Batman, Superman, Wonder Woman, The Flash, Green Lantern, Aquaman, Cyborg and The Martian Manhunter, the world’s greatest hero’s join forces to vanquish the super-villains and archenemies. Each bent on the destruction of the Justice League. In the DC Comic Deck-Building Game, you get to pick the role of one the famed heroes and compete with fellow heroes to defeat all the super-villains lined up to take you out.
Publisher: Cryptozoic Entertainment
Game Designer: Matt Hyra and Ben Stoll
Ages: 15 to adult
Playing Time: 30- 45 minutes
Contents: 214 game cards including, 36 punch starting cards, 16 vulnerability starting cards, 114 main deck cards, 16 kick cards, 12 DC Comics super-villain cards, 20 weakness cards, 7 oversized DC Comic super hero cards and 1 rule book.
Suggested Retail Price: $40.00
Parental Advisory: Safe for kids
In the DC Comics Deck-Building Game you are randomly dealt a Super Hero to play. If you are dealt The Flash, you always go first. The Flash super Power allows for you to go through your deck quickly which makes sense, as he is the fastest man alive. Other heroes have benefits like Batman gives you bonuses for playing equipment cards, Superman likes super Power cards, Wonder Woman lets you draw more cards for every super villain you defeated each round.
You start with a hand of 7 Punch cards worth one Power each and 3 Vulnerability cards worth nothing. These effectively water down your hand and need to be purged as soon as possible. Each of your Punch cards comes with 1 Power, which is the currency in the game to either buy additional cards or defeat Villains and Super-Villains. You shuffle and draw 5 cards for each hand. Once you have played your hand any cards used or drawn are discarded and then 5 new cards are drawn for your new hand.
The main deck comprised of 114 cards (not including Super-Villains, Punch, Kick, Vulnerability or Weakness cards) is shuffled and placed in the middle of the table. Place 5 cards out in a line for the line-up. This is where most of your deck will come from.
The Super-Villain stack is set off to the side of the main deck on the table. The Super-Villain deck can be comprised of 12 different cards but usually 8 cards are used unless you prefer to play a longer game. The Super-Villain card Ra’s Al Ghul is always the top card to start any game. All the other cards are placed facedown underneath the Ra’s card. Make sure to shuffle this deck and randomly draw out the cards not being used so that the deck is unknown to the players.
The Kick and Weakness cards are also place at the end of the Line-Up with the Super-Villain cards. The Kick (+2 Power) cards are always available for purchase at the cost of 3 Power if the cards in the Line-up are either to expensive to purchase or the players doesn’t like the current cards in the Line-Up. Weakness cards are given to the players in the form of an attack either played by the Super-Villain cards being revealed or a player invoking the attack of a villain they put into play. Weakness cards again water down the hand and provide a -1 victory point per card at the end of the game.
Once play begins you can purchase cards from the Line-Up to improve your decks and can purchase as many cards as your total Power allow. The purchase or defeat cost is on the bottom right corner of the card in the Line-Up or Super-Villain stack. Once you purchase a card, the space in the Line-Up is left there until after that players turn is done, then the Line-Up is refilled back up to 5 cards.
Cards are played in any order and the text on the cards is resolved immediately. This makes it very important to know what is in your hand and what order to play the cards in. Villain cards played may have an attack against the other players, Equipment cards may give you bonuses or allow cards to be destroyed, and Location card text may be triggered as well as your Super Hero Card. You may purchase cards from the Line-Up at anytime during your turn even if you haven’t already played all of your cards. During a players turn, if they defeat a Super-Villain and completed all their actions, they draw back up to 5 cards and then the next Super-Villain card is flipped up and the First Appearance text is resolved against all players in the game.
If during an attack be either a player or a Super-Villain, a player may have a card in their hand with a defense. They can then play this card if they chose to ward off the attack and resolved the text on the card for defense. Once the player has finished their turn, all cards purchased or defeated go face-up in the discard pile to be redrawn later, this includes all Villain and Super-Villain cards.
Once all of the Super-Villains have been defeated the game immediately ends and the players count up their victory points on the bottom left corner of the cards in their deck.
Cards my have certain benefits such as Location cards once played stay out in front of the player the rest of the game and may be triggered each and every turn. Super-Hero cards like Superman for example, have their abilities triggered every time a Super Power (orange) card is played.
There are quite a few variants of the game that can be played as well:
Two Heads are Better Than One – This variant is a 1 on 1 game, where each player plays two different Super Heroes at the same time. This allows for game text to apply to both Super Heroes.
Team Game – This 2 on 2 variant has one team working together to defeat the opposing team. Teams alternate turns and are free to discuss strategy. Attacks do not affect your teammate but if you are attacked, you may defend your teammate. Once the game is over, both players add their totals together and the team with the highest total wins.
On Patrol: This is basically the standard game except you may immediately fill any holes in the Line-Up on your turn after a purchase or defeat of a villain. If any attacks appear during the refill of the Line-Up they affect you and only you.
The game cards are good quality and weight and the artwork is extremely well done. The rule book is laid our fairly well and easy to understand making the game easy to pick up quickly and get playing immediately. The Super Hero cards are of a much larger size than the playing cards and unfortunately don’t fit well into the box. The space provided makes it very difficult to get them out and could lead to damaging the cards. The other cards slots leave a lot to be desired as well. If you decided to sleeve your cards to protect them, the current box will provide major fitting issues for putting away your game. Good box design is critical for deck building games and this is one area where the game fails but I am glad to say the only area.
The DC Deck-Building Game is really a lot of fun. It’s a very easy game to learn and teach. It’s playing time make it an easy filler while waiting for other people to show up or something you are able to play several times in one sitting for those that really get into it. While not as strategic as some deck building games it really fills the void for those looking for something that keeps the action going and this game will suffer a lot less from those people with analysis paralysis. While the theme is DC Super Heroes, the theme isn’t really a factor in the game. When you are supposed to be a Super Hero like Batman, but yet you are playing villain cards that you previously defeated, that really doesn’t make sense but it’s okay. The game delivers on many levels while any little nit picking things really don’t matter or take away from the game play. After playing this game at many different game nights and teaching it to other people who don’t normally play board games or usually only play Magic: The Gathering, the response has almost been very favorable and the game store it was played and demoed at sold all their copies to these people.
I will give this game about a 7.5 out of 10 stars as it does lack depth but it is certainly worth the price and wins in the fun department. [rating=7.5]
This game is Club Fantasci Certified!
Note: A copy was provided for review.
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