top of page
69 New.jpg
58.jpg
25.jpg
72.jpg

So you want to be a
SUPERHERO?

12.jpg
14.jpg
12.jpg
35.jpg

OBJECTIVE:

The goal is pretty simple. The first superhero to obtain a number of Situation cards wins! How many? We recommend three. Feel free to make it as many as you want.


OVERVIEW:

Players take turns being The Mayor.
-To start, The Mayor draws a Situation card and reads it. The Mayor can be as detailed as they like (i.e. specifying locations, weather, time of day, etc.)

-Then, all players draw 2 Power cards.
Choose one as a power and the other becomes the weakness/impairment.
-Each player will take turns explaining why they are the best one deal with the situation.
Allow each player to fairly plead their case without other players interrupting.


-Afterwards, each player is free to discredit and debate as to why someone else is a terrible choice.

-The Mayor can pick a superhero at any time or allow everyone to continue arguing.

When a superhero is decided, The Mayor hands the winner the Situation card to hold on to as a trophy.

Lastly, repeat the vicious cycle.


TLDR: Mayor presents Situation > Players draw powers > Debate > Mayor chooses winner.


 

RULES:

​

These rules are not meant to act as law. Feel free to alter or completely ignore some!

​

-Superheroes must draw 2 Power cards. One will be their power and the other will be their weakness. The bottom blue bar on the Power card reads the power while the yellow/black bar reads the weakness.

-Players DO NOT inherit both the power and weakness on the same card. The Power card chosen as the power will only apply the displayed power. The Power card chosen as the weakness will only apply the displayed weakness.

-If a tiebreaker is needed, all players may draw an additional Power card and applied as a power. The additional card does not apply the weakness.

-Mutiny! If one or more players feel like the current mayor is being unfair, a coin can be tossed to skip their turn. This can only be done once per Mayor per session.

-The Mayor is the sole person who can determine details of the situation at hand.

​

TIPS:

​

This game thrives on the creativity of all players. All the power cards and situations are left incredibly vague. For example, Mike drew the future sight power card. He argues that because he can see the future, everything he does is perfect. Therefore, he is able to perfect walk through fire knowing exactly when each flame is small enough to pass by. He thinks he won but Emma remembered that Mike's weakness was "Senior 60+". She argues that he's too old to be able to do the maneuvers he sees in his future sight. Now Mike is sad.

Its highly encouraged to use the blank cards to create your own powers and situations. Try to keep them balanced. For example, powers that are generally good in many situations should have a weakness that is nearly unnoticeable and vice versa. Keep situations vague to allow creative freedom but dire enough to warrant the superheroes to flex their brain juices to win.

© 2020 Geo Toons

bottom of page