WWW.CRYPTOZOIC.COM/DEMO/DC

WWW.CRYPTOZOIC.COM/DEMO/DC
TURN SEQUENCE
•
Play cards from your hand.
•
Total up your Power and purchase cards with combined cost less than or equal
to that total.
•
As soon as you buy or gain a card, place it into your discard pile,
unless instructed otherwise.
END OF TURN
•
Place all the cards you played and any remaining cards from your hand into your
discard pile, and draw a new hand of five cards.
•
Fill each empty slot in the Line-Up with a card from the top of the main deck.
•
If the top card of the Super-Villain stack is face down, flip it face up and read
aloud the next Super-Villain’s First Appearance—Attack.
Do not reshuffle your discard pile just because you have no cards in your deck.
Wait until you must draw, discard, or reveal a card from your deck. Then shuffle
your discard pile, and it becomes your new deck.
The game ends immediately when either of the following two conditions is met:
•
You are unable to flip up a new Super-Villain on the stack.
•
You are unable to refill all five slots of the Line-Up.
DC UNIVERSE and all related characters and elements are trademarks of and © DC Comics.
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©2012 Cryptozoic Entertainment.
16279 Laguna Canyon Road, Irvine, CA 92618.
www.cryptozoic.com
Made in China.
“LEARN TO PLAY” VIDEO ONLINE AT
WWW.CRYPTOZOIC.COM/DEMO/DC
OVERVIEW
TYPES OF CARDS
In the DC Comics Deck-building Game, you take on the role of Batman™,
Superman™, or one of their brave and heroic allies in the struggle against the
forces of Super-Villainy! While you begin armed with only the ability to Punch your
foes, as the game progresses, you will add new, more powerful cards to your deck,
with the goal of defeating as many DC Comics Super-Villains as you can. In the
end, the player who has accumulated the most Victory Points from the cards in his
or her deck wins the game.
GREEN LANTERN
214 Game Cards
• 36 Punch Starting Cards
• 16 Vulnerability Starting Cards
• 114 Main Deck Cards
• 16 Kick Cards
• 12 DC Comics Super-Villain Cards
• 20 Weakness Cards
If you play three or more cards with different names
and cost 1 or more during your turn, +3 Power.
DC UNIVERSE and all related characters and elements are trademarks of and © DC Comics.
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Card Type
CONTENTS
PUNCH
VULNERABILITY
STARTER
STARTER
Weakness cards reduce your score at the end of the game.
+1 Power
©2012 CZE
DC UNIVERSE and all related characters and
elements are trademarks of and © DC Comics.
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0
0
©2012 CZE
DC UNIVERSE and all related characters and
elements are trademarks of and © DC Comics.
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0
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DC UNIVERSE and all related characters and
elements are trademarks of and © DC Comics.
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Victory Points
DC COMICS
SUPER HERO
7 Oversized DC Comics Super Hero Cards
1 Rulebook
WEAKNESS
STARTING CARDS
THE JOKER
GORILLA GRODD
VILLAIN
VILLAIN
WEAKNESS
ARKHAM ASYLUM
POISON IVY
LOCATION
VILLAIN
When you play this card, leave it in front of you for the rest
of the game.
+1 Power
Attack: Each foe discards the top card of his deck.
If its cost is 1 or greater, that player gains a Weakness.
SETUP FOR YOUR FIRST GAME
5
DC COMICS
SUPER-VILLAIN
VILLAIN
THE FASTEST MAN ALIVE
HEAT VISION
HERO
Draw two cards.
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STARTER
STARTER
STARTER
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DC UNIVERSE and all related characters and
elements are trademarks of and © DC Comics.
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Victory Points
0
DC UNIVERSE and all related©2012
characters
CZE and
elements are trademarks of and © DC Comics.
DC UNIVERSE and all related©2012
characters
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CZE and
elements are trademarks of and © DC Comics.
DC UNIVERSE and all related characters and
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elements are trademarks of and © DC Comics.
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DC UNIVERSE and all related characters and
elements are trademarks of and © DC Comics.
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LOCATION
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DC UNIVERSE and all related characters and
elements are trademarks of and © DC Comics.
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VILLAIN WITH ATTACK
POWER RING
BULLETPROOF
SUPER POWER
EQUIPMENT
SUPER POWER
+3 Power
You may destroy a card in your hand or discard pile.
