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superhero game - change of mechanics - input please

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abdantas
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Joined: 11/13/2012

So a while back i posted about a superhero game i was working on that once play tested just felt like it really draaaaged on. This weekend, while looking through the posts here I came across the tavern game, and subsequently onto the Potion-Making:practice page. The mechanics of t his game really enthralled me, but i didn't think much of it at first. Then, on the way to work this morning i was fooling around with this game on my phone called Middle Manager of Justice where you play a government agent building the facilities for a super hero team. I thought to myself, what a great idea this would be for a card game! Subsequently my thought went back to the tavern game (giving credit where it's due) and back to potion-making. I have this idea now and I need to know what you think.

theme:
the idea is that everyone are the government workers for the superhero union. You're job is to get the best base so you can hopefully be promoted from Ruralville, North Dakota to a big city where you can really do some good.

gameplay
There is a draw pile in the middle with 3-5 (not sure yet) cards laid out. as well as a superpowered people deck with 3 heroes/villains laid out. players will take turn drawing resources either from the ones laid out or the draw pile (like ticket to ride) working towards gathering enough to build the rooms they have in their hands. People want to rush to the rooms because not only will they have bonuses on them, but they will also attract the superpowered people to come work for you. The hero/villains will have different abilities as well as a attack/defense thing similar to MtG. The idea is that crimes will appear and players have to use the heroes they have available to either fight these crimes for points or try to mess with the other players.

Let's say you have a superman type character who has 6 attack and 3 defense, you might want to send him to your opponents base to destroy a room or try to take out a hero. Things will be incorporated from my previous idea like, if the player doesn't have a medical bay and their hero dies, instead of going back to the base he's discarded. And where as the hero abilities will be more geared towards defense and crime/prevention, players will be able to build rooms to get villains as well that are offensive.

So to define people will either be good/neutral/bad\
good = defensive
neutral = kinda crappy but can be played anywhere
bad= offensive

heroes and villains cant be placed in adjacent rooms.

I'm thinking now that i have this written down that maybe i can have the room builds in the middle, and players just draw straight cards that have different materials (again, think ticket to ride) and they have to build from the rooms available.

goal:
to get the total of points decided beforehand

summary:
for those of you skipping everything else, heres the summary.

The table would be set like this

P1 [][][][][][]
Crime Deck [][][]
People [][][]
rooms [][][][][]
resource draw [][][]
p2 [][][][][][]

players would be able to make 1 move per turn.
-either to defeat an available crime
-use their resources to build a room (up to 6 can be built)
-use their available rooms to get more heroes
-attack the other player (not worth any points but you could dehabilitate him for a while)

winners the first to (20?) points.

Thoughts?

abdantas
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Joined: 11/13/2012
i just thought of

i just thought of something,

do you guys feel like this would be better if you had the heroes in your hand and you could only play em when the rooms available gave you enough points to play em? And different cards could destroy rooms to let new ones in, as well as attack the heroes other players have available,

and you'd be able to have 1 hero per room in play like before, but heroes/villarns could not be adjacent and all that.

Idk though , i think the building your own dungeon would be better, but i'd be looking at a lot more work with the cards i think.

Blunder
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Joined: 09/25/2012
Hey hey, As a fellow

Hey hey,

As a fellow superhero game maker I thought I'd chip in. First up it seems a total about face from your earlier design and I'm not sure the mechanic would work that well for the theme (I dislike that you're employing villains, and in every playtest I've had the people have loved the concept of heroes co-operating).

If you want to stick with this mechanic I had a similar idea only using Theme Hospital as the basis. Your heroes are your doctors, your rooms are where you diagnose patients/treat patients and without sufficient points you won't be able to (similar to your attack and defense you mentioned before). You build your rooms, you treat your patients but you have an added time mechanic, the patients in the middle are slowly dying, do you snag that patient you KNOW your opponent will be able to cure, and hope you can develop the technology in time, or do you focus on the patients you can definitely work on yourself.

I think you should get a clear idea of what your looking to create in the game and then have the mechanics stem from that, I think having one player be a villain and the rest heroes would immediately make the theme/mechanics more viable.

abdantas
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Hey Blunder, Thanks for the

Hey Blunder,

Thanks for the input,

This would be a total scrap from the earlier design. I liked it, but it wasn't getting even close to what i was hoping it would be. My idea stemmed from reading the Civil War (marvel storyline). Where after the events are finalized, all the superpowered being that registered within the superhero registration act got dispersed to be superteams in various areas around the US. My idea was that something like this happened and you're running a team out in the middle of nowhere. Trying to stop crimes and do all these things. I think villains is not an entirely appropriate term, let's call them reformed convicts.

