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INPUT NECESSARY - superhero - total revamp,

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abdantas
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Joined: 11/13/2012

Complete redesign of my superhero game.

Set-up:
-There is a 12x12 board in the Middle.
-Each player has their own player mats (maybe) that can hold 3-5 cards.
-Each player picks the designated number of heroes (dependent on the amount of players 4 eahc for a 2 player game, 3 each for a 3 player game, and 2 each for a 4 player game)
-Top card in the Distress Deck is flipped over, will tell you what the board layout will be (what blocks will be inaccessible, which ones will have buildings, where there will be grass and water, where each player spawns, as well as where the bad guys spawn)
-each player is given 5 resource cards (cards labeled between 1-4, that are used to supplement attacks/defense as well as to purchase upgrades for your base, which in fact will support your heroes on the field)

Turn of play:
-The player gets 2 actions per turn. Actions can involve moving a hero, attacking, using a power, or purchasing something

Gameplay:
-Players take turns trying to save civilians for bonus points, disable other characters and villains (bringing them down to 1 point of health then moving onto their square)
-when a set number of points is reached(maybe number a certain number of turns), or all villains are removed from the board, the mastermind shows up, Masterminds will be significantly stronger and able to take on multiple heroes at once.
-Masterminds must be defeated or everybody looses
-Civilians can be accidentally/intentionally killed (to keep other players from getting the set points)

Winning conditions:
-winner is the player with the most points at the end of the game. Captured characters and baddies count for points, saved civilians will count for points as well as player characters still alive and in play count for points.

anyone got any good ideas for power sets as well?

munio
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so what exactly is it that ou

so what exactly is it that ou want from us, designing a character complete with powers?

The vibe i am getting is to create about 20 or so unique heroes, each with unique and widely varied, resource cards are unique powers or "gadgets some are one time effects some are reusable stuff

so here are a couple of quick mockups

1 aqua lad; can transport from pond to pond, and who can blast enemies a few spaces back with a supersoaker
2 bomberman: litters the field with mines in diffrent shapes and sizes, stunmines, unreliable shrapnel mines and goobombs
3the clone, splits himself up into smaller versions, swarming the board with countless clones
4 the human fortress, slow but strong, is able to swap places with the base

gadgets, goodies and upgrades
spandex: a must hav for every every eighties hero, you have one additional movement
bag of loot: taken by "thiefs" well it wont be missed : refill your resources
big walls: turning your castle into a fortress since medieval times +1 health for your base
smoke bombs: great for a quick getaway or a dramatic entrance: +2 movement or +1 atack, usuable only once
utility belt: a little of everything, to bad it's always the funsize variant: use the power of any hero on the board (usuable only once

baddies
goon: a quick punch in the face and you k-o this wuss
bikersquad: fast as lightning they do have a little stopping issues from time to time
zombies: garb them fast or they start nibbling on civilians
gheists: cant really be bothered to be obstructed by buildings
demonspawn: volatile of nature, zap thisguy and expect a little additional carnage

civilians
and you thought they where your average run of the mill citizens, oh so wrong
granny: short sighted and oh so slow, getting her away from danger is going to take some time
the journalist: you are not going to chase her away from the action when she has the scoop of a lifetime
femme fatale: keep calm and get away from danger, oh you caused it uh-oh

just my thoughts

abdantas
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Hey Munio, That's exactly

Hey Munio,

That's exactly what I wanted, as well as anything that is an very apparent game breaking flaw. Ideally, there will be a resource deck everyone draws from, they can give your physical(punching, defending, and sprinting) stats a 1-4 bonus as well as being able to purchase equipment and facilities from a the few that are shown as well as hire some back-up team members that are able to jump in when one of your characters is defeated or captured. Let's call playing cards to help a physical stat a heroic feat.

Right now I need ideas for scenarios. These would just be random layouts on the 12 by 12 grid, with rooms, maybe automated lasers in some, henchmen, different civilians (i LOVE the granny idea btw)

Theme wise: the idea is that all these superpowered people realized they can make way more money on the private market (think heroes for hire) So each player is a different organization trying to collect the bounty on the same supervillain, BUT considering they are superpowered themselves, other players can also capture opponents for bounty!(VP) Capturing required bringing a characters defense to 1, at 0 a character is deceased.I plan on also using the set-up to create some kind of co-op story mode where each hero controls only 1 character and must work together through several rooms to find the mastermind.

Characters:
These are the ideas for characters I have so far:
Tree-guy? - Nature Druid
Entangling Vine: Incapacitates the target as long as Tree-guy keeps putting power points into it
Barkskin- Passive ability that gives major bonus to defense as well as attack, but slows movement.
Heal- Tree-guy can heal as long as he's standing on a green square
Summon Treeant - summons a big slow walking tree to fight for him as long as he keeps pouring power into it (something like 4 to summon and 1 each turn to maintain)
special rules: Tree-guy does not recover energy unless he's on nature squares, but he recovers there at twice the normal speed

Kinetic powered man: Kinetic Energy Control
Charge: gets bonus to attack for every space he moves that turn
Mighty Blow: Costs power plus HP to focus all his power into a supercharged blow
Absorb: Can abosrb attacks for at teh cost of power+health but adds it to his own attack later(not sure the ratio yet)
special rules: Kinetic Powered Guy will only be able to restore power by moving

Beard Control guy - Sentient Body Hair
Armor Up: spiky rock hard hair all over his body, Major bonus to attack
Hairy Wings: Allow flight - faster movement and invulnerability to ranged attacks, but cannot attack unless with ranged abilities
Beard shield: Block all incoming attacks that turn from the direction the character is facing
Beard Spear: exactly what it sounds like, spear baddies with your rock hard hair
special rules: not sure yet, it seems like he has some good abilities but otherwise he's pretty normal

Vulcan: Son of Hephestus - Demi-God
Control Fire: Fireball attack, direct + splash damage
Enchanted Hammer: passive Can enchant his mighty forge hammer with fire, gives a bonus to hammer while active
Gadgets: NOt sure yet what gadgets there could be, maybe this is where your idea would be good, he could copy an ability used by another player
Volcano: Area of effect starting on character and hitting several nearby characters

Col Creedence: Confederate Officer - light based divine powers
Heal Self: Self Healing
Mass Heal: Heal Others in viscinity
Ressurect/Rebirth: Passive ability that if he's killed while using returns after a few turns again (very costly, preety much inhibits everything else)
Dual Pistols: Pistols are Creedence's weapon of choice since he's been using them since he was a child, Dual Pistols let's him add up his attack like normal, but divide it in half and attack 2 different characters in the same turn, or the same character twice
Blinding Flash: causes a flare like flash that incapacitates others

After these 5 I'm pretty much stuck. Most passive abilities will not have ongoing costs, but while active they do not allow the player to collect more energy for powers when resting (not attacking during the player turn)
I thought about having some sort of Superman Archetype but I realized that I do not want the standard superhero types in this game, so that's becoming very difficult.

I thought about some sort of gun toting samurai that can imbue his weapons with different elements, as well as a darkness based character that can teleport from one black (innacessible space) to another, cause fear, cast a mass darkness ability that makes it so all other characters within a certain range cannot be used next turn, including the caster.

