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Return to Murderworld




Preference will be given to players who did not play in Runebound or The Mighty Avengers.


GAME CREATION INFORMATION:

This will be a nine player game based on the board game Runebound and my iteration of it here on boardgamegeek. You can find it here: Runebound

I have also adopted some of the ideas from: http://www.boardgamegeek.com/filepage/44064/cooperative-mult...-

This is also based on my game: The Mighty Avengers

The game will not have standard lynches or night kills.


STORYLINE:

Mutant mastermind villain Arcade has captured several heads of state and is keeping them in his brand new Murderworld. It is up to a team of nine superheroes to make it through his Murderworld, save the prisoners, and capture Arcade!


DATES AND TIMES

Starts: May 5, 2014

MISSION CYCLE

Movement Orders Due: 2:00pm
Combat Orders Due: 7:00pm

RESULTS CYCLE

Results posted: 2:00pm
Rewards Divided: 7:00pm


ROLES:

There will be a total of nine players in the game. There will be two Good, two Evil and five Neutral players.

Good – The following four Good roles could be to be in the game.

General: Victory Condition – Good must prevail in the final battle.

Guardian: Victory Condition – All Evils are removed from the game and the Guardian must kill one.

Martyr: Victory Condition –

Recruiter: Victory Condition – The majority of Neutrals left must fight on the side of Good in the final battle. The Recruiter will be given E and Items to convince neutrals to join their side.


Neutral – 0, 1, or 2 of each Neutral possibly in the game. There will be five Neutral roles guaranteed to be in the game.

Assassin: Victory Condition – The Assassin must kill two players in the game. They must be Good or Evil, as the Assassin will lose if s/he kills another Neutral character. If the Assassin kills two Good players, s/he must fight the final battle with Evil. If the Assassin kills two Evil players, s/he must fight the final battle with Good. If the Assassin kills one Good and one Evil player, they may leave the game.

Conqueror: Victory Condition – The Conqueror is trying to rule the world on his own, and can do so with an army of Neutrals. If all Goods or Evils are removed from the game, the Conqueror can step into their place and fight the final battle for their side. If successful, he achieves his VC. There will only be one Conqueror if the role is in the game. The Recruiter will be given E and Items to convince neutrals to join their side.

Mercenary: Victory Condition – Must survive the final battle and have the most amount of kills of Villains and players combined. Can win with Good, Evil or the Conqueror.

Ninja: Victory Condition – The Ninja must complete three Missions alone during the game and must be on the winning side of the final battle. Can win with Good, Evil or the Conqueror.

Thief: Victory Condition – Must survive the final battle and have the most amount of wealth of those players still in the game. Can win with Good, Evil or the Conqueror.


Evil – The following four Evil roles are guaranteed to be in the game.

Betrayer: Victory Condition – The majority of Neutrals left in the game must fight on the side of Evil for the Final Battle.

Destroyer: Victory Condition – All Good players are eliminated and must kill one Good player during the game.

Disciple: Victory Condition – Evil wins in the Final Battle.

Mastermind: Victory Condition – Wants to become the leader of Evil. Must be on the winning side of the final battle and defeat the Master Villain in one-on-one Combat following the final battle.


CHARACTERS:

Notes: Hearts refer to the overall health of a character. If a character hits 0, during combat with a Villain, they will be knocked out. If a character hits 0, during Player versus Player Combat, they will be killed. Players will not die during Missions due to Villain Combat. For each combat rating the first number refers to the amount added to a roll of 2d10, or chance to hit. The second number is the amount of Hearts of damage the attack will do.

Once players choose the Superhero they want to play, I will update their skills below in a list. The list below are examples from The Mighty Avengers. Even if a player chooses one of the below Superheroes, they are not guaranteed to have the same statistics for this game.

