• 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.

The Book of Glyph of Utility: Bolas

Gutudak

New member
The Book of Glyph of Utility: Bolas

C3G DC WAVE 26
WOMEN OF WONDER


C3G-EGU_Bolas.png

Card PDF

C3G-GS_Bolas.png

Glyph PDF
_________________________________________________________________

Glyph Bio - "There will always be enemies that are bigger, stronger, and faster - through the power of entanglement, a pair of bolas will make even the biggest, strongest, and fastest enemies fumble at their feet."
_________________________________________________________________

-Type of Glyph-
  • Equipment Glyph: See the rules for Equipment Glyphs HERE.
-Rulings and Clarifications-
  • N/A
______________________________________________________________​
-Combinations and Synergies-

Synergy Benefits Received
Synergy Benefits Offered
  • N/A

_________________________________________________________________


-Strategy, Tactics and Tips-
  • N/A
-Heroscapers Community Contributions-
 
Last edited by a moderator:
GLYPH OF UTILITY: BOLAS
(Movement Prevention, Defense -1)

EQUIPMENT GLYPH


When this glyph comes into play, place 3 black Bolas Markers on this card. After moving and before attacking with this figure, you may choose a small, medium, or large figure within 4 clear sight spaces of this figure that does not have a Bolas Marker on its card. Roll the 20-sided die. If you roll 12 or higher and the chosen figure is a Unique Hero, place a Bolas Marker from this card on the chosen figure's card. If you roll 12 or higher and the chosen figure is not a Unique Hero, remove a Bolas Marker from this card and inflict a wound on the chosen figure. A figure with one of this glyph's Bolas Markers on its card cannot move and must roll 1 fewer defense die. When an affected figure receives one or more wounds or is destroyed, remove the Bolas Marker on its card from the game. Instead of taking a turn with an affected figure, the player controlling that figure may remove that Bolas Marker from the game.
 
Last edited by a moderator:
If changes are going to made I liked IAmBatman's post for revising it to a 3 marker use item. I am open to any suggestions and comments you have :)
 
I'm digging the changes Bats suggested as well. So something like this:

GLYPH OF UTILITY: BOLAS
(Movement Prevention, Defense -1)

EQUIPMENT GLYPH
Start the game with 3 black Bolas Markers on this card. Any time an opponent would begin the movement of a figure within 4 clear sight spaces of this figure, you may first roll the 20-sided die. If you roll 10 or higher, place your Bolas Marker on the chosen figure's card. A chosen figure that has your Bolas Marker on its card cannot move and must roll 1 fewer defense die. When the chosen figure receives a wound or is destroyed, remove that black Bola Marker from the game.
 
I'm digging the changes Bats suggested as well. So something like this:

GLYPH OF UTILITY: BOLAS
(Movement Prevention, Defense -1)

EQUIPMENT GLYPH
Start the game with 3 black Bolas Markers on this card. Any time an opponent would begin the movement of a figure within 4 clear sight spaces of this figure, you may first roll the 20-sided die. If you roll 10 or higher, place your Bolas Marker on the chosen figure's card. A chosen figure that has your Bolas Marker on its card cannot move and must roll 1 fewer defense die. When the chosen figure receives a wound or is destroyed, remove that black Bola Marker from the game.

:thumbsup:
 
Remember to PM all the Heroes when you start up a new thread, I didn't see this one until just now.

GLYPH OF UTILITY: BOLAS
(Movement Prevention, Defense -1)

EQUIPMENT GLYPH
Start the game with 3 black Bolas Markers on this card. Any time an opponent would begin the movement of a figure within 4 clear sight spaces of this figure, you may first roll the 20-sided die. If you roll 10 or higher, place your Bolas Marker on the chosen figure's card. A chosen figure that has your Bolas Marker on its card cannot move and must roll 1 fewer defense die. When the chosen figure receives a wound or is destroyed, remove that black Bola Marker from the game.

I like this version, though I would kind of like to see the markers also go away at the end of the round, just to keep it from getting too out of hand. It should also probably have a size restriction, it would be a little silly for the bolas to lock down Starro or whatever.
 
The Bolas should probably mention Commons/Squads like Kraven's Bolas do. It should either not affect them or just destroy them, because being able to lock down movement for all of an opponent's Commons by hitting one of them with the Bolas is wonky.
 
For comparison:

BOLAS 12
Start the game with a brown Bolas Marker on this card. After moving and before attacking, if your Bolas Marker is on this card, you may choose a small, medium, or large figure within 4 clear sight spaces. Roll the 20-sided die. If you roll 12 or higher and the chosen figure is a Unique Hero, place your Bolas Marker on the chosen figure's card. Affected figures that are not Unique Heroes receive a wound. A chosen figure that has your Bolas Marker on its card cannot move and must roll 2 fewer defense dice. When the chosen figure receives a wound or is destroyed, place your Bolas Marker back on this card.

MANTRAP

Start the game with two gray Mantrap Markers. Before an opponent's small or medium Unique Hero that does not have the Super Strength special power within 2 clear sight spaces of Judge Fear begins to take a turn, you may place a Mantrap Marker on that figure's card. That figure is Trapped. A Trapped figure cannot move or target a non-adjacent figure for an attack, even if Judge Fear is destroyed. At the end of each round, a player may place a Wound Marker on any Trapped figure’s card that player controls. If a Trapped figure receives one or more wounds, remove all Mantrap Markers on its card from the game.

In hindsight I wish I would have worked in auto wounding non-Unique Heroes into Mantrap. That would have made it much more versatile. I would go for a blend of the two. Uniqueness, Size and perhaps SS need to be accounted for here.
 
