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Justice League: Hero Dice – Green Lantern

Justice League: Hero Dice – Green Lantern Rulebook

Table of Contents

Table of Contents

  • Overview
  • Golden Rule
  • Green Lantern Components
    • Hero ability
    • Die symbols
    • Hero cards (6)
  • The Members of the Justice League
  • Setup
    • Prepare heroes
    • Prepare the city
    • Prepare villain cards
  • How to Play
  • Round Sequence
    • 1. Villains Advance
    • Villain Abilities
    • 2. Attack
    • Green Lantern Dice Rules
    • Hero Cards
    • 3. Resolution
  • Game End and Scoring
  • Example of Play: 2 Players, Green Lantern and Flash
  • Game Variants
    • Hard Fight
    • Doppelganger Game
    • Solo Game

Overview

With this Green Lantern set for Justice League: Hero Dice, you can face the villains threatening your city alone or as a team with other heroes of the Justice League (Superman, Batman, Flash, etc.). Let the dice roll and fight the villains with the power of your will. Keep the villains away from Oa, the home planet of the Lantern Corps – the fewer that get through, the better.

Each hero needs their own Hero Dice set, which contains their individual powers (hero dice, cards and abilities) but also their archenemies.

Golden Rule

If a card contradicts these rules, the card text always applies.

Green Lantern Components

  • 1 Hero board
  • 4 green dice, 2 black dice
  • 1 city card
  • 3 Construct markers
  • 1 Target marker
  • 7x 3-damage markers
  • 6x 1-damage markers
  • 5 Team markers
  • 10 Villain cards (2 of them Reinforcements)
  • 6 Hero cards

Hero ability

Green Lantern has 3 Construct markers. He can place each marker once on a villain ability to switch it off for 1 round. If a villain has more than one ability, the others remain active. If the villain was not defeated, the Construct marker is discarded at the end of the resolution phase.

Attention: Green Lantern cannot use his ability in the "Villains advance" phase.

Die symbols

  • GREEN LANTERN symbol: Each Green Lantern symbol counts as 1 hit.
  • PARALLAX symbol: Each Parallax symbol counts as -1 hit.
  • RECHARGE symbol: Each Recharge symbol may be rerolled together with 1 other die. You must always roll 2 dice together; these can also be 2 Recharge symbols.

Hero cards (6)

The Hero cards' effects are: "The targeted villain takes 2 damage." / "Discard your result and restart your roll completely." / "Take 1 played card back into your hand."

The Members of the Justice League

The following rules refer to the team game, in which each player plays a different hero. The rules for the solo and doppelganger games are found under Game Variants.

Setup

Prepare heroes

Each player lays out their Hero board, Hero cards, dice and markers face up in front of them. Since this is a cooperative game, all information may be shared. The Team markers of all heroes are placed in a pile in the play area (supply). (Diagram labels: received Team markers, villains in the city, hero cards, discard pile of played hero cards and markers, damage markers, dice, supply, Construct markers.)

Prepare the city

Choose a city card and place it in the play area with the team-game side face up. The city card and the area to the right of it are the City. (Diagram labels on the city card: name of the city, team or solo game, resistance of the city, title awarded at game end. The city card shown, Oa, is labelled with a resistance of 22 on the side marked "Teamspiel"; its title list is: 20+ Legendary Heroes, 19–17 Action Heroes, 16–13 Valiant Heroes, 12–8 Everyday Heroes, 7–3 Wannabe Heroes, 2–0 Never Heard Of. The other side shows a resistance of 18 and the list: 16+ Legendary Hero, 15–12 Action Hero, 11–9 Valiant Hero, 8–4 Everyday Hero, 3–1 Wannabe Hero, 0 Never Heard Of.)

Prepare villain cards

First, all Reinforcements are taken out of the Villain cards and set aside. The remaining Villain cards of all participating heroes are shuffled together, and 2 cards per player are laid out as a face-down pile in the middle of the play area. Then the remaining Villain cards are shuffled with the Reinforcements and placed face down on top of this pile. This is the finished villain deck.

The area to the right of the villain deck is the Battlefield, where the fight will later take place. The area to the left of the deck is called the Outskirts; villains gather here before they are moved onto the Battlefield.

From the villain deck, 1 villain per player is drawn one after another and placed in a row to the left of the villain deck. All cards are laid out face up, with 1 exception: the last card is laid face down. As soon as a Reinforcement card is revealed, another card is immediately drawn from the villain deck and placed face up on top of it, so that the threat value of both cards remains visible. Cards in such a combination count as 1 villain with a combined threat value (e.g. for the number of villains during setup). In this way, multiple Reinforcements can also be stacked on top of each other.

