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| HeroScape General Discussion: General discussions of packaging, terrain, components, etc. If it doesn't fit in any other official category, put it here. | |||||||||||||
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#1
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Welcome to Heroscape 101
Hello, new to Heroscape and a bit confused ,don't be. I've been on this Forum for several weeks so I consider myself the resident expert in all things heroscape. To help you out I've gone thru the Master game guide and will attempt to explain some of the things you'll find there.
Army Cards- These are the weird 'ninja throwing star like' cards that you've already thrown out with the box. NOTE : Dig box out of trash, look under hidden flap -card should have 6 points, which oddly enough is the amount of pieces you'll tear it into getting it out.. Tiles-These are what you play the game on and they come in various colors (which isn't too important) and sizes ( which is important when it comes to getting them caught in your moms vaccum) Dice- Little cubes which help you play the game. They come in red (which are white) and blue(which are also white) You should also have a rounder looking ,black dice(which has some white) Order Markers- these look like little tombstones which tell your figures what to do, they come in 1,2,3 and X (which I think means " I ain't gonna do it) Figures- The main part of Heroscape ,these guys are your army and they come with 1 stand bases(little guys), 2 stand bases (big guys) 3 stand bases (your weird friend's customs) and 4 stand bases ( the cats on the table ,again) Glyphs- As near as I can tell these flat plastic pieces are to help you win if you chose a crappy army. A Round- a round has 3 turns or is it a turn has 3 rounds, never mind, you'll argue about it, plenty, later on. Initiative- This is where that rounded dice comes in, roll it, then take turns finding where it rolled to ? Movement- Moving is very easy. Move whatever it says on your tapped together throwing star card, unless your climbing, or swiming or flying or jumping or (hey, just read the Dadgum card) Engagement rules-What to do if you move next to another players figure Fight ? Run ? Propose ? and multiple engagements- is it still Bigamy ? and leaving engagements- do i give back the ring ? Attack/Defend- you'll do alot of this. Just keep in mind, when attacking roll the white dice but when defending roll the white dice er, uh read the rules....! Range- Some figures have range, and this is a good thing cause some figures never heard the old saying " never bring a knife to a gunfight" Engaged Figures- these figures brought a knife. Line of sight- This is one of those rules that cause alot of problems. You might be able to see your opponents figures but can your figure see them ? When in doubt, bend down real low, like your going to look thru your figures eyes and your forehead or nose aught to move your figure far enough where, problem solved. Special Powers- OK, pretty much everybody has some kind of special power if you can't see it, turn your card over ! Well that should sum up the difficult stuff. If I forgot to cover something there's always the little trick I like to call "House Rules", my house, my rules... |
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#2
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Moderately funny. |
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#3
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Properly formatted, this would be a good Dummies Guide to Heroscape Parody.
GENERATION 27: The first time you see this, copy it into your signature on any forum and add 1 to the generation. Social experiment |
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#4
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I like it. Should be added to the unofficial guide to heroscape. |
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#5
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I
|| My Maps Review Blog || My Maps Thread || My Marvel Customs || Knights of the Daystorm || [/center] |
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#6
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I started reading and was like why should I bother. After reading a comment or two I realized that it was supposed to be funny and went back and found that it was.
Huzzah!! |
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| HeroScape General Discussion: General discussions of packaging, terrain, components, etc. If it doesn't fit in any other official category, put it here. | |||||||