Black Panther
Health: 5 Hearts/3 Fatigue
Ability: Before Combat: May use 1 Fatigue to remove 1 Heart of damage from himself as many times as he likes.
Combat: Range 2/1, Melee 4/2, Power 2/1
Skills: Electronics +2, Leadership +2, Nature +2

Black Widow
Health: 5 Hearts/2 Fatigue
Ability: Widow Sting: After making a successful Power attack, Black Widow may activate her Widow Sting to do 2 Hearts of damage for 2 Fatigue.
Combat: Range 4/2, Melee 4/1, Power 1/1
Skills: Police +2, Securities +2, Electronics +2

Luke Cage
Health: 5 Hearts/4 Fatigue
Ability: If Luke Cage takes damage during the Melee phase of Combat, he loses Fatigue rather than Hearts.
Combat: Range 1/1, Melee 5/2, Power 1/1
Skills: Police +2

Captain America
Health: 4 Hearts/4 Fatigue
Ability: Before Combat: May use 1 Fatigue to make a Range attack with his shield.
Combat: Range 5/1, Melee 4/1, Power 3/1
Skills: Police +2, Negotiate +2

Doctor Strange
Health: 4 Hearts/3 Fatigue
Ability: Telepath: Doctor Strange may open one extra chat per day cycle.
Combat: Range 1/1, Melee 1/1, Power 5/2
Skills: Mental +2, Negotiations +2

Hawkeye
Health: 4 Hearts/3 Fatigue
Ability: Archer: Before Combat: May use 2 Fatigue to make a Range attack.
Combat: Range 3/2, Melee 2/1, Power 1/1
Skills: Securities +2, Negotiations +2, Police +2

Hulk
Health: 6 Hearts/2 Fatigue
Ability: Hulk Angry: For every 3 Hearts of damage on the Hulk, he gets a +1 bonus to Melee rolls and a +1 damage if he successfully hits.
Combat: Range 1/1, Melee 4/2, Power 1/1
Skills: Demolitions +2

Iron Man
Health: 4 Hearts/4 Fatigue
Ability: Chest Cannon: After making a successful Power attack, may use 2 Fatigue to add 1 Hearts of damage.
Combat: Range 4/2, Melee 2/1, Power 3/1
Skills: Police +2, Electronics +2

Quicksilver
Health: 4 Hearts/5 Fatigue
Ability: Speed: May use 1 Fatigue to attack first, in whichever phase he chooses.
Combat: Range 4/1, Melee 4/1, Power 4/1
Skills: Police +2

Scarlet Witch
Health: 4 Hearts/5 Fatigue
Ability: Hexed: May use 1 Fatigue to force a Villain/Player to reroll a Combat roll against her, once per Combat phase.
Combat: Range 2/1, Melee 1/1, Power 4/2
Skills: Mental +2

Spiderman
Health: 4 Hearts/4 Fatigue
Ability: Webbing: Before Combat: Can use 1 Fatigue to make a Power roll. If successful, the Villain/Player targeted cannot attack during the first round of Combat.
Combat: Range 4/1, Melee 4/1, Power 4/1
Skills: Electronics +2, Negotiations +2

Thor
Health: 5 Hearts/4 Fatigue
Ability: God of Lightning: Before Combat: May use 1 Fatigue to make a Power attack against a Villain/Player. If successful, lightning strikes the Villain, doing 2 Hearts of damage.
Combat: Range 2/1, Melee 3/1, Power 3/2
Skills: Nature +2, Police +2

Vision
Health: 5 Hearts/2 Fatigue
Ability: Regeneration: Before Combat: May use 1 Fatigue to heal 1 Heart of damage.
Combat: Range 3/1, Melee 3/1, Power 4/2
Skills: Electronics +2, Security +2

Wasp
Health: 4 Hearts/4 Fatigue
Ability: Wasp may use 1 Fatigue to escape Combat.
Combat: Range 3/1, Melee 0/1, Power 5/2
Skills: Negotiations +2, Nature +2, Police +2

Wonder Man
Health: 5 Hearts/3 Fatigue
Ability: May use 1 Fatigue to discard 1 Heart of damage at any time, but only once per Combat.
Combat: Range 2/1, Melee 4/2, Power 3/1
Skills: Negotiations +2, Police +2

ORDER OF PLAY:

The game will be run through the Cassandra Physics System.

1) New Murderworld Level Lobby

Each day players will move into the next level’s lobby in Murderworld. In each lobby there will be between one and five Mission options for the players to choose from. Each Mission will have a maximum amount of players allowed on the Mission. Each Mission will have a difficulty level that will be colour coded: Green=Easy, Yellow=Medium, Blue=Hard, and Red=Difficult. Players will be told their Initiative Rating for the day.

