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Thread: DC Comics Deck-Building Game:: Variants:: What are folks doing with "Weakness" cards?

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by mike_fantastic

My wife and I were trying this one out the other night and only racked up two weakness cards between the two of us for the whole game (admittedly a pretty quick one). Like many other posts on the topic, I felt they were underutilized.

I am curious what people have come up with on their own with these, and will add my own idea to the mix, maybe we can tease it out into something worthwhile.

Weakness:

Maybe shuffle in a few of them to the main deck. When drawn and added to the main line, players draw one less card on their turns (regardless of how may are out there).

Players may defeat them buy paying X power (still thinking on that one); if X number of Weakness cards come out before they can be defeated (2 Weakness for 2-3 player game, 3 for 3-5 players), the entire line gets destroyed and they are handed out to players, who are stuck with them for the game.

Maybe when Weakness cards are dealt to players in this manner, they have to destroy a card from their hand at random.

To make this work best, the On Patrol Variant would have to be in play (where the line is filled as cards are bought, not at the end of the turn).

Thoughts? It really only adds a small push your luck element to the game as is.



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