Author: robabaldwin
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So, you wanna know how to play HeroClix? Or, maybe you are just wondering what those nice little figures are that came with your copy of CoV? Or, maybe you forgot to pay the internet/power bill, and need something to do in the interim?
Whatever your excuse, this guide is for you.
Basics
HeroClix is a turn-based, tabletop strategy game based on comic book figures. There are three divisions, Marv3l, DC, and Indy. The clix that come with the DVD edition of CoH, and CoV (both editions) are technically part of the Indy division. In each division there are one or more sets, which have different foci – Armored characters in Armor Wars, classic characters in Icons. For tournament play, these divisions are separate, and cannot be combined, but they all play together perfectly at home. Besides, who hasn’t wanted to send Hellboy against Superman or Wolverine to see who comes out on top?
I will discuss the basics of the game, and give links at the bottom for more in depth info.
Getting Started
First, you need clix and at least one friend to play with. The set of seven that comes with the DVD edition of CoV will be enough for a full game, but if you don’t have that set, you might want to get some more. Clix come in either starter kits for around 12.99, 2 piece boosters for 3.99, or 4 piece boosters for 7.99. Older, rarer packs can go for much more, or you can get lots from Ebay, whatever your pleasure.
The Combat Dial
The core to playing clix is on the dial at the characters feet. The name is in back, next to the faction, if there is one. (Members of the same faction on the same team get extra group powers.) The next number to the right of the faction symbol or name is the point value. Your teams are built with a specific point total in mind. The players determine this, though its usually around 300. The next symbol is for whatever set this came from. The next number is the collector number. This is good for keeping checklists of figures if you’re trying to get a whole set. On the front of the dial is 4 changeable numbers and 1 unchanging number. The unchanging number is the characters range, how far he/she can attack. Think of the numbers in terms of inches, unless you have a clix map (included in the starter sets), in which case it refers to one-inch squares. The top number in the window is the speed, or how far a character may move on a turn. The second is attack value, how hard he/she hits. The third is the defense, how hard he/she is to hurt. The last number is the damage value, how many clicks of damage he/she does on a successful hit.
Starting Play
To start playing, divide up teams, and roll a 6D(single dice) to see who goes first. That player get to move or attack, depending on range. The number of times a player may move/attack is dependant on the build total for each army. (300 point game, you move/attack 3 times per turn.) Each character may only be used once per turn, so no running Hulk all the way across the board, smacking Statesman, and running back. You can use a character twice, but must take one click of damage for ‘pushing’.
Attacking
When you are in range of an opposing character, you may choose to attack that character. To attack, state your intention, and give a dice roll. Add your total to your attack value, and compare to the opposing characters defense value. If your total is more, you succeed, if it ties or less, they block. If you hit, they must take however many clicks of damage your character shows on your damage value.
When your turn is over, play goes to the next person, and they may attack/move as they see fit. After 10 rounds, or however many you choose, or until someone’s army is defeated, the game is over. Add the points of the characters you have defeated, and the person with the highest total wins.
Powers and Abilities/Team Powers
The colored squares behind the numbers are modifiers, they represent special powers that can affect the game massively. For a very simple quick game, you can skip these, but you don’t get nearly the enjoyment out of it. I suggest printing out the powers and abilities chart from the HeroClix website, until you get all the colors memorized. The abilities range from being able to control opponents characters, using Mind Control, to Blades, Claws, Fangs, which can make your attack do massive amounts of damage over your own damage value, to Impervious, which means you have a chance of not taking damage even if you are hit.
Teams or factions also have special attributes that make for better gameplay. To use a team ability, you must have 2 or more of that team in your army. For example, The Green Lantern Corps power is team teleport – you can transport up to eight friendly characters with one of your Green Lantern Corpsmen, as far as his range is, as long as you have at least 2 GLCs in your team.
End
I hope this guide helps anybody who wants to play clix learn the basics, I know I enjoy it, when I get to play.
The main Heroclix website is here.
The rules page is here.
The link to the Powers and Abilities chart is here.
You will need Acrobat reader to open the powers chart.
If you have any questions, feel free to pm me, holler in game, or look me up on Skype!, or Yahoo!, or just about any other way you can think of, and if I think of more information, I’ll post it later.
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