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Icenick
03-31-2018, 10:55 AM
I was wondering if there is a community opinion on certain cards. I seen some members talk about not using overpowered cards and others just changing them. I was wondering about if there is a collection of community house rules.

For example: swamp thing having +5 power for controlling a location seems nuts to me. I just have him at 3 power so he's still playable.

I just got the multiverse and had Oa location come up and is it meant to be played because it's a free draw since the lowest SV is brainaic at 10 power. How do others deal with this interaction?

I'm not a fan of removing cards from the set when I go through so much trouble collecting them :p

CommishGordo
03-31-2018, 11:49 AM
If you're playing with Rogues we always found Bag of Tricks to be way too much. Victory at will. So we changed it to "Pay x vps = get x power. Only draw 1 card". Otherwise you just pay 5 vps to draw a new hand (+5 power) and run the table.

Tschudy
04-01-2018, 05:12 AM
My group has changed Man of Steel to only get back 3 super powers from your discard. Also, when flipping up the initial lineup, anything the costs more than 5 gets shuffled back into the main deck, unless we're playing with a multiverse. We've also banned whichever crossover set had time travel from multiverse games. Always ends up being far too powerful and annoying.

LexLuthorJr
04-02-2018, 04:04 PM
No real house-rules, but: Lobo, Man of Steel, Mind Control Hat, White Lantern Power Battery, Power Armor, Teen Titans Go, and Match all get shuffled into the bottom third of the deck if they're being used. Those cards are just insane early game.

gerrymul
04-03-2018, 09:33 AM
I lobby to have Arkillo from Heroes Unite removed from regular play these days. Like Man of Steel, it get ridiculously overpowered to be able to grab every piece of equipment you have in your discard, and also has led to some players building around a strategy to get the Kyle Raynor win. All you need are three rings, Kyle, a Skeets and a Flight Ring.

MStreva89
04-23-2018, 12:29 PM
My friend and I play competitively, gambling Hearthstone packs on best 2 out of 3 matches.

The only card we've ever looked at and decided needed a house rule was Impossible Mode Black Adam. Being able to steal a card from an opponent at random is completely overpowered beyond belief. When we declared that house rule was after my friend had used IM Black Adam to steal 3 for 3 Super Villains from my deck. He won by 5 points at the end of the game. Such a complete luck based factor isn't reasonable.

An early power card like Man of Steel in any game may or may not break the game, but it is also a matter of letting the person see new cards in the Line-Up. Was the card you bought worth potentially seeing something big that they can attain? Do they have the power to snatch up Man of Steel should he arrive before you could? These are questions I ask myself before every buy.

In my opinion, house rules should really only exist to remove an extreme luck based factor that is game altering. What gets dealt to the Line-Up isn't luck based, it is part of how card games play out. But being able to steal random cards from your opponent, not as a result of a Nemesis First Appearance Attack, is quite silly.

AaronH
04-23-2018, 08:14 PM
My group doesn't really house rule anything RE: main deck cards or supervillains, but we do have a "best of" stack (of about 25) of the oversized character cards we use instead of choosing randomly from all or the specific set we're playing. We use this unless we're doing sets like Forever Evil (where we use only the Supervillains) and crossover packs where the superheroes have important mechanics for that set (Rogues, etc.).

We typically only do Two Heads Are Better Than One, and we allow one chance to mulligan after everyone has been dealt their characters (to help alleviate getting stuck with a bad combination).

A couple of times we've played with three characters each, but that gets pretty crazy and it's not something we would normally do.

N-Finite
05-16-2018, 10:03 PM
We have a super fun variant called 2 Man Team-Up.

Randomly deal 3 Super Hero to each player.
Choose 2 to play.
At the start of your turn (before playing any cards), announce which Super Hero is leading the team.
Only use that Super Hero's ability that turn.

AaronH
05-16-2018, 11:13 PM
We have a super fun variant called 2 Man Team-Up.

Randomly deal 3 Super Hero to each player.
Choose 2 to play.
At the start of your turn (before playing any cards), announce which Super Hero is leading the team.
Only use that Super Hero's ability that turn.

That's interesting. Like a tag-team variant of Two Heads Are Better Than One.

Black_Manta
06-14-2018, 11:23 AM
Man Of Steel is a pretty ridiculous card. Especially since it doesn't limit kicks and it's plus three power if you have a dead hand. I've read that some players limit Sciencell and Saint Walker from Heroes United.

We don't really limit cards but we do call games if a player consistently defeats too many main super villains before the other players does.

ArX_Xer0
09-23-2018, 12:48 AM
My group has changed Man of Steel to only get back 3 super powers from your discard. Also, when flipping up the initial lineup, anything the costs more than 5 gets shuffled back into the main deck, unless we're playing with a multiverse. We've also banned whichever crossover set had time travel from multiverse games. Always ends up being far too powerful and annoying.

No need to ban the Time Travel set. Just limit it to time travel 1x per turn during the multiverse game

ArX_Xer0
10-09-2018, 09:55 AM
Instead of banning time travel just limit Time travel to once per turn. Thats what we did.

