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The Book of Hawkman (Carter Hall)

Hi guys! Hope you're still answering questions here. I just had a game with this card, and had two concepts of how using a numbered order marker on his power is supposed to work:

1. Each time you use one you get a turn, plus a turn with another Mystery Man (MM).

2. When you sacrifice one numbered OM, you get to play both it and one more, take two turns with Hawkman, and with each you take another turn with an MM.

I and one other player thought #1 is correct, but the other two thought it is #2, and we went with that. Is either above correct? Or is there some other way it works?
 
Neither.

If you remove the numbered order marker, you then take a turn with Hawkman (because you revealed this turn's OM on him) and then you can take a turn with another Mystery Man. For the rest of the round, each time you take a turn with Hawkman, you also take a turn with another Mystery Man.

For example: All OMs are on Hawkman. You reveal OM1 on Hawkman and remove OM3 from Hawkman. You take OM1's turn with Hawkman and another Mystery Man. For your 2nd turn, you reveal OM2 on Hawkman. You take a turn with Hawkman and another Mystery Man again.
 
usually the flow would be something like

1. Reveal OM1 on Hawkman
2. use Golden Age Heroism to reveal/remove OM3
3. take Hawkman's OM1 turn & then use Golden Age Heroism to take a turn with another MM
(other players)
4. take Hawkman's OM2 turn & then use Golden Age Heroism to take a turn with another MM
(other players)
5. OM3 got removed so no turn

Once he gives up a numbered OM he can bond with another MM for the rest of the round, but he is just straight-up sacrificing an OM to do it, he's not giving himself an extra turn. I see where the ambiguity would come in but usually powers in C3G that "reveal" OMs are just revealing to confirm what those OMs are versus immediately kicking off a turn.
 
Just verifying that quozl and Ronin both have the right of it. Also, that STRIPE makes a nice pairing since he can replace that OM3 on Hawkman.
 
Thanks, guys! Using Mystery Men and Protege's is a bit complicated, but I see you've provided a number of team strategy suggestions for our Justice Society Friends.
 
Yeah, the JSA cards are a bit complex in some ways, and I think they run a little underpowered. I have a soft spot for those designs because they were getting worked on when I started out in C3G. They evidence some growing pains in that era of the project but there's some charm to 'em too.
 
Yeah, the JSA cards are a bit complex in some ways, and I think they run a little underpowered. I have a soft spot for those designs because they were getting worked on when I started out in C3G. They evidence some growing pains in that era of the project but there's some charm to 'em too.
Definitely a faction I look forward to polishing up a bit at some point for 2.0. :)
 
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