Thread: TMNT board game
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Old 10-27-2015, 06:44 PM   #10
PangolinFeets
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Join Date: Sep 2014
Location: Long Island, NY
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Yea, I am insanely pumped for this. Kevin Wilson, the lead designer of the game, posts spoiler tweets occasionally and has given a lot of cool insight into the mechanics of the game. Just to compile some of the info scattered about the internet:

Quote:
-Focus also lets you use some of your moves, and it represents how smart the hero is, letting them hack computers, open security doors, etc. As for what focus is in-game, you can spend 1 focus to re-roll one, some, or all dice from just about any roll you make. Very handy stuff. (Like Warmachine?)

-Mikey regains focus in a burst, though he needs to be away from bad guys too. When he does so, he can swap out a special move for a new one.

-As for Raph, he regains focus by beating up bad guys, regaining 1 per bad guy he KO's, but he can't spend focus while his move is active.

-Donnie's special ability is "Smart". At the end of each round, he either regains a focus or gives 1 of his to another hero. Donnie is the only turtle with built-in focus recovery like that. The other turtles need to take a certain special move of theirs to do so. As for Donnie, he has a move that's a bit specialized for now: DUZ_MACHINES_84, which is his online handle in the IDW comic book, of course.

-Leo's is "Leader", Donnie's is "Smart", Mikey's is "Nimble", and Raph's is "Loner".

-Each turtle is the best at one stat: Raph is best at Attack. For Donnie, it's Defend. For Mikey, it's Move, and Skill for Leo.

-Leonardo Leads, Party Dude!, and Cool but (C)rude (jury's still out on that) all let the appropriate turtle regain focus in a unique way.

-Leo regains focus slowly, and needs to be away from bad guys for a sec to do so, but he can swap the seats of two heroes when he does.

-There will be interchangeable maps including the rooftops, streets, sewers. They an be mixed and matched.

-There will be 8 terrain types right now. Each is explained on "terrain cards", and the scenario tells you which ones you'll need. Or, in one notable example of terrain interaction, I can let a turtle grind down a rail and kick everyone they pass by. An extra benefit of terrain cards is that I can easily allow unique interactions with terrain, such as climbing or throwing.
As an example, two of the terrain types are hindering (costs +1 move to enter) and unstable (can't end movement in).

-There are 2 kinds of dice in TMNT: Battle dice and action dice. Each have 6 sides. Battle dice sides are: 1 hit (x3), 2 hits, block (x2).

-One of Mikey's moves is "Party Dude!". It allows him to swap out one of his moves for one he didn't choose for this battle. He's a wild guy.

-One of Leo's special moves is "Leonardo Leads", and it involves 2 players switching seats. And yes, that matters.

-One of Donnie's moves, for instance, is "Whirling Defense". While active, he deals 1 wound to his attacker each time he blocks an attack.

-Each hero in TMNT has a pool of at least 5 special moves they can choose from for each battle. The higher their skill, the more moves.

-In TMNT, raising your defense, being near allies, and not being by enemies helps a KO'ed hero get back up in better shape this accomplishes a few things. First, it guides players into creating a successful recovery situation. Also, it creates drama. If Donnie falls down, the other turtles better get over to him and fight off the bad guys long enough to give him an opening to get back up. Having the same hero stay KO'ed twice in a row is a pretty common loss condition for the turtles, so no one can stay down and out too long.
During NYCC, I asked Bobby Curnow about the art. He said it's going to be done by an outside artist that's going to mimic the styles and designs of Santolouco. No art has been released yet.

That's about everything I've heard so far from the design point.
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