heroscape_v1.2

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  • 8/6/2019 Heroscape_v1.2

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    Another boardgame player aid by

    Game: HEROSCAPEPub: Hasbro (2004)

    Page 1: Rules summary rontPage 2: Rules summary back

    v1.2Dec 2008

    Download a huge range o popular boardgame rules summaries,re erence sheets and player aids at www.headlesshollow.com

    Universal Head Design That Works www.universalhead.com

    These sheets are intended only or the personal use o existing owners o the game oradditional re erence. Universal Head makes no claim whatsoever to the rights o the publisherand copyright holder, and does not bene t nancially rom these player aids. Artwork rom theoriginal game is copyrighted by the publisher and used without permission. This PDF may not

    be re-posted online, sold or used in any way except or personal use.

    For best results, print on card, laminate and trim to size.

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    Setup

    Choose a Scenario and build the Battlefeld .

    Each player gathers and places a pre-made army ordrafts an army. Figures that cannot be placed in theStarting Zone cannot be used. A single player cannothave more than one o the same Unique card.

    For pre-made armies, highest roller places his entire

    army rst, then the player to the le t and so on.I drafting an army, players choose an army card andplace the gure(s) in turn:

    For a 2-player game , highest d20 roller chooses oneArmy Card, then the other player chooses two, theneach chooses one, in turn, until both Armies arechosen and placed.

    For 3 or more players , highest roller chooses oneArmy Card, then the player to the le t chooses one,and so on. The last player chooses two cards. Dra tingone card then goes back around the players in reverseorder until the last chooses two. Continue back and

    orth until all Armies are chosen and placed.

    Game Turn

    The game is played in rounds which consist o 3 turnsor each player. Start the Round Marker on 1 to begin.

    1 Place Order Markers .

    2 Roll or Initiative .

    3 Players take turns one at a time until each playerhas taken 3 turns.

    4 Move the Round Marker to the next number.

    Order Markers, Initiative & the Turn

    Each turn players move and attack with the gures onone Army Card.

    Players simultaneously place Order Markers on theircards (may place more than one on a card) in theirorder o activation. X marker is a decoy.

    All players roll a d20 or Initiative . The highest rollertakes the rst turn, then play passes to the le t. Tiesare re-rolled.

    A player turn consists o 3 actions in this order:

    1 Reveal Order Marker .

    2 Move gure(s) on the Army Card.

    3 Attack with gure(s) on the Army Card.

    I the gure(s) on an Army Card have been destroyedearlier in the round, the turn is lost.

    Movement

    Figures are moved a number o hexes up to theirMove number. Squad gures are moved in any order,one at a time.

    Figures may move through riendly gure spacesunless that gure is engaged . Movement through anenemy gure space, or ending a move on an occupiedspace, is not allowed.

    Moving UpWhen moving up, the side o each higher level countsas one space, as well as the space landed on. Glyphs and water spaces do not add height. A gure cannotmove up a number o levels equal to or higher than itsHeight number all at once.

    FallingMoving down does not add to movement, but you mayfall i moving to any space other than a water space .I a drop is equal to or more than a gures Height,roll one Attack die and take any Wounds a ter moving(no de ense die). I the drop is 10 levels more thanits Height, roll 3 dice. I 20+ levels more, on 1-18(d20) the gure is destroyed.

    WaterA gure must end its move when moving to a waterspace rom any other space. When moving rom awater space to a higher land space, the moving up rule applies. Double-based gures may move past onewater space thats between 2 land spaces withoutstopping.

    Double-Spaced FiguresWhen moving a double-spaced gure decide whichend to lead with, then move so that the other end

    ollows the same spaces the leading end just le t. Themove must end on 2 spaces o the same height.

    Overhangs and Tight QuartersOnly gures small enough to do so may move underoverhangs. I moving up onto a low overhang, countnearby support tiles. A gure may not move throughor into a space that it cant t completely into.

    Engagement

    A gure becomes engaged when it moves adjacent toan opponents gure.

    I one gure is on a level equal to or higher than

    the height o the other gure, they are not adjacent/engaged. I a ruin is between 2 gures, both guresheights must be higher than the ruin to be engaged.Ruins typically have a height o 6.

    A gure may move around a gure with which it isengaged, but as soon as you move away rom it, theopponent may make a passing swipe o one attack die(no de ense die is rolled). I engaged with multipleopponents, each opponent gets to roll an attack die.

