Sanity Test for Danger Suit

75/100
Final Score
Well-Illustrated and well-written rules will be great with a few tweaks. Shop page is a good start.
Completed May 6, 2016 by CrassPip

Rules 62/80

Structure 7/9

Some of the rules could be reorganized (as suggested below.)

Requirements 0/3

The rules should list play time, number of players, and age range. These can simply be icons at the top of the rules.

Introduction 2/3

Simple and to the point.

Overview 2/3

The overview "Suit Orientation" is good at a high level, but it could mention more detail about how the game is mechanically played.

Component List 5/5

Component list with quantities and pictures.

Component Pictures 2/3

My only complaint is sometimes the alignment makes it hard to see which picture goes with which line. Given the varying sizes of components, I don't have a good remedy for this, however.

Setup 10/10

It is not mentioned that we have to separate the cards into their respective decks. 1. Are characters chosen randomly or by choice? 2. There should really be a picture of the Channel 4+ Heroes logo. 5. The ordering of this would be better if it mentioned who does it first (teams alternate placing one tile.) 7. "Place them in the corresponding places on the Villain's card" could be more explicit. Perhaps an example would help.

Setup Pictures 5/7

As mentioned, a picture of the Channel 4+ Heroes logo would be good, as would a picture of the Energy Pool card.

Game Play 10/15

Rather than "player to the left of the villain," which is ambiguous, "player to the villain's left."¶ Since some of the rules are given inline, forward reference the combat section when you mention attack, e.g. See Combat on page 5.¶ Attack and Move onto Lab or Power Station: The description of when you spend one versus two AP is a little confusing. It would be simpler to just say that you can take no further actions after doing this action.¶ Lab: Also forward reference the Event and CDF card rules.¶ Power Station: Where do the cubes come from? "Equalize" should be spelled out more explicitly. In the example, why can Jill only hold 5 cubes?¶ Villain: Destroy: Can you destroy a tile anywhere in the city?¶ Combat: 1, 2: I'm not clear how the attack tile indicates the suit part you are using. Are they labeled Left Arm, etc? (It says matching icon, but I'm not sure what icon it is referring to.) 3. The rules about eliminating dice based on the villain's defense should be stated in the main text, not just the example. 5. This should mention the bonuses shown later. 6. Loser: First it says give an energy cube to the winner, and then it says discard, which is not the same thing. "From their personal collection" is odd wording. ¶ The Equipment Summary would be better earlier in the rules. It has the rule about max 5 energy cubes that I questioned earlier.¶ The rules in the box at the top of page 8 should be spelled out in the text. Combat should state that those bonuses exist and should be added as appropriate.¶ The rules about CDF cards should be included where they are mentioned in the Lab section. Or alternately forward reference the CDF card diagram.¶ Mutation and Minion diagram: Heroes must roll higher than this to win combat isn't really true. They have to have total value higher than that (including bonuses,) not just the roll.¶ City Tiles: This section needs to be moved up to the part about building the city.¶ There should probably be an explicit description of equipping suit and mutation cards. I assume any new card replaces one in the same spot. Do you get to choose which you keep, or if you draw a new card, are you required to equip it?

Game Play Pictures 5/7

Pictures highlight the applicable components' parts and illustrate examples.

End Point 5/6

Straightforward.

Overall Comprehension 4/4

A few rules had to be deciphered from examples, but they seem clear overall.

Clarity 3/3

Well-written with very few errors. "Amount" is used repeatedly when "number" should be used instead. On the top of page 10, "anytime" should be "any time."

Presentation 2/2

The main rules look nice. Why is the cover black and white? The colorful art is more appealing.

Shop Presentation 13/20

Ad 1/3

The picture is nice, but the text is not compelling. What is it about the game that makes it special?

Backdrop 1/1

Good.

Logo 1/1

Good.

Action Shots 4/5

The ones that are there are fine. I'd also like to see a picture of the complete game as set up, and/or a picture of all the components and box.

Description 4/5

Good combination of theme and game overview. It could go into a little more detail as to how the game is played (tile-laying, dice rolling, etc.) The text is a bit redundant, mentioning the win conditions several times. "Outmaneuver" is one word.

Video 2/5

The production value is pretty high, but the pacing is frenetic. There is a lot of text that is large and in a stylized font and goes by quickly, so much of it is almost impossible to read. I don't feel like I know how to play after watching the video.


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