RulesPal
Chat
Rulebook
Rookie Heroes thumbnail

Rookie Heroes

Rookie Heroes Rulebook

Table of Contents

Table of Contents

  • Components
  • What Is the Game About?
  • How to Play
  • How to Win
  • The Cards
  • Dice
  • Setup
  • Phases of the Game
  • Bidding Phase
    • Resolving the Bid
  • Mission Phase
  • Using Heroic Resource Cards
  • Compound Missions
  • Negotiating with Other Heroes
  • Confrontation with Kreator
  • Maintenance Phase
  • End of Game: Scoring
  • Two-Player Game
  • Effects of Heroic Resource Cards
  • Achievements
  • Official FAQ (1.0)

Components

  • 16 Hero Cards
  • 30 Mission Cards
  • 47 Heroic Resource Cards
  • 12 Kreator (Supervillain) Cards
  • 10 Special Mission Tokens
  • 18 Experience Tokens
  • 16 Stamina Tokens
  • 1 Starting Player token
  • 4 Hero Shields
  • 4 six-sided dice

What Is the Game About?

In Rookie Heroes each player takes the role of one of the 4 novice superheroes who are about to undergo the final trial of "The Guardians".

This trial consists of resolving different real missions, each more demanding than the last, using their abilities. Each of the characters has one of the four power traits as their favourite (Strength, Speed, Psychic or Elemental). Choosing wisely, helping, accepting help, and applying their abilities skilfully are essential requirements for the novice who manages to join "The Guardians".

STRENGTH · SPEED · PSYCHIC · ELEMENTAL

But beware! The fearsome supervillain Kreator stalks our steps and will try to ruin our plans during the game. There is only one way to defeat him and be able to continue our trials: stay united.

"Is this all you have to fight me with? Ridiculous!"

How to Play

Each player chooses one of the four young heroes at the start of the game. Each one has a unique ability and power traits which, together with the Heroic Resource Cards (see page 4), are the main tools with which they will try to overcome the missions that appear turn after turn. Each turn, after a first Bidding Phase (see page 6) to try to choose the missions that interest us most, we must try to complete them in the Mission Phase (see page 7). To do so we may seek the help of other Heroes (whom we must reward for that help) or try to complete them by our own means. Occasionally the superheroes may find themselves facing a confrontation with Kreator himself (see page 10).

How to Win

The game ends when there are no more cards left in the Mission deck. At that point points are counted, and the player with the most points will be chosen to join The Guardians (see Scoring on page 11).

The Cards

Before explaining the game mechanics in depth, it is worth knowing the structure of the game's main component: the cards.

Below we explain the most important points of each type of card.

Hero Cards: in each game we receive FOUR hero cards representing our character, with their abilities and power traits. At the start the level 1 card must be used. As the hero accumulates experience, it levels up and uses the cards for the following levels. The maximum level is 4. Each level provides improved characteristics.

Mission Cards: these cards carry information on both sides.

On the back, heroes are informed of the mission's level (from 1 to 4), its plot (colours green, blue, yellow and red), and TWO of the four power traits (Strength, Speed, Psychic or Elemental) are shown, of which ONE is the one required to complete the mission as the first option.

On the front, the mission is presented with TWO options for completing it, each establishing the number of successes to be achieved in a specific power trait. The first option is always somewhat easier than the second. The benefits gained on success, and the penalties on failure, are also shown.

Heroic Resource Cards: these cards may only be used on our turn and represent abilities that our heroes can use at critical moments. In addition, these cards provide Prestige Points, which are very useful when trying to win the mission we prefer each turn (see "Bidding Phase" under "Phases of the Game").

A player must always have cards of this type in hand. If at any point a player loses their last Heroic Resource card, they must draw three more. If there are not enough cards to draw, the discard pile is shuffled to form a new deck.

Kreator Cards: Kreator cards come in 3 types (with three different backs), and each type defines different characteristics of this supervillain. The appearance of these cards is explained in the "Mission Phase" section (page 7).

  • Penalty card (Retreat): establishes the penalty each Superhero suffers (loss of Heroic Resource cards or Stamina) if defeated, or if they choose to flee ("Retreat").
  • Vitality card: establishes the Supervillain's vitality for the different numbers of players involved, as well as the reward we receive if we manage to defeat him.
  • Weakness card: establishes the Supervillain's weakness to a specific power. Superheroes who choose to attack him with this power automatically turn their "Oops!" results into "POW!".

Dice

Dice in Rookie Heroes have 3 possible values:

  • Pow!: success
  • Ouch!: failure
  • Oops!: partial failure (can be turned into a success by using abilities or Heroic Resource cards).

