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Trust Me, I'm A Superhero box art
2021 Ranked #21,591

Trust Me, I'm A Superhero

A party persuasion game has players secretly combine a hero and power, then argue why they best answer a chosen call for help. A rotating Citizen awards the call as a point, and the first hero chosen three times wins.

Card Game Humor Player Judge Mechanism: Judging Games

Players

3-8

Play time

Not listed

Age

8+

Complexity

1/5

Rating

5.80

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.4/5

Harder to teach

Replay value 4.0/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 4.4/5

Scales well

Strategic depth 4.7/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

In Trust Me, I'm a Superhero, you’re a rag-tag group of super-ish heroes who have been left to deal with the cities’ minor disturbances now that all the major stuff has been cleaned up by the A-Team who have since left to pursue loftier rescues.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

In Trust Me, I'm a Superhero, you’re a rag-tag group of super-ish heroes who have been left to deal with the cities’ minor disturbances now that all the major stuff has been cleaned up by the A-Team who have since left to pursue loftier rescues. Your Citizen sends Calls for Help to the superhero helpline, and it is up to you to best deal with anything that pops up… But, little did the A-Team know that something big is about to hit town… How to play? Each round, the Citizen will be the person who last watched a superhero movie (so cliche!). All other players draw 5 ‘supers’ and 5 ‘powers’, then choose their favourite super/power and play it face down in front of them, creating their hero for the round. YOU PICK YOUR POWERS BEFORE YOU EVEN KNOW WHAT THEY'RE FOR The Citizen will then draw 3 ‘Calls for Help’ and picks one (saying sorry too bad to the other two, presumably), The Citizen reveals it to the team who will then take turns flipping their own superhero over and trying to explain why they are best suited to the job. SUPER TIP: Arguing, heckling, and accusing the others of not being real heroes is encouraged! Just don't expect to measure up to any reasonable expectations yourself! The Citizen will choose, handing that hero the Call for Help Card as a point, upon which that player is now the new Citizen for the next round. The first hero to successfully be chosen to answer 3 Calls for Help is the winner! Now they get to fight the giant firebreathing tecnodragon heading towards the city! Hooray!

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Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
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Player resources

Rulebooks, player aids, FAQs, and solo resources.

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Game and edition data

All specifications (5)

Play and group

Players
3–8
Best with
2
Play time
30 min
Age
8+
Complexity
1.0/5
Credits and catalog connections

Credits

Designers

1
Hannah Ford Morgan

Artists

1
Alison Meyers

Publishers

1
Half-Monster Games Pty. Ltd.

Linked items

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