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DC Comics Deck-Building Game» Forums » General

Subject: Solo Rules rss

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Edward Calabig
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Kirkland
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Anyone come up with a solo variant similar to Ascensions?

I'm trying to use a random dice roll mechanic to determine which cards the opponent takes.
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Matt Hyra
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So far there are couple of ways that players have considered.

1. Beat all Super-Villains in 20 turns or less. Use the "On Patrol" variant while doing this.

2. Run a dummy player deck (without a SuperHero) who always gains the 2 cards furthest from the main deck every turn. Or, if he has enough to buy the Super-Villain, he does that instead. Ignore his card text that doesn't give Power, except for Attacks.

Let us know how it goes or if you come up with a better system.

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Matt Hyra
Cryptozoic R&D
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Scott
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Maybe the super villains destroy a certain amount of cards from the main deck each round (Half their cost value, for example), and that could be the timer. Deck runs out, game over.
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Matt Hyra
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Midnight Rider wrote:
Maybe the super villains destroy a certain amount of cards from the main deck each round (Half their cost value, for example), and that could be the timer. Deck runs out, game over.


Pretty nice idea. I would have the Super Villain destroy cards off the top of the main deck equal to it's Victory Point value. With an average VP value of around 5, that will give you 20 or so turns.

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Matt Hyra
Cryptozoic R&D
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