• 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 Thanos (Infinity Quest)

I like that thematically, but I don’t see any logical basis for it rules-wise. Normally when a figure gets hit, they drop the Glyph they’re holding. So I think it makes sense for him to drop all 3 when wounded. That would be my interpretation of it sticking as close as possible to the current rules at least.
 
Hmm, dropping all 3 is probably best, though we could let the player choose a glyph and have a roll to see if they hang onto it. Probably just cleaner to have all of the equipment dropped though.

That is already how it works when he is not negated though. He takes a wound and chooses which glyph to drop. Just kind of a reverse of that.
 
Hmm, dropping all 3 is probably best, though we could let the player choose a glyph and have a roll to see if they hang onto it. Probably just cleaner to have all of the equipment dropped though.

That is already how it works when he is not negated though. He takes a wound and chooses which glyph to drop. Just kind of a reverse of that.
Batman doesn't loose Glyphs when wounded.
That's exactly how Apocalypse works, though, and it's spelled out on his card. If a figure without a power like that had multiple Glyphs and was wounded, they'd probably lose them all.
 
I like that thematically, but I don’t see any logical basis for it rules-wise. Normally when a figure gets hit, they drop the Glyph they’re holding. So I think it makes sense for him to drop all 3 when wounded. That would be my interpretation of it sticking as close as possible to the current rules at least.
Ah, yes, you are correct, that makes the most sense.
 
If Thanos were to be destroyed via knockback damage into another figure, and invokes Rewritten Death, would the other figure still take the wound? I think yes.

And I know this is not the right thread, but Spider-Sense does not activate due to Knockback damage, because it is not an attack, correct?
 
If Thanos were to be destroyed via knockback damage into another figure, and invokes Rewritten Death, would the other figure still take the wound? I think yes.

And I know this is not the right thread, but Spider-Sense does not activate due to Knockback damage, because it is not an attack, correct?
1) Yes - the wounds are received simultaneously.
2) No, he does not, because it is not an attack -you are correct.
 
If Thanos were to be destroyed via knockback damage into another figure, and invokes Rewritten Death, would the other figure still take the wound? I think yes.

Depends on the order that wounds are given out. If Thanos' Rewritten Death occurs before the other figure takes a wound, then the round is ended before the other figure would take the wound, I think.

And I know this is not the right thread, but Spider-Sense does not activate due to Knockback damage, because it is not an attack, correct?

Spider-Sense specifically triggers (or doesn't, if you don't hit it) on attacks, not anything else.
 
Last edited:
Seems like there might be a debate?

Also, I've been playing against myself, Infinity Quest Thanos vs Captain America, Avengers IM, Spidey, and Hulk on the Sanctum City Piers Map. Perhaps it's the map, or I'm limited in my creativity on play styles, maybe a combination, but I've found that it takes much more effort to win with Thanos against this team, despite his points advantage.

In order to win with Thanos, I have to use thrown battlements to avoid Spidey Sense and Cap's auto-shield, and the space stone to avoid Hulk's rage. What's been very cool is the realization that I should play him to character, more driven by his Infinity Quest than defeating each opponent.

I don't remember the thread, but there was a character where more play testing was suggested, including the voice of someone who claimed to have "helped create one of the most broken units in c3g, and wanted to avoid that happening in the future." (not an actual quote, just the gist)

I'm just dipping into c3g, is there any sort of known Q9 situation in C3G, where certain units are top tier, or when combined in certain teams, maybe against certain opponents?

I'm sure that's unavoidable, where certain groups are specialized against certain unit/s (ex: my Avengers team vs Masters of Evil), but I think you'll all know what I'm asking.
 
There was. C3G has gone through a lengthy grueling reevaluation process and has addressed the major issues. We are still chipping away at more minor issues.
Punisher is currently being worked on.

High point figures like Thanos are difficult to nail down concisely as balance can start to break down once you go over 1000 -1200 points.
Thanos had plenty of testing as is outlined in this thread. Some armies are going to be stronger against certain matchups for sure but there should always be a chance for victory.
 
In order to win with Thanos, I have to use thrown battlements to avoid Spidey Sense and Cap's auto-shield, and the space stone to avoid Hulk's rage. What's been very cool is the realization that I should play him to character, more driven by his Infinity Quest than defeating each opponent.
This is absolutely true, as is the fact that doing your best to get stronger Stones first is crucial. Time and Reality are two of the most important ones early on for fending the opponent off and giving yourself space to collect.. Space is vital for collecting more Stones and not being locked down. Power is great, particularly once you've got Time, for dishing out major damage, but not the highest priority. Soul is okay, and might be better if you get it earlier, but at the same time doesn't feel valuable enough to go for too early - treat it as the occassional boost instead of something vital. Mind is the worst Stone by far - might be nice when paired with Reality so you know what OM you're shifting, but only if the OM viewing triggers, which it might not. Only worth collecting Mind if you're going for the Snap, which is absolutely worth going for, but still, lowest priority Stone by a landslide - now we know why he went for Vision last. :razz:

Also, (in that matchup, I'd likely not bother too much going for Peter until I've got the Stones - his 50% chance of Not Feeling So Good when you Snap is better odds for you than trying to claw through him when you could be hitting easier targets and collecting Stones). If he survives the Snap? It's like any other big heavy hitter fighting Spidey - keep hitting, hope he fails to dodge eventually, because when he does, he's going splat. Cap's auto-shield shouldn't be a massive deal to claw through when you're smacking him with attacks of 8 with the Power Stone, potentially two of those in one turn if you also have Time. Hulk... yeah, a fully enraged Hulk can pummel anyone into the dirt. Avoid conflict until you've got some Stones on you, then play smart - you don't want to power him up when you're not prepared.
 