Like i said, i'm having issues with ideas, but i really wanna pursue this because I think it has a LOT of promise.

munio
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it is hard to see any mayor

it is hard to see any mayor flaws when there is not much in terms of rules to read, ideally i would like a more detailed rules explanation

heroes for hire; sounds interesting, and depending on who pays them diffrent civilians give diffrent VP, pehaps some heroes get a cash bonus for defeating an villain, while for some just doing the right thing is an reward in an of itself (suckers). Companies don't appreciate it when you accidently thrash buildings whilst chasing a badguy

For the scenario's: i am expecting to see a single 12X12 grid board and a ton of cardboard pieces representing diffrent minions, traps, buildings/ walls etcetera, you give the players a acouple of pre-fab scenario's but also the room to experiment with diffrent set ups, i love the idea that you can play co-op or versus, maybe it's even possible to create scenario's where one of the players is in fact (secretly) the villain?

Here are a couple of quick ideas to get you started, these sorts of things can be easily rethemed if you wish)
~Temple of major inconvenience; get inside and recover the amulet of eternal life before dr dastardly steals it
~Attack of the copyrighted lizzard; a city is being pulverized by a giant dragon like creature, collapsing buildings clog up the board quickly
~The car heist: a team of burglars is attempting to steal a priceles protoype, they have triggered the factories high tech alarm in an attempt to shake you off, expect to see lasers and killer robots
~Shark attack; friend and foe is out in the ocean, when suddenly a group of sharks show up to ruin everyone's day, luckily sharks can't get out of the water, or can they?
~The invisible maze: (example of a scenario where one of the player's is the badguy) after hunting down the invisible man, the heroes find themselves stuck in an invisble maze, they can not yet any of it's contures unless they walk straight into them. The maze is littered with ghost that can fly through these walls, as well as mines that are triggered when you step on them

Anyway i would start by working out the concept a bit more, and then i can give a bit more detailed feedback

GrimFinger
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abdantas wrote:Theme wise:

abdantas wrote:
Theme wise: the idea is that all these superpowered people realized they can make way more money on the private market (think heroes for hire)

Heroes for hire, huh? Just a comment in passing, and only because superpower themed games always interest me (probably due to the fact that I read lots of comic books as a kid growing up), but they seem less heroes and more something else to me, if profit is what gets them into action. Not that it matters, for your game design purposes, of course. Are they anti-heroes, though, similar to Conan the Barbarian? Just thinking to myself aloud, here, and not advocating any particular change.

Since you like Munio's slow granny civilian idea, perhaps what you are after is a sort of cheesy superhero feel for the game. If so, then I recommend that you take a look at WordGirl's villains. My son and I used to watch it, together, and I think that WordGirl has some very colorful villains.

For your Colonel Creedence character, since he is a Confederate officer, you might want to give him a name that "sounds" Southern, such as Beauregard. Colonel Beauregard Creedence. If his powers re light-based, I guess that e can rule out a Rebel Yell power for him, huh? If he' s a colonel, though, then perhaps he has henchmen - each with their own respective brand of Confederate or Southern flavor.

I don't know if you are interested in gang aspects for your game, but it would fit well, I think. If you don't know who they are, then look up the Royal Flush Gang. I first encountered them many years ago, when they fought the Justice League of America. Maybe something along the lines of the following for a start on a Confederate/Southern gang.

Colonel Beauregard Creedence
Stars and Bars (father and son duo, or perhaps siblings, even husband and wife)
Rebel Yell

Your tree guy is what originally prompted me to think in terms of group action or groups of characters for your game. I thought of the Metal Men, only instead of a single tree, you would have a group of them. You could call them the Grove, or something with a play on words that is tree related. Maybe Oak would be the strongest of the group. Redwood could be a very tall, red-headed fellow. You get the idea, I'm sure.

The Beard control guy, I like. I recently kidded someone that I know about being The Beardforce. Anyway, maybe there's a little mystery surrounding this guy and his beard. Is the beard sentient body hair? Or is it nano-tech of some sort? Initially, I imagined his hair being utilized to wrap someone in a spider web-like snare, and then he can simply withdraw the hair to release them.

abdantas
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I think heroes is a very

I think heroes is a very loose term when it comes to the characters in this game. Think super powered. I wanted the characters to feel more like odd-balls (inspiration from guardians of the galaxy and x-men mostly)

Creedence is supposed to be kind of a spin on a wolverine type character. Because of his light-based healing property, he has never really aged or died and still holds on to those particular values, the game plays around the idea that although these are all superpowered "heroes", they're not exactly the good guys.

I plan on including a well thought out story, where the heroes like creedence and beard guy can be played individually and work towards a common goal, where as teh versus mode people would start with a predetermined team, draw a random scenario and get to bashing each other in while trrying to collect the most amount of points.

Beard wrap: i didn't think of that but that is awesome

I was thinking of a nemesis character to col creedence that could also be a playable character or a villain, and it's a darkness based character (shadow stepping, causing fear, etc etc)

The idea is that there will be a set of common henchmen, and some specific. Let's say lord Hydra can have the olympians and common mercenary thugs, playing wit hthe fact that he could be a greek demigod or a military leader like the cobra organization.

The tree guy was what inspired me to change this from a card game to a board, i like the idea of characters getting entagled in roots, and having a massively powerful character that's virtually indestructible like tree guy, but is very limited compared to the others of where he can use his abilities, as per most scenarios will have maybe a quarter of it being grass at the most.

I'm on the fence as to whether the combat should be dice based, card based or a mix.
what i'm thinking right now is that the resource cards you use to build up your arsenal and hire other heroes as back-ups can be played during the attack/defense phase to pump up your natural attributes. So let's say beard guy has 5 attack and he's attacking tree guy who has 8 defense. Beard guy plays a card with 4 value that boosts him up to 9 and if tree guy doesn't play anything he gets hit for damage. I also thought that if there is a tie, the attacker rolls the dice, if he gets a 5 or 6 the attack is successful. Powers also can be played at any time, so let's say someone is about to attack one of your characters, you can use one of your characters powers to try and help defend, but that's that's characters action for this round. (maybe) The only thing i think would work really well, is that if in the beggining of each "round" everyone rolls a d6 to see turn order for that round. I think that'd be an interesting idea that always keeps you on your toes and makes you feel more involved even when it's not your turn.

by the way, I'm loving the input. I'm also super excited and trying really hard to do this right as I can see this being an awesome game with tons of replay value.

GrimFinger
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abdantas wrote:anyone got any

abdantas wrote:
anyone got any good ideas for power sets as well?

Go to the following link, and scroll down the list of powers displayed along the lefthand side.

http://www.comicvine.com/powers/

abdantas
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Hehe, Yeah. i've basically

Hehe, Yeah.

i've basically been living on superpowers wiki.

Orangebeard
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Super Bounty!

I thought they sounded like super bounty hunters...

I would think capturing the Mastermind would need to be worth enough points so that a player that is in last place has a chance to win. Otherwise, it will likely turn out that one player will win as soon as the Mastermind is caught which does not encourage the other players to make it happen.

On the other hand, if the points are a secret, then each player would be trying to capture the Mastermind based on the belief that they have the most points and will win.

abdantas
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I thought maybe the civilians

I thought maybe the civilians and thugs, aside from the mastermind, could be represented by tiles on the board. on the top of the tile it would be their picture, LOS movement speed and attack/defense
on the non visible side, it would show you maybe how much they are worth dead/alive. Or maybe the tiles could just be the basic character,

and have a standard sheet that says all the other information, like a card. it would say which kind of scenarios this character can participate in. idk, any thoughts?

