C3G Legacy LibraryThis is the archive for all the designs released in the original era of C3G. Feel free to post any figure specific questions in their individual books.
C3G can be played with official Heroscape, but it's not recommended.
DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards.
C3G can be played with official Heroscape, but it's not recommended.
DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards.
C3G can be played with official Heroscape, but it's not recommended.
DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards.
Final play test, though I agree we should probably make whatever tweaks we think he needs, and then send him out for more playtests.
Quote:
Originally Posted by All Your Pie
C3G STANDARD PLAYTEST FEEDBACK FORM
NAME OF THE TEST UNIT Beyonder
- THEME TEST/ Check to see if there are any powers or stats on the test unit card that does not accurately reflect the theme or likeness of what the character would and could do. Also consider destructible objects, and whether or not this characters powers should affect them. I'm not sure- his range is one, which makes sense with his Supreme Summoning, but I've never seen the Beyonder punch someone. I don't pretend to be an expert here however, so PASS.
- MIRROR TEST/ Check to see if the unit were played against itself, if there would be any loops that would upset the balance of the Game. PASS
- BONDING TEST/ Compare the unit card with all possible currently existing Bonding abilities to make sure there are no continual Bonding possibilities that do not stop appropriately or do not stop at all. This is to prevent loops in Bonding. PASS
- SYNERGIES TEST/ Compare the unit card with all possible currently existing synergies to make sure there are no factors that could break the game by making any unit to powerful or too weak. PASS
- POWER CHECK/ Consider the test unit and all existing units and all glyphs to compare to and check for any powers that could be over amplified and break the game. Each power must define when it takes place, who or what it affects, and What are the stipulations on the power if there are any. PASS
- FUN TEST/ Consider whether or not the design was fun to play. PASS
- FUN COMPETITIVE TEST/ Consider whether or not the design was fun to play against. PASS
- DRAFTING TEST/ Consider whether or not this design is worth drafting. PASS
- USAGE TEST/ Consider whether or not all of the powers on this card were used or at least usable. PASS
- STRATEGY TEST/ Consider whether or not the design offers any real strategy or interesting tactics to the overall game. PASS
All tests played with Knockback and Molten Lava optional rules.
- Army Test/ Does it pass, Yes or No? What should be the unit's point value? Give a brief summary..FAIL. He is broken in the presence of molten lava.
Spoiler Alert!
Map: . Hot Heights
Units: . Beyonder, Annihilus, Spider-Girl (3000) Vs. Anti-Monitor, Superman, Doomsday, Darkseid, Hawkgirl (2995) .Team Anti-Monitor wins initiative and removes OM 2 from Beyonder. Doomsday Super Leaps forward. Beyonder rolls a 9 on Mere Pawns and takes a turn with Annihilus, who wounds Doomsday once with his Cosmic Control Rod. Doomsday pounds four wounds onto Annihilus, knocking him back two spaces and causing him to drop his Cosmic Control Rod. Beyonder advances and summons D-day into the lava adjacent to him. D-Day takes a wound from lava damage, another from Beyonder's elevated attack which also knocks him out of the lava. D-Day grabs the CCR and wounds Anihillus, while AM takes a Master of Space turn and teleports ahead to attack Annihilus from elevation. His armor saves him from a deadly blow, but he still takes his sixth wound. Annihilus, controlled by Beyonder attacks D-Day with height and Frantic Strength, but fails to wound him and dies at the end of the round, while Beyonder is wounded by lava field damage. (Note: I forgot to exclude Beyonder's second turn.)
Beyonder wins initiative. He summons D-Day into the lava for a fourth wound, but completely whiffs his attack. He loses the cosmic control rod, however. Rather then go after it, he decides to face off with Beyonder. He inflicts two knockback, but no wounds. I believe Beyonder cannot carry equipment glyphs, so he flies to a hill and summons AM below him. AM takes three wounds from the attack. D-Day superleaps above beyonder and attacks, Beyonder whiffing defense for four wounds. AM uses Master of Space to get to even height with Beyonder, but is blocked. Beyonder decides to try Mere Pawns, but can only activate Spider-Girl who moves towards the Cosmic Control Rod. Darkseid advances.
Beyonder wins initiative again. He summons D-Day below him and finishes him off, for now at least. D-Day heals a wound, 5 left. He gives AM the same treatment for 3 wounds. Darkseid wounds Beyonder with Omega Effect. AM takes a turn with Master of Space, but fails to wound Beyonder. Beyonder gives AM four more wounds. Darkseid continues to advance, wounding Beyonder once more.
