This is something I plan on trying to work on more and I've talked to a few folks who don't have sanctum access about it and they've expressed interest, so just going to put it out here so they can easily see it. These are mostly untested (other than a couple little ones here and there, but I plan to run some playtests with a mostly powerless enemy (Cursed Earth T-Rexes) next week to see how the basics feel before committing to doing stuff with special powers.
In order to play C3G Superheroscape against an automated opponent, simply create an enemy army and pair each enemy Army Card with the appropriate poker-sized Villain Card.
A Villain Card does not replace the existing Army Card, but simply offers specific activation rules for that Army Card and its special powers.
VILLAIN CARD PERSONALITIES
Spoiler Alert!
Villain Cards come with one of three personality types that help dictate how they play. These Personality Types are: Aggressive, Calculating, and Supportive. If all figures you control have the Supportive personality type, their Personalities become Aggressive instead of what is printed on their Villain Cards.
START ZONE PLACEMENT
Spoiler Alert!
Aggressive figures are placed first. Each Aggressive figure is placed on an empty start zone space that is as close as possible to at least one enemy start zone space.
After any Aggressive figures are placed, each Calculating figure is placed on an empty start zone space that is as far as possible from the closest enemy start zone space.
Supportive figures are placed last. Each Supportive figure is placed on an empty start zone space that is adjacent to as many friendly figures as possible. If more than one space fits this definition, choose the space that is as far as possible from the enemy Start Zone.
UNIT ACTIVATION, UNIT TYPES, AND BASIC CONCEPTS
Spoiler Alert!
There are two types of enemy armies you can oppose. There are Villain Team Cards, which are explained in detail in a later section. There are also single-card armies, which pair a single Army Card and a Villain Card. To play against these Villains, simply put all Order Markers on the single enemy Army Card and reveal them at the start of that unit’s turn.
Each time a numbered Order Marker is revealed on an enemy Army Card, all figures associated with that Army Card are activated.
Before activating any Villain figure, roll a single combat die and check the results against their Villain card to see how their special powers influence their activation.
During activation, a Villain figure’s Attack Range, Threat Range, and Support Range may come into play. These numbers are specified on their Villain Cards.
Attack Range is the furthest away an enemy figure can be from the Villain figure and still be targeted by at least one of its normal attack, special attack, or a special power on its Army Card or a glyph it is equipped with that can inflict wounds on a targeted figure.
If a Villain figure does not have any special powers that allow it to target an enemy figure without needing clear sight and an enemy figure has a special power preventing it from being targeted without clear sight, then the Villain figure must be adjacent to that enemy figure to be in Attack Range of that enemy figure.
Threat Range is simply a figure’s Movement number plus their Range number. For instance, Cyclops (I) has a Move number of 5 and a Range number of 8, making his Threat Range 13.
Support Range is the lowest listed range on a figure’s power that positively affects friendly figures. For instance, Invisible Woman has one special power that affects friendly figures, her Fantastic Force Field 4. Fantastic Force Field 4 affects figures that are 4 spaces away, so Invisible Woman’s Support Range is 4.
When activating a figure, if that figure ever has a choice between two or more options that cannot be resolved with the existing tie-breakers, roll a 20-sided die for each option and the highest roll wins out.
UNIT OBJECTIVES
Spoiler Alert!
Before moving a Villain figure, determine its Objective. It is possible for a Villain figure to not have an Objective.
Aggressive figures consider the closest enemy figure in their Threat Range to be their Objective. If two or more figures are equidistant, the one with the most unrevealed Order Markers is the Objective. If there is still a tie, the most Vulnerable* figure among them is the Objective.
Supportive figures consider the highest point friendly figure to be their Objective. If there is a tie, the one with the most unrevealed Order Markers is the Objective. If there is still a tie, the closest of the figures should be chosen.
Calculating figures consider the most Vulnerable enemy figure in their Threat Range to be their Objective. If there is a tie, the one with the most unrevealed Order Markers is the Objective. If there is still a tie, the closest figure is the Objective.
