• Bad Guys (Working Title)


    EARLY FIRST DRAFT RULE SHEET:

    To begin a game:
    1. Place the game mat 4 inches from the middle of the table. If its in the center, I'll know it.
    2. Decide who goes first. The person who is that baddest bad guy at the table goes first. If that can’t be decided, roll until there is a winner. This order is only for the beginning of the game and for the first round.
    3. Everyone chooses a character. Take the player mat that corresponds with that character.
    4. Choose six skills. You may only have one of each skill. Place them beside your playmat.
    5. Choose a hideout. A hideout must be a location with a single terror square. Place your hideout token on that spot.
    6. Begin with 2 of each type of supply. Throughout the game, you may have up to 5 of each type of supply.
    7. Begin with one goon on each gang. You cannot transfer goons between your gangs.
    8. Place three weakness cards face down for each color of superhero.
    9. Place all players’ point counters on the 1 on the point tracker. Place the timer counter (white) on the 100 on the point tracker. You are ready to begin.

    Goal: Acquire the most points on the point tracker amongst players when the game comes to an end.

    Turns: Every turn goes through six steps. Turns are taken in clockwise order. If it is not the first round, the player with the least terror on the map goes first. If there is a tie, the player amongst the lowest terror count that is the lowest on the point track goes first. This remains until the end of the round.

    1. Roll Resources: Roll a D4 and a D6. Find the corresponding location on the map based on the result of the dice roll. Place a resource on the rolled location and all locations adjacent to that location. A location may have up to three resources on it. A roll still affects the same area if any of those locations contain three resources. Place resources on each armored car that does not contain a gang, character, or resource.

    2. Choose Actions: You may place an action token face down on any of your action circles on your player mat. If you do not wish to give a gang or your character an action, you do not have to do so. Your options are move, collect, terrorize, and lure.
    MOVE: Choose one:
    A. Move the gang or character token to any location adjacent to the friendly territory this gang or character is in. (A territory is made of up friendly adjacent locations. A territory ends when there are no more friendly adjacent locations.)
    B. Move to an adjacent location.
    C. Return to your hideout.
    COLLECT: Acquire all resource tokens in this location.
    TERRORIZE: Place one of your terror cubes onto any square within your location. If there is another player’s cube in this spot, replace it. It remains in this spot until another player terrorizes this location or it is removed by a superhero.
    LURE: Choose a superhero. When that superhero would roll this turn, instead choose a location for that superhero to go. The timer token is still affected. At the time you choose a lure action, you must spend 3 connections, 3 respect, and 3 power. If you cannot afford it, the lure action does not occur and nothing happens instead.

    3. Reveal Actions: All players reveal all actions. The first player carries out their actions however they would like to. If a player gives a move action onto another location where another player’s gang or character is, then those two players must choose to fight or auction. If players cannot decide, the players must fight. The winner of the fight or auction moves onto the location. The loser returns to their hideout.
    FIGHT: If the fight involves a gang, a player rolls a d6 and adds the number of goons in their gang to the result for each gang involved. The winning gang loses one goon. The losing gang loses two goons. If the right involves a character, roll a d6 plus 5. Add in any bonuses provided by your skills.
    AUCTION: Each player makes vocal bids using the supply they have. The player with the highest vocal bid spends that amount and wins the auction.
    4.  Roll Each Superhero: There are a few things you to know before you roll for a superhero. A new superhero is added when a player acquires 1, 25, 50, 75, and 100 points. The superheros are activated in this order: Red, Blue, Yellow, Black, White.
    a.  Roll a D4 and a D6 for each superhero that is activated. In the proper order, place each superhero on the corresponding locations. If a superhero moves from one color to another adjacent color, return any gang or character in the armored truck square to its hideout. The superhero has swooped in and carried the truck to safety! If a superhero moves from one color to a non-adjacent color, return any gang or character in all armored truck squares to their hideouts. 
    b.  For each activated superhero, lower the timer countdown by 1. When the timer lands on or passes the 1, the game will end at the end of that round.
    c.  Each superhero fights any gangs or characters at their respective locations. If the superhero wins, activate its win effect based on its color.
    Red: Remove terror tokens. Any gang defeated loses 2 goons. Its owner loses 1 power token.
    Blue: Remove terror tokens. Any gang defeated loses 3 goon. Its owner loses 1 respect token.
    Yellow: Remove terror tokens. Any gang defeated loses 4 goons. Its owner loses 1 connection token.
    Black: Any gang defeated loses all goons.
    White: Remove all terror tokens from this and all adjacent locations.
    When a player’s token loses to a superhero, its owner loses an additional token of their choice. Any defeated force returns to its hideout.
    It remains on the location until the next superhero roll takes it elsewhere during the next round. Any character or gang must be given a move action during the next round in order to fight the superhero at that location. If the superhero is defeated, reveal one of its weaknesses, then place it beside the map until superhero rolls occur again. If a player wins a fight against a superhero, that player gets a superhero token of that color if they do not possess one already. At the end of the game, add 5 points for each superhero token (max 25).

    5. SPEND AND SCHEME: Starting with the first player, you may do any of the following in any order:
    A. BUY: You may buy one resource from any of your terrorized locations for 2 of each supply. You may buy two resources from the same terrorized location for 3 of each supply. You may place a skill on your player mat for 1 of each supply (Into the fully black bordered hex spaces. You may buy a goon for 3 supply from any combination of supply types, up to six per gang. You may buy another skill for 1 of any supply. You must exchange an unused skill when you do so.
    B. SELL: You may destroy a standby resource to gain 2 of any supply type. You may destroy any two standby resources to gain an extra resource token. The token is added to the bottom of the track.
    C. MANAGE RESOURCES: You may move a resource in your standby area to an empty slot in your planning area or skills area. You may spin it however you’d like during this move. Once you place it in the planning area or the skills area, it may not be altered further. The empty slot must be adjacent to a skill or scheme that matches its color. If you complete a scheme, removed the resources used to make that scheme from the game and place the scheme in the “ready to conduct” area. Earn 6 victory points when you finish planning a scheme.
    D: CONDUCT: You may place a scheme that is ready to conduct onto any location’s resource space. Gain all resources at that location. That location cannot contain a hideout. If any opposing gangs or characters are on that location, they must return to their hideout. Remove any terror cubes on the location. Place a terror cube in each available cube slot. If a superhero lands on this location, only remove the scheme from the game. If another player’s gang or character terrorizes this location, only remove the scheme from the game. The next time someone terrorizes this location or a superhero lands on it, treat it as normal.

    6. Earn points and supply: During this step, each player will move their token on the track up accordingly. For each terror token they possess on the board, add 1 point. For each defeated superhero this turn, all players add 5 points. After points have been moved, each player will add supply on their player mat. Each cube earns 1 supply for each resource on the location, with a minimum of 1 earned. This means a location with no resources still earns 1 supply. For each supply earned, move any one used supply to the next box above it. Green earnings may be used on any of the three tracks. For example, if you have a respect supply token on the bottom of the respect track, you will need 3 respect supply earned to move it back to the active supply area.


    That’s it! Now repeat the turn until the winner emerges!