
- BGG rating
- 9.2
Rules assistance for DC Super Heroes United: Conqueror Pack
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.
- 1–5 players
- 30 min
- 14+

Rules assistant for DC Super Heroes United: Conqueror Pack
What would you like to know?
Answers come from the official rulebook, with the page to check.
DC Super Heroes United: Conqueror Pack is an expansion for DC Super Heroes United released in 2027 for 1–5 players, 30 minutes per game, and ages 14 and up. Its main mechanics are Variable Player Powers, Hand Management, and Modular Board.
About the game
Crowdfunding Exclusive Starro and Batmobile, including Starro's oversized Villain figure and Batmobile oversized Support figure, 1 Villain dashboard, 12 Master Plan cards, 6 Threat cards, 12 Mind Control cards, Support card, and Equipment card! The mighty Starro the Conqueror stomps its way to conquer everything around it, not necessarily by destroying everything, but by spreading its spores and taking control of everyone’s minds. It causes massive panic in the population, adding endangered Civilians all over the place, and spreading his spores which fills the game with Thugs. When Starro lands on one of its Threats, it releases even more spores, adding Crisis tokens to all nearby Locations. Removing these Threats will take not just heroics, but also violence. When Starro BAMs, it uses its hive mind to attack nearby Heroes using not only the Thugs and Crisis tokens in their Locations, but even mind-controlled Civilians! When Starro BAMs, it also gives a Mind Control card to each Hero in its Location, attaching one of its spores to the Hero’s face (but the player can just keep the card in front of them). Mind Control cards may have several different effects, like forcing the Hero to play cards randomly, depriving them of their Special Effects, or even forcing them to Attack other Heroes! Heroes will need to help each other to remove the spores from their faces, using Heroic Actions to discard the Mind Control card of another Hero in their Location. If they fail to do that, Heroes may accumulate several Mind Control cards, compounding their effects, and once they have 3 cards they are immediately removed from the game. The remaining Heroes keep fighting until they either put an end to Starro or they all succumb to its control. Starro’s figure stands 16cm tall and 15cm wide. The Batmobile is used as a Support Character, similar to those in the Metropolis and Gotham City expansions and can be easily added to any game, with its own special Setup instructions. It is not controlled by any player, having its own rules for how it may be moved around and what advantage it grants. When using the Batmobile, it should start on the Batcave Location or the Heroes Starting Location, and 1 or 2 random cards are removed from the middle of the Master Plan deck (depending on whether Batman is in the game). Any Hero in the Batmobile’s Location may use it to bring another Hero with them when they move. If the Batmobile’s Locations Overflows, however, it is removed from the game. The Batmobile can also be used as an Equipment by Batman or Robin, granting them a free Move or a safe place to protect themselves from an attack. It can be recharged simply by calling the Batmobile to your Location. The Batmobile figure is 10cm long and 5cm wide. —description from publisher
Publishers
- Spin Master Ltd.
- CMON Global Limited
Questions and answers
DC Super Heroes United: Conqueror Pack supports 1–5 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for DC Super Heroes United: Conqueror Pack is 30 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists DC Super Heroes United: Conqueror Pack for ages 14 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
DC Super Heroes United: Conqueror Pack belongs to these categories: Card Game, Fighting, and Comic Book / Strip. Its main mechanics are Variable Player Powers, Hand Management, and Modular Board. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The catalogue lists DC Super Heroes United: Conqueror Pack as an expansion for DC Super Heroes United. Expansions add new content, rules or scenarios to the base game and usually cannot be played on their own, so you need DC Super Heroes United to use it. Check that your edition of DC Super Heroes United is compatible, as some expansions were revised between editions.