If there are still two or more figures that meet a Villain figure's Objective criteria, players should resolve the choice with 20-sided dice.
*The Vulnerability of a figure is calculated by adding its Life Number and the number of defense dice that figure would roll if attacked by the Villain figure. The lower the total is, the more Vulnerable that figure is considered.
UNIT MOVEMENT
Spoiler Alert!
FIRST DO NO HARM
When moving, a Villain figure will never move in a way that would trigger leaving engagement attacks, immediate damage from terrain (so yes lava field, no molten lava), falling damage, or any special powers on enemy cards or glyphs equipped by enemy figures that would negatively affect that Villain figure’s Life, ability to move, ability to attack, or Order Markers, unless that Villain figure is both within the threat range of at least one enemy figure and that Villain figure does not have any enemy figures in its Attack Range and has no other path to get an enemy figure into its Attack Range.
ALWAYS OPTOMIZE
When Villain figures move (including through Villain placement powers), they should always move as to an Optimal space, if possible. An Optimal space fulfills the following criteria:
Spoiler Alert!
1. Only if the Villain figure is in one or more enemy figure's Threat Range, the space should give the Villain figure Attack Range on at least one enemy figure.
2. The space should contain a Power-Side up Glyph that will not be harmful to that figure or, if no Power-Side up Glyphs are on the battlefield, a Symbol-Side up Glyph, if applicable.
3. The space should be on the highest level of elevation on the battlefield.
4. The space should give the Villain figure height advantage on the closest enemy figure.
5. For Aggressive and Calculating figures, the space should put them in Attack Range of their Objective. For Supportive figures, the space should put them in Support Range of their Objective and as many other friendly figures as possible.
If a Villain figure occupies an Optimal Space (one that fulfills all of the above criteria that is applicable), it should not move. Otherwise, during its activation, a Target Space should be selected for that Villain figure.
CHOOSING A TARGET SPACE
Spoiler Alert!
To choose a Target Space, consider the criteria listed below, in numerical order.
When you get to a specific criterion on this list, if a space on the battlefield can fulfill that specific criterion without nullifying a criterion previously fulfilled by another space on the battlefield, including the space the Villain figure currently occupies, then that specific criterion must be fulfilled in the selection of the Target space.
If that specific criterion cannot be fulfilled or would nullify a previously fulfilled criterion, then it should be ignored.
If no other spaces on the battlefield fulfill the criterion better than the space the Villain figure currently occupies, the Villain figure should not move. If at least one space does fulfill the criterion better, the Villain figure should move, if possible.
Criteria for Choosing a Target Space
1. A space the Villain figure can legally occupy.
2. A space that puts the Villain figure’s Objective in its Attack Range, or, if the Villain figure has the Supportive personality, a space that puts its Objective in its Support Range.
3. A space in Threat Range containing a non-harmful Power side up Glyph.
4. A space in Threat Range containing a Symbol side up Glyph.
5. The highest elevation space eligible in Threat Range.
If, after all criteria is considered, multiple Target spaces are available, the closest such space should be considered the Target space. If multiple such spaces are equidistant, Players should use the 20-sided die to choose between them.
STAYING ON TARGET
Spoiler Alert!
Once its Target space is chosen, the Villain figure should move towards its Target space in the most efficient manner possible, while still following all movement rules, including to do no harm.
If no unoccupied spaces fulfill any of criteria 2-4 and the highest elevation space in threat range is not higher than the space the Villain figure currently occupies, no Target space is chosen and the Villain figure should instead be moved based on its personality.
MOVE WITH ATTITUDE
Spoiler Alert!
Aggressive figures should move as far as possible, in the most efficient path, towards the closest enemy figure. An engaged Aggressive figure should only move if it can engage additional figures without ending that move on a lower level space than it started.
Supportive figures should move as far as possible, in the most efficient path, towards the highest point friendly figure.
Calculating figures should move as far as possible, in the most efficient path, towards the highest elevation space in its threat range or, if that figure is engaged, towards the highest elevation space it can reach without triggering a leaving engagement attack.
