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The C3G Book of Frost Giant

FIRE WEAKNESS
If Frost Giant is on a molten lava or lava field space, he rolls 2 fewer defense dice and 2 fewer attack dice.

Gotta have both.

We didn't for Martian Manhunter. We figured what happens when you go on Molten Lava is already detriment enough.
 
FIRE WEAKNESS
If Frost Giant is on a molten lava or lava field space, he rolls 2 fewer defense dice and 2 fewer attack dice.

Gotta have both.

We didn't for Martian Manhunter. We figured what happens when you go on Molten Lava is already detriment enough.

We probably should have; otherwise, after you survive the roll, there's no consequence, which thematically there should be.
 
Should these guys have Super Strength?


Are we sure? They are giants ...

FIRE WEAKNESS
If Frost Giant is on a molten lava or lava field space, he rolls 2 fewer defense dice and 2 fewer attack dice.

Gotta have both.

We didn't for Martian Manhunter. We figured what happens when you go on Molten Lava is already detriment enough.

We probably should have; otherwise, after you survive the roll, there's no consequence, which thematically there should be.

It's a decision we made consciously way back when. Not an oversight or anything. I think it'd take a vote to reverse that kind of thing now. Honestly, I'm fine with the theme that if he lands on molten lava and survives with only wounds, he's managed to overcome his fear/weakness for a bit.
 
Oye. Mixed messages. :p In that case, I'll update with super strength. Thanks, Sir G, good catch
 
Any guestimates on cost here? 250-270? (Just spitballing). Also, I'm about to send this out to quozl and Hahma for ERB. :)
 
For sure, but that's the trick of Uncommon Heroes in general. I think you just slap on a few extra stickers.
Glad you're digging it otherwise! :)

Cheers,
Bats

quozl said:
My only concern is that it will be pretty hard to track which rock came from which card when you have a lot of these on the battlefield.

IAmBatman said:
Hey Guys, here's another one for our Christmas Package secret release! :smile: Let me know what you think.
The Ice Rock mentioned is a Destructible Object based on the single hex ice glacier. That's all you really need to know there.

NAME = FROST GIANT

SECRET IDENTITY = N/A


SPECIES = ETIN
UNIQUENESS = UNCOMMON HERO
CLASS = WARRIOR
PERSONALITY = FEROCIOUS

SIZE/HEIGHT = HUGE ?

LIFE = 5

MOVE = 7
RANGE = 1
ATTACK = 5
DEFENSE = 7

POINTS = ??

FREEZING TOUCH 14
Start the game with one Ice Rock Destructible Object on this card. After moving, instead of attacking, if the Ice Rock is on this card, you may choose one adjacent small or medium figure and roll the 20-sided die. If you roll a 14 or higher, place the chosen figure on this card and place the Ice Rock on the space previously occupied by the chosen figure. At the end of each round, if the chosen figure is on this card and has not been destroyed, roll a single attack die. If a skull is rolled, the chosen figure receives one wound. If the Ice Rock from this card is destroyed, place the chosen figure on the space previously occupied by the Ice Rock, and place the Ice Rock back on this card.

ICE RESISTANCE
Slippery Ice and Heavy Snow only count as 1 space when moving. Add 1 to Frost Giant’s defense while on an ice or snow space.

FIRE WEAKNESS
If Frost Giant is on a lava field space, he rolls 2 fewer defense dice and 2 fewer attack dice.

SUPER STRENGTH
 
That could be a good option for sure. What about the D&D Frost Titan with a proxy card using a repainted DnD Troll?
 
Hahma said:
IAmBatman said:
Hey Guys, here's another one for our Christmas Package secret release! Let me know what you think.
The Ice Rock mentioned is a Destructible Object based on the single hex ice glacier. That's all you really need to know there.

NAME = FROST GIANT

SECRET IDENTITY = N/A


SPECIES = ETIN
UNIQUENESS = UNCOMMON HERO
CLASS = WARRIOR
PERSONALITY = FEROCIOUS

SIZE/HEIGHT = HUGE ?

LIFE = 5

MOVE = 7
RANGE = 1
ATTACK = 5
DEFENSE = 7

POINTS = ??