Stormyknight1976
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Scenarios

Scenario 1: Save Grannies' Thousand Trapped Cats, Rats and kitchen sink. Scenario 2: Paint over the graffiti in the burning building.

abdantas
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That's pretty funny storm.

That's pretty funny storm.

Should maybe the distress deck offer secondary objectives

Stormyknight1976
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I thought so too.

It falls inline with the ol'cliche of heroes saving cats when firefighters are no where to be seen. The kitchen sink was thrown in for extra humour points and the graffiti is like cleaning up the city and the burning building is from the hired ex-heroes to burn buildings for profit from who ever is trying to over throw everyone else in the game.

abdantas
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Yeah, I plan on adding "side

Yeah, I plan on adding "side quests" in a game set-up, make it so it's almost like everyone is playing together trying to keep the criminals and badguys from showing up in this city

GrimFinger
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abdantas wrote:Complete

abdantas wrote:
Complete redesign of my superhero game.

In various postings of yours, I have taken note of various components, such as:

12x12 board
Player mats
Distress Deck
Resource Deck
Crime Deck
Location Deck
Civilians/Minions Deck
Hero Deck
Base Deck/Blueprints

What other components do you envision?

When I ponder your game, right now, it is akin to an amorphous cloud. It has no real form in my mind. I want to peg things down, even if they have to be changed or eliminated later on.

Are there to be actual units or pawns that represent the various superheroes, super villains, and civilians? Or, will these be represented strictly by cards or chits?

abdantas
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Grim,After our talk

Grim,

After our talk yesterday, the game has developed quite a bit. You gave me some very strong ideas to base my design on. This is what I think im leaning towards, let me know what you think.

set-up,
- 4 8by8 boards making up a huge board. Each player starts out in their individual board (so 3 players would be 3 starting positions, 2 would be 2, and players can bring that number up and down depending on what they are planning on doing
-the boards are just a basic +sign of streets with modular input spaces on each board to add things like buildings and such.
Think grey boards with dotted yellow lines to mark the middle of the roads, but when you place buildings and things, which are like large tiles you place on the board, they’ll give you the layout of the place.
-9 supply cards are dealt to each player, each player picks one and passes their pile on to the next till everyone has a final 9 cards in their hand, this is the equipment they are using for the duration of the game, (things like smoke bombs, air lifts, med packs, maybe weapons that help some of the characters)

a distress call card is revealed for each grid that’s occupied, it will tell you where the civilians are, where the bad guys are, if there are any supervillains present, and if there are any “side quests” things like, cat stuck in a tree, building on fire that the player needs to put out, all those kind of things. Side quests have revealed values, so, when someone completes it, everyone knows how many points it will give them, whenever they reach a predetermined amount of “obvious value” like, a minimum point value of a criminal, dead or alive is 1, so they count as 1 obvious value, but this not be what they are worth at the end game.

gameplay:
each player gets 2 movements per character, and rotate characters, at the end of each round, everyone rolls their dice and that’ll be the turn order for that match.
- All civilians and thugs have the the amount they are worth dead or alive, per gameplay rules, for every token you have it’ll count as 1 point.
- High areas and cover will come into play, if your character is behind a bench when he’s attacked, he will have a defensive bonus,
Combat:
Every successful hit does 1 point of damage, unless a power or card deems otherwise.
- If the attack value is higher then the defensive value then it’s an automatic hit, if the player is feeling lucky he can try to roll a 5 or a 6 for a double or nothing (2 points of damage or a miss)
- If it’s a tie between characters, a 5-6 will hit, everything else will defend
- If the defensive value is higher, the attacker must roll a 6 to hit, this will keep players from having an almighty never get hurt hero running around, everyone’s in danger of everyone. So a well placed character could potentially be a HUGE threat.
- Movement and character values will all be depicted on the cards, there will be general cards for the different thug types, but civilians will be much simpler since they have no attack/defense value (unless it’s a police officer or something, maybe)

Victory conditions:
- Once the amount of victory points is shown, people will flip over their tiles and see the true value, this way, no one really knows how far ahead they are, hopefully it’ll keep them going till the end. Player’s characters will have cost associated to them too, but they are only worth points to the opponents if they are captured or killed. It’ll be something along the lines of, civilians are worth 1,2 alive or -1,2 dead, thugs are worth 1 dead, 2 or 3 alive, heroes are worth 1 dead, 4 dead, and supervillains will be worth 5 dead, and maybe 6-8 alive. Like I said, that’s all very speculative though.

Right now I’m planning on the game coming with 4 grids (which is the maximum someone would need) and plenty of buildings and things to go into and explore and such things. 4 sides will be the basic cityscape grid, with the other side being maybe a couple of things a underground lair and maybe something else that I would need in the story mode. But seeing as the main focus of the game is the City scape and players moving through that, that’s where my main playtesting will take part, see if the mechanics in there work most of the other ones should too as well.

so components got cut down A LOT.

so maybe 50 cards total for the resources
4 8x8 double sided boards
maybe 20 different buildings and such
quite a few chits to represent the players, thugs and civilians as well as some of things like destroyed.
And player cards showing the hero, name, stats and powers (20 heroes in the game)
plus maybe 10 suppervillains and their chits.

That's it, it sounds like a lot but i think it's less then we're expecting it to be, the board is a little under 8 inches per board, making the cityscape (probably will end up being 6 city sides, and 2 lairs and maybe some other environments that'd be cool (did someone say jungle?)

i envision cars on the street with the bottom right corner depicting how much health it has before it blows, how strong you need to be to pick it up, as well as what kind of defensive cover it provides.

What do you think?

GrimFinger
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What do I think? I think lots

What do I think?

I think lots of things, simultaneously. I'm not sure that they all relate to your game, though.

Back before Christmas, I visited a friendly local gaming store, and my interest was on possibly taking the plunge into HeroClix, so that I and my 7 year old son would have a superhero game to play, together. One of the store co-owners recommended that I wait two to three more years, before going that route. So, I ended up buying nothing, that day, from that store.

So, since I put a roast on late last night to cook, I have intermittently been looking at custom HeroClix maps and 3D HeroClix maps. Now, as I sit here typing this response to you, I find myself wondering if you are trying to reinvent the wheel, even as the aroma of that roast wafts through the air from the kitchen right past my nose, as I sit here type, type, typing away.

[PLOT WARNING: This is not the time to get scared away!]

Pondering our hyper-secret mano-a-mano (or is it mano-et-mano??) discussion of your game design plottings in a hidden private message facility not so very far from here, I think that I still don't know what components that you envision. What will you be using to represent the actual superheroes?

Since that game shop guy succeeded in persuading me to not buy product that he sells (on that particular day, anyway), product that I had fully intended to buy, I think that there's certainly a niche for more superhero games. Whether the game that you have in mind fits into that mold, I don't know. Time will tell, I suppose.

I think that the entry learning curve for your game should be reduced to the lowest level feasible, yet which still allows your game to achieve what you want it to achieve. I am thinking that it should be fairly fast paced, provide some decision-making opportunities, and above all else, it should be really fun to play. Shouldn't they all, though?!

I am not a fan of the supply card concept. At least, not as it currently seems to be envisioned and articulated by you. If I comprehend them correctly, supply cards are items that players will use to equip their respective super heroes. What are they? All gadget-based hero types? Everybody can't be the Batman, you know!

You seem to envision superheroes of the generic variety, ones with mix-and-match wardrobes - powers that each player selects anew for each new game of your game. I am not oblivious to copyright and trademark considerations. I'm also not opposed to brand spanking new casts of superheroes. It's a big, Big, BIG universe, after all.