UNIT ATTACKING
Spoiler Alert!
After moving, if a Villain figure can attack an enemy figure, it should.
Before a Villain figure attacks, determine how many available enemy targets there are for that attack. If there is only one available enemy target, the Villain figure must attack that target. If there are multiple enemy targets available, use the following priorities to determine which target the Villain figure attacks:
1.Its Objective (Aggressive and Calculating figures only)
2. If it cannot attack its Objective or is a Supportive figure, the most Vulnerable figure.
3. If there is a tie, the figure with the most unrevealed Order Markers.
4. If there is a tie, the figure that costs the most points.
SPECIAL POWER USAGE
Spoiler Alert!
Special powers come in two types: passive and active. Passive powers are always on and should be treated as such. Active powers require activation by the Villain Card and are designated by the @ symbol on the Villain Card. Rules for the activation of these powers are included on individual Villain Cards.
If a special power would require a Villain Player to choose one of your Order Markers, use the 20-sided die to determine the choice of Order Markers at random (Order Marker 1 = 1-5; Order Marker 2 = 6-10; Order Marker 3 = 11-15; Order Marker “X” = 16-20).
TEAM CARDS/REINFORCEMENTS
Spoiler Alert!
A Villain Team Card will specify all of the figures that are in an army, which start in the start zone, and which are reinforcements, as well as the activation order and any special activation rules for each of those cards that influence how they operate as an army.
These should be used in addition to the individual Villain cards for each unit in the Villain Team. If activation rules on the Villain Team Cards and the individual Villain Cards would contradict each other, the Villain Team Cards should be followed.
All Order Markers for a Villain Team should be placed on that Villain Team Card. The Order Markers on a Villain Team Card are considered to be placed on the Army Cards of each figure in the Villain Team for the sake of special powers.
After revealing a numbered Order Marker on a Villain Team Card, all figures for that card should be activated, in the specified order. Once an Army Card is activated this way, its associated Villain Card should be tapped (turned to the side at a 90 degree angle) to show that it has been activated. At the end of each Player Turn, return all Villain Cards to their original positioning.
Reinforcements are figures that do not start the game on the battlefield. Each category of reinforcements will have a number at the end. At the end of that number round, those figures should be placed in the Villain start zone according to their listed personalities.
SKULL: Add 1 die to Anti-Monitor's Attack during this Villain turn. After his turn, @Master of Space.
SHIELD: Add 1 to Anti-Monitor's defense until the end of the round. If you revealed Order Marker 3 at the start of this turn @Master of Space.
BLANK: Following all Movement rules, move Anti-Monitor to within 3 clear sight spaces of as many enemy figures as possible and @Erase from Existence, adding X to each roll, where X = the number of Players. If you revealed Order Marker 3 at the start of this turn, @Master of Space.
SKULL: Add 2 dice to Anti-Monitor's Attack during this Villain turn. After his turn, @Master of Space.
SHIELD: Add 2 to Anti-Monitor's defense until the end of the round. If you revealed Order Marker 3 at the start of this turn @Master of Space.
BLANK: Following all Movement rules, move Anti-Monitor to within 3 clear sight spaces of as many enemy figures as possible and @Erase from Existence, adding X to each roll, where X = the number of Players +2. If you revealed Order Marker 3 at the start of this turn, @Master of Space.
SKULL: Remove one Wound Marker from this card and add 2 die to Anti-Monitor's Attack during this Villain turn. After his turn, @Master of Space.
SHIELD: Remove one Wound Marker from this card and add 2 to Anti-Monitor's defense until the end of the round. If you revealed Order Marker 3 at the start of this turn @Master of Space.
BLANK: Following all Movement rules, move Anti-Monitor to within 3 clear sight spaces of as many enemy figures as possible and @Erase from Existence, adding X to each roll, where X = the number of Players +4. If you revealed Order Marker 3 at the start of this turn, @Master of Space.
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.
Last edited by IAmBatman; June 6th, 2022 at 08:11 AM.