AM wins initiative, taking away OM 2. Darkseid takes elevation and gives Beyonder two wounds and one knockback, pushing him off the hill. Beyonder retreats and switches the places of Darkseid and Superman way back in the startzone. Darkseid can only advance, but AM activates and gives Beyonder 4 wounds. Beyonder misses a turn. Darkseid advances again. Beyonder hits 19 on mere pawns, taking a turn with Darkseid and Superman. He moves Darkseid onto Molten lava for a wound and has him Omega Effect AM for four wounds, bringing AM to half life. He then moves Superman onto lava field and has him attack AM from elevation, but only gets one skull and is blocked. Lava damage hurts Superman.
Beyonder takes initiative. He activates Spider-Girl with mere pawns and has her pick up the Cosmic Control Rod. Superman flies over and attacks Beyonder, who blocks but is knocked back two spaces. Beyonder summons Superman into Molten Lava, the lava damage destroying him. Darkseid lands Omega Effect for two wounds. Beyonder summons him onto Molten Lava also, the roll just barely low enough to destroy him. Doomsday heals a wound and AM activates, attacking Beyonder from height for three wounds.
AM wins initiative but gets the X order marker from Beyonder. Doomsday heals, AM attacks for two wounds. Beyonder flies over and summons AM below him, attacking for two wounds. AM is helpless as D-Day heals. Beyonder moves a little to summon AM on molten lava. AM takes one wound from the lava and attack each. D-Day heals, AM takes two more wounds.
AM wins initiative. Beyonder loses OM 2. D-Day returns to the field, but cannot take a turn yet. AM teleports away and attacks an elevated Beyonder, who blocks. Beyonder teleports D-Day into lava where he is destroyed again, taking all the OMs with him. Beyonder misses a turn, but for his third summons AM into the lava again for a wound followed by four.
Initiative AM. He removes OM 2 and activates as D-Day heals, attacking Beyonder but not wounding him. Beyonder sends him back to the lava, where he takes four wounds and is destroyed. D-Day heals twice while Beyonder summons Hawkgirl into the lava for a wound.
D-Day has all the OMs, so it's up to Hawkgirl to survive. Unfortunately, she is knocked out on Beyonder's first OM, when she takes four wounds and one knockback onto another lava space, which kills her. Beyonder wins with 21 life left, and Spider-Girl at full health.. This wasn't even close, and the lava was clearly the deciding factor. Annihilus' poor performance wasn't enough to make up for that.
- Army Test/ Does it pass, Yes or No? What should be the unit's point value? Give a brief summary..PASS. 2500 seems good.
Spoiler Alert!
Map: . Hot Heights
Units: . Beyonder (2500) Vs. Fantastic Four, Original X-Men, SHIELD Agents X4, SHIELD Sniper and Spotter (2505) . Beyonder goes first, using Supreme Summoning to move Mister Fantastic into adjacent lava for a wound and attacking for two more. Angel carries X to where he can hide from the summoning, while Cyclops follows. Mister Fantastic blocks Beyonder's attack, but takes knockback damage for a fourth wound. A squad of SHIELD advance. Beyonder finishes Mr. Fantastic. The SHIELD agents take two attacks from elevation thanks to Tactical Cover fire, landing a wound each on Beyonder. A third also attacks from even ground, but is blocked. Next round, Beyonder takes initiative again and knocks out an agent. Beyonder takes three SHIELD attacks from low ground and blocks them all. He defeats the other nearby agent. The agents attack again, some from even ground, but are still blocked. Beyonder moves closer to X as he drops a third agent. He blocks more attacks.
Beyonder continues to hold initiative. He moves adjacent to X, who blocks four skulls with his phychic defense. Beast and Iceman attack him, Iceman inflicting a wound. Beyonder attacks X again for three wounds and one knockback. He hits Angel, giving them both a wound from knockback damage and taking X out. X loses a turn, and Beyonder tries mere pawns. The roll isn't high enough to take control of an opponent. Some SHIELD agents hit him with a kill box for four wounds.
Beyonder loses initiative, so the agents get another KB for three wounds, 30 life left. Beyonder avoids being gripped by Jean and a leaving engagement attack from Beast, engaging two of the KBing agents and striking down one. Shots from the agents add a couple more wounds to Beyonder. Beyonder takes out the other engaged Agent. All three attacking agents roll allskulls this turn, giving Beyinder a total of four wounds. Beyonder engages the most elevated Agent and takes him out.
