Sanity Test for Superhero Checkers

84/100
Final Score
A bit of back and forth between the different gameplays, but still a solid game with fun abilities.
Completed June 1, 2024 by Courtney

Rules 67/80

Structure 7/9

Keep all the relevant and like information together. Because of all the variants, you already have a lot of page-flipping. So when you are explaining things like the turn options, make sure that info is all stuck together in one place. This is especially important for referencing the rules during the game.
Even the base game is confusing, as you tell me right off the bat, I can move or jump. There is no reference that other things will come later. Then all of a sudden, there's a whole page about all the available actions I can use. I should've know all that right from the beginning.
The Rules Clarifications should not be their own sections. They should be written into the rules where it's relevant. If something needs further clarification, explain it right after the first time you tell me about it. Otherwise, your players may get stuck in that sentence trying to figure out what is meant, when the other option is being confused for 3 pages until the answer finally presents itself.

Requirements 3/3

Still there but still could be bigger.

Introduction 3/3

Love the comic book theme. I'd still like the text to be bigger.

Overview 3/3

This is much better. The wordiness and repetitive noun phrases are gone.

Component List 5/5

This is a great component page. Everything is clearly-labeled and counts are listed. The note at the top of the page is also good. The only tiny nit-pick I have left would be to specify that there are an equal number of blue and red components. In an asymmetrical game, you never know.

Component Pictures 3/3

No notes.

Setup 8/10

If there wasn't an image, I would have no idea which ones are the "shaded" squares. They're all a shade of gray.
ASSEMBLED
I don't know what these "Class" selections are. There are no components labeled with "Class tokens" or anything like that.
EDIT: Okay, I found the explanation of the class tracker in the "How to Play" section of the base game. (I read all the setups first, so I missed it initially.) Unlikely that someone reading the rules to play the first time would do it that way, but it is entirely possible that someone who played the base game a week ago and now wants to try a different version would skip over that and not remember what it means. I recommend either putting the part about how to use the tracker in all game modes that need it, or put a note to "see page 6 for how to use the battle tracker."
REINFORCEMENTS
How do I choose which leader to use, and how do I know which tokens to use? Are they labeled? There is nothing in the components about leaders.

Setup Pictures 5/7

I still don't understand why you chose to use green circles instead of the pieces that go there. You showed me the pieces for everything else. What am I missing about this one on p11?
Same note about the green dot on page 13. If there is a specific leader that is supposed to go there, tell me which one. If it's a random selection, tell me that too.
See private notes for more on this.

Game Play 10/15

I don't think much of this has changed from the last sanity test, and I still don't like that it's not written chronologically. You give some of the information up front, but not all of it. Then I get a little further in the rules, and then I find out that there are more options. It's very difficult to follow.
There's just so much back and forth to the three different sections that it's difficult to follow, and to figure out what exactly I need for each section. The "Assembled" version is not that different from the base game (as evidenced by the "How to play" section being so short, and basically telling you to go back to the base game rules). It's only a little bit of setup that you change, so maybe those two versions should actually just be combined. Lots of games have an advanced mode once you play the base game a few times. I'm beginning to wonder if Assembled really needs its own section.
Jumping: If I jump a minion, it goes to my right side. If my opponent jumps my minion, it goes on my left side? How does that work for the other player?
A lot of this would be clearer if you stick to the viewpoint of what player 1 is doing. "If you jump a leader," rather than "If your leader is jumped..."
I think the 3rd bullet under "Jumping the Leader" either has too many words, or words missing. I can't make sense out of it.
"Minions" is not an action word. It doesn't fit in the list of turn actions. It should be under the action of Jumping.
Scoring: Can I only do this with 1 minion, or is it any that I manage to get back there? Where do I put it in the Reinforcements Queue--left or right?
Tell your players early in the book where to find the checkers refresher.
Afterthought: Do these rules ever explain how to use the line of sight tool, marker, ability use tokens, or even the character cards? After looking back over before I submit, I don't remember hearing about these components at all past page 4.

Game Play Pictures 7/7

Images are well-used.

End Point 5/6

Separating out the win and lose condition are good, but the bullets are overused here. I recommend putting these in just two bullets. One for win and one for lose. Use full sentences, and just write in paragraph form with the details about each condition.
The "no passing" point should be a separate paragraph, no bullet point.
Reinforcements
The "If your Minion" statement should be in gameplay, not here. Also, make sure the list shares the same format. Imagine you're saying "You win if (you)" before each statement and see if the rest makes sense.
For example--
You win if:
-You score 7 points
-You eliminate the opposing leader and minions
-Your opponent cannot legally make a move

Overall Comprehension 3/4

Yes, I'm sure I could play, but if I had questions during gameplay, I feel like it would be difficult to figure out where the answer is.

Clarity 3/3

There is still some odd sentence structures, and a few wordiness issues left, but overall, individual sections and sentences are clear.

Presentation 2/2

Great thematic backgrounds, love the images.

Shop Presentation 17/20

Ad 3/3

Much better ad. Now I KNOW it's not "just" checkers.

Backdrop 1/1

Still good. I like the implied action.

Logo 1/1

Yes, good superhero feel.

Action Shots 4/5

I like the new images. That shows me the extra stuff that's also not checkers. I would still like a few more close-up images of components and especially a few cards. If there's a box, I'd like to see the cover art as well.

Description 4/5

All the same notes as the previous test. I don't think any of this has changed.

Video 4/5

Good video. Gets through the basics to get to the unique bits and spends most of its time there. I wouldn't mind a little more hype (it is superheroes after all) and a little faster action (or less dead air) but you also don't want it to get too over-the-top either.
While I love the voice and accent, it doesn't scream "superhero." I imagine more of a "Don LaFontaine action movie trailer" kind of voice. :)
A SLIGHT increase in music volume may help as well. I don't know if all the music was only coming out of the right channel, but that's what it sounded like on my laptop. I thought the music was actually in the other room.


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