Remember to PM all the Heroes when you start up a new thread, I didn't see this one until just now.

GLYPH OF UTILITY: BOLAS
(Movement Prevention, Defense -1)

EQUIPMENT GLYPH
Start the game with 3 black Bolas Markers on this card. Any time an opponent would begin the movement of a figure within 4 clear sight spaces of this figure, you may first roll the 20-sided die. If you roll 10 or higher, place your Bolas Marker on the chosen figure's card. A chosen figure that has your Bolas Marker on its card cannot move and must roll 1 fewer defense die. When the chosen figure receives a wound or is destroyed, remove that black Bola Marker from the game.

I like this version, though I would kind of like to see the markers also go away at the end of the round, just to keep it from getting too out of hand. It should also probably have a size restriction, it would be a little silly for the bolas to lock down Starro or whatever.

I'd go small or medium for sure. I'm fine with either one wound or the end of the round. I don't think it'd be too overpowered if you just have to wait on the one wound, but I could be wrong.

The Bolas should probably mention Commons/Squads like Kraven's Bolas do. It should either not affect them or just destroy them, because being able to lock down movement for all of an opponent's Commons by hitting one of them with the Bolas is wonky.

I'd like to see it just destroy a squad figure. Good call.
 
Remember to PM all the Heroes when you start up a new thread, I didn't see this one until just now.

GLYPH OF UTILITY: BOLAS
(Movement Prevention, Defense -1)

EQUIPMENT GLYPH
Start the game with 3 black Bolas Markers on this card. Any time an opponent would begin the movement of a figure within 4 clear sight spaces of this figure, you may first roll the 20-sided die. If you roll 10 or higher, place your Bolas Marker on the chosen figure's card. A chosen figure that has your Bolas Marker on its card cannot move and must roll 1 fewer defense die. When the chosen figure receives a wound or is destroyed, remove that black Bola Marker from the game.

I like this version, though I would kind of like to see the markers also go away at the end of the round, just to keep it from getting too out of hand. It should also probably have a size restriction, it would be a little silly for the bolas to lock down Starro or whatever.

I'd go small or medium for sure. I'm fine with either one wound or the end of the round. I don't think it'd be too overpowered if you just have to wait on the one wound, but I could be wrong.

The Bolas should probably mention Commons/Squads like Kraven's Bolas do. It should either not affect them or just destroy them, because being able to lock down movement for all of an opponent's Commons by hitting one of them with the Bolas is wonky.

I'd like to see it just destroy a squad figure. Good call.

agree with both.
 
GLYPH OF UTILITY: BOLAS
(Movement Prevention, Defense -1)

EQUIPMENT GLYPH

Start the game with 3 black Bolas Markers on this card. Any time an opponent would begin the movement of a small or medium figure within 4 clear sight spaces of this figure, you may first roll the 20-sided die. If you roll 10 or higher, place your Bolas Marker on the chosen figure's card. If the chosen figure is a squad, destroy that figure and remove that Bolas marker from the game. A chosen figure that has your Bolas Marker on its card cannot move and must roll 1 fewer defense die. When the chosen figure receives a wound or is destroyed, remove that Bolas marker from the game.

Here's a revision on all the input. I agree with the line of thinking that if it's just waiting for 1 wound removing at the end of a round wouldn't be necessary. That's just me though we'll see how things work in testing.
 
Last edited:
GLYPH OF UTILITY: BOLAS
(Movement Prevention, Defense -1)

EQUIPMENT GLYPH

Start the game with 3 black Bolas Markers on this card. Any time an opponent would begin the movement of a small or medium figure within 4 clear sight spaces of this figure, you may first roll the 20-sided die. If you roll 10 or higher, place your Bolas Marker on the chosen figure's card. If the chosen figure is a squad, destroy that figure and remove that Bolas marker from the game. A chosen figure that has your Bolas Marker on its card cannot move and must roll 1 fewer defense die. When the chosen figure receives a wound or is destroyed, remove that Bolas marker from the game.

Here's a revision on all the input. I agree with the line of thinking that if it's just waiting for 1 wound removing at the end of a round wouldn't be necessary. That's just me though we'll see how things work in testing.

Works for me. :up:
 
GLYPH OF UTILITY: BOLAS
(Movement Prevention, Defense -1)

EQUIPMENT GLYPH

Start the game with 3 black Bolas Markers on this card. Any time an opponent would begin the movement of a small or medium figure within 4 clear sight spaces of this figure, you may first roll the 20-sided die. If you roll 10 or higher, place your Bolas Marker on the chosen figure's card. If the chosen figure is a squad, destroy that figure and remove that Bolas marker from the game. A chosen figure that has your Bolas Marker on its card cannot move and must roll 1 fewer defense die. When the chosen figure receives a wound or is destroyed, remove that Bolas marker from the game.

Here's a revision on all the input. I agree with the line of thinking that if it's just waiting for 1 wound removing at the end of a round wouldn't be necessary. That's just me though we'll see how things work in testing.

My only real worry right now is that it seems stronger than a lot of the other Utility Glyphs. It's easy to adjust the amount of markers or the D20 roll if that proves to be the case though.
 
D20 is the first thing I'd adjust if that proves to be the case.
 
Yeah I misread this and didn't realize it was a defensive power that triggers on the opponents move.
 
Yea

Though if it's coming in too strong, I'd kind of like to see it switched to activating after moving and before attacking on the turn of the figure carrying it.
 
With Karat on abstain this passes to initial playtesting.
 
Just look up the Judge Fear discussion ;)
 
Last edited:
Back
Top