2) Missions Chosen

Players must choose one of the available Missions and enter the command in Cassandra Chat to enter the Mission Room. Upon entering the Mission Room, the Villains to fight will be described to the players, as well as which phase it will start in.

3) Combat Planning

Players have five hours of real time, to discuss, plan, and submit orders for the Combat. Orders must be provided to the players Mod Chat.

4) Combat:

Combat will be run over several rounds. Each round will have three phases: Range, Melee, Power. Combat will start in a randomly determined phase and will be listed in the description of the Combat. Prior to the start of Combat, players will have the option of attempting to escape the Mission. Following that, there may be a Before Combat stage, in which the Villains and then the players have an opportunity to use Items with Before Combat powers or their own Before Combat abilities. Then proper Combat occurs following the three phases in order: Range, Melee and Power. Combat ends when all of the Villains are dead or all of the players have been knocked out.

5) Player versus Player Combat:

Following Combat there is an opportunity for players to attack each other in Player versus Player (hereafter PvP) Combat. PvP will be declared in Mod Chat only. Once PvP is declared, the other players in attendance on the Mission have three choices: side with one player, side with the other player or abstain from the fight. They will not be told who is the attacker or defender.

The player attacking first will be determined randomly. One player will attack in each of the three phases. If the other player is still alive, they will get to attack in each of the three phases. If the fight lasts more than one round, the players switch attack order. If there are multiple players involved in the fight, only one player may attack in any one phase and if you attack, you must also defend in the same stage. For example, if Iron Man challenges Hulk to PvP and Luke Cage fights along side Iron Man then Iron Man will defend in every phase against the Hulk, except for the Melee stage as Luke Cage will be attacking Hulk in Melee. PvP ends when one of the two main heroes is either knocked out or killed and the combat round is over. So if Iron Man is knocked out by Hulk in the Range phase, Luke Cage can still attack in the Melee and Power phases if he chooses to. Once the round ends, the PvP is over and no other PvP challenges may be issued.

If there are multiple PvP challenges issued following Combat, the order will be determined by Initiative. Players will be allowed to team up if the PvP challenges coincide.

5) Rewards:

Most of the time players will earn Energy (hereafter E) and Experience Points (XP) as rewards. E can be used to purchase Health, Offense, Defense, & Artifacts. Some major Villains will have Power Sources that are ancient Artifacts that will prove very useful in the final battle and against other Villains. There are also opportunities of other items, such as Offense, Defense and Artifacts. The XP are given out based on the level of Villains fought: Green=1, Yellow=2, Blue=3, and Red =4. Each player will be given 1XP, then players can negotiate for remaining XP, E, and any items that dropped.

6) Murderworld Loot:

Arcade wants the Superheroes to play the game and survive until the end, but not past it. After Loot is decided upon, players will choose a room to move into and based on their choice, they will be given a list of available items to purchase. Only one person per room. They will be moved into the next level’s Lobby shortly thereafter.


COMBAT EXAMPLE

Spiderman and Luke Cage are sent to deal with a couple of Kingpin’s Villains who are on the upper east side creating some trouble for the authorities. The Villains are:

Hammerhead – 3 Hearts - R12/1, M15/1, P11/0

Vulture – 3 Hearts - R12/0, 13/1, P10/0, Before Combat: Test Melee (13) to evade Vultures attack. If you fail, take 1 Heart of damage and 1 Fatigue

Spiderman
Health: 4 Hearts/4 Fatigue
Ability: Webbing: Before Combat: Can use 1 Fatigue to make a Power roll. If successful, the Villain/Player targeted cannot attack during the first round of Combat.
Combat: Range 4/1, Melee 4/1, Power 4/1
Skills: Electronics +2, Negotiations +2

Luke Cage
Health: 5 Hearts/4 Fatigue
Ability: If Luke Cage takes damage during the Melee phase of Combat, he loses Fatigue rather than Hearts.
Combat: Range 1/1, Melee 5/2, Power 1/1
Skills: Police +2

Before Combat:
Spiderman has rolled a higher initiative and goes first. Spiderman has to test Melee (13) to evade Vultures attack. He rolls a 10. His Melee skill is 4. Combined Spiderman has a 14, meaning that he is successful. Luke Cage now needs to complete the same test. He rolls a 16. His Melee skill is 5. Combined Luke Cage has a 21, meaning that he is successful.