Setup

  1. The player who most recently acted as a hero receives the Starting Player token. It may also be determined at random.
  2. Starting with the starting player and continuing clockwise, each player chooses one of the superheroes and receives their four cards, their shield and 4 Stamina tokens (the heroes may also be dealt at random).
  3. Create a supply of Stamina tokens and Experience tokens within reach of all players.
  4. Place the three piles of cards that make up Kreator (the Supervillain), separated by their backs, face down (hidden).
  5. Shuffle the level 1 and 2 cards and, separately, the level 3 and 4 cards, forming two decks. Then place the deck with levels 1 and 2 on top of the deck with levels 3 and 4, such that the back is facing up and the front is face down.
  6. Shuffle the Heroic Resource cards and deal 5 to each player (the hand limit is 7 cards). Place the remaining deck within reach of all players.

Game set-up for 4 players.

Phases of the Game

A turn of Rookie Heroes is divided into 3 phases: the Bidding Phase, the Mission Phase and the Maintenance Phase.

Bidding Phase

The player holding the Starting Player token draws five cards from the Mission deck (without turning them over) and places them in the centre of the table, showing their back. If, when these 5 cards are revealed, there are 3 or more cards of the same Plot (recognisable by the colour of the back), the starting player places a Special Mission token on top of the highest-level card of that plot.

If there is more than one card of maximum value, the starting player chooses which Mission to place the Special Mission token on.

Starting with the starting player and going clockwise, each hero must bid for ONE mission. To do so, they place their hero's shield on the mission they want and play ONE Heroic Resource card face down in front of them.

For the bid, the Prestige value of the card is taken into account.

Choose wisely, considering the level of the mission, the plot it belongs to (colour), and the power traits (Strength, Speed, Psychic or Elemental) printed on the back of the card.

Resolving the Bid

Once all players have bid for a mission, all the Heroic Resource cards used are revealed. All players who were the sole bidder discard their Heroic Resource card and place the Mission card they just won in front of them (without turning it over yet).

If a mission has more than one hero shield on it, the players involved turn over their Heroic Resource cards and compare their Prestige values; the higher one wins, and is therefore the one who collects and faces that mission (discarding the Heroic Resource card used). The losing player returns the Heroic Resource card they used to their hand. They then choose one of the Mission cards that have been left free (with no shield on them) and acquire it in exchange for the Heroic Resource card they wish to spend (they may use a different Heroic Resource card from the one they played in that Bidding Phase). These resolutions are made in strict turn order.

In the event of a tie when comparing Prestige values, those cards remain in front of each player; then each player involved uses a new Heroic Resource card to try to resolve the bid. Once the tie is broken, all Heroic Resource cards return to their owners' hands except the card that won, which is discarded.

At the end of the Bidding Phase, any missions that have not been assigned to a hero are discarded.

Mission Phase

Once all heroes have obtained a new mission to face in the current turn, they turn over the Mission cards just obtained and check whether their respective cards have any of the Supervillain symbols. If so, they must reveal the first Supervillain card of the indicated symbol and place it face up in front of the corresponding pile. If there is already a face-up card in that place, a new one is not placed. If the card placed is the one that completes the Supervillain (it now has all three parts), the Confrontation with Kreator must be resolved at that moment (see Confrontation with the Supervillain, page 10). More than one part of the Supervillain may be completed in a single Mission Phase.

Next, the superheroes try to resolve all the missions they have in front of them, in turn order (starting with the player holding the Starting Player token), and may choose the order in which to do so.

To resolve a mission we must match the number of successes required by one of the two OPTIONS for resolution (at the player's choice). This is done by rolling as many dice as the value we have in that power trait. Each "POW" result counts as a success, and "Oops!" and "Ouch!" results count as failures. This roll may be modified by using Heroic Resource cards or by gaining the help of another hero (see "Using Heroic Resource Cards", page 8, and "Negotiating with Other Heroes", page 9).

A roll is the set of dice used for a given throw during the game. If a player decides to roll the THREE dice granted by their Strength and then decides to use a Heroic Resource card that gives them another TWO dice, the first and second are considered different rolls. If they decide to use the card first and roll FIVE dice, that complete throw is considered one roll.

A hero must make their first roll using their power trait (adding or not adding dice with cards). They may never make rolls using cards in order to then use the dice given by their power trait.

If we succeed in the mission, we collect the number of Experience Points and Heroic Resource cards (without exceeding the limit of 7 cards in hand) shown in the Success section of the Mission card. We also receive the Special Mission token if there is one on that mission. If we have reached an agreement with another hero to complete this Mission, we must hand over their share of the "loot" (see "Negotiating with Other Heroes", page 9).

Levelling up: at the moment we equal the value of XP (experience points) required at the bottom of our Hero card, we discard that number of XP and exchange the card for a higher level (up to the maximum, level 4). If XP is left over when levelling up, we keep it.

