Gameplay Teaser

VBAM Games' new superhero board game: can you gain control of The City?
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Charles Lewis
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Gameplay Teaser

Postby Charles Lewis » Tue Nov 09, 2010 7:46 pm

Below is a summary of the first two turns of a recent playtest:

Aggressive placement of Vigilante outposts during setup cut into the control of both sides. The initial score after setup was Heroes: 3, Villians: 4, City Hall Influence Rating: 0

The Heroes got control of the Street Punks for the turn. Shaman, Tigra and the Street Punks attacked D5. Wasp, Quantum, and Super Sabre are patrolling from Hero HQ.

Starbolt and Kirigi attack City Hall for the Villains. The Mobster and Gangsters patrol from Mob HQ while Basilisk, Faze, and Speed Demon patrol from Villain HQ.

8 random encounters are generated throughout the city. Patrolling characters can now intervene at random encounters or against the enemy's attack.

Villains: Basilisk intervenes at a random encounter in D3, Speed Demon intervenes at a random encounter in C1, and the Mobster and Gangsters intervene at a random encounter in B1. Faze can't intervene as she is on foot, and no encounters are taking place adjacent to Villain HQ.
Heroes: Quantum intervenes at a random encounter in B4 while Wasp and Super Sabre intervene against the Villains' attack on City Hall.

Combat: B4 houses Killmonger's outpost, so he intervenes against the random encounter. The two sides roll off and the Villains gain control of Killmonger for the encounter. This puts him up against Quantum. Quantum flubs his rolls and Killmonger KO's Quantum, knocking him out for 3 turns.

Wasp and Super Sabre square off against Starbolt and Kirigi at City Hall. The fighting is fierce, and Starbolt gets some damage in early against Wasp. The fight continues until Starbolt finishes off Wasp, knocking her out for 3 turns. Super Sabre fails the Morale check, and the Heroes retreat.

The Influence Rating adjustments that follow:

B1 -1 (-1) lowered due to Mobster/Gangster intervention in Random Encounter
B2 +1 (1) no intervention, random results of Random Encounter
B4 -1 (-1) Killmonger's defeat of Quantum was a victory for Villains
C1 -1 (-2) lowered due to Speed Demon's intervention; location now controlled by Villains
C3 (City Hall) -1 (-1) lowered due to Villains' victory over Heroes
D3 -1 (-2) lowered due to Basilisk's intervention in Random Encounter
D4 0 (0) no intervention, random results of Random Encounter
D5 +1 (1) raised due to Tigra, Shaman and Street Punks intervention in Random Encounter

Victory Status at the end of Turn 1: Hero 3, Villain 6, City Hall Influence Rating -1

Turn 2

Villains gain control of the Street Punks.

Villains: Mobster, Gangsters, Street Punks, Basilisk, Speed Demon, and Kirigi are on patrol. Starbolt and Faze attack City Hall going for control.
Heroes: Quantum and Wasp are recovering from KO's and may not act this turn. Tigra and Shaman attack City Hall. Super Sabre patrols.

Almost as many Random Encounters this turn, but three of them are at Vigilante outposts (Daydream, Bandit, and Elixir).

Villains: Speed Demon intervenes at A2, Mobster & Gangsters intervene at B2, Kirigi intervenes at E2, Basilisk at E4 and Street Punks at E5.
Heroes: Super Sabre intervenes at B2 (Daydream's outpost).

Combat: As with Killmonger last turn, the encounter in B2 was randomly generated, so both sides roll off for control of Daydream (she would automatically oppose a targeted attack). The Heroes win the roll, so Daydream steps in to assist Super Sabre against the Mobster and Gangsters. Two rounds of furious fighting go by without damage until the Gangsters take down Daydream while Super Sabre KO's the Mobster. Super Sabre makes his Morale roll (triggered by a friendly KO) while the Gangsters fail theirs. Victory for the Heroes!

City Hall is again the scene of super-powered combat as Tigra and Shaman square off against Starbolt and Faze. Shaman wounds Starbolt before getting KO'd by a blast from Starbolt. Tigra passes her Morale roll and then KO's Starbolt in the second round. Both teams fail their morale, so neither runs but all characters are -1 to their stats for the round. After the third round, Faze fails her Morale roll, while Tigra passes. Another victory for the Heroes!

Influence Rating adjustments:

A2 -1 (-1)
B2 +1 (2) location is now controlled by the Heroes and Daydream actively joins them (after she recovers from her KO, that is). Her outpost is also available to the Heroes and they can stage patrols from that location in addition to their HQ.
C2 0 (0)
E2 -1 (-3)
C3 (City Hall) +1 (0)
D4 +1 (1)
E4 -1 (-1)

Turn 2 Victory Status: Heroes 4, Villains 6, City Hall Influence Rating 0
'Fear God and dread nought'
Coat of Arms motto of Baron Fisher, of Kilverstone

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mwaschak
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Re: Gameplay Teaser

Postby mwaschak » Wed Dec 01, 2010 2:52 pm

We demand more reports Charlie!

-Jay

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Charles Lewis
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Re: Gameplay Teaser

Postby Charles Lewis » Wed Dec 01, 2010 4:20 pm

Hope to have another one soon. I've made some changes to the map, and I haven't had a chance to update the rules accordingly.
'Fear God and dread nought'

Coat of Arms motto of Baron Fisher, of Kilverstone

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MarkG88
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Re: Gameplay Teaser

Postby MarkG88 » Fri Dec 03, 2010 2:06 am

Sounds like a fun game Charlie :)


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