In the scenario-driven campaign games Teenage Mutant Ninja Turtles Adventures, which are based on IDW's TMNT comic series, players engage in combat with and against well-known <PERSON> characters.
IDW Games is the publisher of the TMNT video game, which was created by <PERSON>, <PERSON>, and <PERSON>.
TMNT Adventure Gameplay
When playing TMNT Adventures, you start by selecting a campaign within the Adventure Comic, which has several tales from the TMNT comic book series. You may also just play one of the solo Arcade Wars or choose from any of the situations as a one-off. Each scenario specifies the heroes' and villains' winning conditions, the number of participants in the conflict, and the map layout, which has several terrain types that can alter what your heroes can see and how they can travel. Unless the scenario specifies otherwise, you can use heroes from any of the TMNT Adventures games.
Every hero has their own Hero Sheet, special move cards, and action dice. The symbols on a hero's dice, together with their unique power and several qualities (such as mobility, attack, defense, and health), are listed on a hero sheet. The number of Special Move cards for your hero you can use in combat is indicated by the Skill attribute, while the number of Focus (reroll) tokens you receive is shown by the Focus attribute.
Three steps make up each round in cooperative mode:
Setup- The two outer dice are placed in sequence so that they may be shared by the heroes seated on either side of them. Everyone rolls their action dice, with the opportunity to reroll certain dice (by using Focus tokens). For instance, you can ensure that your far-right die is a katana so that the hero to your right will receive a katana token if they require an extra strike. You can get Focus if you roll a Chi symbol, endeavor to recuperate, and then spin that die to either side.
Battle: You take turns drawing cards from the Initiative deck, which contains both cards for heroes and cards for villains. When a villain's card is revealed, all associated figures move toward and engage in line-of-sight combat with heroes. evil henchmen only get two actions each activation while evil overlords get three. 17
When your hero's card is revealed, you can move and engage in combat with the bad guys by using the icons on your dice.When you attack, you roll a number of combat dice equal to your Attack attribute times as many attack icons are present on the action dice you are activating. You need enough victories to surpass the antagonist's Defend attribute in order to earn hits. Actions can be split up or combined; for instance, two shuriken (ranged) dice can be used to make one powerful assault or two lesser ones. Additionally, during this phase, you have the option to play one of your Special Move cards by using one or more of your action dice.
Clean-up — New foes appear, and you prepare for the following round.
When a hero's energy reaches nothing, they get "knocked down" and are allowed to "awaken" by rolling dice with a value equal to their Defend attribute plus some modifiers on their subsequent turn. The heroes are defeated if at any stage any one of them is taken down. If the villains fulfill their win requirements before the heroes do, the heroes also lose.
Pros:
The dice sharing system, which enables players to assist their colleagues by providing them with the actions they require, is the hallmark of these games. The heroes and villains seem distinctive thanks to their traits and skills, and the designers did a terrific job with the ability cards. Pre-game planning includes analyzing the villains and map layout to determine which skills will be most helpful. Maps make setup incredibly simple, specific rules and objectives are clearly written out, and the Adventure Comics are presented with an image or full one-page comic. Campaigns and stand-alone scenarios are also included in the games, which feature the Grind action, which enables players to traverse through certain terrain and assault anything around.
Cons:
Random turn order keeps tension high, but can be frustrating. Rules are easy to understand, but terrain and line of sight rules are confusing. Campaigns can only be played if one owns both games. 937