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    Attacking

    Any gure(s) on your Attack Card with a target withinRange and with a clear Line o Sight may attack. Figuresattack one at a time in any order; each gure on a Cardcan attack only once.

    RangeA targeted gure must be within the attacking gures

    Range (do not count extra spaces or higher levels). Agure with a Range o 1 can only attack adjacent spaces.

    A gure engaged with one or more gures can only attackthose gures.

    A double-space gure can attack rom either space.

    Line o SightPlayers must be able to draw a clear Line o Sightbetween the attacking gures Target Point (green dot)and the de enders Hit Zone (red area). Players may onlytouch or move gures on their own turn.

    Height AdvantageA gure with their base on a higher level than the other

    gure rolls one extra die. I the base o the higher gureis 10 or more levels higher then the height o the lower

    gure, the higher gure instead rolls 2 extra dice.

    Special Powers, Special Attacks, GlyphsCheck or any modi ers to the combat.

    Attack Procedure1 Announce which gure is the Attacker and which is

    the De ender .

    2 The attacker rolls attack dice equal to your guresAttack score with any modi ers.

    3 The de ender rolls de ense dice equal to his guresDe ense score with any modi ers.

    I the Attacker rolls the same number o skulls orless than the De ender rolls shields , the attack isunsuccess ul.

    I the Attacker rolls more skulls than the De ender rollsshields, the attack is success ul. For each unblockedskull, the de ending gure takes one Wound.

    Li eWhen a gures Wounds equal its Li e score, it isdestroyed. It is placed on its Army Card. When all gureson that Card are destroyed, it is out o play.

    Victory

    The Scenario sets the victory conditions or each game.However, i the game has ended by the time a certainnumber o rounds have been played, the victor may bedecided by scoring .

    Each player or team scores points or each Army Cardwith gures still on the battle eld. Score the ull cardpoints, even i there is only one surviving gure.

    Glyphs

    Glyphs are placed on the board either power-side up orsymbol-side up . When a gure moves onto a Glyph that ispower-side up, he must stop. I he lands on a symbol-sideup Glyph, stop and turn it power-side up.

    When a gure stops on a Glyph its power takes e ectimmediately.

    Permanent GlyphsThese powers are in e ect or as long as a gure isstanding on the Glyph.

    Glyph o Astrid Each o the gures you control rolls oneextra Attack die.

    Glyph o Brandar Varies depending on the Scenario.

    Glyph o Dagmar Add +8 to your Initiative roll.

    Glyph o Gerda Each o the gures you control rolls oneextra De ense die.

    Glyph o Ivor Each o the gures you control with aRange number o 4+ gets +4 to their Range.

    Glyph o Jalgard Each o the gures you control rollstwo extra De ense dice.

    Glyph o Lodin Add one to any d20 roll.

    Glyph o Rannveig All gures with the Flying ability losethis power and cannot fy.

    Glyph o Valda Each o the gures you control gets +2to their Move (not used when moving off the Glyph).

    Temporary GlyphsThese powers take e ect only once, a ter which the Glyphis removed rom the game.

    Glyph o Erland When one o your gures stops hereit may summon any other gure (either yours or youropponents) to an adjacent space. The summoned

    gure does not receive a leaving engagement roll i itwas engaged. The power cannot be used i there is noempty adjacent space.

    Glyph o Kelda Only gures with one or more Woundsmay stop here; remove all Wounds rom its Army Card.Cannot be placed symbol-side up.

    Glyph o Mitonsoul Roll a d20 or each gure(everybodys) on the battle eld. On a 1 the gure isdestroyed.

    Glyph o Sterla Roll a d20 or each destroyed gure(everybodys) on the battle eld. On a 19 or 20 placethe gure in a starting zone o your choice.

    Special Powers Notes

    Special powers can never be modi ed by Glyphs, otherspecial powers or height advantages. The attacker decideswhich o multiple targets roll de ense dice rst (with theexception below).

    Mimrings Fire Line Special AttackThis attack a ects gures within 8 spaces in anydirection rom either o Mimrings spaces. The a ected

    gures can be on any level as long as Mimring has Lineo Sight. Those closest roll de ense dice rst.

    I used into an overhang, the attack a ects the gureson all levels in the line o attack as long as he can seethem.

    Grenade Special AttackGrenades cannot be lobbed at a gure more than 12levels higher than the Attacker.