I think that the trick, or at least one of the tricks, to succeeding where at least a few others may have failed, is to more fully and better appreciate the genre that your game is pandering to.

Superheroes, baby! Kojak on space crack! Who loves ya, baby??

So, let's see where the wandering mind travels to, today. Shall we?

Instead of reinventing the wheel (or several wheels, for that matter), why not just carjack the whole damned enchilada?

You can create the Generic Battle of the Super Meeples, or you can create a game SYSTEM that will allow people like me to go and buy HeroClix units, just so that I have an epic looking meeple to serve as an avatar in battling my son.

If you have a board, and if you intend for there to be superhero pawns moving across it, will the movement hexes/squares be compatible with using HeroClix figures?

Or, Heroscape figures? Or, those little plastic doohickey men? Or standard fare plastic army men?

My point is this: Fancy, smancy component pieces already exist out there in real people land. Will they work with your take on how to allow superdupers to duke it out?

If I can't end up having the Batman fight the Joker using your superhero game system, then I think that your game's potential is limited. How will your game allow my son to play Superman? It's all about the comic books, baby. Not the Benjamins, but the comic books!

After browsing various individuals' custom-made 3D Heroclix maps, instead of supply cards, what I am thinking is more along the lines of modular city tiles - perhaps 4"x4" in size. It's along the same lines of what you seem to be transitioning towards. It will yield greater variety of starting maps. You could just go with 8.5"x11" map sections, which would allow you to print map terrain with hexes or squares already on it, so that it would correspond to standard size computer paper. The print and play revolution is upon you, baby!

You can have epic, or you can have generic. Which feel do you want for your game? You can have fun, or you can have bland. Which experience do you want for your game?

Can building the playing area, the map or city or whatever, be a part of your game, as in one stage, or perhaps as an ongoing stage? Instead of having a Base Deck for the superheroes and super villains, just make the whole game map a variation on a base deck. I mean, what player wouldn't understand that, before you can destroy the city, there has to be a city to destroy. So, open box, and start building. Put them all in a big bag, and allow players to take turns pulling them out. That way, nobody knows what the playing map will look like, and each player participates (invests themselves) in each gaming session's scenario/location. There are other ways for the players to build the city, but that's just one way, to help illustrate what I am talking about.

The basic distress call concept is sound, I think. Since the game is in such an amorphous state, at present, it might need to transition in some way, also. I'm just not sure.

I'm not sure about your penchant for what is no doubt an Avalon Hill-inspired point system. How many points did Superman get for saving the world back in Action Comics issue # 131, again? Let's not nickel and dime the Man of Steel to death, my friend. You either save the world, or you don't. Leave counting the coins to Scrooge McDuck in his Money Bin.

You mentioned grids. Tell me more about these grids. Are they the same as the 8x8 and 12x12 boards that you have mentioned, on prior occasions?

abdantas
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Ok, let's clear everything up

Ok, let's clear everything up and start from scratch. It seems like we're all getting a little off base. this is the concept/gameplay/art direction I'm planning on taking it as it stands.

Theme:
In a world where super-powered people have realized that their powers put them at a strict advantage when dealing with specific problems, they have taken to the mercenary market to try and collect. You run a team of highly trained super powered people (supers from now on) that are called upon to be the line of defense against the threats that the local government cannot seem to handle. You are there to collect, when Supers started using their power against the free world, bounties were placed on all illegal, unregistered supers. It's your job to stop them, to die or get rich trying.

Components:
-There are 4-6 double sided boards depicting different areas. The Cityscape tiles of the board are 8x8(maybe 12x12 not sure yet) grid made up of asphalt grey with things like cracks and and other artistic flairs and the spaces being depicted by Yellow dotted lines.
-There are thick cardboard buildings that will have parking lots and will be able to be flipped over to go inside as well as players being able to climb on top both giving very distinct bonuses. (i like your idea of the starting board build) So people take turns drawing buildings and different things that will adjust how those spaces act, such as a drain pipe might give a bonus to a character that has water based powers, but it puts you at a negative defense value when being attacked bu someone higher then you in altitude.
-There is large card for each hero depicting their character information (stats, powers etc)
-there are 50 "heroic feats"(far better then supply cards) - these are cards that will give you a one time bonus, think spell instead of items. They are cards you can use to directly help your players on the field or hinder others.
-I’m hoping that the buildings that are set down will help players depict where the spaces actually are, (sidewalk blocks and such)

I’d prefer player pieces to be miniatures, but taking into consideration cost concerns and other such things I think that would be difficult to achieve while still trying to maintain a decent budget (art’s not cheap) Preferably I’d like a stand up cardboard piece, depicting the hero in some sort of stance, with bottoms of each color square shaped so that it can be clearly seen which direction the character is facing (as this seems to be a big part of what I’m trying to do here is making something that’s fast and tactical) The difficulty is that I feel like whatever I do for the heroes must be done for everyone, so with that in mind I do plan on making stand up tokens for all the moveable heroes and civilians (boy is that gonna take some work) but things like destructible trees, and chits that you place on top of destroyed parts of a building (rubble) won’t get the same treatment.
-The distress deck will be 3.5x3.5 cards with the basic (8x8, 12x12?) grid on it and where everything will be placed, a bad guy starts on top of a building, good for him, bad for you.

Gameplay:
now onto what we all want to hear, gameplay
set-up:
- Each player picks their designated number of heroes (probably 3-4 each)
- boards are set down (however many players want to use) 2, 4 , 6, GO CRAZY
- then players take turns drawing buildings and placing them on the board, making their very own malleable world for that turn.
- each player draws a distress card from the pile, this card will indicate in which tiles there spots there will be events occurring, what they are worth as well as where the civilians are and where the thugs are, where their traps are and so forth and so on
- once players have this knowledge then the Heroic Feats deck is shuffled and dealt (each player is dealt a certain number of heroic feats, I think that maybe to tie in the theme of the game, players get to draw more feats when they do something heroic, like save a citizen, capture a bad guy without killing him and so on (this just came to me and I think it could really help carry the theme) Think of things like heroic entrance where if a player moves into Line of Sight and attacks on the same turn they get a bonus if played. Things like that, like med pacs and recharge of powers, something to keep people on their toes.

Turn Order:
- Everyone rolls their die, this will depict turn order for that round. So even though you were first last round, you might not be this time, (I think this will add a certain risk factor that makes for excitement in these kind of games, do I make this move hoping that next round I’ll go before that player or not, well at least to me that stems into excitement)
- Players may perform 2 actions per character (start with the highest die roller moving one character, going around till everyone moves all their pieces, then move all the thugs and civilians, on each thug’s character card it will depict what kind of actions he prefers, like If hero in LOS, but out of range thug will run for cover, if in range thug will open fire)
- Once everyone moves, the round ends and everyone rolls again.
 Actions include Movement, attacking and resting (attacking and resting cannot be done twice but movement can, running twice is considered sprinting)
 Powers are free actions (powers that attack cannot be played as a free action and count as an action)
 Heroic feats are free actions
o Powers Explained:
 Players will have a power meter at the beginning of the game that will deplete every time they use their power, So let’s say kinetic man’s mighty blow costs 4 energy and he has 6, he’ll need to recharge his energy either by playing a heroic feat, or by resting
 Passive Abilities: Passive abilities are cheap abilities that remain on, the downside is that while passive abilities are active, that hero may not rest.
o Resting Explained:
 Resting consists of the player not performing any actions in that turn, if a player sprints or attacks then says he’s resting it does not count. If player just moves and then rests, he will gain 1 energy back for the resting action, if he gives up both moves to rest he will gain back 2 points
- Combat:
o Combat is simple, If your attack stat (plus modifers) is higher then the target’s defense (+modifiers) you do one point of damage.
 Player may try and go for a critical hit, in which case he must roll a 5-6, if he does not, he does no damage, if it connects he does 2 points of damage instead of 1
o If player’s attack (+modifiers) is equal to the defenders defence(+modifiers) then attacker has to roll his die and must roll a 5-6 to hit
o If defending player’s defence(+modifier) is higher then the attacker’s attack(+modifier) attacker must roll a 6 to hit (this was instituted to keep a player from being to just building a team that will never get hurt and going to town on everyone else, i think it will add a nice risk factor)

