by Jude
I just want to double check to make sure I am playing these rules properly:When an attack makes you discard cards, do they always go into your discard pile, or are their cases where they go into the discard pile of the main deck?
Although Super-Villains only attack on their first appearance, do other face-up villains attack every turn until their card is removed from the line-up?
Thanks.
tangmcgame wrote:
I've been working on this for a few days and thought I'd open it up to feedback. It's definitely a work in progress and all comments or critiques are welcome.
Setup
1. Shuffle the 5 Location cards and place them at the top of the play area next to the stack of Kick and Weakness cards.
2. Shuffle 5 Supervillains and place them beside the Location stack.
3. Separate out all Villain cards, shuffle, and place them to the left of the play area. This is the Enemy deck.
4. Shuffle the remaining cards (Equipment, Heroes and Superpowers) and place them to the left of the play area. This is the Resources deck.
5. Construct the starting player deck of 7 Punches and 3 Vulnerabilities and select or randomly decide your Superhero.
Turn Order
1. If the top card of the location stack is face down, flip it. This is the active location.
2. Fill the Resources row to the active location's maximum, adding (or discarding, if a new location has a lower Resource row maximum) cards as necessary. If there are not enough cards in the Resources deck to fully fill the row, the player loses.
3. The player draws the top 5 cards of his deck. If there are 4 or more Weakness cards, the player loses. Then draw any additional cards provided by game effects (for example, Wonder Woman's power).
4. If the top card of the Supervillain stack is face down, flip it. If this is not the first turn, resolve the Supervillain's On Reveal attack. On Reveal attacks are made only once on the turn the Supervillain is revealed.
5. If this is not the first turn, add a villain to the Battleground from the Enemy deck. Resolve any Attacks with the player as the target. If there are more villains in the Battleground than the location's maximum, discard the rightmost villain and the player takes a Weakness. Continue discarding villains in this way until the Battleground is at its maximum. Place discarded villains in the Defeated pile. If there are no cards in the Enemy deck, shuffle the defeated villains and replace them in the Enemy deck, then continue play.
6. The player takes his turn. Any Resources purchased are added to the player's discard pile. Any villains defeated are placed to the side in the defeated pile (the player does not acquire them). If the Supervillain is defeated, the player has secured the location.
7. The villains attack. Discard the rightmost card from the Resources row for each villain in the Battleground. If there are more villains in the Battleground than there are Resources, the player takes a Weakness for each additional villain in play.
Additional Rules
Securing a Location
When the player defeats a Supervillain, immediately discard the Supervillain from the top of the stack. Do not add the Supervillain to the defeated villains pile or to the player's discard. The player chooses one villain in the Battleground and immediately defeats that villain.
Then the player has the option to make the active location his HQ or add it to the Secured Locations stack. If the player chooses to make it his HQ, he places it in his player area and the card functions as it normally would. A player may choose to replace his current HQ with a new one but may only have one HQ at a time.
Finally, when the turn order reaches Step 5 (adding villains to the Battleground) on any turn in which a new location is revealed, you must add a number of additional villains equal to the number of locations in the Secured Locations stack. For this turn only, the number of Villains may exceed the Location's Battleground maximum.
Taking a Weakness
Any time the player would take a Weakness card, he may use a Defense card to prevent taking the Weakness. A player may use a Defense card to prevent taking a Weakness during Step 7, but only if the player did not use the card during his turn. If the Defense card allows the player to draw cards, they are drawn during Step 3 (after the player draws the first 5 cards).
Weakness cards are always placed in the player's discard pile when acquired.
Discarding Resources and Villains
When you add resources or villains to the Resource or Enemy rows, respectively, you always add the newest cards to the left and push the older cards to the right. When cards are discarded from either row, the oldest (rightmost) card is discarded first. However, on his turn, a player may elect to defeat any villain or acquire any resource regardless of placement in the row.
For instance, when the villains attack during Step 7, they destroy cards from right to left. When a new villain joins the enemy row in Step 5, causing there to be more villains in play than the active location allows, the rightmost villain(s) are discarded until the enemy row is at the active location's maximum.
Locations
Locations have 4 traits: Resource maximum, Battleground maximum, Supervillain modifier and a Condition. The Supervillain modifier is the number of additional Power it takes to defeat the Supervillain. These traits are only active when the location is the active location. That is, the topmost card of the Location stack.
Arkham Asylum
Resource: 3
Battleground: 3
Supervillain: +2
Condition: If there are no enemies in the Battleground, add 2 enemies instead of 1 during Step 5 (after the first turn).
Batcave
Resource: 3
Battleground: 3
Supervillain: +1
Condition: The first time you use your Superhero's power each turn, gain a Weakness.
Fortress of Solitude
Resource: 2
Battleground: 2
Supervillain: +0
Condition: For each Equipment card you acquire, gain a Weakness.
Titans Tower
Resource: 4
Battleground: 4
Supervillain: +3
Condition: After the villains attack, destroy any remaining Equipment or Superpower cards.
The Watchtower
Resource: 3
Battleground: 2
Supervillain: +2
Condition: For each Superpower card you acquire, gain a Weakness.
Winning or Losing
Winning: Once the player secures the fifth location, the player has won the game.
Losing: The player loses if there are four or more Weakness cards in the first five cards he draws in a turn OR he would be required to add a card to the Resource row but cannot.
Card Changes
Joker - Change On Reveal - Attack to "Shuffle a Vulnerability, Punch, Weakness and the top card of the Resources discard pile together and randomly select one to add to the player's discard pile. If the card added has a cost of 1 or more, gain a Weakness as well."
Starro - Change Attack to "Discard the top two cards of your deck. For each card discarded with a cost of 1 or more, gain a Weakness."
