Your team consists of The Iron Druid (Tree-guy), Kinect (the kinetic power guy) and Col Creedence Beuregard. You start out in your team space which happens to be in the top of a building this turn. There are 3 mobs of 5 guys, and 3 "quests" you can pick up. Keeping in mind that there are no green spaces in your set-up (Why did you pick the druid dumb -dumb?! You know he can't recharge unless there's nature around) You know that ID is gonna have to take a backing role till you move. So you move K and Col to engage the first group and turn on ID's passive (BarkSkin) that gives him a slight defensive bonus and a slight attack bonus since its' only at lvl 1, but since he can't recharge there's no reason why he shouldn't use it. Kinect runs towards the Bad guys and uses his Charge ability, That adds +2 to attack for every tile he's traveled that turn (i'm the juggernaut B*tch). He knocks into the first guy but hits him so hard (attack is higher then defense so kinetic charge not only does dmg, but it also does knockback) that he flies into the second guy and they both have to roll defense against Kinect, One lives, the other dies since common thugs only have 1 HP. Col uses his Dual Pistols ability purposely targeting 2 of the last 4 guys but misses both times since his attack was tied with both thugs but he did not roll a 5-6. ID begins moving towards the first citizen to pick up a quest + get the points for saving that citizen. the thugs attack Kinect but none of them roll a 6 (they attack is low so they must roll a 6 to hit) and he's fine for now. Kinect has no energy to use this turn because he can't move and he used the charge from his move to barrel into the first guy so the player plays a Feats&Failures card, it's the supercharged card that recovers K's energy. He uses Mega Blow but reserves 2 of his 5(?) energy for his defensive ability. It connects and K removes another thug from play, he now has 3 xp, and 3 fame. Col uses his dual pistols again and manages to get one of the guys, meanwhile ID talks to the civilian and he says that a supervillain and his thugs are robbing an armored car in square (8,8). THat's just around the CORNER!
This is the kind of turns I would like for this game to have. It think the stats and abilities will lend themselves to being very intuitive. The supervillain cards will have abilities and stats like the heroes, but they will also have behavior; This will tell the players how the villain should react when confronted. Does Mole Man have a tendency to Run from danger? Whenever Heroes get too close, does he burrow underground and show up somewhere else?
ACK!! I want a superhero game that I can play with my son, who is seven years old, right now. I'm pretty sure that, if I read that description to him, he would be lost and giving me a funny look. How do players keep track of the changing experience points and fame? How does my son do it, without getting lost in the process? It needs to flow. It needs to be smooth. The process needs to click.
I'm not hearing that click.
Not in that textual mass of a paragraph, anyway.
How many superheroes does a player control at any one time, anyway? Just one? More than one? Is it a goal to accumulate more and more heroes? Or to build up one or more superheroes?
Is all of the information relevant to a given superhero contained on a single card? Or does it require multiple cards?
Grim, I think we're right on the same page. Action Action Action is the name of the game. I think by having players rotating movement, so each person moves a hero, then a the next moves one and down the line till everyone goes is one of the best ways I've ever seen in a game t o keep players engaged. Having to constantly re-adjust your plans on the fly has always been something I really enjoy in board games (looking at you Lord of the Waterdeep/Agricola)
So here's what I'm thinking action wise.
