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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!
(Note: this is a follow up to the recently delivered Batman Gotham City Chronicles which is based on their Conan game engine, and lets you pick up the existing content if you didn't get it before, plus the new season 2 content)
Batman™: Gotham City Chronicles is a mission-based miniatures board game where 2 to 4 players control the Dark Knight and his allies in their never-ending battle against crime through an asymmetrical and open game system.
Each game involves an action-packed fight where two sides face off. One of the players assumes the role of the Villain and controls the most notorious criminals of Gotham City. The remaining players take control of the Heroes, who must work together as a team to foil the Villain’s plots. Each side takes turns, pitting their strategies against each other in order to achieve their objectives.
[NOTE the core box image above is taken from the first KS so the 'stretch' tags are irrelevant, I've done so as the current KS doesn't show the contents as fully]
Batman™: Gotham City Chronicles Season 2’s primary focus is Versus mode.
Adventure mode racked up 42 missions in season 1, is still supported with 9 NEW missions in season 2. And, some of the new season 2 characters can also be used in S1 core box adventure mode missions.
Finally, all season 2 characters come with their own tile, opening up a wider Versus mode selection pool for the 10 NEW versus mode missions.
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?