Objective:
Heroes must decide if humanity is worth saving by working together to eliminate all villains. Villains aim to destroy humanity by eliminating the heroes.
Game Endings:
1. Open Identity: Every time a player is eliminated, they must reveal their identity. If all villains are eliminated, the heroes win, and the game ends.
2. Secret Identity: Every time a player is eliminated, they keep their identity secret. At the end, the last two players reveal their identities and duel. If they are heroes they don’t have to duel, if one villain and one hero are left they must duel nursing all their weapons.
Game Components:
- 9 Character Cards: 6 Heroes and 3 Villains (randomly distributed)
- Life Chips: Each player starts with 5 life chips
- Dice: Used for movement
- Weapon Cards: Ranging from strength 1 to 66
- 186 Secret Cards: Follow card’s direction.
- Recharge Zones: Spaces where players can recharge their weapon strength
- Hero Logo: An item granting special protection
Setting Up the Game:
1. Distribute Character Cards: Shuffle and deal character cards face-down. Players keep their identities secret.
2. Place Life Chips: Each player starts with 5 life chips.
3. Position Players: All players start at the “Start” space.
4. Distribute Weapon Card: Randomly deal one weapon card to each player. Players can pick new weapons in recharge zones. Max 5 weapon cards at a time.
5. Secret Cards: Shuffle and place them in designated spots on the board.
6. Hero Logo: The first player to draw the “Take the Logo” will be the first one to get the logo.
Playing the Game:
1. Rolling the Dice: Players roll the dice to determine movement. You will star in the ring of energy, where you must land in a colored logo to escape such a ring and determine your life’s path.
2. Landing on Spaces:
- Recharge Zones: Players draw a weapon token or two (hidden strength).
- Secret Card Spaces: Players draw a secret card and follow its instructions.
- Normal Spaces: No special action.
- Colored Logo: Colored logo determines which of the 3 different path you are going to follow.
- Group Vote: All players vote for the path forward to the player that lands here.
- Virtual Reality Prison: If a player lands here, they have to go to the virtual reality that has empty seats.
they can only leave if another player uses a special card or by rolling a 3, 6, or 9. When out they resume
where they got jailed.
3. Hell: Players trapped in Hell lose 1 life per round for two consecutive rounds, free after or they can escape by
rolling a 3, 6, or 9, or using a “Get out of Hell” card. After leaving Hell, they return to the start.
4. Go to Hell: Player must go to Hell.
5. Agartha: Players gain one life per round for two consecutive rounds. If the dice shows 3, 6, or 9 they should return
to the start.
6. Go to Agartha: Player most go to Agartha.
7. Encounters:
- Duel: If two players land on the same space, they may duel by comparing
weapon strengths. The winner takes 1 life chip from the loser.
- Refrain: Players may choose not to duel if they suspect they’re both heroes or
villains.
8. Super Weapon: Players can collect weapon cards with parts of the logo when the logo is formed with your two weapon cards the power becomes double the number.
9. Counterattack: During a duel, players may use additional weapon cards to counterattack or strategically lose to save higher-strength cards.
10. Secret Cards Examples include;
- Get the villain drunk (3 players take a shot)
- Free a player from Virtual Reality Prison
- Duels (forced or voluntary)
- Steal life chips or weapons
- Recharge life or weapon strength
- Team and group attacks
11. Hero Logo Mechanics:
- Acquiring the Logo: The logo is obtained by drawing the “Take the Logo” card.
- Protection: The player holding the hero logo is immune from duels and cannot
lose life chips, except in specific events.
- Losing the Logo: The logo may be lost if the holder draws the “Take the Logo”
card or through group votes or special events.
12. Alliances and Betrayals: Players can form alliances, but these must be public without revealing identities.
13. Voting Mechanism: Players vote on certain events, such as redistributing life chips or granting immunity.
14. Trade and Negotiation: Players may trade weapon cards, secret cards, or life chips, adding negotiation and
deception.
15. Events and Challenges: Certain board spaces trigger events that require group decisions, such as redistributing weapons or revealing identities.
16. Communication Restrictions: Certain cards restrict players from speaking, forcing them to communicate through gestures. Allies may trade the logo to lift the restriction.
17. Shared Spaces: Players landing on the same space may have to engage in special actions, such as duels or group recharges.
18. Public Objectives:Players may need to collaborate to complete public objectives, such as collecting weapon tokens.