Mission cards we obtain are placed one on top of another, leaving the top of each card visible, so that all players can see the plot colour of every one of them, but not their level.

If we do not complete the mission, we must apply the penalties imposed in the Failure section of the Mission card (loss of Stamina points or cards), and the mission remains in front of the player, who must face it on their next turn together with the new mission. Missions are only removed on success or if the hero becomes exhausted. There is no limit to the number of missions a single hero may face.

Exhausted hero: if a hero loses all 5 Stamina points they become exhausted and must rest to recover. To do so, they discard all unresolved missions in front of them and immediately recover five Stamina points. They continue playing normally.

Using Heroic Resource Cards

Besides their use in bids, these cards are a very valuable resource for heroes in the Mission Phase, since many of them allow us to recover Stamina, draw more cards, increase the value of a die, or roll extra dice in a throw (some for a specific power trait and others allowing us to choose whichever suits us best). These cards may only be used on our turn, both before and after a power trait roll, but never to influence another player's roll or as part of a negotiation.

We may use as many cards as we like on our turn, and their effects may be stacked. If at any point we use our last card in hand, we must draw 3 new cards from the deck (and may use them immediately).

If a failed mission forces us to discard more Heroic Resource cards than we have, we simply discard until we have none left, draw 3, and discard the ones we still owed for "payment".

The full effects of these cards can be consulted in the section "Effects of Heroic Resource Cards", page 12.

Example: Sergio, who controls Thunderbeam at Level 2, must face the mission "Train Sabotage", and will try to complete it by achieving 3 successes in Elemental Power. First he uses a "Rest" card to recover 1 Stamina point. He then uses a "Storm" card which adds 2 Elemental dice to the 3 dice he already has from his second level. This was his last card, so he immediately draws 3 more... He got "Great Versatility"! He uses it at once, adding another 2 dice to his roll. He rolls the dice and gets 4 successes, so he completes the mission!

Compound Missions

Level 4 missions are considered "compound", as they ask for successes in two different power traits to be resolved. This is resolved by first making the roll for one of the two power traits, and then the roll for the other, and both must be overcome to win.

Negotiating with Other Heroes

However much we long for the vacant place in "The Guardians", we are superheroes and should help the rest... at least for a price. When we face a very difficult mission, or our characteristics and our Heroic Resource cards are not enough, we can always try to seek help from the power traits of others.

Any hero may give up the dice they receive for a specific power trait to help another hero (never their own abilities or Heroic Resource cards). This is always done on another player's turn and without any harm to themselves. The price must be agreed before rolling the dice, and must consist of any kind of division (never a complete handover) of the benefits shown in the Success section of the Mission card in play. The following rules must be respected:

  • A player may close a deal with only one hero per mission. If they still fail, they may not seek help from another hero for that mission.
  • Nothing may be negotiated other than the benefits of the Mission (neither cards in hand nor experience points).
  • The deal may be closed even after having made our roll and having used as many Heroic Resource cards as we like (although we will probably have less bargaining power and the conditions imposed on us will be less attractive).
  • In case of mission failure, the helping hero suffers no penalty.
  • If a second power trait roll is necessary (compound mission), the help remains in effect for that roll.
  • The agreed deal is binding.

Example: Nancy, who controls Shadowrush at Level 3, must face the mission "The Show Begins". Her previous mission has left her without useful cards, so overcoming 3 successes in Psychic Power is very impossible with her 2 dice. She therefore seeks the help of Pablo, who controls Mindseeker at Level 4. She offers him one experience point and one of the cards they would gain if they succeed. Pablo, realising Nancy's need, and needing cards urgently, asks for the experience point and the 3 cards the mission offers. Nancy is forced to accept in exchange for the 4 Psychic Power dice Mindseeker gives her. She rolls the dice and achieves victory. Mission accomplished and loot shared!

Confrontation with Kreator

As soon as the card that completes the Supervillain is placed, the players must set aside their missions and focus on this special turn (for all purposes it is a new turn).

Consensus: the first thing they must do is decide whether they want to confront him or flee together, receiving the penalty shown in the "Retreat" area of the corresponding Supervillain card. To confront him, at least 2 superheroes must agree to do so. To do this, every player places their superhero's shield in their fist if they want to fight, or leaves the fist empty if they want to flee. The players count to three and open their hands at the same time.

Retreat: if there is not that minimum of 2 superheroes willing to fight, all the characters are considered to flee, and each one must apply the penalty for retreating.

Combat: the players who decide to fight must match or exceed the vitality specified on the corresponding card for the number of players taking part in the combat, with "POW!" results. Starting with the starting player, everyone has one opportunity to attack with everything they have (power trait, special abilities, Heroic Resource cards...). To do so they must choose the power trait with which they wish to face Kreator and use its value, their special ability and all the cards they can (or want) to, in order to get as many "POW!" results as possible. The weakness stated on the corresponding Supervillain card indicates a power for which all "Oops!" results are automatically considered "POW!".