victory conditions:
- each token or ability will have a basic value attached to it as i've mentioned before, civilians, thugs and all that will have points attached to it to judge when teh game ends. Whenever a player reaches a preset number of secondary quests pplus villains defeated (let's call this basic thing fame) reaches a certain point, no more bad guys will spawn and when the board is cleared, players will tally their bounty to see how well tehy did. Obvciously super villains need to be worth enough that it could bring a player from last place to first, think of this as almost like a Lord of the Waterdeep quest mechanic, that all these different things have hidden points associated wit hthem, and you can get a sense of what they have, but never really know till the end. I think this will make it far more engaging for the players.

Well, that's it in a nutshell i guess, let me know your thoughts please. This forum has been extremely helpful.
Thanks again.

munio
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after reading a that i think

after reading a that i think it might be a good idea to cut off a couple loose ends straight away, you can always add them in later

firstly: having players build a board every time they play is going to take a ton of time, and is not really thematic, stick with preset scenario's
secondly: it sounds ke you are using hundreds of units/locations/powers, tone this down it's both confusing to the player and annoying for you

consider cutting the "base" and blueprints
rolling for initiative each rounds seems pointless
dont make a ton of diffrent supplies to track, energy and HP is enough,
simplify attack and defense: instead of rolling dice simply subtract armour from attack (to a minimun of one) instead of rolling dice,

You basically need to find out what the core of your games is, and cut of any edges, if it's about placing tiles, then simplify hero's actions and combat, if it's combat, then don't put a tile placement mechanic in there. This is absolutley vital to making a good game, you have a lot of good ideas but if you want to work it into a playbale boardgame you have to be able to summarise your core mechanic into one or two lines

Move, use powers, whack badies, save citizens, buy upgrades. are great mechanics for a superhero game no need to expand.

I would strongly recommend making your own superheroes, licensing exisiting superheroes is a pricy endevaour and creating your own, means that you can design their powers to do whatever you want instead of trying to come up with something that has to fit superman's style

"Obvciously super villains need to be worth enough that it could bring a player from last place to first, "
eeeh that doesnt sounds right and can void the first half of playing, yes the archenemy should be worth a good amount of VP but keep it reasonable

GrimFinger
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munio wrote:firstly: having

munio wrote:
firstly: having players build a board every time they play is going to take a ton of time, and is not really thematic, stick with preset scenario's

It only has to take a ton of time, if it is designed that way. It doesn't require hundreds, nor even dozens, of terrain tiles for players to create a section of the city/location that the super action will occur at. Think in terms of over-sized tiles. I got the idea from looking at how various individuals went about creating their own custom 3D terrain maps for Heroclix. The idea is not for players to create the playing area by adding one inch tiles side by side. Rather, it would be more like a 6x6 area, for a total of 36 possible movement spaces in each tile that is laid down. The actual number can vary, depending on the size of the tile. What Abdantas is proposing, if I understand him correctly, are even larger board sections.

Using 6x6 (movement spaces) tile segments, for a three player game, assuming that each player draws three terrain tiles each and then places them, a mere nine terrain tiles total would take only seconds to actually draw and place onto the board/table. The playing area would yield 324 possible movement spaces for character pawns/tokens.

As to the charge of it not being thematic, it certainly could be. In superhero comic books, the setting and scene changes quite often. Most of any given superhero city tends to only reside in the background, and is never in use in a front and center stage manner. It would certainly be possible to include some pre-drawn map layouts for players to use, but by incorporating a tile-laying mechanism, it would lend itself to increasing the re-playability factor of the game over the long term. By making the act of creating the scene/setting quick and easy, it also helps to keep the initial learning curve to a minimum.

munio wrote:
secondly: it sounds ke you are using hundreds of units/locations/powers, tone this down it's both confusing to the player and annoying for you

Amen. Design the game around a limited selection, to get an idea of what works and what doesn't.

munio wrote:
consider cutting the "base" and blueprints

I really don't think that this is where the core problem lies. I could envision players setting the scene in the game's opening stage/phase, with each player even possibly designing an entire city block in only a minute or two, and then joining them together. Or, one player could design the city playing area, at the same time that a super villain player designs his lair. To me, the snagging point is the lair, and not terrain tiles, per se. Is the lair simply part of the terrain? Or is it something else, something with other game functionality?

munio wrote:
rolling for initiative each rounds seems pointless

If the point is to gain initiative, then it isn't pointless, though it could certainly get repetitious. However, initiative wouldn't have to be calculated on a per round basis. Initiative could be good fort several/multiple turns of player action. If the action is hot and heavy, then perhaps one of the best ways to emulate that is by initiative being recalculated often.

munio wrote:
dont make a ton of diffrent supplies to track, energy and HP is enough,
simplify attack and defense: instead of rolling dice simply subtract armour from attack (to a minimun of one) instead of rolling dice,

I think that his initial idea for supply cards was to use them to equip the superhero characters.

munio wrote:
You basically need to find out what the core of your games is, and cut of any edges, if it's about placing tiles, then simplify hero's actions and combat, if it's combat, then don't put a tile placement mechanic in there. This is absolutley vital to making a good game, you have a lot of good ideas but if you want to work it into a playbale boardgame you have to be able to summarise your core mechanic into one or two lines

Core mechanic in one line? Save the world, baby!

The core of his game is super powers. Not ordinary powers, but super powers. I think that what he's after is an epic feel to the game. It's not simply about super powered combat. To be certain, raw simplicity has a certain inherent appeal. But, while I could be wrong, I think that he seeks to achieve an epic feel by not focusing upon a singular facet, such as movement or combat. Now, maybe he can achieve that epic feel by focusing only, or even primarily, upon one facet, such as combat or movement. Or, maybe not. Trial, error, and time will have to bear that out.

munio wrote:
Move, use powers, whack badies, save citizens, buy upgrades. are great mechanics for a superhero game no need to expand.