Reveal the top card of your deck.
If its cost is 1 or greater, +3 Power.
Otherwise, +2 Power.
+2 Power
Defense: You may discard this card to avoid an Attack.
If you do, draw a card and you may destroy a card in your
discard pile.
0
HERO
5
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DC UNIVERSE and all related characters and
elements are trademarks of and © DC Comics.
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DC UNIVERSE and all related characters and
elements are trademarks of and © DC Comics.
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Abilities
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DC UNIVERSE and all related characters and
elements are trademarks of and © DC Comics.
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Cost
1
elements are trademarks of and © DC Comics.
DC UNIVERSE and all related©2012
characters
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+1
Power
CZE and
elements are trademarks of and © DC Comics.
DC UNIVERSE and all related©2012
characters
CZE and
elements are trademarks of and © DC Comics.
DC UNIVERSE and all related©2012
characters
CZE and
elements are trademarks of and © DC Comics.
DC UNIVERSE and all related©2012
characters
CZE and
elements are trademarks of and © DC Comics.
DC UNIVERSE and all related characters and
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elements are trademarks of and © DC Comics.
DC UNIVERSE and all related characters and
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elements are trademarks of and © DC Comics.
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VULNERABILITY
VULNERABILITY
VULNERABILITY
STARTER
STARTER
+1 Power
STARTER
+1 Power
STARTER
+1 Power
STARTER
+1 Power
STARTER
©2012 +1
CZE Power
STARTER
DC UNIVERSE and all related©2012
characters
+1
Power
CZE and
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DC UNIVERSE and all related characters and
elements are trademarks of and © DC Comics.
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Ongoing:: When you play your first Villain on each of your turns,
draw a card.
Card Name
PUNCH
PUNCH
PUNCH
PUNCH
PUNCH
PUNCH
PUNCH
©2012 CZE
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+3 Power
Abilities
Each DC Comics Super Hero begins with a starting deck of seven Punch cards
and three Vulnerability cards. You will use your Punch cards to buy more powerful
cards to add to your deck, improving it as the game goes on. Vulnerability cards
represent the things that occasionally cause a DC Comics Super Hero to falter. They
don’t do anything for you when drawn or played, so it’s best to get rid of them as
soon as possible (more on how to do that later).
+2 Power and each foe chooses: He discards a random card;
or you draw a card.
FIRST APPEARANCE—ATTACK: Each player puts a card from his hand
into the discard pile of the player on his left. If the card you received has
a cost of 1 or greater, put a Weakness on top of your deck.
Card Type
Each player is dealt a random DC Comics Super Hero from among the following:
Batman,, Superman,
Batman
Superman, Green Lantern,
Lantern, Wonder Woman,
Woman, and The Flash.
Flash. Set aside the
other DC Comics Super Heroes for future games.
Special Rules Text
1. DC Comics Super Heroes and Starting Decks
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DC UNIVERSE and all related characters and
elements are trademarks of and © DC Comics.
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Cost
SUPER POWER
EQUIPMENT
SUPER POWER
WITH DEFENSE
The different card types that you can play are: Starter, Villain, Location, Hero,
Super Power, and Equipment. Weakness cards have no card type.
2
3. The Super-Villain Stack
There are twelve different Super-Villains
available to use each game. Typically,
eight Super-Villains are used for a
standard game. For a longer game,
use more than eight. No matter how
many you use, you will always use Ra’s
Ghul. On his card is text that reads,
al Ghul.
“This card starts the game on top of the
Super-Villain stack.” If you use eight
Super-Villains, you will use seven
Ghul.
selected at random, plus Ra’s al Ghul.
VILLAIN
(This card starts the game on top of the Super-Villain stack.)
Set Ra’s al Ghul aside and shuffle the
remaining eleven Super-Villain cards
4
face down. Then randomly remove the
number of cards you aren’t going to play
with this game from the stack. The SuperVillain stack remains face down this entire
time, so no one will be able to see which
Super-Villains are being used and which ones are not. Set aside the unused SuperVillains (still face down). Finally, place Ra’s al Ghul face up on top of the SuperVillain stack.
+3 Power
At the end of your turn, put this card on the bottom
of its owner’s deck before drawing a new hand.
DC UNIVERSE and all related characters and
elements are trademarks of and © DC Comics.
