Scenarios
Tired of the usual 300-point build total? Sick of powergamers bringing the same 15-20 super-efficient min/max pieces week after week? Need a reason to play some of those pieces crammed in the dark corners of your tackle boxes?
You’ve come to the right page.
Here, I share some fun scenarios that help keep my tournament scene fresh without changing the core game — beating the other team into KO KO KO — or being too complicated to play (like the Event Dials.)
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ADULTS ONLY
No characters with the Kid or Teen keywords.
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AHH!! INHUMANOIDS!
All characters must be aliens or extremely non-human in appearance. No robots or folks who can easily pass for human.
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BLEACHED-OUT DIAL
At the beginning of each player’s turn, each player rolls a single die. Each number corresponds to HC colors as follows:
1st player
1=red
2=orange
3=yellow
4=light-green
5=green
6=light blue
2nd player
1=dark blue
2=purple
3=brown
4=black
5=grey
6=white
and all powers represented by that color can’t be used until the beginning of that player’s next turn.
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BRAND NAMES ONLY
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BREAKFAST CLUB NEW!

No characters can share keywords.
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“EAT IT, GRANDPA!”
All characters must have the Kid or Teen keyword. No theme team bonuses for non-generic keywords.
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FAMILY AFFAIR
Each character must be related by blood, marriage or adoption to at least one other character on your force.
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FIGHTING WITH YOUR HANDS FULL
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Each character’s sculpt must hold separate objects in both hands.
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MANY STYLES OF CLIX
Your team must have at least one character for each of the following types: Wing symbol, Dolphin symbol, Duo symbol, Transporter symbol (any of the three), Giant symbol and multi-based.
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MINOR HEROES
No characters over 40 points or less than 14 points…including feats!
“NO GURLS ALOWED”
No female characters.
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NO SKIN
Characters must be clothed head to toe, showing zero skin.
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PICK A COLOR FROM THE PAC
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POWER DAMPENING
At the beginning of each player’s turn, roll a die:
1 = all powers are countered that turn.
2 = Speed powers and abilities (Flight, Carry, Move-And-Attack, and Swim) can’t be used that turn.
3 = Attack powers and abilities (Duo and Sharpshooter) can’t be used that turn.
4 = Defense powers and abilities (Indomitable) becomes the standard defense symbol that turn.
5 = Damage powers and abilities (Colossal Size, Giant Size, Giant Stride, MultiAttack and Capture). Giant/Colossal symbols becomes the starburst symbol that turn.
6 = Team abilities, traits and feats can’t be used that turn.
NEW! Additionally, roll 1d6 before any ranged attack. On 4-6, that character has 0 range until the end of the turn.
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RAINBOW COALITION
Each character must have a different skin color. So if you’re playing Rampaging Hulk, you’ve got to leave the also-green (though different-shaded) Gamora off the team.
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SECOND AMENDMENT
All characters’ sculpts must have guns.
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SHAOLIN SHADOWBOXING…
No ranged attacks allowed. Hypersonic Speed and Telekinesis can’t be used. Effects with a range (Outwit, PC, Perplex, etc) may only be performed on adjacent targets.
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…AND THE WUTANG SWORD STYLE!
Sculpts must have swords.
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SIX DEGREES OF SEPARATION
- No Kevin Bacon necessary.
Start with a keyword. Pick a character with a keyword. The next character on your team must share that keyword. Then pick a different keyword on the second character and match those. Keep going until you’ve got six characters. 600 points.
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Pick 4 characters — no more, no less — within these point spreads:
A) 200-299 points
B) 125-199 points
C) 75-124 points
D) 50-69 points
No more than one Feat allowed per character.
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TEAM SWAP
NEW! Build a team for your opponent to play. But don’t get too craptastic with it: after figures and objects have been placed but before the first turn, the loser of the map roll gets to pick which team to play!
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WHITE BELT CLASS
No character may have an Attack Value greater than 9 or modified greater than 9.
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THREE PEOPLE: One player (ideally the most skilled one) plays a force build equal to both the other players’, which combine to take down the third. One of the small teams goes first, then the large team, then the other small team. Large team always gets map choice.
or
Each player must target, attack or base more than one opponent’s force each turn if it is possible to do so.
or
Each player can damage another force only once per turn. NEW!
FIVE PEOPLE ON ONE MAP: The fifth player sets up in the middle of the map but enjoys immunity from attacks until he either targets another force or the beginning of turn 4, whichever comes first.





















Terry Terman
June 12, 2011
Some great ideas here Khari!
rkjs
June 16, 2011
Thanks, Terry! I can’t take full credit for them all, though. My old judge Tim came up with a fair number of them back in the day. I’ve just picked up where he left off.
Good meeting you again this past week, BTW!
Brian
September 11, 2011
I’m stealing some ideas for the pit!!!
rkjs
September 13, 2011
That’s what they’re there for!