DC Deck-Building Game: Crossover Crisis Pack 1
DC Deck-Building Game: Crossover Crisis Pack 1 Rulebook
Table of Contents
Table of Contents
Crisis Mode Setup
Note: Crisis Mode requires any base set AND any Crisis Expansion Pack.
Main Deck Setup
- Take all the main deck cards from this expansion.
- Choose 1 Crisis expansion and take 1 copy of each main deck card from that set.
- If you own Crossover Pack 1, take all the main deck cards from that expansion.
- Choose 1 base set. Shuffle the chosen base set's main deck and count out a number of cards that, when combined with the other chosen expansion cards, will make a 110-card main deck.
- Solo Only: Destroy the top 20 cards from the main deck and a full Starter deck. (The destroyed pile will start with 30 cards in it.)
Crisis Stack Setup
- Set aside Injustice for All and King of Tears Ritual.
- Shuffle the rest of the Crisis cards* from your collection and count out facedown cards based on the number of players. (See CROSSOVER CRISIS PACK 1 SETUP card.)
- Place King of Tears Ritual face down, the randomly chosen Crisis cards face down on top of it, and Injustice for All face up on top of the stack.
*For this shortened mode, we recommend not using the following Crisis cards:
- CRISIS 1: Atlantis Attacks / World Domination
- CRISIS 2: Frozen City
- CRISIS 3: Permanent Eclipse
Super-Villain Stack Setup
- Set aside the Super-Villains Icicle and Crisis Johnny Sorrow.
- Shuffle the rest of the Impossible Mode Super-Villains from this set and the chosen Crisis expansion and count out facedown cards based on their cost and the number of players. (See CROSSOVER CRISIS PACK 1 SETUP card.)
- Place Crisis Johnny Sorrow face down on the bottom of the stack, the Super-Villains that cost 13+ on top of him, then the ones that cost 9-12. Finally, place Icicle face up on top of the stack.
Golden Age Crisis Setup
The Golden Age Crisis card adds more challenges to overcome during your Crisis game.
- Place the Golden Age Crisis card with the side showing the number of players face up (See 1-2 or 3-5 in bottom-right corner of the card).
- The large black numbers correspond to the current number of Super-Villains defeated from the stack.
- At the start of the game, only the effects at the top of the card and next to the number 0+ are active.
- After the first Super-Villain is defeated, the effect next to the number 0+ is still active.
- After the second Super-Villain is defeated, the effects next to 0+ and 2+ are BOTH active and so on.
- At the start of the game, you may find it helpful to use a spare card or token to mark the current number of defeated Super-Villains. Slide the marker down as the required number of Super-Villains is defeated.
NOTE: If an additional Super-Villain is added to the game via a Crisis card, defeating that Villain does not cause the Golden Age Crisis to advance.
Increasing Challenge Options
- Start of Game: Destroy the top 10 cards of the main deck.
- Replace a Super-Villain with cost 9-12 with a Super-Villain with cost 13+.
- Add an additional Super-Villain and Crisis card to their respective stacks.
Golden Age Crisis Card
The Golden Age Crisis card has two sides, one for 3-5 players and one for 1-2 players. Each side lists effects by the number of defeated Super-Villains (the red number tiles).
Side for 3-5 Players
- Before the first Super-Villain is defeated: When a card with cost 6 or greater would enter the Line-Up, instead place it next to this card and Surge.
- After the first Super-Villain is defeated: Shuffle the cards placed here and put them on the bottom of the main deck.
- 0+ Number of Defeated Super-Villains: After an Attack card enters the Line-Up, resolve its Attack against each player. (Cards with cost 6 or greater cannot enter the Line-Up until the first Super-Villain is defeated.)
- 2+: Super-Villains cost 1 more to defeat for each different card type among cards in the Line-Up.
- 4+: Villains in the Line-Up cost 1 more to defeat for each different card type among cards in the Line-Up.
Side for 1-2 Players
- 0+ Number of Defeated Super-Villains: After an Attack card enters the Line-Up, resolve its Attack against each player.
- 3+: Villains in the Line-Up cost 1 more to defeat for each different card type among cards in the Line-Up.
- 5+: After a Villain without an Attack enters the Line-Up, each player gains a Weakness. Super-Villains cost 1 more to defeat for each different card type among cards in the Line-Up.
- 7+: Start of Turn: If there are 6 or more cards in the Line-Up, destroy 2 non-Villain cards in the Line-Up and Surge.