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©2012 CZE
Example: In a game using the typical eight Super-Villains, set aside Ra’s al Ghul
and shuffle the rest. Remove four of them at random, then put Ra’s al Ghul face up
on top of the remaining seven face-down Super-Villains.
DC UNIVERSE and all related characters and
elements are trademarks of and © DC Comics.
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©2012 CZE
DC UNIVERSE and all related characters and
elements are trademarks of and © DC Comics.
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When you play this card, leave it in front of you for the rest
of the game.
1
DC UNIVERSE and all related characters and
elements are trademarks of and © DC Comics.
Com
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©2012 CZE
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Ongoing: When you play your first card with cost 2 or 3
on each of your turns, draw a card.
LOCATION
+4 Power
TITANS TOWER
VILLAIN
DOOMSDAY
1
Draw a card.
HERO
©2012 CZE
DC UNIVERSE and all related characters and
elements are trademarks of and © DC Comics.
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KID FLASH
2
1
DC UNIVERSE and all related characters and
elements are trademarks of and © DC Comics.
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©2012 CZE
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+2 Power
Defense: You may discard this card to avoid an Attack.
If you do, draw two cards.
EQUIPME NT
THE CAPE AND COWL
Once you have arranged the main deck, the Line-Up, and the other stacks, it will look something like the above.
Your opening five cards in the Line-Up will vary. At the start of the game, there should be 16 Kicks,
8 Super-Villains, and 20 Weaknesses in their respective stacks.
1
©2012 CZE
+2 Power
Attack: Each foe chooses and discards a card.
VILLAIN
BANE
THE LINE-UP
Next, place the Kick, Super-Villain, and Weakness stacks at the end of the Line-Up. You may want to turn these
stacks perpendicular to the board so that everyone can reach them. You will always use all 16 Kicks and all
20 Weaknesses each game. The number of Super-Villains you use will vary. Kicks and Super-Villains are always
available to be bought or defeated during your turn (while cards remain in their stacks). Weaknesses are never
bought; they are gained only through unfriendly card effects. The main deck and the three stacks of cards on the
end are not part of the Line-Up.
RA’S AL GHUL
MAIN DECK
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DC UNIVERSE and all
related
characters and
©2012
CZE
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are trademarks of and © DC Comics.
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DC UNIVERSE and all related characters and
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WEAKNESS
WEAKNESS
WEAKNESS
WEAKNESS
4
8
3
(This card starts the game on top of the Super-Villain stack.)
+3 Power
At the end of your turn, put this card on the bottom
of its owner’s deck before drawing a new hand.
VILLAIN
RA’S AL GHUL
1
+2 Power
Power
+2
SUPER
SUPERPOWER
SUPER
POWER
+2 Power
KICK
KICK
KICK
THE STACKS
Most of the cards that you will add to your deck as the game progresses come from
the main deck. Shuffle the main deck and place it in the middle of the table. None
Super-Villains,,
of the following cards should ever be placed into the main deck: Super-Villains
Punch, Vulnerability
Vulnerability,, Kick,
Kick, Weakness,
Weakness, or the oversized Super Hero
Punch,
cards. The main deck is made up of every other card in the game (114 cards total).
After shuffling the main deck, place the top five cards from the main deck into the Line-Up.
There is no board necessary to play this game; just reserve space for each card.
4. The Line-Up
2. The Main Deck
4
GAMEPLAY
Randomly determine a player to
go first, unless someone is playing
Flash. The Flash player
as The Flash.
always goes first (he’s pretty fast).
Each player begins by shuffling
his or her deck and drawing
five cards. Players take turns in
clockwise order.
Ending Your Turn
THE FLASH
1. Once you have finished your turn, place all the cards you played and any cards
remaining in your hand into your discard pile. Any unspent Power from cards
played during the turn is lost. Draw a new hand of five cards and pass the turn
to the player on your left.
2. If any of the slots in the Line-Up are empty, draw cards off the main deck and
add them to the Line-Up. Do not replace empty slots as soon as you buy or gain a
card from the Line-Up.
