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bunjee
May 30th, 2006, 03:21 AM
Hello and Welcome!

Before posting a question into this forum, you may wish to see if your question is already answered in the FAQ
This FAQ has a number of rulings that need updating, updating will be happening during the weekend of Oct 6-7, 2007
http://www.heroscapers.com/community/heroscapersfaqtemp.html (http://www.heroscapers.com/community/heroscapersfaqtemp.html)

This FAQ is intended to supplement the Hasbro FAQ
http://www.hasbro.com/games/kid-games/heroscape/default.cfm?page=Resources/FAQ
There may be duplicated information, there should be no contradictory information. If you find something in contradiction with the official Hasbro site, please post to this thread with the offending Question/Answer

Please post into this thread if you see anything, such as a typographical error, that needs fixing, or if you have a question/answer that you think should be in here. If you submit a Question and Answer you must explain where the answer came from.

When posting a Q/A please try to use the following format:
Category: Unit or Power specific
Question: Does Taelord suffer a parting shot attack while disengaging or can he just fly out of an engagement without being attacked?
Answer: He leaves an engagement without penalty as if he had the disengage ability. Taelord actually has the complete Disengage ability. This will take effect whether he is walking OR flying.
Source: Email sent from Hasbro Customer Service - paste in the email contents

Currently the Categories are:
Heroscape - General
Heroscape - Unit and Power specific
Heroscape - Attacking and Defending
Heroscape - Movement
Heroscape - Glyphs

We are working on improvements to the appearance of the FAQ to make it more user friendly. Updates will be noted in this thread.

Mr. Underhill
May 30th, 2006, 03:50 AM
Thanks for the comprehensive FAQ!!!!! Wow!

If I'd only had this FAQ when I joined, then I could've saved approximately 50 postings :shock: .

Excellent stuff!


Mr. Underhill

bunjee
May 30th, 2006, 02:08 PM
Actually, the FAQ has been there the whole time. Link is in the links bar at the top of the page. Truth has been careful to transfer all this information from both the .net site and hshq.

We are still working on getting some information from hq that may put more into this faq.

Glad you enjoy it!

ultradoug
May 30th, 2006, 02:37 PM
good job to all involved.
make sure to check the FAQ's newb!
Littlenewbie: "EH?"
UltraDoug: "Not you, the other ones."

ArchonShiva
June 14th, 2006, 03:00 PM
How does height work? I'm Marro. I have height 4. What can I climb, what can't I climb?
Marro is height 4. Therefore, if he is standing at the bottom of a 4 high cliff, he can climb it. If he's at the bottom of a 5 high cliff, he can’t. It's that simple. Additionally, if you step off the 4 high cliff, you must roll for falling damage, this is true for any elevation equal to or greater than your height.This is the first edition rule, second edition has reduced maximum climb by one (or I totally misunderstood them).

On the topic of Snipers. When the Omnicrom snipers roll attack dice do you count each skull rolled as two skulls or do you count each skull that is not blocked by a shield as two hits?
Each skull rolled counts as two skulls.Typo.

When Frenzying, I assume you must keep using the same figures each time, right? And what if a figure gets killed by, say, Izumi Samurai? Can you pick another figure to continue the next Frenzy, if you should make the roll again?
When you make a successful frenzy roll, look at the viper card that had the order marker placed on it. You may move an amount of vipers equal to the remaining amount on the card. These can be any vipers that you control as per the common rules.This sounded weird under first edition (Vipers *on* the card are dead) but is downright silly under second edition.

On Taelord’s card, his wings are not indicated as hit zones. If one if firing at Taelord, and Taelord is positioned with his back to the firing figure, does Taelord’s wings block line of sight, or can the firing figure shoot through the wings to reach his hitzone?
If the only thing you can see is a non-hit zone, you cannot attack that figure. It doesn't matter what's on the other side of the non-hit zone.This is fine if his wings block you from seeing his head: grey zone blocks sight to red zone. Except it gives the impression that his wings shield his back. Yet the lower part of his wings isn't greyed-out: the grey bits stop at the level of his shoulders, and since the figure is pictured from the front, we have no way of saying they're still grey where they attach to his back.

I guess I'm just looking for trouble, aren't I? (I admit it, I'm bored.)

Gambit
June 14th, 2006, 03:07 PM
wow the custom card ultra made for you was accurate-you do need to have everything prefect :D

netherspirit
June 14th, 2006, 03:08 PM
Elements of this thread that bug me....

The Title...Elements is spelled wrong :P

I will look into making those changes, Bunjee has been handing the FAQ section so I will pass it along to her.

ArchonShiva
June 14th, 2006, 03:17 PM
wow the custom card ultra made for you was accurate-you do need to have everything prefect :DAnd he said he had no ideas for a card -- I had to *suggest* ARSoB!

