Villain alts

I can’t take it anymore. All this talk about super-cool new villains and stuff that I’m not going to get my hands on for months is driving me nuts, so I decided to do something about it. What I’m going to do is create alternate versions of the existing villains that use the same deck as normal, but have a different set of rules on their card. That was a fantastic idea by someone on the forums here, and if no one else is going to give it a shot, I will.

To that end, I have retooled my Baron Blade oversized villain card so that instead of a villainous quote, it’s got an encounter title and a description of the hero’s predicament, which serves to give some flavor text for what the heroes are experiencing and distinguishes the various versions of the villain’s cards.

So, here’s the Baron’s card for the “Moon Shot!” encounter (no change to the Baron’s existing rules on this one):

Front: http://www.spiffworld.com/temp_files/baron_blade_front_moon.jpg
Back: http://www.spiffworld.com/temp_files/baron_blade_back_moon.jpg

And here’s the Baron for a second encounter, entitled “End of a Legacy?”, in which the Baron has kidnapped Legacy and plans to transfer Legacy’s powers to himself unless the heroes can stop him:

Front: http://www.spiffworld.com/temp_files/baron_blade_front_legacy.jpg
Back: http://www.spiffworld.com/temp_files/baron_blade_back_legacy.jpg

I haven’t playtested the alt rules I put on the card at all, so for all I know, they’re terrible. I just wanted to get something down on paper that I could start using, and I figured I’d share it here. I would love to get a stable of four or five different versions of each villain to choose from when playing, of varying power levels, so if anyone has any great ideas for new encounters and the rules that go along with them, post them up (I’m planning on making an Omnitron 2.0 version based on the rules that were posted in another topic here).

One thing that makes me sad is that any alt villains I make will have to use the existing art because I don’t have any alt art. That’s not the end of the world though, I guess.

Here are a couple more villain alts, this time for Grand Warlord Voss. I won’t post pix of the cards themselves unless requested, since you can get the gist of the card from the text itself.

  1. First, his basic version:

Encounter title = “Invasion: Earth”.

Encounter text on his front side = “Grand Warlord Voss has brought his army of genetically enslaved warriors to Earth, expecting to add another planet to his collection of conquered worlds.”

Encounter text on his flip side = “With his Thorathian army temporarily halted, Grand Warlord Voss himself enters the battle, vowing to personally destroy the insects who presume to thwart his plans of conquest.”

Rules = same as always.

  1. Next, a new encounter, entitled “The Art of War”. In this one, we emphasize Voss’ skill at leading his enslaved armies. Instead of having a “leader of minions” side and a “now fight me” side, both sides are “leader of minions” sides, but with different battlefield tactics in play. On one side, we flip if there are an odd number of cards in the villain trash, and on the other side we flip if there are an even number, so we’ll be flipping back and forth between tactics during the fight.

On his starting side, his troops are in “Sword Formation”, which means that the newest minion that’s been played does increased damage. If that minion gets taken out, then the next oldest one becomes the newest one in play, and it will do the increased damage. On the flip side, his troops are in “Shield Formation”, which has two effects. First, only the newest and oldest minion in play may be targeted (any minions between the newest and oldest are protected). Second, all minions regain 1 hp.

Encounter text (same on both sides): “The brilliant tactician Grand Warlord Voss leads his army of genetically enslaved warriors with such skill and cunning that no opposing force can stand against it.”

Rules on the front side:

  • Voss starts the game with this side of his card facing up, with 90 hp.
  • Shuffle the villain deck and draw cards until 4 minion cards are revealed. Put them into play. Shuffle the villain deck.
  • Start of villain turn: If there are an odd number of cards in the villain trash, flip Voss.
  • Start of villain turn: If 10 or more minions are in play, the planet has been overrun and Voss has conquered the Earth. Game over.
  • Reduce damage to Voss by 1 for each minion in play.
  • Sword formation: increase damage dealt by the newest minion in play by 2.

Rules on the back side:

  • Start of villain turn: If there are an even number of cards in the villain trash, flip Voss.
  • Start of villain turn: If 10 or more minions are in play, the planet has been overrun and Voss has conquered the Earth. Game over.
  • Reduce damage to Voss by 1 for each minion in play.
  • Shield formation: only the newest and oldest minions in play may be targeted.
  • End of Villain turn: all minions regain 1 hp.
  1. Lastly, we have “Fortress of Doom”. In this encounter, Voss has built himself a nigh-impregnable fortress (fortresses are always nigh-impregnable) from which to launch his invasion, and the heroes must first find a way into the fortress before they can deal with Voss himself. So the front side of the card is the Fortress, and the back side is Voss.

In order to breach the Fortress’ defenses, a single hero must do exactly 10 points of damage when there are no other minions in play. Any hero may skip their turn to increase the damage dealt by another hero to Voss on their next turn by 1, so everyone can be involved in blowing open a hole in the walls. At the end of the Villain turn, the Fortress is returned to full health, so until you can manage to get inside, there’s no point in beating yourself on the outside of the Fortress.

Once inside, the heroes have to deal with Voss, as well as more minions that swarm in to protect the Fortress. Voss only has 50 hp, but each round he deals damage based on the number of minions in play (which could climb quite high), and he brings a minion back from the trash pile.

