Despite calls for another day of Eclipse, the two most ardent proponents of the game, Jon and Trent, weren't able to come to this gameday. Brett came, though, and he showed up with this:

The DC Comics Deck Building Game

Another fine game clone brought to you by Cryptozoic!

Essentially, this is rethemed Dominion. A lot of things are so similar as to be outright copies. You start with 10 cards, 3 of which are useless and 7 give you 1 Power (the gold equivalent in the game). Your hand size is 5, you play as many cards as you can, then buy other cards and discard your whole hand, drawing back up to 5, all the while trying to build your power to the point where you can buy the expensive SuperVillain cards, and when those run out, the game is over. Sound familiar?

The game is actually very well themed, so you do somewhat feel like you are playing a superhero. Flash gets extra cards and Batman excels at gadgetry and Superman gets large amounts of power at times and Wonder Woman uses her lasso to get information from captured villains. Oh, and sometimes Aquaman is there too.

Even if you have never played, you know which one is better.

The DC heroes card game does everything Dominion doesn't. In Dominion, you deck-build for deck-building's sake. In DC Heroes, you get to "do" stuff with your acquired powers, including beating up bad guys, getting new gear, and defending against attacks. Unfortunately, the win condition is still victory points, which is perplexing given the heavy theme of the game. I would actually prefer it if this game was a cooperative deck builder and besting all the enemies is the goal. It's close to a great game, but this is what disappointed me.

It starts out like Dominion, gets pertty cool, but then it ends exactly like Dominion...

It is still good fun, and we played 3 games. I would gladly play it again, but it's not my favorite deck builder, and it's not as good as Sentinels of the Multiverse as Superhero card games go.

7 Wonders

Yori had joined us for the last two games of DC Heroes, but when Mike showed up, we had too many for that game. For six or seven, players, 7 Wonders is my favorite game:

7 Wonders is a marvelous "civilization building" game, in which the theme is to build production, marvels, armies, and so on for your particular civilization. The game comes with a card to represent each of the 7 wonders of the ancient world, each of which gives different production, different building requirements, and different rewards. In this respect, 7 Wonders is a lot like other civilization building games.

Military, Science, or Commerce? Whichever you choose costs you the other two.

Where 7 wonders truly shines is in its primary game mechanic. Cards are dealt to all of the players representing buildings that give various advantages, and players must choose one and send the rest to their immediate neighbors. This creates agonizing choices which are accented by the fact that the next player is likely to benefit from any mistake. Points come from various source, including science, military, arts, commerce, and guilds, and of course, the wonders themselves, but any given player is unlikely to develop all of these.

There's a lot going on, and most players are too busy with their own game to keep an eye on the opposition.

A secondary mechanic that is quite intriguing but less heralded is the ability to buy goods you do not produce from your neighbors. There are 4 basic commodities and 3 advanced ones, and they are difficult to come by without sacrificing points elsewhere. Players can buy goods form other players, but of course, that just enriches the enemy!

Choose your leaders wisely!

For the last two games, we added the Leaders expansion to the game. This adds an extra round of card drafting and additional ability to customize your strategy, though admittedly it appears to add more luck to the game. Getting the right combination of leaders and wonder is a pretty big advantage.

Pete (will be hosting on Friday this week)