(Villain card diagram: threat, hero set, name of the villain, villain abilities, Reinforcement.)

How to Play

In Justice League: Hero Dice, all heroes try to protect the city from an oncoming flood of villains over 8 rounds. All players play simultaneously. After the villain deck and the Outskirts are empty, a scoring follows that shows how well the heroes fared.

Round Sequence

Each round consists of 3 phases:

  1. Villains advance
  2. Attack
  3. Resolution

1. Villains Advance

Moving villains onto the Battlefield: The villains from the Outskirts move one after another onto the Battlefield: first the villain directly to the left of the villain deck onto the first free space to the right of the villain deck, then the second, etc. The last, face-down villain must be revealed before it is moved (see the example "1. Villains advance" below).

Overrun: Before a villain advances onto the Battlefield, it must be checked whether the heroes are already so occupied with other villains that it overruns them. To do this, the threat of all villains on the Battlefield is added to that of the advancing villain. If the sum is higher than the heroes' Power Limit, the villain runs directly into the City: the Villain card is placed face up next to the city card.

Power Limit

  • 1 player: 12
  • 2 players: 15
  • 3 players: 18
  • 4 players: 21

Moving villains into the Outskirts: As during setup, one villain per hero is drawn from the villain deck and placed to the left of the villain deck. The first villain is placed directly next to the villain deck, the next villain to the left of it, etc. The last villain is always placed face down.

Villain Abilities

The Villain cards have special abilities:

  • PARALLAX: Counts as -1 hit for Green Lantern. This applies as soon as Green Lantern scores hits against the villain with PARALLAX.
  • NO CARDS: Whoever targets this villain cannot use Hero cards. Hero abilities may be used as usual. (Heroes who target a different villain can still use cards that affect the villain with NO CARDS.)
  • SHIELD: Counts as a minus hit equal to the number shown for every hero (e.g. a 1 Shield = -1 hit per hero). This applies as soon as a hero scores hits against the villain with SHIELD.
  • -1 DIE: Whoever targets this villain must set aside one of their dice before rolling; it does not count for this attack.
  • REINFORCEMENT: When this card is revealed, another Villain card is immediately placed on it, so that only the upper part of the Reinforcement card is visible. Multiple Reinforcements can be stacked on top of each other. Such a combination counts as one villain with a combined threat.
  • TEAM ATTACK: This villain must be targeted by two or more heroes at once.

(The sample game also mentions the villain ability "2X DEFEAT" ("2X BESIEGEN") on Reverse Flash; the rules text does not otherwise explain it.)

2. Attack

Targeting: Each hero places their Target marker on the Battlefield so that it points at a villain of their choice. The villain the Target marker points at is considered the targeted villain. It is the target of the hero's attack. This important decision should be discussed with the team.

Attacking: The heroes attack with their dice, Hero cards and hero abilities.

Rolling: The heroes roll simultaneously according to their individual dice rules, until they declare their attack over.

Rolling simultaneously? For the first rounds we recommend rolling one after another, so that everyone can see how the other team members are doing. But later too it can be helpful to wait for a team member's result before rolling.

Green Lantern Dice Rules

Green Lantern has four green dice and two black ones. The colors of the dice have no meaning for the roll; the black dice merely have a slightly better symbol distribution for Green Lantern.

  • Green Lantern symbol: each counts as 1 hit.
  • Parallax symbol: each counts as -1 hit.
  • Recharge symbol: each Recharge symbol may be rerolled together with 1 other die. You must always roll 2 dice together; these can also be 2 Recharge symbols.

On the first roll, Green Lantern rolls all his dice. After that, as long as he has Recharge symbols, he may reroll each of them together with 1 other die. Green Lantern may also leave dice lying for the time being, to use them later for rerolling. Green Lantern can end his attack after any roll.

Example: Hal rolls 1 Green Lantern, 3 Parallax and 2 Recharge. He takes the two Recharge together with two Parallax and rerolls these. Now Hal has rolled 2 Green Lantern and 2 Recharge. He rerolls one Recharge together with the Parallax already lying out. This time Hal has rolled 2 Parallax. He rerolls the Recharge from the previous roll together with 1 Parallax. Now Hal has rolled 2 Green Lantern. Since he has no Recharge left, he may not reroll. Hal scores 4 hits in total.

Hero Cards

Hero cards can be played at any time unless stated otherwise. There is no limit to how many cards can be played per round. After a card effect has been carried out, the card is placed in the hero's discard pile.

