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GAME ROUND
1. Event Cards
Draw and resolve one Event card. When a new Event card
is drawn, discard the previous Event card unless it was an
Environment card. Environment cards remain in play until a new
Environment card is drawn.
2. Player Turns
t SPAWNING PHASE Roll to spawn one villain on the map. If
you cannot spawn the type of villain you rolled, immediately
activate the villain of that type that is farthest from any hero
on the map. (NOTE: A villain that is placed is not considered to
have spawned.)
t ACTIVATION PHASE Move/Perform Actions and draw a feat
card. A player can have no more than three Feat cards face up
at any time.
t VILLAIN PHASE Draw a Villain Action card to activate one or
more villains.
MOVEMENT
Can only move to connected spaces. Spaces diagonal from each
other are not connected if their shared corner contains a wall.
Three movement choices :
Hold Dont move. Gain aiming bonus (boosted attack rolls) if no
enemies are in the same space.
Walk Dont move, or move one space. No aiming bonus.
Charge Move one or two spaces. Cannot make ranged attacks
when charging. Damage roll for first melee attack is boosted.
Cannot charge if you have already made an attack or forfeited
action.
Rough Terrain Movement ends when entering. Can only hold
or walk when starting in rough terrain.
Space Capacity Cannot move into a space containing seven
figures. Large bases count as two figures, but a large base can
move into a space containing six figures.
Free Strikes Make a hazard roll for each enemy in a space when
moving out of a space containing enemies. If incapacitated by a
free strike, you remain in the space you started in.
ACTIONS (Attack / Revive / Stat Challenge)
ATTACK ACTIONS
t Attacks may be made using all melee weapons (2 melee
whose stat card has the lower index token number activates
first.)
t If multiple villains match the color and number priority, the
active player chooses which to activate regardless of the
figures location.
t When a villain activates, follow the tactic icons at the bottom
of its stat card. Follow the tactics in order from left to right.
t The villains activation ends after resolving the first valid tactic
icon.
t Usually, villains target the closest valid hero. An incapacitated
hero is not a valid target.
t If more than one target matches the preference on the card,
the villain attacks the target with the highest Initiative.
TERRAIN ELEMENTS
Obstruction Has a wall on every side. Cannot
move through or into an obstruction.
Fissure
t Only small based characters can move into
and through a fissure; medium and large
based characters cannot.
t Cannot charge when moving into, through, or out of a
fissure.
t Villains can only enter a fissure if there is no other path to the
target.
t When leaving a fissure, roll a die. On a 4-6 the fissure collapses.
Make a hazard roll for each character s ll in the fissure when
it collapses.
t A successful strength 13 test can re-open the fissure.
Loose Rocks Can be attacked. They are
auto hit by ranged or melee. Arm 16. When
damaged, a cave-in occurs. Make a hazard roll
for all characters in the space when it caves in.
Cave-in Space
t Rough terrain (Movement ends when
entering. Can only hold or walk when startng
in rough terrain).
t Characters inside gain cover (+2 DEF against ranged).
MISCELLANEOUS
Hazard Rolls Roll 1 die. On a 5 or 6, the character takes one
damage.
Boosting Rolls Add one die to the roll. Only one die can be
added due to boosting.