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-- Showdown Variant for DC Comics Deck-Building Game --

This is a simple 2-player variant that gives the standard game a bit more thematic context. It requires
only the core game to play. The focus of this variant is upon cards that are specifically associated with
each character. It works best with Batman and Superman for thematic purposes, and because these two
heroes have a significant number of character-specific cards (17 and 16 respectively), and roughly the
same number of cards, whereas the other heroes only have between 4 and 9 cards each. Also, the
majority of Batman and Supermans cards trigger their special ability, making this variant even more
consequential. However, this idea can surely be used as a starting point for creating Showdowns
between other heroes, particularly if you have other sets that offer more cards.

SETUP
Setup is exactly the same as for the basic game.

RULE CHANGES
All core game rules apply, with the following minor adjustment: Players buy cards as usual, however,
character-specific cards that are associated with their opponents hero are destroyed when purchased,
rather than being moved to the active players discard pile. In this way, greater focus is placed upon the
decision of buying cards to include in your deck, or denying cards to your opponent. The latter choice
now carries the penalty of spending Power without adding a card to your deck.

CHARACTER-SPECIFIC CARDS
This is rather intuitive, but the following list is included for the purpose of clarity, and perhaps to offer
guidance should a disagreement arise.

BATMAN (17 cards):


The Batcave (Location) x1
Dark Knight (Hero) x1
Robin (Hero) x3
Batmobile (Equipment) x3
The Bat-Signal (Equipment) x3
The Cape and Cowl (Equipment) x3
Utility Belt (Equipment) x3

SUPERMAN (16 cards):


Fortress of Solitude (Location) x1
Man of Steel (Hero) x1
Supergirl (Hero) x2
Bulletproof (Super Power) x3
Heat Vision (Super Power) x3
Super Strength (Super Power) x3
X-Ray Vision (Super Power) x3

*X-Ray Vision still works as usual, even though it potentially allows Superman to play a Batman card.
OPTIONAL ADJUSTMENT
To focus the thematic context of the game even further (or to add variety), remove the following
character-specific cards from the game during setup:

The Fastest Man Alive (Hero) x1


Kid Flash (Hero) x4
Super Speed (Super Power) x4
Green Arrow (Hero) x3
Green Arrows Bow (Equipment) x3
King of Atlantis (Hero) x1
Mera (Hero) x2
Aquamans Trident (Equipment) x3
Emerald Knight (Hero) x1
Power Ring (Equipment) x3
Princess Diana of Themyscira (Hero) x1
Lasso of Truth (Equipment) x3
Titans Tower (Location) x1
High-Tech Hero (Hero) x3
Nth Metal (Equipment) x4

Notice also that the number of Equipment cards removed by this adjustment (16) is far greater than the
number of Super Powers removed (4). This leaves both Batman and Superman with exactly the same
number of cards available to trigger their special ability (12), which creates a potentially more desirable
balance.

Also note that by applying this adjustment, 37 cards are removed from the Main Deck, thus shortening
the amount of time it will take for the game to reach one of its end conditions:

The game ends immediately when you are unable to refill all five slots of the Line-Up (pg.6)

I have found that in a two-player game, it is unlikely that the remaining 77 cards in the Main Deck will be
depleted. However, should this be a concern, you may reduce the number of Super-Villains to 6 (rather
than 8) to bring the timing of the two possible end conditions into better alignment.

Thanks for checking out this variant. Have fun playing the game!

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