TMSH

Trust Me, I'm a Superhero Review

Designer: Jack Ford Morgan

Artist: Alison Meyers

Players: 3-8 Players

Duration: 30-60 Minutes

Age: 8+

Thank god you're here!

HMGames.jpgThe mightiest superheroes have abandoned the city. You’re all that’s left  to answer a Citizen’s Call for Help - no matter the danger (or lack thereof!).

By combining whacky Super cards with questionable Power cards, you must try to win the round by convincing the Citizen you should be the one to answer their call.

Winners become the next Citizen and you keep playing until one hero has won three times. If that's you... congratulations! You've done an ABOVE AVERAGE JOB! - from Half-Monster Games

DISCLAIMER: I played the game on Tabletopia for the purposes of this review. Also, it is not my intention to detail every rule in the game, but rather to go through a general overview, how it plays and my reaction to it. If you’re interested in the game, be sure to head to their Kickstarter campaign.

How To Play Trust Me, I'm A Superhero

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Everyone is dealt 5 Super cards and 5 Power cards. 

To start off the game, one person picks up 3 Citizen cards and chooses one to lay face down on the table.

Everyone else picks a Super and Power card combination to lay face down on the table. 

Once the Citizen has called for help, each person uses their Super and Power card to try to convince the Citizen they should be the one to answer their call for help.

The Citizen picks the winner and the game continues until one hero has won three times.

The Good

TMIASH is incredibly easy to pick up. It took less than 5 minutes for me to learn the rules from someone and, when playing with non-reviewers, it took approximately the same amount of time for them to read through and understand the simple 2-page rulebook. Since the game is so straightforward in how it plays, it was quick for us all to get started and get the hang of it, which I most definitely like in lighter games like this. 

The fact that you pick your Super and Power before you even know what troubles your Citizen will have really allowed me to get my creative juices running. Since you never know what your Super and Power combination will be solving for, it’s a game that requires you to not only be quick on your feet, but also be able to string together coherent storylines in order to argue a point - why is “Tentacle + Ball” better than “Really Fast + Bear” to help a Citizen with their flat tire? You tell me. 

The fact that the game designers have thrown in everything from the mundane (i.e. I dropped my ice cream) to the absurd (i.e. a cursed benign is murdering everyone and seizing the city) makes for lively storytelling. Moreover, since I played the game with people who I’m really close to, the prompts, answers and ensuing stories really drew out laughs from all around.

Although the rules indicate that the game ends after someone has convinced 3 Citizens that they are the right superhero for the job, there’s ample opportunity to continue playing the game beyond those set rules. 

As you can probably tell, this isn’t a game for everyone. The more reserved people in the family or game group might choose to sit this one out. However, I’m placing this in the “Good” column since observers will most definitely still enjoy watching the game unfold.

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The Other

Although cards from all three decks (Citizen, Super and Power) were quite creative, some of them proved more difficult than others to put together in a coherent way (i.e. Were- as the Super card was difficult for us all to figure out how to make it really work out with a Power card with any of the Citizen issues that came up).

TMIASH is also one of those games where it is much more comfortable to play with people you already know (unless you’re an extrovert). Those more on the introverted side might have difficulty getting into it since it requires a lot of conversation and the drive to really one-up each other to make it more enjoyable. It also might make it uncomfortable for people who aren’t already familiar with one another to really let their humor and creativity fly.

One of the drawbacks of a game like this is the number of players. Since the game is good for 3-8 players, it might be difficult to get that number of people together, especially during the time of COVID. Also, for the review, I played this at the 3P count, but can see this being much more enjoyable at the 4-8P count more like other “party” games like Cards Against Humanity or Apples to Apples.

Final Thoughts

Ultimately, there are three groups of people who I’d strongly recommend the game for:

  • The ease of explanation and encouragement of creativity, improvisation and storytelling makes this a no-brainer to have in your repertoire if you have kids.
  • If you’re a fan of games like Cards Against Humanity (extra push if you use it as a drinking game; really this will be incredible as a drinking game), this one is a must-have to add to game night.
  • If you enjoy party games with a dash of improv to really lighten the mood of a serious and heavy game night, grab yourself a copy.

Their campaign is live now and will run until November 25.