Last year's multiplayer gaming scene saw a phenomenal rise with Arrowhead's Helldivers 2, a game that combined democracy-spreading missions with high-octane alien and robot combat. Now, following their successful adaptation of Elden Ring into a board game, Steamforged Games has turned their attention to the fast-paced and frenetic world of Helldivers 2. The new board game adaptation is currently available for backing on Gamefound. IGN had the opportunity to play a prototype and sit down with the game's designers, Jamie Perkins, Derek Funkhouser, and Nicholas Yu, to discuss their approach to this exciting tabletop version.
Helldivers 2: The Board Game
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Development of Helldivers 2: The Board Game began shortly after the video game's launch last year, aiming to capture the essence of what made the original so thrilling. The board game successfully recreates the intense firefights, unpredictable surprises, and team-based gameplay, while adding unique twists to enhance the experience.
Helldivers 2 remains a cooperative, objective-based skirmish game, playable by one to four players. The designers suggest solo players control two characters to maximize the fun. Each player assumes the role of a distinct Helldiver class, such as the Heavy, Sniper, Pyro, or Captain, each equipped with a unique perk, a set of action cards, and a one-use "Act of Valor" ability. Players can customize their loadouts with primary, secondary, and support weapons, grenades, and three strategems, with suggested configurations listed on their class cards.
Gameplay unfolds on grid-based boards that expand as you explore, revealing sub-objectives and primary mission locations, such as Terminid hatcheries to destroy. As you progress, tougher enemies spawn, and a mission timer adds urgency, keeping the game tense and fast-paced.
The prototype I played focused on destroying Terminid hatcheries, but the final release will offer various objectives. The game includes two main factions: the Terminids and the robotic Automatons, each with 10 unit types. While not confirmed, the possibility of an expansion featuring the Illuminate faction remains a tantalizing prospect, given Steamforged's history with stretch goals.
One of the key curiosities was how the board game would convey the sense of being overwhelmed and outnumbered. Unlike Zombicide, which relies on sheer numbers, Helldivers opts for a more tactical approach with fewer but stronger enemies, challenging players progressively throughout the mission.
Turns involve players and enemies adding action cards to a pool, which are then shuffled and placed on an initiative tracker similar to Steamforged’s Elden Ring game. Combat relies on dice rolls, with every four action cards triggering a random event that can disrupt plans, adding to the game's chaotic nature.
On the Helldivers' side, combat mechanics involve dice rolls, with weapons dictating the type and number of dice used. Damage is straightforward: every five points rolled inflicts a wound on an enemy. This simple yet effective system eliminates the need for complex modifiers or defense calculations. While friendly fire is a risk, it adds a strategic layer to the game.
A standout feature the designers are proud of is the ‘Massed Fire’ mechanic, designed to replicate the cooperative shooting experience from the video game. Nic explained, "In the video game, you're encouraged to work together as a team. You have a heavily armored enemy, you need to flank and shoot at weak points if you don't have a support weapon. We implemented 'massed fire,' allowing other Helldivers within range to join in the attack, explicitly incentivizing teamwork."
This mechanic not only encourages collaboration but also reduces player downtime by allowing involvement during others' turns, enhancing the overall experience.
Enemies, however, have a more straightforward approach, dealing set damage or effects as per their cards, causing players to draw wound cards. Each wound inflicts a negative effect, and three wounds result in a character's death. Fortunately, respawn mechanics allow players to return with their full loadout, varying by chosen difficulty.
One aspect not included in the board game is the galactic war from the video game. The designers opted to focus on making the board game unique, viewing it as a training simulation for Helldivers. Jamie humorously suggested that in the future, Helldivers in the video game might be seen playing this board game as part of their training.
The designers, Nic, Jamie, and Derek, have ensured that despite the different medium, the essence of Helldivers remains intact. Nic emphasized, "We wanted to make sure that even though we had different mechanics, it still felt like Helldivers – with unexpected events, stratagems that could go awry, and dwindling reinforcements." Derek added, "We needed to keep the core loop of what Helldivers is – mission objectives, sub-objectives, and dealing with enemies trying to eat you."
At this stage, the game's core mechanics are about 75-80% finalized, with room for community feedback and potential adjustments. Despite recent concerns about tariffs affecting the board gaming industry, Jamie assured that their plans for Helldivers 2 remain on track.
My experience with the prototype was enjoyable, with the random events and Massed Fire mechanic creating epic moments. However, I felt the game could benefit from more smaller enemies to clear out, akin to the video game's style. Additionally, enemy combat feels somewhat static compared to the game's other dynamic elements. Introducing varied outcomes for enemy attacks could enhance this aspect.
I'm excited to see what other surprises Steamforged Games has in store for Helldivers 2. The prototype has me eager to explore new Helldiver classes, game types, and combinations of enemies and biomes. My friends and I are already planning our next mission.
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