I like the hospital idea, but im not sure if we're on the same page. Maybe a different theme could be better, but it wouldn't fit my idea of drafting a team of super powered beings. Think of it like that iOS game Middle Manager of Justice, where people build the hero's base to house, train and develop a hero's ability so that they can defend the town and get more funding.

in my idea rooms would do different things, let's say a room raises morale, so a psychic hero would be less effective. Or a gym might give all you' a bonus to attack. or other abilities.

Orangebeard
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Joined: 10/13/2011
Available Heroes

I think I prefer the idea of both players having a chance at a particular hero that is still on the table rather than players having them in their hands.

Your idea of using base rooms as a means of generating the points that will attact heroes is cool; I think it is a good example of "mechanic suppporting theme"

abdantas
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Joined: 11/13/2012
Hey Mr Beard. That's what I

Hey Mr Beard. That's what I was thinking. A death ray room and minion room could attract this big bad guy, but once you draw him and place him in a room that gives you access to his powers, that room becomes unavailable to continue, so you could use the minion room to bid but not the death ray that's housing bad guy. But at the same time, how do you feel about different rooms might give you an extra goal. Like, death ray room could let you win by having 5/6 supers be villains. Idk, any thoughts?

http://en.wikipedia.org/wiki/Fifty_State_Initiative

that's where i got the idea for both heroes and villains on the same team.

Orangebeard
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Joined: 10/13/2011
Sure - I think it makes

Sure - I think it makes perfect sense that certain rooms would be more appealing to villains.

My gut reaction would be to say that all of the rooms combine their values to equal a total for the "base" and the base value is used to attact characters. So in your example, the big bad guy is occupying the base (and likely cost most of the total value of the rooms) so there is very little left to recuit anyone else. Perhaps you set a limit like "1 character per room, but the value of the base is used for recruiting"; or maybe you can have any number of characters in your base, but only up to the limit of the base value (so 1 big guy or lots of little guys would all fit).

What about rooms that have an associated type? for example Death Ray could be Weapon, Destruction, Technology and Minion Room could be Barracks, Training. In this example, the characters could be recurited for lower cost if they match the types on the room or perhaps the type allows you to recruit a matching character. For example, Dr. Facemelter can be recruited by anyone with a Weapon or Destruction type room. Captain Happycape can only be recurited by someone that has a Command Center type room.

If you take this one step further, it would work with your 5/6 villians for an extra goal idea. For example, if you have a base that includes the types "Weapon, Command Center, and Technology" then the player can win by recruiting 5 villians that each match one or more of the types.

So from a high level view...resources = room building = better base = character recruiting = abilities / more resources

abdantas
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that's the dream Mr Beard.

that's the dream Mr Beard.

ideally, like i said, i was looking at each hero be attracted by two different kinds of rooms. So you would need a minion barracks and a death ray to attract Dr Facemelter, but when Dr Facemelter joins your hero team, you set him to reside in the Death Ray room to start taking advantage of that room as it is "manned" now, so now the death ray room cannot be used to attract new people until Dr Facemelter is either dead or disbanded. So let's say Captain Justice, the mega awesome hero, could be more powerful, but you would need 2 rooms instead of needing 2 out of 3 different ones for hte lower weaker guys. I think the base value could work as well,

I don;t know about base types, i think that might complicate things more then i'd like. Like i said, a hero would need 2 rooms, the strong heroes would need rarer rooms in the deck, idk. the point system is nice in that it broadens what you can get in your hands, maybe I can assign different types like you said, minions or destruction, or defense, or idolize, and the supers would be attracted to those specific types, but they need an open room of one of their two types to reside. That's an interesting idea on how to broaden it and not at the same time. Let's say a hero needs 2 destruction and a minion type room to come into your team, then you would need those 3, but one of them would need to be vacant.

This is a good idea,
thanks mr beard,
i will incorporate

abdantas
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Joined: 11/13/2012
double post

double post

Orangebeard
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Manned rooms

abdantas wrote:
So you would need a minion barracks and a death ray to attract Dr Facemelter, but when Dr Facemelter joins your hero team, you set him to reside in the Death Ray room to start taking advantage of that room as it is "manned" now, so now the death ray room cannot be used to attract new people until Dr Facemelter is either dead or disbanded.

I like this idea a lot; can the Dr. move to another room and "man" a different weapon?

