by Praxus
Reading through the forums here I was inspired by the solitaire variants others had posted, and decided to try my hand at creating my own.My goal was to create a more thematic experience for the game. I only own the base set and the Crisis pack, so those are the only cards I've included in my lists below. Please take a look at my first draft below. I would love to hear your feedback!
I should also note that I haven't had a chance to test it out yet. I'm planning on getting it to the table tonight, and will post my own thoughts after a few games.
DC Comics Deck-Building Game Solo/Co-Op Rules – Thematic Variant
Setup
1) Shuffle the Super Heroes and draw five at random. Each player chooses one of these to be their primary hero. Any remaining Super Heroes are placed above the Line-Up. Place your Super Heroes starting Location face up next to the Main Deck. This is the starting active Location. In multi-player games where more than one starting Location is present, all players can use the abilities of all starting Locations.
2) Retrieve the cards listed under each Super Hero, as well as all of the Villain cards, and shuffle them together.
3) Take the remaining location cards from the box. Divide the Main Deck into 4 equal piles, and shuffle a random Location into each pile, then place the piles on top of each other to form the Main Deck. When another location is drawn, all cards in the Line-Up are destroyed and it is refilled immediately. Discard all other locations in play and place the Location that was drawn next to the Main Deck. This is the new active Location for all players. All players can use the Location power on their turn as if they had played it.
4) Place the Final Super-Villain listed next to each primary Super Hero on the bottom of the Super-Villain deck (randomly shuffling if there is more than one player), then set up the Super-Villain deck as normal, ensuring there is a total of 8 Super-Villains
5) Set up the Board as normal, except turn the Weakness deck face down. It will be used as the game timer.
a. Weakness cards gained are taken from the face-up pile of Weakness cards already turned over. If no Weakness cards are in the discard, none are gained.
6) Begin the Game
At the start of each of turn
1) Advance the Countdown Deck. Flip over the top Weakness card into the timer discard pile.
2) Play your turn. Choose to either interact with the Line-up (buy or fight), purchase a Super-Hero for 12 Power, or battle the Super Villain. When a Villain or Super-Villain is defeated, their effects that would normally happen when they were played from your hand take effect immediately. They are then placed in a separate “VP Pile” for the player who defeated it. Purchasing a new Super-Hero allows you to place one of the Super-Heroes above the Line-Up face up in front of you, next to your Primary Super Hero. You can use the powers of all Super-Heroes you control
3) Draw 5 new cards.
4) The Super-Villain executes their plan. Randomly determine one card to be destroyed from any remaining cards in the Line-Up.
5) Refill the line-up. If any villain(s) with an “Attack” are flipped, treat it as a First Appearance – Attack against all players.
6) The Villains execute their plan. Villains execute their plan by attacking the Main Deck, destroying cards from it. The number of cards removed from the top of the main deck is equal to the single highest-cost Villain currently in the line-up. These cards are destroyed.
7) Flip over a new Super-Villain if needed, suffering their First Appearance - Attack as normal.
Winning and losing
• If you need to turn over a Weakness card, and there are none left in the deck, all players lose.
• If all 8 Super-Villains are defeated, all players win, and the player with the most VPs is the best Hero.
• If you need to draw a card from a Main Deck and none are available, it’s a draw.
Optional Rules:
• Whenever your deck runs out of cards, shuffle a weakness card into the deck before drawing a new hand.
• New Weaknesses are taken from the top of the timer deck, rather than the timer discard.
• Double the cost of the final Super-Villain in the stack
Batman/Robin - Starting Location: Batcave - Final Super-Villain: Joker
Batmobile
Bo Staff
The Bat-Signal
The Cape and Cowl
Utility Belt
Catwoman
Dark Knight
Robin
Total Cards: 21
Green Lantern - Starting Location: The Watchtower - Final Super-Villain: Sinestro
Nth Metal
Power Ring
Emerald Knight
Bulletproof
Flight
Super Speed
Super Strength
Total Cards: 22
Wonder Woman - Starting Location: The Watchtower - Final Super-Villain: Hades
Nth Metal
Lasso of Truth
Princess Diana of Themyscira
Bulletproof
Flight
Super Strength
Total Cards: 18
Superman - Starting Location: The Fortress of Solitude - Final Super-Villain: Darkseid
Supergirl
Man of Steel
Bulletproof
Flight
Heat Vision
Super Speed
Super Strength
X-Ray Vision
Total Cards: 23
Martian Manhunter - Starting Location: The Watchtower - Final Super-Villain: Random
J'onn J'onzz
Bulletproof
Flight
Heat Vision
Super Speed
Super Strength
X-Ray Vision
Total Cards: 21
Cyborg/Starfire - Starting Location: Titans Tower - Final Super-Villain: Deathstroke
High-Tech Hero
Kid Flash
Robin
Bulletproof
Flight
Super Speed
Super Strength
Total Cards: 24
Animal Man/Swamp Thing/Constantine/Zatanna Zatara - Starting Location: Mystery House - Final Super-Villain: Random
Magician's Corset
Signature Trenchcoat
Animal Man
Blue Beetle
John Constantine
Swamp Thing
Zatanna Zatara
Magic
Power of the Red
Total Cards: 18
Flash/Green Arrow - Starting Location: The Watchtower - Final Super-Villain: Captain Cold
Green Arrow's Bow
Quiver of Arrows
Nth Metal
Captain Atom
Green Arrow
Kid Flash
The Fastest Man Alive
Super Speed
Total Cards: 23
Aquaman - Starting Location: The Watchtower - Final Super-Villain: Black Manta
Aquaman's Trident
Nth Metal
King of Atlantis
Mera
Bulletproof
Super Strength
Super Speed
Total Cards: 20