Planet Apocalypse:
I really enjoy RTS, MOBA and, to some extent, tower defense videogames. While I was expecting more of a Doom / Diablo / Space Marine experience when I initially took a look, I was overwhelmingly pleased to see it was instead a nod to these genres, and done in a really slick way.
Some features that keep it returning to the table:
– Numerous selection of heroes, maps, legions, mini-bosses, and end bosses
– A randomized selection of power-ups available each game that you must strategize to choose, distribute and use effectively
– Meaningful coordination among players
– A nice progression of strength for both sides throughout the game, without resorting to Blue Shell mechanisms
– Bracing while rolling 6D8+6D12 for an incoming Boss attack; being amazed when you manage to roll seven 1s in a row on your own attacks
– Management of various currencies (Courage, Luck, HP, Doom), and decisions on how to balance their income streams vs. dealing with crises
– Management of the purchasable Trooper cards, of which there is also a randomized selection, and their various utilities
– Personalizing your Hero with certain “builds” which can carve out distinct roles of your choosing
– No need to rely on a campaign mode or narratives for replayability. Like the videogame genres I mentioned, you just sit and go. Start at a low level, progress to greatness, pack it up and start again another time with a whole new situation.
– The visual impressiveness of the game, including its size, and use of various colors of plastic rather than an endless sea of gray
Also, it is not a difficult sell to get to the table:
– A horrific but non-gory theme (some enemy figures are actually rather smile-inducing)
and
– Fully cooperative
All-in all, this one is pretty phenomenal.
[x-posted to bgg]
Quick Fire Ideas
-Discard 1 Toughness to gain an extra attack.
-You can help for free.
-Spend a Luck to decrease the cost of a Gift by 2. (And if that’s too powerful, maybe it can only be used for other players.)
-Only the Highest Circle demons in the Area can attack this player.
Some Weakness Ideas
-When this character dies, roll the Despair Dice and summon demons like they were an Invasion Token.
-Lose 1 Luck during the Enemy Phase
-When you enter Hell Time, spend a Courage. If you cannot, you cannot enter Hell Time.
-You cannot increase your Maximum Health.
I think there is much that can be done with both the communal Gift Board and the Hero gift boards. Cindrew has the replenish ability, but, I can see a lot more in the design space:
– abilities which add tokens to gift cards, which are gained if they are purchased
– Utilizing D10s in conjunction with the 10 slots on the Gift board (or D6s in conjunction with the 6 Hero board slots)
– Utilizing Troopers (or even Legion cards) on Hero boards
– Losing / Gaining Gift Card slots on the communal board
So, some rough examples:
Ability: As a team action, Roll a D10, add one Luck to that slot on the Gift board. A hero gains anything on a Gift card when purchased. Luck on empty slots are added to cards upon refill.
Ability: Spend x Courage – draw x gifts, place one on any free Slot on the Gift board, discard the rest
Additional ideas:
– Push enemies away from area / Pull enemies toward areas
– Use of the divine intervention token
– Utilization of Enemy dice on Hero effects (e.g., combining with the above — roll n Enemy dice, push one of each type of minion rolled back one space)
– An “Investor” character: Spend x Courage / health / Luck / Troopers, the bank matches it, and you gain one back from the resulting pool as a Team Action.
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