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DC Deck-Building Game: Arkham Asylum

Created by Cryptozoic Entertainment

Unleash the asylum! Take on the roles of Arkham's mad inmates as you compete to take down Batman and his allies.

Latest Updates from Our Project:

Design a Card #2 Poll! Social Media Stretch Goal #2
over 1 year ago – Fri, Oct 04, 2024 at 11:46:57 AM

It’s the last Friday of the Kickstarter and it’s a day of sequels! Before we get to all that: We just added a summary of stretch goals so far to the top of the page to make it easy for current and new backers to see all the amazing stuff you have unlocked. We will update it periodically as more gets unlocked.

Wow, we had SO many great suggestions for the next entry in the DC DBG series. Thank you! We’re compiling the most popular and best suggestions and then we’ll have a poll next week.

Speaking of amazing suggestions from the fans, the second “Design a Card” deadline has passed. Now it’s YOUR chance to vote on our five different picks. Take the Poll at THIS LINK. Thanks for all the super entries!

Social Media Stretch Goal #2

Which hero has been taken Hostage by the inmates of Arkham Asylum? Unlock the second Social Media Stretch Goal to find out! Here’s how to make it happen:

  • Facebook: 350 likes of this post & 100 friends tagged in the comments
  • Instagram: 300 likes of this post & 100 friends tagged in the comments
  • X (Twitter): 75 reposts of this post
  • TikTok: 150 likes of this video

Kickstarter Exclusive Stretch Goals: A Faithful Furry Friend Arrives

At $580k, the Arkham Asylum box went full bling… it’s now foil (regardless of cover).

Next, when we reached $585k, you unlocked Bitewing! Nightwing's faithful companion can give you a VP boost with a little Super Powered help.

Finally, another Metal card for Crossover 11! The Defense can pull back some powerful cards from your discard pile. You unlocked Nth Metal Armor at $590k!

Thanks for backing,

The Cryptozoic Team


 

More About the Shadows Expansion and YOUR Ideas for the Next DC DBG
over 1 year ago – Thu, Oct 03, 2024 at 12:05:27 PM

DC DBG fans,

One week to go! So far, you have unlocked 40 stretch goals, which is incredible. Please help us spread the word (here’s a handy link: https://bit.ly/DC-AA). We love this community and want to see it keep growing!

Onto the fun stuff! First of all, you have until midnight PT tonight to help us “Design a Card” for Crisis Expansion Pack 5 — Death Metal. Check out yesterday’s update for full details.

The Future of DC DBG: Your Voice Matters 

We are (if you can’t tell) insanely excited about Arkham Asylum. But we will soon start thinking about the NEXT set of DC Deck-Building Game releases since it takes a long time to design everything, get all the art, etc. So what DC storylines, characters, or themes would you like to see for the next releases? Feel free to specify whether you think something would work better as a base set or an expansion, but not necessary.

We will take the most popular and most interesting ideas and do a poll next week.

Arkham Asylum Shadows: Update #3

With the “Arkham Asylum Shadows: Finishing” stretch goal, the Shadows expansion now includes 18 new main deck cards. One of the primary themes for this expansion is more Ongoing cards and, unlike the Arkham Asylum base game, some of them can even be Bribed!

Bribing an Ongoing card gives you access to that Ongoing card until the end of your turn. Need an extra Power? Clue Master can convert a Vulnerability or Weakness from your hand into 1 Power, while Punch & Jewelee can let you play your unique Starter card again!

Additional Outsiders can also be found among the main deck Heroes. Grace can help you squash those pesky Weakness and Vulnerability cards while the immovable Thunder stands ready to defend you from an Attack!

Not all of the cards in this expansion have Ongoing abilities, but those that don’t often interact with the central mechanisms of Arkham Asylum. Geoforce can help you get your Ongoing cards into play faster, while Hired Hit gives you access to any Bribe card in your discard pile.  

That’s everything that will be included in the retail edition of Arkham Asylum: Shadows, which is included as a free bonus in all copies of the Arkham Asylum base game purchased during this Kickstarter campaign. This brings the total expansion content to 8 Character cards, 8 Starter cards, 18 Nemesis cards, 18 main deck cards, and 1 Multiverse Randomizer card   

2DZ Video


Having already received samples, we are pumped about 2DZ acrylic standees. They look amazing and feel substantial. Even if Rebirth isn’t your cup of tea, we feel strongly that you’ll love having these standees. Check out this video!

These Stretch Goals Are Ice Cold!

Anyone feel a chill? At $565k, Mr. Freeze joined Crossover Pack 11: Dark Knights Rising!


Next up: Gain additional information when you Investigate from this vantage point. Gotham City Bridge was unlocked for Crossover Pack 12: Batman: Hush at $570k.


