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DC Comics Deck-Building Game Solo/Co-Op Rules

1) Choose you Hero (random or select your favorite) or 2 Heroes if you want to do a team-up.
2) Super Villain deck as normal
3) Board set up as normal, except turn the Weakness deck face down. It will be used as the game
timer. As an alternative 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.
4) Begin the Game

At the start of each of turn…


1. Advance the Countdown Deck. Flip over the top Weakness card.
2. Play your turn as normal. When a villain is defeated, the current player has the option of adding it
to his discard pile as normal, or removes it from the game.
3. Draw 5 new cards.
4. Super Villain (not Villain(s) in the Line-up) execute their plan. Destroy the card in the line-up
furthest away from the main deck. Then slide each card one position further away and added the new
card to the open position closest to the main deck.
5. Refill the line-up. If any villain(s) with an “Attack” is flipped, all players are attacked. If playing solo,
treat this as is the On-Patrol variant is being used.
6. Villains (not Super Villain) execute their plan. Villains execute their plan by attacking the Main
Deck and removing cards. The number of cards removed from the main deck is equal to the single
highest cost villain currently in the line-up.
7. Flip over a new Super Villain. If needed, suffering their First Appearance - Attack like a normal
game. (Note: for added difficulty double the cost/victory point of the final villain )

Proceed until the entire Weakness deck (Countdown Deck) has been turned over (20 turns) and total
your score.

Two game play notes:


1) You may recruit a DC Comics Super Hero card for 12 power. Only 1 hero ability could be used per
turn. (This made it where one hero was the main character for that issue.)
2) You may either interact with the Line-up (buy or fight) or battled the Super Villain in a turn but not
both.
3) Weakness cards gained are taken from the face-up pile of Weakness cards already turned over. If
there are none left don't gain any. For a tougher game, take them from the face down pile!

This combo of rules has really seemed to bring out the best in the game as well as enhance the
narrative.

* The Main Deck being the City and events in the life of a superhero he may encounter throughout this
epic comic book story arc.
* The Line-up represents the activities, people, events and villains available that come across the path
of our hero. Refill reflects how the story and city are constantly evolving.
* When the Villain is attacking the deck he/she is attacking the city. Committing crime or just executing
their plan. Thinking as if this were a comic book, the longer the villain is in the line up the longer the
story arc. If there are more than one villain, it's a villain team up.
* When the Super Villain is destroying the card in the Line-up closest to him, that is the execution of
the details of his master plan. Sometimes it involves messing with a hero other times it may call for
him to remove a henchmen or even...destroy him/her (if it's the last copy)
* The Countdown Timer or Deck (20 Weakness Cards) are how many large steps in the plan the
Super Villain(s) has(have) to go until they accomplish their master plan.
* Locations in the Countdown Deck represent how much of the DCU the battle takes place. To me the
location shown isn't necessarily where the battle takes place but the location, team or individual who is
the focus of the plan. For example, Titan's Tower may be the focus but the battles take place in and
around San Francisco.
* Super Powers represent a brief guest appearance by the other hero to contribute one thing then
leave or just disappear from the story.
* Villains in your deck represent the experience gain from the battle you can call upon to help you in
your current situation.
* Villain attacks against other players don't represent a hero attacking a hero. There is a bonus to
using these cards. So the hero is using his experience to help him. It just so happens the villain has
made a brief return in another comic trying to cause trouble in that heroes town. (It's a game you are
trying to win. Sometimes there suffers a bit. I'm trying to rationalize it in my mind the best I can.)

Super Villains defeated:

0- Master plan executed flawlessly


2- Key points of the Super Villains master plan succeeded but not every detail
4- The Super Villain's plan didn't succeed but didn't fail. The key conspirators got away and will be
back to challenge the heroes again.
6- The key points of the Super Villain's master plan failed although some details succeeded laying the
ground work for the return of the true mastermind of the plot.
8- The heroes stopped the scheme and captured all the conspirators.

Points Scored:

50 and below- Cities are destroy. Casualties are extremely high. Several heroes loved ones are within
the dead or unaccounted for and the government has issued an arrest warrant for the heroes and
villains involved in the battle.
51-60- Cities is badly damaged from the battles. Casualties are high a few low level heroes are
looking for lost loved ones. The public has lost faith in super heroes and are calling for a change in
policy.
61-70- Severe damage has hit several large cities. Casualties have been lessen by the publicly
recognized action of the heroes. The rebuilding process has begun and the public is thankful but
hesitant to trust these heroes.
71-80- A few cities have taken moderate damage. Casualties are manageable. The heroes and public
have begun rebuilding. Still leery, the public is beginning to believe these heroes can make a
difference in the defense of Earth and their everyday lives.
81+ Minimal to no major damage to the 1 or 2 cities. Minimal casualties. Heroes earned a greater trust
and respect of the citizens, media and government.

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