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Mandarin

Any reasoning on the current order of abilities? I'd reorder things slightly to have all the movement things and the damage things together. Not a huge deal but it makes it slightly more logical to me.

They're in the same order as his Who's Who entry.

I had the place power worded that way before, but it was unclear if that worked for placing himself. Fine with going with that way if peeps think its clear enough though.

Anyway, tests:

PLAYTEST UNIT: The Mandarin

Set 1

Map: Island Plane Crash

Units: Vampire Orange: Mandarin (330), Ms. Marvel (350), Vampirella(320) = 1000 VS TMNT (1000)

Spoiler Alert!


___________________________________________________________​

Set 2

Map: Sewer Labyrinth

Units: The Rings and the Ravager: Mandarin (330), Ms. Marvel (350), Ravager(210), Oracle(110) = 1000 VS Foot Clan (1000)

Spoiler Alert!


THOUGHTS:

I enjoy the toolbox power he brings. Can potentially be a bit nasty into the right army but like... that happens sometimes. The two wounds guaranteed option might make some peeps a bit salty? IDK, I didn't find it that annoying, but it is something you have to keep an eye on.

Points feel close to me, but like thematically he could go up or down like 30 points so there's room depending on what other peeps think.
 
pre-YEA

Knowing points total isn't important for any plans you have is helpful.
 
Mandarin(330), Iron Man(270), Quicksilver(250), Moon Knight(150) (1000)

vs.

JLA Trinity (1000)

Spoiler Alert!


Mandarin(330), Iron Man(270), Quicksilver(250), Moon Knight(150) (1000)

vs.

Fantastic Four (1000)

Spoiler Alert!




Thoughts: He can be quite nasty. And coincidentally enough, works really well in tandem with Iron Man for a turn bond per round, and Quicksilver to give him the extra life insurance to let him do his auto-wounding and battlefield manipulation setup with Iron Man. He's a lot of fun with so many options to work from, and very simple in execution. 330 felt reasonable in both these games, in a best case scenario setup. I could see him maybe raising a little, but it's hard to say, because without the life insurance of Quicksilver, I'd imagine he's going to be a bit quicker to deal with, thus less auto-wounding potential, so he could very well be fine as-is. I don't know that I'd lower him any, just because the free 2 wounds on bigger point figures with average life + potential additional wound attempts that turn, or setting up bonding, is pretty universally great.
 
C3G STANDARD PLAYTEST FEEDBACK FORM
NAME OF THE PLAYTEST UNIT: MANDARIN ‘WIT THE RINGS
VERSION TESTED
Spoiler Alert!

Team Test
Map: CELL GAMES ARENA
Units: Mandarin (330), Iron Man (270), Quicksilver (250), Red Arrow (150) (1000) vs Fantastic Four (1000)
Unit Summary: Winning almost every initiative really aided the Avengers here. The Fantastic Four hate figure movement and auto wounds and Mandarin had plenty of both. I think I may have accidentally used the electric damage more than once on a couple of turns, but I don’t think that swung anything significantly here.
Game Summary
Spoiler Alert!

  • Damage Done (Normal Attack): Inflicted [3] wounds on [Mister Fantastic [2], Human Torch [1]]
  • TEN RINGS: Rolled [0] times for [0] Cold Damage, [6] times for [8] Electrical Damage on [Thing [2], Mister Fantastic [1], Invisible Woman [2]], [0] times for Heat damage, [1] times for [1] Light damage on [Thing [1]/the no clear sight was [a good way to shut off Clobberin’ Time], took control of [no one], cancelled clear sight on a figure [2] times, inflicted 2 wounds on [Mister Fantastic [2]], placed [2] figures up to 3 spaces away/it was [nice for temporary flying or getting around Invisible Woman’s aura], knocked back [0] figures and did [0] knockback damage, added 2 defense to figures [1] times and subtracted 2 defense from figures [0] times.
Who won? List figures remaining in the winning army (include life remaining for heroes): Iron Man with 1/4 Life and Red Arrow with Full Life win.
___________________________________________________________​
Team Test
Map: CITY PARK
Units: Mandarin (330), Star-Lord (250), Martinex (200), Invisible Woman (215), Fighting Chance (5) (1000) vs Iron Man (270), Captain America (240S), War Machine (260), Black Widow (230) (1000)
Unit Summary: Mandarin’s damage die rolls were hot (5/6) but so were War Machine’s flyovers. Mandarin’s offense was nice but the defensive boosts didn’t slow down the Avengers enough and once Mandarin fell, offense was a struggle for the Guardians.
Game Summary
Spoiler Alert!