X-Ray Vision - Change text to "Reveal the top card of the Resources deck. You may play either this card or the top card of the Resources discard pile. At the end of the turn, return the card to the top of the Resources deck."
Setup
1. Shuffle the 5 Location cards and place them at the top of the play area next to the stack of Kick and Weakness cards.
2. Shuffle 5 Supervillains and place them beside the Location stack.
3. Separate out all Villain cards, shuffle, and place them to the left of the play area. This is the Enemy deck.
4. Shuffle the remaining cards (Equipment, Heroes and Superpowers) and place them to the left of the play area. This is the Resources deck.
5. Construct the starting player deck of 7 Punches and 3 Vulnerabilities and select or randomly decide your Superhero.
Turn Order
1. If the top card of the location stack is face down, flip it. This is the active location.
2. Fill the Resources row to the active location's maximum, adding (or discarding, if a new location has a lower Resource row maximum) cards as necessary. If there are not enough cards in the Resources deck to fully fill the row, the player loses.
3. The player draws the top 5 cards of his deck. If there are 4 or more Weakness cards, the player loses. Then draw any additional cards provided by game effects (for example, Wonder Woman's power).
4. If the top card of the Supervillain stack is face down, flip it. If this is not the first turn, resolve the Supervillain's On Reveal attack. On Reveal attacks are made only once on the turn the Supervillain is revealed.
5. If this is not the first turn, add a villain to the Battleground from the Enemy deck. Resolve any Attacks with the player as the target. If there are more villains in the Battleground than the location's maximum, discard the rightmost villain and the player takes a Weakness. Continue discarding villains in this way until the Battleground is at its maximum. Place discarded villains in the Defeated pile. If there are no cards in the Enemy deck, shuffle the defeated villains and replace them in the Enemy deck, then continue play.
6. The player takes his turn. Any Resources purchased are added to the player's discard pile. Any villains defeated are placed to the side in the defeated pile (the player does not acquire them). If the Supervillain is defeated, the player has secured the location.
7. The villains attack. Discard the rightmost card from the Resources row for each villain in the Battleground. If there are more villains in the Battleground than there are Resources, the player takes a Weakness for each additional villain in play.
Additional Rules
Securing a Location
When the player defeats a Supervillain, immediately discard the Supervillain from the top of the stack. Do not add the Supervillain to the defeated villains pile or to the player's discard. The player chooses one villain in the Battleground and immediately defeats that villain.
Then the player has the option to make the active location his HQ or add it to the Secured Locations stack. If the player chooses to make it his HQ, he places it in his player area and the card functions as it normally would. A player may choose to replace his current HQ with a new one but may only have one HQ at a time.
Finally, when the turn order reaches Step 5 (adding villains to the Battleground) on any turn in which a new location is revealed, you must add a number of additional villains equal to the number of locations in the Secured Locations stack. For this turn only, the number of Villains may exceed the Location's Battleground maximum.
Taking a Weakness
Any time the player would take a Weakness card, he may use a Defense card to prevent taking the Weakness. A player may use a Defense card to prevent taking a Weakness during Step 7, but only if the player did not use the card during his turn. If the Defense card allows the player to draw cards, they are drawn during Step 3 (after the player draws the first 5 cards).
Weakness cards are always placed in the player's discard pile when acquired.
Discarding Resources and Villains
When you add resources or villains to the Resource or Enemy rows, respectively, you always add the newest cards to the left and push the older cards to the right. When cards are discarded from either row, the oldest (rightmost) card is discarded first. However, on his turn, a player may elect to defeat any villain or acquire any resource regardless of placement in the row.
For instance, when the villains attack during Step 7, they destroy cards from right to left. When a new villain joins the enemy row in Step 5, causing there to be more villains in play than the active location allows, the rightmost villain(s) are discarded until the enemy row is at the active location's maximum.
Locations
Locations have 4 traits: Resource maximum, Battleground maximum, Supervillain modifier and a Condition. The Supervillain modifier is the number of additional Power it takes to defeat the Supervillain. These traits are only active when the location is the active location. That is, the topmost card of the Location stack.
Arkham Asylum
Resource: 3
Battleground: 3
Supervillain: +2
Condition: If there are no enemies in the Battleground, add 2 enemies instead of 1 during Step 5 (after the first turn).
Batcave
Resource: 3
Battleground: 3
Supervillain: +1
Condition: The first time you use your Superhero's power each turn, gain a Weakness.
Fortress of Solitude
Resource: 2
Battleground: 2
Supervillain: +0
Condition: For each Equipment card you acquire, gain a Weakness.
Titans Tower
Resource: 4
Battleground: 4
Supervillain: +3
Condition: After the villains attack, destroy any remaining Equipment or Superpower cards.
The Watchtower
Resource: 3
Battleground: 2
Supervillain: +2
Condition: For each Superpower card you acquire, gain a Weakness.
Winning or Losing
Winning: Once the player secures the fifth location, the player has won the game.
Losing: The player loses if there are four or more Weakness cards in the first five cards he draws in a turn OR he would be required to add a card to the Resource row but cannot.
Card Changes
Joker - Change On Reveal - Attack to "Shuffle a Vulnerability, Punch, Weakness and the top card of the Resources discard pile together and randomly select one to add to the player's discard pile. If the card added has a cost of 1 or more, gain a Weakness as well."
Starro - Change Attack to "Discard the top two cards of your deck. For each card discarded with a cost of 1 or more, gain a Weakness."
X-Ray Vision - Change text to "Reveal the top card of the Resources deck. You may play either this card or the top card of the Resources discard pile. At the end of the turn, return the card to the top of the Resources deck."