Each turn, you may buy cards
from the Line-Up, Kick cards,
and/or the top card of the
Super-Villain stack to improve
your deck. Cards you buy or gain
You go first.
are always immediately placed
The first time a card tells you to draw one or more cards during
into your discard pile unless you
each of your turns, draw an additional card.
are instructed otherwise. Discard
piles are always face up. Soon
they’ll be shuffled into your deck,
and then you’ll be drawing these newer, more powerful cards into your hand so you
can play them. Buying powerful cards builds up the effectiveness of your deck. That’s
why it’s called a “deck-building game.”
DC UNIVERSE and all related characters and elements are trademarks of and © DC Comics.
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3. If the top card of the Super-Villain stack is face down, flip it face up. This will
reveal the next Super-Villain out to terrorize the Super Heroes.
Sample Turn Sequence
™
+
©2012 CZE
You can buy any number of available cards with combined cost less than or equal
to the amount of Power you have for the turn. For example, your Punch cards each
Power. If you draw four of them and no other cards with any Power
give you +1 Power.
bonuses, your total Power for the turn is 4. You can buy a single card with cost 2, 3,
or 4, or even two cards each with cost 2, assuming these options are available. Kick
cards are (usually) available if the cards in the Line-Up are too expensive, and you
may buy more than one during your turn if you wish. You may pass if you cannot buy
or do not wish to buy any cards.
VULNERABILITY
PUNCH
PUNCH
PUNCH
PUNCH
STARTER
STARTER
STARTER
+1 Power
STARTER
=
THE CAPE AND COWL
EQUIPMENT
+2 Power
Defense: You may discard this card to avoid an Attack.
If you do, draw two cards.
©2012 CZE
©2012 CZE
+1 Power for each Equipment you play during your turn.
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DC UNIVERSE and all related characters and
elements are trademarks of and © DC Comics.
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DC UNIVERSE and all related characters and elements are trademarks of and © DC Comics.
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elements are trademarks of and © DC Comics.
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DC UNIVERSE and all related characters and
elements are trademarks of and © DC Comics.
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©2012 CZE
After shuffling up your starting cards, you draw a hand of four Punches and one
Vulnerability for your first turn. You may play the four Punches for a total of 4 Power,
which is enough to buy The Cape and Cowl from the Line-Up. After buying it, you
put into your discard pile. The Vulnerability provides you with no additional Power.
Once you have played and bought all the cards you want, discard the cards you
have played and any remaining in your hand and then draw a new hand of five
cards. Play proceeds to the player on your left.
Vulnerability and Weakness cards provide no Power. Since they weaken your draws
and deck, you should try to destroy them as soon as possible. You may play them if
you wish, but they have no effect when played. They are not discarded until the end
of your turn when you discard all cards you have played and any cards that you
have kept in your hand.
END OF GAME
Order of Playing Your Cards
on cards in their deck. Weakness cards
Then, players total up the Victory Points
in your deck at the end of the game will subtract Victory Points (VP) from your total.
The player with the highest VP total is crowned the winner! In case of a tie, the player
with more Super-Villain cards wins.
On your turn, you get to play the cards in your hand in the order of your choice
When you play a card, its game text resolves immediately. When you have played
all the cards you wish to play at that time, total up the Power you have accumulated
and buy what you wish to buy from the Line-Up or the face-up stacks. You do not
have to play all of the cards in your hand before you start making purchases if you
don’t wish to.
Most cards you play have simple effects like +Power,
+Power, card drawing, or an Attack.
The order in which you play these cards typically does not matter.
5
The game ends immediately when either of the following two conditions is met:
• You are unable to flip up a new Super-Villain on the stack.
• You are unable to refill all five slots of the Line-Up.
After a winner has been determined, all players will need to take apart their decks,
placing all of the cards back into their proper stacks. Be sure to return any SuperVillains that were not used during the game to the Super-Villain stack, so they can be
used in the next game.
6
ADDITIONAL RULES
CYBORG
PARALLAX
DC Comics Super Heroes
Your Super Hero gives you an ability that you may
choose to use during your turn. If a Super Hero
has two abilities on his card, both of them may
trigger on the same turn. At the start of games
after your first, each player may choose
a Super Hero to play with, or if you have enough,
deal two Super Heroes to each player, and then
each player chooses one.
SCARECROW
+2 Power
Attack Each foe gains a Weakness.
Attack:
Weakness
SUPER SPEED
©2012 CZE
DC UNIVERSE and all related characters and
elements are trademarks of and © DC Comics.
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5
SUPER POWER
Draw a card.