  • Damage Done (Normal Attack): Inflicted [2] wounds on [Iron Man [2]]
  • TEN RINGS: Rolled [2] times for [2] Cold Damage on [Black Widow [2]], [0] times for Electrical Damage, [3] times for [2] Heat damage on [Captain America [2]], [1] times for [1] Light damage on [Captain America [1]]/the no clear sight was [good for nullifying Cap’s boost], took control of [no one], cancelled clear sight on a figure [0] times, inflicted 2 wounds on [Captain America [2]], placed [3] figures up to 3 spaces away/it was [useful for keeping boosters near him and moving enemies into attack range], knocked back [0] figures, added 2 defense to figures [1] times and subtracted 2 defense from figures [1] times.
Who won? List figures remaining in the winning army (include life remaining for heroes): War Machine with 3/4 Life and Black Widow with 2/5 Life win.
___________________________________________________________​
UNIT SUMMARY: With a huge toolkit, Mandarin has a treat for all occasions, but none of the effects are individually that devastating which, along with his cost, keeps him in check. Feels good to go.
 
Yea

I had some wording suggestions back on page 2. Unless The Who’s Who list is super iconic, I’d rearrange the order of effects based more on mechanical similarity, personally.
 
So like.. starting from the same spot as the Who's Who (left pinkie) isnt iconic I guess. But like, the rings do specific things tied to specific fingers and that's been pretty darn consistent since like at least the 80s.

Like he doesn't have 10 rings and a random one of them shoots cold blasts. He has a left pinkie ring that shoots cold blasts and 9 other unique rings.

Personally I'd find it a pretty major bummer if they're jumbled around to be close to which ones they're sorta close to by the arbitrary ways they're represented in game. :shrug:
 
Gotcha, I didn't realize the specific rings tied to specific fingers was a thing. I just assumed it was an arbitrary order based on a panel from the 60s based on your answer. :lol: That order works then!
 
Suggested edits. Mostly to maintain consistent verbiage and condense slightly.

TEN RINGS OF THE MANDARIN

Instead of a normal move action or attack action, Mandarin may choose himself or a figure within 5 clear spaces and do one of the following:

• Roll 1 Cold damage die against that figure, if that figureit takes a wound, it cannot move for the rest of the turn.

• Take control of that figure for this turn.

• Roll 1 Electric damage die against that figure, then roll 1 Electric damage die against a figure within 3 spaces of that figure.

• Roll 1 Heat damage die against that figure, if that figureit takes a wound, roll 1 additional Heat damage die against it.

• Roll 1 Light damage die against that figure, if that figureit takes a wound and does not have the Blind keyword, theyit cannot have clear sight on any other figures until your next turn.

• No figures can have clear sight on that figure until your next turn.

• Once per game: Inflict 2 wounds on the chosenthat figure.

• Choose a space up to 3 spaces away from Mandarin thenand place the chosen figure on that space.

• Knockback the chosenthat figure 3 spaces if it is not Mandarin.

• Add or Subtract 2 from the chosenthat figure’s defense until your next turn.

HeMandarin cannot use the same option more than once during his activation.

For pasteability.

TEN RINGS OF THE MANDARIN

Instead of a normal move action or attack action, Mandarin may choose himself or a figure within 5 clear spaces and do one of the following:

• Roll 1 Cold damage die against that figure, if it takes a wound, it cannot move for the rest of the turn.

• Take control of that figure for this turn.

• Roll 1 Electric damage die against that figure, then roll 1 Electric damage die against a figure within 3 spaces of that figure.

• Roll 1 Heat damage die against that figure, if it takes a wound, roll 1 additional Heat damage die against it.

• Roll 1 Light damage die against that figure, if it takes a wound and does not have the Blind keyword, it cannot have clear sight on any other figures until your next turn.

• No figures can have clear sight on that figure until your next turn.

• Once per game: Inflict 2 wounds on that figure.

• Choose a space up to 3 spaces from Mandarin and place the chosen figure on that space.

• Knockback that figure 3 spaces if it is not Mandarin.

• Add or Subtract 2 from that figure’s defense until your next turn.

Mandarin cannot use the same option more than once during his activation.
 
Good edits. A few more just for comma splices:

TEN RINGS OF THE MANDARIN
Instead of a normal move action or attack action, Mandarin may choose himself or a figure within 5 clear spaces and do one of the following:
• Roll 1 Cold damage die against that figure; if it takes a wound, it cannot move for the rest of the turn.
• Take control of that figure for this turn.
• Roll 1 Electric damage die against that figure, then roll 1 Electric damage die against a figure within 3 spaces of that figure.
• Roll 1 Heat damage die against that figure; if it takes a wound, roll 1 additional Heat damage die against it.
• Roll 1 Light damage die against that figure; if it takes a wound and does not have the Blind keyword, it cannot have clear sight on any other figures until your next turn.
• No figures can have clear sight on that figure until your next turn.
• Once per game: Inflict 2 wounds on that figure.
• Choose a space up to 3 spaces from Mandarin and place the chosen figure on that space.
• Knockback that figure 3 spaces if it is not Mandarin.
• Add or Subtract 2 from that figure’s defense until your next turn.
Mandarin cannot use the same option more than once during his activation.
 
This passes. I'll look at card wording later.

Oh something I totally forgot about, but he should probably have Mental Shield as there's like a thing about the rings making him immune to telepathy?

We cool with just adding that? It would make like 0 difference to any of his tests.
 
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