| Style: | collectible card game |
| Players: | two or more |
| Minimum Age: | old enough to do a little subtraction |
| Time: | five to thirty minutes |
| Components: | these rules, hexagon paper (you need index cards, a pencil, one 20-sided die, a token for each superhero, and maybe a calculator) |
| Similar Games: | Champions |
Superhero Gladiators is a collectible card game. If you have not heard of "collectible card games" then you probably will not enjoy Superhero Gladiators. Superhero Gladiators is not the best collectible card game (although it's pretty good), but it is free. If you are playing collectible card games and not yet minding their extravagant expense, you do not yet need Superhero Gladiators.These rules explain how to design your own cards (the superheroes). Before playing the game you must design a collection of cards: four to six is a good number. As with good collectible card games, each card has certain strengths and weaknesses. Then you pick a few of the cards to be your deck (the team of superheroes). If you plan well, the individual cards' strengths and weaknesses will balance each other out. Finally, find someone else who has a deck of superhero cards, or maybe a bunch of such people. Together you use the cards to act out a senseless brawl among the teams of superheroes (the gladiator combat).
Ready to start? All you need is a pencil, and index card, and a calculator if you are lazy or young. Let's make a superhero!
| Anytime you want to, you can look at some sample superheroes by clicking here. |
(1) Superheroes need names. Write one at the top of your index card.
(2) Superheroes need to know how strong, quick, large, and perceptive they are. In a column at the left of the index card write
| STR | (STR measures how strong and tough the superhero is.) | |
| DEX | (DEX measures how fast and agile the superhero is.) | |
| SIZ | (SIZ measures how big and bulky the superhero is.) | |
| PER | (PER measures how quickly the superhero notices things.) |
(3) Use those characteristics to calculate your secondary characteristics (which will be explained later):
| Combat modifier = (2 x DEX) + STR | (Combat modifier measures how accurately your attacks are aimed.) | |
| Oomph maximum = STR x SIZ x 3 | (Oomph measures how beat up your superhero is. Superheroes never die, they just go "oomph", "oomph", and eventually faint.) | |
| Movement rate = DEX x SIZ | (Movement rate measures how much your superhero can move.) |
(4) Determine how often you may perform an action. Each turn is divded into six segments. You can do something on each segment if your movement rate is:
| #1 at least 1 |
#2 at least 26 |
#3 at least 6 |
#4 at least 21 |
#5 at least 11 |
#6 at least 16 |
(So, for example, if your movement rate was 20 you would move on the first, third, fifth, and sixth segment.)
Draw a series of six boxes, as above, and check the ones that show when the hero is able to perform an action.
(5) Now we need to take a break to talk about some terminology that describes superpowers.
The level is how strong or intense or long-lasting the power's affect is.
The uses per game tells you that: how many times can the power be used before it runs out?
A gizmo is a physical object that causes the power to work. A gizmo could be a real-world thing (a sword, infra-red goggles, etc.), a magical thing (a flying cloak, a magic staff, etc.), or the type of technologically advanced stuff superheros often use in the comics (wall-crawling gloves, force field projectors, etc.).
Many superheroes have hidden gizmoes because a lot of superhero gladiator combat is trying to destroy the opponent's gizmoes. (For example, Spider Man's web shooters are a hidden gizmo for his entangling attack: you cannot see them and he does not tell bad guys that if you smack his wrists you might destroy them.) Even better, some super powers have no gizmo or an indestructible gizmo. (For example, Superman's flight works without a gizmo, and Wonder Woman's bracelets are an indestructible gizmo for missile deflection.)
Many superheroes are super-tough or wear armor. But some attacks are able to ignore this. (For example, lightning bolts and magic rays penetrate Robot Man's metal skin unhindered.) Attacks that ignore normal armor are called piercing attacks.
Most superpowers that can do damage from a distance do not involve thrown objects. Instead they are lighting bolts, fire balls, heat rays, ionic displacement beams, etc. However, some distance attacks are missile attacks, which mean that certain heroes can block them more easily. (For example, the Wonder Woman can deflect bullets and arrows and stuff like that.)
Certain superpowers are not reliable. Some only work on a 20-sided die roll of 15 or less. Others are even less reliable, and only work on a 20-sided die roll of 10 or less.