Defense: You may discard this card to avoid an Attack.
If you do, draw two cards.
©2012 CZE
1
Double your Power this turn.
FIRST APPEARANCE—ATTACK: Each player reveals his hand
and discards all cards with cost 2 or less.
©2012 CZE
If you play one or more Super Powers during your turn, +1 Power.
If you play one or more Equipment during your turn,
draw a card.
DC UNIVERSE and all related characters and elements are trademarks of and © DC Comics.
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©2012 CZE
Attacks and Defenses
VILLAIN
1
VILLAIN
DC UNIVERSE and all related characters and
elements are trademarks of and © DC Comics.
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Some cards allow you to make an Attack against the
other players in the game. When you play a card with
an Attack ability, each other player has an opportunity to
avoid the Attack with a card that has a Defense ability. A
player using a Defense card’s ability negates the Attack
only for that defending player. A player may only play
one Defense card per Attack. Any players who don’t avoid
the Attack are then affected by the Attack card’s ability.
Avoiding an Attack does not negate any other abilities
(like +2 Power) of a card, unless an ability specifically
counts the players successfully hit by the Attack.
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6
DC UNIVERSE and all related characters and
elements are trademarks of and © DC Comics.
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Example: If you have the Location Arkham Asylum
in play and you play a Super-Villain, it counts as
playing a Villain, so you get to draw a card.
When you have accumulated enough Power in a turn, you can choose to defeat
a Super-Villain. If you do, take the topmost face-up card from the stack and
place it into your discard pile, unless instructed otherwise. The next card in the
Super-Villain stack remains face down until your turn is over, so a player may
defeat only one Super-Villain per turn. Super-Villains range in cost from 8 to 12,
and their stack is randomized at the start of each game, so check the stack for
the current Super-Villain’s cost.
While Ra’s al Ghul is content to gaze scornfully at the players from his lofty
perch atop the DC Comics Super-Villain stack, the rest of the Super-Villains take
a more hands-on approach. When a new Super-Villain is revealed, this is called
his or her “First Appearance.” On each Super-Villain (other than Ra’s),
Ra’s), you will
find that Super-Villain’s First Appearance—Attack.
LOCATION
When you play this card, leave it in front of you for the rest
of the game.
Ongoing: When you play your first Villain on each of your turns,
draw a card.
©2012 CZE
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LEX LUTHOR
DC UNIVERSE and all related characters and
elements are trademarks of and © DC Comics.
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5
Super-Villain Cards in Your Deck
VILLAIN
Draw three cards.
FIRST APPEARANCE—ATTACK: Each player gains a
Weakness for each Villain in the Line-Up.
©2012 CZE
The Super-Villains
ARKHAM ASYLUM
Super-Villains are Villains. Super-Villain is a title, not a
card type, so playing a Super-Villain does not count as
playing two different card types.
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7
When revealed on the Super-Villain stack, this Attack
resolves immediately against each player in the game.
Each player with a Defense card may defend against
the Attack. The Attack will resolve against any players
who do not defend themselves. These Attacks do not
happen during any player’s turn.
DC UNIVERSE and all related characters and
elements are trademarks of and © DC Comics.
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Weakness
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Like any other card you acquire, the experience gained
defeating a Super-Villain will aid you in your future
turns. When you play a Super-Villain from your hand,
the text at the top of the text box is the relevant text. The
“First Appearance—Attack” is no longer applicable, as
the Super-Villain already made that attack when he was
first revealed from the Super-Villain stack.
WEAKNESS
Some Attack cards force the attacked players to gain
a Weakness. If this happens, the Weakness cards are
usually placed in that player’s discard pile, effectively
adding them to that player’s deck. They have no
ability when drawn during the game and can be
played or kept in your hand and discarded at the end
of your turn. At the end of the game, each Weakness
in your deck subtracts 1 Victory Point from your VP
0
total, so you’ll need a plan for destroying them at
1
some point! If the Weakness deck runs out, effects
that would cause a player to gain a Weakness do not do so, but any other effects
those cards have still resolve as usual. A player may still play a Defense to avoid
an Attack, even when there are no Weaknesses available to be gained.
Weakness cards reduce your score at the end of the game.
©2012 CZE
DC UNIVERSE and all related characters and
elements are trademarks of and © DC Comics.
