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?
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.