True, but it's the HOW behind each that allows them to compliment one another . Of course, in general, the K.I.S.S. principle is a good principle to build on, all things considered. That's not to say, however, that it should never be deviated from.

munio wrote:
I would strongly recommend making your own superheroes, licensing exisiting superheroes is a pricy endevaour and creating your own, means that you can design their powers to do whatever you want instead of trying to come up with something that has to fit superman's style

I wouldn't recommend trying to license existing major brand superheroes. Rather, what I recommend is that he look at the existing superhero gaming market, and try to craft his game in such a way that many of those existing superhero products could be easily utilized by players in his game. Example in point, he could include plain pawns or meeples to use as character tokens, or even paper ones, but if he designs his mapping component right, players could utilize Heroclix characters as playing pieces. It helps to facilitate that, if his board is geared toward accommodating those kinds of units. If he makes his board's movement spaces too small, then it can preclude players utilizing their existing superhero game units in his game. I simply think that this type of design approach would facilitate board game players of the superhero genre mere readily embracing his game.

munio wrote:
"Obvciously super villains need to be worth enough that it could bring a player from last place to first, "
eeeh that doesnt sounds right and can void the first half of playing, yes the archenemy should be worth a good amount of VP but keep it reasonable

Superman by technical knockout and unlimited bean counting. Courting the gray area between victory and defeat.

Meh. Bland. Meh.

I guess, for me, the whole point thing seems to be a bit of a disconnect. Superheroes and supervillains. Good and evil. Victory and defeat. What use(s) do victory points have? Simply to determine the winner of a particular game? Is that better, or more simple, than having them to accomplish certain objectives? Is it more satisfying? Is it more epic feeling? Are they relevant towards a campaign, rather than to a single map?

Which leads me to the next question: Is a single game of this game where the epic aspect of it really shines?

For me, it all goes back to comic books. They tell a story, a tale. Sometimes, issues lead into other issues. How long has the Superman-Lex Luthor rivalry been going on, anyway? The Joker perpetually bedevils Batman.

So, I play this game for the first time. Let's say, I defeat the villain. I capture them, and turn them over to the authorities. They are incarcerated. What does this game encourage? Just random superheroes and random game play? Or a new match-up between old foes? The return of the Green Goblin! The Penguin strikes again!

The "tale," as I see it, is an ongoing one. New foes are fine, as are new heroes. I have nothing against them. But, even with brand spanking new superhero creations, is there a driving mechanism to make players feel more tempted to play anew with the same characters, rather than just hit reset on the character creation mechanism each time?

abdantas
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I think I need to make it

I think I need to make it very clear that the very first post in this needs to be disregarded, the last post i posted is how the game plays out as it stands.

"individual tile placements"
I don't think we're all on the same page. Grim and I have been having a private message talks about mechanics and gameplay therefore he understands what I've been thinking a bit more it seems. But here's my thoughts, I'm not talking about adding individual tiles, that'd be 400 tiles across the entirety of the board, and that's just redonkulous. Most tiles will be at lease 2 spaces, (a house plus the backyard?) there will be apartment buildings that if no one is on top of players will be able to move into for shortcuts and cover as well as some modifiers. You would play these on the board to make it more modular as well as to try and give yourself some sort of strategic advantage. Tree guy works best from nature spaces, so he's obviously gonna have to gravitate towards some spaces that have a little more green on them. But the largest tile i have right now is a 6x6 stadium that basically takes up almost a whole tile but can be used very effectively against a ranged opponent to limit his range and keep things in close quarters. I plan on making this a very quick play, engaging game with an EPIC feel. I really dislike games that don;t have a modular board, playing the same game every time is very, very boring to me personally.

"hundreds of pieces"
in the basic set I plan on including maybe 6 different kinds of henchmen and 5 super villains. As well as maybe 5-6 different kind of civilians. All the information you should need to actively run these characters will be in the character marker (movement, attack, defense, range) as unlike the heroes, most of the baddies only have 1 or 2 health (aside from the big boss) The only thing that will be one the card about that specific baddie (maybe just have a card for all henchmen) is the ability that each one possess. So, thugs might have a special ability that let's them hit a bit harder then before

"Base and blueprints"
these have already been cut. I like the mechanic but it lends itself more to a card game and would slow a game like this waaaay down. The only cards that are in this game are the character cards and the heroic feats. To explain, heroic feats are like spell cards in other games, they normally will give you some sort of massive bonus if you do something a specific way, like a Heroic Entrance, if you attack someone who's adjacent to a civilian or another hero moving into the line of sight in the same turn you attack, you do double damage and pull the bad guys attack towards you next turn if he doesn't die. They will also have some cards that can be played to hinder other players, heroic feats are not meant to be something you're drawing all the time, in fact only when you complete quests on the distress call (saving the old lady, cathing the robber running away with the purse) do you get to draw another.

"Initiative"
I like this mechanic a lot, but i agree with you it might be used a little too often. Maybe the reality warping character as well as some feat cards will let you change turn of order or make people reroll their initiative score. but every round seems a little much. Thanks

"supply cards and stats"
Supply cards have been replaced by heroic feats. Maybe in the future we'll add some sort of supply deck. There are only 4 stats to track, attack, defense, energy and hp. The modifiers I'm talking about is not equipment, it's standing on top of this building gives ranged attack bonus as well as a LOS bonus. Or, being behind this car when he attacks gives me a bonus to defense. I think this is what really adds the tactics to the game, like i said, it;s not a lot to track, I've seen way worse in a lot of games of mine.
I feel the dice are necessary, but they are not used every time. They are only used to break ties and to roll for that possible hit even thought you are at a lower value then the defender. This is to kill the possibility of having a character who can demolish everything, i mean even superman could get hurt by a lucky shot. (maybe i used the wrong character context) If you have atack higher then defense, you do not have to roll, but if maybe you are desperate and hoping for a critical hit, you can try for it knowing that if you do not roll a 5/6 you don't do damage at all.

"core mechanic"
"Save the world baby!
I realized that my idea of superpowered bounty hunters might be a little far-fetched. I decided to follow my original theme idea from the card game and say that these are all government employees, as there was a falling out and all super powered people had to be registered as government employees (I'm looking at you Marvel Civil War) and instead of Victory Points or Bounty, different civilians and villains are worth Fame! In the idea that you are trying to be the most well liked team to get the funding. YAY BEUROCRATS! So your team will consist of some supers that lean more towards the good side, and some that lean towards the bad, as well as as teh supervillains are heroeos/villains that went against the registration act (i'm looking at you captain america)
So FAME is the driving point. You won't know who the civilians you saved are till you finish saving them, so let's say you save this civilian (as they all pretty much act the same) Under the civilian tile it will reveal to you who they are (mayor? sassy reporter? chief of police?) and they will be worth different point values, Villains you will know from the get-go.

"SuperVillains"
this has been rethought, although they will be worth the most dead or alive, they will be hard to capture and even harder to beat, but players will be rewarded for taking these guys on. They don't show up often, but the distress call will tell you where tehy spawn and how many as per the 3 difficulty levels.

"distress calls and character progression"
-distress calls will show you where the characters spawn on that tile, depending on how far progressed your character is more thugs will spawn, with a greater chance of a supervillain (i can't stress enough that I want your first reaction to a supervillain be "aw crap") coming into the mix and more then just your regular hired thugs.
-also, being an avid fan of character progression (and for hte sake of story mode) I want players to feel like they are progressing through the game. quests that are done, villains spawned will all be worth differing amounts of exp (thugs and civlians being 1) supervillains and quest being 2 or more. The character can level up to 3 times, when he levels he gets to pick a new ability. So let's say Tree guy starts with barkskin that gives him a a bonus to attack whenenver it's on and he starts with razor leaf (bulbasaur Go!) after he gathers the ammount of points (i'm leaning towards 6-10?) he levels up, this will allow him to pick from one of 2-3 other abilities on his character card. So you could pick from his barkskin being stronger, him being able to fire 3 razor leafs for ranged attack, OR pick up entangling vines. None of these abilties will permanently raise stats, they are more along the lines of, i'm learning to use my powers in new ways.