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Shuffling Your Deck
Resolving Card Abilities
You don’t reshuffle your discard pile into your deck as soon as you run out of cards.
However, if at any point during the game if there are no cards in your deck and you
need to draw, discard, or reveal a card from your deck, immediately reshuffle your
discard pile, and it becomes your new deck.
If a card’s ability affects multiple players, and the order matters (for example,
an Attack that has each of three opponents gain a Weakness, with only two
Weaknesses remaining on the board), resolve that ability for each affected player
in clockwise order, starting from the player who played the ability.
Locations
When you play a card that triggers another effect, like on your Super Hero or a
Location you control, fully resolve the card you are playing before resolving any
secondary effects triggered by your card play.
Location cards go straight to your discard pile when
bought or gained, just like any other card. However,
when you later draw and play a Location, that card
will remain face up and in play in front of you for
the rest of the game. Each Location has a draw effect
that triggers the first time you play a particular card
type during each of your turns. The word Ongoing is
a reminder that this card keeps working for you turn
after turn. This effect triggers only once during each of
your turns. You can have any number of Locations in
play at once.
LOCATION
When you play this card, leave it in front of you for the rest
of the game.
EQUIPMENT
+1 Power
Look at the top card of your deck. You may destroy it.
©2012 CZE
DC UNIVERSE and all related characters and
elements are trademarks of and © DC Comics.
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©2012 CZE
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DC UNIVERSE and all related characters and
elements are trademarks of and © DC Comics.
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VARIANT GAMES
Some cards have an ability that allows you to destroy a
card from your hand, your deck, or even the Line-Up.
When you destroy a card, place it into a face-up pile
of destroyed cards anywhere away from the play area,
removing it from your deck and the game. You will often
get to choose which of your cards to destroy. Destroying
Vulnerability and Weakness cards will improve your
deck greatly! If Weaknesses and Kicks are destroyed,
they do not go back to their respective decks.
Gaining Cards
When a card tells a player to gain a particular card
or a card of your choice, that card is taken and
immediately placed in that player’s discard pile at no
additional cost, unless otherwise directed by the card.
If a card tells to you gain a card with a specific name,
card type, or cost and there are none available, you
simply don’t gain the card.
CHEETAH
VILLAIN
Gain any card with cost 4 or less from the Line-Up.
©2012 CZE
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9
Example: The Penguin’s game text says to “Draw two cards, then choose and
Flash, he allows you
discard two cards from your hand.” If your Super Hero is The Flash,
to draw an extra card the first time a card tells you to draw one or more cards
during your turn. However, you must first draw two cards and then discard two
cards before drawing an additional card due to The Flash’s game text.
Ongoing: When you play your first Equipment on each
of your turns, draw a card.
Destroying Cards
NTH METAL
1
THE BATCAVE
DC UNIVERSE and all related characters and
elements are trademarks of and © DC Comics.
(s12)
2
Two Heads are Better than One: This is a 1v1 game, where each player
plays as two Super Heroes at once . . . as if they were sharing one body! So you get
to combine the game text on both of the Super Heroes that you’re playing. At the
start of this variant game, shuffle the Super Heroes and deal two to each player.
Team Game: This is a 2v2 game, where you and a partner work together to
defeat the opposing team! Turns should alternate so that a team does not take two
turns in a row. Teammates are free to discuss strategy before making decisions,
but you can’t show your teammate your hand. Each Super Hero has his or her
own deck and hand, but when you buy or gain a card during your turn, you may
choose to put that card into your discard pile or your teammate’s discard pile. If
you place it in your teammate’s discard pile, one member of the other team may
choose to discard a card from their hand and then draw a card. This occurs for
each card that a foe passes to their teammate.
Any Attacks you make do not affect your teammate. When your team is attacked
by the other team or a Super-Villain, you may defend your teammate. When you
play a Defense card, you must decide which Super Hero you are protecting. The
Super Hero who played the Defense card always gains any benefit listed on the
Defense card for playing the card, however. At end of game, total up each deck’s
individual Victory Points, then add your two totals together for your team score.
The team with the higher combined total score wins!
10
“On Patrol” Game: This is a standard game, but with a new option. During your
turn, when there are one or more empty slots in the Line-Up, you may immediately
refill all empty slots in the Line-Up with cards from the top of the main deck. If any of
those cards have Attacks, you and only you are immediately attacked. Any Attacks
that might benefit the active player do not do so, but the effects still resolve as usual.
