Daring Heroes: The Golden Age is an exciting adventure card game that puts each player in the role of a fantastic superhero of yesteryear.
The players team up to foil the villains’ crimes and must be vigilant against their dastardly Doomsday Devices! Heroes rally together against villains to score events.
The players need to score 50 points worth of events before the villains do to foil the villains’ despicable deeds.
Daring Heroes: The Golden Age comes with one die, nine Hero cards, and three decks: the Action Deck, the Event Deck, and the Villain Deck.
The Action Deck contains Feats, Sidekicks, and Devices that empower the Heroes. The Event Deck contains standard Events worth 1 to 5 points and the dreaded Doomsday Device special Events. The Villain Deck contains Villains and the Devices and Henchmen that will help them take over the city.
Vote for the stretch goal heroes and sidekicks by clicking here!
Shuffle the Villain Deck, the Action Deck, and the Event Deck.
Place the decks on the table according to the diagram below. Each player chooses a Hero and places the corresponding Hero card in Headquarters. Each Hero draws 3 cards from the Action Deck. You can never have more than 3 cards in your hand.
Because Daring Heroes is a cooperative game, the cards in your hand do not need to be kept secret. VILLAIN LINEUP This is where the Villains marshal their forces and plot their nefarious schemes. CHAIN OF EVENTS This is where the Villians’ plans come to fruition. Your team of Heroes needs to calculate which of the Events require the most attention. THE STREET This is where the Heroes rally to foil the Villains. HEADQUARTERS This is where the Heroes return between rounds to equip themselves to fight the Villains.
How to Play
1. Event Phase. Draw and place Event cards from the top of the Event Deck onto the table to form the Chain of Events. The Chain of Events contains one more Event than there are Heroes in play. For example, at the start of a 4-player game, there should be 5 Events. If heroes have been eliminated and only 2 heroes are left, there should be 3 Events.
2. Villain Phase. Assign one Villain to each Event.
• Draw a card from the Villain Deck and place it in the Villain Lineup at the first Event. If the card is a Henchman or a Device, continue drawing and placing cards at that Event until a Villain is placed.
• In the same manner, draw and place cards in the Villain Lineup for the remaining Events until each Event has one Villain.
3. Action Phase. Each Hero may take 1 action. The possible actions are:
• Play a card from your hand, then draw a card from the Action Deck.
• Discard a card from your hand, then draw a card from the Action Deck.
• Trade a card from your hand with another Hero. This only uses one Hero’s action.
• Use an ability that costs an action.
There are three types of cards in the Action Deck: Devices, Sidekicks, and Feats. Devices and Sidekicks are equipped by the Hero. Place the Device or Sidekick card underneath the Hero card so that the name and bonus numbers are showing. A maximum of one Sidekick and one Device may be equipped by each Hero. To equip a Device or Sidekick on a Hero that already has that type of card equipped, discard the equipped card, then equip the new card. When a Feat card is played, follow the text on the card. Discard the Feat card at the end of the round.
4. Hero Phase. Assign each Hero to an Event. Multiple Heroes may be assigned to the same Event. Place each Hero with any equipped Sidekicks and Devices in The Street at the assigned Event. Once each hero is assigned to an event, figure Might and Grit Totals for each Hero.
• Roll a die and add the result along with all Might Modifiers from Feats and equipped Sidekicks and Devices to the Hero’s Might. This is the Hero’s Might Total.
• Add all Grit Modifiers from Feats and equipped Sidekicks and Devices to the Hero’s Grit. This is the Hero’s Grit Total.
5. Combat Phase. Resolve combat for each Event.
• If the combined Might Total for all Heroes at the Event is equal to or greater than the Villain’s Might Total plus the Event’s point value, the Heroes score the event. Place the Event card in the Heroes’ Score Pile.
• If the combined Might Total for all Heroes at the Event is equal to or greater than the Villain’s Grit Total, the Villain is defeated and discarded with all equipped Devices and Henchmen.
• If the Villain’s Might Total is equal to or greater than the combined Grit Total for all Heroes at the Event, all Heroes at the Event are defeated and discarded.
• Any uncontested Events are won by the Villains. Place the Event cards in the Villains’ Score Pile.
• There are special Events called DOOMSDAY DEVICE! The Doomsday Device has a score of 0 and can never be scored by the Heroes. If the Heroes would score the Doomsday Device, it is instead shuffled back into the Event Deck. If the Villains score 3 Doomsday Devices of the same set, the Villains immediately score 50 points. The set is indicated by the Doomsday Device Set icon.
6. Resolution Phase. Discard any remaining Feats and return the Heroes to Headquarters.
This is the end of the round. Begin the next round at Step 1, the Event Phase.
How do we do the custom cards? Wonder no longer, friend!
We start with an image you provide.
Then we hand draw a version of the image.
Finally, with the help of some Photoshop magic, we have a new card!
A unique gift, to be sure!
$1,000 Adding more heroes and sidekicks
Vote here in the comments
$1,500 Adding more villains and henchmen
$2,000 Adding more mystery cards
Risks and challenges
The cards are all finished, and a proof has even been approved. The only step we need to make is ordering for the backers.
Should any unforeseen issue come up and stymie our efforts, we will keep the backers informed on progress.
We've always shipped complete rewards for all 11 Kickstarter projects I've been a part of and rarely miss our deadline (it's happened but never more than a couple weeks.)
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