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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 disagree 100%.

Adding=Building so I am not sure of your point there. It's the quality/smart adding/building that makes you good or not.


No, that's an oversimplification. Building is adding AND subtracting with the goal of making your deck efficient.

GeekJock wrote:


The other games that used rest, and in the new version the setting up the next turn thing (and in legendary the way you can get rid of wounds IIRC) are all things the game uses to either speed up the game or help bad players catch up, or in legendary's case to basically counteract bad luck.


No, resting is a mechanic to allow a player to build a deck.
Instead of having a mechanic, this game forces a player into buying cards for this purpose. Not saying that's necessarily a bad thing, but it might be.

GeekJock wrote:


I will say tho, that if you want to use a "rest" rule to cull one card from your hand permanently it would possibly be an ok rule but it does two very bad things.

1. Teaches bad players that it's ok to have a waste turn
2. Completely 100% negates how bad weakness cards are. The whole reason the -1 VP is soooo bad is b/c there is VERY little to get rid of them. So you have to plan hard not to get them. You put too much culling or too many rules in place to cull then you essentially have gone against what the designers have build the game for.


1: Disagree, it is a strategic choice whether having a dead (or otherwise harmful) card come up in your hand is worth it vs losing a turn.
2: Disagree, it is just a different means of doing what you would otherwise do by buying a card. This isn't DIFFICULT, it just requires you to put another card in your hand--many of which are efficient on their own, so it isn't a problem from that standpoint, but is if you happen to be unlucky and can't get one when you want it.

That's why having a "rest" mechanic would provide an alternate choice. Unlike other games like Thunderstone that have a Rest mechanic, this game has in your starting hand, cards that literally do nothing. TS has marginally useful or conditional cards, not cards that do nothing.

Similarly, everything except starting cards and weakness have VP, so it is actually difficult to do poorly.


GeekJock wrote:


Don't house rule the lack of cull cards out.... Learn to use that rule to be a better player.

Either way just have fun. I try and judge but just a little... bottom line is really it's your game do what you want. I just think you are looking at it all wrong. (IMHO of course :D )


Well, I haven't yet played with a "Rest" house rule, because honestly, this game is already pretty easy. Sometimes the "culling" cards don't come out when I want them, but its easy enough to deal with.

However, I think that having a rest mechanic would actually enhance this game, because as it stands, one can blunder through this game and be in contention. This is not a game that requires a high level of deck-building skill, unlike (again) Thunderstone, where the challenges are quite a lot harder.

One thing I have considered as a variant (which if I try I'll post in the variant section): Reducing VP values of all cards (Excepting super-villains) by 1 (Min Zero), and maybe using 'Rest as well. I think that this would make efficient deck building much more important, rather than piling up cards that all add to your VP total. Managing VP cards and getting those Super villains will be greatly more important--because that's all there is. And a Weakness will be even more damaging, because the VP totals will be much lower.

In any case, thanks for sharing your views.

KAM

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