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Reply: DC Comics Deck-Building Game:: General:: Re: House Rules and playgroup adjustments.

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by KAM1138

GeekJock wrote:

I think one of the big upsides to this game is the relatively small amount of culling/destroying cards.

It really makes you think about what you buy and also makes those few cards much much more valuable.

I think over more and more plays it makes you really think if you want to use every single power you have for more cards or do you forgo buying 2 cards for 6 or just the one for 4 for the synergy.

I think in the long run a lot of games you will find that the lost points in cards is made up for in the speed in which you beat the super vils and win.

(Or course this is more of a thing for 2 and sometimes 3 player games where I find it works more... in 4 player games you often gotta get what you can and hope you are smart enough to make it work lol)


I wouldn't mind a small amount of "culling" cards, if the game had a built-in mechanic to remove cards--like "Rest" in Thunderstone. The "Rest" is actually costly however, because that's all you get to do.

Without that, and a small number of culling cards, you run the risk of really not having a deck-builder at all, but a deck-adder. In a recent game, I got King of Atlantis a great Culling card early game, and Nth Metal as well (less great in my view), so I was able to drop a lot of inefficient cards. I even bought more than I needed to deny it to my opponent, and it hurt her efficiency.

I'd suggest that having a well-balanced "culling" mechanic is what makes or breaks a game in term of being a good deck builder. Too little isn't any better than too much...except at least with too much you can simply not buy them.

KAM

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