Brainiac: During Brainiac’s First Appearance—Attack,
a player is only dealt back as many cards as he or she
contributes.
VILLAIN
STARRO
Example: If Starro is revealed while On Patrol, the active
player must discard the top card of his deck, but he does
not get the benefit of that card.
VILLAIN
Attack: Each foe discards the top card of his deck.
You may play each non-Location discarded this way this turn.
©2012 CZE
2
BRAINIAC
DC UNIVERSE and all related characters and
elements are trademarks of and © DC Comics.
(s12)
7
This variant increases the variety of cards a player will
have access to during his or her turn, but at a slight risk.
Remember that you do not have to play all of your cards at
once, so you would do well to hang onto a Defense card
until after you have added any new cards to the Line-Up.
SPECIFIC CARDS
The Anti-Monitor: Super-Villains, Kicks, and Weaknesses are not legal targets
for The Anti-Monitor’s card-destroying ability, as they are not in the Line-Up.
Choose any number of cards currently in the Line-Up to destroy when you play
this card. You cannot destroy the cards that are replacing ones you previously
destroyed. Note that after his First Appearance—Attack, the cards each player adds
to the Line-Up will often leave the Line-Up with five or more cards, so don’t fill a
seemingly empty slot without counting the total first.
Atrocitus: Your opponents do not get to look at the card you have placed under
your Hero from this First Appearance—Attack, though you are free to show it off if
you wish.
Each foe reveals a random card from his hand. Play each revealed non-Location.
FIRST APPEARANCE—ATTACK: Each player chooses two
cards from his hand and puts them on the table face down.
Shuffle all of the chosen cards face down,
then deal two back to each player at random.
©2012 CZE
6
DC UNIVERSE and all related characters and
elements are trademarks of and © DC Comics.
(s12)
11
Black Manta, Parallax, Suicide Squad: If you have no cards to play during
your turn, you must simply pass. At the end of your turn you then get to redraw back up
to five cards as usual.
Clayface: You can’t choose another Clayface you
played this turn.
Dark Knight: Note that Catwoman can put any card you have bought or gained
this turn into your hand; it doesn’t have to be an Equipment that Dark Knight gained for
Knight—the
—the result is
free. It doesn’t matter if you play Catwoman before or after Dark Knight
the same.
Darkseid: To block this First Appearance—Attack, you may either play a Defense
card or reveal a Villain from your hand. If you cannot avoid this Attack, you choose
which two cards to discard from your hand.
Deathstroke: You do not choose hand or discard pile and then only destroy a card
in the chosen area. If either area contains a Hero, Super Power, or Equipment, you
will have to destroy one of them if you don’t avoid this attack.
Emerald Knight: You can’t choose Kick, as it is not part of the Line-Up. You cannot
buy or gain the card you remove from the Line-Up this turn.
Harley Quinn: If a player has no Punch or Vulnerability cards in his or her discard pile
or has no discard pile, there is no effect upon that player (though he or she may still choose
to use a Defense card).
High-Tech Hero: Whether you play a Super Power or Equipment before or after
Hero, you will still get +3 Power as long as you play one during
playing High-Tech Hero,
your turn.
The Joker: If a player avoids The Joker’s First
Appearance—Attack, that player does not pass or
receive a card. The card he would have received is
placed into the discard pile of the next player to the left.
THE JOKER
Batmobile: This card remains in play when you use the discard and redraw
effect. It is not discarded until the end of your turn. The Batman Super Hero receives
a +1 Power bonus for playing this Equipment whether you use the discard and
redraw ability or not.
Bizarro: The Weaknesses in your deck still subtract from your score.
Captain Cold: While a Super Hero is face down, it has
no abilities. If the Wonder Woman Super Hero defeats
Cold, her game text does not trigger.
Captain Cold,
VILLAIN
+2 Power and each foe chooses: He discards a random card;
or you draw a card.
FIRST APPEARANCE—ATTACK: Each player puts a card from his hand
into the discard pile of the player on his left. If the card you received has
a cost of 1 or greater, put a Weakness on top of your deck.
©2012 CZE
5
DC UNIVERSE and all related characters and
elements are trademarks of and © DC Comics.