How do the abilities of rooms work? Is there a phase when manned rooms activate or will each room have an ability that can be activated at a certain time?

Does each player need to commit early in the game to heroes/villains?

abdantas
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Hey mr beard, Some abilities

Hey mr beard,

Some abilities will be passive, some will be one use only. The idea so far is that there are three types of supers, good, bad and rogues(neutral) villains are better at schemes and deterring other player, heroes are good at defense and have more powers deterring crimes, and rogues re on the fence. Rooms will have two attributes, a left one and right, for me to build the death ray (left tech, right barracks) beside another room, my right or left attribute will have to match the adjacent, also, heroes and villains will not be able to man adjacent rooms, but rogues can. There would be abilities that your heroes have, abilities that your room have will pertain mostly to defense, and extra winning conditions. Like a player with the death ray room could win by having 5 villains. The idea is to set the room max to 6. So5 heroes would be the maximum.

Some room ideas are the med bay, that lets the supers when defeated return to the base instead of the discard pile.
The spy training room, that lets you discard a super and take another players super out as long as one of their things match.
The helipad would let you perform 2 actions instead of one
The holographic training room would let the hero on there perform his ability for free

Idk what else yet, but I think I'm off to an ok start

abdantas
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one more thought. using the

one more thought. using the same mechanics as when a room is manned it becomes unavailable. Do you think it'd be better to classify rooms into categories, like Tech, Elemental, Mind and Physical or to follow my original plan of having the actual rooms be the ones that draw in the heroes. So lets say Dr Facemelter likes The Rec Room and the Death Ray room, you pull him in and the rec room becomes unavailble and the death room is still used to pull supers. But, would it be better if lets say dr facemelter likes tech rooms and elemental rooms and if you have one of each available he can be pulled and he'll settle on whichever you desire.

I think having the categories will broaden the amount of cards that can pull heroes making it a little bit easier to grab them, but I don't want it to be too easy, any thoughts?

Orangebeard
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Original plan

Going back to your original theme (gov. employees trying to create the best base / collection of supers), I would think the idea of having rooms classed as categories and supers are required to be in a room that they match would work best.

Say Dr. Facemelter needs to be in a Tech or Elemental room; as the Government Agent, you need to decide if you want Dr. Facemelter on your team, and if so, you need to build a Tech or Elemental room. Maybe the supers have some kind of built in preference on them? For example, you can recurit the Dr. and place him in a Tech or Elemental room; The Dr. has a moderate bonus in a Tech room, but has a full power bonus in an Elemental room? This would give the players a little strategy to consider; do I risk my opponent getting the Dr. first for the chance at getting his full power bonus?

abdantas
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Orangebeard wrote:Going back

Orangebeard wrote:
Going back to your original theme (gov. employees trying to create the best base / collection of supers), I would think the idea of having rooms classed as categories and supers are required to be in a room that they match would work best.

Say Dr. Facemelter needs to be in a Tech or Elemental room; as the Government Agent, you need to decide if you want Dr. Facemelter on your team, and if so, you need to build a Tech or Elemental room. Maybe the supers have some kind of built in preference on them? For example, you can recurit the Dr. and place him in a Tech or Elemental room; The Dr. has a moderate bonus in a Tech room, but has a full power bonus in an Elemental room? This would give the players a little strategy to consider; do I risk my opponent getting the Dr. first for the chance at getting his full power bonus?

You hit the nail on the head mr beard. The idea is that the strategy comes from placement. Dr facemelter(who's now gonna be in the game along with his dad, dr facemelter sr) needs a tech room and a elemental room to come work for you because let's face it, villains need their choices. When he is drawn into your team, not only do his personal abilities become available to you(like his attack and defends, plus his powers and passive abilities , like a super with a leader passive ability will be able to pull a second hero to attack the same spot as him, then he much have the battle cry power power that activated gives all heroes attacking a +2 to attack. ) by the downside is that once you acquire dr f and he's in your designated room, that particular room cannot be used to pull. So the conflict comes with do I wait for a hero with better stats while my base sits here unnocupied being destroyed by the other teams, or do I just take what's available and change my strategy. The idea being that there are several rooms that won give your team a passive modifier but will in fact give you a new winning goal. Right now the winner is whoever has the most crimes when the environment deck is done. But the different rooms add conditions like a full hero team can win by having all 5 supers be heroes. As well as one for villains. Or the Rec room that will let you win if you don't perform any actions at all in the next two turns, including defensive actions. I think this will give the game nice flare. Any thoughts?

