DC Comics, and the Evolution of the Deck Building Game
Out of all the Deck Building Games I’ve played to date (and I’ve played the majority of them), DC Comics, the Deck Building Game is the most approachable. It combines a solid IP, reasonable mechanics, natural play, an excellent tempo, and a sense of discovery in a well-priced game. My biggest complaint is a compliment to the designers: I wish it came with more cards. I want to discover more when I play, but the base game ‘only’ comes with 214 cards.
That isn’t to say that I don’t have complaints with this game, but they’re more fractious trivia than real annoyances. For example, why is ‘Kick’ a super-power? What makes kicking more super-heroic than punching? Could I become a super-hero if I fought crime by kicking people? Superman gains bonuses for every different super power he performs in a turn. That seems about right. Superman always did have more super-powers than he could remember. But whenever I play Superman, I end up buying all the ‘Kick’ cards. Does it weird anyone else out that Superman is kicking like a Rockette throughout the game?
Other reviewers have complained that the flavor of playing a single super-hero doesn’t come across (It doesn’t. Though, I’ve seen worse flavor translations,) or that the game lacks depth. These reviews, however, tell me more about the reviewers than they do about the game they’re reviewing. They want a game that takes everything they’ve enjoyed so far about DBGs, and adds more to the formula. Or they want to be an active member in a DC Superheros experience. This isn’t that. Cryptozoic made a light game that can be played in between rounds at a Magic: the Gathering tournament, or something you drag off the shelf because you want to play a thirty minute game, and not a game that claims to be thirty minutes when you read the side of the box, but will take twenty minutes to re-familiarize yourself with the rules. Hey, you don’t have to take my word for it. Go check the reviews on the internet. The established reviewers are a mixed bag of pros and cons. But there’s a very large body of people playing this ‘New Deck Building Game’ concept they’ve heard about and are excited to tell you how the game works, as if explaining the rules of a game is review enough. The industry reviewers, who’ve played similar games, are caught in the minutia of the mechanics. The public likes the game. In the end, its the public’s experience that will shape whether a game is good or not.
That’s great news, too. I don’t know anyone who played Dominion in 2008 and thought deck building games would be a trend destined to blow over in a couple years. But not until DC Comics came out was there physical proof that Deck Building Games could be aimed at a general audience. Casual nerds. People who were excited about The Avengers movie after it came out. That means, for better or worse, we can expect to see deck building games by Hasbro soon. Possibly themed around Clue or Stratego. After they do that, maybe Hasbro will even make a DBG that’s fun to play. One can only hope.
In the meantime, since the DC Comics game is built for mass appeal, I think it’s interesting to see what choices Vaccarino put into Dominion that’s still present in modern interpretations of the genre.
Dominion features in common use by modern Deck Building Games:
♣ Players start with a limited deck of basic cards that have +1 value, and cards that supply +0 value. Many games vary the numbers, or what abilities should be on the basic card. DC sticks to Dominion’s original mix of seven and three.
♣ Players use (most) all of the five-ish cards in their hand on their turn to ‘buy’ from a central marketplace of cards. ‘Bought’ cards go to that player’s discard pile.
♣ Because players may play five or more cards on their turns, cards often have simple interactions, and limited text.
♣ When a player’s turn is over, they discard all their cards then draw a new hand.
♣ When a player can’t draw any more cards (typically after their second round), they shuffle their discard pile and continue to draw.
♣ While players aim to buy cards that are better, on average, than the rest of their deck, they also would do well to find ways to get rid of cards that are weaker, on average, than the rest of their deck. It’s often difficult for new players to grasp how important this is, but most games still employ it. I think it’s interesting to note that DC’s designers chose to make their three +0 value cards do nothing. In Dominion, those +0 value cards are worth a victory point at the end of the game. That can lead to some interesting strategic choices, but represent stressful baggage to new players who doesn’t understand which cards are ‘good’ and which cards are ‘bad’. Even if those players understand the principle of thinning their deck, how can they trash unneeded cards if they don’t know which cards are needed?