Spiderman decides to use his Webbing power on Hammerhead. He uses 1 Fatigue to make a Power roll. He rolls an 18. His Power skill is four. Combined, he has rolled a 22 which exceeds Hammerheads Power skill of 11. Hammerhead cannot attack in the first round of Combat.

Combat Round One:

Range:

Spiderman has decided to engage Vulture while Luke Cage deals with Hammerhead. Neither Spiderman or Luke Cage choose to attack during the Range phase. Due to Vulture being unable to do damage during Range, he does not attack Spiderman. Due to being caught in Spiderman’s Webbing, Hammerhead does not attack.

Melee:
Spiderman again chooses not to attack Vulture, but Vulture attacks him. Spiderman rolls a 12. His Melee skill is 4. Combined he has rolled a 16, which is sufficient to defend him from Vulture’s attack at 13. Luke Cage rushes forward to attack Hammerhead. He rolls an 11. Luke Cage’s Melee skill is 5. Combined he has rolled a 16 which is greater than Hammerheads skill of 15. Luke Cage does 2 Hearts of damage, leaving Hammerhead with 1 Heart.

Power:
Spiderman does attack Vulture this phase. Spiderman rolls an 11. His Power skill is 4. Combined he has rolled a 15, which exceeds Vultures Power Skill of 10. Spiderman does 1 Heart of damage, leaving Vulture with 2 Hearts. Luke Cage has already attacked this round and therefore cannot attack again. Due to being caught in Spiderman’s Webbing, Hammerhead does not attack.

Combat Round Two:

[b]Range:

Spiderman and Luke Cage have decided to switch Villains for Round Two of Combat. Spiderman attacks Hammerhead during the Range phase and rolls a 16. His Range skill is 4. Combined he has a roll of 20 which is greater than Hammerheads Range skill of 12. Spiderman does 1 Heart of damage, leaving Hammerhead with zero Hearts. Hammerhead is dead (knocked out and turned over to the police.) Luke Cage does not attack Vulture and due to Vulture being unable to do damage during Range, he does not attack Luke Cage.

Melee:
Luke Cage rushes forward to attack Vulture and rolls a 10. His Melee skill is 5. Combined he has rolled a 15 which exceeds Vultures Melee skill of 13. Luke Cage does 2 Hearts of damage reducing Vulture to 0 Hearts as well.

Result:
Luke Cage and Spiderman are victorious. Each earn 1XP and will split the reward.

PLAYER VERSUS PLAYER COMBAT EXAMPLE

As per the above description, Iron Man attacks Hulk and Luke Cage sides with Iron Man.

Hulk
Health: 6 Hearts/2 Fatigue
Ability: Hulk Angry: For every 2 Hearts of damage on the Hulk, he gets a +2 bonus to Melee rolls and a +1 damage if he successfully hits.
Combat: Range 1/1, Melee 4/2, Power 1/1
Skills: Demolitions +2

Iron Man
Health: 4 Hearts/4 Fatigue
Ability: Chest Cannon: After making a successful Power attack, may use 2 Fatigue to add 1 Hearts of damage.
Combat: Range 4/2, Melee 2/1, Power 3/1
Skills: Police +2, Electronics +2

Luke Cage
Health: 5 Hearts/4 Fatigue
Ability: If Luke Cage takes damage during the Melee phase of Combat, he loses Fatigue rather than Hearts.
Combat: Range 1/1, Melee 5/2, Power 1/1
Skills: Police +2

Before Combat:

The Hulk has the Silver Mirror and activates it at this point. Silver Mirror - Before Combat: Activate and take 1 Fatigue. Until the end of this Mission, any time an enemy causes you 1 Heart of damage or more, they also take 1 Heart of damage. He uses 1 Fatigue.

Round One:
Range:


Iron Man attacks Hulk. He rolls a 15. His Range skill is 4, bringing the total to 19. Hulk rolls to defend. He rolls a 14. His range skill is 1, bringing the total to 15. Iron Man successfully hits Hulk for two damage, bringing his health to 4 Hearts and 1 Fatigue. Hulk’s Silver Mirror reflects 1 Heart of damage back at Iron Man. Iron Man’s health is reduced to 3 Hearts and 4 Fatigue.

