C3G BUILDING RULES
Buildings (
Enclosed Structures and
Interior Access Structures) are considered a specific category of terrain piece. Buildings may be placed on any normal terrain so long as they can lay flat, and in some cases
, can be played as standalone battlefields!
There are some unique placement considerations
; however, given that C3G Buildings, like
buildings in the real world, come mostly in right angles, as opposed to the hex shape of pre
-existing Heroscape terrain.
HEXES: FULL, HALF, AND PARTIAL
In order for square buildings to fit on hex battlefields, hexes are often partially blocked or covered, creating unusual spaces on the battlefield. In order to clarify figure interactions with these spaces, C3G Building
Rules establish three categories of hexes:
Full
Hexes,
Half
Hexes, and
Partial
Hexes.
These categories breakdown as follows:
- Full Hexes are standard-sized Heroscape hexes that are treated as normal spaces according to the game rules. A Full Hexes are is any tile spaces where that a figure’s base* will fit fully inside.
- Half Hexes are any spaces that where a figure's base* will not fit fully inside, but that where an official Heroscape Wound Marker will fit fully inside.
- Partial Hexes are any spaces that is are too small for an official Wound Marker to fit fully inside.
Both Half Hexes and Partial Hexes are governed by special rules.
*
Disputed Hexes: In the case of a dispute on fit or on whether or not a figure's base is "officially-sized," or not, an official Heroscape base from the Marvel: The Conflict Begins Master Set can be used as a standard of measurement to determine whether a tile space is a Full Hex or Half Hex.
These three designations of hexes can affect figure placement and movement and how some special powers operate.
Both Partial Hexes and Half Hexes are governed by special movement rules.
Partial Hex Movement: Figures that are not destructible objects cannot enter or occupy Partial Hexes or be placed there by
any special power
s on an
y Army Card or glyph.
Half Hex Movement: Figures that are not destructible objects cannot occupy Half Hexes. However, any figure can move through an unoccupied Half Hex, unless
it doing so would cause the moving figure to become engaged or a
ny special power on an
y Army Card or glyph
would cause a figure to end its movement
on a Half Hex.
Half Hex Movement and Engagement: A figure that is engaged when it would begin its movement
onto a Half Hex is considered to be leaving that engagement
, and is therefore subject to leaving engagement attacks.
i.e. If Superman is engaged with Doctor Doom and Superman begins movement into a Half Hex, Doctor Doom can make a leaving engagement attack on Superman. This is true even if the Half Hex Superman is moving through is within one space of Doctor Doom's space. In this way, moving through a Half Hex space is similar to beginning movement with the Flying special abilitypower.
Destructible Objects and Partial and Half Hexes: A destructible object can only occupy a Partial Hex or Half Hex if that destructible object is placed there (whether at the beginning of the game or through a special
ability power on an Army Card or glyph)
, and if that
destructible object can fit normally
on that space (for specifics or any questions, address the Books of individual destructible objects).
Counting Partial and Half Hex Spaces for Special Powers: When counting spaces for special powers, such as flying or leaping movements over a certain number of spaces, or special attacks that affect a certain number of spaces, the simple rule is this: Partial Hexes should never be counted
, and Half Hexes should always be counted as one space each.
BUILDING TYPES
Buildings come in two varieties:
Enclosed Structures, which figures may pass through without stopping, move over and around, and interact with on the battlefield as obstacles, and
Interior Access Structures, which offer the added component of interior play.
Enclosed Structure Rules: Enclosed structures act as obstacles and line of sight blockers on the battlefield. Figures may not occupy enclosed structures, unless specified by that specific structure, but figures may pass through these structures. In order to pass through an enclosed structure, figures must use
Transit Spaces and the associated rules.
TRANSIT SPACES
Transit
Spaces can be used to allow figures to move from one hex to another in a non-traditional manner. Implementations for this include moving from one exit space of an enclosed structure to another, from a Stairway Up space to the corresponding Stairway Down space on the next floor up (see: Stairways on p. ?) and so on.
Transit
Spaces are denoted by printed
Transit Numbers that mark the amount of movement required to move from one Transit
Space to the next closest eligible Transit
Space. Figures can only move between Transit
Spaces that have identical Transit
Numbers. Different types of Transit
Spaces may have additional rules governing movement between Transit
Spaces, such as height limits for enclosed structures, and directional limits for stairwells.
However, the basic rules for Transit
Spaces are as follows -- when a single
-spaced figure moves onto an unoccupied space with a Transit
Number, you may either:
- immediately place that figure onto any corresponding unoccupied Transit Space at a movement cost equal to the printed Transit Number, or
- immediately end your movement. When that figure would next move, you may place that figure onto any corresponding unoccupied Transit Space instead of moving.
