Taking on the role of one of their favorite "Heroes in a Half Shell" or their allies, in Teenage Mutant Ninja Turtles: Change Is Constant players battle their way through scenario-driven campaigns focused on retelling the stories of the IDW comics or one of the many one-shot, quick play missions. Heroes have to battle it out against a team of villains played by either a villain player (in the 4vs1 mode) or an AI-controlled villain (in the co-operative mode). Depending on the game mode chosen, missions generally take between 30-120 minutes.
Change Is Constant is volume one in IDW's series of "Adventures"-branded miniatures games. Both it and volume two (City Fall) are standalone games, while also being compatible with one another. Change Is Constant follows the first two story arcs of IDW's TMNT comic universe series, while City Fall focuses on the story of one turtle's unexpected recruitment into the Foot Clan.
Each standalone box contains five unique heroes and a variety of villains associated with each story, with more than forty miniatures total.
- Popular IP, thematic combat and movement
- Balance can be challenging with asymmetric heroes
- Star Wars: Imperial Assault
Mechanics (from transcript analysis)
- Combat: Dice — Character abilities and movement influence outcomes; dice introduce variance.
- Miniatures-based combat with dice — Character abilities and movement influence outcomes; dice introduce variance.
Video topics + discussion points
Quotes (from this video)
- Dice are not the answer in a first-time design.
- They are toxic. They destroy your first designs.
- Meaningful interesting decisions… the decisions have to mean something.
- Even if you have all sorts of other unique stuff going on in your game that roll for combat just overwhelms it.
- Monopoly has a bit of both, chaotic, entertaining momentarily but ultimately frustrating.
- Event decks can be devastating to your design if they wipe out progress or resources.