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The Rules
Object of the game: First time a team gets 15 Victory Points (VPs) the final mission is unlocked. The moment someone beats the final mission, the game ends, and the team with the most VPs wins. If the Final Mission is still around after five Episodes, the Earth is consumed by a demonic invasion and everyone loses.
The game will be played out in turns (called Episodes). Each Episode will begin with a New Episode Phase, followed by a Preparation Phase, then a Mission Phase.
New Episode Phase
-6 New Missions become available, one per each district in the city.
-Archnemesis assigned (beginning with Turn 2)
-First Player determined (player with least VP goes first)
-All Players may put into play one Storyline (if they have one to play.)
Preparation Phase
Receive Team Points (TP)
-For every Undefeated Heroine in the Team HQ, gain one TP.
-For every 5 VP a team has, gain one TP.
Assign Heroines
-Spend X TP to make a heroine Ready. (X = heroine's level)
-Spend 1 TP to put a heroine into Support.
-Spend 0-1 TP to put an Ally Hero Card into play for your team. (Max 3 Allies at any one time)
-You may assign one of your Ready or Supporting Heroines as a "Protagonist"
-You may save TP for later use.
Team Upgrade
If you have resolved 3 Storylines, you may trade them in for a Team Upgrade.
Heal
-Defeated and Wounded Heroines in the Team HQ are fully healed.
Mission Phase
Each Team has 5 Actions per Episode during the Mission Phase. The First Player will take an action, followed by their Nemesis player, who is followed by that person's Nemesis, and so on, until each team has used all 5 actions.
Before anyone takes an action, each team's Protagonist gets one free attempt to resolve a storyline. (see below)
Possible Actions:
-Movement
-Medical Treatment
-Heroine Ability
-Storyline Action
-Attempt Mission
Movement
One Ready Heroine may be moved to a District, or to the Team HQ, and for free may bring one Supporting Heroine with her.
OR
One Supporting Heroine may be moved to a District or to the Team HQ
Medical Treatment
Discard all wounds and any Defeated status on one Heroine.
Heroine Ability
Follow instructions of the Heroine Ability being activated.
Storyline Action
Draw 1 Hero Card and 1 Story Card.
(Story Cards come in two types: Storylines and Plot Twists. Plot Twists are treated as a part of your Hero Card hand and may be played as hero cards are, only Plot Twists usually cost TP to play. Storyline cards are put into play during the New Episode phase.)
You may spend 1TP to have your Protagonist Heroine attempt to resolve a Storyline. If you resolve your team's storyline, you collect it and gain 1VP. If you resolve another Team's Storyline, gain two Villain cards.
Resolving a Storyline
-Each Storyline will say either Attack, Defense, Wits, or Any. If it says Any, the Heroine's Nemesis gets to choose. The Heroine then rolls dice equal, to her highest value in that category. If she gets 4 or more Hits, she resolves the storyline successfully.
Attempt Mission
At least one Ready Heroine must be in the district where the Mission is taking place in order to Attempt a Mission.
Each Mission will have a Threat Rating (usually 3-6), a type (Danger/Crime/Mystery), and a relevant skill (Rescue, Protection, Fight, Science, Mystic, Investigation). Missions marked with !!! may be part of a Master Plan, which the Nemesis player announces after a Heroine commits to Attempting the Mission.
Determining Trouble
-Subtract the highest appropriate rating from a Ready Heroine (Danger/Crime/Mystery) from the Threat Rating. The Nemesis has the option to ADD their own rating to the Threat Rating by Scheming (see below).
-Roll the modified number of dice.
-All dice showing 2+ are a hit. 6s count as two hits.
-If none of the Ready Heroines had the relevant skill for the mission, roll an additional die for every result of '5'
-The resulting number of hits is the Mission's Trouble.
All but the acting player will draw one Villain Card, then, starting with the Nemesis player, opponents of the Heroine Team may play a Lead Villain. They may then play Backup Effects to augment that Lead Villain.
If this was a Master Plan, the Nemesis player may play their Lieutenant as a secondary Villain, if they meet Trouble Prerequisites. The Nemesis player may instead add a Rival Villain as a secondary villain,(regardless of whether this is a Master Plan) but may only use a Rival whose level corresponds to a present Heroine.
Playing Villain Cards
A Villain Card will usually represent a Villain, but there are cards that can only be played as Back Up effects.
Each Villain will have a name, a selection of Tactics and combat values, and a Backup Effect. Some Villains will have a special ability that can only be used if they are the Lead Villain.
Each Villain will also have a Trouble Prerequisite # and a Trouble Cost. Backup Effects likewise have a Trouble Cost.
