Overview
At a glance
Is this game right for my group?
ABG editorial scores on a 1–5 scale.
Harder to teach
High replayability
Highly interactive
Scales well
Deep strategy
How it plays
How does it play?
Broke Hill, 1981. The city is experiencing a surge in violence, and the popular local group of superheroes, "The Guardians" can not cope.
Core mechanisms
Key systems that shape the decisions players make.
Auction/Bidding
Bid against other players to determine who receives an item, action, or priority.
Action Queue
Place actions into an ordered queue that resolves now or on later turns.
Cooperative Game
Players coordinate their actions toward a shared objective and win or lose together.
Dice Rolling
Roll dice to introduce uncertainty into actions, production, movement, or resolution.
Hand Management
Time and sequence a limited hand of cards to preserve future options.
Read the full game description
Broke Hill, 1981. The city is experiencing a surge in violence, and the popular local group of superheroes, "The Guardians" can not cope. They are looking for a new recruit. Each of the players will be in the shoes of one of the rookie heroes who intend to join "The Guardians". To do this they will have their abilities (each will be specialized in one of the four - Strength, Speed, Elements and psychic) and Heroic Resources (cards). The test is to undergo a normal day in the city, solving real missions. Which achieved more (and more important) missions, who will stay with the job. Each turn the First Player will show several missions. Each player will place a bid for the mission he wants. Every player will face one mission per turn, and try to fulfill it. To get it you will use as many dice as your main characteristic for this mission, and you can negotiate and use bonus cards to do it easier. The hero with the most Mission Points will win, and will join "The Guardians".