The game will take place in 4 10x10 boards (1.5 inch squares so the board can be used for heroclix and heroscape) Whenever a player enters an empty board (or when the game starts) t hey will draw the distress cards (there won't be more then 10 of these) They will tell you the bad guys spawned, as well as where the civilians are and where the crimes are happening. (think of the random thugs as almost trash mobs, but the idea is to make them strong enough to be significant but not strong enough to be imposing, a well played player should have no issue just wiping the floor with these suckers)
Whenever a player stumbles upon a crime marker, this means there is a crime in progress (dun dun dun) you draw a crime card and it will tell you whether there's a supervillain there, a armed robbery, blah blah blah. Similar to the distress call, it will have a small 3x3 grid with the Crime Spot being the center one, and it will tell you the bad guys that are there, fi there's anything like a armored car, or something else. (maybe these could be people in need of help, and they will point to something going on somewhere else, it could be like quests that give you fame, oOo, that's a good plan)
So let's think of an example of a particular round (at least in my mind)
Your team consists of The Iron Druid (Tree-guy), Kinect (the kinetic power guy) and Col Creedence Beuregard. You start out in your team space which happens to be in the top of a building this turn. There are 3 mobs of 5 guys, and 3 "quests" you can pick up. Keeping in mind that there are no green spaces in your set-up (Why did you pick the druid dumb -dumb?! You know he can't recharge unless there's nature around) You know that ID is gonna have to take a backing role till you move. So you move K and Col to engage the first group and turn on ID's passive (BarkSkin) that gives him a slight defensive bonus and a slight attack bonus since its' only at lvl 1, but since he can't recharge there's no reason why he shouldn't use it. Kinect runs towards the Bad guys and uses his Charge ability, That adds +2 to attack for every tile he's traveled that turn (i'm the juggernaut B*tch). He knocks into the first guy but hits him so hard (attack is higher then defense so kinetic charge not only does dmg, but it also does knockback) that he flies into the second guy and they both have to roll defense against Kinect, One lives, the other dies since common thugs only have 1 HP. Col uses his Dual Pistols ability purposely targeting 2 of the last 4 guys but misses both times since his attack was tied with both thugs but he did not roll a 5-6. ID begins moving towards the first citizen to pick up a quest + get the points for saving that citizen. the thugs attack Kinect but none of them roll a 6 (they attack is low so they must roll a 6 to hit) and he's fine for now. Kinect has no energy to use this turn because he can't move and he used the charge from his move to barrel into the first guy so the player plays a Feats&Failures card, it's the supercharged card that recovers K's energy. He uses Mega Blow but reserves 2 of his 5(?) energy for his defensive ability. It connects and K removes another thug from play, he now has 3 xp, and 3 fame. Col uses his dual pistols again and manages to get one of the guys, meanwhile ID talks to the civilian and he says that a supervillain and his thugs are robbing an armored car in square (8,8). THat's just around the CORNER!
This is the kind of turns I would like for this game to have. It think the stats and abilities will lend themselves to being very intuitive. The supervillain cards will have abilities and stats like the heroes, but they will also have behavior; This will tell the players how the villain should react when confronted. Does Mole Man have a tendency to Run from danger? Whenever Heroes get too close, does he burrow underground and show up somewhere else?
Also, I've been thinking about your idea of clues. I never thought of maybe having a clue system where players are rewarded for doing some behavior with a clue to the villains whereabouts. I don't think this is quite the feel I'm going for right now, but it's something I'm leaving very VERY open for the future. Right now I'm planning a comic book mode, where players play through a story. (i plan on making the boards double sided, so you could flip it over and have a jungle, or an underground cave, obviously there won't be as many tiles for those places as the city but you understand.) Also, there will be a Crime Wave mode, which is what I've been talking about. Crime Wave can be played everyone vs the board in a semi-cooperative mode, or semi-coop vs one player playing the villains. The rules will be slightly different as the thugs will still be controlled by the board but the Villain player will control a team as well which he will use to try and take out the Hero players. Keeping in mind that the Villain characters are substantially stronger then a hero character on a 1v1 basis. Keeping in mind that a well played hero, with a few tricks left up his sleeve should still have a fighting chance, unless it's a really bad match up, like Kinect not being able to build up energy unless he's being attacked or moving. Considering he's not meant to be a ranged character (although items such as cars and lampposts are intented to be used as weapons in this game, yeah, you heard me. They will have attack bonuses as well as STR requirements, so not only can your weaker guys hide behind the car for cover, a particularly strong character could be able to grab it and hit someone with it.
I started working on the board yesterday, and I have a couple of hero's I created using the heromachine hero creator. I should post one of them up on here later.
Once again, thanks for the insight Grim.