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New Member looking for playtesters and/or ideas

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Ino
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Joined: 04/06/2013

Hello world! First a quick Introduction. I'm currently going to school for game design and computer programming and I have been a semi-avid player of miniature table top wargames and a a player of few board games here and there. For your consideration I have today a board game designed around Super Heroes fighting Henchmen and Villains and saving Civilians in need.

The problem I'm having though is how to get the Heroes' Nemesis' on the board. As you'll read I've got a dice roll that needs to be completed at the end of each turn to see how many Henchmen/Civvies are spawned on the board, but for the life of me, I can't figure out how to integrate the Nemesis spawning into that roll as well (or even if I should have maybe a trigger [like a at turn sequence all nemesis appear, or once 7 Civvies are saved...] that brings them onto the board).

Also do you think this should be played only from the perspective of the Heroes? Or should I open it up to being able to play a Nemesis as well?

The rules you are about to read are "first draft" (ie are in need of polish but are the core rules for this game.) Along with the rules the S.U.P.E.R. stat cards are pretty much done, just need balancing (For instance I'm not sure if Zenith! and/or Silver Siren are too over powered in regards to the other Heroes/Nemesis).

Thank you for your time,

Ino.

Ino
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Joined: 04/06/2013
Heroes United (working title)

Heroes United

Rolling Off:

Pick 3 20 sided dice (d20) and roll.
On a roll of a 1 you've failed at your task. On a roll of a 20 you've succeeded critically (If this is an opposed roll, only another Critical Hit can negate your roll)! If you happen to roll both a 1 and a 20, they cancel out and you take the value of the third dice.
If you roll neither a 1 or a 20: If 2 dice are valued between 2 and 10 take the LOWEST valued dice.
If you roll neither a 1 or a 20: If 2 dice are valued between 11 and 19 take the HIGHEST valued dice.
Henceforth this outcome is known as a "Result"

Explaining the S.U.P.E.R. card

S: Strength - How strong your Hero is at dealing damage with his fists, or melee weapons.
U: Unyielding - How tough your Hero is. This can be anything from innate physical toughness to precognition
P: Perception - How well your Hero observes his/her surroundings, along with how fast they can process this information
E: Endurance - How long your Hero can last in a fight. Some Heroes go for the knockout punch while others pace themselves for the long fight.
R: Range - How well your Hero can handle Ranged Combat. This is anything from shooting fireballs from their hands to the simple handling a gun.

***Any S.U.P.E.R. stat of 5 or greater allows the lowest dice to be re-rolled.
***Any S.U.P.E.R. stat of 1 must re-roll the highest dice.

ATT: Attack - 1 is a the standard attack. Anything over this is Extra Dice rolled to show multiple strikes.
ARM: Armor - 1 is the standard armor value. Anything over this shows extra armor or resiliency towards damage.
A.P.: Action Points - Written in a X - Y notation. X = Movement A.P. and Y = General A.P. (One type of A.P. can not be used for the other)
Vitality: How many hit points it takes before your Hero is knocked unconscious and must return to base for healing/rest/contemplation...

Weak Strike: 2 - 10 : Dmg 10
Strong Strike: 11 - 19 : Dmg 15
Critical : 20 : Dmg 17

Each Hero has at least three moves that they can preform in combat. A Weak Strike, a Strong Strike and Critical Hit. Only natural rolls of a 20 can be used for "Critical Hits". If the total including modifiers is higher than 20, a Strong Strike will be used.

For instance Puck has:
Jab : 2 - 7: Dmg 11
1-2 Combo : 8 - 14 : Dmg 13
Uppercut : 15 - 19 : Dmg 16
Critical : 20 : Dmg 18

Having a total of 6 would strike the opponent with a "Jab" while having a total of 17 would strike the opponent with an "Uppercut".
---
Generic Modifiers:

Attacking an opponent's back: +1 to Result
Moving before attacking: -1 to Result
Ranged Hero attacking from/to rooftop: -3 to Result
Attacking on the same space: +1 to Result

Starting the game:

1. Pick your Hero
2. Roll dice and add your (P) stat to the Result. Highest total goes first, with the rest falling in seat order.
3. Place your chosen game tile in your corner. Each other player will also choose a game tile and place in their respective corner. Once all corners have been
completed, then the other spaces around the game board can be filled in.
4. Make a Henchmen & Civvies roll.
5. Start the game!

Game Turns:

1. (*) Action phase: This is skipped the first turn of the game.
Each Hero has a (*) action (some even two or three) that can be preformed during the course of the game. These can be anything from Flying to
adding extra attacks, damage or even reducing a S.U.P.E.R. stat to 1!
2. Movement phase: Move a number of spaces up to your Movement A.P.
3. Combat phase: If you're in your or another's Hero's combat range combat must be initiated. Attack as many times as you have General A.P.
4. General Action phase: If you're not in combat, you can use any leftover General A.P..
5. At the end of the last player's turn, perform a Henchmen & Civvies roll.