Nether: Title fixed. More or less.

Malechi
June 14th, 2006, 03:58 PM
The problem you are seeing is the same I am currently asking the community to help with on the Official Biographies. The FAQs are currently Copy & Paste. So misspellings are created by persons asking/answering the questions, same with the terms used. Correcting the questions is one thing, correcting the answers is a whole different ball of wax. The answers are those directly from Hasbro.

In an attempt to clean up the future questions, the Rules questions to Hasbro thread was created. Questions can then be worded and formed correctly. Personally, I format them in a very terminology specific way (and even I know my questions are way to wordy), I believe the questions must be trimmed - a lot - after the answer is received and before putting into the 'scapers FAQ, but it must still maintain the intent of the question.

The current state of the 'scapers FAQ is to obtain all the previous FAQs from the previous incarnations (.net and HQ) before formatting them in the best possible way. I believe it is much better to have them available, then not at all while waiting for someone to format them ...

ArchonShiva
June 14th, 2006, 04:33 PM
The FAQs are currently Copy & Paste. So misspellings are created by persons asking/answering the questions, same with the terms used. Correcting the questions is one thing, correcting the answers is a whole different ball of wax. The answers are those directly from Hasbro. Absolutely correct. However:

a) The thread is about things that bug me, not "these have to be changed NOW!" But I feel it's misleading to keep answers that refer to an older version of the rules without adding a comment about how it should no longer apply, for example.
b) Only one of my points was a typo anyway.

Also, I suggest maybe that actual Hasbro quotes be kept separate from the FAQ itself, so the FAQ could be (very carefully) reworded to be as sraightforward as possible, and malcontents could still look up the Hasbro quotes for reference. It is a lot of work, though. Especially if we link the questions to the threads.

Malechi
June 14th, 2006, 04:50 PM
You could not link the questions as they are already linked to the answer on the same page. It may be possible to link from the answer, however.

Personally IF I ever get the time I would like the questions translated to a form of human understandable English. Currently, most appear in some form of 'UD'ish.

daevablacc
June 14th, 2006, 05:04 PM
I'm assuming we'll keep the original un-edited versions as well?

bunjee
June 14th, 2006, 05:23 PM
How does height work? I'm Marro. I have height 4. What can I climb, what can't I climb?
Marro is height 4. Therefore, if he is standing at the bottom of a 4 high cliff, he can climb it. If he's at the bottom of a 5 high cliff, he can’t. It's that simple. Additionally, if you step off the 4 high cliff, you must roll for falling damage, this is true for any elevation equal to or greater than your height.This is the first edition rule, second edition has reduced maximum climb by one (or I totally misunderstood them).

On the topic of Snipers. When the Omnicrom snipers roll attack dice do you count each skull rolled as two skulls or do you count each skull that is not blocked by a shield as two hits?
Each skull rolled counts as two skulls.Typo.Fixed, thank you.

When Frenzying, I assume you must keep using the same figures each time, right? And what if a figure gets killed by, say, Izumi Samurai? Can you pick another figure to continue the next Frenzy, if you should make the roll again?
When you make a successful frenzy roll, look at the viper card that had the order marker placed on it. You may move an amount of vipers equal to the remaining amount on the card. These can be any vipers that you control as per the common rules.This sounded weird under first edition (Vipers *on* the card are dead) but is downright silly under second edition. You're right, this should be updated, I'll put it in my do to tasks and propose finalized text.

On Taelord’s card, his wings are not indicated as hit zones. If one if firing at Taelord, and Taelord is positioned with his back to the firing figure, does Taelord’s wings block line of sight, or can the firing figure shoot through the wings to reach his hitzone?
If the only thing you can see is a non-hit zone, you cannot attack that figure. It doesn't matter what's on the other side of the non-hit zone.This is fine if his wings block you from seeing his head: grey zone blocks sight to red zone. Except it gives the impression that his wings shield his back. Yet the lower part of his wings isn't greyed-out: the grey bits stop at the level of his shoulders, and since the figure is pictured from the front, we have no way of saying they're still grey where they attach to his back.Well, we could submit this to Hasbro (shudder) We would really need to review the phrasing of the 'hit zone' issue. Wings vs. Shields, coats vs shields.

I guess I'm just looking for trouble, aren't I? (I admit it, I'm bored.)

Things that bug me about this thread...

Why didn't you you just put your feedback into the FAQ thread that is stickied in this forum? :?

