Today’s redone post concerns building your HeroClix team with Wildcards–which means lots of customizing options and opportunities for creativity. Click to find out more about how to incorporate Wildcards into any build!
This humorous real-life post about bad dice rolls in HeroClix has been thoroughly updated. Now with 100% more advice for fellow Clix players with bad luck like mine! LOL!
Today’s reworked HeroClix post is completely rewritten, involving a new dollop of gaming advice and a happier tone. If you’re currently burned out on Clix tournaments (or any competitive game), you might just find your solution by reading about mine!
Tidied up this old favorite post of mine, about the Mystics team ability in HeroClix. Never heard of Mystics? Click, read, and enjoy a VERY different take on HeroClix strategy!
As part of the Yu-Gi-Oh! HeroClix set, there’s one figure you’ll definitely want if you enjoy strong Support pieces. Let me tell you about Mystical Elf!
How to Play Mystical Elf
This little lady is meant to be played close to her teammates so that Mystical Healing can go off and so she can more effectively use Prob and Support. As for defending herself, her Barrier, Phasing, and Willpower make her hard to target and pin down for long. Her 8 move, 10 attack and fairly high defenses most of the way down (including that fantastic 19 on last click) are good enough stats to ensure that she’ll be sticking around for a good portion of the game at least. All this for 50 points–not bad!
Additional Functionality: The Trap/Spell Mechanic
Notice the “Trap/Spell,” “Graceful Dice,” and “Skull Dice” rules–these can be used on another friendly Yu-Gi-Oh! character to enhance Mystical Elf’s usefulness even more. Whenever she would be defeated, you can instead turn her into a Spell or Trap card as described. (Skull Dice would be a nasty surprise for your opponent if you’re playing against a beatstick team, and Graceful Dice would be an excellent boost for a character who needs Prob.)
Also, you can include her dial facedown at the beginning of the game for 7 points if you don’t have room for 50 points or don’t want to use her Support characteristics. Just choose your friendly Yu-Gi-Oh! character and set the dial facedown on their card, and you’re ready to play!
Final Note: Trap/Spell Legality
Whether Trap/Spell functionality is legal in standard Golden Age games is hotly debated on HCRealms at the moment, but both an official judge and a forum moderator have said that individual venues can house-rule this to be legal or not. Just ask your local HeroClix judge whether they allow Traps/Spells before building your team for standard Golden Age events–if they say no, you can always play Mystical Elf as a regular Clix piece and get most of the benefit. She’s versatile!
Collectible gaming–buying plastic figures and/or cards to play in games with others–is a fun pastime for quite a lot of people, myself included. But there are a few things about the hobby that I didn’t quite understand before I got into it:
You will end up with “extras” that you can’t sell for any money, period.
No matter how seldom you buy stuff for the game, no matter how much you try to sell instead of trade, you will ALWAYS end up with extra figures or cards that nobody seems to want, not even on eBay or gaming-specific trading/selling sites. There are two ways to deal with un-sellable extras: set aside a box in your closet for them and forget about them, or give them away to new players who need to build up their collections. (I’d personally recommend the second way, given that nice veteran players gave me a lot of extras when I first started playing Magic and HeroClix, and I’ve kept some of those cards and figures to this day.)
Storing your collection so that it won’t get damaged will become somewhat of an obsession in itself.
Take it from me: once you’ve spent actual money on your collection and/or acquire something you REALLY want, you’ll be invested in taking care of it. This often means buying special padded miniatures boxes to keep your figures from getting damaged, card sleeves and/or toploaders for valuable cards, etc. Not only that, you have to be concerned with keeping your collection away from sunlight (fades everything), water, dust, and excessive heat (the latter especially with plastic/rubber figures, which can and will begin to soften in hot cars). (As OCD as all this might sound, it’s worth it if you ever want to sell or trade these items later–Near-Mint and Mint condition items sell or trade best!)
You will never be “done” collecting unless you cut yourself off cold turkey.
Admittedly, this is how collectible games stay alive–always creating new stuff for us to collect. There’s always one more figure to complete a set, one more card we don’t have. But this can be quite a strain on the wallet…and on the arms and back as you struggle to move your collection! Once you start collecting, if you’re deeply involved in it, you won’t ever be quite done fleshing out your selection of figures and/or cards, unless you set goals of routinely upgrading and cleaning out your collection to only keep the stuff you play and enjoy. Which leads me to my last point…
Your collection can reach ridiculous sizes in a very short time.
