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Reply: Ka-pow! The Superhero Team-up Game:: General:: Re: Comments from a quick read-through

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by Burningchrome

Jlerpy wrote:

Seems an interesting structure. I look forward to giving it a try. Some thoughts at a glance:

1. Why the varying values of Diabolical Plots? I appreciate the flavour of having each villain be working on a new and insidious scheme each time you face them, but as the Diabolical Plot card don't really do anything, I feel they could have been combined with the Complications, so each Plot has a special effect, as well as a cute description.

2. Some of the powers seem very similar. Some (Martial Artist and Precognition) I can't even figure out the practical difference. Some (Time Shift and Fly) just seem like one is a better version of the other.


Hi Ben,

Thanks for your comments. Hopefully i can shed a little light on each of your points:

1. The Diabolical Plots play an important role as they encourage players to not burn all of their high value attack cards during a round. This is most notable in a 3 and 4 player game where there are less minions. And the different values play a key part in the process - a bonus 2 vp's can be a game changer. They are the tie-breaker at the end of the game, which makes them useful. Of course you are right, they could have been combined with the Complications, but we like the added variability it adds to the story element and it's another 'stick' to manipulate in the future if we decide on expansions.

2. Not all Superpowers are equal just as not all Superheroes are created equally. Part of the challenge is looking at the Superpowers you have been dealt and deciding on the best way to manipulate them to your advantage. That said, Martial Artist and Precognition are intentionally the same - it's a good power. Fly and Time Shift are better depending on your player order in the current round.

Thanks for showing an interest. I look forward to hear your comments after a game or two :)

Cheers,
Tom

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