I do appreciate the feedback. I'm not mad. I am working on improving the FAQ, making categories was my first step, that and moving the php information to it's own page (at Truth's request)

I think a big thing to work on will be a "Changes from 1st edition to 2nd edition rules set" FAQ. I had not heard about the climbing thing, that is huge. I haven't seen a list from Hasbro. Goody Goody, a line by line task for tonight. Phbtht.

merging

ArchonShiva
June 15th, 2006, 10:09 AM
Well, we could submit this to Hasbro (shudder) We would really need to review the phrasing of the 'hit zone' issue. Wings vs. Shields, coats vs shields.I would point out Shotgun Sully and Finn as extreme examples. IF hidden non-hit zones work, it's nearly impossible to hit Sully from the back (his rocket-proof coat protects almost all of him) However, if we apply the image on the front to the whole depth of the figure, there is a huge oval of invulnerability on Finn's back, for no other reason than it being where the shield sits in the front. Most figures with shields lead to especially funny situations.

Of course, "use your head" is a great answer which solves that, but it's not very HS'y so far.

I guess I'm just looking for trouble, aren't I? (I admit it, I'm bored.)

Things that bug me about this thread...

Why didn't you you just put your feedback into the FAQ thread that is stickied in this forum? :? Mostly so it would fall back after the issues have been discussed: I didn't want to be opening a nasty can of worms nobody wants to deal with in a stickied thread. But by now it's gotten to the point where discussion is taking place, and it has its place in the stickied thread. So thanks.

I think a big thing to work on will be a "Changes from 1st edition to 2nd edition rules set" FAQ. I had not heard about the climbing thing, that is huge. I haven't seen a list from Hasbro. Goody Goody, a line by line task for tonight. Phbtht.
1st ed, p.6: A figure cannot move up a number of levels higher than its Height number all at once.
2nd ed, p.10: A figure cannot move up a number of levels equal to or higher than its height number all at once.
Note that falling remains the same, but the example for falling (Example 8) has always been confusing, as it seems to indicate that the cliff being "1 higher" is an important element.

I'll probably have another stab at the FAQ next time I get really bored. That should be next october or so.

Rÿchean
June 15th, 2006, 10:48 AM
IF hidden non-hit zones work, it's nearly impossible to hit Sully from the back (his rocket-proof coat protects almost all of him)


I am certain I am out of line in this thread, but shotgun's coat is not entirely grey. I pointed this out on HQ, look at the figure and look at the card. The only part of his coat that is grey are the parts that are not directly covering actual body parts. His arms for example are not grey yet the coat has sleeves.

netherspirit
June 15th, 2006, 10:50 AM
IF hidden non-hit zones work, it's nearly impossible to hit Sully from the back (his rocket-proof coat protects almost all of him)


I am certain I am out of line in this thread, but shotgun's coat is not entirely grey. I pointed this out on HQ, look at the figure and look at the card. The only part of his coat that is grey are the parts that are not directly covering actual body parts. His arms for example are not grey yet the coat has sleeves.

Yes! I was typing this up as I saw you post it. Thank you for saving me the time of explaining it :)

ArchonShiva
June 16th, 2006, 09:04 AM
IF hidden non-hit zones work, it's nearly impossible to hit Sully from the back (his rocket-proof coat protects almost all of him)


I am certain I am out of line in this thread, but shotgun's coat is not entirely grey. I pointed this out on HQ, look at the figure and look at the card. The only part of his coat that is grey are the parts that are not directly covering actual body parts. His arms for example are not grey yet the coat has sleeves.At this point, you're not out of line.

The sleeves are a different material, so they're more fexible. They're a different piece of fabric, at any rate. But again, this supports the "whole back is a hit zone" theory for Taelord.

That being said, I'm all for the compromise rule: if the entirety of the part defined as a non-hit zone that is visible from the from is defined as a non-hit zone, the area which would reasonably be described as being "the same part" in the back of the figure is also a non-hit zone. If any areas of the part defined as a non-hit zone are comprised in a hit zone, then hidden areas of said part, such as on the back, are also hit zones. Please download the back, left, right, top and bottom views for reference, as well as the pictures of the figures with their arms and wings removed to clearly show any potential hidden areas. Further editions of Heroscape will have the figures painted red and gray with a green dot on the forehead, it's ugly but at least it solves Line of Sight. Or just roll the d20, whatever.

Then again, maybe not.

bunjee
August 24th, 2006, 11:51 PM
Please note everyone, the FAQ is going through some problems, I have uploaded a copy of the FAQ that I have, it can be found here:

http://www.heroscapers.com/community/heroscapersfaqtemp.html

Hopefully our normal page will be back soon.

Euryon
December 1st, 2006, 06:25 AM
Dont know if its been mentioned but the Anubian wolves Unleashed Fury power is answered twice with slightly different answers...