Dominion features set aside by modern Deck Building Games:
♦ Players buy one card per turn, unless they play a card that gave them +1 Buy. Many Deck Building Games have opted to forgo this limitation. If we removed this restriction in Dominion, the game would fall apart. It’s often better in the early game, for example, to have two silver cards in your deck that cost three, as opposed to one gold card which costs six. But that problem is solved by changing the game’s scale: Reduce the cost of gold to five, then price the rest of the game accordingly. Being able to only buy one thing per turn wasn’t a balancing factor. It was a self-imposed limitation that gave value to cards that granted additional buys. In a vacuum it looks fine. If future Deck Building Games had embraced the ‘buy one item per turn (some cards let you break this rule) rule’, players would have been accepted it. It’s easier, however, to endear players to your game by telling them what they can do, instead of telling them what they can’t.
♦ Players play one action card per turn, unless they played a card that gave them bonus actions. Again, this is another self-imposed limitation. Players draw five cards per turn. They want to use all five cards. If Dominion says you can’t play all your cards every turn, and another game says you can, many players will gravitate away from Dominion to that other game. I should also point out that eliminating these two mechanics shed a chunk of Dominion’s combo-rific nature. In the original DBG, it’s essential to craft a deck that can draw a lot of cards and grant a lots of actions. Players operated decks that revved like engines, but required patient maintenance to operate. Games like DC Comics’ DBG are more interested in a linear upward progression, with a potential for combo elements. Considering that the general audience for collectible card games also enjoys linear interaction, with occasional combinations, it seems natural for deck building games to fall into that pattern.
♦ Identical piles of cards in the marketplace. One thing that made Dominion fascinating was that players had access to all the cards from the beginning of the game. The reason why players weren’t paralyzed with decisions was because there were only ten cards to choose from, in piles of ten identical cards. Since decks outputted the same resources, but never in the same order, players bought different tools at different times, shaping each game they played into a different experience. Ascension, however, asked the DBG audience if that was necessary. It wasn’t.
In Ascension: Chronicle of the Godslayer, and games that follow its lead, we play with a marketplace of random cards that are replaced when purchased from a shared auction deck. There are benefits to both styles of play, as evinced by an even split in the market. Dominion’s limited number of identical piles gives a sense of fairness to the game, and rewards players who like to think, then act. It’s a reminder that, while luck is a factor, the person who plays best will likely win. Dominion also has an incredible replay value. The base game of Dominion came with 25 piles, but only 10 piles are used in any one game. A player can play the base game for years and never witness a particular intriguing set up. Under Ascension’s model, a player could win a game through sheer luck, but that allowed players with different levels of skill to play together. While Ascension only has one set up (not counting expansions or play variants), it too features a high replay factor, since most cards are individual, and some combinations rarely appear. A player could play Ascension for years, and gain an odd combination, leading them to build a unique deck. Ascension can feel repetitive. For it to work, most cards in the game must rotate around a central theme. The same could be said of Dominion, though. Since any one card in Dominion must be available as a pile of ten cards to the players, each card needs to play well with the rest of the game. Since each player has equal access to all the card, Dominion’s cards can stray further from the goals of the core game than can Ascension’s But, Ascension can feature individual cards that spin out fringe strategies. Piles allow diverse game play, while random cards create greater variations, but variations which must remain tethered to the central strategy of the game.
I should point out that there’s a Marvel: Legendary third option, where piles of themed cards are shuffled into a shared auction deck. Some games will feature Wolverine’s random cards, and some will not. Marvel’s method shares benefits and drawbacks with both approaches.
♦ No villain. In Dominion, the players build a more and more powerful deck until three piles in the central marketplace are depleted. Players then add up their victory points; the person with the most points wins. For many players (especially Americans), there’s no sense of accomplishment to this style of play. Where’s the good versus evil? Why was I constructing this deck in the first place if there’s no external threat? While it doesn’t bother everyone, few players complain when games confront them with an antagonist. DC Comics supplies villains as a resource you can buy and add to your deck. But the designers also felt it important that players could identify bad guys that their good guys must be fighting. The game features a separate queue of hard to beat Super-Villains cards. When the Super-Villains are defeated, the game is over.
