This post is kind of silly. It's about
an untested, unillustrated, untitled, and un-complete card game about
super heroes. I've had the concept for this card game at least 5 to
10 years ago, and while it's not the most original thing in the
world, I wanted to make a post about it to get it out of my head.
In
this game, both players play as super hero teams. Either competing
teams, one player being more “hero” and one being more “villain”,
or some other concept. Regardless, both players have a group of super
heroes, gadgets, and other things as cards in their hands. In the
middle of the board there is a small 'line' of missions. Each round,
a new mission comes off the mission deck- and pushes them all by one
space. If there is 5 missions already on the field, then the farthest
mission ends and nobody gets the advantage for it. This basically
gives each mission a soft time limit. Otherwise, each mission is
pushed forward until the field is full.
Both
players send their heroes in teams to defeat the missions. Each
mission has 3 challenge ratings- they match the symbols on the player
cards. These ratings are;
Travel-
Represented by the Yellow Triangle. This is the level of how
difficult it is to get to the mission. Only heroes with this number
or higher for travelling can be sent to the mission, only they can
“reach” the mission. For example, a drug den in a city would have
a travel requirement of 1 where as a floating island of an evil mad
scientist could be 5 or higher.
Scheme-
Represented by the blue square. This indicates the complexity or
intelligence needed to clear this mission. You need at
least one
hero with the necessary score to clear this mission. You can still
send heroes to the mission to beat away your opponent and secure it
for later, but they cannot make the mission “clear” and you
cannot get the reward for it unless you have a hero with the score
necessary to beat this mission. The mission may be something simple,
like sending food shipments, which may have a score of 1 or 2. Some
missions like disarming a nuclear bomb or decoding an alien
transmission could have a 5 or 6 or higher.
Fighting-
Represented by the red circle. This is the power level of the mission
and the combat power you need to beat it. The total
score of all your heroes
fight must meet or exceed this score in order to secure this mission
or complete it. You can send multiple weak heroes to accomplish this
mission or one powerful one, either way works, as long as you have
the score to defeat the defenses.
When
two players send their heroes to a mission, they'd duke it out. The
side with the highest combat gets to claim the mission space as their
own; but only clears it if at least one hero has a high enough
cleverness score. There could be a hidden betting mechanic with
secondary fight cards or sacrificing gadgets to add their scores to
the combat phase to let players not know the outcome until it
happens, or it could be beneficial to let characters “lose” a
combat phase so they can come back to their side of the board and be
placed on new missions. Maybe heroes are stuck on a mission they are
assigned to, and you can only “deploy” one per round to each
mission? Maybe defeated heroes are knocked out for a round, unless
the enemy has a “Killer” hero that knocks them out of the game
permanently? Maybe the combat phase resolves before
the other phases, meaning you could have all your smart heroes
knocked out and then you cannot solve the mission?
Game Goal
The
goal of the game is to complete missions. Each mission you complete
is placed on your side of the field, and may also grant a reward.
Completing a mission to stop the mad toymaker may let you play a
single gadget for free, or a mission to stop a mind control scheme
will let you “free” a hero from your deck. Depending on how
morally gray the game could be, the missions could just be presented
as generic installations and gaining the power and control over them
is the only objective; you don't necessarily stop the death ray
research, just capture it for yourself.
Additionally,
to keep from snowballing, each mission completed may unlock new
heroes to be played. Instead of mana or lands, the game's resource
could just be based on “momentum”, and the limit of what kind of
heroes and gadgets you can play may be limited by the total momentum
of the highest score player. Thus, a person who is behind could start
to make up lost ground since their powerful cards start to become
online even if they're losing.
The
game could feature a sort of time clock theme for its missions and
cards. Like the “11th
hour” is the final score resource- if one player has completed 11
missions then both players have their most powerful cards ready to
go, since you need 12 to win. In this same way multiple genres and
power levels of super heroes are represented. The first and second
hour heroes are street level heroes- Kick Ass and Rorschach. The 10th
and 11th
hour heroes are heavy hitters- Justice League and Reality Warpers.