There are definitely some A+ units (Star-Lord, Captain America, and Ozymandias come to mind), but nothing is overpowered to the point of "brokenness." The fact is we have over 900 unique cards, so perfect balance is night impossible, but we do what we can! And if any cards are showing to be too powerful (Especially in a combo we didn't consider or test), we try to retroactively fix it. Hasn't happened often though! The vast majority of any sort of balance issues would be underpowered units, which are obviously not a high priority to fix, since they don't hurt anything.

Plus any balance against a huge event hero like this guy kind of goes out the window! Battles like this are goofy and fun and aren't meant to be tournament-competitive. :)
 
C3G Power Rankings

They’re a little out of date, but a good way to quickly get an idea of where a unit sits in the metagame. Although a bunch of units in the A+/A category have now been re-evaluated (slightly modified) to be less powerful. Aaron Cash, Bizarro, Crow, Enchantress, Indigo-1, Jocasta, Red Skull, Sage, Commander Rogers, and Mad Thinker have all been nerfed, for example.
 
Wow, I love this community, thanks for all the concise answers!

Yes, when playing by myself, I've determined that the space stone was the most valuable, to Thanos. Because the opponent/s choose the first glyphs of inifinty, I usually place that one on the map in order to prevent him from beginning the match with it equipped, and hope Avengers initiative allows me to collect and protect it. After that, if Avengers win initiative again, they're putting out the mind and then soul gem, if Thanos wins initiative, he's putting out the reality and then power.

But I do have to ask again, as far as my knockback/rewritten death question, is the answer:

1) Yes - the wounds are received simultaneously.

or

Depends on the order that wounds are given out. If Thanos' Rewritten Death occurs before the other figure takes a wound, then the round is ended before the other figure would take the wound, I think.
 
I never use the knockback rules so can't really help you there.

But this is a 10-year passion project, so we love seeing people interested :)
 
It's probably #1. I definitely wouldn't defer to my expertise. :p Maybe someone who feels like looking through the knockback rules can be the tie breaker, though?
 
It's interesting, I've seen now two of you share that you don't play with knockback. Any particular reason for that?

To me, knockback and throwing are almost 2/3 of the Superstrength power (the other elements being falling damage and the way certain powers affect another), unless I'm missing something. And I'm sure Superstrength adds a certain amount to a figure's cost. Is there a standard number for the value of Superstrength?

Had an exciting moment where Thanos sent Cap careening 4 spaces back before crashing into a battlement.

Knockback greatly affects where I place my figures, because I may want to place a figure adjacent to the edge of a ruin, so as to gain the +2 defense on ranged/normal, but I also don't want to stand where, say, Thanos can come right up and pummel the figure against the wall.
 
I've never played with Knockback rules, though I only use C3G stuff in tourneys or for testing anyway, global rules for that sort of thing don't appeal to me.
 
I think because most of our playing is testing and adding in Throwing and Knock back rules adds in extra variables which is not always ideal.
I believe L_O uses them most of time.
 
We play sometimes with Knockback. Usually when testing we do not.

Anyway reading the timing of Knockback I would argue that yes both figures take the wound before Rewritten Death.

From Knockback rules
"Roll one attack die for Knockback Damage. A skull rolled counts as an unblockable hit to both the defending figure and any figure or destructible object that prevented its movement."

This is the sequence I would use in one of my games:
1) Thanos is Knocked back into another figure/obstacle (or another figure into Thanos)
2) A skull is rolled for Knockback damage
3) Place wounds on each figure/obstacle involved
4) Check for figures/obstacles being destroyed
5) Rewritten Death now circumvents Thanos from being destroyed
 
I really should use Knockback more. I should also try playing outside of playtesting some time .... :p
 
When I use Hulk, I try to corner the opponent because I don't want to knock them away and unintentionally Sooth the Beast at the end of the round.

Same with Dr. Doom, in the first time I used him, twice he knocked Thanos away, preventing me from using Mystic Power Drain.

Would be so cool if Doom survived the snap, wounds Thanos, takes the gauntlet, power drains him and Snaps Thanos out of existence.
 
When I use Hulk, I try to corner the opponent because I don't want to knock them away and unintentionally Sooth the Beast at the end of the round.

Same with Dr. Doom, in the first time I used him, twice he knocked Thanos away, preventing me from using Mystic Power Drain.

Would be so cool if Doom survived the snap, wounds Thanos, takes the gauntlet, power drains him and Snaps Thanos out of existence.
Sadly, Thanos as an Event Hero is somewhat Snap resistant - still, that is four wounds, and an 'I am inevitable' 'I am Doctor Doom' moment would be the definition of awesome! :)
 
Last edited:
I think that is why the Knockback rules never really caught on with me. I didn't like having to chase my opponents figures around the board as they got a free disengage when I punched them. When fighting another melee figure that can't be healed up, it's not a big deal, but when the figure you punched has a strong non-adj. attack power or can fly off to HG, etc. knocking them out of engagement can be a poor tactical move.
 
I always play knockback as optional when I do play it. The player can choose before the attack if they’re doing a knockback attack or a non-knockback one. It makes sense to me; Hulk can punch someone back but he can also slam them into the ground.
 
Back
Top