Figures placed this way will take any leaving engagement attacks.
Interior Access Structures
The second type of building is an Interior Access Structure. These add the component of interior play, meaning they offer a way for players to view the interior of the structure and for figures to occupy, move around in, and even fight inside the buildings.
Entering and Occupying Interior Access Structures
The Book of each Interior Access Structure specifies what size and height of figure can enter and occupy that structure. Most Interior Access Structures permit single
-spaced figures with a Height of 7 or less to enter and occupy them, as long as those figures can fit normally into available spaces within those structures.
Structures will either have exit spaces specified in their Books or will have placeable Door hexes that can be arranged according to a specific map build. Some
structures may also have Windows that can allow interaction between figures inside of the structure and those outside.
DOORWAYS AND WINDOWS
Structures with open sides may have certain spaces designated as Doorways and Windows. Doorways are designated by printable Doorway
markers, which can be placed according to a specific map build. Half
Hexes on the open sides of a structure may represent
Window
Spaces. This will be specified for a specific structure in its Book.
Rules for Doorways and Windows are covered below.
DOORWAYS
A figure outside of a structure may move through a
Doorway
Space normally to move into the structure’s interior. A figure inside of a structure may move through a
Doorway
Space normally to move to the structure’s exterior. Figures cannot trace clear sight through a
Doorway
Space.
WINDOWS
Figures normally cannot move through
window spaces or trace clear sight through
Window
Spaces. However, this changes if
they the Window Spaces become
Broken Window Spaces.
Instead of making a
n single attack, a player may choose for their figure to break a window. To break a window, choose a
Window
Space for a window that has not been previously broken and that is within range of the attack that figure is forgoing.
If an object, obstacle, figure, or the building itself would block clear sight on a figure located in that
window
Space, that
Window
Space may not be chosen.
Once a
Window
Space has been chosen, place a
Wound
Marker on it. Any
Window
Space with a
Wound
Marker on it is considered broken. Figures can trace clear sight through a
Broken
Window
Space and can move through a
Broken
Window
Space normally.
Interior Terrain
The floors inside
r Interior Access Structures are considered
Interior Terrain and are specifically called
Floor Spaces. Any figure that can pass through an obstacle may pass through any piece of
Interior
Terrain as if it were an obstacle.
Interior Access Structures In Play
Structures can be accessed for figure movement and play in two main ways. They may have removable roofs, as the Small House does, or they may have open sides, such as the Skyscraper.
While these playable sides or roofs are open for access to the interior for figure movement, they are considered “solid” walls or roofs for the purposes of gameplay. As such, figures occupying the interior of a structure by default do not have clear sight on figures outside of the structure and vice versa. In addition, a figure occupying the interior of a structure is never engaged with a figure outside the structure unless otherwise specified.
Some larger structures, such as the Skyscraper, may have several Floors (different levels that can be occupied). There are several ways for figures to move from one Floor of a structure to another, but the main ones are Stairways and Elevators.
STAIRWAYS
Stairway Hexes come in two versions: "Up" Stairways and "Down" Stairways, and may be placed in the interior layouts of a building to allow single-spaced figures to move between levels. Stairway
Hexes are Transit Spaces and come with Transit Numbers (see p. ?).
Only single-spaced figures can enter or occupy Stairway
Hexes. A figure can move from a Stairway Up space to a corresponding Stairway Down space one Floor higher at a movement cost equal to the Transit Number.
ConverselySimilarly, a figure can move from a Stairway Down space to a corresponding Stairway Up space one Floor lower at a movement cost equal to the Transit Number.
Figures can move between Stairway
Hexes on the same level normally.
Figures are not considered engaged with figures on corresponding Stairway
Hexes on a different Floor of a
structure, but these figures do consider each other in clear line of sight, unless a special power on an Army Card or a glyph specifies otherwise. Height advantage applies.
ELEVATORS
Players may want to use Elevators in some
structures with multiple playable Floors.
During set up, players may place
Elevator Shaft Spaces at the same place on corresponding Floors of the
structure to create an Elevator Shaft. Only Elevator Car Vehicle Destructible Objects can enter or occupy Elevator Shaft
Spaces. Figures cannot trace clear sight through an Elevator Shaft
Space.
Each Elevator Shaft should start with an empty Elevator Car occupying its Elevator Shaft spaces on the bottom floor of its Skyscraper.
For more on movement with Elevators, see the
C3G Vehicle Destructible Object Rules and
the Book of Elevator Car.