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Reply: DC Comics Deck-Building Game:: Variants:: Re: Solo Variant - first attempt

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by freedfromthematrix2

I was able to get in another solitaire game in this weekend. I played with the full monty of rules listed on the first page of this thread.

I picked my character through random draw (Batman)aND didn't start with Ra's Al Ghul at the top of the deck.

Long story short...
I defeated 4 of 8 Super Villains and scored 72 points although the draw deck ran out before the timer. Solomon Grundy, Doomsday Gorilla Grood and a tough initial Super Villain, Atrocitus, really beat me up. All though the narrative scoring says we won the deck running out say we lost. Scoring has to be changed.

(I know these rules have been posted in the file section but these additions are needed to make it more thematic)

freedfromthematrix2 wrote:

I too have tried these fun Solitaire rules. Actually my son and I played a combo coop/solitaire rules. Both posted in this variant section. I want to post all the rules I played with but first I want to post my end game scoring add to the solitaire game. I think this makes a more thematic ending and a game as a whole.

Super Villains defeated:

0- Master plan executed flawlessly
2- Key points of the Super Villains master plan succeeded but not every detail
4- The Super Villain's plan didn't succeed but didn't fail. The key conspirators got away and will be back to challenge the heroes again.
6- The key points of the Super Villain's master plan failed although some details succeeded laying the ground work for the return of the true mastermind of the plot.
8- The heroes stopped the scheme and captured all the conspirators.

Points Scored:

50 and below- Cities are destroy. Casualties are extremely high. Several heroes loved ones are within the dead or unaccounted for and the government has issued an arrest warrant for the heroes and villains involved in the battle.
51-60- Cities is badly damaged from the battles. Casualties are high a few low level heroes are looking for lost loved ones. The public has lost faith in super heroes and are calling for a change in policy.
61-70- Sever damage has hit several large cities. Casualties have been lessen by the publicly recognized action of the heroes. The rebuilding process has begun and the public is thankful but hesitant to trust these heroes.
71-80- A few cities have taken moderate damage. Casualties are manageable. The heroes and public have begun rebuilding. Still leery, the public is beginning to believe these heroes can make a difference in the defense of Earth and their everyday lives.
81+ Minimal to no major damage to the 1 or 2 cities. Minimal casualties. Heroes earned a greater trust and respect of the citizens, media and government.


Change...
---Award yourself +5 points to your final score if you defeat all Super Villain in the stack.
---Add +2 point for each remaining turn.

---Subtract 10 points if you don’t clear the entire Super Villain stack.
---Subtract 1 point for each remaining Super Villain.


Then I noticed...with the Super Villain action you eliminate the card closest to the super Villain (or furthest from the draw deck. However you want to look at it). If you keep these eliminated cards in a separate pile...they act as the countdown timer with 1 additional bonus. You can stop the countdown timer (or slow down the super villains plan) every time you defeat a Super Villain. Because the Super Villain is defeated the countdown timer wont move for that turn effectively giving the heroes an additional turn for every Super Villain defeated. I love this rule. Fun and thematic. Plus we get our weakness cards back. With this rule change it changes the turn order and timing.

freedfromthematrix2 wrote:


At the start of each of turn…
1.Advance the Countdown Deck. Flip over the top Weakness card.
2.Play your turn as normal. When a villain is defeated, the current player has the option of adding it to his discard pile as normal, or removes it from the game.
3.Draw 5 new cards.
4. Super Villain (not Villain(s) in the Line-up) execute their plan. Destroy the card in the line-up furthest away from the main deck. Then slide each card one position further away and added the new card to the open position closest to the main deck.
5.Refill the line-up. If any villain(s) with an “Attack” is flipped, all players are attacked.
6.Villains (not Super Villain) execute their plan. Villains execute their plan by attacking the Main Deck and removing cards. The number of cards removed from the main deck is equal to the single highest cost villain currently in the line-up.
7.Flip over a new Super Villain if needed, suffering their First Appearance - Attack like a normal game. (Note: for added difficulty double the cost/victory point of the final villain )

Proceed until the entire Weakness deck (Countdown Deck) has been turned over (20 turns) and total your score.


The new turn order and countdown timer rule looks like this...

Set Up:
• Choose your Hero (random or select your favorite) or 2 Heroes if you want to do a team-up.
• Set up the Super Villain deck per standard rules
• Board set up per standard rules.
All the cards destroyed by the “Super Villain’s Plan” will be used as the game’s countdown timer.

At the start of each turn…
1.Play your turn as normal with the following modifications: on your turn you can
---a.Patrol the streets (buy cards/ fight villains)
---b.Fight the Super Villain.
i.When a villain is defeated, the current player has the option of adding it to his discard pile as normal, or removes it from the game.
2.Super Villain(s) executes their plan. Destroy the card in the line-up furthest away from the main deck. Then slide each card one position further away and added the new card to the open position closest to the main deck. (This is not done any turn a Super Villain has been defeated. The heroes gain a round on the countdown timer every time a Super Villain is defeated). All destroyed cards are placed in a separate pile to be used as the game timer. When the Super Villains have destroyed 20 cards the game is over.
3.Refill the line-up. If any villain(s) with an “Attack” is flipped, all players are attacked.
4.Villains execute their plan. Villains execute their plan by attacking the Main Deck and removing cards. The number of cards removed from the main deck is equal to the single highest cost villain currently in the line-up.
5.Draw 5 new cards.
6.Flip over a new Super Villain if needed, suffering their First Appearance - Attack like a normal game. (Note: for added difficulty double the cost/victory point of the final villain )


**Note** If you notice the new Super Villain being flipped over was moved as well. It had to be to effect the hero. They had to draw their hand first.

Those were the suggested changes to the Solitaire game after a few months of not playing and reexamining the rules.

I hope you all enjoyed your 3 day weekend.




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