To play a Villain as a Lead Villain, the Trouble of the Mission must be equal to or greater than the Trouble Prerequisite. You then reduce the Trouble of the Mission by the Villain's Trouble Cost when you assign that villain to the mission.
A backup effect's cost is paid with the remaining trouble.
Once all players have passed or all the Trouble is used up, combat begins.
Scheming and Master Plans
A mission marked with a !!! icon means that a Nemesis is likely involved, and the nemesis player of the active Heroine team may take one of four scheming options:
1) Attempt a Master Plan - this will result in a second round of combat with the Nemesis itself against any remaining heroines, after the initial villains have been defeated. If the Nemesis wins, they will get a Master Plan upgrade. If the Heroines win, they will get an immediate team upgrade and the Nemesis will be unavailable for the rest of the episode.
2) Raise Threat Level by the Nemesis' Danger/Crime/Mystery rating
3) Draw three villain cards.
4) Provide 'dice boosting' which will allow the Villains to roll additional dice for every 5 rolled, just as the heroines do when they are supported by a teammate.
Combat
Determine initiative. Unless the villain player has an ability or backup effect that says otherwise, the Heroines start with initiative.
Determine lead combatant. If there are multiple combatants on either side of the contest, the controlling player chooses which one will be the lead combatant. At the beginning of subsequent combat rounds, only the side with Initiative may switch to another combatant. If a combatant becomes defeated, their teammate will become the new lead combatant.
In a combat round, there will be three sets of dice rolls.
1)First the player with initiative will roll their attack dice vs their opponent's defense dice. If the attack dice are greater than the defender's, a Wound (KO) is dealt.
2)If the defender is still not defeated, they will now roll their attack dice vs the opponent's defense dice, in the same manner as above.
3)If both combatants are still standing, they will both roll their Wits values against one another. The winner of this roll deals a KO to the loser AND gains initiative in the next combat round. If the result is a tie, no wound is dealt and initiative remains with the current holder.
Special abilities may only be triggered once per combat round, though multiple separate abilities may be used.
Combat Dice
In combat a 3+ is a hit.
If there is a Supporting Heroine in the same district as the mission being attempted, all 5s will provide another die to be rolled. (Normally villains do not get this additional die)
All 6s count as two hits.
If all villains are defeated (receive their last KO) then the Heroine team collects Victory Points denoted on the mission description.
If all Ready Heroines are defeated, then they are removed to the Team HQ, with a defeated status marker on them. (And at this point, players are encouraged to Roleplay out the defeat.)
Master Plans
If the Nemesis was attempting a Master Plan, and the Heroines have won the initial fight, the Heroines have the option of retreating if they do not wish to risk losing to the Nemesis. This will mean that the Heroines collect no Victory Points, and the Nemesis will automatically acquire its Master Plan upgrade. If the Heroines choose to fight, a new combat begins with any remaining Heroines fighting against the lone Nemesis. If the Heroines are victorious against the Nemesis, they gain an automatic Team Upgrade.
Nemesis villains will have a Henchmen rating of 0-3. They will draw that many villain cards as free back-up effects at the beginning of their combat. No additional back up effects may be played from Villain hands, although they may be discarded to fuel a villain's special abilities. Unless specified otherwise, the Heroines begin with initiative.
Playing Rival and Lieutenant Villains
Lieutenant Villains: One for each Nemesis, representing their right hand men/women/creature. Lieutenants require the Trouble Level to be at 5 in order to be played, but have no actual cost. They may be played as either a first or second Lead Villain. They may only be played at Mastermind Headlines (With the !!! symbol). Lieutenants may only be played at a mission being attempted by their corresponding Heroine team. If they are defeated, they may not be played for the rest of the Episode and the victorious Heroines gain an extra Victory Point.
Rival Villains: Each Nemesis will start the game with 4 Rival Villains, each assigned to a particular Hero Level. They may be played as normal villains are, and may be played as an additional Lead Villain. They must be played only against the Nemesis player's corresponding Heroine Team, and only against a hero of the same level as the Rival Villain. Once a rival villain is played against a specific hero, they are now only playable against that particular hero. (They've been established as that Heroine's rival!).
When a LT or Rival Villain is played for its backup effect, it is only discarded if the Heroines win the fight. If the Heroines lose, the LT and or Villain cards go back in the Nemesis player's hand.
Hand Size Limits: Each player has a Hero Hand and a Villain Hand. Each has a max limit of 10. Storyline and Hero cards are in the Hero Hand, while Villain, Rival Villain, and LT Villain cards go in the Villain hand.