Without regular pruning (and heck, sometimes even WITH regular pruning), your gaming collection can swell to fill a room corner, a closet, a room, or even your whole house (I’ve seen it happen!). Even if you’re trying not to buy new stuff, purely trading out old for new, your collection can take over your living spaces quite easily. (See: my “gaming shelf” in my closet, which is so shamefully overflowing that I’m not even taking a picture of it, LOL) If you want your collections to be enjoyable yet contained, you have to be really proactive about containing them!
What Do You Think?
Have I accurately described a collectible gamer’s life? Let me know in the comments!
Wowwww. Today’s redone post on HeroClix is 1000 times better. What was I even THINKING when I wrote the original post? Now with many more links, explanations, and pictures, this article does justice by the game!
HeroClix tournaments, at least in my neck of the woods, are a fairly big affair. Everyone brings their strongest figures (usually out of the very newest sets), and most people spend their team-building time (and most of the week before the tournament) trying to figure out how to break the format for maximum wins in 50-minute rounds. In other words, there’s a list of reasons why I’ve quit playing the tournaments; I’m a casual player, I don’t have the money for updated figures, and I hate trying to play within a time limit.
But what if tournaments weren’t always cutthroat like this? What if there were a few tournament days thrown in there where the competition is still there, but the challenge is a little different? Read on to find out what I mean!
Idea #1: Draft-ish Tournament Out of Somebody’s Extras
Most Clix players have a huge box of extra figures lying around, figures they normally wouldn’t play with much, figures they’d be willing to trade. What if there was a tournament where the judge brought a huge box of extras and everyone built their teams on the spot, strictly out of that box?
- Could be either a free or pay-to-play tournament (see last rule)
- Extras box should be edited carefully to take out obvious “power pieces,” instead focusing on lesser-known pieces
- Roll a dice to select the order of figure selection; each player then chooses one figure at a time until they each feel they have enough figures
- Players get an hour to fine-tune their teams once the extras box is brought out
- At the end of the tournament, players can either offer to buy any figures they really liked (if the tournament was free), or can take any of the figures they liked (if the tournament was pay-to-play).
- Stops players from being able to search out killer combos online and acquire the figures before the tournament
- Forces players to get creative as they search through unfamiliar figures to build a team
- Introduces players to figures they might never have seen before, let alone played
- Gives new or casual players a chance to try new figures and to even acquire them later if they like them
- More experienced players can spot the better figures right away and scoop them up before newer players can get a chance
- How do you define “power pieces?” Some figures are really awesome even though they don’t look like much (Checkmate Knight White and Experienced Destiny, anyone?).
Idea #2: Build a Team–for Someone Else!
This is a pretty simple idea; for this tournament, pure chance decides who’s going to play the team you built, and what team you’re going to end up playing with!
- No players are told beforehand about the “switching teams” rule, just so people don’t build terrible teams for each other
- Players are simply told to build a basic team that they feel represents their personal HeroClix style
- All players roll two d6s at the same time; players whose dice rolls match switch teams with each other. (In the event that 3 or more people match on dice rolls, reroll between them to decide who matches up with who)
- Once all players have been matched up and their teams switched with each other, allot 30 minutes for players to exchange team strategy ideas (basically “how does this team win,” “what do these pieces do for the strategy,” etc.”)
- Play a normal tournament format with the switched teams; prizes should ideally be split between player and creator, because they are both responsible for any wins/losses. (See “Cons” below)
- Builds community and cooperation as pairs of players walk each other through their strategies
- Gives players a double challenge: play someone else’s figures AND someone else’s strategy!
- Exposes all players, especially newer players, to how other people construct their teams–this can help new players understand what Clix strategy is all about and how they can find their own style.
- Gives each player a chance to appreciate how another player thinks
- Requires mature players (i.e., people who won’t break each other’s figures out of spite, try to steal said figures, purposefully make the other player’s team lose, etc.)
- Splitting prizes between player and creator could create tension; you may have to award prizes differently (prizes go just to team player, just to team creator, etc.). If the issue comes up, put it to a vote, and then be consistent.
- Depending on the players, there might be a few high-dollar Clix pieces on the table; again, players must be mature enough to take care of another person’s Clix figures.
Idea #3: Tournament Loser(s) Pick the Next Tournament’s Challenge
This isn’t a tournament challenge per se, but rather a way to reward all players for playing.
