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Reply: DC Comics Deck-Building Game:: Variants:: Re: Custom Super-Heroes

by bungeeboy

Cool artwork. Having played this game A LOT, and realizing that luck has a large role in this game, here's what I think:

Catwoman: This would be the very first hero who's power is variable depending on the number of players in the game. This is a unique ability that is dependent on the lineup (which is on par with all other heroes). She definitely seems like an extreme hero, where her bonus each turn will either be great or awful. Even to the point of potentially buying Ra's Al Ghul on her first turn. ( And, as a rule, any power that allows that is no good in my opinion.

Wally West Flash: This power makes the previous flash completely obsolete, and mostly nullifies wonder woman, who usually sees just one bonus card (sometimes more). Besides those facts, I'm not sure how it would do with other heroes. 6 cards is a distinct advantage, but the character carries no strategic direction. I am curious to see it against the others.

Guy Gardner Lantern: This card stinks, unless the player does the following strategy: Skip first 2 turns to destroy 2 vulnerabilities. The hope is that a two turn sacrifice (and maybe a third sacrificed to eliminate last vulnerability) will give enough momentum to bring the character on par with the others near the end of the opening game. This strategy must be followed, or the character is useless, because skipping a turn is extremely hefty.

John Stewart Lantern: Over powered. He's turning +2 power cards into +4 power cards constantly. Double power rings is potential +6, and god forbid he gets swampthing/location for a whopping +10. Third hand: kick, kick, punch, punch, vulnerability = Ra's Al Ghul. Even Superman's not that good. And 2 naturally played Suicide Squad's = everyone else loses a turn (although I don't fault this specific part of his power, the extra +2 power PLUS hosing everyone's hands is a lot).

Kyle Raynor: This power only works for 3 cards. 1) Heat Vision. 2) Super Strength. 3) Bulletproof, but only when you have a crappy 2 power hand and couldn't buy anyway. Also, I guess, when you manage to draw a 1 power hand, which only tends to happen in higher player games with lots of attacks between turns. Chances of actually using your power for great benefit: slim.

Kid Flash: See, here's a power I could go for. I know it's a bit of a gamble, but it stands to make a good benefit. Because of the randomness, it is balanced in concept, and its benefit is dictated by the luck of the draw, which is the spirit and driving force of the game. No specific buying strategy, admittedly, but I don't think it's a bad thing in this case. Thumbs up.

Oracle: This power only works for 3 cards in the ENTIRE game: Poison Ivy, Starro, and Black Manta. That means only 1 super villain and only 4 cards in the ENTIRE deck. I like Benjamin(above)'s recommendation. Let her rearrange more often to give synergy for future strategy.

Red Hood: This power is terrible. Discard a card to destroy a lineup card with same power. I can't really think of any card I'd want to do this with. I can discard my super strength to rob my neighbor of Lobos? Actually, 2 power more (easy to achieve) would buy me Lobo. And sacrificing a batmobile to discard a kid flash or something sparks the question: why did I bother buying these cards if I'm going to be sacrificing rather than buying and scoring points?

Red Robin: This is exactly Wonder Woman, but with equipment. And since I think Wonder Woman is a viable character, I think the same of Red Robin.

Damien Wayne Robin: Third turn: Kick, Kick, Punch, Punch, Vulnerability = Ra's Al Ghul. The power is both strong and weak. Playing this card doesn't seem viable unless you buy kicks every turn, with the exception of cards that reduce your deck size. 5 kicks will be 12 power for this character, so that's all he needs. This may be a viable strategy, but is quite boring to play.

Superboy: I find this one interesting. It's new and unique. I would be curious to see how it worked out. His power seems mostly useful as a 'backup' power, helping him to recover quicker from crappy hands. For sure, it would take a bit of planning and a little luck to make it work out.

I like Superboy and Kid Flash best.

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