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C3G Legacy Library This 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.


 
 
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Old August 9th, 2019, 02:23 PM
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Tornado Tornado is offline
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Re: The Book Judge Hershey (Vote for Initial)

COMPETITIVE REVIEW BOARD CHECKLIST
  1. Does the design disrupt opponent's Order Markers in a way that offers a net gain in turns taken with strong figures versus the turns your opponent can take with strong figures (Ozymandias, Joker (I), Meteorite)? No
  2. Does the design offer auto-wounding that either doesn't require taking turns or is otherwise extremely efficient (War Machine, Jason Voorhees, Cosmic Cube)? No
  3. Does the design immobilize figures or prevent turn-taking (Blob, Spider-Girl, Diablo, Green Lantern Alan)? No
  4. Does the design move opponent's figures in a way that's easy to pull off and can move figures multiple spaces in multiple directions (Graviton, Magneto, Vulture)? No
  5. Does the design allow for moving friendly figures without taking turns, or for moving 2+ friendly figures while still taking a turn (Martian Manhunter [I], Green Lantern John, Angel)? No
  6. Does the figure allow for two figures, one of them being a wide range of possible figures, to both attack on a single Order Marker (Zombie, Robot, Iron Patriot, Ms. Marvel, Rocket [II], Martian Manhunter [II], Nebula, Baby Groot, Havok)? No
  7. Does the design offer any sort of passive boost outside of a narrow set of figures (Star-Lord, Sage, Brainiac 5, Captain America, Batman [III])? No.
  8. Does the design help keep your allies alive just by being nearby (Daring Decoy, Aaron Cash, Jocasta, Weather Wizard)? No.
  9. Is it OK for the design to have defensive abilities that could make it essentially unkillable in some matchups or endgame situations (Cosmic Cube, Healing Factor, Master Martial Artist)? No.
  10. If the figure has auto-destroy powers or powers that can force the opponent's figures to attack each other, are they balanced for strong opposing figures and/or boosts that can make the powers more reliable (Puppet Master, Psycho-Man, Enchantress)? No.
  11. Is the figure likely to earn its value many times over by either running out alone at the start of a battle (pre-eval Crow, Solomon Grundy) or by sitting in the startzone until the end of a battle (Arnim Zola, Silk Spectre)? No.
  12. Will synergies in the design create concerns for future designs (Mad Thinker, pre-eval Enchantress, Star-Lord)? No.
  13. Does the design combo particularly well with one of the design concerns above (Magma)? No.


CONSISTENCY CHECKLIST


Name and Identity
Verify character is named in a way that is clear, accurate and feels consistent with the way other characters are named. Pass

Uniqueness and Type
Verify that the power text reflects the listed uniqueness and type, that the uniqueness fits the character, and that squad size is listed for squads. Pass

Left Box
If the character's species, class or personality is reused, verify that the character feels thematically consistent with other figures that have that species, class or personality. If they are not reused, verify that there is no pre-existing species, class or personality that would make more sense. Pass

Size and Height
Verify that the listed size and height are accurate. Standing the mini up next to a stack of tiles, and a few other minis of various sizes, is encouraged. Pass

Super Strength and Flying
Verify that these special powers are present if they make sense, and not if they don't. Pass

New Powers - Names
Verify that any new powers are not using power names identical to, or very similar to, pre-existing powers. Verify that any new powers are actually new and not old powers with new names. Pass

New Powers - Effects
Verify that the effect and timing of all new powers is clear. Verify that any logical immunities, benefits, or weaknesses (whether those be necessary for thematic or mechanical reasons) are implemented: consider whether defensive powers that work against normal attacks should also work against special attacks, whether or not a power has an elemental component that some figures should resist, and whether or not unliving figures (such as Undead and Androids) should be affected. Pass

Reused Powers
Verify that the design is reusing powers in place of creating new ones, where reused powers could implement the same theme and mechanics with no differences or only trivial differences. Verify that any reused powers have the correct text. Pass

Power Level
Verify that the character's movement, attack, range, and defense (in conjunction with any special powers that enhance those stats) feel consistent with the capabilities of characters with analogous powers and abilities. Verify that the character falls into a similar point range to characters with comparative powers and abilities. Pass


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