Mar 12 2013

DC Comics Deck Building game my solo Variant Experiment with all Heroes has begun! #Cryptozoic #DCDBG

Published by at 1:04 am under DC Comics Deck Building Game,Games

So I will apologize another time about being so slack and where the heck the time has gone and why I haven’t posted in a long time eventually. But for now, I wanted to post the 1st in my experimental series in seeing how I do with each of the Heroes in the DC Comics Deck Building Game with a great Solo Variant from Casey Hughes over on BGG.com

So basically here is how the variant works

Choose you Hero (random or select your favorite) or 2 Heroes if you want to do a team-up.
Super Villian deck as normal
Board set up as normal, except turn the Weakness deck facedown as it will be used as the game timer. You could use a D20 or any other way to track the turns, but the deck just happened to be 20 cards so it worked out perfect.
Begin the Game

At the start of each of turn, flip over a Weakenss card. Play your turn as normal up until the point right after you draw 5 new cards. Then choose one card from the line up and destroy it. Refill the line-up. If the card is a Villian with an Attack treat it like the On Patrol variant where you suffer that Attack. Flip over a new Super Villian if needed, suffering their First Appearance – Attack like a normal game. Proceed until the entire Weakness deck has been turned over(20 turns) and total your score. Award yourself +5 points if you clear the entire Super Villian stack and +1 point for each remaining facedown Weakness (turns).

Notes about certain effects:

Any of your cards that need to reveal or discard a card from your foe’s hand or deck use the top card of the Main Deck as a substitute.

And another poster, LunarKnite, posted some good clarifications on how certain villains and super villains would work

BANE: Attack: Each foe chooses and discards a card.
Changes to Attack: Draw a card.

BIZARRO: At the end of the game, this card is worth 2 VP’s for each Weakness in your deck.
Changes to At the end of the game, this card is worth 2 VP’s for each Weakness left in the time limit.

HARLEY QUINN: Attack: Each foe puts a Punch or Vulnerability from his discard pile on top of his deck.
Changes to Attack: You may destroy a Punch or Vulnerability from your discard pile.

POISON IVY: Attack: Each foe discards the top card of his deck. If its cost is 1 or greater, that player gains a Weakness.
Changes to Attack: Reveal the top card of your deck. If its cost is 3 or greater, replace a Weakness to the time limit.*

SCARECROW: Attack: Each foe gains a Weakness.
Changes to Attack: Replace a Weakness to the time limit.*

STARRO: Attack: Each foe discards the top card of his deck. You may play each non-Location discarded this way this turn.
Changes to Attack: Reveal the top two cards of the main deck. You may play each non-Location revealed this way this turn.

SUICIDE SQUAD If you already played two other Suicide Squad cards this turn, each foe discards his hand.
Changes to If you already played two other Suicide Squad cards this turn, you may draw 5 cards. (Though it is possible to play four or more Suicide Squad cards to get the effect again, I don’t think it’s entirely likely, but you may want to put a limit on it.)

*What this would mean is you get to increase your turn limit by one, essentially.

As for certain Super-Villains, here’s what I thought of to make them fit a solo game.

CAPTAIN COLD: +2 Power, and an additional +1 Power for each foe with a Hero in his discard pile.
Changes to +2 Power, and an additonal +1 Power for each Hero in your discard pile.

THE JOKER: +2 Power and each foe chooses: He discards a random card, or you draw a card.
FIRST APPEARANCE-ATTACK: Each player puts a card from his hand into the discard pile of the player on his left. If the card you received has a cost of 1 or greater, put a Weakness on top of your deck.
Changes to +2 Power and you choose: You destroy two cards into your hand or discard pile or you draw two cards.
FIRST APPEARANCE-ATTACK: You must destroy a card in your hand. If the card you destroyed has a cost of 2 or less, put a Weakness on top of your deck.

BRAINIAC: Each foe reveals a random card from his hand. Play each revealed non-Location.
FIRST APPEARANCE-ATTACK: Each player chooses two cards from his hand and puts them on the table face down. Shuffle all of the chosen cards face down, then deal two back to each player at random.
Changes to Reveal the top card of your deck and the main deck. You may play each revealed non-Location.
FIRST APPEARANCE-ATTACK: You must choose two cards from your hand and take two cards from the Weakness pile. Shuffle the cards face down, then deal two back to yourself. The other two are destroyed.

I decided to do a few things different.

I wouldn’t take the weaknesses away from my 20 round limit. I want them all to be 20 rounds and that’s all no more no less. And b/c of this I won’t use Poison Ivy to add weaknesses back for more rounds. (I might just take her out of the deck period for the rest of the games).

And finally, I won’t job the system. Meaning if I get some unforseen wacky combo (which can happen when you get ALL the super villains in your deck) I will try and not job the whole game to get higher points.

