Midnight Rider wrote:
The game is very fun as is. This is just something for fun to try out.
This is just a rough idea so far, and not playtested yet (Later this or next week). This may be too easy or too hard. Any ideas and improvements are welcome. Any specific cards that don't work or need altering? More main deck destruction needed? More Super-Villains? Adjustments depending on number of players? Let us know.
The game plays as normal with the following changes.
The object is to defeat 7 random Super-Villains plus Ghul before the main deck runs out. After Ghul is defeated, when each Super-Villain makes their first appearance attack, also destroy the number of cards off the main deck equal to their VP value. When a Super villain is defeated and later played from a player's hand, ignore any attacks on other players.
When any card is purchased from the line-up, it MUST be immediately replaced. If any villains with an attack are flipped, all players are attacked. At the end of each player's turn, destroy the number of cards off the main deck equal to the total VP value of all villains currently in the line-up. When a villain is defeated/purchased, the current player has the option of adding it to his discard pile as normal, or remove it from the game. At the beginning of each round, all villains in the line-up with an attack, attack all players. When a villain card is played from a player's hand, ignore any attacks on other players.
Anytime a Suicide Squad villain is flipped, immediately destroy 5 cards off the main deck. Destroyed cards are out of the game. Suicide Squad cards are not counted towards the VP value at the end of each player's turn.
When any cards allow a player to use another player's card, return that player's card to where it came from after it is resolved.
If all 8 Super-Villains are defeated before the main deck runs out, the players win.
Optional: Player with highest VPs is the ultimate winner.
WW, MM, and even GL will be an advantage in dealing with villains, so some tweaks may be needed. Feel free to add, or even subtract ideas. I think there's something workable in here somewhere for a fun co-op variant.
This is just a rough idea so far, and not playtested yet (Later this or next week). This may be too easy or too hard. Any ideas and improvements are welcome. Any specific cards that don't work or need altering? More main deck destruction needed? More Super-Villains? Adjustments depending on number of players? Let us know.
The game plays as normal with the following changes.
The object is to defeat 7 random Super-Villains plus Ghul before the main deck runs out. After Ghul is defeated, when each Super-Villain makes their first appearance attack, also destroy the number of cards off the main deck equal to their VP value. When a Super villain is defeated and later played from a player's hand, ignore any attacks on other players.
When any card is purchased from the line-up, it MUST be immediately replaced. If any villains with an attack are flipped, all players are attacked. At the end of each player's turn, destroy the number of cards off the main deck equal to the total VP value of all villains currently in the line-up. When a villain is defeated/purchased, the current player has the option of adding it to his discard pile as normal, or remove it from the game. At the beginning of each round, all villains in the line-up with an attack, attack all players. When a villain card is played from a player's hand, ignore any attacks on other players.
Anytime a Suicide Squad villain is flipped, immediately destroy 5 cards off the main deck. Destroyed cards are out of the game. Suicide Squad cards are not counted towards the VP value at the end of each player's turn.
When any cards allow a player to use another player's card, return that player's card to where it came from after it is resolved.
If all 8 Super-Villains are defeated before the main deck runs out, the players win.
Optional: Player with highest VPs is the ultimate winner.
WW, MM, and even GL will be an advantage in dealing with villains, so some tweaks may be needed. Feel free to add, or even subtract ideas. I think there's something workable in here somewhere for a fun co-op variant.
I loved this but added something to it to play this game with my 8 year old son.
(a little background, he loves cooperative games and board games. To get him to play this I had to make if fully cooperative.)
My addition to these rules is Coop Attacks against Super Villains. Here's how we worked it.
1) The active players turn can call for a cooperative attack. He/she can choose any number of players to attack with. Any player asked can say "no"
2) When attacking Coop against a Super Villain add +2 to the Super Villain's cost for every additional player involved in the battle.
I.E. Aquaman attacks the Joker (10 cost) for no change to his cost. Aquaman quickly realized he does not have enough power to take out the Joker by himself. He asked Superman and Batman to join in. For each additional attacker the Joker gets add +2. The Joker is now 14 cost to defeat.
3) The additional attackers can only use the cards in their hand current hand that have a +1 power or more. Any card that can help them pull additional cards, the affect is ignored. After the cards are used in the attack they are not discarded. Instead they keep them and do their turn as normal.
I.E. Continuing with the example above... Aquaman, Superman and Batman are coop attacking the joker who has gone from a 10 cost to a 14 (+2 for each additional attacker). Aquaman with his 5 power combines with Batman who can use his 3 punch cards for a combined power of 8. Superman can add his Super Strength for a +5 but cannot us his super speed (draw an extra card) because it doesn't have a power number. If any hero had a card in their hand that had a power number and a "draw a card", the draw a card would be ignored. The heroes can only use power cards in their hand. Power Ring can be used because you are not drawing cards to add to your hand.
4) The active player's turn is the player that will get the super villain if there is a victory.
This worked really well in our game. Especially in the early rounds. I should mention we were playing with the solitaire rules so the countdown timer was going.
Thanks for posting your rules. I hope you can give the coop attacks a try and give feedback.