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Official Rules & FAQ's Compilation and discussion of official HeroScape Rules and Frequently Asked Questions. **Special attacks never receive any bonuses.** |
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Re: Question Dump: Post Your Questions Here.
So common squads/figures can't pass over those spaces at all, right?
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Re: Question Dump: Post Your Questions Here.
Wow, the glyph thing is new to me as well. I guess it hasn't come up too much because we generally don't play with glyphs at my place. I'll have to look that up. Is there a FAQ for it, or is it in one of the rulebooks?
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Re: Question Dump: Post Your Questions Here.
Oh, right. Can commons land on/pass over treasure glyphs? I know they can't pick them up but they can occupy the space, right?
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Re: Question Dump: Post Your Questions Here.
*treasure glyphs
Formerly known as capsocrates -- Remixed Master Sets - challenge yourself with new terrain combinations! -- Colorado Fall 2023 Multiplayer Madness -- caps's Customs Redux - caps's multiplayer maps - caps's maps - Seagate -- Continuing Classic Heroscape: C3V SoV |
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Re: Question Dump: Post Your Questions Here.
So something that came to mind to me the other day was ways of spicing up a game a little. I havent been on here for a long while but my question is had anyone tried increasing the number of turn markers to change the pace of the game? For instance double of each tirn marker, and each turn you can use two cards. (Maybe as a general rule you cant use the same card twice in the same turn) what do you think? Has anyone tested that out and does it work? I can imagine there may be some bad results with synergies and other specials involving pre movements with other cards.
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Re: Question Dump: Post Your Questions Here.
@09167
See the Hextreme Heroscape Spreadsheet (originally by
@Bixby
) M/A/MA sreadsheet with rules on additional order makers for larger games.
@Draconious
also made some rules about 10 years ago and I am sure others have too, but those are probably the best two rulesets someone made.
This is a house rule I play sometimes that changes the pace only slightly and makes it both easier and harder to pre-place order-markers Quote:
C3V/SoV cards @ 3/page PDF / LeftOn4ya's Customs (including Jurassic World) / Competitive Unit Alters / New? Start Here! Unit Debates REVIVED - #76 Tandros Kreel vs Torin "Today is a good day to die... but the day is not yet over"
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Re: Question Dump: Post Your Questions Here.
Quote:
Sir Heroscape's Content
Customs, Maps, Battle Reports YouTube Channel, Trade List, 'Scaper of the Month, Burnout Format Tourney Record: 309 - 141 Online Record: 19 - 22 |
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Re: Question Dump: Post Your Questions Here.
I actually think the best time to use multiple sets of order markers is in large POINT games, not large PLAYER games. At 1000+ per army, 2 sets of order makers works really well to keep the entire army moving. Rules as follows:
It means less initiative rolling and it allows you to kind of steamroll the whole army forward more easily without being tied into SIX preplanned turns since the "use either of the correct number" gives you more flexibility. We've played this for 2000-3000 point armies with success. Looking for a way to get casual players involved in Heroscape? Do your opponents lack the interest or knowledge to build/draft their own armies? If so, check out Project 500! Last edited by happyjosiah; October 21st, 2016 at 02:25 PM. Reason: Bullets |
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Re: Question Dump: Post Your Questions Here.
One house rule we have used is that each player gets OMs numbered 1,2,3,4,X.
Once each GAME each player is allowed to use the 4 instead of the X. This only extends the gameplay a little when you check after round 3 if anybody played a 4. But adds a tough decision about when to use your extra turn to optimize its utility. I suppose you could extend this idea and give each player two or three '4' markers, each of which may only be used once and then discarded. ~Z |
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