Gives the game a nice ramp up, and in the fiction of the game it
could represent the small actions of minor thugs and b-list heroes
ramping up into global campaigns.
Cards
may have a “Doom Clock” which is the score of the highest player
in completing machines to be played. As for the actual mechancis of
playing with the cards, I am unsure how to do it. Maybe you can only
play one card a turn normally, but certain missions can let you play
more then one? A valuable mission may be to let you play two gadgets
a turn when you can normally only play one. Maybe you can play one of
each card each turn; one gadget and one hero. There could also be a
third kind of card. Special events? Modifiers added to missions that
make them tougher or easier to mess with your opponents? Or does that
fit better into gadgets? Do the heroes in your 'bench' count as a
sort of pesudo space on the board, and certain cards could augment
your “hideout”?
As
for the physical cards itself, players could have their own decks of
heroes and gadgets to play with, but standardized decks of “missions”
would be sold and included in starter kits, and would be required to
play to make a standard playing field. Two players could also agree
to each make half of the mission cards each; and interesting concept
from the physical side of the game would be to include a small white
rectangle on each front of the mission cards so players can mark
their name or colors on the mission cards to keep them apart. But
once again, a standardized deck of mission cards is most suitable.
Still, for tournament style play or Friday-Night Magic (but for this
game instead of magic obviously); fun events could be had by switched
up by changing the mission cards. Special event matches where every
mission is really hard or really easy, etc.
Gadgets
Each
gadget card may have a unique bonus to grant, perhaps a bonus to
specific hero stats, granting or removing a special power, or
protecting the hero from death or other status effects. Gadgets can
be equipped to heroes, placed on missions, or whatever else the card
says. They're more fit as the one time use expendable cards, where as
Heroes are more your “creatures” or character cards.
Heroes
The
Heroes are the meat of the game. Each hero card has 3 stats, their
Travel potential, their Scheming or Cleverness or Intelligent-
whatever the stat could be called, and finally their Power or combat
power for a full name. Certain heroes are better at certain things
obviously, there are objectively better heroes then others but they
would have a higher clock requirement to be played, or have some
negative power that makes them weaker in certain situations. From a
design standpoint, certain combos emerge. Fit together high
Intelligence characters along with strong heroes to act as
bodyguards; have a few heroes with high traveling and the ability to
bring along other heroes if they have that power to act as the
designated drivers of the game, and so on.
Ever
Hero has powers. Powers are the special abilities of each card and
hero. Some ideas for powers I've had in the past were-
Transporter-
This hero can transport one hero along with them; using the Travel
power of this hero over the transport power of the other hero.
Carrier-
Can 'take along' as many heroes as you want, using the travel level
of this hero. (better version of transporter)
Killer-
When this hero is part of a winning team in a mission, they can kill
one enemy hero with the lowest combat score(?)
Tinkerer-
This hero gets +1 to their Scheme score for each gadget equipped to
them.
Invulnerable-
This hero cannot be killed.
Weakness-
This hero is killed if an enemy is equipped with a magic stone item
(kryptonite?)
Specialist-
Hero gains X bonus to each stat if sent to a specific mission. For
example, a Stealth+1 specialist may get +1 travel, +1 scheme, and +1
combat power if sent to a stealth mission.
Freeze-
Given to ice or time control themed heroes. Win or lose, any enemy
hero sent against this one is “knocked out” for one turn,
benching them.
Sidekick- Can be attached to a Hero with a higher "Doom Clock" value as a piece of equipment.
Sidekick- Can be attached to a Hero with a higher "Doom Clock" value as a piece of equipment.
Other- As varied and strange as superpowers could be. Could include counters, summoning disposable minions, "stealing" or suppressing the powers of other heroes, etc.
Hello, have you checked DC Comics Deck Building Game ? It is (very) superficially similar to what you are describing here.
ReplyDeleteNo, I have not, but thanks for the recommendation!
Delete