Finishing the game:

First to save 10 Civvies and capture their Nemesis wins the game.

(*) Action Phase:

Each Hero has at minimum one (*) Action with a few having 2 (or more). These can range from Flight, to executing a "Super Move" to simply gaining
extra attacks or re-rolling the lowest dice in Combat. To not give an unfair advantage (and lets face it, Heroes are usually upstanding and
trust-worthy people), most (*) Actions are one use only. If this is not stated on the S.U.P.E.R. stat card, then we assume this power is as much apart of
our Hero as and arm or leg, and can be used indefinitely.

Movement Phase:

Each Hero has a Movement A.P.. This number is the amount of spaces that our Hero can move in a given turn.

Zenith! has an A.P. of 2 -2 meaning he can Move twice in his turn, (and has 2 General A.P. to use also)

Spaces with an "X" on them are rooftops. To climb to a rooftop Roll off. On a Result + (E) of 13 or greater you've made it to the roof. If you don't succeed,
you stay on the street. This attempt to get to the rooftop uses 1 Movement A.P.

Combat Phase:

1. Check to see if you're in combat range or are in the combat range of an enemy.
Close Combat Heroes can attack up to one space away any square in front of them.

Ranged Heroes can attack like Close Combat Heroes in addition to being able to attack an enemy directly in front of them 2 spaces away.

2. Roll Off adding either your (S) or (R) stats. and adding or subtracting for modifiers.
3. Consult your S.U.P.E.R. stat card to see what damage your Hero has done.
4. Roll for ARM.
5. If you've lost any Vitality mark it on your card.

ATT:
King Castro rolls a 18,5,11. With a (S) of 3 his total is 21. Consulting his SUPER card he does an "Axe Swing" Dmg 14.
Army Soldier rolls a 12,5,6. With a (R) of 3 his total is 8. Consulting his SUPER card he does a "3 round burst" Dmg 13.

ARM:
King Castro rolls a 2,14,10. With a (U) of 4 his total is a 14. This is higher than the Dmg of 13 so he saves against the attack.
Army Soldier rolls a 8,19,6. With a (U) of 2 his total an 8. This is not higher than the Dmg 14 so he does not save against the attack and loses 1 Vitality.

Running away from combat:
Running away can only be initiated BEFORE combat has be started.
If combat is proving to difficult (or say you need to get in better fighting position) you have the option of running away. Roll Off and add your (E) stat to the Result. If this is higher than your enemy's Roll Off plus (P) then you successfully run away. Immediately move your Movement A.P. out of the combat range of your enemy. But beware! If you fail to run away, the enemy gets a free "Weak" strike against you. ARM saves as usual.

General Action Phase:
Each Hero has a number of General Action Points to use during their turn. Most of the time these will be spent on Combat. If not in combat though, these can be used for other actions including:
Saving Civvies
Capturing your Nemesis
Searching for Weapons/Powerups
Climbing

Saving Civvies:
Simply move into base to base contact with a Civvi and use a General Action Point. If two Heroes are trying to save the same Civvi, Roll Off and add your (P). Highest total saves the Civvi.

Capturing your Nemesis:
After a Nemesis has been brought to 0 Vitality, move into base to base contact and use a General Action Point. Roll Off and add your (P) stat. If you're Total is higher than a 13, you've successfully captured your Nemesis and brought him to Justice!

Searching:
Scattered throughout the streets of Regal City are pipes, cars, guns, health powerups, and the like. To find these items Roll Off and add your (P) stat. On a total of 13 or greater you've found something. Flip the top card of the item deck to see what you've found.

Climbing:
Climbing is exactly like moving on to a rooftop with the added difficulty that when trying to perform this action during the General Action phase adds a -2 modifier to the Result.

Rolling for Henchmen & Civvies:
Roll a 6 sided dice for each quadrant. If the result is:
1 -3 : No Henchmen or Civvies for this quadrant.
4 -5: 1 Henchman and 1 Civvi. Flip the top card of the Henchmen deck. This card tells you the position of where to place the Henchman. Place the Civvi
on a space touching the Henchman's space.
6: Same result as a 3-5 but roll the dice again.

