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

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by tangmcgame

Agen7_0range wrote:

OK questions.
1. Are Wonder Woman and all villain powered cards now completely useless? That's fine, use the villain related cards as burners in the villain attacks stage.

2. Do you draw the resources up before villain attack? If you don't, you end up having to balance your attack to limit weaknesses being added. For example, you are in bat cave and buy 2 resources with 2 villains in the battleground. Now you have to take a weakness as there are two villains and only one resource.

3. Is there any way to destroy weaknesses aside from the super powers and other cards that say you can destroy a card?

4. Any specific rules on how super villains which require trading cards with other players?


1. Villain-powered cards that respond to acquiring a villain (Wonder Woman, for instance) now trigger on defeating a villain. So, as Wonder Woman, if you defeat a villain this turn, you draw an additional card next turn.

2. You do not refill the resources row until after the villains attack. So, yes, you often have to evaluate if it's worth risking additional Weakness cards to pick up a powerful card that will really help your deck.

3. The only way to remove Weakness cards is with existing effects that allow you to cull your deck in some way. There are no additional rules for removing Weaknesses.

4. I'll go through the Villains and Super-Villains and see which other ones need to be rewritten in order to work. Actually, I'll just do a full pass on all the cards and see what I can do to smooth things out. I'll try to get it done today.

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