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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 a VP HR would be interesting, but I think it would devalue the SV's. I think the main idea is to be the one who quickly defeats them while still grabbing the bombs in the middle.


Why do you think that reducing VP on non-Super Villain cards would devalue Supervillains?

GeekJock wrote:

As it stands now one weakness I think I see is that there is entirely too many 1 VP middle cards. It seems that even more of the higher cost middles are still 1. I know a lot are 2 but it just feels like more are 1s then in other games with this middle mechanic. I have 0 math on the #'s I am just going on feel after a ton of plays.


That's true--there isn't much diversity of VPs on cards in the lineup.

GeekJock wrote:

I am still fairly convinced that the lack of culls is a design choice and I think they want to use it as one of the main themes of one of the next sets. If they come up with a whole set revolving around destruction then they do those two things which might make people happy. (1. Expansion with one central theme 2. That theme being destruction of useless cards-- possibly for a benefit--- +1 power or Draw one card)


I'm not sure there is a real LACK of culls overall. By the end of a game, I think there are good odds that you'll be able to get them. The issue I think is that they might not be effective. In other words, I wouldn't say "Add more culling cards", which is why I think that a rest mechanic (of some sort) is probably preferable.

I think that having a player-chosen strategic rest would force the game into a more competitive zone--one that requires a more efficient deck building strategy. But not having tried it, this is just speculation at this point.

KAM

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