introduction overview find allies and build the league

Transcription

introduction overview find allies and build the league
TM
SUPERMAN
™
INTRODUCTION
You´re the most powerful being on the
planet, the living archetype of a Superhero.
You´re the MAN OF STEEL™ rocketed to
Earth as a child and raised up to be a true
hero! You are SUPERMAN™!
Together with the other members of the
JUSTICE LEAGUE™, you are the last line of
defense to protect billions of lives from the
worst imaginable foes. Will you make the
difference? Will you secure the safety of
mankind?
OVERVIEW
With this Superman Set for Justice League:
Hero Dice you join the Justice League as
the Man of Steel. Roll the dice and battle
villains with your Super strength. Keep the
villains away from your city – the fewer get
through the better.
FIND ALLIES AND
BUILD THE LEAGUE
You are ready to fight the forces of evil
singlehanded, so it´s the solo game for you.
But, to enjoy the full fun and excitement
of Justice League: Hero Dice you should
partner with a friend leading a fellow hero
(BATMAN™, FLASH™, GREEN LANTERN™ etc.)
to join the fight. Each hero has his own
box, so for team play grab one box for
each player and fight the bad guys together! This is how it feels to be part of
the Justice League!
GOLDEN RULE
If a rule or symbol on a card or hero
sheet contradicts this rule book, the
cards and sheets always take precedence.
1
COMPONENTS
SEA
18
18–15 LEGENDARY
HEROES
™
14–11 ACTION
HEROES
1 double-sided
city card
10–6 VALIANT
HEROES
5–1 WANNABE
HEROES
sym bol
Eac h Sup er
hit.
cou nts as 1
METROPOLIS
™
nite sym bol
Eac h Kry pto
lifi ed. If
has to be nul
lify all
you can´t nul
a fail ure
sym bol s it´s
re no hits at
sco
you
and
how many
all, no mat ter
s you have.
Sup er sym bol
0 NEVER
HEARD OF
TM
™
sym bol
1 Hea t Vis ion
ptonite
nul lifi es 1 Kry
sym bol .
er
You have 1 Sup
nts
sym bol . It cou
Sup er
as an ext ra
h
eac
for
sym bol
att ack .
ath sym bol s
2 Fro st Bre
bol .
ptonite sym
nul lify 1 Kry
1 target token
1 hero sheet
REGAIN 1 CARD
OUT OF
YOUR DISCARD
PILE.
6 hero cards
damage tokens:
7x 3-damage, 9x 1-damage
5 team tokens
5
TM
™
LEX
LUTHOR
10 villain cards
2
6 dice: 1x red, 2x yellow, 3x blue
DICE RULES
The symbols on your dice are explained on
your hero sheet. Additionally you can find
your special ability in the lower left corner.
ROLLING YOUR DICE
At the start of your attack roll all your
dice. After each roll you have to set aside all
dice of one color. Then you have to roll the
remaining dice again. After three rolls all of
your dice have been set aside and you count
the results. If all Kryptonite symbols have
been nullified each Super symbol counts
as +1 hit. If not it´s a failure and you don´t
score any hits at all.
EXAMPLE
For his first roll Superman has two Super
symbols. Because there is also a Kryptonite
symbol in yellow, Superman decides to play
it safe. He sets aside the blue dice and
rerolls all other dice.
Superman has rolled only Kryptonite this
time. He decides to set aside the lesser evil
and rerolls the yellow dice again.
After his final roll Superman has 1 Kryptonite symbol, which can easily be nullified
by his Heat Vision. In fact the two Freeze
Breaths would allow him to nullify another
Kryptonite, if there would be one. He has
two Super symbols and an additional hit
gained by his Hero´s ability, so Superman
scores 3 hits.
SETUP
This game offers the best experience if
each player controls one hero of a different
kind. Rules for Solo play or for Doppelganger play can be found on page 7.
1. Prepare heroes: Each player places his
hero sheet, his hero cards, his hero dice
and all hero tokens faceup in front of
him. As the game is cooperative you can
share all information with each other.
The team tokens of all hero sets are
put together in one pile near the centre
of the game area.
18
2. Prepare City: Choose one
city card and place the
side with the lower number
facing up (the higher number is for the
solo game) above the villain deck. The
area above the battlefield, including
the city card, is called the city.
METROPOLIS
™
18–15 LEGEN
DARY
HEROES
14–11 ACTIO
N
HEROES
10–6 VALIA
NT
HEROES
5–1 WANNABE
HEROES
0 NEVER
HEARD OF
3
3. Prepare Villain cards:
REINFORCEMEN
TS
+
villain deck. This area is called the battlefield.
