Hero Town
Hero Town Rulebook
Table of Contents
Table of Contents
Principle of the Game
The players all confront the Super-Villains together. Each Super-Villain fears 1 or 2 Super-Heroes. Players summon Super-Heroes to defeat the Super-Villains. In order to do so, they have to find the right accessories for the Super-Heroes in question in their hands.
How to Play
At the beginning of a turn, 2 Super-Villain cards are turned face up on the table.
Players then turn up accessory cards from their hand in an attempt to find the accessories necessary to summon the Super-Heroes able to defeat the revealed Super-Villains.
- For 2 players: starting with the first player, each player turns up 2 accessory cards;
- For 3 players: starting with the first player, 1 player turns up 2 accessory cards, the others only 1 card;
- For 4 players: starting with the first player, each player turns up just 1 accessory card.
During this phase of the game, players can talk to each other to choose the card(s) they will turn up.
NB1: Some Super-Villains fear 2 Super-Heroes. There is no need to summon both of them, one is enough to defeat the Super-Villain.
Once all the cards have been turned up, players all check which Super-Heroes can be summoned with the revealed accessories and whether those Super-Heroes can defeat the revealed Super-Villains.
To summon a Super-Hero, players discard the corresponding accessory cards.
It is not possible to summon a Super-Hero who is not needed to fight a Super-Villain.
- If a Super-Villain is defeated: that card is discarded, and used cards are discarded.
- If a Super-Villain remains undefeated: that card remains in place, the unused accessory cards remain face up on the table and one piece of the skyscraper puzzle is turned over to reveal the "building on fire" side.
Then we start a new round of play: 2 new Super-vilains are revealed, the player to the left of the first player becomes the first player.
NB2: It may therefore be the case that there are more than two Super-Villains to fight on each turn. Players can then use the accessory cards they will turn up as well as those already visible in front of them.
Bonus: There are two of each Super-Villain card. As soon as a Super-Villain has been defeated twice, the players earn a Superpower and can each take a peek at one accessory card still face down in their hand.
Winning
The game ends after 6 rounds when all the Super-Villains have been exposed.
If the skyscraper has not gone completely up in flames: Bravo, the players have won! The Super-Villains' attack has been held off, and the league of Super-Heroes will be able to save the city.
On the other hand, if the skyscraper goes entirely up in flames during the game, or if at the end of a turn, there are still 3 Super-Villains on the loose: the players lose the game! The Super-Villains' attack is too powerful, and the city will have to be evacuated!