Ino
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Hero S.U.P.E.R. stat cards

King Castro Irovetti Close Combat
S: 3 U:4 P: 3 E:3 R: 2
Att: 1 Arm: 2 AP: 1-2 Vitality 3
Jab: 2-13 - Dmg: 10
Axe Swing: 14-19 : Dmg 14
Critical: 20: Dmg 17 No ARM allowed

(*) King's Orders: +1 Att [one use only]
(*) Call of the Hunt: +3 S [one use only]

Puck Close Combat
S: 4 U:5 P:2 E:3 R:2
Att: 1 Arm: 3 AP: 1-1 Vitality: 4
Jab : 2 - 9: Dmg 11
1-2 Combo : 10 - 14 : Dmg 13
Uppercut : 15 - 19 : Dmg 16
Critical : 20 : Dmg 18

(*) Flurry: Forfeit combat to make 5 attacks [one use only]
(*) Tackle: Forfeit combat to move enemy one space backwards and make 2 attacks. Can not be used to knock an enemy off of a roof. [one use only]

Silver Siren Close Combat
S: 5 U:4 P:3 E:3 R:1
Att: 1 Arm: 2 AP: 1-1 Vitality: 4
Right Cross: 2-7 : Dmg 11
Knee: 10-17: Dmg 15
Uppercut: 18-19: Dmg 17
Critical: Roll another D20

(*) Flight: Move onto a rooftop, or move in any direction (even over a rooftop) 2 spaces away.
(*) (*) Tackle: Forfeit combat to move enemy one space backwards and make 2 attacks. Can not be used to knock an enemy off of a roof. [one use only]

Natalia Berdakov - No penaltys for moving before attacking Ranged Combat
S:3 U:3 P:4 E:4 R:4
Att: 1 Arm: 1 AP: 1-2 Vitality: 3
Pistol Shot: 2-10 : Dmg 10
Grenade 11-19 : Dmg 15
Critical: 20 : Dmg 17

(*) Agility Plus: Trade a General AP for a Move AP
(*) Scramble: Choose a S.U.P.E.R. stat and lower it to one for the remainder of the turn. [Can only be used while in base to base combat] [one use only]

Zenith! - Must be in Base to Base to fight in combat. Close Combat
Has no "back facing"
S:3 U:3 P:4 E:5 R:1
Att: 1 Arm: 1 AP: 2-2 Vitality: 4
Poke: 2-14 : Dmg 11
Trip: 15-17 : Dmg 13
Uppercut: 18-19 : Dmg 15
Critical: 20 : Dmg 17

(*) Like a Flash!: +1 Move AP
(*) Take that....and that....and that....and....: +1 Att, +1 General AP [one use only]

Gilded Gumshoe Ranged Combat
S:2 U:3: P:5 E:2 R:4
Att: 2 Arm: 1 AP: 1-2 Vitality: 3
Pistol Shot: 2-11 : Dmg 12
Dual Pistol: 12 - 18: Dmg 15
Critical: 20: Dmg 17

(*) Now you see me: +2 U; -2 P til end of turn [one use only]
(*) Now you don't: Foreit combat to move out of the combat range of an enemy. No run roll needed. No free strike made against Gilded Gumshoe.

Zombie Close Combat
S:2 U:1 P:1 E:1 R:1
Att: 1 Arm:1 AP: 1-1 Vitality: 1
Looping Overhand: 2-15: Dmg 12
Bit: 16-20 : Dmg 15

+1 Att if on a space next to Keket.

! At the start of the game turn Zombie moves his Move AP in the direction of the directional dice (unless in combat).

Army Soldier Ranged Combat
S:2 U:2 P:2 E:2 R:3
Att: 1 Arm: 1 AP: 1-2 Vitality: 2
Single Shot: 2-13 : Dmg 11
3 Round Burst: 14-20 Dmg 14

+1 to result roll if on a space next to either another Army Soldier or Red Sun.

Ino
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Joined: 04/06/2013
Game Board and Henchman Cards and Things needed

Each game tile is measured 6in by 6in. which is then split into 9 equal quadrants. (Ie each quadrant is a 2x2 square)

O O X
O O X
O X X

An 'O' is street level and an 'X' is a rooftop. The beauty of this design is that any tile can be configured to have a near infinite number of rooftops and streets to simulate an ever changing landscape.

As far as cards go I also play Magic the Gathering so I have a deck with sleeve protectors on. I simply wrote either "Zombie" or "Army Soldier" (in a 3:1 ratio with 52 cards) on a piece of paper with one of the quadrants selected.
For instance:

Zombie Army Soldier
- - - - ! -
- - - - - -
- - ! - - -

Game pieces:
This game is going to be eventually played with 28mm miniatures (from Reaper if you are wondering), but for testing purposes, I've been using US quarter for the Heroes, pennies for the zombies, nickels for the army men, and dimes civvies. Like I said I don't know how to get the Nemesis' on the board so I haven't been really worried about them. :(

At minimum you need 3 D20's to play this game (but it would work bette with around 6 or 7.) along with these you need 2 D6 (for when to see if a zombie has roamed and to see how many henchmen & civvies you get at the end of turn)

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