 

So as it should come as no surprise I took Green Lantern as my 1st Hero in the solo challenge.
To remind everyone his power is…. If you play 3 differently names cards with cost 1 or more you get +3 power. A killer mid to late game for sure.
I also rolled a 6 sided die at the end of each turn to see which card would be destroyed. If there was no card or I rolled a 6 I would choose myself. (Die rolls are also listed here)
Turns in which I used my power I will denote with a * before the power total.
Turn 1 Middle: Heat Vision, Super Girl, Harley Quinn, Green Arrows Bow, Green Arrow Villain Ras Al Goul
Power–> 3 Bought Harley Quinn Die Roll 2 Super Girl destroyed
Turn 2 HV,Suicide Squad,High Tech Hero, Bow, GA
Power–> 4 Buy Green Arrows Bow Roll-1 HVision gone
Turn 3 2 Face,SS,HTH,Cheatah, GA
Power –>5 HTH+Cheetah Roll 6 2 Face Destroyed
Turn 4 Grodd, SS, Poison Ivy, Dark Knight, GA
Power 3 (with HQuinn some destruction/thinning of deck started) Bought Kick Roll 6 P-Ivy destroyed
Turn 5 GG,SS, Bullet Proof, DK,GA
Power—> 5 Green Arrow (couldn’t take a chance he would leave any more) Roll 1 Grodd gone
Turn 6 Suicide Squad (yep another), SS, BP, DK, Fastest Man Alive
Power–> 2 + Cheetah (thank God for her) Acquire BProof Roll 5 Fastest gone
Turn 7 (starting to get nervous no good turns yet) SS,SS, Cape and Cowl, DK, Emerald Knight
Power–> 7 + Bow Defeat Ras Al Goul Roll 6 DK Gone
Turn 8 SS,SS, C+C, Bane, EK New S-Villain Joker ( So Bane made me discard a punch and Joker I destroyed a punch taking a Wound IIRC)
Power–> 3 + Cheetah Get a Kick and finally a SSquad Roll 5 Emerald Knight gone
Turn 9 High Tech Hero ,SS, C+C, Bane , Blue Beetle
Power –> 2 (crappy luck) but H-Quinn so got to destroy a Vulnerability Roll 3 Cape and Cowl Gone
Turn 10 HTH,SS,Super Strength, Bane, BB
Power —> *12 (FINALLY used my power) Defeated Joker, Rolled 4 Bane destroyed
New Villain Sinestro but no heroes in my hand
Turn 11 HTH, SS, SSt, Penquin,BB
Power —> *12 + bow Solid turn, I take out Sinestro and another SSquad (Ras now back to bottom of draw)
Roll a 5 and Blue Beetle gone (that one hurt a bit Frown really wanted him for protection)
New SVillain Anti-Monitor –> Cheetah put into the middle
Turn 12 HTH, SSpeed,SSt, Pen,Nth Met,Cheetah
Power—> 4 Gain High Tech Hero Roll 4 Penguin gone
Turn 13 Power Ring, SSp,SSt, Nth, Ch
Power—> *11 (incl Ras) Gain SSt and SS Roll 1 Ring Gone (DOH!)
Turn 14 Power Ring (lucky draw for another), Utility Belt, J’onn J’onzz, Nth,Ch
Power–> * 16 (Sinestro and Joker in hand) Grabbed Aquaman’s Trident from Sinestro Joker gave me +2 cards (SSquad+Punch) Took out The Anti-Monitor and got my power ring! Put the Ring on top of the deck due to AM’s trident (I didn’t think Anti-Monitor would be the best top deck for me here). Roll 4 Nth gone
New Villain Brainiac Put a Punch and Vuln in pile with 2 weaknesses shuffled and dealt me 2 got a weakness and vuln back DOH!)
Turn 15 Penguin, UBelt, JJ,Catwoman,Ch
Power—> *11 Power ring got me my +3 and also had the bow so defeated brainiac and got Catwoman
Roll 5 Cheetah gone New Villain Death Stroke Bulletproof in hand for defense and destroyed a Weakness
Turn 16 Pen,UB,JJ, Batmobile, SSpeed
Power—> 7 Got SSpeed and Penguin Roll 1 I picked JJ, just didn’t think he would be bought in last turns and used ever so had to take the chance)
Turn 17 Or as I call it one of the craziest turns I ever played X-Ray Vision, UB,Bat signal,Batmobile, Lasso
Ok heres where we start. I have Brainiac and Anti monitor in hand. I use Brainiac to reveal top of mine and main deck and use both. I reveal Joker from mine and clayface from the Main Deck. I could have ended up getting into a crazy loop on this turn but I didn’t. So I use joker to draw 2 (and the +2 power), so he draws himself and Sinestro. and then I copy Joker to draw 2 more cards with clayface. I then use Sinestro to DRAW clayface from the top of the main deck and use it to copy joker again.
When it’s all said and done here is what we end up with….
Trident, Bullet Proof, Anti-monitor (I used to destroy x-ray vision and a HEat Vision came up in spot 1), Joker X 4!, Cat Woman, SS, Power ring (+3), HTH,Kick, Punch, GL’s super power+3
I end up with 29 (It was either 29 or 31 my notes got sloppy here b/c the kids came home to talk to me but either way I had enough to sweep the middle deck and defeat deathstroke, whom I then top decked b/c of trident.
New Super Villain Lex Luthor– I gain 2 weaknesses
Turn 18 Robin, SSpeed, Bow, Grodd, 2Face
Power —>*16 Deathstroke grabs Robin who grabs a Bat Signal from my discard who grabs a High Tech Hero giving me 2 HTH in hand. Defeat Lex, gain Bow, 2Face Roll 2 SSpeed gone
Last Villain is Atrocitous
Random card under Hero Super Strength (GRRRR!!!!)
Turn 19 Catwoman, X-ray Vision, Mof Steel, Grodd, Kid Flash
Power–> *10 and a bow defeat Atrocitous and get Kid Flash… ALL VILLAINS DEFEATED!!!!
Final Tally’s
3 Weaknesses canceled 3 points
1 Green Arrow +5
1 Util Belt +5
3 SSquad +9
Super Villains +41
Rest of Deck 20
Cleared SV stack +5
1 round early +1
Total = 86
Not a bad showing for my boy Green Lantern! Hope to get another one in tomorrow night!
Thanks for reading please feel free to comment here or on the Session report when it gets approved on BGG!
–GeekJock

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