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Thread: DC Comics Deck-Building Game:: Variants:: Play as Super Villains - variant

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by Stix_Remix

So I'm going to say, out the gate, that this idea is untested. However, I think it can work and will likely test it as soon as I am able. I thought it would be cool if players could play as the Super Villains, trying to defeat the Super Heroes. I had a few ideas on how this should work, but couldn't think of anything satisfying without changing a number of the base mechanics behind the game. That said, there's a lot of this "idea" that is quite different from the base game.

First off, split the main deck into four different stacks by card type. Mix the kicks with the rest of the superpowers. Mix the locations with the villains. Take out the following hero cards as they will function as the super villains:
-"Man of Steel"
-"Princess Diana of Themyscira"
-"Fastest Man Alive"
-"Emerald Knight"
-"Dark Knight"
-"J'onn J'onzz"
-"King of Atlantis"
-"High-Tech Hero" x3


Setting up the game:
Shuffle the four different stacks of cards. At the beginning of the game, use the villain/location deck as the main deck. Flip the top 3 cards to form a line-up. Place the Weakness stack face-up below the main deck.

Place the remaining three stacks of cards face down above each spot of the line-up. Do not flip over any cards for these stacks.

Remove one of the "High-Tech Hero" super hero cards, and shuffle the remaining cards face down. Place these underneath "High-Tech Hero" (he is always the first super hero the villains will face). Place this stack to the right of the last card in the line-up.

Picture of new starting line-up.



Each player starts with 7 punches and 3 vulnerabilities.


Playing the game:
Like the regular rules, players draw five cards, buy/defeat cards, discard, and refill their hand. At the end of your turn, if the line-up has less than 3 cards, refill it up to 3 with cards from the main (villain/location) deck.

The game ends when the last super hero is defeated.


New/Special Rules:
-Vulnerabilities: Players may play vulnerability cards to reduce the cost of the super hero by one (per card) for the duration of his or her turn. This cost cannot be reduced below 1. If the player does not defeat the super hero, the cost returns to its normal value at the end of the current turn.

-Weaknesses: When any foe would receive a weakness from an attack, the attacking player may choose to give the weakness to the current super hero. Place this card beneath the super hero stack. Weakness cards will reduce the cost to defeat a super hero by one point (per card). This cost cannot be reduced below 1. The reduction stays until the super hero is defeated, at which point the weakness cards are returned to the weakness stack.

Note: if a player defends against an attack or is otherwise immune to receiving a weakness, the attacking player cannot give the current super hero a weakness.


-Destroyed Cards: All cards that are destroyed are removed from the game, except for Weakness, Villain, and Location cards. Instead of being removed from the game, these cards are returned to the bottom of their respective decks.


Battling Super Heroes
At the start of the game, the superpower, equipment, and hero stacks are unavailable. Each Super Hero has a "First Appearance Attack" which takes effect when they are revealed, as well as an "Upon Defeat" effect that comes into place when they are defeated.

Each "Upon Defeat" ability will restore one of the three stacks of unavailable cards. When this happens, flip the top card of the restored stack and place it on top. This stack now represents a new line-up of 1 card. At the end of a player's turn if there is no face up card on top of a restored stack, flip the top card of the stack.


Super Heroes
High-Tech Hero x3 (special: One copy of this card always starts the game on top of the Super Hero stack)
First Appearance Attack - Each player reveals his hand and discards a card for each equipment or superpower revealed this way.

Upon Defeat: The player who defeated High-Tech Hero this turn chooses to restore the superpower or equipment stack. If both stacks are restored, this player may gain the top card of both stacks.

Man of Steel
First Appearance Attack - Each player reveals his hand and discards all cards with power 2 or less.

Upon Defeat: Restore the superpower stack. If already restored, this player may gain the top superpower card.

Dark Knight
First Appearance Attack - Each player reveals his hand, chooses a card with cost 1 or greater from it, and adds that card to the line-up.

Upon Defeat: Restore the equipment stack. If already restored, this player may gain the top equipment card.

Emerald Knight
First Appearance Attack - Each player reveals his hand and destroys a card with cost 1 or greater, unless he has three or more cards with different names.

Upon Defeat: Restore the hero stack. If already restored, this player may gain the top hero card.

Princess Diana of Themyscira
First Appearance Attack - Each player chooses two cards from his hand and puts them on the table face down. Shuffle all of the chosen cards, then deal two back to each affected player at random.

Upon Defeat: Restore the hero stack. If already restored, this player may gain the top hero card.

J'onn J'onzz
First Appearance Attack - Each player discards two cards unless he reveals a hero from his hand.

Upon Defeat: Restore the hero stack. If already restored, this player may gain the top hero card.

Fastest Man Alive
First Appearance Attack - Each player flips his super villain face down until this super hero is defeated.

Upon Defeat: Restore the hero stack. If already restored, this player may gain the top hero card.

King of Atlantis
First Appearance Attack - Each player puts a random card from his hand under his super villain. When this super hero is defeated, put each of those cards on top of its owner's deck.

Upon Defeat: Restore the hero stack. If already restored, this player may gain the top hero card.


Picture of restored line-up with weaknesses on super hero.

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