Object of the game: First time a team gets 15 Victory Points (VPs) the final mission is unlocked. The moment someone beats the final mission, the game ends, and the team with the most VPs wins. If the Final Mission is still around after five Episodes, the Earth is consumed by a demonic invasion and everyone loses.
The game will be played out in turns (called Episodes). Each Episode will begin with a New Episode Phase, followed by a Preparation Phase, then a Mission Phase.
New Episode Phase
-6 New Missions become available, one per each district in the city.
-Archnemesis assigned (beginning with Turn 2)
-First Player determined (player with least VP goes first)
-All Players may put into play one Storyline (if they have one to play.)
Preparation Phase
Receive Team Points (TP)
-For every Undefeated Heroine in the Team HQ, gain one TP.
-For every 5 VP a team has, gain one TP.
Assign Heroines
-Spend X TP to make a heroine Ready. (X = heroine's level)
-Spend 1 TP to put a heroine into Support.
-Spend 0-1 TP to put an Ally Hero Card into play for your team. (Max 3 Allies at any one time)
-You may assign one of your Ready or Supporting Heroines as a "Protagonist"
-You may save TP for later use.
Team Upgrade
If you have resolved 3 Storylines, you may trade them in for a Team Upgrade.
Heal
-Defeated and Wounded Heroines in the Team HQ are fully healed.
Mission Phase
Each Team has 5 Actions per Episode during the Mission Phase. The First Player will take an action, followed by their Nemesis player, who is followed by that person's Nemesis, and so on, until each team has used all 5 actions.
Before anyone takes an action, each team's Protagonist gets one free attempt to resolve a storyline. (see below)
Possible Actions:
-Movement
-Medical Treatment
-Heroine Ability
-Storyline Action
-Attempt Mission
Movement
One Ready Heroine may be moved to a District, or to the Team HQ, and for free may bring one Supporting Heroine with her.
OR
One Supporting Heroine may be moved to a District or to the Team HQ
Medical Treatment
Discard all wounds and any Defeated status on one Heroine.
Heroine Ability
Follow instructions of the Heroine Ability being activated.
Storyline Action
Draw 1 Hero Card and 1 Story Card.
(Story Cards come in two types: Storylines and Plot Twists. Plot Twists are treated as a part of your Hero Card hand and may be played as hero cards are, only Plot Twists usually cost TP to play. Storyline cards are put into play during the New Episode phase.)
You may spend 1TP to have your Protagonist Heroine attempt to resolve a Storyline. If you resolve your team's storyline, you collect it and gain 1VP. If you resolve another Team's Storyline, gain two Villain cards.
Resolving a Storyline
-Each Storyline will say either Attack, Defense, Wits, or Any. If it says Any, the Heroine's Nemesis gets to choose. The Heroine then rolls dice equal, to her highest value in that category. If she gets 4 or more Hits, she resolves the storyline successfully.
Attempt Mission
At least one Ready Heroine must be in the district where the Mission is taking place in order to Attempt a Mission.
Each Mission will have a Threat Rating (usually 3-6), a type (Danger/Crime/Mystery), and a relevant skill (Rescue, Protection, Fight, Science, Mystic, Investigation). Missions marked with !!! may be part of a Master Plan, which the Nemesis player announces after a Heroine commits to Attempting the Mission.
Determining Trouble
-Subtract the highest appropriate rating from a Ready Heroine (Danger/Crime/Mystery) from the Threat Rating. The Nemesis has the option to ADD their own rating to the Threat Rating by Scheming (see below).
-Roll the modified number of dice.
-All dice showing 2+ are a hit. 6s count as two hits.
-If none of the Ready Heroines had the relevant skill for the mission, roll an additional die for every result of '5'
-The resulting number of hits is the Mission's Trouble.
All but the acting player will draw one Villain Card, then, starting with the Nemesis player, opponents of the Heroine Team may play a Lead Villain. They may then play Backup Effects to augment that Lead Villain.
If this was a Master Plan, the Nemesis player may play their Lieutenant as a secondary Villain, if they meet Trouble Prerequisites. The Nemesis player may instead add a Rival Villain as a secondary villain,(regardless of whether this is a Master Plan) but may only use a Rival whose level corresponds to a present Heroine.
Playing Villain Cards
A Villain Card will usually represent a Villain, but there are cards that can only be played as Back Up effects.
Each Villain will have a name, a selection of Tactics and combat values, and a Backup Effect. Some Villains will have a special ability that can only be used if they are the Lead Villain.
Each Villain will also have a Trouble Prerequisite # and a Trouble Cost. Backup Effects likewise have a Trouble Cost.
