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By Dan d'Lyon
Hour of Need is a cooperative game of comic book action inspired by the costumed heroes that many of us grew up with. Using the Modular Deck System (MDS), also featured in Street Masters, Brook City, and Altar Quest, the game features incredibly modular gameplay using several different types of decks. Hero decks, villain decks, and issue decks can all be mixed and matched to create countless combinations of unique play experiences.
Each hero in Hour of Need is represented by a highly-detailed miniature, as well as each villain and their associated lackeys.
Each hero in Hour of Need is defined by their unique deck of cards, representing their crime-fighting abilities. While each hero has their own playstyle, all hero decks share something in common in the form of heroic feats which make certain cards multi-purpose—do you want to play a card for its ability, or keep it in your hand to use its “toughness” heroic feat icon to protect yourself from damage? Managing your hand is crucial in avoiding crises!
Villain decks are the primary opposition in Hour of Need. During the villain turn, each player draws a villain card and resolves its icons—these will spawn minions in scheme panels, trigger special villain abilities, or spawn perils & lackeys on the map. Additionally, villain cards feature “Showdown” effects that are resolved whenever a villain is attacked by a hero—if the heroes can first reveal the villain!
Issue Decks and Issue Boards
Like any good comic book series, Hour of Need tells its stories through issues—issue decks, in this case. Each issue deck is accompanied by an issue board that sets the scene for the conflict. The issue deck details the overall story and special rules for the game. Whether the heroes are attempting to thwart a bank robbery or prevent advanced weaponry from being stolen, the issue deck will provide the villain with their overall goal, which the heroes must prevent in order to win!
The issue guide provides all the narrative and rules clarifications for each issue in the game. Players can choose to play a more story-based experience by reading each story point as its cue effects are triggered.
Heroes must fight and solve their way through their enemies’ various machinations. Hero dice are used to resolve each fight and solve action, while focus tokens are used to mitigate these rolls.
Tokens are used to track various game elements, such as how much damage a character has suffered, how much justice has been dealt to a problem, as well as where minions and bystanders appear on the board. Additionally, each issue introduces unique tokens to add another level of thematic immersion.
Check out the beta rulebook HERE!
My friend is playing a fighter in a Pathfinder game, so I decided to take a break from my Batman game to paint up a figure for her, though I decided to paint two.
I asked her what her favorite color is, and she said "Blue", so I painted up a mini with lots of blue. If I paint her again I think I'd pick out the fleur-de-lis in a different color, to make it stand out some more.
Presenting a pair of Deep Gnome heroes (I'm calling them Harold and Alice) from Reaper.
I got these to see what the Bones Black material was like on smaller minis (I was quite impressed), and while some parts could've gone better (One day I'll learn how to highlight dark blue) they were a lot of fun to paint up.
As always, any comments or criticisms are warmly received.
just wishing to put this out there, but what are the chances of warlord coming back, hopefully with the success of bones reaper can really hammer our full fledged army boxes. i only ask this as warlord was my very FIRST miniatures game and heck it was the first miniatures i ever bought and wish to see it again even if its just bones army sets or something. maybe even a third edition possibly.
i mean am i alone in wanting warlord back?
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