So I was watching videos on Sentinels of the Multiverse and I realized there hasn't really been a game that focuses on the fact that super-heroes have secret identities. So a few months ago I started working on a prototype that I finally got a chance to try with my local board gaming group last night.
let me know what you think.
The board has 9 "city blocks" (different neighborhoods, Government, residential commercial, etc etc) which are arranged on a 3x3 box pattern. Each player is then given an origin card (which tells them which dice they can use whenever performing checks [currently i use my descent 2nd ed dice because they work perfectly]) They are dealt the neighborhood in which their hideout resides and based on their origin they get to pick 3 super-powers with 2 different uses each (some of the superpowers effects doubles for different cards, but more on that later)
Goal: each player is trying to get to 20 points first to gain the "key to the city" and to be deemed the official protector of paradigm city.
execution: crime events are drawn and are attached to the different locations, if any crime event is failed, that neighborhood is plunged into chaos and whoever has the card corresponding to that locale no longer can claim his points at the end of the game. Also, for every power you continue to use, someone else might use one of their two actions to try and deduct which power you have, therefore nullifying the points you would otherwise get from that ability.
crime events: i mentioned crime events, they are flipped over (1 for each player +1 per stealth token) and placed on the corresponding neighborhood. the active player then decides where he will choose to try and stop the crime while other players might use 1 of their actions to either help or hinder the Active hero, keeping in mind that when you aid the criminals, you might destroy a block, and if half of them are gone, the city is plunged into chaos and everyone looses) Whenever someone rolls a Lightning Bolt, they collect energy that lets them use their special powers, but players need to be careful, because once the event is over, the active player will roll the lowest defense dice, and everyone will add the energy values of the powers they used to that number, and if its equal or higher to the current "subterfuge" total they leave clues of who they are at the crime. If the player leaves 3 clues he's out of the game.
Any thoughts?
Really? I was honestly looking for some feedback on how maybe i could get rid of the dice rolling without over packing with cards.