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

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by ishd819

That's was exactly the card in question....thanks for answering him....

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

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by freemanaj86

More oversized heroes

More villains/Super Villains - villains that attack when they enter the line up

more Heroes

more Super powers - esp ones with non Superman artwork (Green Lantern constructs for example)

Extra benefit for playing your character or those related to him/her - Being Batman and Playing the Dark Kight or Robin etc

More of what we've got already :D

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

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by Kaleljorson7

mil05006 wrote:



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.


I was thinking along the line of a location or an ability that would let you bank abilities for a cost of let's say, 4 power and only 1 card max per turn. But I see your point about getting max combos every other turn.

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

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by Falcons

What I like is that in DC the only way this gets really out of hand is with Riddler. Without him the mst you get is super villain plus 5 lineup cards. Great hand, but in a game like Ascension where cards fill as you take them it can get crazy.

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

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by freedfromthematrix2

All of the responses against this house rule seem to be mostly talking about self limiting behaviors and playing with a group of experience strategist that respect the theme of the game.

This rule (which I endorse and play with myself) helps to limit the runaway leader aspect that can slow down or ruin the fun of the game.

Most people will not self limit but will play to win at all cost. Especially gamers. The other aspect of this rule is to add more strategy. That's what this rule seem to do, add a layer of strategic decision making.

One of the most common criticisms of this game is its too simplistic. This house rule opens up the strategic choices without increasing complexity.

This is the same choice you have in Dominion (buy a victory card, gold or a settlement card) and Thunderstone (go to the dungeon or to the village) and the Marvel Deck Building game (a positive element of the game). I think it's fair to all players and thematic in how a comic battles work in context to the story.

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

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by GeekJock

Falcons wrote:

What I like is that in DC the only way this gets really out of hand is with Riddler. Without him the mst you get is super villain plus 5 lineup cards. Great hand, but in a game like Ascension where cards fill as you take them it can get crazy.


And don't forget the late game grab ALL the kicks.

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

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by freedfromthematrix2

I really hope the game designer, for the next expansion, make basic and advanced rules.

Basic rules being what is currently the rules now.

Advanced rules being what most fan-made variants have suggested.

If that is done this discussion won't be an issue.

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

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by freedfromthematrix2

Like Wizkids with Heroclix, I would like o see them get the rights to other comic companies licensed characters using the same system.

Like Heroclix we will get more variety and storytelling elements based on crossovers between universes.

I would also like to see advanced rules that uses the fan variants created here to add enhanced variety and more tactics and strategies.

Thread: DC Comics Deck-Building Game:: General:: Cyborg one of rare

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by Action Phase

Why doesn't Cyborg have a one-of 'rare' card, like the other heroes in the game? I know he has High-tech Hero, but it seems odd he is the only one who doesn't have a card.

Reply: DC Comics Deck-Building Game:: General:: Re: Cyborg one of rare

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by LunarKnite

I've always wondered that myself. The one that he's left with seems to be Blue Beetle though.

Reply: DC Comics Deck-Building Game:: General:: Re: Cyborg one of rare

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by ChronoRogue

Each of the oversized heroes have a number of cards (villains, heroes, super powers, etc.) that are related most closely to character.

Depending on how you choose to count these (these are open to debate and/or interpretation) you may find:

39 cards are related most closely to Batman.

23 for Superman.

11 for Flash.

7 for Green Lantern.

7 For Aquaman.

6 for Wonderwoman.

5 for Cyborg. (And even 5 is a stretch, since I am counting Deathstroke and Titans Tower in his camp, and he is no longer a Teen Titan in the New 52.)

I suspect this is why there are 3 copies of what would have otherwise been Cyborg's "one of" card.

Reply: DC Comics Deck-Building Game:: General:: Re: Cyborg one of rare

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by GeekJock

I think when you say "related most closely to" you should really just look at the cards which synergize most with the power of the hero.

So basically all equip for batman
All Powers for Supes
Anything with draw for Flash
Any card with cose 2-3ish for GL
Any card cost under 5 for Aquaman
Any Villain with cost 2-4 (or maybe 5) for WW
And all Equip/Powers cost 2-4 for cyborg
(I mention the specific costs for those cards above b/c it's those costs which most cost effectively help to get the powers rolling )

As for OP I agree there should be on 7 or 8 cost Cyborg card but as mentioned above the trade off might be the 3 of the pretty good cards as opposed to the 1 OP card of the others.

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

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by Jlerpy

Falcons wrote:

What I like is that in DC the only way this gets really out of hand is with Riddler. Without him the mst you get is super villain plus 5 lineup cards. Great hand, but in a game like Ascension where cards fill as you take them it can get crazy.


Or, as discussed, if you're playing with On Patrol.

Reply: DC Comics Deck-Building Game:: General:: Re: Cyborg one of rare

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by ChronoRogue

I think when you say "related most closely to" you should really just look at the cards which synergize most with the power of the hero.


Although this is not exactly a 'thematic' game, when I said "related most closely to", I meant thematically.

You can really only talk about the "one-of"s in a thematic sense. I.e. "Man of Steel" thematically is a Superman card. But it does not "go with" Superman mechanically, since it is not a super power.

Since the original poster was asking about "one of" cards, I was compelled to speculate from a thematic perspective.

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

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by ferris1971

I have also... I bought a ton of kicks on one turn, then on the next turn played the card that allows you to retrieve all the Super Powers from your discard pile to your hand. Then I played Paralax. 36 power. It was epic.
:)

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

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by EitherOrlok

freedfromthematrix2 wrote:

This is the same choice you have in ... the Marvel Deck Building game (a positive element of the game).


Not true. You can recruit and fight on your turn in Legendary.

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

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by Jlerpy

EitherOrlok wrote:

freedfromthematrix2 wrote:

This is the same choice you have in ... the Marvel Deck Building game (a positive element of the game).


Not true. You can recruit and fight on your turn in Legendary.

EDIT: There's no rule in Dominion that says you can't buy a gold and a victory point card on the same turn, either.


As long as you have multiple Buys, that is.

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

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by drjwreed

Spectre, Phantom Stranger, Etrigan.... great ideas!

I personally would like to see some of the JSA figures... Dr Fate, Hourman, Wildcat, Sentinel/Green Lantern, Johnny/Jakeem Thunder and Thunderbolt, etc., etc. And there are a lot of good villains there as well!

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

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by EitherOrlok

Jlerpy wrote:

EitherOrlok wrote:

freedfromthematrix2 wrote:

This is the same choice you have in ... the Marvel Deck Building game (a positive element of the game).


Not true. You can recruit and fight on your turn in Legendary.

EDIT: There's no rule in Dominion that says you can't buy a gold and a victory point card on the same turn, either.


As long as you have multiple Buys, that is.


Obviously, but the point he was arguing is that in these deck builders, you have to choose between doing two mutually exclusive things, which is not the case.

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 Shrike76

Because I didn't see it specifically addressed above, does Green Arrow's bow still apply to Super-Villains in the line-up the same way it does to those on the SV stack? (In the case where the Anti-Monitor causes a SV to be placed into the line-up).
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