• Welcome to the Heroscapers 2.0 site! We've still got some dust to clear and adjustments to make, including launching a new front page, but we hope you enjoy the improvements to the site. Please post your feedback and any issues you encounter in this thread.

Doctor Doom (Victor Von Doom) (Unique)

toyhandle

Casing the Corners
Doctor Doom (Victor Von Doom)

C3G2_DoctorDoom1.png


Card PDF

NAME = DOCTOR DOOM
IDENTITY = VICTOR VON DOOM

UNIQUENESS = UNIQUE HERO
SPECIES = HUMAN
CLASS = RULER
PERSONALITY = EGOMANIACAL

SIZE/HEIGHT = MEDIUM 5

LIFE = 6

MOVE = 5
RANGE = 5
ATTACK = 5
DEFENSE = 6

POINTS = 375

MYSTIC POWER DRAIN 14

Once per turn, after Doctor Doom's activation, he may choose an adjacent enemy and roll a d20. On a 14+, if that enemy is not a Unique or Event Hero, inflict 1 wound on that enemy and Doctor Doom heals 1 wound. On a 14+, if that enemy is a Unique or Event Hero, activate Doctor Doom a second time and for the rest of the round, Doctor Doom may use any abilities on that enemy's card, but cannot use Mystic Power Drain.

ELABORATE DEATH TRAP 14
After an enemy ends a move of 1+ spaces within 4 clear spaces of Doctor Doom, you may roll a d20. On a 14+, place that enemy within 4 spaces of Doctor Doom and you may end the activation. If that enemy is placed adjacent to Doctor Doom, it takes 1 wound. A figure can only be moved by this ability once per turn.

FACTION = LATVERIA
PUBLISHER = MARVEL
KEYWORDS = Royal, Science
SYMBOLS = FLYING, MAGICAL AFFINITY, MENTAL SHIELD, SUPER STRENGTH
REINFORCEMENTS ARRIVE: "I was a god, Valeria. I found it... beneath me."
-Doctor Doom

Resources and Rulings
  • The suggested figure for this unit is a Heroclix figure: Classics #1-09/ Dr. Doom
  • Secret Invasion #105/ Dr. Doom
  • Secret Invasion #115/ Victor Von Doom
  • See this card's wiki page for synergies and strategies!
Credits
  • Legacy design: Griffin
  • Card art: japes
  • Comic creators: Stan Lee and Jack Kirby
Updates
  • N/A
 
Last edited by a moderator:
Tweaks (some for clarity and readability):

MYSTIC POWER DRAIN 14
Once per turn, after Doctor Doom's activation, he may choose an adjacent enemy and roll a d20. On a 14+, inflict 1 wound on that enemy and Doctor Doom heals 1 wound or, if the chosen enemy is a Unique or Event Hero, activate Doctor Doom a second time. During the second activation and for the rest of the round, Doctor Doom may use any abilities on that enemy Hero's card, but cannot use Mystic Power Drain.

ELABORATE PIT TRAP 14
After an enemy ends a move action of 1+ spaces within 4 clear spaces of Doctor Doom, you may roll a d20. On a 14+, place that enemy on any space within 4 spaces of Doctor Doom and you may end the turn. If that enemy is placed adjacent to Doctor Doom, it takes 1 wound.

(I worded Elaborate Pit Trap to only work with intentional movements - if we want it to work when a figure is thrown or carried to that spot, etc., we'll need to rework it a bit).
 
Almost a straight conversion from 1.0. Differences being the Latveria Faction, Science Keyword, and Magical Affinity, all shared with his Event counterpart.

Also like his Event counterpart, no need to put Royal in there. Found this moment when searching if Doombots have been hacked in the comics (and if Mental Shield makes sense for them).
PGfIAWO.png

UPDATE:
I had misinterpreted the above statement. His mother is not royal, but because he conquered Latveria, he made himself royal. Discussed in Fantastic Four 2018 #33 THE BRIDE OF DOOM, Part 2; "Royal Wedding."

IPPiuEn.png

VKFMamW.jpg
 
Last edited:
Tweaks (some for clarity and readability):
...
(I worded Elaborate Pit Trap to only work with intentional movements - if we want it to work when a figure is thrown or carried to that spot, etc., we'll need to rework it a bit).
Nice, thanks! Updated MPD.

How can we retain involuntary movement as a trigger? That's a big part of how he plays.
 
ELABORATE PIT TRAP 14
After an enemy is moved 1+ spaces and ends that move within 4 clear spaces of Doctor Doom, you may roll a d20. On a 14+, place that enemy on any space within 4 spaces of Doctor Doom and you may end the turn. If that enemy is placed adjacent to Doctor Doom, it takes 1 wound.

I'd be tempted to make a slight tweak to that, though, just because I think it's cleaner mechanically (even if technically a tad more powerful):

ELABORATE PIT TRAP 14
After an enemy is moved 1+ spaces and enters a space within 4 clear spaces of Doctor Doom, you may roll a d20. On a 14+, place that enemy on any space within 4 spaces of Doctor Doom and you may end the turn. If that enemy is placed adjacent to Doctor Doom, it takes 1 wound.
 
That second allows someone to enter and exit the 4 space AoE and still trigger the trap?

