool characters and powers to wonder why Bane is fighting on my side against Aquaman.

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

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by Jlerpy

ryansdavis wrote:

Jlerpy wrote:

I have never seen anyone buy literally everything.


I have. It happened in either my first or second game. That's what prompted my house rule. I also read another thread where someone else described the situation--pretty sure they were asking if they could also just buy endless kicks with their leftover power. The official answer is Yes...I just find it takes away from what strategy there is in the game.


Meh. The more Power you have, the more things you can take, but the more things you take, the less choice you have. Anything you take will give you at least 1 VP, but is another card in your deck; a card that may not play well with other cards in your deck.
If it's the final Super-Villain, it's totally worth doing. Otherwise, I'd be more circumspect.

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

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by LunarKnite

Unless it's late in the game, I don't find this to be a problem at all. Unless all the cards in the line up are great for the player, eventually it weighs down their deck. If I'm playing someone like Batman and get a 30-40 Power turn through use of a Parallax or something and buy everything in the line-up, the Super Villain, and enough to buy 4 Kicks, I would not buy Kicks and a few cards from the line-up that would not help my deck synergy.

Or course this type of thinking is thrown out once the end game nears and you don't have a chance to shuffle or go through your deck very much or you buy as much as you can to get ahead in VP. But then again, I play with people whose preogative is less about winning and seeing the cool combos one can pull off with good synergy.

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

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by Cranekick

Ismael, I just read your post and I'm pretty interested in what villains are you using to discard hands? The only one I know is Suicide Squad, but "usually" if someone has the set of suicide squad. But if one were to pull off the combo, not sure how there are enough suicide squad members to make another discard of the hand.

Would it be possible to get card names to the example? Sorry I just love looking into stuff like this.

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

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by Cranekick

My thoughts on this is that there are several strategies to play to the point of when someone is able to pull off a massive combo. While yes it hurts, it also doesn't mean it's the end of the game. Most a player can get is a supervillain, 5 cards from the lineup and kicks depending how much of a power total they made. But that's why the normal rules of the game doesn't refill the line up or show the next supervillain the next turn.

You as the opposing player should develop strategies to try and thwart the other players, whether it be buying things they want/need or making your own massive combo to gain equally as many points. But I guess I'm also a rule junky :P

Reply: DC Comics Deck-Building Game:: General:: Re: copy of this w/ promo?

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by papersith

If you stop by the Game Preserve (Greenwood) Saturday 16th (12-3) I will be hosting demos. Stay for a game and you might walk away with something nice ;).

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

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

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by jbabel

probably black manta (reveal a card from deck, if it has a cost either destroy it or discard your hand).

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

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by jbabel

this rule is extremely limited. Almost always the SV should be bought under this rule. It is typically the same of not more VP and it clogs your deck much less than 4 extra cards. As others have stated if someone gets a super lucky early turn and buys a SV and 3-4 line up cards, then that's 3 extra cards they have to sift through for the rest of the game for a 3-4 VP swing, not a big deal. Late in the game, you want those VPs and both player's decks should be getting 8+ power every turn and it hinders the player who has built the best deck.

Thread: DC Comics Deck-Building Game:: General:: Highest power in a single hand?

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by natharious

What is the highest power you have ever had in a single hand? Playing with my wife last night I was able to get 48 in a game when I drew Man of Steel (add all superpowers from your discard to your hand) and Parallax (double your power) at the very end of my deck.

So with 48 power, since we were playing with "On-Patrol" rules, I was able to not only take the super-villain but take three full line-ups (15 cards) as well as a kick from the stack for a total of 17 gained cards. Being Aquaman, I was able to rig my next hand.

I think it will be a while before she plays with me again. I was joking about how broken the Man of Steel / Parallax combo would be but never thought I'd see it. Only thing missing is to use Clayface to double Parallax.

Reply: DC Comics Deck-Building Game:: General:: Re: Highest power in a single hand?

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by GeekJock

I have only been able to get 40 myself. Obviously it was with Parallax as well.