Beyonder regains initiative. He summons Cyclops into the lava for a wound, and pushes him out of the lava with two more wounds. Cyclops moves Angel close to him and activates Jean Grey. Jean takes up elevation near the startzone and tosses Beyonder below herself for a wound, then attacks, but is blocked. Beyonder tries to move, but is held in place, so he summons Jean next to him and attacks her, rolling only one skull which she blocks. Jean takes elevation again, hitting the roll for her telekinesis against Beyonder but not the damage, and rolling four skulls against him which he manages to block. Once again, Beyonder is stuck, but he teleports Jean next to him and drops her, causing a lost turn.
Initiative Heroes. The Agents take the elevation near the start zone and KB Beyonder for two wounds. Beyonder engages two who have height, and his four-skull attack is actually blocked, though it knocks the agent off height. Using the one unengaged agent and two others, SHIELD forms another KB for four wounds on Beyonder. Beyonder takes the height he nkocked the agent off of and defeats a same-leve agent. Human Torch flies over and goes Nova, and Beyonder whiffs for five wounds! Beyonder kills another agent.
Initiative Beyonder. He takes the high point near the starting zone and kills an agent. The Sniper attacks him, using the Spotter's Re-roll bonus to get two(four) skulls and land two wounds, 10 life left. Beyonder summons up the sniper and defeats her. Beast advances towards Beyonder, but can't reach him. Beyonder uses Mere Pawns to control Beast, using his whirlwind attack to hit three wounds on Invisible Woman and kill an agent and spotter. Beast then closes in on Beyonder to attack, landing a wound.
Initiative Beyonder. He can't summon over Invisible Woman without clear sight, so he settles for giving Beast Two wounds. Invisible Woman moves closer to Beyonder for her aura to be more effective. Beyonder flies over and finishes her. Getting a +2 Clobbering Time bonus from Beast, Thing gives Beyonder three wounds and engages him to a SHIELD agent with the knockback. Beyonder ciricles next to lava summons Thing into it, which destroys him. He then defeats the Adjacent Agent. Cyclops, who had been sitting on lava for a while, finally takes a killing blow from it. Beyonder is down to 6 life.
Initiative Heroes. Beast moves to the same level as Beyonder and attacks for two wounds, four life left. Beyonder summons Iceman into the lava, destroying him, and attacks Beast, not wounding him but knocking him back. A turn is lost on Iceman. Beyonder summons Beast into the lava for a wound, and finishes him off with his attack. Human Torch engages Beyonder, but is too burned out to roll a skull.
Initiative Beyonder who destroys Torch with his summoning/attack Combo. A turn is lost, so he defeats Angel with the same combo. Another turn is lost, so he flies over and summons the last opposing figure, a SHIELD agent, but only rolls one blocked skull. The Agent attacks him for one wound.
Initiative Agent. He fails to wound Beyonder, who destroys him next turn. Beyonder wins with three life left. While the agents seemed to be good counters, Beyonder still won. This game was much closer, however.
So in one test he's broken around molten lava but in the other test, on the same map, he's just fine?
Confusing ... I think the dice mostly just favored him in that first match up and that he wasn't very effectively counterdrafted. I don't see a real issue there.
C3G can be played with official Heroscape, but it's not recommended.
DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards.
Thanks, Tickle! Linked to the first post.
And, since I realized we're not actually waiting on any more tests here, I propose we move Beyonder to final editing.
C3G can be played with official Heroscape, but it's not recommended.
DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards.
SUPREME SUMMONING After moving and before attacking, you may choose one figure within clear sight of Beyonder. You may either place the chosen figure on any empty space adjacent to Beyonder or choose another figure within clear sight of Beyonder and switch the chosen figures. Figures moved by Supreme Summoning never take any leaving engagement attacks and may never be placed on uneven terrain.
MERE PAWNS
After revealing an Order Marker on this card, and instead of taking a turn with Beyonder, you may roll the 20-sided die.
If you roll 1-11, choose the figures for any other card you control.
If you roll 12-17, choose one Unique Hero within 10 clear sight spaces.
If you roll 18 or higher, choose up to two Unique Heroes within 10 clear sight spaces.
Take temporary control of each figure and immediately take a turn with each chosen figure. At the end of the turn, control of each chosen figure returns to the player who controlled the figure before Mere Pawns was used. All Order Markers that were on each chosen figure's card will stay on the card.
For SUPREME SUMMMONING, we will probably need a FAQ addressing how a double-based figure is switched with a single-based figure.
In MERE PAWNS, since I only need one card for all commons I control, is the intent that he can take a turn with every one of the common figures on that card?
10 Moloids? 16 Civilians? 16 Street Thugs? All of my S.H.I.E.L.D. Snipers?
I know he would likely be the only figure in your army, but what about higher-point games?