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Glyphs, Battlecards, and Conditions

Posted December 3rd, 2008 at 11:46 AM by Bones
Updated December 3rd, 2008 at 01:18 PM by Bones
Oh my...

Before Heroscape, I played a lot of Heroclix and I had a pretty successful game adaptation of Battle Cards. If you are unfamiliar with this term, they are similar to glyphs wherein they change a power of a figure/squad usually for the better. For example, a battlecard could increase your bonding or allow you to pick up a combination of units that improved your game. The difference is, it's yours from the beginning of the game unless the card says otherwise.

Condition cards were fun too. Details like, the flow of water (if your figure ended his move in water and the direction was east, your figure moved one or two hexes east...ie. swept away with the current). Rain/fog conditions meant less visibility/range. I've often thought about incorporating condition specific spaces like safe zones/cover or even barbed wire areas.

In my "house rules" way of play... I think I had over 100 or so cards and some condition cards as well. Each player is dealt 3-5 battle cards and is allowed to use 1-3 of the cards depending on his point total. Condition cards could be turned over at specific times during the game. Allowing for a surprise element or a twist of fate gaming experience.

Now glyphs are something I rarely use. I have played one scenario involving a king of the mountain theme: initiative bonus, but I haven't put a lot of thought into using glyphs creatively...yet. I do think a roll off (maybe highest roll on a D20) over who would get the glyph when two units are engaged would be something to think about, but I'm not certain anyone really uses them (based only upon my group of friends).

Although the battlecards and conditions are well out of the tournament rules boundaries, I would recommend giving them a shot.

Thoughts? Battle Card or Condition Ideas?

Here are a few of mine:
1. "Reinforcements" + 1 life to each Airborne elite soldier. (at a cost of 50 more points)
2. "Devil's Due" Marcu can be used without order marker penalty.
3. "Road Rage" any relentless unit on a road hex will increase the unit's attack strength by one additional die.
4. "Bad Ass" enemy units are unable to move adjacent to Agent Carr due to intimidation.
5. "Every dog goes to heaven" if an enemy destroys a canine fig you control, roll a D20. On a roll of 16 or higher it comes back to life.
Total Comments 2


nyys's Avatar
I've been thinking about some house rule weather effects. Like fog and rain... or even atmosphere effects, like zero gravity or poison air, could make things a bit interesting.
Posted December 4th, 2008 at 08:28 AM by nyys nyys is offline
Mr Migraine's Avatar
I like the poison air idea....

"All figures that are not soulborgs are destroyed."
Posted December 9th, 2008 at 09:06 PM by Mr Migraine Mr Migraine is online now
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