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The Cotton Club
Game Boy

WizKid’s HeroClix set to rock 2003

The Atom, Ant-Man and the Wasp aren’t the only tiny heroes duking it out these days.

In fact, everyone from Captain America to Batman to the Brotherhood of Evil Mutants are all tiny heroes now, thanks to WizKids’ HeroClix roleplaying game.
The inch-tall collectible game figures became one of the biggest hits of 2002 and now the game looks to be an even bigger hit in 2003 as WizKids rolls out another set of Marvel and DC figures later this year. But HeroClix, which uses two six-sided die to allow players to set up confrontations between their favorite heroes, isn’t your average role-playing game. It’s just too simple to be a role-playing game.
As someone who never played Magic, Dungeons & Dragons or any kind of role-playing game, I can tell you—all you need to play HeroClix is a pal, a starter set and a pair of dice. It’s really that simple.

Marvel’s already got two sets out, and DC’s got one available now, and both companies plan on shipping sets later this year. Add in an IndyClix set shipping later this year, featuring characters such as Hellboy, Arwyn from CrossGen’s Sojourn and Witchblade, this game has characters any comic fan would love to play.
So, you’ve got your opponent, your starter set and your dice all ready to go. What do you do next? I’ve cooked up a simple scenario for you and your friends to try out!

MYSTICAL MAYHEM
Dr. Strange and Nightmare are locked in mystical combat somewhere in the Astral Plane. It’s up to the Avengers to free Dr. Strange and while the Masters of Evil must free Nightmare. Make it to your team’s respective "mystical hub" to free Strange or Nightmare. An opposing player can destroy your "hub" if that player has super-strength and isn’t engaged with an opposing figure for one turn. Any figure on either team can also attempt to open the hub. But that’s not all. Bruce Banner’s in town and it’s up to Daredevil, Hercules and Spider-Man to capture him.

THE TEAMS:

  • The Avengers
  • The Master of Evil
  • Spider-Man, Hercules and Daredevil
  • The Hulk

TEAM MISSIONS:
The Avengers must make it to their appointed "Mystical Hub" and have the Scarlet Witch open a portal to pull Dr. Strange out. If the Scarlet Witch does not get to the portal or another figure tries to free Strange, pick a scenario (see below) from the hat. If Strange is freed, crush the Masters of Evil and lock Nightmare away in the Astral Plane. Mystical figures can close a hub if they have line of sight with a range attack. Roll a 1-4 with one die to close the portal. If Nightmare is already free, defeat him.

The Masters of Evil must make it to their appointed "Mystical Hub" and have Kang open a portal to pull Nightmare out. If Kang does not get to the portal or another figure tries to free Nightmare, pick from the hat. To free Nightmare, Kang rolls one die; on a roll of 1-4 he frees Nightmare, on a roll of 5-6 he takes a click. Other characters must roll a 5-6 to free Nightmare and take a click on a role of 1-4. If Nightmare is freed, crush the Avengers and lock Strange away in the Astral Plane. Mystical figures can close a hub if they have line of sight with a range attack. Roll a 1-4 with one die to close the portal. If Strange is already free, defeat him.

Spider-Man, Hercules & Daredevil must capture the Hulk.

HULK SMASH!
The Hulk must pick one of these objectives but does not reveal which objective he’s chosen:
o You’re the Hulk. Wreak havoc upon man. Destroy everyone. No one is your ally. o You’re the Hulk. Destroy the "Mystical Portals." o You’re the Hulk. Only attack if attacked. The first person to attack you and their team becomes your enemy. o You’re the Hulk. Destroy the Masters of Evil. o You’re the Hulk. Destroy the Avengers. o You’re the Hulk. Destroy every building in the city. Only attack if attacked. Once attacked, the attacker and their team become your enemy. o You’re the Hulk. Attack the team closest to you. Defeat one enemy and then break away. Now attack the next closest team to you. Defeat one enemy and break away. Repeat.

If anyone tries but fails to open the mystical hub, they draw one of these random chances out. Just cut them out and toss them all into a hat.

  • You’ve just freed the Juggernaut and he ain’t too happy. If you’re the Masters of Evil, he joins your team. If you’re the Avengers, he begins kicking your ass. Whoever freed him takes four clicks and Juggy goes home.
  • You’ve just freed Thanos. No matter who you are, take three clicks. Thanos stays on the board and is controlled by the same player controlling the Hulk.
  • You’ve just awakened Annihilus. Take three clicks. Annihilus goes home.
  • You’ve just pulled Firelord out of bed—take three clicks. Firelord decides to aid the Avengers. He’s now controlled by the player who controls Spidey, DD and Hercules.
  • You’ve just activated Ultron. Take three clicks. Ultron is now an agent of chaos and only controlled when another player leaves the game to use him.
  • You’re player is sucked into the Astral Plane. Take two clicks and wait to be freed by a teammate.
  • Mystical backlash. Take a click and a token—try again later.
  • The figure closest to you takes two clicks and receives a token.
  • Take three clicks of healing but also take a token.
  • Trade the player who opened the portal for a player in the portal.
  • You open the portal. One figure of your choosing may go free. Take a click.
  • You open the portal but your enemy pops out. Oops. Take three clicks and a token.
  • The friendly figure in the portal may leave the portal in three rounds. Do not alert the other players.
  • The figure you’re trying to free is now free. Do not take an action.


WRITER’S BIO: Mike Cotton is a staff writer for Wizard: The Comics Magazine. For all the comic book news fit to print, check out Wizard on sale every month at comic book specialty shops and newsstands everywhere.
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