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Heroes Wanted
45m - 45m
1 - 5 Players
Ages 13+
Dice rolling in a game can be used for many things, randomness being the most obvious. Dice can also be used as counters. The dice themselves can be unique and different sizes, shapes and colors to represent different things.
Dice Rolling
Hand management games are games with cards in them that reward players for playing the cards in certain sequences or groups. The optimal sequence/grouping may vary, depending on board position, cards held and cards played by opponents. Managing your hand means gaining the most value out of available cards under given circumstances. Cards often have multiple uses in the game, further obfuscating an "optimal" sequence.
Hand Management
This mechanic usually requires players to pick up an item or good at one location on the playing board and bring it to another location on the playing board. Initial placement of the item can be either predetermined or random. The delivery of the good usually gives the player money to do more actions with. In most cases, there is a game rule or another mechanic that determines where the item needs to go.
Pick-up and Deliver
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
59.00
€
30 day low:
Out of stock
Search for:
Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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Akado
The game was a ton of fun, with laughing and joking and backstories being passed around. And then we started playing and it wasn't much fun. Mechanically, movement is really tough to get and tougher to use (you will get punched and not be able to punch back since you used your only action to move), this results in fairly stale play, since everyone stakes out an area and just camps. Game-wise, it feels like it wants to be a serious VP / set collection game, except that it isn't balanced, there isn't really much strategy, and there aren't too many meaningful decisions. It's also way too long for what it is. Would not need to own, and would need to be convinced to play again.
Devon Harmon
This game surprised me, in a good way. I thought it was going to be a light, witty, super hero game. It is a super hero game, and it is witty, but it is not a light game. It is considerably more cerebral that it appeared to be based on what I had seen. Since I like my games on the deeper side, this was a plus. Although I could see some people being disappointed in this game as I think that it presents itself to be something that it isn't. In the abstract, I have to say, this game reminds me of Mage Knight. It is about managing your hand of cards to do what you need to get done in an efficient manner, while being able to move around the board to where you need to be in order to do these things. The only think I don't really care for are the quirks, but they aren't an integral part of the game so they can easily be left completely out without affecting anything. At first, before playing, I thought it would be a little light on replayability by having only 4 scenarios in the box, but after actually playing, 4 scenarios, combined with all the combinations of heroes and villians is more replayability than I will ever exhaust.
Beaushek
There's a lot more strategy and a lot less luck than it appears upon initial viewing. Also, the forced roleplay (through quirks) adds a lot to the game.