How does the Wolves Unleashed Fury special power work?
Here's how the power works: When you activate the wolves with an order, the first thing you do is roll the d20 to see how powerful they are for that turn. Then you move any or all. Then you attack with any or all. The die roll is mandatory and the "before you move" text just tells you when to roll it. At the end of the turn, the wolves strength goes away and must be re-rolled the next time you activate them. Of course, if you want to play it where not moving = not rolling, that would mean that your wolves would only have an attack of 1 for that turn.

The Anubian Wolves Unleashed Fury ability. Is it mandatory that you roll for this ability every time you activate the Wolves or is it optional?
"The Anubian Wolves ability is MANDATORY and should be noted as such. They're werewolves; this isn't a choice. Whenever the wolves are 'activated' (not a Heroscape term) you must roll the 20-sider. This is true whether you are moving/not moving or attacking/not attacking.

The italics bit at the end of the first quote offers a little contention, IMO.

bunjee
December 1st, 2006, 10:57 AM
Dont know if its been mentioned but the Anubian wolves Unleashed Fury power is answered twice with slightly different answers...

How does the Wolves Unleashed Fury special power work?
Here's how the power works: When you activate the wolves with an order, the first thing you do is roll the d20 to see how powerful they are for that turn. Then you move any or all. Then you attack with any or all. The die roll is mandatory and the "before you move" text just tells you when to roll it. At the end of the turn, the wolves strength goes away and must be re-rolled the next time you activate them. Of course, if you want to play it where not moving = not rolling, that would mean that your wolves would only have an attack of 1 for that turn.

The Anubian Wolves Unleashed Fury ability. Is it mandatory that you roll for this ability every time you activate the Wolves or is it optional?
"The Anubian Wolves ability is MANDATORY and should be noted as such. They're werewolves; this isn't a choice. Whenever the wolves are 'activated' (not a Heroscape term) you must roll the 20-sider. This is true whether you are moving/not moving or attacking/not attacking.

The italics bit at the end of the first quote offers a little contention, IMO.Thank you, I'll have to figure out which of the answers is more "official" but they both sound like the style Chris uses in his replies.

ArchonShiva
December 1st, 2006, 01:07 PM
Not Moving = Not Rolling has never been an official rule. I'd kleave the FAQ at official rules only, otherwise it gets confusing (I mean, Taelord Disengage sounds pretty unofficial if you have doubts to start with.)

Homba
December 20th, 2006, 01:26 AM
Bungy, when you have a minute would you update the FAQ with the Blastatron ruling from .com? Not sure if the first question is covered in our FAQ or not, but I know the second question isn't.

When using the Gladiatron Movement Bonding, can the Gladiatron’s movement be enhanced by anything like roads, or auras to increase the amount of spaces it can move?

No. That is a static move value. The 4 Gladiatrons that you choose to move may move up to 5 spaces each, but cannot move any further.

Can an opponent’s Vydar Soulborg figures adjacent to my target enhance my Blastatron’s Homing Device special power?

No, only Soulborgs who follow Vydar that you control contribute to your own Blastatron’s Homing Device special power.

Thanks for your efforts.

H

Eclipse
December 20th, 2006, 10:30 AM
Not Moving = Not Rolling has never been an official rule. I'd kleave the FAQ at official rules only, otherwise it gets confusing (I mean, Taelord Disengage sounds pretty unofficial if you have doubts to start with.)

Not Moving = Moving 0 spaces. If that wasn't the case, the Gladiatrons, and engagement in general, would be entirely broken..

ArchonShiva
December 20th, 2006, 05:34 PM
Not Moving = Not Rolling has never been an official rule. I'd kleave the FAQ at official rules only, otherwise it gets confusing (I mean, Taelord Disengage sounds pretty unofficial if you have doubts to start with.)

Not Moving = Moving 0 spaces. If that wasn't the case, the Gladiatrons, and engagement in general, would be entirely broken..Exactly, but you're still considered to "have moved" for the purpose of "After moving" powers.

Homba
December 22nd, 2006, 01:27 AM
Bungy, another upate for the FAQ. The DW9 answer, here (http://www.heroscapers.com/community/showthread.php?t=651&postdays=0&postorder=asc&start=204).

Thanks, H

Homba
December 22nd, 2006, 01:28 PM
24 hours later, the above was happily reversed! Correct ruling here! (http://www.heroscapers.com/community/showthread.php?t=4974&start=33)

Maybe this doesn't really NEED to go in our FAQ, because the card (thankfully!) means what it clearly says!

EDIT - reversed yet again. Latest ruling:

Response (Chris L.) 01/02/2007 06:34 AM

Actually, you would be correct. It would in fact create a problem with past rulings given. To that end, it has been a subject of some debate between myself, Chris D. and the good folks over at Hasbro that make this excellent game. In the interest of consistency, this ruling was overturned, and the DW9 does in fact, only affect soulborg guards that the player controlling DW9 also controls. Let me know if this changes any of your questions. Thank you for your patience as we work these kinks out.