Encounter text on the front: “Grand Warlord Voss has built a nigh-impregnable fortress upon the planet and commands his army from within. The heroes must find a way inside if they are ever to stop the Thorathian invasion.”

Rules on the front side:

  • Voss starts the game with this side of his card facing up, with 50 hp.
  • Shuffle the villain deck and draw cards until 4 minion cards are revealed. Put them into play. Shuffle the villain deck.
  • Start of Villain turn: if there are no minion cards in play and a single hero dealt exactly 10 pts of damage to Voss last turn, flip Voss.
  • Start of Villain turn: if 10 or more minions are in play, the planet has been overrung and Voss and conquered the Earth. Game over.
  • Restore Voss to his maximum health.
  • Any hero may skip their turn to increase the damage dealt by another hero to Voss on their next turn by 1.

Encounter text on the back side: “Having infiltrated the nigh-impregnable fortress of Grand Warlord Voss, the heroes must now deal with the enraged warlord himself.”

Rules on the back side:

  • Reduce damage to Voss by 1 for each minion in play.
  • End of villain turn: Grand Warlord Voss deals energy damage equal to the number of minions in play (minimum 1 damage) to the hero target with the highest hp, and 1 fire damage to the hero target with the lowest hp.
  • End of villain turn: Shuffle the villain trash and draw from the top until a minion is revealed. Put it into play.

I now have 12 different encounters I can use with the 4 villains that came with the game. I can’t wait to test them all out to see which ones are keepers and which ones still need some tweaking. I won’t post the details for all of them here since enthusiasm for the idea seems low, but if anyone wants to know more, just let me know.

Baron Blade

  1. “Moon Shot!” - the basic Baron Blade rules that shipped with the game.
  2. “End of a Legacy?” - Baron Blade has kidnapped Legacy and plans on transferring Legacy’s powers to himself. The front of the card plays much like the basic version, but when it flips, the heroes must fight a super-charged version of the Baron who has successfully absorbed Legacy’s powers.
  3. “Mutation Nation” - Baron Blade has a Mutanogenic Laser Beam he plans to use on the citizens of the Earth. On the front side of the card, Blade uses the beam on the heroes, which cause them to accumulate mutation counters. If anyone gets 7 or more mutations counters, they’ve been fully mutated and are incapacitated for the rest of the fight. On the flip side, the Baron turns the beam on himself and the heroes must fight a hideously mutated creature.

Omnitron

  1. “Some Assembly Required” - mostly the basic Omnitron rules, but punched up a bit with suggestions from the “Omnitron 2.0” topic here on the forums.
  2. “Emotion Chip: Online” - Omnitron has installed an emotion chip to better understand humankind, but it’s caused him to go kind of nuts. He still flips back and forth each round during the fight, but instead of it being between factory/walker modes, each side has different powers keyed to different emotions. For example, on his starting side, you’ll find “Revenge: Omnitron deals 2 damage to the hero who last dealt damage to Omnitron”, while on the flip side you’ll find “Love: the hero with the least number of cards in play heals 2 hp”.
  3. “Build a Better Drone” - this one was tough to find the proper wording,but essentially on the factory side, Omnitron combines drones together to make them harder to take out, while on his walker side he breaks them back apart but is able to reassimilate destroyed drones to heal himself.

Grand Warlord Voss

  1. “Invasion: Earth” - the basic Voss rules that came with the game.
  2. “The Art of War” - both sides here are Voss in his “commander” role. The difference between the two sides are the tactics he employs when leading his army. On the front side, his army is in “shield formation”, which means that only the newest and oldest minions in play may be targeted (the ones in the middle are protected). On his flip side his army is in “sword formation” which increases the damage dealt by whatever minion was played last (the tip of the sword). Voss flips back and forth depending on if there is an even or odd number of cards in the villain trash, so the heroes will have to stay on their toes.
  3. “Fortress of Doom” - Voss has built a nigh-impregnable fortress from which to stage his invasion. The fortress is nigh-impregnable (natch) so the heroes can’t damage Voss at all until they find a way in. To do this, they must destroy all minions and one hero must do exactly 10 points of damage. Heroes may skip their turns to add +1 to another hero’s damage in order to get things just right. Once they’ve broken into the fortress, they still need to battle an enraged Voss and his swarms of minions which defend him.

Citizen Dawn

  1. “The Dawn of a New Age” - the basic rules that came with the game.
  2. “Radiant Dawn” - Dawn’s powers are out of control and she’s cocooned herself in a bubble of solar energy, making her invulnerable to harm. However, due to her bond with her fellow Citizens, all damage done to her Citizens is also done to her, making that the only way to bring her down. She flips whenever her current hp is evenly divisible by 10, and on the flip side she radiates healing energy, causing all her Citizens to heal to max hp, she gains 7 hp, and all heroes gain 2 hp. Heroes can choose to all discard a card to make her flip back, or they can keep her there in healing mode for a while to recharge.
  3. “Blood, Sweat and Tears” - Citizens Blood, Sweat and Tears have imprisoned Dawn and taken control of the group. On the front side, the heroes must fight BS&T, dealing with their powers instead of Dawn’s. Once they’re down, the card flips, and Dawn escapes her prison, so you have to finish her off as well.