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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!
We have all had brushes with the hard to explain , the apparent impossible , the out of this world ... here's a chance to share a memory or few ...
So way back in my younger days me, my brother and two friends we coming home from an all day "monsters of rock" concert in San Francisco, we stoped at a store to pick up some liquids refreshments and snaks for the ride home when I saw them ... coming down the street was a largish gang "wilding" , basically thumping everyone that came across their path ... they were a block away and I was the last one to get into my car ... "hay guys get out" , I said, "let's teach these punks a lesson" ... now I was the assistant wrestling coach at the local college wail I was still in high school and have had a wide range of training over the years so this wad kind of a natural response for me ... the other three had way more common sense, asking me to get in so we can go , this went on as the gang kept coming down the block beating up all who crossed their path ...
Just then I herd a car screech to a stop, out of it flew a figure dressed all in black with the bat man emblem on his chest , he dashed across the street in short order armed only with two sawed off baseball bats and laid into the gang ... after over ten years of hand to hand combat training I can tell you, he knew what he was doing and executed every move with impressive precision ... after one of the best fight scenes I have seen in any bat man movie he dashed back to the bat mobile (A primer black ElComeno) and was gone ... leaving a mess of moaning thugs and cheering fans ...
What a day, Monsters of rock and Bat man ... hard to say witch was more intense.
A BRAND NEW Superhero Board Game is coming to your table! Alphas is a game of tactical, objective based Skirmishes and fully illustrated Graphic Novels to play through a progressive story with. Created and developed by the same team who made Tabula Rasa, Alphas will immerse you in a world where having powers and abilities are the norm.
WIP rules https://drive.google.com/file/d/1YBygZHwiStw2oR24UKgMH2VhVXAn9eDG/view
United States: $11 - 22 (Continental), $30 (Alaska, Hawaii and Puerto Rico)
Canada: $14 - $30 for most areas.
Europe: $22 - $35 to most countries.Australia: $20 - $40.
New Zealand: $30 - $35.Latin and South America: $60 - $70.
Asia: $15 - $20 (China), $20 - $30 for most other countries (We have no current estimates for Malaysia or Singapore)
WE WILL NOT SHIP TO THE FOLLOWING COUNTRIES: Afghanistan, Brazil, Ukraine, Russia or Greece based on past experiences and/or rates/pricing and custom laws.
(note they've a previous KS project yet to deliver but it's not due to do so until the summer, most recent updates are backer only, but nobodys screaming at them in the comments so it seems to be going reasonably well)
By Dark Horse
I picked this thread because of the title...
My purpose is that I am creating a set of rules for use with various genres of Chronoscope minis and would like to know what kinds of Special Abilities (Superpowers) would you like to see in those rules for the various Super Hero models in the line?
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