Orangebeard
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Joined: 10/13/2011
Game play review

Just summarizing here so I don't get lost...

On a player's turn they...

1) obtain resources
2) build rooms
3) attract minions/supers
4) minions/supers perform actions

Minions/supers are attracted to existing rooms; once played in a room, they provide a bonus or abilities, but cannot be moved unless they are killed or disbanded

A room with a minion/super cannot be used to attract a new minion/super

Rooms are categorized (Mental, Tech, etc); Minions/Supers have at least one category each; each minion/super has a preferred category and when played in a matching room, will receive a greater bonus; a minion/super must match at least one category in order to be played in the room

The default victory condition is to have the most crimes when the event deck is exhausted

Some rooms may combine to create a different victory condition for the owning player

abdantas
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Joined: 11/13/2012
Very close.you're right,on

Very close.

you're right,
on a player's turn he may do 2 actions
the first can be
1)obtaining resources
2)build rooms,
3)attract minions
4)attack
5)use powers
on the second action
1)attack
2)use powers
taking in note that an action cannot be repeated twice in one players turn,
so you cannot build a room and attract a super in the same turn.

When supers are placed in a room, you being to receive that room's passive ability, but they cannot be moved unless they are killed, disbanded, or you have a room that permits you to use your power to swap them around.

Romms are categorized under 1 of 4 categories. For a super to be pulled into a room, there needs to be 2 available rooms, one of each type the hero likes, that is why theres a room limit of 6 which sets the hero limit at 5. There are a couple of rooms that let you get all the way up to 6 heroes, but that's why they are so valuable. So lets say theres dr facemelter is in the tech room, and you have a tech room, a physique room and a mind room available, the next hero you pull will have to be a physique/mind hero, and once you pull him, and put him in lets say the physique room, now you will need another room becuase you can't pull anything with just a mind room.

different crimes are worth certain amount of points, there are also random events like earthquakes and things that will purposely mess up the game the players are trying to play inside the environment deck, but when the deck is exhausted, the person with the most points worth (crimes will be worth different amounts of points depending on how difficult they are, also, several crimes will give you one time use abilities. Let's say you defeat the supervillan Bomb Voyage, now you have a bomb that when used you can get a bonus towards destroying a room, as long as the hero in that room is exhausted or the room is empty)

and yes, some rooms will allow you to have a different vicory condition, like the Danger Room let's you win with a 5 man team of only heroes. But keep in mind that with only 12 heroes and 12 villairs and 6 rogues, with a 4 player game that's 20 guys taken up and 10 left over right off the bat.

everything is squared away?

Edit: a question has come to my mind. Should I make some of my heroes and villains extra powerful but requiring 3 rooms available rather then 2? If so, would zombei lincoln, the great decapitater be offensive? What about Ben franklestein! Master of electricity!?

Orangebeard
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abdantas wrote:Should I make

abdantas wrote:
Should I make some of my heroes and villains extra powerful but requiring 3 rooms available rather then 2? If so, would zombei lincoln, the great decapitater be offensive? What about Ben franklestein! Master of electricity!?

I would definitely playtest this to see how it works!

Are crime cards completed by villians and prevented by heroes? Is the reward the same?

abdantas
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Joined: 11/13/2012
The idea is that villains is

The idea is that villains is a generic term. Think of them as reformed villains working for the good guys. It'd be like, dead pool is a reformed villain, but he's still very aggressive, so is wolverine, the hulk swings both ways. The idea to separate them is to also give some more background for the theme. If these guys used to be villains that are now good, the Hero's are bound to have some mixed feelings. Also, the idea is that by separatin the supers by a archetype that defines more what they're basic skill set is geared toward (Heros defend, villains attack, rogues can go both ways therefore not as skilled at either.) it gives new players a fighting chance against the other players. I'm setting up the play test deck so the resource deck can be replaced with a regular 52 card playing deck. Taking out all queens and kings and using the jacks as wild. Whenever I'm done I will post on here the printable file for people who care to playtest.

I'm quite excited about the idea, and thanks to your contributions, if I pursue this onto a kickstarter later ill make sure one of the heroes is Orangebeard! The mighty Celt? Well figure that out later.

As for artwork when it gets rolling ill probably want it to look a bit cheesy, for some reazon johnny bravo keeps popping up in my head. p

I've been told I should try to incorporate a nemesis mechanic, what do you think mr beard?

abdantas
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Joined: 11/13/2012
I dialed back the amount of

I dialed back the amount of supers to make the game more competitive.