"tale"
I understand that a superhero game needs to be dripping with theme. Also, in my opinion a superhero game without at least a little bit of co-op is destined to just bomb. I like the idea of different agencies competing agaisnt each other in versus mode, as well as having a villains vs everyone else mode. But i think the real bread and butter, the reason people would pick it up, is that if it has a full on co-op player campaign. I'm like Grim in the sense that I would love a great superhero story to play through with my family. the idea is that players could play together through a story mode in which everyone is controlling one hero, working together to defeat the main supervillain. I also like the possibilities this opens for expansions for the future (new comics to play through, new characters joining the registration act, etc..) Being a long time fan of comics i realize that having heroes with backstories and a lot of flavor will make or break this game, it cannot be generic, that;s why i'm leaning towards most unconventional teams. Beard hair Guy and Vulcan, how would these characters work together in the campaign? These questions are begging to be asked. Is Vulcan being a demi-god be a hot headed character that thinks he's all that. Does beard guy the Dwarf with the beard really drink as much ale as we think he would. These are all questions that can be explored in-deth in a story mode. I really enjoy the idea of playing through a comic. Story mode would have predetermined set-up as well as special conditions, but i feel like that's a given.

"heroclix"
I looked up the basic rules of heroclix today, and i think the main distinguishable feature aside from little things are ideas for things like cover, and different takes on height bonus and more board interactivity. That being said, the systems seem at first glace to be very close, but I have never played heroclix so I don't really know. I think looking at the stats and other basic information, that teh systems could be played together, but it would take a little alteration to one or the other, but nothing that would be incredibly difficult to do.

Well, i hope that clears up some confusion.
Keep those insights coming in guys, i'm loving this.

munio
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Makes sense, and diffrent

Makes sense, and diffrent size boards for diffrent size levels

"Of course, in general, the K.I.S.S. principle is a good principle to build on, all things considered. That's not to say, however, that it should never be deviated from."

What i am saying is that now might be a good time to start drawing up a protoype, because there are probably a lot more ideas

I imagine that for somer superheroes there is story-arch a scenario with multipile sessions, I feel that levelling up at the end/ beginning of a mission is probably the easiest option but not the most fun per se. I imagine this working a bit like a level up system you keep track of your heroes level seperatly, or you gain exactly one level after completing each session, at the beginning of each mission you can choose one powerup per level and your of to kick some baddies with improved powers, and if you dont like your current set up you can swap out some powers next time.
Making the game into an multi-scenario experience will make it feel pretty epic. This should also be a good way to develop your characters personality a bit more,

There is a diffrence between having a game board set up before the start of the game, or that the set up be a part of the actual game. Your view was to have a modular set up create variance each play due to allowing the players choose to place their pieces where ever they want, my view was to create variance by just having a ton of preset scenarios.
I'm still not entirely clear about the location, i believe you want to set the entire game in a city like landscape but changing around where elements of that city are between two scenario's

"Initiative"
I felt like the focus of the combat was more of the planning turns ahead and then capturing, then seeing the excitement in a fight by fight basis, beating up generic henchmen is one aspect that i find least interesting/ most bland in comics, frequently changing turn order is more associated with the dynamics nature of a fight then a more stategic game

Vp's is just a term to express a concept, it doesn;t really matter if you call them dollars fame or kudos

GrimFinger
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abdantas wrote:"heroclix" I

abdantas wrote:
"heroclix"
I looked up the basic rules of heroclix today, and i think the main distinguishable feature aside from little things are ideas for things like cover, and different takes on height bonus and more board interactivity. That being said, the systems seem at first glace to be very close, but I have never played heroclix so I don't really know. I think looking at the stats and other basic information, that teh systems could be played together, but it would take a little alteration to one or the other, but nothing that would be incredibly difficult to do.

The important thing to keep in mind about HeroClix is its miniatures, the actual superhero and super villain figures. You simply need to create a game which facilitates the use of those very same figures. Just make your game's movement spaces a size that corresponds with those little miniatures/figures, so that people who play your game can use those figures, if they have them. You can include plain pawns, common meeples, or even paper figures with your game, but the movement spaces should accommodate HeroClix figures.

abdantas
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Do you have any idea what

Do you have any idea what size the Heroclix Figures are? Also, I read the size of the heroclix maps and they are huge. 1.5 inches per space, this is all doable, no problem. My main concern with making the game like this is this, I use a different power system then they do in the heroclix. from my understanding, where as mine has a power cost system, they have an amount of abilities per turn. My only other concern with this, is that even though I want people to be able to enjoy my game whichever way they want, I don't want people to look at it as a HeroClix clone since I have personally never played it. The ideas I came up with have been garnered from my own experience with board and video games and I would hate to leave people thinking that I'm a thief (which I'm not). I just feel like the more I try to make this accessible to the heroclix players the more it's going to be perceived this way.

Maybe I need to make the base game less of a superhero game and more of a tactical game.

what do you think?

GrimFinger
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I am pressed for time, this

I am pressed for time, this morning, but I think that you have to decide what type of game that it is, that you want to create.

Personally, I don't consider HeroClix figures to be huge, nor any of the official HeroClix maps that I, myself, have seen. But, even the question of what qualifies as huge, for game purposes, is open to difference of opinion.

abdantas
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Oh, I want to make my

Oh, I want to make my superhero game. I just feel like the more I look into HeroScape and HeroClix and how their systems are set up and how to make my game about to play with theirs as well as theirs with mine, I just feel like I'm doing a remake of those games with new characters and settings. Sure I think the addition of a co-op mode would add a totally new vibe to the game, and maybe that's where my focus should be, but whenever people are wanting to play a scenario where it's more competitive (wihch is the idea) then things start to get muddy. Like I said, maybe the focus of my game needs to be a really good story/scenario mode.

Edit: I think what I really need is something very distinctive to my game. Maybe the idea of it being more semi-cooperative then a ?v? kind of game. I think having more maleable maps could have a lot going for it. But part of me still thinks the combat mechanic and stat system could be more distinctive.

munio
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Try it out start designing

Try it out start designing something and see what fits best for your game, i think my preference would be semi coooperative as well, especially if you are planning to go with a several sessions

if you are brave you can even try to design a system that allows for easy expansions, that focus more on diffrent game type

GrimFinger
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abdantas wrote:Do you have

abdantas wrote:
Do you have any idea what size the Heroclix Figures are? Also, I read the size of the heroclix maps and they are huge. 1.5 inches per space, this is all doable, no problem. My main concern with making the game like this is this, I use a different power system then they do in the heroclix. from my understanding, where as mine has a power cost system, they have an amount of abilities per turn. My only other concern with this, is that even though I want people to be able to enjoy my game whichever way they want, I don't want people to look at it as a HeroClix clone since I have personally never played it. The ideas I came up with have been garnered from my own experience with board and video games and I would hate to leave people thinking that I'm a thief (which I'm not). I just feel like the more I try to make this accessible to the heroclix players the more it's going to be perceived this way.

Maybe I need to make the base game less of a superhero game and more of a tactical game.

what do you think?

According to the discussion in the following link, the map squares in HeroClix are 1.5 inches. To me, that's not a huge space.

http://www.hcrealms.com/forum/showthread.php?t=342646

As far as the game having a different power system from what you use, to me, that's a non-issue. My whole point of advocating that your map facilitate the use of HeroClix figures is focused on the use of the figures, themselves, not their dials nor the HeroClix rule system, nor its power system. Just think of them as pawns for players to move from space to space/location to location, and nothing more. I just think that they add a lot to the aesthetics of HeroClix.