I'm not picky, as long as its fun. Probably want to stick close to the original for the opponent's sake.
I forgot, the original had an an "immediately" in there that made it extra tricky:
"When an opponent's figure that moved 1 or more spaces ends its movement within 4 clear sight spaces of Doctor Doom, you may immediately roll the 20-sided die."

EDIT:
Also, are there some Ruler changes I should be aware of?
 
What was previously King is now going to be Ruler. I think we’re gonna evaluate old Ruler synergies as they come. So your Doomluminati builds just got better. :p
 
We've largely been cutting "immediately" from text as it usually doesn't add any clarity. I don't think it does here either.

The whole enter/exit thing is probably confusing, yeah. So I'd go with the first version I have above.
 
Updated, thanks!

I propose we move to Final Editing.


EDIT: Too soon, but when the time is right, I propose it.
 
Last edited:
Did a little restructuring of this ability for clarity - I think it needs to specify the wound and heal only happens if he drains a non-Unique/Event Hero. I think there's a lot of ways to structure this complicated ability if you or others prefer a different approach, though.

MYSTIC POWER DRAIN 14
Once per turn, after Doctor Doom's activation, he may choose an adjacent enemy and roll a d20. On a 14+, if that enemy is not a Unique or Event Hero, inflict 1 wound on that enemy and Doctor Doom heals 1 wound. On a 14+, if that enemy is a Unique or Event Hero, activate Doctor Doom a second time and for the rest of the round, Doctor Doom may use any abilities on that enemy's card, and cannot use this ability.

No need to say "on a space" so I just deleted that part.

ELABORATE PIT TRAP 14
After an enemy is moved 1+ spaces and ends that move within 4 clear spaces of Doctor Doom, you may roll a d20. On a 14+, place that enemy within 4 spaces of Doctor Doom and you may end the turn. If that enemy is placed adjacent to Doctor Doom, it takes 1 wound.
 
I prefer the Power Drain as Bats has it above. No need to list out "On a 14+" twice IMO.

I'm not sure that "is moved" is the right language here. It makes it seem like that is only when someone else is doing the moving. Maybe it just needs an "moves or is moved". I don't love having the extra wording but that feels a lot more clear for how it is meant to work. The rest of Archie's and Bats' edits look good to me.
 
Moves or is moved makes it super clear, I'd go with that.

Doom has my favorite Blurb so far
 
These aren't technically "the same," but 2.0's Blob and Doc Ock's Lockdown cuts out 1.0's "Figures affected by Stuck/Cyberclaw cannot be moved by any special power on an Army Card," and achieves the same effect with just "would move."

Up to you guys if you want to draw the distinction between moving and being moved, I'll just follow the precedent.

@Arch-vile is addressing a mechanical change. In Bats' version, it looks like Power Draining Unique/Event Heroes gives the option of wound/healing or ability stealing+extra turn. 1.0's could only wound/heal if they were not Unique/Event Heroes.
Do we want to give 2.0 Doom this flexibility? I think it'd be cool.

Also, the original Pit Trap limited placement to empty spaces. Do we not want to worry about unoccupied/empty anymore?
 
I think if we want separate rolls I'd give them different success rates like 13+ for Common and Squad figures and 14+ for Unique & Event kind of thing. It's just one of those things where I think having both successes at the same value sets off my OCD where I naturally want to combine them into a single sentence.
 
Oh and I think the movement bit just is not clear that it works on his ordered activation hence the "moves or is moved" suggestion.

And no we do not worry about occupied spaces in 2.0 since you cannot place a figure on an occupied space anyways. It's an illegal placement.
 
Spaces with glyphs but no figures aren't called "unoccupied" anymore?


EDIT: I see that unoccupied is still a thing, so may still be important to specify that you can only place on Unoccupied spaces.
 
Last edited:
I'd prefer not to add flexibility to Power Drain. I think it's powerful enough as-is. Doing so would probably require sanity testing as well.

That said, I think tokens on the battlefield are limited enough in our meta that we're not really worried about abilities specifying that spaces need to be empty most of the time. And in this one you'd just be placing an enemy, so it'd only be useful if it were a hazard (and I'm fine with that interaction if you want to invest in it).

I'd prefer not to create separate distinctions for moved yourself versus moved by something else. "Move" is meant to cover all of those. And I'd worry we failed to specify that as needed in previous cards.
 
I think it's not clear in the language we have used here so we may need to revisit those others, and/or our use of language.
 
I think we can probably just say “moves” instead of “is moved” and be covered under the current rules.
 
Sweet, thanks guys! Going with Archie's wording, except using "moves" for Pit Trap, and leaving MPD's last line as "but cannot use Mystic Power Drain" in case he power drains an opponent's Doom.

Leaving the rolls the same for Power Drain, as it's always been 14, I think that's a high enough roll for both effects, and it's easier to remember one number across both powers.

One last thing, what about renaming "Elaborate Pit Trap" to simply "Elaborate Trap"? Just opens up the imagination more. Sometimes I spend too much time wondering how a pit sent someone to equal or sometimes higher elevation.
 
We had a fun chat about First Appearance Doom using nets this weekend, I’d be down for Elaborate Trap.
 
Back
Top