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Wizkids Rules! • View topic - HeroClix Comprehensive Rules Change Log

HeroClix Comprehensive Rules Change Log

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HeroClix Comprehensive Rules Change Log

Postby hcrulesteam » Thu May 20, 2021 1:17 pm

HeroClix Comprehensive Rules Change Log
May 19, 2021

UPDATED NUMBERING
    Changed the numbering of sections 22-27 to 21-26.
The previous version was missing 21 in our section numbering. For all entries previously numbered 22-27 their entry numbers have been updated.


2 Assembling Your Force
  • Added
    • In rules/game effects the terms "team" and "force" are interchangeable. "Team" is used more colloquially while "force" is a more technical use as it relates to specific game terms like "Starting Force."
This was added as there are instances of the use of the term “team” throughout document without defining the term (especially when the term “force” is also used).


2.1a Non-Standard Build
  • Removed
    • Maximum of 5 uses of Themed Team Probability Control [SEE 24.4 Themed Team Benefit: Themed Team Probability Control (TTPC)]
The intent of the 2.1a entry was that players can adjust the maximum numbers actions in a turn, uses of Themed Team Probability Control (TTPC) and Sideline limit when playing games that are different than the standard 300 point build total. However— as the number of uses of Themed Team Probability Control was capped at 3 in the 2021 rules—having the bullet on TTPC seemed to be in contradiction of the cap and caused some confusion. As such we are removing this bullet. Though, players still have the freedom to adjust these maximums as they see fit for their own games.


NEW SECTION
2.4d Requirements for Game Elements to be Legally Added to Force
    In order for a game element to be added to your Starting Force, the game element must have the following:
      o Set symbol
      o Collector number
      o Point value of at least 1
This entry appeared in previous version of rules and should have appeared in the update but was omitted in error. Adding it back in.


NEW SECTION
2.4e Promotional Game Elements
    Some game elements are marked with a purple ring (similar to the silver ring on Unique figures). These game elements are Promotional game elements and are not legal for tournament play.
This entry appeared in previous version of rules and should have appeared in the update but was omitted in error. Adding it back in.


2.5a Restricted Characters and Current Force
  • First Sentence:
    • OLD: Once the game begins, a conflicting Unique or Prime character may join your force.
    • NEW: Once the game begins, a conflicting Unique game element or Prime character may join your force.
Adjusting wording for better clarity— other game elements besides characters may be Unique.


2.6 Sideline
  • Added to end of entry:
    • If a game effect looks for the point value of a character on you Sideline, and that character has multiple or variable point values, you may choose which point value (and applicable starting line) to use for that effect.
The 2017 Comprehensive Rules required characters on Sideline to default to their highest point value. This was removed as we felt it was too restrictive. However, we did want to add a line back in to clarify that for Sideline effects that do look for specified point values, you must use a point value/starting line that meets the specifications.


4.2 Step 2: Choose Map and Starting Area
  • OLD: The first player picks the map. Starting with the second player, each player chooses a Starting Area (denoted by a purple boundary line) and puts their Starting Force on the map in their Starting Area.
  • NEW: The first player picks the map. Starting with the second player, each player chooses a Starting Area (denoted by a purple boundary line).
Removing the last part of sentence indicating that the second player sets up their force as it is in contradiction to entry 4.3.


4.3a Expanding Starting Areas
  • Revised last sentence
    • OLD: If, after completely filling in the purple boundary area as fully as possible, a player still has game elements left to be placed, only then can they expand their starting area.
    • NEW: A player can only expand their starting area if, after completely filling in their starting area as fully as possible, they still have game elements left to be placed.
No functional change… we just feel this new version is more clearly written.


NEW SECTION
4.3c Expansion Limits
    Starting areas may never overlap with another starting area. If this would occur, then the starting area can no longer be expanded. Any game elements remaining that are unable to be placed are KO’d or destroyed and scored.
We split the previous 4.3c Additional Starting Area Clarifications into two new entries 4.3c Expansion Limits and 4.3d Setting Up Starting Game Elements If Expanding (below). The 4.3c Expansion Limits is the same first paragraph from the 4.3c entry of the previous version of Comprehensive Rules.