3. Resolution

The following steps are carried out in this order:

  • Hero abilities and cards that deal damage are applied directly. (Villains cannot defend against damage.)
  • Hero abilities and cards that score hits are applied.
  • Villain abilities that affect hits (Parallax, Shield, Reverse Flash, etc.) are applied once per hero each round.
  • All remaining hits become damage.
  • Each hero places their own damage markers, equal to the damage they dealt, on the villain or villains against which they scored damage.
  • All villains with damage markers equal to or higher than their threat value are defeated and placed on the defeated-villains pile. All markers on defeated villains return to the respective supply.
  • If damage markers from at least 2 different heroes were on a villain that was just defeated, the heroes place 1 Team marker (of any hero) in the City.
  • Villains that were not defeated, and their assigned damage markers, remain on the Battlefield. Gaps between villains are closed by moving the villains toward the villain deck.

If there are still villains in the Outskirts, the next round then begins with "1. Villains advance."

Game End and Scoring

At the start of the 8th and last round, the last villains move from the Outskirts onto the Battlefield. After the resolution phase the game ends and the final resistance value of the city is determined.

  • Villains in the City lower the city's resistance value by their threat.
  • Every card (also Reinforcements!) still on the Battlefield lowers the city's resistance value by 2. Threat and damage markers do not matter.
  • Every Team marker in the City raises the city's resistance value by 2.

Finally, the city's final resistance value is compared with the title list on the city card to see how well the Justice League heroes fared.

Example of Play: 2 Players, Green Lantern and Flash

Villains advance (round 1). In the first round Atrocitus and Reverse Flash advance from the Outskirts onto the Battlefield. Together they have a threat value of 7. They do not exceed the Power Limit. Now new villains move into the Outskirts: first one card is drawn from the villain deck and placed face up to its left (Nekron), then another card is drawn and placed face down to the left of that.

Attack (round 1). Green Lantern and Flash together target Atrocitus. Green Lantern scores 0 hits and therefore uses his Hero card "The targeted villain takes 2 damage." Since this is damage, Atrocitus's SHIELD does not have to be applied. Flash scores 4 hits against Atrocitus.

Resolution (round 1). Since Atrocitus, through his 2 SHIELD, has -2 hits for every hero, Green Lantern and Flash each place 2 damage markers on him. Atrocitus is defeated and goes onto the discard pile. Since damage markers from several heroes were on him, the team gets 1 Team marker. Reverse Flash is moved up toward the villain deck.

Villains advance (round 2). In the second round Nekron (4) first advances from the Outskirts onto the Battlefield (new total threat value 7). The face-down card is revealed: Reinforcement. Another card is immediately placed on it: Parallax (3). Parallax (3 + 1 + 1 Shield) advances onto the Battlefield (new total threat value 11). Now new villains move into the Outskirts again (Black Hand (5) + a face-down villain).

Attack (round 2). Green Lantern wants to target Parallax alone and therefore covers its TEAM ATTACK with one of his Construct markers. Flash targets Reverse Flash. Green Lantern scores 4 hits. Flash scores 4 hits. Finally, Green Lantern uses another of his Construct markers by placing it on Reverse Flash's 2X DEFEAT.

Resolution (round 2). Green Lantern places 3 damage markers on Parallax. Flash places 4 damage markers on Reverse Flash. Since Reverse Flash's 2X DEFEAT is switched off for this round, he is defeated and goes onto the discard pile. Nekron and Parallax are moved up toward the villain deck. At the end of the round the Construct marker is removed from Parallax.

Villains advance (round 3). In the third round Black Hand (5) first advances from the Outskirts onto the Battlefield (new total threat value 13). The face-down card is revealed: Grodd (3). With Grodd the total threat value of the villains on the Battlefield would be 16. He overruns the heroes and moves into the City. New villains move into the Outskirts. And so on ...

Game Variants

Hard Fight

Looking for a challenge? No problem. At the start of the game, all heroes shuffle their Hero cards and each puts one random card back into their game box. Each hero must now fight with only 5 Hero cards.

Doppelganger Game

Anyone who wants to play with two (or more) identical heroes may do so. However, this makes the game harder, since copies of a single hero don't complement each other as effectively as different heroes. After the game, the hero sets must be sorted apart again. The rules themselves remain the same.

Note: Doppelgangers can also attack as a team and receive Team markers. Damage should therefore be arranged on the villain so that it is clearly visible which of the doppelgangers it came from (e.g. one Green Lantern always places his damage markers at the left edge of the card and the other at the right edge).

Solo Game

Most of the solo game works like the team game, with a few exceptions:

  • Team markers stay in the game box.
  • The villain ability "Team Attack" is ignored.
  • You use the solo side of the city card, which usually has a higher resistance value.
  • The card in the Outskirts is laid face up – there is no face-down last card.