Chris.
Customer Service Supervisor
Wizards of the Coast

Homba
December 23rd, 2006, 02:28 AM
A new one to add to our FAQ:

Answer on whether multiple Laglors in a team game can "stack" their +2 range auras:

Response (Chris) 12/22/2006 09:02 PM
Hi Homba,

Thank you for contacting Hasbro with your question on Heroscape!

Per Craig: Laglor's range enhancement aura does not stack, but you can still have 2 Laglors on one team.

Good Gaming!
Chris

Note: 2 Laglors on one Team, NOT 2 Laglors in one Army - keeping with the earlier multiple-uniques-on-a-Team ruling.

Discuss here. (http://www.heroscapers.com/community/showthread.php?t=3652&postdays=0&postorder=asc&start=102)

H

bunjee
December 26th, 2006, 02:26 PM
I'll be working on updating things soon. Extra crazy time this holiday season for me. Thank you all for posting the answers into this thread so I don't have to track them down.

Euryon
December 30th, 2006, 08:56 AM
Sorry to be a pain in the ass, but after doing some more investigating, this question (http://www.heroscapers.com/community/heroscapersfaqtemp.html#86), has a problem, in that the linked "Double space figures" bit takes me to the site FAQ (tech issues).

Sorry if im somehow clicking it wrong :lol: (I am logged in and all that)

Homba
January 3rd, 2007, 03:17 AM
Latest ruling on DW9, updated 4 posts up.

Josef
January 3rd, 2007, 10:26 AM
I couldn't find the nifilim SA ruling? is that going to be put up (for if it's engaged and doesn't kill the engaged with the SA.

Homba
January 14th, 2007, 12:52 AM
http://www.heroscapers.com/community/heroscapersfaqtemp.html

The link to our FAQ in the first post comes up '404 - not found' for me. Is it off line?

H

bunjee
January 14th, 2007, 02:11 AM
Since they are doing some rebuild, it is gone for a bit. It needs to be reworked anyway, sad but true.

Cough_Drops
February 15th, 2007, 07:04 PM
I don't understand the deadly strike ability. Does it add a skull for every skull rolled (1 skull=2, 2 skulls=4) or just one skull for all skulls rolled?

netherspirit
February 15th, 2007, 07:26 PM
I don't understand the deadly strike ability. Does it add a skull for every skull rolled (1 skull=2, 2 skulls=4) or just one skull for all skulls rolled?

You double the skulls you roll, like you did in your question. (Skulls=Hits)

Aranas
February 16th, 2007, 11:33 AM
Since they are doing some rebuild, it is gone for a bit. It needs to be reworked anyway, sad but true.
Any progress?


Aranas

Homba
February 16th, 2007, 11:40 AM
I will rework/reorgainze the FAQ if you send it to me. Standing offer. PM me to discuss if you want.

H

bunjee
February 16th, 2007, 11:57 AM
Since they are doing some rebuild, it is gone for a bit. It needs to be reworked anyway, sad but true.
Any progress?

AranasThere were sooooo many things happening for a while that it was held off. I'm going to take a look at where it stands against the Hasbro FAQ, they really started catching up on updating that, perhaps it won't be necessary any more.

tsukifu
February 18th, 2007, 07:01 PM
Let's please not let our FAQ die. The official FAQ has gotten better, by leaps and bounds, but heroscapers' unofficial FAQ still has tons of stuff the official one doesn't cover--including things that were clarified or ruled on long ago.

Does anyone out there have a copy of the FAQ?

bunjee
February 19th, 2007, 11:34 PM
Let's please not let our FAQ die. The official FAQ has gotten better, by leaps and bounds, but heroscapers' unofficial FAQ still has tons of stuff the official one doesn't cover--including things that were clarified or ruled on long ago.

Does anyone out there have a copy of the FAQ?Yes, I have it, but it is a mess, it'll go back up soonish.

tsukifu
February 20th, 2007, 08:23 PM
Cool, thanks, Bunjee!

champrjk
March 13th, 2007, 08:35 PM
I had a question conserning squad attacks. If a squad of four mariens attacked a a hero like deathwalker 9000 would I have to settle attack and defence with one marine at a time or could I simply have all four attack as one attack and then have deathwalker defend?

For example. I attack deathwalker with all four airborn elite. Do I roll 3 dice for an attack with one marine then deathwalker rolls 9 defence and I repeat the prosess three more times or do I simply Roll 12 dice for their attack combined and then deathwalker rolls 9 defence dice?

I tried figuring out in the rule book but it didnt go into details and it wasnt posted anywhere that I could see on the site. If someone could help me out that would be great. Thanks.