FREEZING TOUCH 14
Start the game with one Ice Rock Destructible Object on this card. After moving, instead of attacking, if the Ice Rock is on this card, you may choose one adjacent small or medium figure and roll the 20-sided die. If you roll a 14 or higher, place the chosen figure on this card and place the Ice Rock on the space previously occupied by the chosen figure. At the end of each round, if the chosen figure is on this card and has not been destroyed, roll a single attack die. If a skull is rolled, the chosen figure receives one wound. If the Ice Rock from this card is destroyed, place the chosen figure on the space previously occupied by the Ice Rock, and place the Ice Rock back on this card.

ICE RESISTANCE
Slippery Ice and Heavy Snow only count as 1 space when moving. Add 1 to Frost Giant’s defense while on an ice or snow space.

FIRE WEAKNESS
If Frost Giant is on a lava field space, he rolls 2 fewer defense dice and 2 fewer attack dice.

SUPER STRENGTH

Love it! I think Freezing Touch 14 is brilliant and will be awesome to play. If they freeze the last figure on the opponent's team, game over man and that would suck if it were Superman, Hulk, Thor, Ultron etc. But that's why you have to kill them first

I just thought of a couple things:

1. Should figures with the Lava Resistant special power be affected by this power?

2. For pure theme geekness, could there be a way for figures with Super Strength to break free of it over time. For instance, when the player controlling the Frost Giant rolls the die to see if the frozen figure receives a wound, wouldn't it be cool that if the frozen figure has SS and a blank is rolled, they have broken free and you can place them back where the Ice Rock is?

1) Why wouldn't figures resistant to lava be able to be frozen? I mean, I guess a number of them might have fiery skin (Human Torch), but I don't know if it's something we can universally apply (or should).

2) Hmm, awesome note. I really like the theme behind that. I'll see what we can whip up! (Feel free to join the chat if you like).
 
So, taking a stab at this ...

FREEZING TOUCH 14
Start the game with one Ice Rock Destructible Object on this card. After moving, instead of attacking, if the Ice Rock is on this card, you may choose one adjacent small or medium figure and roll the 20-sided die. If you roll a 14 or higher, place the chosen figure on this card and place the Ice Rock on the space previously occupied by the chosen figure. At the end of each round, if the chosen figure is on this card and has not been destroyed, roll a single attack die. If a skull is rolled, the chosen figure receives one wound. If a blank is rolled and the chosen figure has Super Strength, destroy the Ice Rock. If the Ice Rock from this card is destroyed, place the chosen figure on the space previously occupied by the Ice Rock, and place the Ice Rock back on this card.
 
I think we typically refer to it with special power tacked on the end. I could be wrong.

"has the Super Strength special power, destroy"
 
We typically do, yeah. I guess I'm wondering, though ... do we really need to?
 
That is too much complexity IMO. Is it cool? Yes. Is it necessary for the card to be plenty interesting or for it to work in the game mechanics? No. If you want to free your trapped Hero, just destroy the block of ice with the typical convention - no need to add to the complexity of the card by creating a new mechanic that the game rules already cover - if you want something destroyed, attack it.

I don't like the addition for this card.
 
I kind of like the thought that Superman/Hulk/Thor have a chance of escaping if they're the last figure, for the purposes of game balance ... Without it, you potentially have an end game of a single figure just chilling inside the Ice Rock and waiting to slowly die at the end of each round. With it, there's continued drama and a chance of escape.
 
I kind of like the thought that Superman/Hulk/Thor have a chance of escaping if they're the last figure, for the purposes of game balance ... Without it, you potentially have an end game of a single figure just chilling inside the Ice Rock and waiting to slowly die at the end of each round. With it, there's continued drama and a chance of escape.

Good point. If it's your last figure it would definitely help to give them a chance at breaking free. Typically I'd agree with Griffin on this one, but since the other two powers are really short and reused from other cards I think we can afford to do a little more cowbell on the Freezing Touch.
 
Those are my sentiments exactly. If we need to trim complexity from the card, given the potential for icky end game if we lost that line, I'd rather drop Fire Weakness. I feel like the theme on that could go either way (Iceman doesn't have it, for instance).
 
Those are my sentiments exactly. If we need to trim complexity from the card, given the potential for icky end game if we lost that line, I'd rather drop Fire Weakness. I feel like the theme on that could go either way (Iceman doesn't have it, for instance).
:word:
 
I am in favor of losing Fire Weakness here as well as my previous post. But I guess that is just me.
 
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