It’s Tuesday, which can only mean one thing – it’s game day! Today it’s the turn of another expansion to the DC deck-building game – it’s time for Teen Titans!
This expansion came out at the end of last year, shortly before the third Crossover Pack, Legion of Super Heroes, so I’ll be taking these games together. Let’s do this!
I’ve already covered several of the previous incarnations of the DC deck-building game, and Teen Titans isn’t all that different. This is the fourth “base game”, in effect, coming with all of the basic cards you need to play the deck-building game, of which I must admit, I haven’t always been that much of a fan, but playing this one, I think I’m getting to a place where I can appreciate the theme that comes through from having the Punch, Kick, Weakness and Vulnerability cards have set-specific art. Plus, having a set of boxes like this on the shelf is nice!
Teen Titans brings, unsurprisingly, the Teen Titans to the game, along with another Starfire (who originally appeared as the promo hero in Heroes Unite), who I guess is more thematically fitting here. There are some nice abilities that are somewhat similar to the grown-up versions of these superheroes, such as Superboy’s affinity for super powers, Kid Flash and drawing cards, etc. That was kinda nice. Overall, there is a sense of increased player interactivity, which is really nice – something that was missing from the base game, in my opinion.
However, there’s one really big change to the rules, however: Ongoing!
This basically allows you to have cards out in front of you – cards other than Locations, that is – and plan something of a strategy there. Of course, the Ongoing cards aren’t exactly game-breaking in and of themselves, as they predominantly allow you to discard them to re-draw in the hope of getting something better from your deck. Naturally, there are synergies among the other main deck cards, such as the above Cybernetic Enhancement that gives you +1 Power for each Ongoing card out. It’s certainly an interesting mechanic, anyway, and just underwhelming enough that it isn’t entirely broken. It would be interesting to see what happens with it next, if anything. It’s a little unfortunate that these things tend to be just one-box wonders, but who knows what Crisis Pack 4 will bring?
Continuing with the teenage-superhero theme, Cryptozoic also released the third Crossover Pack last month, Legion of Super-Heroes! The time-travelling team from the 31st century come to the DC deck-building game along with fourteen main-deck cards, and their own set of eight super-villains. And of course, their own special mechanic: Time Travel!
I’m not going to lie, I actually got pretty confused by this rule. Let me explain.
Time Travel lets you discard a card from your hand, and play a card from the main deck that has the Time Travel special rule as if it were in your hand. You can’t buy the card that turn, but you can certainly use it. The super heroes all have some kind of interaction with this, such as Lightning Lad, above, who gives any card in the line-up Time Travel if you play a villain card as your first play. Now, that part is fair enough, right? However, the super-villains really just confused me. None of them have First Appearance – Attack abilities, but instead are arrayed from lowest-cost to highest-cost. Each of them also has a Time Travel ability that, I guess, allows you to use their Attack ability if you want to mess with your opponents without defeating them. But I don’t quite see why you would want to do that, because the object of the game is to defeat the super-villains. Hm.
These two are really nice and solid additions to the line of DC deck-building game stuff, and if you have enjoyed any of that stuff already released, you should definitely look into getting these, also. Fans of either superhero group will obviously be insta-attracted to them, and probably have them already, but either way, definitely worth a look!