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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BEACHWEAR

Characters must show more skin than clothing.

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BIZARRO UPDATED!
Esrever ni krow laid eht nrut taht stceffe lla. Enil gnitrats rieht tsap dekcilc nehw d’OK era dna kcilc lanif rieht no trats sretcarahc.

TRANSLATION: Characters start on their final click and are KO’d when clicked past their starting line. All effects that turn the dial work in reverse.

NEW RULE: Characters with the word “Bizarro” in their name are played as normal.

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BLEACHED-OUT DIAL

In this issue: One of these powers DIES!

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

No characters with generic keywords allowed. No themed team bonuses.

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BREAKFAST CLUB

No characters can share keywords.

__________________________________

BRING ON THE BAD GUYS NEW!

Villains only. Heroic keywords are ignored. 

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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

Each character’s sculpt must hold an object. Wearing objects doesn’t count (Green Lantern Corps, I’m thinking of you).

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FIGHTING WITH YOUR HANDS FULL…TWO
Each character’s sculpt must hold separate objects in both hands.

WRONG. 😦

RIGHT. 🙂

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Female characters only.

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LITTLE BIG MEN
No characters less than 200 points or with a base that fills more than two squares.

“Like th’ MAIN MAN!”

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MANY STYLES OF CLIX UPDATED!

Your team must have at least one character for each of the following types: Wing symbol, Dolphin symbol, Duo symbol, Sharpshooter symbol, Transporter symbol (any of the three), Giant symbol, Tiny Size symbol and multi-based.

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MINOR HEROES

No characters over 40 points or less than 14 points…including feats and resources!

________________________

MULTIVERSE NEW!

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.

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 “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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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!

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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.

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POWER DAMPENING

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.

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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.

For the love of–! Not THOSE kind of 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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TAX BRACKETS

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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THE U.N.

Each character must have a different team ability & symbol. Only one wildcard allowed per team. Only one non-affiliated character per team.

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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. 

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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.

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.

 

5 Responses “Scenarios” →
  1. Some great ideas here Khari!

    Reply
    • 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!

      Reply
  2. I’m stealing some ideas for the pit!!!

    Reply

  3. Owlman166

    August 10, 2012

    Cool scenarios, man!

    Reply

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