♦ No story. DC Comics doesn’t feature one either. But it’s important to notice that the first alternative to Dominion, Thunderstone, featured a rules set which implied story. Players equipped themselves in town, recruited heroes, then marched into a cavern to fight an ever increasing wave of monsters. The game ended when one player retrieved a powerful artifact from deep within the dungeon called The Thunderstone. Marvel: Legendary deck building game also comes equipped with a number of plots, which gives the game a sense of story. It isn’t essential to the genre, but has become a weapon in the designer’s armory. In the future, I expect we’ll see a deck building game which includes an ongoing story, with adventure arcs for you and your friends to play over the course of months. It may take time before we see a combination of Dominion and Descent, but, when it arrives, I will play the cardboard out of that box.
♦ No individual identities for players. Most DBGs don’t feature them either, allowing players to take the role of a faceless manipulator of events. For example, I don’t know who is in control of my team of heroes in Marvel: Legendary. I think the players are supposed to be S.H.I.E.L.D. agents responding to threats by directing heroes. That fits the theme… except I don’t know many agents of S.H.I.E.L.D. that can recruit Nick Fury and tell him what to do.
DC Comics gives a random identity to each player at the beginning of the game. This helps define player strategy while making sure that each player’s best cards aren’t swept out of the auction zone before that player has a chance to buy them. The decision of whether your game needs avatars is more a sense of taste, but I can’t remember any game where players were excited to be a nameless nobody. Avatars add yet one more thing to remember when playing the game. But giving everyone a unique character is a chance for the game to be personal, step out of the box and say ‘Hi!’. DC Comics did this job well, giving players identities with simple, yet potent abilities. I only wish the base game came with fifteen or so heroes, instead of seven. Each avatar increases the replay value of the game multiplicatively for little cost on the part of the publisher.
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It’s interesting to see what each game designer pulls from the previous game published, and how their decisions mold at production’s end. When designing Marvel Legendary, Devin Low must have taken Thunderstone’s ability to immerse players into its game with a sense of story, and, while it is unclear what role the players are supposed to take in the game, it is easy to imagine how the heroes and villains are interacting with each other, while not sacrificing the deck building core. When Matt Hyra and Ben Stoll designed DC Comics’ DBG, however, they looked at the deck building genre and decided what they needed to keep and what they could set aside, then came back and added some color with light brush strokes.
I’m sure the decision to simplify the genre was to make a game that could be pulled, stretched and abused throughout many expansions. Cryptozoic doesn’t plan to only make DC Comics themed expansions for this game, but to allow players to mix and match different intellectual properties, in a vein similar to Hero Clix or The Vs. System CCG. How successful Cryptozoic will be at this endeavor remains to be seen. DC Comics is an excellent launch point, though. If the quality remains on or about this level, then Cryptozoic is slated to make a lot of money. At the very least, they’ll be making a lot of money off of me.
John,
Can’t agree with you more. (Just FYI – posted a link to your article up on Game Bugle – I really enjoy this post!).
I have a huge family (7 children) and I’m constantly looking for fun games to introduce them into the hobby. Mice & Mystics has been a huge hit, but I’ve always wanted to get them into deck building, as I really enjoy the mechanic. My favorite has always been Thunderstone. Well, I’m a HUGE fan of Marvel Legendary and (if it’s me and my oldest or wife playing) prefer it to DC Deck building. But I can’t begin to tell you how easy it was to explain and play with my younger children (1st and 3rd grader). We had a ton of fun.
I think people need to take it for what it is – a light, filler, deck building game that can help bring people into the genre – as well as provide us gamers a mechanism for teaching the mechanism to others. This will continue to be my go to intro game for new players!
Thanks for the read!
Rob
The Dice Tower
dicetower.com
Rock on! A reply from The Dice Tower! You got some lucky kids, Rob. I remember when I was that age, my father would only play Parcheesi with me, and that’s because he didn’t have to think too hard about it while he watched the news. :p
The DC Deck building game is nothing but a singular mechanic looking for a game, with a “Let’s make some money” license. Dominion at least has some choices to be made. The DC Deck Builder, like a lighter Ascension, only ever has an obvious choice to do. Having obvious choice is the same as having no choice at all.
