DC Deck-Building Game: Crossover Collection 1
About DC Deck-Building Game: Crossover Collection 1
Upgrade your DC Deck-Building Game Experience! Crossover Collection 1 brings together three classic Crossover Packs in one package. Each expansion lets you play as new Super Heroes or Super-Villains, ...Read More
Reviews
Si eres muy fan de la JSA pillatelo, sino ahorrate el dinero, los heroes son flojos, las cartas aun hay alguna graciosa, pero nada indispensable. Jugable pero innecesario
Fun way to spice up the core set game for not a lot of money. Very enjoyable addition.
[i]Rogues:[/i]
Advertised as "playable with any base game", but it's meant to be played with Forever Evil. I do own that set, however, so Rogues is good fun.
Some good/decent FE cards become insane with this expansion (e.g., Man-Bat Serum). And certain Super Heroes are unfair unless you know they're coming, have purchased just the right cards, or have the right special ability. I won't name any names, but one of them runs really fast.
The teamwork mechanic is a cool invention, and it's unusual in that it gets better with higher player counts. It also serves as a catch-up mechanism, since the losing players can teamwork each other to score more VPs.
The take-away message: Don't bother with Rogues if you can't round up at least two friends. Particularly since the final Super Hero (15-cost Flash) is extraordinarily difficult to beat with only 2p.
Lastly, the rules (limited to fitting on one card) could have used more explanation and depth, particularly with respect to what "leaving play" actually means. Important clarifications can be found [url=https://boardgamegeek.com/article/25632294#25632294]here[/url].
[i]Birds of Prey:[/i]
[only playable with Teen Titans, due to reliance on the Ongoing trait]
The rotation mechanic is neat and engaging. But the nature of the expansion means that everyone is constantly fighting over Ongoing cards. Someone who never picks one up won't have much fun, which seems possible in a 4-5 player game.
The increasing array of permanent cards also means AP is likely. It's easy to be overwhelmed by possible rotations, potential sacrifices, and lingering effects.
[i]Warning[/i]: With Birds of Prey throwing even more Ongoing cards into the mix, bonuses like "+1 power for every Ongoing card you control" can imbue a player with godlike omnipotence. Watching an opponent draw 8 cards or get +8 power off a single card may result in jealousy and murder. Which for a family game isn't ideal, unless your family inspired the Texas Chainsaw Massacre and you like the taste of human jerky.
[i]New Gods:[/i]
We like the DC deck-building games and Crossovers. This expansion, unfortunately, mostly reappropriates mechanics from other Cerberus IPs.*
Retaliation is a reimplementation of the Counter-Attack rule from [url=https://boardgamegeek.com/boardgame/145888/capcom-street-fighter-deck-building-game]Street Fighter[/url].
Homeworlds are a lot like the goalies from [url=https://boardgamegeek.com/boardgame/158168/nhl-power-play-team-building-card-game]NHL Powerplay[/url]. They help you win, but don't go into your deck.
Protectors are similar to the Blocks from [url=https://boardgamegeek.com/boardgame/160958/dc-comics-deck-building-game-rivals-batman-vs-joke]Rivals[/url] and [url=https://boardgamegeek.com/boardgame/221368/dc-comics-deck-building-game-confrontations]Confrontations[/url], except they reduce your power (instead of increase cost) and you can still purchase afterwards if the Homeworld assault fails.
Also, as usual, some Super Heroes & Super Villians are overpowered, and some are nearly useless. That's frustrating.
Put it all together and New Gods is my least favorite Crossover set.
*It helps if you've never played these other games. But we have, so it's all familiar.