Marduk
March 13th, 2007, 11:22 PM
Hmm, funny this not being answered yet. I suppose people do not expect the sticky threads to get much traffic.

Each figure resolves it's attack independently of the others. At the top of page 14 of the 2nd edition rulebook:

The figures on your chosen Army Card attack one at a time, in any order.

champrjk
March 14th, 2007, 12:42 AM
Yeah I ended up reading that and I knew what it ment I just wanted to be sure. Thank you. :toast:

Homba
March 16th, 2007, 11:02 AM
Yes, I have it, but it is a mess, it'll go back up soonish.

Is it soonish yet?

Can I do anything to help? Organizing lengthy written material is perhaps my one talent. Will take me two nights, max, if you'll mail it to me. I can organize it by unit (like the Hasbro FAQ) or any other way you want. We can then post it as a forum post, first post in this thread. Edit as new answers come in.

C'mon bunjee, delegate.

H

champrjk
March 16th, 2007, 06:57 PM
Thats a good idea. :thumbsup:

Torredo
March 22nd, 2007, 04:55 AM
Q: Re-Order markers?

When playing HS, you move your figures, attack, etc..
then its the other guys turn so what are the point of
the order markers?

i still havent figured out why you use them, when or what there
used for?

It says to place them on the battle card but why?

then what is the white and black markers for?

sorry for the stoopid question but im new to HS and am trying
get all the rules right to make the gameplay as correct and
effecient as possible?

:oops:

naps420
March 22nd, 2007, 05:47 AM
All players place their order markers (1, 2, 3, and X) at the start of the Round. Once all are in place, each player rolls a D20. Highest rolled number activates their number 1 order marker and starts their first turn. Once done, each player activates theirs (Some play clockwise from highest rolled, others play highest rolled to lowest rolled) and takes their turns. Once all players have activated and finished their first turn, you repeat the process with number 2, then number 3. X is your decoy, It serves as a "Maybe he marked Q9 twice this round..." and serves for strategic elements. Once all players have activated order markers 1-3, it's the end of the Round.

Cavalier
March 22nd, 2007, 08:24 AM
White marker is the Grenade Marker. Black is the Round Marker

Hedge Knight
March 22nd, 2007, 09:03 AM
Oh yeah, order markers are a major tactical element to the game. You place them on the units you want to use that turn, and in the order you want to use them.

The key difference from the way you are playing and the way the designers intended is that you don't move and attack with ALL of your units, then your opponent does the same. As naps420 described, if you win initiative you will activate your unit with the #1 marker on it, then your opponent will do the same. This repeats for #2 and #3, giving the game more "ebb and flow" than if you simply moved all your units.

This feature of HS provides a layer of tactical consideration I've never encountered in other games. There is a real sense of give and take, and makes it much more exciting than other "move 'em all" tabletop games.

If you haven't taken the time to sit down and really read the rulebook, I heartily recommend it. It's not as fun as actually playing, but it's not that big a book and it will really enhance the quality of your games.

Cavalier
March 22nd, 2007, 09:05 AM
Oh yeah, order markers are a major tactical element to the game. You place them on the units you want to use that turn, and in the order you want to use them.

The key difference from the way you are playing and the way the designers intended is that you don't move and attack with ALL of your units, then your opponent does the same. As naps420 described, if you win initiative you will activate your unit with the #1 marker on it, then your opponent will do the same. This repeats for #2 and #3, giving the game more "ebb and flow" than if you simply moved all your units.

This feature of HS provides a layer of tactical consideration I've never encountered in other games. There is a real sense of give and take, and makes it much more exciting than other "move 'em all" tabletop games.

If you haven't taken the time to sit down and really read the rulebook, I heartily recommend it. It's not as fun as actually playing, but it's not that big a book and it will really enhance the quality of your games.
Amen to that one!

Revdyer
March 22nd, 2007, 03:14 PM
(Some play clockwise from highest rolled, others play highest rolled to lowest rolled)

note: the official rules are that play proceeds to the left (clock-wise) from the highest initialization roller.

naps420
March 22nd, 2007, 04:20 PM
(Some play clockwise from highest rolled, others play highest rolled to lowest rolled)

note: the official rules are that play proceeds to the left (clock-wise) from the highest initialization roller.

I should have stated that in my original post, sorry.

I have never personally liked using this rule for big games, specially if your playing a 4 on 4 team style game and have the teams sitting next to each other. It can really kill an army if 4 players all take 1 turn each before your side even gets a chance to start. I also find that the Glyph of Ivor seems more attractive if you play Highest roll to lowest, sure...you rolled a 4, plus your 8 for a total of 12, looks like you go 3rd instead of dead last. One on one however, this rule is always in affect, since well, the highest roll only has the one player to the left. I tend to only play the clock-wise rule for 1 on 1 games, showing the game to a first timer, or if someone has a problem playing highest to lowest.

