There's no rest for the wicked — or anyone who has to deal with them! You're a young hero trying to learn your powers and to deal with being a teenager as well as the villains and problems that surround you...which seem to get more and more complicated as you go!
Based on Robert Kirkman's iconic comics and the series adapted by Amazon Video, Invincible: The Hero-Building Game has you step into the shoes of Atom Eve, Rex Splode, Robot, and Invincible to work together to protect Earth.
A fusion of bag-building and tableau-building allows you to customize your hero each game. Press your luck and risk crashing to deal with the numerous threats at once, while trying to rescue civilians and your fellow heroes.
Campaign-based gameplay takes you through the key events of Invincible's story in Season 1 of the series.
—description from the publisher
- strong thematic integration with Invincible IP
- cooperative puzzle with episodic progression
- robust card/power synergy and upgrade path
- solo play option via episode-based campaign
- rules are complex and have a steep learning curve
- reliant on luck of cube draws and occasional 'crash' risk when too many black cubes are drawn
- potential downtime due to simultaneous play and planning
- balancing for solo vs 2-player can be subtle and requires careful setup
- team-based hero work, saving civilians, thwarting mega-villains
- Urban superhero setting centered on the Guardians of the Globe, with Mount Rushmore as a key territory in the campaign
- episodic/campaign scenario with tutorial-first episode and escalating threats
Mechanics (from transcript analysis)
- action-slot activation — placing required color cubes to activate actions on hero boards
- bag building — draw cubes from a bag and place them on action slots to activate abilities
- bag-building/draw-and-place — draw cubes from a bag and place them on action slots to activate abilities
- Combat: Damage Based — villain and hero health tracking; KO leads to loss; casualties track per round
- confidence tokens and training phase — earn confidence to acquire powers during a training phase; activation of ultimate powers costs confidence
- cooperative actions — drone tokens add additional damage after other actions; synergy with certain cards
- Cooperative Game — two heroes share a common deck and act in a round-based flow per episode
- cooperative play — two heroes share a common deck and act in a round-based flow per episode
- drone/tactical ability and synergy — drone tokens add additional damage after other actions; synergy with certain cards
- hero health and KO conditions — villain and hero health tracking; KO leads to loss; casualties track per round
- thwart, rescue, and attack actions — different action types to protect Mount Rushmore, save civilians, or damage villains
Video topics + discussion points
Quotes (from this video)
- we won without a single KO without a single civilian in casualty
- Guardians gather it's a ton of orange Cubes
- we're playing on normal difficulty
- coordinated assault
- bubble up
- thwart tokens