There will now be 9 Heroes (6 have passive abilities as well as Powers but take 2 distinct types to get, 3 are "minions" that are way weaker, any two rooms can take, and and have no passives) 9 Villains, and 6 heroes

There are 6 different Passive Super abilities that will be included in this set, each hero will have a passive, but those passives will be reused in the villains, and the rogues.
right now the 6 passives are
Leader - If adjacent supers are the same type (hero/villain) or rogue, Leader can pull them into the attack with him.

Support - Whenever a support character is pulled into an attack, he gives all other heroes/villains in the attack +1/1

Fast - Fast characters are always the first to attack, whether or not its his turn. SO let's say you attack Brain Freeze, Master of the Mind! with your Dr Facemelter. facemelter has 4/1 and brainfreeze has 2/3 but freeze is fast, so he will go first and use his attack power to see if he hit facemelter, since facemelter is dead before he could get his attack off, brainfreeze is still alive

Brute - Brutes get a bonus against tapped cards. So let's say you attacked with freeze last turn, so this turn he's exhausted before he can be used again, Were-Bear, could attack him and get a +3/0 against that character. Brute characters traditionally will have to also use their power to be at all effective. Werebear has a 0/2 rating without using his power, but with his power for that turn he becomes one of the strongest characters at in the game at 6/5. Against a tapped super he could hardly be stopped.

Charged: Charged characters are ones that use some sort of weather manipulation or elemental based power (think human torch). Charged characters get a bonus when defending against attacks much like the brutes get a bonus when attacking in a specific situation. Ben Franklestein, MAster of Electricity! is a villain in the game that is charged. His power is to supercharge the rooms in your base and give them an attack value of 2.

Recovery: Recovery based characters cannot be tapped. They don't follow the regular one turn recovery rule, they may be used every turn to kick some butt.

All in all, it's shaping up.

If anyone would care to playtest, like i said before I should have the "prototype" cards done soon and I'd love some feedback. The game is gonna be ideal for 3-4 players i think but i still see it being very fun with 2.

Orangebeard
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abdantas wrote:The idea is

abdantas wrote:
The idea is that villains is a generic term. Think of them as reformed villains working for the good guys.

Got it; I like this idea

abdantas wrote:
The mighty Celt?

Pirate, actually...I'll let you ponder that for awhile...

abdantas wrote:
As for artwork when it gets rolling ill probably want it to look a bit cheesy, for some reazon johnny bravo keeps popping up in my head. p

I happen to prefer the simple art styles over the styles with heavy details; I guess I would try to balance the art to the game style; wild, goofy play = fun, animated art; serious strategy = detailed, specific images

abdantas wrote:
I've been told I should try to incorporate a nemesis mechanic, what do you think mr beard?

I was thinking some kind of "arch-enemy" or "nemesis" mechanic might be interesting; maybe something that forces the nemesis supers to fight until only one remains? maybe the ability to attack your nemesis directly; possibly with an attack bonus? perhaps nemesis supers cannot occupy the same base?

abdantas
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peas in a pod

Once again Mr Beard we are on the exact same page. I was thinking of a nemesis mechanic that makes it so certain heroes/villains cannot occupy the same base. Looking to the future (hoping this is a successfull idea) maybe that can be the theme of the first expansion. It could add a nemesis dynamic, more heroes, and new rooms and environments.

As wit hthe environment deck, i was thinking of swapping up the formula. I would add a few more crimes but then I'd have people (important persona as well as regular civilians) in the environment deck. Let's say we draw a crime, we would continue drawing until we draw another, wit hthe possibility of having none or several citizens from your particular city that are in danger. Different citizens could be "worth" different amounts. Let's say the Mayor of your town could be worth 5 points where as a regular joe is worth one. A Cop could be worth 2 points but give you an attack bonus when solving that crime. This way it adds a certain dynamic to the environment. Let's say you draw a "building on fire" which to defeat you need a hero with 4 or more defense, every player's turn that crime would tick across the board, staying on the table for 3 turns before it happens and all is lost. If that crime goes through, you're city has lost certain citizens. TO add to this, you could have certain negative effects, like if you loose the chief of police, there could be 2 active crimes at a time instead of one. And if you loose your mayor, everyone looses. There could be legitimate Super VILLAIns that could even take several people playing heroes to stop, but you could put a devastating negative effect to them, like if the supervillain completes his plan, every player only has 1 action instead of 2. They could be big game changers and do a good job of keeping everything fresh.

What do you think>

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