Marduk
March 22nd, 2007, 04:45 PM
I have never personally liked using this rule for big games, specially if your playing a 4 on 4 team style game and have the teams sitting next to each other.
The little bit of team play I have done (all two-on-two), we have made sure to sit with our partner opposite to avoid combining turns that way. It just seemed inherently unfair to give either side that kind of an advantage.

naps420
March 22nd, 2007, 05:08 PM
The first big game I ever played in was a 4 on 4 team game. Both teams sat together (For tactical purposes, such as seeing team member's order markers, discussing tactics, ect..) The battle was great till the first guy on the opposing team got a figure onto the glyph of ivor while the rest protected him. Once that happened, it ended up being a battle of our team trying to kill the figure on the glyph because they had it worked out that the player who took the glyph, sat far right of the team, giving him the bonus, thus giving their side init before us every time (but once, when he rolled a 1). The battle turned into a bloodshed and they just wiped us out with no problem at all.

I've tried playing big games where you alternate where each team member sits, but we've also ran into our fair share of problems with that. The first being that it pretty much takes out looking at your team's Order Markers, discussing tactics (Unless you just walk away from the table), and also gives people the chance to cheat (Not very oftain, but we had a few cheaters in our group who loved looking at other's turn markers and sometimes try and change their own).

I know the way we play is just a house rule, but I find for big team games it's almost necessary, unless you have some huge place to play with tons of room, but in the small apartments we tend to play at, with limited space as it is, it just seems better to seat a team together.

Revdyer
March 22nd, 2007, 05:35 PM
We've never had a game bigger than two two member teams. I'd certainly have to look to another method for an eight player individual or team game, although with the individual one, can you imagine trying to keep track of that? You'd have to write it down, I suppose.

Homba
March 22nd, 2007, 06:11 PM
We like to use big "megablocks" (legos) to show turn order - any sort of indicator will work. If you do this, you can have the best of both worlds in a big team game: all sitting on one side of the table for conferencing purposes, AND alternating turns with the opposing team.

This is just my opinion, but it's based on the team rules we have being very scanty, have been reversed (uniques on a team), being tacked on in 2nd edition, etc. It seems to me the team game was just tacked on as an afterthought, and not seriously integrated into the game or given much more than a passing thought (the errata with some figures). At least some others in the past have shared this opinion.

I think Scape doesn't look much like the Scape we know anymore when 3 or 4 teammates all take a turn in a row. It becomes LawnmowerScape. I'm the first to say it's just different, not objectively inferior - but I know I definitely prefer (subjective) the friend-foe-friend-foe usual sequence of Scape. To me, the whole game system seems to have been built around the premise of alternating turns.

Two turns in a row in a 2 v 2 doesn't seem to have as exaggerated of an impact as 3 or 4 (I've played both ways in 2 v 2), but if I have a choice I'd rather alternate.

I think it was great that the recent Dallas team tourney took the step of prohibiting the same uniques on a team, contrary to the official ruling. There is plenty of room for improvement in the team game rules.

H

Revdyer
March 22nd, 2007, 06:50 PM
I agree (been doing that a lot, lately) that the official HeroScape design does appear to be geared toward one on one or two on two for the most part. That's fine and to be expected, but the team variations are certainly not comprehensive at this point.

Clarissimus
March 25th, 2007, 03:34 PM
I have a question about movement and two-space figures. Can a double-space figure end its movement half on a water tile (or ice) and half off? Technically both spaces are the same height, but the figures don't always balance so well like that.

johnny139
March 25th, 2007, 03:34 PM
I have a question about movement and two-space figures. Can a double-space figure end its movement half on a water tile (or ice) and half off? Technically both spaces are the same height, but the figures don't always balance so well like that.

No, water counts as the space below it, not above.

Clarissimus
March 25th, 2007, 04:43 PM
I guess I didn't describe it very well. Let me just give a specific example.

Take a 2-hex grass piece and set it all by itself. Next put an ice tile on one of the two hexes. Can Su-Bak-Na land there?

johnny139
March 25th, 2007, 04:56 PM
I guess I didn't describe it very well. Let me just give a specific example.

Take a 2-hex grass piece and set it all by itself. Next put an ice tile on one of the two hexes. Can Su-Bak-Na land there?

Oh, yes. I'm fairly sure you can.

Revdyer
March 25th, 2007, 05:59 PM
Absolutely, johnny139, for water, ice, or lava (although the lava would, possibly, burn a bit).

bunjee
April 3rd, 2007, 12:03 PM
Ok, sorry for the delay. The "old" scapers faq is back in place, it needs corrections and updates that I'll be working on in the near future, feel free to present suggestions here. Be concise (http://www.m-w.com/dictionary/concise).

