Kaptain Kobold has recently come up with a new idea for dice based activation
in Clobberin' Time, so this afternoon Liv and I sat down to roll dice and play superheroes.
I wanted to have a go at using a single master villain against a team of heroes. Given the embarrassing defeat of Zol-torr
in his last outing, I was hoping he might make a better showing with the new rules. Prior to getting my daughter to join in I had a quick run through, just to get a feel for things. I was bit disturbed when Zol-Torr just about won the scenario before the heroes even got a move, but then the rolls started to even out and it was a narrow win to the newly reconstituted Delta Wave. The dice system was giving a good game. What I wasn't feeling was the in-built sub-plots. Zol-Torr rolled arch-enemy and targeted Speed, but it didn't really add much to the game. I also felt like it slowed things down and I knew Liv would struggle to stay focused if we used the sub-plot rules. So aside from this quick run-through I haven't really played the new sub-plots. More on that later in the post - now, on with the story.
Zol-Torr has built a mega-cannon to destroy the moon. Why? Because he is an intergalactic conqueror and that is the sort of random thing one does when one has taken on such employment. He needs six clear uninterrupted turns at the cannon to calibrate it just right. In that time, Delta Wave need to show up, distract and hopefully stop him.
|Zol-Torr readies the Mega-cannon. Delta Wave, consisting of Spectra, Speed, Aquaria and the Green Golem have come to stop him.|
|Speed rushes forward to try to slow the preparation of the cannon.|
|Zol-Torr, annoyed at this disruption, turns around and swats him. |
|Aquaria and Green Golem head to the attack, while Spectra sits back and shoots laser blasts.|
|The activation dice are working well - in a single turn Aquaria is knocked back and the Green Golem is knocked out. Zol-Torr returns to his cannon.|
|The game ends with Delta Wave unable to stop the cannon firing. Luckily they distracted Zol-Torr just long enough for the Silver Shield (in his lab) to programme a moon hologram that confused the mighty conqueror and made him think he was victorious.|
So this game saw Zol-Torr doing what cosmic entities should and not getting smashed in three turns. As the trial game had seen a narrow Delta Wave victory, and this game Zol-Torr didn't get a scratch, it shows that the battles can go either way.
Liv had her blood up, so we had another game - this time we were hunting Baron Death, somewhere in Deathonia. He was hiding, and the team had to find him and take him down before he could hatch his next evil plan. It would give me a good chance to see if a Master Villain could perform when they were a Level 3 character.
|The broken castles and skeletons of genetically modified monsters litter the table top as Delta Wave approach.|
|Spectra and Green Golem investigate the main castle, while Speed searches an outwork.|
|Aquaria investigates the skull of the long dead Deathosaurus.|
|Speed finds Baron Death! A quick attack is repulsed.|
|Realising Speed has located the Baron, Delta Wave rush to help their teammate.|
|Baron Death mind controls Speed who puts a wound on Aquaria, before the Baron himself activates and blasts her out of the keep. The Green Golem comes around from behind to trap the Baron.|
|Sensing the danger Baron Death flies away, pursued by Speed and Spectra. Spectra unleashes a powerful blast that leaves Death staggering. Speed looks to capitalise, but before he can, Death unleashes his own attack that knocks the speedster out.|
|The Green Golem arrives in time to see Spectra fire one more blast and knock the Baron down.|
Two relatively quick games, no sub-plots or anything, just straight forward knock each other out with the new dice activation. I have to say it works really well. I now realise that I forgot to remove activation markers when the heroes rolled a six, which might have gone some way to unbalancing the Zol-Torr game. I was so focused on the 'quick' rule I forgot that both sides
get to remove an activation marker if they roll a 6 for activation.
So I'm a convert, I think dice activation works better than the card activation. I'm not sure about the sub-plots, especially regarding levels of sub-plots etc. Part of CT is that it is such a simple and intuitive system to use that any chrome should be tacked on rather than integrated. I'd rather just have a list of sub-plots that I could choose from or roll for at the beginning of the game, and add that to my characters as part of their storyline. We'll see how Kaptain Kobold's playtesting goes with them. Quite often when you've written rules yourself they play much smoother than someone who is testing them for the first time.
I also altered the Speedster powers. I gave Speed a 12" move (double the norm) and allowed him a reroll in attack and defence to mimic his lightning fast reflexes. Speedster in the rules gets an extra move or attack. There was no real reason for this other than I find it intuitive to how I see Speed's power working.