(s12)
10
The Joker’s game text is not an attack. Each other player
must choose to either discard a random card or allow the
player who played The Joker to draw a card. If you have
no cards in hand, you cannot choose the discard option.
Lex Luthor: With his First Appearance—Attack, Lex Luthor is not counted, as he is not
in the Line-Up.
Man of Steel: As with any cards that are drawn or put into your hand, you may
play all of these cards immediately.
11
12
Mera: If your discard pile is empty at the time you play this card, the larger Power
bonus applies, even if cards end up in your discard pile after you play her but
before you have spent any Power.
Game Engine Design
VILLAIN
You may pay 3 Power. If you do, gain the top card of the main deck.
Use this ability any number of times this turn.
If you choose not to, +1 Power instead.
©2012 CZE
The Riddler: You do not get to look at the top card of the
main deck until after you have paid the 3 Power to gain
the card. You may use this ability multiple times when you
play the card, but each use costs you 3 Power from your
total for the turn. To use this ability, simply subtract 3 Power
from your total for the turn and then gain the top card of
the main deck. If you choose not to use this ability, The
Riddler grants you +1 Power for the turn.
President & CCO
CEO
Chief Operating Officer
SVP Sales & Business Development
Game Design and Development
Graphic Design
DC UNIVERSE and all related characters and
elements are trademarks of and © DC Comics.
(s12)
Editing
Sinestro: With his First Appearance—Attack, you do not have to discard the Heroes
you reveal, so if you reveal two Heroes, you must discard two cards, but those cards
can be any cards in your hand.
Suicide Squad: There are six copies of this card in the main deck. The more you
acquire, the more VPs they are all worth. At the end of the game, you gain VPs
equal to the number of Suicide Squad cards in your deck, but you count that effect
for each one. So, effectively, you gain VPs equal to the number of Suicide Squad
cards in your deck squared.
Swamp Thing: You do not gain additional Power for controlling multiple
Locations.
X-Ray Vision: This is not an Attack, so it cannot be defended against. If a player
has no deck, he or she must shuffle his or her discard pile to create one.
VP Controller
Director of Operations
Brand Management
Associate Production Manager
Business Coordinator
Sales
Q: I play Kid Flash and draw The Watchtower.
Watchtower. I play it, then play Robin
Robin.. Since The
Watchtower was in play when I played Robin
Robin,, do I get to draw a card from the
Location’s Ongoing ability?
A: No, as Robin was not the first Hero you played that turn. Kid Flash was, and The
Watchtower was not in play at that time.
Matt Hyra (Lead), Phil Cape, Dan Clark,
Matt Dunn, Kevin Jordan, Erik Larsen, Ben Stoll,
Patrick Sullivan, Drew Walker, Chris Woods
Larry Renac (Lead), Marco Sipriaso,
Nancy Valdez, John Vineyard
Kate Stavola
Joanne Barron
Leisha Cummins
Patrick Dillon
Rachel Valverde
Rumi Asai
Kurt Nelson
Ming Wan
Office Manager
April Jones
Public Relations
FAQ
Q: What does the term “defeat” or “defeated” mean?
A: That term is only used referring to Super-Villains. You “defeat” a Super-Villain
when you buy it from the top of the Super-Villain stack. That Super-Villain has then
been “defeated.”
Cory Jones
John Nee
Scott Gaeta
John Sepenuk
Global Sales
Marketing and Community
13
Matt Hyra & Ben Stoll
Cryptozoic Entertainment
THE RIDDLER
1
CREDITS
AnnaMaria White
Javier Casillas, Alex Charksy, Sara Erickson,
Drew Korfe, Mike Rosenberg, Christina Sims,
Laura Waniuk
Playtesters
William Brinkman, Tom Driver, Scott Gaeta,
Russ Greenwald, Adam Hensch, Cory Jones,
Marcos Payan, Ry Schueller,
Nathaniel Yamaguchi and many, many others
who didn’t log the 100+ games these testers did
. . . though your help is still appreciated!
Cryptozoic Special Thanks
Miranda Anderson, Kyle Heuer, Matt Hoffman,
Michael Kirchhoff, Lacy Lodes, Danielle McKay,
Matthias Nagy, Jon Nee, Mike Sacco,
Lisa Villaire, Galen Welch, MaryCarmen Wilbur
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