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Super Comics

Super Comics Rulebook

Table of Contents

Table of Contents

  • Goal of the Game
  • Components
  • The Game
  • Setup
  • Solo Heroes
  • Challenges
  • End of the Game
  • Super Comics Code of Ethics
  • Royal Rumble (for large groups)
  • Team Play

Goal of the Game

Each player takes on a superhero who seeks to obtain the title of the best superhero. The first to win 5 face-to-face duels wins the game!

Components

  • 100 Duel cards
  • 5 Rescue cards
  • 1 Target card
  • 4 Rules cards

Give each player a pencil and a sheet of paper.

Some challenges call for a timer. Ignore them if you do not have one.

The Game

There are two ways to play SUPER COMICS. The first, more classic, has players taking turns. The second, more explosive, has everyone playing at the same time. The second version is recommended with more than 10 heroes.

Setup

Place the 5 Rescue cards face down in different places around the room, making sure everyone knows where they are. Shuffle the Duel cards and place the pile in the center of the table. Place the Target card beside it.

Solo Heroes

The strongest player starts the game. This player is the active player. Each player chooses a superhero name and writes it on their sheet: for example Super Puissant, Invincible Man, or Le Vengeur Masqué.

Challenges

On their turn, a superhero challenges another hero by saying: "I, Super Puissant, challenge you, Vengeur Masqué!"

These two players are called the "competitors." A third player, called the "referee," is chosen by the active player. The referee draws the first card from the pile without showing it, and reads it to themselves.

  • Green cards: The referee reads the card aloud and places it face up on the table. The competitors carry out the duel when they are ready.
  • Orange cards: This is a speed duel. The referee takes the time to read the duel silently to themselves. This rule is important. Then, quickly, the referee reads it aloud to the competitors. The reader must not stumble. The first competitor to perform the requested action wins the duel. Note: in every duel, a mistake by a competitor automatically results in a defeat. The "Alerte générale" card concerns everyone.
  • Blue cards: Blue cards concern ALL players. The card is placed face up on the table. This is an endurance challenge that is not won immediately. A constraint is imposed on all competitors; for example, forbidding them to say the word "yes." Once the rule is understood, the referee draws a new Duel card for the active player and their opponent, and the game continues normally. From then on, the heroes watch each other. The first to spot another player breaking the prohibition wins the duel. A new blue card replaces one already on the table.

When players need a card to carry out a duel (for a dice roll, for example), they take it from the Duel card pile and discard it after use.

A player keeps the card of a duel they win. The player to the left of the active player becomes the new active player.

End of the Game

When a player wins their fifth card (their fifth duel), they are immediately named the superhero of the evening and the game ends! During the game, heroes may hide the number of duels they have won.

Super Comics Code of Ethics

  • A competitor must always do everything in their power to win the duels in which they take part. Otherwise, they automatically lose that duel and give one of their previously won cards to their opponent.
  • Make sure each player takes part in a similar number of duels. The active player must challenge a player who has not been challenged during this round of play. A round is complete when every player has been active once. With an odd number of players, some player will necessarily be challenged more than once.
  • Players who judge the "performance" of two competitors, for example in an impression, must show great moral sense. It is strictly forbidden to disadvantage a player simply because they might win the game!

Royal Rumble (for large groups)

Remove the 20 cards marked with an asterisk (*). Shuffle the remaining cards and deal them equally among the players (maximum of 5 cards per player). Players do not look at the cards they receive. Play by the same rules, but everyone at the same time!

On the signal, a player may challenge any free hero (one not already involved in another duel), but never the same person twice in a row. During a duel, the two players form a pile with their unused Duel cards. They draw a card at random, read it quickly to THEMSELVES, and carry out the challenge. Some duels require the quick intervention of a referee, for example to give a word or a name. In that case, the player nearest to the referee is asked. A player keeps the card of a duel they win, taking care not to confuse it with their unplayed Duel cards. The competitors separate the unused Duel cards between them.

When you come across blue cards, be sure to announce the constraint very loudly so that everyone understands it. Leave unresolved blue duels near the Target card, so they can be easily picked up.

When all the challenges have been carried out, the hero who has won the most gains the victory! To avoid any cheating, they announce the duels they have won to the assembly.

Team Play

Super Comics lends itself very well to team play. Form 3 teams with the players present. On each turn, each team chooses a hero to represent it in the duel. One team challenges another, and the third team acts as referee. Give your team a name. Team 1 challenges Team 2 first; then Team 2 challenges Team 3; and finally Team 3 challenges Team 1. Continue until one team has won 5 duels (or any other number you find suitable!).