CushionRide
10-11-2018, 03:23 PM
my game has every set in it, select cards from every set, mostly highlander style, only one selected copy of a personality, power, equipment, location, or villians. the same goes for character cards, and i use both villains and heros. next, since my main deck has 3 stacks, my weakness pile is about 120 cards, i use enhanced strengths instead of kicks. starting decks are 7 punches and 3 weaknesses, no vulnerabilities. super villians are in the main deck, i have a select 6 ending supers that are used to start the game, gog, persuader, trigon, crisis antimonitor, the flash, and Mahahs. its a random select to see witch one you start with. when the lineup fills any super coming off the lineup hits the stack and the FA attack goes off. any gains off the top of the main deck cannot be a supervillian. if you gain off the top, and a super shows up announce it and put it on the bottom of the turned over supervillian stack but above the "ending" super. any time a super villian appears from the main deck from any kind of refill, it replaces the one on top of the stack and the previous one flipps over.
as for selecting characters, i randomly draw enough characters to give each player a number or random heros equal to the number of players +1. then all the players draft their heros.

the different added mechanics that are used, time travel, teamwork, assist, ongoing.

o yes, almost forgot, game end conditions....
A. Weakness stack empties
B. someone beats the "starting" final supervillian
C. the game is called because the players eyes are bleeding

this is the core of brutality mode.

"hey dont get so attached to things"

there are some things that had to be banned out of the game. i banned all character cards that use teamwork. if only one person gets that they get an unfair advantage over the other players as teemwork on characters is like playing a free card with no concequence. also bizzaro, swampthing, and shasam are banned characters, as they tend to break the game. super villians like poison ivy and crisis black atom were replaced. the poison ivy supervillan was stupid. since this game dishes out weaknesses like cheesburgers at McDonnalds.... otherwise weve had loads of fun with this version.

ArX_Xer0
10-13-2018, 07:33 PM
I was wondering if there is a community opinion on certain cards. I seen some members talk about not using overpowered cards and others just changing them. I was wondering about if there is a collection of community house rules.

For example: swamp thing having +5 power for controlling a location seems nuts to me. I just have him at 3 power so he's still playable.

I just got the multiverse and had Oa location come up and is it meant to be played because it's a free draw since the lowest SV is brainaic at 10 power. How do others deal with this interaction?

Since you have the multiverse what you can actually do is create custom decks. I combined Heroes unite with the 2012 main deck (first one).

I'm not a fan of removing cards from the set when I go through so much trouble collecting them :p

Don't think of limiting cards as removing them. Think of it as balancing the game.

So some house rules:
1) 2 big heroes
2) Modified main deck, focused on deck thinning cards, VP gaining cards have been taken out. Gimmicky Cards were removed (Kyle Rayner win condition, Suicide squad play 3 in a turn and nuke everyone's hands taken out. The Manhunter villain where you get +1 for each in discard removed. Overpowered defenses removed (cape and cowl, flash defense),
3)I'm going to make a rotating deck now, of 45 cards maybe. Equally distributed by card type. I've noticed its hard to play games where you and someone else focus on equipments or superpowers and 1 person seems to get all of them and noone else does. Not out of skill, but just unlucky. I want to mitigate that effect.
4) We've played with the modified main deck and its been great. sometimes a bit overpowered when someone gets to deck thin hard, so I like to begin with The Observer Supervillain from Crisis 3. Ongoing: You can't destroy starter cards.
5)I made a banlist of Big heroes when playing with 2 super heroes. (5). Theyve been known to steamroll games a bit too often.
6) I've made the maindeck 7 locations instead of 5 I think. To make swamp thing more effective. I usually use the main 5, I add Atlantis, and titan tower.
7) TimeTravel in multiverse or any mode, we limit it to once per turn. turns take waaay too long otherwise and keeping 4-5 ppl entertained? Difficult.

Sometimes we play the different game variants. Time travel, rogues, etc.

ArX_Xer0
10-13-2018, 07:45 PM
there are some things that had to be banned out of the game. i banned all character cards that use teamwork. if only one person gets that they get an unfair advantage over the other players as teemwork on characters is like playing a free card with no concequence. also bizzaro, swampthing, and shasam are banned characters, as they tend to break the game. super villians like poison ivy and crisis black atom were replaced. the poison ivy supervillan was stupid. since this game dishes out weaknesses like cheesburgers at McDonnalds.... otherwise weve had loads of fun with this version.

I actually banned Swamp Thing, Bizarro, Wonder Woman, Lex Luthor, Granny Goodness, and Indigo-1.

These heroes were almost always picked when available. Also, they led to some steamrolling games that weren't really fun for others. Lex+ Wonder Woman almost always began turns with 6-7 cards. Bizarro made it so weaknesses rarely hurt him and also had a fairly easy way to draw extra cards since my deck focused on destruction. Granny Goodness combos with alot of big villains/heroes. Indigo was also heavily picked.

I unban them from multiverse mode and I let a diceroll determine turn order to pick from the banned heroes if they want to. I unban them from multi-verse because people are able to doubleteam and aim attacks at specific people with their multiverse location.

pokewixx
12-26-2018, 06:57 PM
My favorite mode to play is confrontations 2v2 or 1v1v1 or 1v1 all three modes are equally fun to me, but I never use the super hero/villians it came with cause i think they arent as fun to combo with. So instead i just shuffle and fan out all the heroes (I own all the expansions.) face down and we all pick 6 heroes and put them in order of 9/12/15 and discard 3 of the heroes picked, and then play a game with those.