- At the end of the tournament, either the lowest-scoring person or the lowest-scoring 4 players are asked what kind of tournament they would like to play next
- Ideas are written down on slips of paper, which are folded and put into a hat or box; judge picks out an idea at random
- The chosen idea may be improved upon/edited as needed, and then implemented for the next week’s tourney; ideas which were not chosen may be saved for later tournaments
- Gives people who didn’t perform well in this tournament a chance to suggest a tournament idea they would be better at playing
- Depending on the venue, this may be the only prize for losing players; it could make the experience better overall
- Encourages creativity
- Is another form of prize, similar to “Fellowship” prizes
- Could possibly create a “drive to lose” in the other players, just to have power over the next tourney’s format
- Losing player(s) could choose a terrible tournament format out of spite (this is why the judge should have power to improve or edit the chosen tournament idea)
As the above ideas show, tournaments can be challenging enough and still encourage creativity to win. Think about how you could implement these ideas at your venue!
After catching sight of the 2014 Rules thread on HCRealms, I scanned through it, and I found something amazing.
Rule Book, p.20-21: The Relic Roll is no longer once per game per character.
COMMENCE THE HALLELUJAH CHORUS! 😀 The old version of the rule had kept me from playing the Relics, essentially, because I am notoriously horrible with single-die rolls (not sure why). Shapechange, Leadership, and especially Super Senses are once-in-a-blue-moon wins for me, so I merely glossed over the Relics, thinking, “Well, with my rolls, I’ll never get to pick up the darn things anyway!”
This, I think, could bring Relics as a type of Special Object back into more routine gameplay (read: Casual). Special Objects in general can inject elements of fun and thoughtful playing into a casual game–whacking somebody with a Stepladder or having to play carefully around a Shield Disruptor, for instance. I could see the same happening with Relics, as long as everybody agrees to keep it casual and fun. Now that there are multiple chances for a character to pick up a Relic, the object can affect the game for a longer time, and it could pass from hand to hand, like teammates passing a basketball back and forth.
What do you think about this ruling? Do you think it makes Relics more or less playable? (And while we’re at it, how about the other 2014 rulings changes in the linked article?) Leave your thoughts in the comments!
For Further Information
Search Relics on HCRealms‘ Units section by choosing “Special Objects” under “Rank” on the Advanced Search!
In 2013, the rules for my absolute favorite HeroClix power, Probability Control, changed. Just a subtle change, to the average Clix player’s eye…but for my personal playstyle and collection, it was disastrous. Here’s the official ruling from the 2013 Powers and Abilities card:
See that line saying “A character using this power must be within range (minimum range 6)?” That’s the change. Your Probability Control character must be within at least 6 squares of the character he/she is Probbing, or have a range greater than 6 so they can be farther back. (They also changed Perplex and Outwit to read the same, but my main beef is with Prob since it’s my favorite power.)
The Problem: This Hurts 0-Range Probbers
Unfortunately, there are lots of older, cheap “just-Prob” HeroClix figures with low or no range (Destiny, Black Cat, and even a Scarlet Witch or two are notable examples). For that matter, any figure with Prob and low/no range falls victim to this–they get granted a 6 range as a grace while using Prob, but they still have to be much closer to the action than you want ANY Prob piece to be.
See, Probability Control, at least for me, is a power best played from mid- to back-field, so that you can more easily protect the Prob piece from attack. Most of my Prob pieces, in particular are shorter-dialed and weaker; this new rule short-circuits my careful Prob playstyle, forcing me to bring my one-trick Prob ponies potentially into the fray.
In short, I’m having to rethink my whole playstyle, since Prob is so important to all my team builds and I’m used to playing Prob a certain way. It’s a challenge to my whole Clix mindset. Argh.
Devil’s Advocate: Why They Probably Did This
However, I can admit that I know at least one reason why they changed this rule–to stop exactly the kind of tactic I’ve been employing. Probbing from way far back on the map means that you can use a 20-point piece to effectively change the course of a 400- or 500-point game. VERY sneaky (and very funny, but that’s beside the point). I can understand how annoying that would be from an opponent’s perspective, not to be able to get to the supportive pieces to knock them out.
Moving Forward: How to Play Around This New Rule
So how do we players with no-range/weaker Prob pieces adapt? Well, after some thought (and some trial/error), here are some ways I’ve come up with?
- Pair a no-range/weaker Prob piece with a stronger piece, ideally with Flight/Carry ability, longer range, and/or Defend. The Flight will make the Prob piece more mobile; Defend will bring up the Prob piece’s defense; range will enable the stronger piece to fend off opposing pieces before they get too close.
- Position weaker Prob pieces on Hindering Terrain to give them a defense boost at range.
- Use several close-combat pieces as “tie-up” for opposing characters, so that they cannot get free and attack your Prob pieces.
- When possible, do not move your Prob piece any closer than 6 squares away from the general center of battle.
- Use Elevated Terrain to your advantage, especially when playing against a largely close-combat team; your no-range Prob piece sitting up high will enable that 6 Prob range to be used more effectively.