NEW SECTION
4.3d Setting Up Starting Game Elements If Expanding
    If the first player expanded their starting area, then the second player must use the same expanded starting area when placing their game elements on the map. (for example, if the first player expanded to their “right” then the second player’s starting area is expanded to the second player’s “right”.)

    If it was the second player that required expansion, after the second player places their game elements the first player must then reposition their own game elements in their now larger starting area if applicable. The player may leave game elements in their originally placed square(s) but must reposition any game elements that require specific placement inside or outside of a starting area.

    During set-up, players must
    use the expanded starting areas for rules/effects that refer to the starting area (such as special objects needing to be placed 5 squares away from a starting area). In rare cases, you may not be able to place things as far away from starting areas as required, in which case you place them as far away as possible.

    Once the game has begun, any reference to starting areas only applies to the purple boundary area (including during any “at the beginning of the game” triggers).
Text pulled from previous 4.3c entry into its own entry and reworded for clarity. There was ambiguity with the phrase "gets to" as it implied using the expanded starting area was optional. When expanding starting areas the other player must use the new expanded starting area.


12.3b Critical Hit
  • Replaced die results with die face images
Formatting change only— inserted die result graphics.


12.3c Critical Miss
  • OLD: If the attack roll was a [1][1] (die must actually show a [1]), all targets of the attack become missed, even if the attack would normally hit the target. This is called a critical miss. Immediately resolve the attack and, immediately after resolutions, deal the attacker 1 unavoidable damage.
  • NEW: If the finalized attack roll was a [1][1] (die must actually show a [1]), all targets of the attack become missed, even if the attack would normally hit the target. This is called a critical miss. Resolve the attack normally (as if the attack missed all targets) and, immediately after resolutions, deal the attacker 1 unavoidable damage.
Two minor edits and one larger edits.
Minor edit 1) added word “finalized” for clarity
Minor edit 2) inserted die result graphics in place of text
For the larger edit, the use of the phrase “immediately resolve” caused some confusion when read in conjunction with entry 6.5a “Immediately Resolve” when, technically, these two entries are not related (reasoning: an entry in the Comprehensive Rules is not a game “effect”). We have adjusted the wording from using that exact phrasing.



12.4b Normal Damage
  • Removed:
    • Some attacks don’t deal normal damage and use the phrase “instead of normal damage.” You deal the specified amount of damage, or apply the specified effect, instead of dealing (or dividing) the attacker’s damage value to the target(s).

      If a multiple effects that do something “instead of normal damage” would apply, the active player chooses one to apply and the others are ignored.
The two paragraphs above were removed from entry 12.4b and moved to a new 12.4c “Instead of Normal Damage” (see below) as we felt it was more appropriate for this concept to have a separate entry.


NEW SECTION
12.4c “Instead of Normal Damage”
    Some attacks don’t deal normal damage and use the phrase “instead of normal damage.” You deal the specified amount of damage, or apply the specified effect, instead of dealing (or dividing) the attacker’s damage value to the target(s).

    If multiple optional effects that do something “instead of normal damage” would apply, the active player chooses one to apply and the others are ignored.
As per above, the concept of “Instead of Normal Damage” was given it’s own entry. Additionally, we added the word “optional” to the second paragraph for better clarity (When activating an action that includes a non-optional "instead of normal damage" effect, players must apply that effect and ignore any other "instead of normal damage" effects).


12.4c Damage Types > reassigned numbering to 12.4d
This is just a re-assigning of numbering so as to have the new 12.4c “Instead of Normal Damage” (above) appear right after 12.4b Normal Damage.


12.6b KNOCKBACK Keyphrase
  • Replaced die results with die face images.
Formatting change only— inserted die result graphics.


16.2 Hindering Terrain
  • OLD: Hindering terrain represents an area containing trees, large furniture, debris, and other similar items that might obstruct lines of fire. Hindering terrain is surrounded by a green and white checkered boundary line.
  • NEW: Hindering terrain represents an area containing trees, large furniture, debris, and other similar items that might obstruct lines of fire. Hindering terrain is surrounded by a green and white checkered boundary line. NOTE: some (typically older) HeroClix maps may indicate hindering terrain with a solid green line.
Added indication of solid green lines used on older HeroClix maps as the graphic representation of hindering terrain.