Next draw again cards equal to the number
of heroes in play and place them to the left
of the villain deck. This area is called the
outskirts. In the outskirts the first cards are
placed faceup, but the last card is placed
facedown.
When a reinforcement card is placed in the
outskirts another card is immediately drawn
and placed on top of it face up in a way that
the threat value of both cards is visible. Cards
in such a stack count as one card with combined threat (e. g. for setup requirements).
1+
x
First set aside all reinforcements. Shuffle the remaining villain
cards of all participating hero sets and place
two cards per hero player face­down in the
centre of the play area to build the base of
the villain deck. Then shuffle the reinforcements into the remaining villains to form the
villain deck and place the deck underneath
the city card.
Now draw cards from the top of the villain
deck equal to the number of hero players
and place them faceup to the right of the
City
2 PLAYER SETUP
(SUPERMAN AND BATMAN)
18
City´s resistance
The heroes´ title at the end of the game
City´s name
18–15 LEGENDARY
HEROES
10–6 VALIANT
HEROES
5–1 WANNABE
HEROES
METROPOLIS
0 NEVER
HEARD OF
™
6
Hero Set
Battlefield
5
1+
Earned
Team
Tokens
Threat
Villain deck
Outskirts
4
TM
TM
™
™
™
REINFORCEMENTS
Villains in your city
(faceup)
14–11 ACTION
HEROES
+
™
1+
x
PENGUIN
3
PARASITE
DOOMSDAY
4
Villain cards have special
abilities which activate when the
villain is placed or targeted
(cf. villain abilities p. 8).
Defeated villains
(facedown)
Villain´s Villain´s
name abilities
PLAYING THE GAME
Rolling at the same time?
The game is played in rounds which are
divided in 2 phases. All heroes play simultaneously. The game ends with the final battle
after the villain deck has run out.
Because you play as a team it is your
choice if you do so or not. Sometimes
you may want to wait for a team mate´s
result before you go on. If you roll simultaneously, the game is faster.
For your first game we recommend you
do NOT roll simultaneously, so you can
see how your team mates are doing.
In Justice League: Hero Dice all heroes try
to save the city from constant waves of
villains. You have to withstand the complete
villain deck.
1. Attack
2. Resolution
Hero cards can be played anytime unless
they say otherwise. There is no limit to how
many cards can be played per round. After
a card is resolved you discard it and build
a discard pile.
1. ATTACK
During an attack the following steps take
place in the following order:
• Each hero places his target token on
the battlefield pointing at a villain of his
choice. This decision is important and
should be made with your team.
2. RESOLUTION
During resolution the following steps take
place in the listed order:
• Villain abilities affecting inflicted hits are
applied.
• Hero abilities affecting inflicted hits are
applied.
• Now all remaining hits become damage.
Each hero places damage tokens equal
to the inflicted damage on their targeted
villain.
• Heroes roll their dice simultaneously.
• All villains who suffered damage tokens
higher or equal to their threat value are
defeated and placed facedown on the
defeated villain pile.
• Heroes reroll simultaneously following
the special rules for each hero (see hero
sheet) until they declare their attack is
completed.
• If damage tokens from at least 2 different heroes are on a defeated villain, the
heroes get 1 team token to be placed in
the city next to the villain cards.
5
• Villains, which haven´t been defeated, remain on the battlefield. All damage tokens
remain on a villain. Gaps between villain
cards in the battlefield are closed by moving the outer cards inwards to the center.
• All villains gathering in the outskirts are
moved to the battlefield one by one. The
villain next to the villain deck is moved
first, then the next one etc. A hidden villain must be revealed before being moved.
IMPORTANT: Every villain to be added to the
battlefield needs to check if he overruns
the heroes. To do this add the threat of
the villain to those of all villains on the
battlefield. If the sum is higher than the
power limit of the heroes, the villain moves
directly to the city. The villain card is put
face up to the right of the city card.
POWER LIMIT
1 player: 12
2 players:15
3 players:20
4 players:25
• New villains are drawn from the villain
deck; one for each hero. The first villain
is placed in the outskirts next to the
villain deck and the following card next
to this card etc. The last card is always
placed facedown (and hidden from the
players).
6
TERMINOLOGY
Battlefield: The play area on the right side of the
villain deck. This is where villains and heroes fight.
City: The city card and the villains who made it thru.
Achieved team tokens are also placed here.
Damage: Each hit that isn´t cancelled deals 1 damage
to a villain. Damage can also be inflicted by hero cards.
For each damage dealt damage tokens with the corresponding value are placed on a villain.