Hulk attacks Iron Man. He rolls an 11 and with his Range skill of 1, he gets a 12. Iron Man rolls a 6 and with his Range skill of 4, he gets a 10. Hulk successfully hits Iron Man and Iron Man takes 1 Heart of damage bringing his health to 2 Hearts and 4 Fatigue.

Melee:

Luke Cage will be fighting against Hulk during the Melee phase of Combat.

Luke Cage attacks Hulk. He rolls a 15 and with his Melee skill of 5, he gets a total of 20. Hulk rolls a 9 and with his Melee skill of 4, he gets a 13. Hulk’s Melee skill is also increased by 2 due to his special ability and his final total is 15. Luke Cage successfully hits Hulk for 2 Hearts of damage, dropping Hulk’s health to 2 Hearts and 1 Fatigue. Hulk’s Silver Mirror reflects 1 Heart of damage back on Luke Cage. Luke Cage’s Melee Special Ability coverts the damage to Fatigue and he uses 1 Fatigue, dropping his health to 5 Hearts and 3 Fatigue.

Hulk rolls a 7 and with his Melee skill of 4 and Ability bonus of 4, due to 4 Hearts of damage, his final total is 15. Luke Cage rolls an 8 and with his Melee skill of 4, has a final total of 12. Hulk does 4 Hearts of damage against Luke Cage due to his Melee Ability. Luke Cage also has a Melee Ability, which converts Hearts of damage to Fatigue. Thus, Luke Cage uses 3 Fatigue and takes 1 Heart of damage, dropping his health to 4 Hearts and 0 Fatigue.

Power:

Iron Man attacks Hulk and rolls an 18. His Power skill is a 3, bringing his total to 21. Hulk rolls a 14 and has a Power skill of 1, bringing his total to 15. Iron Man does 1 Heart of damage against Hulk, dropping Hulks health to 1 Heart and 1 Fatigue. Hulks Silver Mirror reflects 1 Heart of damage against Iron Man dropping his Health to 2 Hearts and 4 Fatigue.

Due to Iron Man’s successful Power attack he decides to use his special Ability of the Chest Cannon. He uses 2 Fatigue, dropping his health to 2 Hearts and 2 Fatigue and does one additional Heart of damage, knocking Hulk out, leaving him with 0 Hearts and 1 Fatigue. Hulk’s Silver Mirror reflects 1 Heart of damage back at Iron Man and his health is reduced to 1 Heart and 2 Fatigue.

Due to Hulk being incapacitated, Iron Man is able to attack him freely during the next round of Combat and kills him. Iron Man gets everything that Hulk had on his person including items and Energy. Sidekicks and XP are lost.

MISCELLANEOUS

Skills:


Sidekicks:

Allies will be available to hire during the game. They will be android versions of Marvel Heroes that can fight along side the players in the game. Each player may have a maximum of one Sidekick. Sidekicks can be hired for their listed E; however, if a Sidekick is released by the player or leaves due to a player being knocked out, the player does not receive anything in return.

During Combat a Sidekick may only attack. If they are not attacking, they are removed from the Combat. For example, a player cannot attack in Range and then have the Sidekick defend in Melee and Power. The Sidekick could attack in Melee, but the player would be forced to defend in Power.

If a player is knocked out during Combat, the Sidekick will flee and may or may not be available again to hire during the game.

Escape:

A player attempting to escape from Combat with Villains must do so prior to the start of the Before Combat phase of Combat. To escape, the player rolls 2d10 and adds their Range value to the roll. If that roll is equal to or greater than the Villain with the highest Range statistic, then they are able to escape. If it is lower, then the player takes two Fatigue and cannot attempt to escape until the start of the second round of Combat.

A player may not escape from PVP Combat.

Initiative:

Players will roll 2d10 for initiative. They will be placed highest to lowest, left to right. If two people attempt to attack the same Villain in the same phase, the person with the highest initiative will be allowed to make their attack. Also, the initiative ranking will be used to determine who is attacked by extra Villains, as the players will be numbered one to however many are on the Mission and then a random number generator will assign the extra Villains.