Oddly enough I was able to get 40 in Legendary too. It was one of those ridiculously lucky combos that just worked out so right it was just stupid and included the top versions of 3 cards (one of which was on an opponents deck and I copied think it was with Rogue) and entirely too much drawing!

Those 20+ power hands in DC are usually a bit rarer thank God, b/c then the game would get a bit old, but I think it's not unusual to see one every game at the very end.

Thread: DC Comics Deck-Building Game:: General:: Expansion thoughts...

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by Kaleljorson7

I love the game and want more (probably like everyone else who haunts this board), and just wanted to share my hopes in an expansion(s). I posted a few thoughts over on the Cryptozoic site and wanted to bring them here, too.

A set of event cards that could be tied to classic storylines like Crisis on Infinite Earths, the Great Darkness Saga or Identity Crisis. Something similar to the ones in Rune Age.

I'd like supernatural characters, like Spectre, Phantom Stranger, Etrigan, Swampy, Hellblazer, etc. And their villains- like the Monkey King and Klarion. Spectre would be a fun oversized hero. Magic could be a subtype.

Oversized villain cards and locations for them. Darkseid vs. Superman sounds like fun to me. You could always take the listed SV out of the deck for that game. I also think a generic rule could be: if you're playing an oversized hero and you play at least one hero and no villains, +1 power, if you're playing an oversized villain and you play at least one villain and no heroes you get +1 power.

The only other deckbuilder I've played is Rune Age, and in that game a larger deck can mean a losing deck. But in DC the winner is the one with the most VPs (usually more cards) and the decks are much less manageable. Not buying cards, even if you don't really want them, is letting points slip away and destroying even a "Kick" costs VP. I'd like a way to "bank" some cards to keep their VP for scoring purposes, but be able to cull a few from my deck. Possibly a location or something that lets you spend power to deposit the cards. Just a thought.

Thanks to the Cryptozoic team for this game. Don't stop now...



Reply: DC Comics Deck-Building Game:: General:: Re: Expansion thoughts...

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by mil05006

Kaleljorson7 wrote:


The only other deckbuilder I've played is Rune Age, and in that game a larger deck can mean a losing deck. But in DC the winner is the one with the most VPs (usually more cards) and the decks are much less manageable. Not buying cards, even if you don't really want them, is letting points slip away and destroying even a "Kick" costs VP. I'd like a way to "bank" some cards to keep their VP for scoring purposes, but be able to cull a few from my deck. Possibly a location or something that lets you spend power to deposit the cards. Just a thought.

Thanks to the Cryptozoic team for this game. Don't stop now...






I don't know a ton about the DC universe, so I cannot comment on the info about that. However, I would like to see more starting heroes you can pick from and more cards for the deck in general. I like the fortune idea they have in the LOTR game, but I'd like to see negative cards that do an immediate effect in the main deck as well.

That being said, I really enjoy how making your deck super huge is the only way to win the game. It keeps things interesting and gives people who have less VP's a chance to catch up when you have a couple bad hands. It's a great way to make things interesting, and it makes it so the most streamlined deck doesn't win. All you'd need is man of steel and some power cards and paralax and you can buy everything, kill a villian, store the cards, and viola, repeat on your next turn. I wouldn't like that one bit. Maybe it's personal, but I like it better when you have this massive beast you have to worry about, not a small, puny 12 card perfect deck.

Reply: DC Comics Deck-Building Game:: General:: Re: Expansion thoughts...

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by ChronoRogue

I'd like to see some more of the magic (supernatural) characters too. I especially want a Captain Marvel ally. (Maybe a Rock of Eternity location to go with the magic characters).

I really want to see the orange lantern, Larfleeze, as a supervillain.

Reply: DC Comics Deck-Building Game:: General:: Re: Highest power in a single hand?

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by LunarKnite

I've gotten 80+ because of the Man of Steel/Parallax/Clayface combo. It's pretty ridiculous. And if you're lucky enough to get a Riddler in that hand as well, that's about 20 cards worth.
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