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Tips & Strategies (7)
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We have found that in almost every game where we have 4 players or more we run out of kicks very fast. They are great cards to blow up for the extra power or vp you want early in the game. The stack wont last very long so unless you see a destruction card or something that is going to gain you big advantage, get the kick early game. Most of your character cards will plus by destroying kicks or some 3 and 4 cost cards will also plus off of destroying them.
At first glance, Broadsword seems like a fairly straightforward, mess-with-your-opponents Attack card. A 6-drop Equipment for +2 Power, its Attack lets you rifle through an opponent’s discard pile and destroy any one card with a cost of 1, 2, or 3. Kill that Kick? Sure. Remove Catwoman, because she steals your VP? Worthy.
Broadsword’s true strength, however, is in destroying all of the 1-drop kicker cards. Even though your opponent paid for them, all of those cards use the same “when you destroy this card in any zone” language, meaning that if Broadsword cleaves an Emperor Penguin out of the discard, you get the 2VP bonus. Or card draw from Steve Trevor. You get the chance to destroy these cards before your opponents can, costing them a small amount of purchasing power but potentially accelerating your game considerably.
Supervillains love to brag about how they realized their great scheme, or defeated the superhero. To that end, Forever Evil has introduced Victory Points as an accumulating total for the villains outside of the end-of-game tally used in prior DC deckbuilders. Certain cards allow you to accumulate VP, including the Royal Flush Gang (this set’s Suicide Squad).
But for every villain bragging about their accomplishments, there’s a sneakier villain waiting in the wings to take credit! Catwoman‘s Hero card in this set allows a player to steal victory points from another as an Attack. There are similar effects on other cards.
“Keeping your head down” means taking an unorthodox strategy of deliberately not accumulating a VP tally pre-endgame, specifically to avoid being the target of theft attacks, or the victim of the Constantine First Appearance, which causes everyone with VP to lose up to 3. You can see hard work swiftly undone by these cards. While you are giving up on an alternate chain of point accumulation, you may find that simply not allowing others to siphon off of your hard work will assist in focusing you towards a Line-up and Superhero driven goal.
The hardest thing for most DC players to get into their heads is that they will have to destroy lots of their playable cards that are non-starters. A small deck with a few power cards is so much better than a deck full of low power cards. Do not fear the destruction. It will pay off. Get those early VP so u can set off the bat serum for 4-7 power and get your Super Hero card that will own your opponent. You say they may steal your VP. Who cares if you are gaining 4 for each 1 that you let them steal. The game is normally won with very few VP if somebody goes in for the Heroes. Being the first one to get a Hero gains you huge advantage if you have destroyed enough since you will play that card so much more often.
We found after a few plays, that with the 1-drop cards that powered up when destroyed, Bane as a starting Super Villain is overpowered. His base ability lets him destroy the first card he plays each turn with cost 1 or greater for +2 Power. We found that to be too good — if he is among the distributed Super Villains, count on that player to rack up 50% or more of the Super Heroes before the game ends, as he has the inherent best use out of Venom Injector (destroy for +2 Power and an additional +2 Power) and Word of Power (destroy for +2 Power and reduce the cost of defeating Super Heroes by 4 until end of turn).
We tried a couple of different methods to rebalance Bane, and eventually settled on adding the following clause to his destruction: “If the card costs 1, you may either gain +2 Power or resolve the card for its text.”
In our experience playing Forever Evil, the Villain who manages to defeat The Flash ends up winning the game roughly 75% of the time or more. This is due to the strong advantage that “Draw three cards” gives to any deck.
We’ve been experimenting, with some success, with changing out the starting Superhero to Green Arrow instead. At 9 Power instead of 8, he’s only marginally tougher than Flash to defeat, and his ability — remaining in play and enhancing Punch cards — is a powerful enough advantage without being overwhelming. The ability gets less good the more you thin your deck, so it isn’t something that provides an instant and overwhelming play advantage. Obviously, we strip the First Appearance Attack from Green Arrow when playing this way.
You have the option of either removing the Flash from the randomized Superheroes entirely at this point, or adding him as a potential later flip. If you do the latter, we recommend giving him the First Appearance Attack from Green Arrow instead.
Cryptozoic now has a Multiverse Box to store all sets and expansions in one place. This is great! It comes with plastic themed dividers and some extra cards to add to the game. This is a great addition for a great family of games!!