One of last year's breakout successes in the multiplayer gaming world was Arrowhead’s *Helldivers 2*, a game that aimed to spread democracy across the stars by engaging in intense firefights against aliens and robots. Following their success with the board game adaptation of *Elden Ring*, Steamforged Games is now bringing the fast-paced and frenetic experience of *Helldivers 2* to the tabletop. The board game is currently available for backing on Gamefound. IGN had the opportunity to play a prototype and discuss it with designers Jamie Perkins, Derek Funkhouser, and Nicholas Yu.
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Development of Helldivers 2: The Board Game began shortly after the video game's launch early last year. This adaptation captures the essence of what made the video game so popular and exciting, including tense firefights, chaotic surprises, and a teamwork-centric experience, while also introducing unique tweaks to the formula.
Helldivers 2 remains a cooperative, objective-based skirmish game where one to four players (with a recommendation for solo players to use two characters) work together to complete objectives while surviving enemy mobs and events. Players assume the roles of different Helldiver classes, each with a unique perk, a set of action cards, and a powerful "Act of Valor" ability usable once per game. The demo featured the Heavy, Sniper, Pyro, and Captain classes. Each player selects a kit consisting of primary, secondary, and support weapons, a grenade, and three strategems, with recommended loadouts on the class card, but players can customize once familiar with the game.
Gameplay occurs on grid-based boards that expand as players explore, revealing sub-objectives and primary objectives, such as destroying Terminid hatcheries in the prototype. As the mission progresses, more challenging enemies spawn, and a mission timer adds urgency, keeping the game tense and frenetic.
The prototype focused on destroying Terminid hatcheries, but the final release will include multiple objectives. Jamie Perkins mentioned that the base game will feature two of the three main factions – Terminids and Automatons – each with ten unit types. While not confirmed, the Illuminate faction may appear as an expansion.
A key aspect of the adaptation is how it handles the feeling of being overwhelmed and outnumbered. Helldivers 2 opts for fewer, stronger enemies for a more tactical, close-up fight, unlike games like Zombicide or Nemesis.
Turns involve players and enemies adding action cards to a pool, which are shuffled and placed on an initiative tracker, similar to Steamforged's Elden Ring game. Combat is based on dice rolls, with a unique feature where every four action cards played triggers a random event, often disrupting plans and adding excitement.
On the Helldivers' side, combat uses dice rolls with each weapon specifying the type and number of dice. Damage is determined by the total roll value, with every five points inflicting a wound on enemies. This straightforward system eliminates complex modifiers and defense values, emphasizing the impact of each attack. Friendly fire is a risk, especially with area attacks, adding a strategic layer to gameplay.
The 'Massed Fire' mechanic is a new feature the designers are proud of, recreating the feeling of teamwork from the video game. Nic 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 shoot at weak points. We implemented 'massed fire,' allowing other Helldivers within range to join in on the attack, incentivizing group play."
Players can choose to explore alone, but the 'Massed Fire' mechanic reduces downtime and encourages involvement during others' turns. Enemies, however, have static attacks, causing players to draw wound cards, each with detrimental effects. A player dies after three wounds but can respawn based on chosen difficulty, returning with a full loadout.
One aspect not included in the board game is the galactic war from the video game. Jamie shared that the board game is positioned as a training simulation for Helldivers, adding a unique lore element.
Despite the new medium, the designers aim to maintain the Helldivers feel. Nic said, "We wanted to ensure that, even with different mechanics, it still feels like Helldivers. We included unexpected events, stratagems that can go awry, and a dwindling pool of reinforcements." Derek added, "We kept the core loop of mission objectives and the thrill of chasing the shiny, dealing with enemies trying to eat you."
Currently, the game's core mechanics are about 75-80% finalized, leaving room for community feedback and potential adjustments. Jamie reassured that recent concerns about tariffs won't affect their plans.
After playing the prototype, I found the systems fun, especially the random events and 'Massed Fire' mechanic, which led to epic moments. However, I felt the game could benefit from more smaller enemies to create a sense of overwhelming chaos, similar to the video game. Additionally, enemy attacks feel static and could be enhanced with varied outcomes determined by dice rolls.
I'm excited to see what other surprises Steamforged Games has in store for Helldivers 2. The prototype has 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 mission.
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