The great promise of a legacy board game is the way it grows and changes
while you play it. But you get that experience over the course of many,
many plays that can take weeks or even months. It's only logical that
someone would try to condense the same "evolving game" experience into a
single-play game. That's Custom Heroes.
Each round of Custom Heroes begins with a shared deck of cards being
dealt out evenly to all players. Each player also receives a random
supply of transparencies they keep hidden behind a screen. The game
comes with clear sleeves for all the cards, so that on your turn, you
can pay the costs associated with one of your transparencies to slide it
into the sleeve in front of the card, transforming it both visually
(adding weapons to a character, for example) and mechanically (changing
its number value).
It's a neat idea, but it's in service of a not-terribly-neat game. The
game play is essentially identical to a public domain game you can play
with a standard 52 card deck: President. (The most well-known published
adaptation of that is The Great Dalmuti.) Basically, a "trick"
opens with a player playing to the pot any number of cards all with a
matching number. Play then proceeds around the table with everyone
required to play the exact same total number of cards, while increasing the value played.
The first player to run out of cards in hand wins the round; in Custom
Heroes, that gives you victory points toward a winning score.
Meanwhile, players who finish the round later get more crafting points
and transparencies to alter cards on future rounds -- a way to catch up.
But every card you alter to help you in this round stays permanently changed when you reshuffle and redeal the deck for the next round.
As the game unfolds over several rounds, an opponent's changed card
might show up in your hand, and the mix of cards gets increasingly more
diverse.
It's a trivially simple game... and in theory, I understand why. You
have to have a simple skeleton for play here, so that altering the cards
doesn't make it too complex in later rounds. But that's a tough balance
to strike, and I don't think Custom Heroes does it very well. Round one
is so straight-forward and without nuance that it simply isn't that
fun. Your ability to win the hand is more a factor of luck than it is
any strategy you might try to run.
If luck shuns you, though, you quickly wind up with an almost
overwhelming number of potential card upgrade transparencies. The
screens you use to hide them from the other players is so small that you
end up stacking upgrades on top of each other, so you have to thumb
through them all and grind the game to a halt every time you want to
think about using one. Things can grow and change almost too fast.
And yet, they sort of have to, because the game doesn't actually last
more than a couple rounds. This too, I can understand in theory. It's
not that engaging a game, and if you were locked into it for, say, an
hour or more, you'd get bored of it. (It barely sustains 30 minutes.) I
can see the logic behind all the design choices here... yet I still find
myself wishing that the game started with a "higher floor," unfolded a
bit more slowly, and concluded with a "lower ceiling."
What I really wish is that it wasn't just so much random chaos. If you're a "serious gamer" who's ever played Fluxx with "less
serious gamers," this experience will feel familiar. You don't play
Custom Heroes so much as it plays you. There is a little bit more agency
here than in Fluxx, I'd argue, so I'd certainly choose Custom Heroes to
play (if forced to play one). Still, it all feels to me like a gimmick I
hope someone else figures out how to use better somewhere else.
I'd give Custom Heroes a C-. It's short enough that I'd probably agree
to another game of it, if that's what everyone else was keen to play.
But it's not very satisfying, so I certainly wouldn't want it to be the
only (or last) game of the night.
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