Helldivers 2 Board Game: Exclusive Hands-On Preview
One of last year's standout hits in the multiplayer gaming world was Arrowhead’s Helldivers 2, a thrilling title where players spread democracy across the stars by engaging in intense battles with aliens and robots. Now, following the successful launch of their monumental board game adaptation of Elden Ring, Steamforged Games is set to bring the fast-paced, frenetic action of Helldivers 2 to the tabletop. The board game is currently available for backing on Gamefound. IGN had the opportunity to experience a prototype of the game and discuss its development with designers Jamie Perkins, Derek Funkhouser, and Nicholas Yu.
Helldivers 2: The Board Game
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Development of Helldivers 2: The Board Game began shortly after the video game's release early last year. This adaptation successfully captures the essence of what made the video game so popular: intense firefights, unexpected challenges, and a strong focus on teamwork. The board game also introduces its own unique twists to the formula.
Helldivers 2: The Board Game is a cooperative, objective-based skirmish game that can be played with one to four players. For solo play, the designers suggest using two characters. Players assume the roles of different Helldiver classes, each with a unique perk, a set of action cards for their turn, and a powerful one-per-game "Act of Valor" ability. The demo featured the Heavy, Sniper, Pyro, and Captain classes. Players equip themselves with a kit including primary, secondary, and support guns, a grenade, and three strategems they can deploy. While a recommended loadout is provided on the class card, experienced players can customize their gear before the game begins.
Gameplay unfolds on grid-based boards that expand as players explore, requiring them to place new boards that reveal sub-objectives and primary mission locations. In the prototype, the primary objective was to destroy Terminid hatcheries. As players progress, they encounter increasingly difficult enemies, and the mission timer adds a sense of urgency and tension to the game.
The prototype focused on one objective, destroying a specific number of Terminid hatcheries, but the final release will offer multiple options. Jamie Perkins mentioned that the base game will include two of the three main factions: Terminids and robotic Automatons, each with 10 unit types. Although not confirmed, there's potential for the Illuminate faction to be introduced via an expansion, given Steamforged Games' history with stretch goals.
A key aspect of the adaptation was how it would replicate the video game's feeling of being overwhelmed by enemies. Rather than using sheer numbers like Zombicide, Helldivers 2 opts for fewer, but stronger enemies, leading to more tactical close-up combat.
Turns involve players and enemies adding their action cards to a pool, which are then shuffled and placed on the initiative tracker, similar to Steamforged’s Elden Ring game. Combat is resolved with dice rolls, and every four action cards trigger a random event that can disrupt plans, such as spawning hordes or additional enemies.
On the Helldivers' side, combat involves rolling dice, with each weapon determining the type and number of dice. Damage is calculated based on the total roll value, with every five points inflicting one wound on an enemy. This straightforward damage system avoids the complexity of modifiers and defense values, emphasizing the effectiveness of the Helldivers' training. However, friendly fire can occur, especially with area attacks, adding an element of risk and strategy.
A notable feature introduced by the designers is the 'Massed Fire' mechanic, designed to replicate the teamwork of the video game. Nic Yu explained, "In the video game, you're encouraged to work together as a team. If you have a heavily armored enemy, you need to flank and target weak points. We implemented 'massed fire,' allowing other Helldivers within range to focus fire on the same target, incentivizing group play."
While players can choose to explore solo, the 'Massed Fire' mechanic reduces downtime and encourages involvement during other players' turns, enhancing the overall experience.
Enemy attacks are straightforward, with damage and effects dictated by their cards, causing players to draw wound cards. Each wound inflicts a detrimental effect, and three wounds result in a character's death. However, players can respawn with a full loadout based on the chosen difficulty level.
One element not included in the board game adaptation is the galactic war from the video game. The designers considered including it but decided against it to ensure the board game felt unique and distinct.
Jamie Perkins shared an intriguing piece of "lore" about the board game: "We're positioning it as a training simulation. Helldivers receive this board game to learn how to be better Helldivers." This adds a fun meta-layer to the experience, and fans hope to see Helldivers playing this board game in the video game itself.
Thanks to the talents of Nic, Jamie, and Derek, the board game adaptation feels true to the Helldivers experience. Nic emphasized, "Even with different mechanics, we wanted it to feel like Helldivers, with unexpected events, stratagems that can misfire, and a dwindling pool of reinforcements." Derek added, "We aimed to keep the core loop of Helldivers with mission objectives and points of interest, all while dealing with enemies trying to eat you."
At this stage, the game's core mechanics are about 75-80% finalized, allowing room for community feedback and further refinements. Despite recent concerns about tariffs affecting the board gaming industry, Jamie assured that their plans for Helldivers 2: The Board Game are proceeding as intended, with adjustments if necessary.
After playing the prototype, the systems in place, such as random events and the Massed Fire mechanic, lead to thrilling gameplay moments. While the focus on tactical combat with fewer, stronger enemies is appreciated, I personally enjoy the video game's approach of dealing with numerous smaller foes. Additionally, enemy attacks feel somewhat static compared to the rest of the game's dynamic elements. Introducing variable outcomes for enemy attacks could enhance this aspect.
I'm excited to see what further surprises Steamforged Games has in store for Helldivers 2. The prototype left me eager to explore new classes, game types, and combinations with different enemies and biomes. My friends and I are already planning our next drop.
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