To play a Villain as a Lead Villain, the Trouble of the Mission must be equal to or greater than the Trouble Prerequisite. You then reduce the Trouble of the Mission by the Villain's Trouble Cost when you assign that villain to the mission.
A backup effect's cost is paid with the remaining trouble.
Once all players have passed or all the Trouble is used up, combat begins.
Scheming and Master Plans
A mission marked with a !!! icon means that a Nemesis is likely involved, and the nemesis player of the active Heroine team may take one of four scheming options:
1) Attempt a Master Plan - this will result in a second round of combat with the Nemesis itself against any remaining heroines, after the initial villains have been defeated. If the Nemesis wins, they will get a Master Plan upgrade. If the Heroines win, they will get an immediate team upgrade and the Nemesis will be unavailable for the rest of the episode.
2) Raise Threat Level by the Nemesis' Danger/Crime/Mystery rating
3) Draw three villain cards.
4) Provide 'dice boosting' which will allow the Villains to roll additional dice for every 5 rolled, just as the heroines do when they are supported by a teammate.
Combat
Determine initiative. Unless the villain player has an ability or backup effect that says otherwise, the Heroines start with initiative.
Determine lead combatant. If there are multiple combatants on either side of the contest, the controlling player chooses which one will be the lead combatant. At the beginning of subsequent combat rounds, only the side with Initiative may switch to another combatant. If a combatant becomes defeated, their teammate will become the new lead combatant.
In a combat round, there will be three sets of dice rolls.
1)First the player with initiative will roll their attack dice vs their opponent's defense dice. If the attack dice are greater than the defender's, a Wound (KO) is dealt.
2)If the defender is still not defeated, they will now roll their attack dice vs the opponent's defense dice, in the same manner as above.
3)If both combatants are still standing, they will both roll their Wits values against one another. The winner of this roll deals a KO to the loser AND gains initiative in the next combat round. If the result is a tie, no wound is dealt and initiative remains with the current holder.
Special abilities may only be triggered once per combat round, though multiple separate abilities may be used.
Combat Dice
In combat a 3+ is a hit.
If there is a Supporting Heroine in the same district as the mission being attempted, all 5s will provide another die to be rolled. (Normally villains do not get this additional die)
All 6s count as two hits.
If all villains are defeated (receive their last KO) then the Heroine team collects Victory Points denoted on the mission description.
If all Ready Heroines are defeated, then they are removed to the Team HQ, with a defeated status marker on them. (And at this point, players are encouraged to Roleplay out the defeat.)
Master Plans
If the Nemesis was attempting a Master Plan, and the Heroines have won the initial fight, the Heroines have the option of retreating if they do not wish to risk losing to the Nemesis. This will mean that the Heroines collect no Victory Points, and the Nemesis will automatically acquire its Master Plan upgrade. If the Heroines choose to fight, a new combat begins with any remaining Heroines fighting against the lone Nemesis. If the Heroines are victorious against the Nemesis, they gain an automatic Team Upgrade.
Nemesis villains will have a Henchmen rating of 0-3. They will draw that many villain cards as free back-up effects at the beginning of their combat. No additional back up effects may be played from Villain hands, although they may be discarded to fuel a villain's special abilities. Unless specified otherwise, the Heroines begin with initiative.
Playing Rival and Lieutenant Villains
Lieutenant Villains: One for each Nemesis, representing their right hand men/women/creature. Lieutenants require the Trouble Level to be at 5 in order to be played, but have no actual cost. They may be played as either a first or second Lead Villain. They may only be played at Mastermind Headlines (With the !!! symbol). Lieutenants may only be played at a mission being attempted by their corresponding Heroine team. If they are defeated, they may not be played for the rest of the Episode and the victorious Heroines gain an extra Victory Point.
Rival Villains: Each Nemesis will start the game with 4 Rival Villains, each assigned to a particular Hero Level. They may be played as normal villains are, and may be played as an additional Lead Villain. They must be played only against the Nemesis player's corresponding Heroine Team, and only against a hero of the same level as the Rival Villain. Once a rival villain is played against a specific hero, they are now only playable against that particular hero. (They've been established as that Heroine's rival!).
When a LT or Rival Villain is played for its backup effect, it is only discarded if the Heroines win the fight. If the Heroines lose, the LT and or Villain cards go back in the Nemesis player's hand.
Hand Size Limits: Each player has a Hero Hand and a Villain Hand. Each has a max limit of 10. Storyline and Hero cards are in the Hero Hand, while Villain, Rival Villain, and LT Villain cards go in the Villain hand.
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