Cover art for podcast Dynamic Duel: DC vs Marvel

Dynamic Duel: DC vs Marvel

271 EpisodesProduced by Johnny DC & Marvelous JoeWebsite

Marvel or DC: Who is superior? Twin brothers Jon and Joe debate the answer through film reviews and mathematical fight simulations. New episode every Tuesday. Subscribe on your favorite podcast app! dynamicduel.com **WINNER OF 3 COLORADO PODCAST AWARDS**

How to Play Dynamic Duel: WAR

How to play our new card game that lets you simulate battles between Marvel and DC characters!

Learn how to get the game here! https://www.patreon.com/posts/dynamic-duel-war-44230024

GAME RULES Players: For 2 players

Game Components: 50 Hero Cards, 2 Game Rules Cards, 2 dice (not included)

Objective: Capture all of the opposing player’s Hero Cards. The first player to run out of Hero Cards to play with loses the game.

Setup: Playing with a 25-card deck: For balanced game play, organize your 50 Hero Cards by Level Icon. For each level of card (indicated by the Level Icon), only one of each type of support power (indicated by the Support Power Icon) is allowed per player. You and your opponent will each have 25 Hero Cards to play with.

Playing with a full 50-card deck: You and your opponent will each have your own 50-card deck to play with.

Shuffle your deck and place it face down in front of you. This is your Draw Pile. Draw your top Hero Card and place it face up. This is your Starting Fighter Card.

Gameplay: To begin, roll your pair of dice. Consult your Fighter Card’s Dice Roll Chart and locate the number you rolled. Below that number is your Attack Value. For example, if your Fighter Card is Superman and you rolled a 7, your Attack Value would be 11. Declare your Attack Value aloud to your opponent and they will do the same.The Fighter Card with the higher Attack Value wins the turn and is placed in the Discard Pile. The losing card is given to the opponent to be placed in their Capture Pile.

Draw a new Fighter Card from your Draw Pile and continue gameplay until there are no more cards left in your Draw Pile. At that point, shuffle your Discard Pile and place it face down in front of you. This is your new Draw Pile.

Instigating a War: There are two ways to instigate a War during game play. 1) One or both players roll doubles. Or, 2) You and your opponent get equal attack values.

If a War is instigated through rolling doubles: The current turn plays out normally where each player states their Attack Value aloud, the winning card is discarded and the losing card is captured. On the next turn, each player draws four Hero Cards. The first card is the new fighter. The remaining three cards are placed near the fighter. They are Support Cards who are able to use their Support Powers to affect the War. Note: Rolling doubles during the course of a War does not instigate a new War.

If a War is instigated through equal attack values: Each player draws four Hero Cards. The first card is placed on top of the current Fighter Card to become the new fighter. The remaining three cards are placed near the fighter. They are Support Cards who are able to use their Support Powers to affect the War. Note: If players get equal Attack Values again during the course of a War, place the Support Cards on top of the current Fighter Card and draw a new fighter and 3 new Support Cards.

Fighting a war: Before rolling for your fighter’s Attack Value, first refer to your Support Cards’ Support Powers to see how they will affect the gameplay. All Support Powers may be used on your turn. Note that all Support Powers are optional, and there will be instances where you will not want to – or be able to – use them (such as not enough cards in your draw pile).

  • Assist: Add one (+1) to your Fighter Card’s Attack Value after rolling.
  • Evade: You may discard this Support Card into your Discard Pile.
  • Protect: You may discard your current Fighter Card and draw a new one.
  • Recover: Gain back and discard the top card of your opponent’s Capture Pile.
  • Save: You may re-roll your dice for a new Attack Value outcome.

Play any applicable Support Powers then roll for your fighter’s Attack Value, applying any additional Support Powers if necessary. The Fighter Card with the higher Attack Value wins the War and is placed in the Discard Pile along with its Support Cards. The losing Fighter and Support cards are given to the opponent to be placed in their Capture Pile.

FAQ: What if I don’t have enough cards to draw four for a War? Toward the end of the game, players will run low on Hero Cards. If you cannot draw enough for a war, draw as many as you can. Shuffle your Discard Pile if necessary. The first card is your Fighter Card. Any subsequent cards are your Support Cards.

When do I roll a Save throw if I have that Support Power during a War? You only need to use your Save Support Power if you have rolled a losing Attack Value for your fighter. You do not need to use it if you already have a winning Attack Value. If the Attack Values are tied, then you may choose to use your Save Support Power to try and roll a higher Attack Value, or you can choose not to and instigate another War instead.

Listen to Dynamic Duel: DC vs Marvel

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