If, when the last of the players involved has finished, the total number of "POW!" results has not reached the vitality number, the Supervillain has won, and each superhero involved is penalised as indicated in the Damage section of the corresponding card.

If, on the other hand, at any moment they match or exceed that value, each of the superheroes involved receives the reward established on the corresponding card.

Maintenance Phase

The player who had the Starting Player token during this turn hands it to the next player in clockwise order.

It is then checked whether the Mission deck is exhausted, in which case the game ends and the Victory Point count is carried out (see "Scoring").

End of Game: Scoring

At the end of the game each player adds up their Mission Points (the level of each completed Mission card), which make up the main part of their Victory Points. To this is added the following:

  • Plot points: players receive additional points depending on the plots of their completed Mission cards:
    • if a player has more than two cards of the same plot colour, each additional card of that colour (starting with the third) adds 1 Victory Point to the total. Example: if a player has 6 blue plot cards, they receive 3 additional points on top of their initial Mission Points.
    • if a player has at least 1 card of each plot, they score 2 additional points.
  • Special Missions: depending on the number of Special Mission tokens the player has obtained, they add a set number of Victory Points to their score:
    • 1 Special Mission token = 1 point
    • 2 Special Mission tokens = 3 points
    • 3 Special Mission tokens = 5 points
    • 4 Special Mission tokens = 6 points
    • 5 Special Mission tokens = 7 points
  • Leftover Experience Points: for every 5 Experience Points accumulated by our hero when the game has ended, we receive 1 extra Victory Point.
  • Heroic Resource cards: for every 3 Heroic Resource cards we keep in hand we receive 1 extra Victory Point.

The Hero who has accumulated the most Victory Points has won the game and will be chosen to join "The Guardians".

Two-Player Game

When only two heroes compete for the position, "The Guardians" grant them the right to challenge one mission each turn.

This is done just before the Bidding Phase, starting with the starting player, who is the first to choose one of the 5 missions on the table and send it to the discard pile of the mission deck. A mission marked as a Special Mission may not be challenged. Immediately afterwards, it is the other player's turn, who does the same with a mission of their choice.

The rest of the game proceeds normally.

Effects of Heroic Resource Cards

The page shows six example cards, each with its name and effect:

  • Quick Attack (Ataque fugaz): adds 1 or 2 dice (depending on the card used) to a specific roll of a specific power trait (Strength, Speed, Psychic or Elemental).
  • Great Versatility (Gran polivalencia): adds 1 or 2 dice (depending on the card used) to a specific roll of any power trait (Strength, Speed, Psychic or Elemental).
  • Recovery (Recuperación): recovers 1 or 2 Stamina points. No hero may have more than 5 Stamina points, so its use is restricted to heroes who have fewer than 5 points.
  • Resources (Recursos): this card allows you to draw 2 cards at any moment of your turn.
  • Restock (Reabastecimiento): you may re-roll any one die of those thrown in the current roll.
  • Last Effort (Último esfuerzo): converts one "Oops!" face into a success (POW).

Achievements

  • Cooperation! A player has obtained the help of the rest of the heroes in a 4-player game.
  • Better alone than in bad company. A player wins the game without negotiating with any other hero.
  • Aliens over me! A player ends the game as the only one holding GREEN plot missions.
  • Order in the streets. A player ends the game as the only one holding BLUE plot missions.
  • Going after the androids. A player ends the game as the only one holding YELLOW plot missions.
  • Villain liquidation. A player ends the game as the only one holding RED plot missions.
  • For the bell. Wins a bid, faced with another hero, with a card of value 2 in Prestige.
  • Special hero. Obtain 3 Special Mission tokens in a single game.
  • I want to be a hero too. Get a friend of yours to buy a copy of "Rookie Heroes".

Official FAQ (1.0)

The following is the publisher's official FAQ sheet ("F.A.Q 1.0", Ediciones Primigenio), translated from Spanish.

Do I have to use all the Heroic Resource cards that add dice to my roll at the same time? No. You may use them one at a time, grouped, or as you wish (before or after negotiating).

Does the card "You're Mine Now" ("Ya eres mío") replace an "Ouch!" result on a die with a "Pow!"? No. The use of the "You're Mine Now" card provides an additional "Pow!". It is something like adding one more die to your roll, but with an automatic success.

What happens in case of a tie at the end of the game? In case of a tie, it is checked which of the tied players has more missions obtained. If they are still tied, it is checked which of them has more level 4 missions. If the tie continues, it is checked which has more level 3 missions. Finally, if the tie still stands, it is checked which has more level 2 missions. If they are still tied after all of this, their qualities are considered so similar that both are accepted into THE GUARDIANS. ;)