Pick a DC -or- Marvel character, then a character from the one you didn’t choose before, then a character from neither of those universes. Repeat in whatever order you started in until you’ve reached your build total.
“NO GURLS ALOWED”
No female characters.
Characters must be clothed head to toe, showing zero skin.
PASS THE TRASH…OR PLAY IT
NEW! Build a team for your opponent to play. But don’t get too craptastic with it: after the map’s been selected, the second player rolls a d6. On odd numbers, he plays his own team, leaving you stuck with the one you brought!
PICK A COLOR FROM THE PAC
Pick a color representing a standard Heroclix power. On their first click, each character must have a power represented by that color, and each of that color’s powers must be represented by at least one character on your force. For example, if you picked Black, then you’d need one character each with Stealth, Steal Energy, Regeneration or Outwit on their starting click.
At the beginning of each player’s turn, roll a die:
1 = all powers can’t be used that turn.
2 = Speed powers and abilities (Flight, Carry, Move-And-Attack, Swim) can’t be used that turn.
3 = Attack powers and abilities (Duo, Merge, Sharpshooter, Split) 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, Tiny Size and Capture). Giant/Colossal/Tiny symbols become the starburst symbol that turn.
6 = Team abilities, traits and feats can’t be used that turn.
Additionally, roll 1d6 before any ranged attack. On 4-6, that character has 0 range until the end of the turn.
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.
All characters’ sculpts must have guns.
For the love of–! Not THOSE kind of guns!!!
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.
…AND THE WUTANG SWORD STYLE!
Sculpts must have swords.
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.
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.
Each character must have a different team ability & symbol. Only one wildcard allowed per team. Only one non-affiliated character per team.
WHITE BELT CLASS UPDATED!
No character may have an Attack Value greater than 9 on its starting click; attack values higher than 9 become 10 instead. No character’s Defense Value can be higher than 17; defenses higher than 17 become 17 instead. No damage reducer greater than Toughness can be used. The Power Dampening Field battlefield condition is considered in force.
And then there are times when you have an odd number of players in a round robin or battle royale format that almost inevitably results in a player getting double-teamed. Here are some methods to mitigate that un-fun factor:
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.
Each player must target, attack or base more than one opponent’s force each turn if it is possible to do so.
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.