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Simple Idea for a Two Hero Variant

9 posts · 920 views · started 2014-01-12 04:51 UTC
SU
SuperRick
2014-01-12 04:51 UTC
#1

Hey guys, I'm going to try a 2 hero variant, but I wanted to bounce the idea off of you to see what you thought.  Here's my line of thought:

Okay, so what does a 3rd hero bring when you boil it down to the basics?  Four things:

1: About 25-30 more HP to soak up damage.

2: Another power to use on his turn.

3: Another card to play.

4: Another card to draw.

 

So here's my 2 hero variant idea:

1: Each hero starts with his maximum HP raised by 15.

2: Every round that the heroes play one hero gets to use an extra power, and the other hero gets to draw an extra card.  Then the next round they switch.

3: H=3

It seems real simple and it might work.  I know it doesn't account for getting to play an extra card and it doesn't account for the synergy of having another teammate, but two should be harder than three - right?

Tell me what you think.  

Thanks! 

EN
Envisioner
2014-01-12 04:55 UTC
#2

I think you should just play a third hero.

DA
danmarshall14
2014-01-12 07:13 UTC
#3

Another way that was suggested if you really want to play only two heroes (I think Paul himself may have suggested this) is to play two extra hero cards flipped over and pick one of their incapped abilities on their "turns".  It's not balanced, but it's better than changing too many numbers/rules that are likely to get lost in the mix.

Overall, play the game how you want.  It's your experience and you have the freedom to toy with it how you wish.  That's the beauty of a coop game; house rules are completely fine as long as everyone agrees to them.  That being said, I have to agree with Envisioner; it's probably better to just play with a third hero or 4 heroes split amongst two people.  That's how the game creators designed the game to be balanced.

SU
SuperRick
2014-01-12 19:39 UTC
#4

We played two games with the incapped heroes, and it was fun and all but there was a couple time where it seemed a little hoakey.  Like it was TOO much at that particular moment.  Being able to do something that normally a hero can't use thier own deck to do (like search discard for any card and play it) can lead to too much I think.  I'm gonna try this and let you know what I think.

PH
phantaskippy
2014-01-13 00:07 UTC
#5

I've decided to try creating a sidekick deck, similar to an environment deck that you would just play the top card each Sidekick turn.  I have several ideas for decks, and since they are only 15 cards they won't be ahrd to pull off, and they can have cool themes.

The first one I came up with took about 10 minutes to make, and it is an FBI based deck, where the heroes are working with the FBI.

I'm going to playtest it some more later tonight.  The next one I'm working on (I really like the idea so I'm going a little crazy on it) is a group of normal people who have created a militia of sorts to fight back against super villains.  They are going to be a stronger deck, but have some negatives for the heroes as well.  I also want to create one deck that will be based on Freedom Tower support, all kinds of high-tech assistance like Satelite uplinks, supply drops, even air support.  If they are as easy to balance as I think they will be then it won't be hard to churn out a bunch of them to keep games interesting, pick two heroes, get a random support.

SI
Silverleaf
2014-01-13 00:38 UTC
#6

I'm sure I heard someone saying they shuffle all the hero character cards that the players aren't using together to form a kind of support deck, treating it as an incapped hero with variable powers. Each time it's their turn you flip over the next card in the deck and use one of that cards's incap powers. This gets round the problem that some heroes have better incap powers than others. 

SU
SuperRick
2014-01-13 03:35 UTC
#7

We played Voss and did the variant idea stated in the OP.  It actually worked well.  It was Ra and Fanatic versus Voss in Silver Gulch.  We felt a little underpowered - which I would prefer that in a 2 player game to feeling overpowered.  We got some lucky breaks (Fanatic was able to resurrect twice) but still wound up losing.  Voss had about 6 HP left.  We'll definitly do it again.

DR
Drakossozh
2014-01-13 10:12 UTC
#8

This sounds about perfect. Can't wait to try it out.

SU
SuperRick
2014-01-13 15:52 UTC
#9

My daughter and I tried it that way, and to be honest we seemed a little over-powered.  She was able to search her Fanatic deck twice and take a card out, basically nuke the bad guy twice.