Calling it a good game because it can be easily played by many people is like saying cheese pizza is the best pizza because it doesn’t have any of the toppings that someone might hate. Choices that have meaningful affects in the out come are what make these hobby and card games fun and interesting. Anyone that gets into hobby game through the introduction of this game will later find a game that does the same thing better and not return to play this DC Deck Building activity.
The DC Deck Builder is not a bad game but it is not a good one either. If you really need something this mindless while waiting for the next real game to be set up, pull out your phone and play bejeweled.
I don’t believe this game can actually get anyone into board gaming. No where in this “review” did you say that the game was fun but you said it 3 times in the Marvel review. And Rob, I bet it is more you getting people into the hobby than this game. You may be using it as a tool but I expect that your talk during and after playing is about other games that you can now relate to them after experiencing the mechanics.
The excited nature my son tells you about this new experience he has had of driving a car does not make my crappy old Neon a good car. It mechanically functions but it is not as good as better made, higher featured cars. That is exactly what most of the positive reviews you mention are. I will trust someone that has driven many different car more than my son. I can learn the tastes of these reviewers and adjust my judgments from that. When several different reviewers with differing tastes say the same thing you can get a good idea of the final product. This read like someone trying to validate their purchase by saying “At least its better than a game from Toys-R-Us.” This feels odd as I see in your Chicken Caesar review that you are okay with saying you dislike a game.
Hi SPBTooL, thanks for the response! I’m glad I could write an article that charged you up enough to comment. 😉
Your argument is certainly valid. There’s a reason why I called this deck-building game “The most approachable” and not “the best”. It certainly isn’t my favorite, though I think it’s one of the better games I played this year. That’s a hell of a contradiction, and I’m aware that it makes me sound like a jaded reviewer who thinks some piece of shinola is good just because it’s different. I can’t help my opinion that I enjoyed this breath of fresh air, though. It would be more dishonest if I was to say otherwise.
To clear something up: I didn’t purchase this game, then seek to justify my purchase, since I haven’t purchased this game. I was talking to Jeff Bourbeau from the Myriad Games podcast today, and telling him that I needed to grab a copy before the expansion came out. He gave me his. It’s an enchanted life I lead. You too could gain occasional free games if you dedicate 12 hours a week to writing game reviews. Snarky attitude aside, what I’m saying is that I feel like my four or so games wasn’t enough, and I want to play more of it… though, honestly, I’ll wait until the expansion comes out.
You’re comparison to Bejewelled is an excellent one, by the way. Sometimes, I want to play a game that requires me to think, but not too hard. I also enjoy games that make me think real hard. Truth is, I enjoy a wide variety of play styles. DC Comics is an excellent beer-and-pretzles, ‘Why the hell is the neighbor singing. Doesn’t he realize these walls are paper thin’, ‘Could you please just let the dog out’ card game. It is not a complicated interlocking game like Marvel, nor is it a thinking man’s deck building game like… oh, maybe Nightfall?
I have no problem with saying I don’t like a game. But I’ve worked as a game store clerk enough times to know that most games have a target audience, and, if I like an aspect of a game, that I should focus on that, and let the target audience know what I liked about the game. With DC, I like how straightforward an example of the genre it is. If DC’s target audience finds my article and it sounds like something they would get into, then I’ve done them a service. If readers with tastes like yours read my article, and I’ve cemented their decision to never play this game, then I’ve done a service there, as well.
Thanks for the reply. Hope i didn’t sound to negative.
There have just been so many “I Love everything” reviews/reviewers over the years in the board game community. Yes I have been bit by some of those. Lately we have been getting more negative reviews of hyped games which I find to be a good thing.
You shouldn’t be defending a game because it has had bad reviews. I’m sure that is not what you were doing. When referencing the opinion of other groups, reviewers and gamers, for a game you say is not made for them came across as pandering in my mind at the time. After reading some of your other posts I see that you have used your opinion verses group think several times. That is fine but not what I expected when reading what I though was going to be a purely objective review. The link that brought me here also first linked me to a page that only had the partial story so I ended up reading the “Other reviewers section” more than once.
Oh, no problem! I’m happy to have the conversation. I love arguing. I’d make a pretty terrible reviewer if I didn’t. 😉
I absolutely agree; I hate reviews that love everything. I’m also peeved with reviews that take a very surface approach to their subject matter. I understand the dilemma that industry reviewers find themselves in… if you want to make money, you shouldn’t go about pissing people off. I’m lucky, in and of the fact that I don’t want money – I want an audience, so when my book eventually drops, I can tap my audience. Meanwhile, I have great in-roads to the analog game community.
What I do value, highly, is good design. You mentioned you read my Marvel and Chicken Caesar reviews, and, if you remember, I praised Devin Low for his design (while griping about the way Upper Deck handled it) and tossed a bunch of questions at Chicken Caesar’s choices. DC Comics is a well-designed game (flavor issues and level of challenge aside), so I’m going to appreciate it for what it is. You’re right to say the game is cheese pizza… I just don’t think that’s such a terrible thing, if it’s prepared right. I prefer Barbeque Chicken, to be honest, but I play three new games a week. I can’t complain that every pizza isn’t Barbeque Chicken.
There’s another problem that comes up when one plays as many games as I do. There are a lot of games I don’t enjoy, but there are only so many reviews I can write in my life. In the end, I only write reviews for games I liked, did something unique, or for games I had a serious issue with. All those bland games get the pass. That’s going to skew things around here, since I’ll probably never write a quasi-negative review of Penny Arcade’s Deck Building Game, for example. It was fine… it just wasn’t for me. I don’t think I’d recommend it to anyone, except for true fans. Why bother write out that article? I’d rather the game shuffle under the carpet of obscurity.
You’re right that I shouldn’t be defending a game because it has bad reviews. With DC, I saw a big divide between game reviewers and hardcore DBG players in forums, and casual reviewers and casual players I’ve shown the game to. I may have come down too hard on my own community, I’m not sure. It’s a funny dilemma when you think of it. If I’m to be honest about my play experiences, shouldn’t I also be honest about how I perceive the community, even when the community won’t like my opinion? I suppose the answer to that question is “I’m still figuring that out.” Both your post and Rob’s post help.
I’m not pandering, though, I can see how that can be read into my article. Truth is: If I was pandering, I never would have mentioned the divide. Why mention all the negative reviews? That’s a horrible way to spin. I often play loose with my opinion, and let my readers come to whatever conclusions they lean towards. When I’m bucking a popular opinion, however, I should probably state my opinion toward the top of my articles in the future. I’d prefer to be misunderstood for all the right reasons. 🙂
This looks like a fantastic deck building game! Thank you so much for sharing this very informative article!
No problem! Thank you for reading!
Awesome article! I totally agree on DC DBG. I wouldn’t say it’s anywhere near the “best” game in my collection, but it certainly gets a lot of playtime. Sometimes, you just want the cheese pizza.
You did a great job articulating why a lot of DC DBG works. I’m actually designing a tabletop game with a friend, so this is a very useful post. I already passed this along to him, and I’m sure we’ll be referencing it a lot. Thanks!
Hey, thanks a lot Shoe! Here’s hoping that DBG design goes over well. You could certainly do much worse than to base your game on DC. By the way, Lord of the Rings DBG by Decipher just came out and uses the same engine, so you may want to check that game out too. I’d write a review for it, but we’re probably going to cover the ins and outs of it on Power to the Meeple Episode 7.
I really like Fantasy Flight’s LOTR living card game, and I already have DC, so I feel the LOTR DBG would be a waste of money. It just looks too similar to DC — like a reskin. I’m not into this “same engine” concept. I’d rather spend my dough on new games!
I’ll have to check out your podcast. I didn’t know about it, but I see you’re only on episode 4. That’s a long time to #7! I’m gonna listen now because I’m a Quarriors fan, too, so I’m curious about the LOTR dice-building game.
It is, basically, a re-skin. It’s a pretty good re-skin with a bunch of little quirks, but I agree: If you have one, then maybe you should buy a different game to have a different experience.
And, yeah, the podcast is always on a bit of a delay. We never had a problem with that in the Myriad Games podcast, since we just reviewed a single game, and if the review wasn’t timely, we could save the review for off-weeks. Power to the Meeple, though, has current events tied into it. The good news is that we don’t squirrel any material away, and when I say “we’re reviewing something” that the review is coming out shortly. The bad news is that we aren’t squirreling away anything. Tricky.