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Tips & Strategies (8)
Tips & Strategies (8)
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- 00Tainted Grail: The Fall of Avalon
- 00Nemesis
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- 00Sword & Sorcery
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During the first few rounds it is easy to deflect Enemy Destructive Powers to the Basic Starter Card City Supply or some deck you feel is the odd man out.
Once those Starter Cards thin down – the Doomsday clock is going to start ticking fast – you are going to have to be Powered Up enough to take down Villains by then or you’ll never make it to Final Showdown with the Nemesis du jour.
One House Rule we find devilishly tortuous:
Don’t flip over the first of the Enemies or at least the unique Archenemy until you buy your pre-game City Supply cards.
This way you have no idea what you are in for as you make your initial build.
Sometimes heroes just fly blind into the fray only to get thrown into the side of a building.
Walk it off, Bub! 😉
Building a hero is a blast, but doing it willy-nilly is a sure fire way to get you and the city you protect burned to ashes.
Keep in mind that the goal of the game is to get that one hand that gives you 8 damage. The rest is excitement and glory, but it’s all about the hand with 8 damage.
Once the city rises up with the dawn, take a look at what’s available and what the arch-villain is going to target; those cards are going to go away so depending on them can be an issue.
You only have four slots to play your powers. You need to have an idea up front what damage powers do 2 or more damage? If not at least 2 damage, what combos are you going to need to get them above 2? How much energy do they need to power up?
Having a game plan from the get go will give you the fighting chance you need to triumph, save the city, and get the girl or guy!
Since The City Supply of Metro City uses a Static Grid or ‘Village’ lay out get to know those cards before you begin. Some of the higher end Energy Sources give boosts to certain Power types. Certain Power types link well with others. And above all, what is it going to take from what resources are available to take down that Archie.
A hodge podge of powers isn’t going to cut it in The Big City. Choose your path in the pre-game. Focus early. You are going to spend the next hour Hero Building so plan ahead.
Sure you start with a measly basic deck as a hero – it’s a deck builder!
BUT you do get to buy from the City Supply pre-game and you won’t be seeing that many Plot Points again for some time.
Choose those initial ‘spice’ cards wisely. It could give you that initial ‘faster than a speeding bullet’ head start you need.
The new Sidekick & Storyline expansion adds a new rule to set up that I highly recommend using whenever one plays the game.
In addition to making sure Metrocity has at least 3 stacks of melee or ranged cards, the new instructions have you look at the arch-villain’s targeted cards for their destruction power. Before the Metrocity is locked, make sure there are at least two stacks of eligible targets for them.
This gives the heroes a fighting chance in the face of a rough draft draw.
This is a variant from the upcoming Sidekicks & Storylines expansion that works with the base game. It gives each players’ hero a Power or Energy that is unique, as opposed to the mix-and-match from the City Supply. It’s nice to set yourself apart from the rest of the ferociously roaring supersonic martial artists!
“Heroes of Metro City attempts to create game balance by allowing all players equal access to all of the super-powered cards in the game. On the other hand, sometimes it’s nice to have a unique power or two that are all your own. If you and your fellow players each want your own stockpile of Power or Energy cards, use this alternate setup rule.
After the normal game setup (using the randomizer cards) is complete, deal the first player 4 Power or Energy Source Randomizer cards (their choice of those two options) face-up. Allow them to choose one of the four Randomizer cards and then award them the full stack of those cards as a private stockpile from which they (and no one else) can Develop cards during Phase 4 (or at the start of the game, when choosing your starting powers).
Repeat this step with each player, in order.
Keep the stack nearby your Player Board. Only you can Develop cards from your private stack. The stack cannot be Destroyed by Enemy Destruction powers and they are not considered part of the City Supply. This means they can’t prevent you from losing the game and can’t be affected by abilities that refer to cards “in the City Supply.””
Over the course of a session of Heroes of Metro City there will reach a point where you want to thin out your deck to get a more consistent draw for that combination of cards you’ve spent the whole first part of the game trying to attain. Once you realize that the size of your deck is getting in the way of your perfect power combo it is time to seriously consider Heroic Sacrifices. This is when the enemy attacks and instead of discarding a card from the City Supply you discard a card of the same type from your hand or from play. This is an important endgame strategy but a poor strategy for beginning superheros who are just learning their way around a utility belt. Build your powers, get those gadgets, but know when to drop the gauntlets, let the super vehicle burn, and rely on your own inherent superness!