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

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by freedfromthematrix2

Just played another solitaire game including some of the Crisis Soltaire rules. I will get to my game in a minute but first my impressions of the Crisis Solitaire variant created by Cryptozoic:

- Slow.
- Kinda boring.
- Really drags in the middle.
- Works really well as a coop but an after thought as a solitaire game.

The 2 rules variants were combined (our fan-made and Cryptozoic) to make a faster and different solitaire gaming experience.

Set-Up
- Used 1 Impossible Super-Villain for the final boss
- Used only 4 Super-Villains and 4 Crisis Cards instead of 8 Super-Villains
- (Optional) Mixed all 3 decks together but keeping it to 228 cards (+12 cards)
(36 hero cards- 1 copy of each hero/35 Villain cards- 3 Super-Villains from the base set were added into the main deck with the Villains/8 randomly picked locations/18 Super Power Cards/29 Equipment card) While combining decks I focused on keeping the ratios the same as well as the powers on the cards (i.e. I removed 2 super speed but replaced them with 2 flight)

Crisis Rules that were kept
- When you gain a Villain from the Line-Up, destroy it.
- When you defeat a Super-Villain, remove it from the game.

Crisis Rules that were Modified
- Before a Crisis can be defeated, you must remove all Villains from the city (Line-up).
- You do not have to defeat the Crisis to attack a Super-Villain (The Crisis original rule for this felt like it slowed the game down too much)
- At the end of the turn the city (Line-up) is always refilled up to 5 cards. If there are more than 5 cards in the city (Line-up) no cards are drawn that turn.

The Fan-Made Solitaire rules that were modified
- If there are more than 5 card in the city (Line-up) no cards are drawn that turn.
- During your turn you could 1) Go to the city (Line-up) and buy or fight 2) Fight the Super-Villain 3) Try to stop the Crisis (the Super-Villain's scheme)
(i.e. Think of this modification thematically. In the 2nd of Nolan's Batman trilogy, the Dark Knight, Batman defeated the Joker then learned that the master plan had not been stopped. The battle for Gotham's soul was still being fought using Harvey Dent (The Crisis was still in play and Two-Face was still in the line up attacking the city/main deck). In game terms this would be all the Super-Villains were just defeated but the Crisis is still there and about to be completed (timer running out).
Another example is the Christopher Reeves Superman movie. He defeated Lex Luthor but the missiles were already launched and needed to be stopped.)

Change to Winning Conditions
- Players must defeat all Super-Villains and the Crisis before the Weakness timer (time it takes to complete their master plan) or the Main Deck (City's health) runs out.
- Scoring is optional but a thematic way to figure out how you did in the context of the greater comic book story being told.

Final thoughts
- Super-Villain attacking the card every turn really become noticeable and cringe-worthy during this game. Destroying the cards off the main deck hurt for the timer aspect but not so much for cards because you are eliminating more Villains (and a few Super-Villains). Since Villains don't go in your hand anymore and stop you from winning the game by destroying the Crisis, your not sad to see them go.
- Destroying Super-Villains and Villains takes away a big part of the power that was used to clean up in the later rounds of the game. No more Parallax to bail us out with "double power that turn". This can also reduce your deck size for end of game scoring (thematic storytelling for those like me who like to use it).
- The expansion Heroes United's crazy combos really balance out the loss of the Super-Villain/Villain in the deck. Kyle Ryner Green Lantern is still boring and overpowered but not as frustrating in a solitaire game.:laugh: Mixing the decks to me becomes almost a necessity to keep the speed of the game going. Swamp Thing combos, Shazam combos, Green Latern and Power Ring Combos put the emphasis on the heroes and getting their matching cards than just defeating H'el and waiting for him to come up in your deck.
- Crisis cards and Constatine's trench coat destroy the natural timer that was created with the Super-Villain destroying cards. So the weakness timer is needed now more than ever. If you have both base sets this shouldn't be a problem.
-Solitaire card text modification will have to be made on some of the Crisis cards and Impossible Super-Villains and Villains.
- Crisis expansion gives our more weakness cards so that is more cards removed from the timer. I didn't encounter any of those in my game but it can really give solitaire players some serious problems.

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