Other superpowers are always on, such as Iron Man's defenses or Wonder Woman's missile deflection. Most powers that have infinte uses per game can be declared always on.
(6) Now you can finally choose your superhero's powers! This requires a bit of math, which keeps things fair. Your superhero can have 200 points of superpowers.
These superpower points are different from the fifteen characteristic points. However, characteristics can be increased at a cost of 30 superpower points per one characteristic point.
You can only by each type of superpower once.
The following chart tells how much superhero powers cost:
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cost = 10 x 1.4948(level - 1) x (3 - 3.15 x 1.1(-uses)) |
Powers can be made more expensive and effective, or less expensive and cheaper. Each power can be enhanced more than once. (For example, a distance attack might be lightning bolts that both work as a piercing attack and have no gizmo.) Each time a power is enhanced it must be multiplied by the enhancement's cost modifier on the chart below:
| Cost Modifier | Things with that Cost Modifier |
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Next is the list of superpowers! For each one you need to decide what it looks like. (Is the flight just moving in the air like Superman, or wings like Hawkman, or little winged boots? Is the close attack a sword, or punching, or a wet noodle?)
| Movement | |
| tunneling* | movement rate = (normal movement rate x level) |
| wall-clinging* | movement rate = (normal movement rate x level) |
| flight* | movement rate = (normal movement rate x level x 2) |
| run fast* | movement rate = (normal movement rate x level x 3) |
| swim fast* | movement rate = (normal movement rate x level x 3) |
| teleport | distance = (20 x level) in feet, line-of-sight only |
| "extra limbs"* | level equals number of "extra limbs", each gives +1 combat modifier or one allows an action on one extra phase, can buy "extra limbs" just as bonuses without really having more limbs |
| jumping | standing distance = (10 x level), running distance = (20 x level), in feet |
| Combat | |
| entangling attack | is a distance attack, opponent escapes by rolling at least [(entangle's level) - STR + 3] x 3 on a 20-sided die, each attempt to escape entangle costs oomph equal to the entangle's level |
| distance attack | damage in oomph equals level x 2 |
| close attack | damage in oomph equals level x 3 |
| denfenses* | grants immunity to damage equal to or less than level x 4, not effective against entangle attacks, not normally effective against piercing attacks |
| force wall | blocks damage equal to level x 5, immoble force wall shaped like a square whose sides are up to (level x 10) feet long |
| healing | after paying oomph to use, the net gain of oomph equals the level |
| absorbing | level 4 only, only usable after defenses block some damage, absorbs oomph equal to damage blocked, absorbing must be made effective vs. piercing to absorb piercing damage |
| missile deflection* | level 2 only, grants 100% immunity to missile attacks |
| copy power | only usable after a close attack that did damage, only copies a power with no gizmo, level equals maximum level of power that can be copied |
| Miscellaneous | |
| enhanced vision* | level 1 allows infrared vision, level 2 allows ultraviolet or x-ray vision or sonar |
| darkness | stationary cloud of darkness, radius = (level x 10) in feet, one type of vision can see through it normally, otherwise distance attacks into darkness penalized to hit by -1 per level of darkness and close attackes in darkness penalized by -2 per level of darkness |
| desolidify | level 3 only, each use lasts for six phases including the phase it happens on, desolidified superheroes normally cannot attack or be attacked |
| shapeshift | level 1 allows mimicry of humanoids, level 2 allows mimicry of animals or plants of similar mass, level 3 allows mimicry of anything of similar mass, both levels 2 and 3 allow escape from entangling |
| life support* | level 1 allows breathing water, level 2 means your superhero does not need to breathe |
First, you get the map of the arena set up. Draw a map on the hexagon paper. This map can be as simple as marking walls for the arena. However, if you have superheroes with movement powers you should draw rivers, buildings, and so forth to make those movement powers meaningful. On a normal map, hexagons are 5 feet across, but you can decide otherwise.
Then put the superheroes in the arena, using their tokens. Place the superhero with the lowers PER in the arena first. In case of tied PER, prioritize by STR, then SIZ, then rolling highest on the die.
This is what happens on each segment:
That's all the rules! Have fun!
Optional rules: