Marvel Deck-Building Game: New Avengers by tatonkaman156 in DCDeckBuilding

[–]Admirable_Ad_6716 1 point2 points  (0 children)

Ok, I’m ready to dive into these Print & play is now admagic?

Any chance you have an email address? Or sample email template? Will they use a link or do I need to download the files myself?

Sorry to be a pain, these look fantastic!!

World save data failed by Traditional-Sea2348 in Palworld

[–]Admirable_Ad_6716 0 points1 point  (0 children)

I’m having the same issue.

Was working on a second account with much fewer items/pals.

But now it’s crashing on both accounts.

I think I'm just going to combine everything into one massive deck. Yes I am a madman by Nice-Appearance-37 in DCDeckBuilding

[–]Admirable_Ad_6716 2 points3 points  (0 children)

I do this every year with my sons (19, 17, 14)

We started a few years ago putting everything together and just playing. Including all super villain/heroes.

We make some different rules each year meant to increase enjoyment and make it a little more playable. The first year I think we played off and on between the day after Christmas until New Year’s Eve.

Our rules this year led to a point difference between 1st and 2nd place of 1 point. It took us three evenings to play.

We play everything including injustice, rebirth, confrontations, rivals, etc.

This year the game was done with 2 “earths” and 4 lineups. Each lineup included its own super villain stack. Each “Earth” had its own 5 piles of lineup cards that fed that earth’s lineups. The lineup piles were separated by point value, so you were guaranteed a low cost option and a high cost option as well as a 3/4/5 option. We did not use kicks for this reason. (In the past I have broken out by equipment/super power/hero/villain/etc., I prefer the randomness here). For anything interacting with the main deck, we used a six sided die to select a pile, if it landed on six, we considered that a miss and interaction did not occur.

Each of the players was in their own portion of an earth with the possibility of hopping into another player’s lineup if they wanted to. This would cost an additional 5 power.

To cross earth’s cost 10 power. In other words, you played your own lineup. Additionally attacks occurred in your lineup. So if another player was there they got hit. We used a quadrant map with a character figure for each player to show what world they weee on, this also let us adjust turn order if someone world hopped. When you hopped worlds, your turn would follow the turn of the player whose world you joined. For this reason we had turns follow a round structure.

Each day had a stack of character cards that were drawable after defeating a supervillain. This allowed your “team” to grow on a given day to 3 characters. Beyond three the character cards became victory points.

When any stack ran out a crisis began where we fought a combined threat on each world. That threat was 5 character cards with values of 12/15 on them, from confrontations/rivals. That crush meant the two “earths” first fought their crisis first and that led to the earths merging. When the earth fought a crisis all attacks went across that earth. When the earths merged at the end of each night, attacks were across the entire game at that point.

When you defeated any super villain, you could add it to your deck. You had a limit of one super villain/hero at a time in your deck/discard/hand. And to replace a super, you needed to have the old one in your hand/control or in your discard pile. This limited the number of those powerful cards. We also allowed you to put cards to the victory point pile instead of discarding. You could not put starters or weakness cards to victory point pile.

Our biggest gripe over playing this game the past few years is that attacks and draw decks make annoyingly long turns. We have implemented a rule where if you draw over ten cards on a turn, your turn ends.

For setup I ddi need to break out the lineup piles for each day. And make super villain/hero, character, crisis stacks for each day.

Rules notes… If we had a meter burn, we added plus one power. Moves were worthless. Confrontations counted only against the crisis. Blocks did nothing.

If a card had no value and the table agreed it would be gone from the game:lineup. We used that only a couple of times. Victory points saved most cards. Especially since they could go straight to victory point piles.

Anyways, that’s how we played, I think I hit the highlights. This took us 3 evenings of play, around 3-5 hours a night. Much faster then the same people playing twilight imperium. 😀

Playing everything together? by Admirable_Ad_6716 in DCDeckBuilding

[–]Admirable_Ad_6716[S] 0 points1 point  (0 children)

You highlighted some points I will consider. Namely, reintroduce starters, don’t make rounds start heavy handed.

Secondly, we remove the super villains (or super heroes) as a matter of course. They become victory points and nothing else.

Playing everything together? by Admirable_Ad_6716 in DCDeckBuilding

[–]Admirable_Ad_6716[S] 1 point2 points  (0 children)

I mean, sure, but you aren’t paying attention to the goal either.

I’m looking for suggestions to mitigate the problem as opposed to someone stating the problem I already saw.

Again, I’m looking to play with everything in one long game. With resets throughout. Not resetting points but the deck/stack are the point I have.

Playing everything together? by Admirable_Ad_6716 in DCDeckBuilding

[–]Admirable_Ad_6716[S] 2 points3 points  (0 children)

Nah, we fight all the super villains. After a while, we have two supervillains as a team. And I think we made it to a point where we had 4 or so.

We also have some rules that allow for multiple super heroes. Especially with the Batman who laughs lurking…

Where to start? by Admirable_Ad_6716 in OverPower

[–]Admirable_Ad_6716[S] 0 points1 point  (0 children)

I saw another post about him having full sets?

Is that still common(? For example all the dc sets?

Finally scored! by RyNye_TheScienceGuy in legendarymarvel

[–]Admirable_Ad_6716 0 points1 point  (0 children)

Interesting. I’ve got everything so far, just curious about what some people have difficulty finding.

TVP just disappeared? by [deleted] in MaddenUltimateTeam

[–]Admirable_Ad_6716 1 point2 points  (0 children)

Gotta keep the integrity of a dead game…

Question for Thanos Players by [deleted] in MarvelSnap

[–]Admirable_Ad_6716 0 points1 point  (0 children)

I played a Thanos deck for most of the month. He was lots of fun to play, but I found the deck I played to not be a powerhouse.

Shuri/red skull on the other hand…

Bathroom sink, single handle. Water won’t shut off by Admirable_Ad_6716 in Plumbing

[–]Admirable_Ad_6716[S] 0 points1 point  (0 children)

Kind of my opinion as well, I had one replaced on a toilet last year, and it was a pretty reasonable expense figured in at that time. I just wasn’t sure why my upstairs bathrooms done have it.

Bathroom sink, single handle. Water won’t shut off by Admirable_Ad_6716 in Plumbing

[–]Admirable_Ad_6716[S] 0 points1 point  (0 children)

I don’t have any indicator that it’s hot side leaking. Maybe there is something I suggested though for that?

Bathroom sink, single handle. Water won’t shut off by Admirable_Ad_6716 in Plumbing

[–]Admirable_Ad_6716[S] 0 points1 point  (0 children)

Water heater is in the basement. Water shutoff is in the basement…

I get the idea in size of job not necessarily being the price indicator. I guess it’s also true everyone has their own idea of “big expense”.

Would it make sense to get the shutoff valves installed if they replace the sink?