HELL YEAH! Finally, you got Kite-Man and Hell Yeah (his unique Starter card) at $575k!

Thanks for backing,

The Cryptozoic Team


 

Design a Card #2, More Dividers, and Overview of Crisis 5 — Death Metal!
over 1 year ago – Wed, Oct 02, 2024 at 02:37:37 PM

DC DBG fans,

We have a big update today. Let’s start with the headline: We had so much fun the first time, we are doing a second Design a Card! This time, it’s a Crisis card! Can you come up with some game text? We will take submissions until midnight PT on Thursday, October 3. We’ll then do a poll so you can vote on your favorite. Check out the Crisis 5 Overview below to learn about the changes to Crisis mode in this expansion, especially the new rules for Crisis cards.


New Add-on: Blank Oversized Divider Pack

We have heard from many of you that you want more options with the oversized multiverse dividers. Given the lack of consensus on what backers wanted and the small number of votes in the earlier poll, we decided the best solution is to give you maximum flexibility. So we are offering a new Blank Oversized Divider Pack with 10 blank oversized dividers (in five different colors). You can choose how YOU want to organize your collection. While we’re at it, we are adding a limited quantity of the Oversized Divider Pack and Standard Divider Pack from the last Kickstarter (also available on our website).

Stretch Goals: Finishing Shadows, Superman’s Best Friend, and Play as Hush!

You have unlocked some big stretch goals. At $550k, you put the “Finishing” touches on the Arkham Asylum Shadows expansion with 18 more cards. We will have the third part of our Shadows updates later this week… we’ll tell you more then!

At $555k, you got a super-powered best friend… Krypto joins Crossover Pack 12: Batman: Hush!

Last but not least: The bandaged killer joins the ranks of Arkham Asylum's playable Characters at $560k. Hush is a master manipulator and can generate a lot of bonus Power from Bribe cards.

Crisis 5 Overview: Cooperative Mode

Crisis 5 — Death Metal is the newest Crisis expansion and is thematically tied to Dark Nights: Metal. While you will see several mechanisms shared between this expansion and Dark Nights: Metal, Crisis 5 can be used to add a cooperative mode to any of the Cerberus Heroes base games.

With the emphasis on cooperative mode in Crisis games, you’ll see that many of the new Crisis Characters in this set have abilities that can also benefit your teammates. Once Hawkgirl has assembled her arsenal, she can strengthen the team’s decks by destroying a weaker card off the top of someone’s deck. The Flash, on the other hand, showcases a cycle of Characters that let you contribute cards to a Crisis from zones other than your hand. Assemble the right combination of cards and The Flash hops into the future and plays a card off the top of the main deck. With a little luck, or some main deck manipulation, the card pulled from the future might even be Contributed to the current Crisis.  


The biggest difference between Crisis 5 and previous Crisis games is that the 30 new “main deck” cards are not shuffled into the main deck. Instead, they form the Crisis main deck, which fills a separate Crisis Line-Up below the main Line-Up. Each round, (at least) 1 card is added from the Crisis main deck to the Crisis Line-Up. If the Crisis main deck runs out, the players lose the game. With Crisis 5 featuring the Dark Multiverse, we wanted to turn Crisis mode on its head. Now, players don’t have to fear tearing through the main deck, since running out of main deck cards doesn’t end the game. In fact, players are even incentivized to burn through the main deck as fast as they can. More on that later.

All the Villains in the Crisis main deck have Ambush Attacks, which means these Villains will assault the players when they enter the Line-Up. Like previous Crisis games, defeated Villains don’t go into your discard pile. In Crisis 5, however, all the new Villains have immediate Reward abilities that will give the players a boost and then go into the score pile of the player that defeated them. Points aren’t counted in this game, but there are several effects that will interact with the Villains in your score pile, such as the Crisis new main deck cards Jarro and Reverse Polarity.

The playable cards in the Crisis main deck are powerful cards with costs of 5 to 9. Many of these cards allow you to interact with your teammates in various ways. Jay Garrick allows your teammates to give you a Power boost while also potentially saving your teammates from being Captured from having to play two Weakness cards. Chainsaw of Truth will let you rip through the Villains and Nemesis cards that stand in your path to victory. 

To win a Crisis game, your team will have to defeat a certain number of Nemesis cards before the Crisis main deck runs out of cards. Nemesis cards in Crisis 5 have Reward abilities that give your team an immediate ability when they are defeated. Unlike regular Villains, Nemesis cards do not go into your score pile and are instead placed next to the Storyline card to keep track of how many have been defeated. However, before you can defeat a Nemesis, you must stop the Crisis event that they have enacted.

