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Reply: DC Comics Deck-Building Game:: Variants:: Re: DC Solitaire game mat and BGG Forum developed rulesets

by Agen7_0range

I played a round last night using the strategy of not immediately defeating the super villains when their point value was available in my hand. This was in attempts to see how ridiculous my score would get without burning through the super villains as available. The results could have lasted forever with the following weakness defeating strategy:

1. Get every scarecrow and poison ivy that pops up no matter what.
2. Get all heat visions that pop up.
3. kill every super villain except the last.
4. leave last super villain and play until city deck runs out.

with this, and coincidentally having Black Manta in the SV deck, I was able to eliminate every weakness, vulnerability and punch as well as replenish my weakness deck at will. By what became the end of the game, I was pulling hands much higher than the SV and raking up the entire lineup at times. Throw in that I was Flash with 2 locations (ie. auto draw every turn) and it was quite ridiculous.

With this in mind and as this has been developed as a community so far, I would ask the following questions. Note, these are more for consistent scoring and trying to stay more towards the true "20 turns".

1. Should the rules state that you MUST defeat SV's ASAP.
2. Should Scarecrow and Poison Ivy only destroy a card in your hand?


In the end, as much fun as it is, I think weakness replenishment should either be eliminated or made much more difficult (see Poison Ivy, top draw 3+ requirement).

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