NEW SECTION
16.4f Windows
    WINDOWS (RETIRED)
    Windows are a subset of walls that can have a line of fire drawn through them, but can’t be moved through. Windows are indicated by dashed blue squares with a
    black outline. Windows are considered walls (and therefore blocking terrain) for all effects, including destroying it.
    • Adjacency: Same as for walls.
    • Movement: Same as for walls.
    • Line of Fire: Windows do not impede line of fire in any way.
    NOTE: Windows have been retired and are only found on older HeroClix maps.
While we no longer plan to utilize Windows on HeroClix maps in the future, we are adding reference to them into the Comprehensive Rules (and marking them as RETIRED) as they do appear on current modern legal maps. In the future, this section will be removed.


NEW SECTION
16.4g Doors
DOORS (RETIRED)
    Doors are a subset of walls that block line of fire, but can be moved through. Doors are indicated by dashed white squares with a black outline. Door are considered walls (and therefore blocking terrain) for all effects, including destroying it.
    • Adjacency: Same as for walls.
    • Movement: Doors do not impede movement in any way.
    • Line of Fire: Same as for walls.
    NOTE: Doors have been retired and are only found on older HeroClix maps.
While we no longer plan to utilize Doors on HeroClix maps in the future, we are adding reference to them into the Comprehensive Rules (and marking them as RETIRED) as they do appear on current modern legal maps. In the future, this section will be removed.


16.7b Intersections and Line of Fire
  • OLD: Drawing a line of fire through an intersection requires you to consider the terrain of the two squares to either side of the point you are trying to draw a line of fire through (including walls along the edges of those squares that also touch the intersection). The line of fire is considered to be drawn through the “side” of the intersection with the less restrictive terrain. If that least restrictive side is hindering for line of fire purposes, then the line of fire is hindered. If both sides would block line of fire, then the line of fire is blocked.
  • NEW: Drawing a line of fire through an intersection requires you to consider the terrain of the two squares to either side of the point you are trying to draw a line of fire through (including walls along the edges of those squares that also touch the intersection) and/or characters occupying either of the two squares to either side of the point you are trying to draw a line of fire through. The line of fire is considered to be drawn through the “side” of the intersection with the least restriction to the line of fire. If that least restrictive side is hindering for line of fire purposes, then the line of fire is hindered. If both sides would block line of fire, then the line of fire is blocked.
Adjusted wording to include reference to character bases as these also affect line of fire drawn through intersections.


17.3 Placing Objects During Game Set-up
Fixed typo— “place” to “placed”


19.4a Wild Card
  • Added:
    The Wild Card effect is as follows:
    FREE: Choose a team ability that a friendly character can use (that isn’t Uncopyable). This character can use the chosen team ability until you choose again. Uncopyable.

    NOTE: On older figures, powers or abilities that grant “Wild Card” grant the above effect. On newer figures, the effect is written out as above.
We have retired “Wild Card” as it’s own keyphrase. Newer characters that have a (formerly known as) “Wild Card” team ability have the actual wording of the effect written out with their team ability symbol on their character card. However, as there are still some modern age characters that have the keyphrase “Wild Card,” we felt the actual effect text should be included in the Comprehensive Rules as a reference.

24.4 Vehicles
  • Bullet 8
    • Replaced die results with die face images.
Formatting change only— inserted die result graphics.

  • Bullet 11
    • OLD: If the Vehicle has no pilot, friendly characters adjacent to it have: “POWER: Become this vehicle’s pilot.”. Place the pilot onto the Vehicle’s character card. A character is only a pilot as long as it’s on the vehicle’s card due to an action that made it the pilot.
    • NEW: If the Vehicle has no pilot, friendly standard characters adjacent to it have: “POWER: Become this vehicle’s pilot.”. Place the pilot onto the Vehicle’s character card. A character is only a pilot as long as it’s on the vehicle’s card due to an action that made it the pilot.
Ooops… we missed the word “standard” here. One small word but such big implications! Sorry, but we can’t have celestial beings riding motorcycles.
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