Defeated: Villains who suffered enough damage to
exceed their threat end up face down in the defeated
villain pile. All tokens placed on them are removed.
Hit: Each
present counts in the resolution
phase as 1 hit against a targeted villain.
Failure: A
present, that has not been nullified,
nullifies in the resolution phase all hits.
Overrun: If the sum of the threat of a villain that
moves to the battlefield and the threat of all villains on
the battlefield exceeds the power limit, the heroes are
overrun. The moving villain moves directly to the city.
Outskirts: The play area on the left side of the
villain deck. This is where villains gather for one round
before they enter the battlefield.
Power Limit: The maximum total of villain threat the
heroes can withstand before they are overrun.
Reinforcements: A special villain card which supports a villain. The reinforcement and the card on top
count as one card with combined threat, that live and
die as one. There is no limit to how many reinforcements can be put on top of each other.
Target: At the beginning of their attack heroes
place their target tokens. The villain at whom the
target token aims is the target of the corresponding hero for this round.
THE FINAL BATTLE
When the villain deck is empty, one round
will be played as usual. At the end of the
round all villains from the outskirts move to
the battlefield (or overrun to the city), but
the outskirts remain empty.
In the final round attack and resolution take
place as usual until new villains would need
to arrive from the outskirts. Then the game
ends and the final score is determined.
• Villains in the city reduce city resistance
equal to their threat.
• Each villain card still on the battlefield
reduces 2 from your city´s resistance
(regardless of threat or damage tokens).
• Each team token in the city restores 2 to
your city´s resistance.
• Compare the final total to the list on the
right of your city card to see how well
your Justice League did.
SUPER TOUGH MODE
You want a real challenge? No problem.
At the start of the game all heroes shuffle
their hero cards and randomly select one
card and set it aside. Now each hero has to
fight with only 5 hero cards.
SOLO GAME
Most of the solo game proceeds exactly as
the team game with a few exceptions:
• Team tokens remain in the game box.
Ignore the villain ability “team attack”.
• Use the side of the city card with higher
resistance.
• The position of the outskirts is now on
top of the villain deck rather than to
the left of it. The card in the outskirts is
placed face up – there is no card placed
face down in the solo game. A reinforcement card only gets additional villain
cards laid on it when it is moved to the
battlefield during resolution.
DOPPELGANGER GAME
You may decide to fight together with two
(or even more) of the same super heroes in
your Justice League: Hero Dice game. This is possible, but of course you will have to endure
some hardships. Your heroes will not complement one another as effectively as different
heroes would, and it will take time sorting
the sets out afterwards. Anyway the rules
are the same as in a regular game.
7
VILLAIN ABILITIES
-1
KRYPTONITE
NO HEAT VISION
Counts as an additional
rolled Kryptonite, that has
to be neutralised in order
to score hits.
Heat Vision cannot nullify
Kryptonite. (But it can still be
used for effects that affect
other villains.)
–1 DICE
TEAM ATTACK
Before you start to attack you
have to set aside one of your
dice. This dice does not count
for the attack. (If Superman´s
red dice has been set aside,
he has only two rolls for the
attack.)
NO CARDS
A hero is not allowed to use
any hero cards, when targeting this villain. (Hero abilities
are still allowed.)
+
8
1+
x
REINFORCEMENTS
When a reinforcement card is
drawn and put into the outskirts another card is immediately drawn and placed on top
of it face up in a way that the
threat value of both cards is
visible. This continues until a
villain card is drawn. The stack
of cards count as one card
with their threat totalled.
This villain can only be targeted
by two or more heroes at once.
SOLO ATTACK
This villain can only be targeted
by one hero at once.
CREDITS
Game design: Andreas Schmidt
Editing and Developement: Harald Bilz, Heiko Eller,
Sabine Machaczek, Sabine Pickener
Graphic Design: Marina Fahrenbach,
Sabine Machaczek
Warner Licensing: Aude Bécourt-Foch
Production Manager: Heiko Eller
Publisher: Harald Bilz
Thanks to: Jasmin Ickes, Ferdinand
Köther, Corey Konieczka, Oliver
Kutsch, Nick Street, and all our
play­testers from Stahleck
© 2015 Heidelberger Spieleverlag. No part of this product may be reproduced without specific permission. Retain this information for your records.
THIS PRODUCT IS NOT A TOY. NOT INTENDED FOR USE OF PERSONS 13
YEARS OF AGE OR YOUNGER.
JUSTICE LEAGUE and all related characters and elements © and ™ DC
Comics. WB SHIELD: TM & © WBEI. (s15)