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DC Comics Deck-Building Game» Forums » Variants

Subject: Home brewed Super Hero powers rss

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Joe Bryan
United States
Wisconsin
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My kids love requesting new Super Heroes. We have created several new super heroes to play with. Some are too powerful and others maybe not enough.

I was hoping to get some feedback on the following Super Hero powers.

1. Once during your turn you may reveal the top card of the main deck. You may buy it, destroy it, or add it to the lineup.

2. +1 Power if you play or have played a Super Power during your turn. You may destroy one Weakness card in your hand.

3. You may discard a card from your hand to avoid an Attack. If you discard a card with cost of 1 or more, draw a card.

4. Once during your turn you may discard any two cards to gain a Defense card from the Line-Up. At least one of the discarded cards must have a cost of 1 or more.

5. If you have two or more Vulnerabilities in your hand, choose one: draw a card or destroy a card in your discard pile.

6. Once during your turn you may discard a card with a cost of 1 or more. If you do, choose one Super Power in your hand and play it again.

7. +2 Power for each Weakness you play during your turn. When an Attack causes a card to be discarded, draw a card.

8. +2 Power for each Weakness in your hand. The first time you destroy a card during your turn, draw a card.

9. +2 Power for each Weakness in your hand. You may discard a card from your hand to avoid an Attack.

Any feedback on the above would be appreciated.

Is it better to post pics of the cards themselves?

Thanks.



 
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Michael McGlade
United States
Pennsylvania
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Re: Creating new Super Heroes
1. That's a REALLY unique idea for a Super Hero. I like it a lot and see it fitting a super hero with the ability to see the future or even alter reality. (ie. Zatanna)

2. Two small bonuses in one is always a good thing. Sure, early in the game it only adds +1 to each of your Super Powers, but later on in the game it allows you to destroy a Weakness in your hand. I like it. I think this would go well on a super hero that is able to always get back up, even after getting beaten to within an inch of their life. (ie. Superboy)

3. This is a potentially strong ability. It's not limited, so each Attack will be avoided. The discarded card also replaces itself, unless you discard a 0 cost card (Starter or Weakness). That said, it doesn't do anything for you BESIDES avoid Attacks. You can't use the draw it grants you without an Attack hitting you. I'd have to see this in action before I pass judgement, but I think the easy fix is changing it to: 'If you discard a card with cost 0, draw a card.' This would work well on any super hero with intangibility. (ie. Deadman)

4. I like it, but I'd word it like this: 'Once during your turn, you may discard two cards with a total cost of 1 or more to gain a Defense card from the Line-Up.' Still exactly the same, just reworded. Not much more to say, I think it's a solid card. Don't know what super hero I'd see this on; maybe someone with force fields or energy construction.

5. Ooo ... This is a very interesting ability. You'll want to keep your Vulnerabilites to use the ability and you need to have two or more of them in your hand, which might be difficult to achieve. While I like it a lot, I don't think it's strong enough for a Super Hero card. When you do manage to have two Vulnerabilities in your hand you will only get to draw a card or destroy a card in your discard that isn't a Vulnerability, since you'll want to use this ability again. You'll be using this ability within your first two turns, but what for? And compared to Batgirl, this is a rather weak ability. I'd say change it to one Vulnerability. It might sound like it will be too powerful, but you only start with three of them and (most likely) won't be getting any more.

6. I'm sure there are ways to abuse this ability, but it seems fair and balanced for what it does. The best Super Powers to use with this would be: Super Strength (+10 Power), Canary Cry (put Villain on top then draw it), Teleportation (gain top two from main deck),and Starbolt. It also makes Shazam! and X-ray Vision rather interesting.

7. Another interesting card. Turning Weaknesses, a useless card, into Kicks is brilliant! The pay off would be losing a victory point at the end of the game, but this super hero goes all out; if he's going down, he's taking everyone with him. Drawing a card when an Attack makes you discard is a nice, small bonus.

8. Compared to the above, I think this is too strong. The reason for that is, since you aren't playing the Weaknesses, you can use effects that destroy cards in your hand while still getting the Power bonus. The bonus of drawing when you destroy your first card is good, but the first part is rather strong. You might think that your Power would lower when you destroy a Weakness in your hand, but you'll just spend the Power granted by the Weakness and THEN destroy it. I'd say change it to "for each Weakness you play".

9. Same as the above for the Weakness portion. As for the avoiding an Attack part, pretty much what I said to #3. I think it's better than #3 though, because you aren't replacing the discarded card; you'll avoid any Attack coming your way, but end up with no hand.

~Zuty
 
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Joe Bryan
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Greatly appreciate the feedback and suggestions.

The rewrite for #4 seems so obvious and much better than the original wording.

 
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Evil Meeple
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Here's number four, which I used Sinestro for.
 
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