Death

Players can be killed in PVP Combat. They can also die during Missions, however, it will be difficult to do so. Players will be knocked out the first two times they are reduced to 0 Hearts or less. On the third occasion if the damage dealt leaves them at a negative number, they will indeed die during a Mission.

Stealing:

Any player may attempt to steal. Items may not be stolen. A regular player has a one in six chance of being successful in stealing. A thief has a two in three chance of being successful in stealing. A regular player’s identity will be revealed to their target if they are unsuccessful in stealing. A regular player will only ever be able to steal half of a player’s E, rounded up. On a roll of 1 on a 1d6, a thief will steal all of the E of another player. On a roll of a 2, 3, or 4, a thief will steal half of the E of another player, rounded up. If a thief is unsuccessful in stealing, there is a one in three chance that they will be identified by their target. Stealing is the last thing to happen during the Murderworld Level Lobby part of the game.

Murderworld Loot Lockers:

Players may buy Upgrades, Health, Offense, Defense, & Relics from the Murderworld Loot Lockers. A player may sell Offense, Defense and Artifacts items to Murderworld Loot Lockers for its listed E. The items may show up in the Murderworld Loot Lockers on a subsequent day.

Upgrades: Will have an increasing cost during the game, starting at 3XP and topping out at 6XP. Upgrades allow you to increase your Hearts by one, your Fatigue by two, your Range Skill by two, your Melee Skill by two or your Power Skill by two.

Health: Allows you to heal your Hearts and/or your Fatigue.

Offense: Each player is allowed two Offense weapons at any one time. If they somehow get a third, they will be forced to get rid of one of them prior to doing anything else. Offense weapons could increase your chance to hit and/or increase the amount of damage done with a successful attack.

Defense: Each players is allowed one Defensive armour at any one time. If they somehow get a second, they will be forced to get rid of one of them prior to doing anything else. Defense armour can negate damage, deflect damage and/or increase your chance of successfully defending an attack.

Artifacts: Each player is allowed five Artifacts at any one time. If they somehow get a sixth Artifacts, they will be forced to get rid of one of them prior to doing anything else. Artifacts can help with Offense, Defense, Health, Sidekicks and sometimes a combination of more than one of those things.

Sidekicks: Please see the above information on Sidekicks.


If you have any questions, please ask.


This is meant to be a fun game. Enjoy it.


I appreciate aggressive play, however, if you step over the line (and it’s my line) then you will be warned. If you continue the behaviour, you will no longer be welcome to play in my game. If this happens in more than one game I run, you will no longer be welcome in my games.

Respect your other players. Don’t make it personal.

This is a HIGHLY involved game. Please do not sign up unless you are willing to commit some significant time to it.

 
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Re: Return to Murderworld - Coming soon
Player List According to Cassandra:
CrimsonFox
kristiefix

2 players are signed up.

To sign up for this game go to
http://www.thecassandraproject.org/jeremy/werewolf/game/1096...
 
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Greig
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I went out there in search of experience, to taste and to touch and to feel as much, as a man can before he repents...
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Re: Return to Murderworld - Coming soon
reserved
 
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Re: Return to Murderworld - Coming soon
i need this space
 
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Re: Return to Murderworld - Coming soon
more space, please
 
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Re: Return to Murderworld - Coming soon
one more? maybe
 
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last one
 
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Re: Return to Murderworld - Coming soon
I have updated to include rules and have opened sign ups.

Again, I would prefer players who didn't play in Runebound and/or The Mighty Avengers to have first dibs. If there are veterans of those games that want another chance to play, please PM me.

Also, with the game mostly taking part in Cassandra, if there are people who would like to watch as the game is being played, please let me know and I'll make sure you're added.

Greig.
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Due to the amount of prework required for this game, if it does not fill by April 1, 2014, I will be pushing it back a month.

I really believe it'll be a really fun game. Join up!
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I've played in a couple of the games using this system, and I really like it. You won't have to worry about dying on day 1 unless you are extremely unlucky. The neutrals, as I found out last time I played, are very important in the game-both sides need them pretty desperately. Plus you get to be a superhero, what more do you want?
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Run you clever boy, and REMEMBER!
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Belash wrote:
Due to the amount of prework required for this game, if it does not fill by April 1, 2014, I will be pushing it back a month.

I really believe it'll be a really fun game. Join up!


Black Widow...
 
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