We have now been joined by Brighton Hero Clix who will be holding mini events at all of our Gambit Games Sundays this year so with more players having a look at Hero Clix, I thought I would post the basic rules for any one that is interested...
If you’ve never played HeroClix before or just want to play the simplest version of the game, everything you need to know for two players to play is here in the Basics. You’ll learn about:
• Setting up the map
• Taking turns
• Giving actions to your characters
• Moving your characters and attacking your opponent’s characters
• Dealing damage and winning the game!
When playing the Basics, each player should use two HeroClix characters. Determine who goes first by rolling 2d6; the player with the highest result is the first player.
SETTING UP THE MAP
A HeroClix game takes place on a map. When you play the Basics, you’ll probably want to use a HeroClix map such as one that can be found in a Starter, Fast Forces or Scenario Pack. Squares on the map are marked with coloured lines, but for now you can ignore most of them.
Find the squares inside a purple line (usually along an edge of the map)—this is a starting area. The first player should place his or her characters in squares inside a starting area. The other player then places his or her characters in the starting area opposite the first player.
HeroClix is played using collectible miniature figures standing on a base with a rotating combat dial inside. Together, the figure, base, and combat dial are called a character. Characters you play are called friendly characters, and characters your opponents play are called opposing characters. Characters can only be friendly to one force. Some game effects may change a character from friendly to opposing (or vice versa); when that game effect ends, the character returns to be friendly to the force it was friendly to before the game effect took place.
Each character’s base is printed with important information, as shown in Figure 1.
Some figures look the same and even represent the same character, but they have different combat dials. Each character’s base is printed with a set symbol that marks it as part of a particular HeroClix set, and a collector’s number to identify it.
THE COMBAT DIAL
The combat dial is the rotating disk located under a character’s base that displays numbers through its stat slot. These numbers, or combat values (Figure 2), on a character’s combat dial indicate how good the character is at accomplishing certain tasks.
TURNS AND ACTIONS
Players in a HeroClix game alternate taking turns and giving actions to their characters. In the Basics, during your turn you may give one action to each of your characters in any order. You can choose from two types of actions:
• Move Action: Move your character from one map square to another.
• Attack Action: Attack an opposing character with a close combat or ranged combat attack.
MOVING YOUR CHARACTER
When you give a character a move action, it can be moved a number of squares equal to its Speed Value. Characters can move in any direction, even diagonally, and through squares occupied by other friendly characters (but not opposing characters), though you can’t end a character’s movement in the same square as another character. You don’t have to move a character its full speed value, but you must stop moving the character when it enters a square adjacent to an opposing character.
MAKING A CLOSE COMBAT ATTACK
When one of your characters is in a square adjacent to an opposing character, you can give your character an action to make a close combat attack. Roll 2d6 and add the result of the roll to your character’s Attack Value to calculate your Attack Total. Compare your total to the opposing character’s Defence Value. If your Attack Total is equal to or greater than the Defence Value, the attack hits!
MAKING A RANGED COMBAT ATTACK
Characters with a Range Value greater than 0 can make ranged attacks. When an opposing character is within the range of one of your characters, you can give your character an action to make a ranged attack.
Roll 2d6 and add the result of the roll to your character’s Attack Value to calculate your Attack Total. Compare your total to the opposing character’s Defence Value. If your Attack Total is equal to or greater than the Defence Value, the attack hits!
When your character hits an opposing character with an attack, your character deals damage. The damage dealt to the opposing character is equal to your character’s Damage Value. Whenever a character takes damage, that character’s player turns—or clicks— the character’s combat dial in the clockwise direction once for each 1 damage taken. Each click will reveal a new set of numbers in the stat slot.
If a character’s dial is turned and symbols appear, the character is defeated and immediately removed from the game.
WINNING THE GAME
In the Basics, the winner of the game is the last player to have a character (or characters) on the map after all characters belonging to other players have been defeated.
I will do another post soon with details on cards and character abilities.
Gary of Team Gambit