DC Comics Deck-Building Game Overview

By Mike Rosenberg

The DC Comics Deck-Building Game is coming later this year, and we cannot wait to see it out in hobby stores! Fan reaction to demos of our game at Gen Con 2012 has been positive, and we're anxious to give those people a chance to play the game even more.

For those of you who haven't had a chance to demo the game, we're going to give you a basic run-down on how to play. That way, when you pick up a copy of the DC Comics Deck-Building Game, you'll be ready to play immediately.

The Basics

The DC Comics Deck-Building Game is simple. Players pick a Super Hero that they represent (Superman, Batman, Cyborg, Wonder Woman, Green Lantern, and Aquaman). They play cards from a five-card hand each turn, earn Power that is used to gain cards in a five-card Line-Up, and eventually defeat powerful Super-Villains that are worth big points and come with even bigger effects.

The Line-up, which players get cards from, is formed by a large main deck. At the end of each turn, any cards purchased out of the Line-up get replaced by the large main deck, so there will always be five cards for players to choose from at the start of their turn. The random main deck helps create new experiences each game you play, so the replay value remains high!

Players can also choose to purchase Kicks from a stack that is always available. Kicks are worth 2 Power, and give players a way to work towards getting more expensive cards later, in case the Line-up has cards that are a little too costly to pick up early.

Cards feature a few distinct types: Super Powers, Heroes, Villains, Equipment, and Locations. Locations, once played from your deck, stay in play for the remainder of the game, but the rest of the cards will go to your discard pile at the end of the turn in which they are played. Your Super Heroes can care about certain types of cards, so be sure to pick up cards that may trigger the bonuses of your super heroes!

Each player starts with a 10 card deck that has seven Punches and three Vulnerability cards. Punches are worth 1 Power, which you can use to get cards from the Line-up. Vulnerabilities are blanks; they're worth nothing, and they serve to clog up your hands (after all, every superhero has some kind of vulnerability!).

Each player draws five cards each turn. They play the cards in their hand to gain effects and Power, and at the end of the turn they discard their remaining cards and draw a new hand of five cards. Cards you purchase go to your discard pile, and when your deck runs out, you shuffle your discard pile up and it becomes your deck.

Cards you buy come with a Victory Point value in the bottom left corner. At the end of the game, players add up the Victory Points of cards that were in their deck and discard pile. Whoever has the most points, wins!

As you get new cards from the Line-up, you will eventually end up with them in your deck. They often have effects that make your turns more powerful, and eventually you'll have enough power to defeat Super-Villains.

Super-Villains

Super-Villains require a lot of power to take down, but when you defeat them, you get them into your deck. They are worth a ton of Victory Points, and come with very powerful effects.

However, when Super-Villains are defeated, new ones appear. And when they do...well, they cause a little bit of havoc. Take Sinestro for example:

When he makes his appearance, players become punished for having heroes in their hand at the wrong time. Sport a hand with one too many heroes, and you could find yourself losing a turn's action from this effect!

The Super-Villain pile features one starting Super-Villain (Ra's Al Ghul) and seven random ones out of eleven possible choices. Once the Super-Villain pile is depleted, the game ends.

Scoring

At the end of the game, players add up the Victory Point total that their deck and discard pile have. The Victory Points can be seen at the bottom left corner of a card.

Some cards, like Weaknesses (part of a separate stack, and often added to people's decks as a Super-Villain or player's action), have a -1 count. They subtract from your overall Victory Point score, and often get thrown into your deck because of Super-Villain effects or villain cards that other players purchased.

Some cards, like Utility Belt, are worth 0 until you meet a condition written on the card. In the case of Utility Belt, once you have five equipment in your deck at the end of the game once you start counting for scoring purpose, it is worth a whopping 5 Victory Points!

The DC Comics Deck-Building Game will be due out later this year. We cannot wait to bring this one to you. It's fast-paced superhero action!

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Rosenfloggen's picture Mike Rosenberg

Mike Rosenberg has been a long-time trading card game fan and an active freelancer in the hobby game industry since 2004. He wrote, editted, and managed web content for Cryptozoic Entertainment from March 2012 until October 2013.