Revdyer
April 3rd, 2007, 01:28 PM
These three abide: clarity, brevity, and truth; and the greatest of them is brevity.

TheRealQ
April 3rd, 2007, 01:45 PM
These three abide: clarity, brevity, and truth; and the greatest of them is brevity.

:lol: Nice allusion Revdyer! I can't stop grinning. You have more than made my day. I might need a T-shirt with that quote.

Revdyer
April 3rd, 2007, 06:08 PM
The credit really goes to Dr. J. A. Ross MacKenzie, formerly of Union Theological Seminary in Virginia; but glad to pass it along.

tsukifu
April 5th, 2007, 12:17 AM
Awesome, thanks Bunjee. Quick question--when we do have rulings we've gotten from Hasbro or WotC that should be added to the FAQ, should we post them here or in the other thread (Rules Questions to Hasbro)? There are a ton of these floating around on various threads that aren't in either of the FAQ's.

Thanks again for getting this back up.

bunjee
April 5th, 2007, 03:58 PM
Awesome, thanks Bunjee. Quick question--when we do have rulings we've gotten from Hasbro or WotC that should be added to the FAQ, should we post them here or in the other thread (Rules Questions to Hasbro)? There are a ton of these floating around on various threads that aren't in either of the FAQ's.

Thanks again for getting this back up.Copies of the exchanges with Hasbro should be quoted into the Rules questions to Hasbro thread. This makes it much easier to track down the information, and link to it from the FAQ when applicable.

Thank you!

Jexik
October 2nd, 2007, 01:35 PM
The flying and disengagement was a pretty big one for me as I just looked it over. I had been playing the Minions all wrong.

Barbell Hero
October 4th, 2007, 04:29 AM
Me too.

It says that turning a double-base figure on a 180 takes 1 move; this is no longer true as of SotM.

Troy Spiral
October 19th, 2007, 08:40 AM
Just for ease of cut & paste whenever you get around updating the page the new hasbro faq URL is:

http://www.hasbro.com/games/kid-games/heroscape/default.cfm?page=Resources/FAQ

stickeykeys77
January 20th, 2009, 05:10 PM
So how come they havnt came up w/ a 3 master set it should be mainly aquilla $
i think aquilla should get dwarves!

Son of Arathorn
February 25th, 2011, 01:57 AM
"You draw far too much attention to yourself, mister underhill."
just kidding.

Cavalier
February 25th, 2011, 07:39 AM
"You draw far too much attention to yourself, mister underhill."
just kidding.
:wtf: There is no reason to post nonsense in any thread, but most especially in a thread that has been dead for 2 years.

:headshake:

Psychward
June 20th, 2012, 12:31 AM
The rules say that height doesn't matter in a ranged attack as long as you have a line of sight, with Tul-Bak-Ra and the mind flayer's mind blast abilities could you, for example, pick people off the top of a castle from inside it? Sorry if its a obvious question but I just want to make sure I'm not messing anything up. Also does TBR take any attacks of opportunity if he teleports away?

Black_Charos
June 20th, 2012, 12:57 AM
The rules say that height doesn't matter in a ranged attack as long as you have a line of sight, with Tul-Bak-Ra and the mind flayer's mind blast abilities could you, for example, pick people off the top of a castle from inside it? Sorry if its a obvious question but I just want to make sure I'm not messing anything up. Also does TBR take any attacks of opportunity if he teleports away?

First off, welcome to the site!

Secondly, its not a great idea in general to post in old or «dead» threads.

Thirdly, to accually answer your question, yes, the mindflayer can shoot straight up, as can Tul-Bak-Ra. Also, (runs to fetch the card) he doesn't take leaving engagement attacks when he teleports.

infectedsloth
June 20th, 2012, 12:58 AM
The rules say that height doesn't matter in a ranged attack as long as you have a line of sight, with Tul-Bak-Ra and the mind flayer's mind blast abilities could you, for example, pick people off the top of a castle from inside it? Sorry if its a obvious question but I just want to make sure I'm not messing anything up.

Welcome to the site! Since those power are some of the few that do not require line of site you would be able to target figures on top of castles if they were within 3 spaces of TBR.

Also does TBR take any attacks of opportunity if he teleports away?


He would not take any leaving engagement attacks, the last line in his teleportation power explains this, make sure to read all the powers completely.

Edit: in the future the question dump thread (http://www.heroscapers.com/community/showthread.php?t=27606) is a good place to post general rules questions, and if you have a question regarding a specific figure there corresponding book (http://www.heroscapers.com/community/showthread.php?t=8099)is the place to post those questions.