Crisis cards represent various threatening events and plots a Super-Villain may enact. They usually have some game altering ability that hampers the players’ progress. In order to stop each Crisis, players must Contribute a certain amount of specific cards. Contributed cards usually have to be added from your hand, but some effects allow you to Contribute cards from other zones. Note that all the required cards don’t need to be Contributed at the same time, so players can work toward completing a Crisis over multiple turns. Final Crisis needs players to Contribute 20 cost worth of Super Powers while Crisis on Infinite Earths needs 16 cost of Defense cards. Some Crisis cards only have effects that occur when they are immediately revealed, like Vengeful Justice, but have a little puzzle for how players can beat the Crisis. You can’t Contribute cards to Vengeful Justice directly from your hand, but will have to use your destroy effects to Contribute cards.

Finally, let’s talk about the other major update for Crisis 5. The plots of the Nemesis cards in this Crisis are not as overt as in previous Crisis games. At the start of the game, there is only 1 Crisis card in the Crisis stack. The rest of the Crisis cards are seeded into sections of the main deck. Players will have to go through the main deck to uncover the plots of the rest of the Nemesis cards. When a player reveals a Crisis from the main deck, they add it to the Crisis stack. This reconnaissance gives players a little foreknowledge of what is to come and what they need to beat future Crisis cards. This also means that after a Nemesis is defeated players may not reveal the next Nemesis until they uncover that Nemesis card’s Crisis card. This twist means players will need a new mindset when approaching Crisis 5 games. Previously, abilities that removed cards from the main deck were detrimental as they pushed the players toward the lose condition. Now, those effects will be crucial in order for players to uncover the Crisis cards in time.

We hope this overview and these Crisis card examples give you inspiration for how to torment the players with your Crisis card design submissions!

Thanks for your support,

The Cryptozoic Team



 

More About Dark Knights Rising and Behind the Cover by Philip Tan
over 1 year ago – Tue, Oct 01, 2024 at 03:42:01 PM

DC DBG fans,

Today we’re going to shine the spotlight on Crossover Pack 11: Dark Knights Rising and go behind the scenes of the cover for Arkham Asylum by the amazingly talented Philip Tan. But before we do that, we have a question:

This campaign is all about DC Deck-Building Game, of course, but what other deck-building games would you like us to do? Sound off in the comments about which IPs (comics, animated, etc.) you think would be perfect for the Cerberus Engine (the game engine that powers DC DBG).

A Closer Look: Dark Knights Rising 

We’ll take a closer look at what you’ll get in Crossover Pack 11: Dark Knights Rising.

The Dark Multiverse is back, and this time players will join forces with The Batman Who Laughs to defeat the Justice League! These Super Hero Nemesis cards give you immediate Rewards for defeating them and then go into your score pile rather than your discard pile.

This Crossover expansion features more of the mechanics featured in Dark Nights: Metal. First and foremost are cards that give you bonuses for gaining or playing Weakness cards.

You’ll also find more shiny Metal cards to combo together.

While Dark Knights Rising is tailored to be the perfect expansion for Dark Nights: Metal, we guarantee you’ll also have a blast mixing it with other base games. When mixing this Crossover Pack with a base game, you’ll use the Characters from that set as the unused Characters that can be captured by The Batman Who Laughs. In case you don’t own Dark Nights: Metal, we’ve included a card version of The Batman Who Laughs tile found in Dark Nights: Metal with additional text explaining how Weakness cards function in that game as well as the additional rules for Captured Characters.

In his quest to conquer our Multiverse, The Batman Who Laughs will Capture our world’s Super Heroes and condition them to join his cause. When you defeat a Nemesis, not only will you gain the Reward on its card, but you’ll also break the will of one of The Batman Who Laughs’s captives, causing them to join your team and giving you access to additional Character abilities. You won’t come out of the fight completely unscathed and will gain two Weakness cards to represent the injuries you sustained. Weakness cards are more dangerous when playing with The Batman Who Laughs, since playing two of them in one turn will cause one of your Characters to snap free of the Batman Who Laughs’s control and be forced to go back to him for reconditioning.

If you don’t have Dark Nights: Metal, it’s also being offered as an add-on in this campaign if you’re feeling like rocking out even harder! 

Stretch Goals: A Presidential Villain

At $535k, you unlocked the Kickstarter Exclusive card Bluebird for Arkham Asylum. This young hero may get you just the Equipment you need for the situation.

When we hit $540k, you got a very presidential stretch goal for Crossover Pack 12: Batman: Hush. President Luthor is sure to hasten your ability to determine Hush's identity with some forced donations.

Behind the Cover: Arkham Asylum Art by Philip Tan

We feel lucky to have worked with the incredible Philip Tan on one of the two covers for Arkham Asylum. Today, we want to take you behind the scenes so you can the progress of the cover from layouts (including an alternate layout) to pencils to inks to colors to final version with logos added. Check it out!

Thanks for backing,

The Cryptozoic Team