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  1. #1

    Lightbulb Discussion: Final Countdown from DC Crisis Expansion

    Hello all,

    I am an avid fan of the DC Deck Building card game. My friends and I play it frequently, and we love Crisis mode. However, we have had differing opinions about the Crisis card "Final Countdown".

    Basically, it's not that this Crisis is difficult, it's the fact that it can ruin the game for everyone playing.

    - The Crisis requires card costs 2 thru 7 to defeat it.
    - Villains cannot be destroyed to defeat the Crisis.
    - In the original main deck, there are 114 cards. Seven of these cards are cost 7 (Lobo, 3 Super Strengths, Bizarro, Princess Diana, and Starro). Three of these cards are villains and cannot be used to defeat the Crisis. Man of Steel is cost 8 and cannot be used.
    - In Heroes Unite, there are 111 cards. Ten of these cards are cost 7 (Kyle Rayner, Jason Blood, Mind Control Hat, The Demon Etrigan, Teleportation, White Lantern Power Battery, 2 Shazam!s, and Larfleeze). Two of these cards are villains and cannot be used. World's Mightiest Mortal is cost 8 and cannot be used.
    - In the Crisis Expansion, there are 32 cards. One of these cards is cost 7 (Avatar of the Rot), and it is a villain and cannot be used.
    - So, when using the original deck plus Crisis, there is a 2.7% chance that a non-Villain card cost 7 will be added to the Line Up. With Heroes Unite plus Crisis, there is a 5.6% chance.

    What does all this add up to? If nobody has a card cost 7 in their deck (which happens more often than you'd think), the game turns into an agonizing waiting game, especially with the original deck. This seems somewhat unlikely, but it has happened to my group 2/3 times this Crisis has appeared. Once, a devastating World Domination combo actually destroyed all of them, and we didn't realize for over an hour.

    Anyone who plays the game understands Crisis is supposed to be an Impossible Mode game. However, a card like Final Countdown relies more on luck than actual strategy. And most importantly, the game ceases to be fun.

    Our group has come up with a few possible solutions:

    1) Simply never use the Crisis.
    2) Only use the Crisis with Heroes Unite.
    3) Change the Crisis such that it reads "You must destroy six cards in the Line Up with consecutive ascending costs". (This allows Quiver of Arrows to be relevant, and more rarely, the 8 cost Heroes.)
    4) Allow Villains to defeat the Crisis if and only if all Villains are destroyed when the Crisis is defeated.

    Thoughts? Discussion?

  2. #2
    Never had a problem with it

  3. #3
    Cryptozoic Employee Matt_Hyra's Avatar
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    "You must destroy six cards in the Line Up with consecutive ascending costs" If that is more fun for your group, then you should certainly use it!

    Some groups specifically leave a 7 in the Line-Up, just in case this Crisis shows up.
    Most important thing is to have fun.
    Matt Hyra
    Cryptozoic R&D

  4. #4
    Its really not that difficult of a crisis to deal with, and your math is flawed since you arent accounting for cards that have previously been acquired

  5. #5
    Quote Originally Posted by Matt_Hyra View Post
    Some groups specifically leave a 7 in the Line-Up, just in case this Crisis shows up.
    Most important thing is to have fun.
    That's a good point. My group doesn't tend to leave things in the Line-Up, which can lead to shenanigans when we need defenses and the like.

    Quote Originally Posted by IAmTheGreat View Post
    Its really not that difficult of a crisis to deal with, and your math is flawed since you arent accounting for cards that have previously been acquired
    If you consider that Final Countdown can appear as the second crisis, or cost 7 cards can often be destroyed by accident or to destroy a Crisis, or a number of other reasons, those numbers can be (at least nearly) relevant.
    L. Dalton Duncan
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  6. #6
    Quote Originally Posted by Mac_Apple View Post
    If you consider that Final Countdown can appear as the second crisis, or cost 7 cards can often be destroyed by accident or to destroy a Crisis, or a number of other reasons, those numbers can be (at least nearly) relevant.
    Had to google how to tackle this one, as it came out second last night, playing two player, with a main deck of 100, we ended up running though 70 cards before a Cost:7 came up. It was a horrible game, but heroes don't always win!

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