by blakdeth
For the shuffling.. my main issue is I suck at it. When I shuffle the draw deck I first split it into 2 decks. Then I split each of those into 6 decks each and shuffle those individually. Then I stack em together and shuffle those. I use the Ultra Deck Pro protector cards. Not sure if those are thick or not.I have a firmer idea on how I am going to try out this variant:
Variant: Split Draw Deck
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= Game setup =
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Separate the draw deck into a deck for each type. (Equipment, Hero, Etc). Shuffle them individually and place them to the left of the Kick deck (right above the line-up). The order does not matter. For example the first deck could be the Villain deck or the Equipment deck.
Flip over one card from each deck EXCEPT for the location deck. Place it above their respective decks. The purpose of this is to show which deck has which type of cards. Whenever a deck runs out of cards the remaining face-up card becomes the final draw for that type. This does not apply to the location deck because there is no face-up card. Also I figured that you should know which deck is the location deck based upon the fact that it only contains 4 cards.
To initially populate the line-up you can use of the 2 following methods:
Random (If you play a solo variant you should use this method)
Simply roll a 1d6 die for every line-up spot (5 times total). The result tells you which deck to draw from. For example if you roll a 3 .. draw a card from the 3rd deck from the left.
**Ignore results of 6 during setup. Simply reroll if this occurs.
Draft
Starting with the first player (or team) choose a type. Draw a card from that deck and place it in the line-up. Then goto the next player/team and do the same. Once there are 4 cards in the line-up use the 1d6 die to randomly populate the final line-up spot. Like with the Random setup, re-roll 6's.
So you get an advantage at the beginning of the game but EVERYONE gets this same advantage. For example as Batman I would most likely choose Equipment cards. But Superman could choose Super Powers.
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= Refilling the Line-up =
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Whenever you are instructed to fill the line-up simply roll the 1d6 die and draw a card from that appropriate deck. If there is only the face up card left.. draw that card instead. If there are no cards from that deck, reroll the 1d6 die. If the result is a 6 consult the Wild result section below.
This variant will work with the basic method of replacing line-up cards at the end of the turn or using the on-patrol variant.
Wild result
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This can be customized heavily. For a simple game you can just use the following rule:
Rolled a 6 - Choose a type you desire and draw from that deck. IF playing the on-patrol variant all costs are increased by 2 for the remainder of the turn.
Playing with the regular rules you would most likely try to choose cards that would not benefit the opposing player/team... but with the on-patrol variant you could choose a card type you could potentially buy that same turn. Hence the cost increase.
The other possibility is when you roll a 6 you then roll again and consult the following Wild Result Chart ( these are extremely rough ideas for now)
Note: When choosing cards from a deck of your choice, you must choose from a deck that exists (You cannot choose Equipment if there are no equipment cards left in its deck).
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= Wild Result Chart =
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1 - Draw 2 cards from the deck of your choice. Choose one to play and destroy the other. If there is only 1 card left simply place that card in the line-up.
2 - See Roll Result 1.
3 - Draw a Villain and apply its Attack against YOU immediately if it has one. Then return it to the bottom of the Villain deck. Use On-Patrol rules for resolving these attacks. (Ignore positive effects for example). Reroll this result if there are no villains remaining.
4 - See Roll Result 3.
5 - Draw a Kick Card and place it in the line-up. If no kick cards are remaining, reroll the wild result.
6 - Same as rolling a 6 normally (Choose deck... +2 cost for rest of turn if using On-Patrol variant)
Like I mentioned, the Wild Result Chart is extremely rough right now. I am going to try a game tonight with the basic 6 wild result of choosing a deck and incurring a +2 cost penalty. I will first try it solo and let you know how it goes.
The main benefit for me doing this is even though I have to shuffle individual decks, I can shuffle them normally because they are more manageble in size. Plus I like the drafting mechanic. :D