That aside, one think that I would recommend that you do is to read and watch reviews of various superhero board games. I would recommend that you focus especially upon what various reviewers do not like about a given game, and try to make sure that your game doesn't suffer from that particular problem. What reviewers have liked about various superhero games matters, too, of course, but it is the things that they have disliked that tends to sum up the negative aspects of board games of this genre. Here are a couple of reviews that you might want to start with. They aren't very long, but I think that they contain some sage advice.

http://drakesflames.blogspot.com/2009/05/board-game-review-heroes-incorp...

http://drakesflames.blogspot.com/2009/06/board-game-expansion-review-sup...

abdantas
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Joined: 11/13/2012
Grim, thanks for the heads up

Grim, thanks for the heads up on those games.

They seem to be very similar to what I had in mind for mine. Which is really cool because it sounds like an awesome game.
I also plan on having the feats deck that gives you bonuses that could increase your characters fame. (fame will let you win) I think the story mode and the modular boards will be the real selling features of my game. I'm still trying to figure out how to do the crime deck, I figured i will have a small deck for the Distress Calls, the distress calls will give you spawn points what thugs are already on the board based on level and where teh crmimes are. And I thoguht maybe I'll put a few crime cards that will tell you what the crimes are when you catch them, could be a supervillain or just ambushed by a bunch of thugs, or more character spawns or something else. What do you think?>

questccg
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Joined: 04/16/2011
Not in the right mindset... but...

Check out http://en.wikipedia.org/wiki/City_of_Heroes_Collectible_Card_Game (City of Heroes).

Not sure if it anything like you have designed... But it gives you an overview of the game. I really like the artwork very comic book-like.

That's it for now... I'll take a full read of the thread... I'm just busy thinking about *other* matters at this time... BTW from the wiki you can see that the lasted a little over 1 year because it "did not reach critical mass".

I downloaded the card game's manual... but I can no longer find it. :( It's because of a MMO called City of Heroes, all I find is material relating to this online game (fnck-en sh!t - I hate it when I cannot find what I am looking for on Google). Anyhow the game's manual explained how the game worked... which was nice. I will search some more and see if I can dig it up.

I found this on BGG: http://boardgamegeek.com/boardgame/19766/city-of-heroes-ccg

There are some links and downloadable PDFs you can read...

Still can't find the MANUAL (fnck)... I will search some more. The Wiki gives you some ideas, the game seemed cool, it can maybe give you some good ideas.

GrimFinger
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Joined: 08/06/2008
abdantas wrote:Grim, thanks

abdantas wrote:
Grim, thanks for the heads up on those games.

They seem to be very similar to what I had in mind for mine. Which is really cool because it sounds like an awesome game.
I also plan on having the feats deck that gives you bonuses that could increase your characters fame. (fame will let you win) I think the story mode and the modular boards will be the real selling features of my game. I'm still trying to figure out how to do the crime deck, I figured i will have a small deck for the Distress Calls, the distress calls will give you spawn points what thugs are already on the board based on level and where teh crmimes are. And I thoguht maybe I'll put a few crime cards that will tell you what the crimes are when you catch them, could be a supervillain or just ambushed by a bunch of thugs, or more character spawns or something else. What do you think?>

What do I think?

To be honest, I'm not sure. Having seen no actual draft prototypes of any of your game's components, I am pretty much grasping at straws, at the moment.

Different people look at a given concept different ways. I like the superhero genre. I like it a lot. The devil is in the details, though. It's the HOW behind incorporation of different aspects to the game that will make the game energetic to play, or something to be avoided.

When I think of superheroes, I think of action. So, to me, at least, a good superhero game would incorporate a lot of action. Now, does that take the form of dice rolling or card playing or something else? I suppose that it just depends.

There have to be crimes. There have to be bad guys. There have to be villains.

I ponder crimes, and I think that there are banks to be robbed, and armored cars to hold up. There are jewelry heists to pull off, and there is corruption to be achieved. Crime runs the gamut, but in game terms, I consider crime within the context of situations. If space aliens invade, what crime is being committed? Crimes against humanity, perhaps, but invasions of the planet from extra-terrestrials seems to me to qualify as something of a magnitude of order above what we typically consider crime to be.

In a nutshell, I think that the game needs variety. Without it, I think that it will feel a bit bland, a bit jaded.

What are a player's choices of things to do, on his or her turn?

What if no crime is occurring at a given moment? What do the superheroes do? Can super villains simply lie low?

How do you offer players lots of variety (options), without making the game cumbersome and unwieldy? That's the crux of the challenge, I suppose.

I don't tend to be a fan of the "save the cat in the tree" variety of superhero missions. Rather, I tend to favor players entering the game "loaded for bear." Missions that are worthy of true superheroes. Leave the cats to the fire departments to save.

Having multiple crimes occurring simultaneously would provide superhero players a choice. When it rains, it pours. The superhero business is good. Lots of super villains itching for a bit of the action. Always something to do. What about the police? Are they factored in, somehow?

More so than responding to you, Abdantas, I am largely just thinking aloud, here.

Multiple crimes occurring simultaneous equals crime waves! I think that the players need to be kept busy, busy little beavers. Down time equates to boredom in a superhero setting, I think. The bad guys hit them thick and heavy! Saving the city is hard work. Saving the world is an uphill task. Saving the universe should be a God-awful, thankless job, and it sure as Hell shouldn't be easy.

I'm thinking energetic!

Keeping them busy is the easy part, though. It's keeping them interested - and invested - that is where the challenge will lie. If the game starts off slow, then I think that you will lose some of your players right off the bat. They came to play superheroes, so by God, let's give them superheroes. Lots of energy. Lots of action. All the time. That's what I'm talking about, baby!

The crime waves got me to thinking about lairs, again. During any down time, when super villains are lying low, what is it that superheroes might spend their time doing? Looking for the lair of the enemy, is likely to factor high in their list of priorities, don't you think?

To look for a lair, though, the superhero players should be required to sacrifice something. To recharge their powers, they need to rest. That makes sense to me. Rest and recuperate, one and the same, in the superhero context, I think. How does the saying go, though? There's no rest for the weary.

The super villains should always be gathering their strength. Or, nearly always, anyway. How do they do that?

I think back on your player mat concept that you had, originally. For a super villain player, what if their player mat was their lair? That way, the lair isn't physically located on the map, but exists as a separate, smaller map that can only be accessed for game play purposes by the superhero players, if they find/discover/uncover the bad guys' lair.

Again, just thinking aloud, and not really trying to persuade you to embrace any specific idea, here.

Assuming that the setting for the game is a city, it seems to me that at least part of the challenge facing the superheroes is that of actually moving across the city, from place to place within it. The super villains would likely want to exploit the geography. If the superhero is in the northern part of the city, then perhaps it would be a good idea to launch crimes in the southern part of the city. The time that it takes the superhero to arrive on the scene could easily be converted into a clean getaway.

If players can actually assume the role of super villains, it seems to me that part of the fun of being a super villain would be to make the life of the superhero players miserable. Even if the super villain player ultimately fails, and is captured or killed or otherwise defeated, if the super villain player thoroughly enjoyed themself in the process, then what more could one ask? So, the key question, then, is what is required, in order to achieve that kind of an experience?

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