JackAssterson
03/17/2010, 19:31
Ok, so I've been wanting a superhero game to play with an ordinary deck of cards for a while now, and this is what I came up with. This is pretty early in the game's progress (and the rules haven't been tamed into coherence), but I thought I'd share what I've got so far with the Realms folks.
(Note: I'll be adding an Example of Play which will hopefully enhance the How to play stuff.)
Needed: One deck of cards, Stats for a Superhero
In Superhero Solitaire, each suit represents a form of superheroic combat.
Hearts -- Magical/Psychic/Willpower
Clubs -- Physical
Spades -- Meta
Diamonds -- Technological
Each Superhero has stats that correspond to those suits.
Superman
H: 5
C: 9
S: 7
D: 1
Each superhero also has powers they can use when playing face cards. Each hero has four powers, one for each suit.
Superman Powers
Clubs
Kryptonian Strength
Play this to give +10 to one club value (once per game)
Spades
Heat Vision
Play this to subtract 3 from a Diamond or Heart enemy value
Diamonds
Professor Emil Hamilton (Fortress of Solitude?) (MSCU?)
Play this to give Superman a boost of +5 to his Diamond value that lasts for one turn.
Hearts
Flight
Play this to discard up to two cards from your hand. Draw as many cards as you discarded.
Superheroes also have an HP value of 20 to represent their life force. If this value reaches 0 they are knocked out and the villains win!
To begin play, draw five cards and lay them before you. These cards represent the villains the hero must face. Face cards represent supervillains and numbered cards represent ordinary thugs, albeit ones with the ability to stand up against superheroes.
The hero then draws five cards for their hand. These cards are their power cards; the cards they will use to combat the villains and use their abilities.
Each villain card has a number of HP equal to either their number value or 15 in the case of Jacks, 20 in the case of Queens and 25 in the case of Kings.
To attack a villain, the hero places a numbered card under their card. The villain then takes as much damage as the numbered card's value. HOWEVER, a hero may only play numbered cards that are equal to or less than their stat value! Superman could play a Heart card of five or less, but could NOT play a Heart card with a value of 6 or greater without the use of a power.
When a villain takes damage equal to or greater than their HP value, they are KO'd and removed from the game.
After a Hero can play no more cards, the Villains have a chance to retaliate. A card is drawn for each remaining villain. If the card has a value less than the Villain card's value, the villain scores a hit!
Numbered villains (henchmen) do 1 HP of damage. Jacks do 2, Queens 3 and Kings 4.
After the villains have had their retaliation, the hero draws enough cards to give them a hand of five and the next turn begins.
Powers
To use a hero's power, discard a face card of the corresponding suit, then follow the power's instructions. Some powers may be listed as usable once per game. Once a face card of that power's suit has been used, all further face cards of that suit will not be usable.
(Note: I'll be adding an Example of Play which will hopefully enhance the How to play stuff.)
Needed: One deck of cards, Stats for a Superhero
In Superhero Solitaire, each suit represents a form of superheroic combat.
Hearts -- Magical/Psychic/Willpower
Clubs -- Physical
Spades -- Meta
Diamonds -- Technological
Each Superhero has stats that correspond to those suits.
Superman
H: 5
C: 9
S: 7
D: 1
Each superhero also has powers they can use when playing face cards. Each hero has four powers, one for each suit.
Superman Powers
Clubs
Kryptonian Strength
Play this to give +10 to one club value (once per game)
Spades
Heat Vision
Play this to subtract 3 from a Diamond or Heart enemy value
Diamonds
Professor Emil Hamilton (Fortress of Solitude?) (MSCU?)
Play this to give Superman a boost of +5 to his Diamond value that lasts for one turn.
Hearts
Flight
Play this to discard up to two cards from your hand. Draw as many cards as you discarded.
Superheroes also have an HP value of 20 to represent their life force. If this value reaches 0 they are knocked out and the villains win!
To begin play, draw five cards and lay them before you. These cards represent the villains the hero must face. Face cards represent supervillains and numbered cards represent ordinary thugs, albeit ones with the ability to stand up against superheroes.
The hero then draws five cards for their hand. These cards are their power cards; the cards they will use to combat the villains and use their abilities.
Each villain card has a number of HP equal to either their number value or 15 in the case of Jacks, 20 in the case of Queens and 25 in the case of Kings.
To attack a villain, the hero places a numbered card under their card. The villain then takes as much damage as the numbered card's value. HOWEVER, a hero may only play numbered cards that are equal to or less than their stat value! Superman could play a Heart card of five or less, but could NOT play a Heart card with a value of 6 or greater without the use of a power.
When a villain takes damage equal to or greater than their HP value, they are KO'd and removed from the game.
After a Hero can play no more cards, the Villains have a chance to retaliate. A card is drawn for each remaining villain. If the card has a value less than the Villain card's value, the villain scores a hit!
Numbered villains (henchmen) do 1 HP of damage. Jacks do 2, Queens 3 and Kings 4.
After the villains have had their retaliation, the hero draws enough cards to give them a hand of five and the next turn begins.
Powers
To use a hero's power, discard a face card of the corresponding suit, then follow the power's instructions. Some powers may be listed as usable once per game. Once a face card of that power's suit has been used, all further face cards of that suit will not be usable.