Building for the Event Dial [pt. 3]: Evolutionary War

E002 EVOLUTIONARY WAR
This dial is nonstop; that is, it doesn’t have a red line to signify  an endpoint. So it can continue until the last KO or time is called.
WHAT TO BRING: A current Powers and Abilities Chart (PAC) is mandatory for the GENESIS CHAMBER effect later in the dial.
TURN THE DIAL: At the end of each round.
WHAT IT MEANS: Straightforward.
PURIFIERS (black, slots 1-5): At the beginning of each round, each player can declare a special or standard power. All declared powers are ignored until the end of the round.
WHAT IT MEANS: You want to be careful of fielding powers that are key to your early strategy, especially those shared by multiple characters. PURIFIERS will enable opponents to nix them entirely. And note that the powers are ignored, not countered. This means that even team abilities that grant use of certain powers aren’t immune; if a player chooses Stealth, then Batman Allies are suddenly left exposed. It also means you’ll want to pay attention to pure stats over powers when team building. Note, however, that Traits are immune to this effect.
RESTORATION (cyan, slots 4-7): At the beginning of each round, remove all debris tokens from the map. All destroyed walls are no longer destroyed. All clear, grounded, outdoor terrain is hindering terrain. Each player can choose a friendly character that occupies an opponent’s starting area and heal it of 2 damage.
WHAT IT MEANS: Suddenly, there’ll be a lot of hindering terrain for Stealthy characters (assuming they survived the early game and the brief overlap with PURIFIERS isn’t still nerfing them) to hide in and fliers, Phase/Teleporters and Leap/Climbers to move freely over and through. High-speed characters might be a boon for this segment of the game for getting the free healing in enemy starting zones.
GENESIS CHAMBER (red. slots 8-12): Once at the beginning of each player’s turn, each player can choose a target friendly character and declare a combat value (other than range); if the target possesses a standard power of the chosen value, ignore that power until the end of the turn. Then each player who chose a target rolls a d6. On a result of 1-3, the target can use the standard power on that combat value on the PAC that occurs immediately before the ignored power, until the end of the turn. On a result of 4-6, the target can use the standard power of that combat value that occurs immediately after the ignored power, until the end of the turn. (The first standard power of a particular combat value on the PAC is considered to be immediately after the last standard power of that combat value.) At the end of the turn, deal the target 1 unavoidable damage.
WHAT IT MEANS: This is an entirely optional effect that you should be very careful about using! Basically, you get to swap a power on your dial for one before or after it on the Powers & Abilities Chart (PAC). But it’s 50/50 which you’ll get, and the character takes a click either way, so don’t give up a sweet click for this effect. Moreover, you can do this at the start of both YOUR and an OPPONENT’S turn.  Here’s a guide:
On YOUR turn
Never use GENESIS CHAMBER on:
Phasing/Teleport
Charge
Mind Control
Hypersonic Speed
These will stick you with useless (for offense) or far-inferior (for the circumstances) powers.
Always consider using GENESIS CHAMBER on:
Earthbound
Stealth
In this circumstance, the powers you gain will be much more useful. Make sure it’s a click you can afford to lose, though!
Maybe consider using GENESIS CHAMBER on:
Plasticity
Force Blast
Incapacitate
Smoke Cloud
Poison
Mastermind
Exploit Weakness
Perplex
Leadership
You might get a better power or one of equal worth. Again, beware of the self-damage you’ll take regardless.
On ANOTHER’S turn
Never use GENESIS CHAMBER on:
Phasing/Teleport
Charge
Plasticity
Force Blast
Hypersonic Speed
Stealth
Running Shot
any Attack power
Toughness
Mastermind
Impervious
Invulnerability
Battle Fury
Exploit Weakness
Perplex
Outwit
Leadership
Either the new power is useless on defense or simply not worth the click you’ll be sacrificing.
Maybe consider using GENESIS CHAMBER on:
Earthbound (but ONLY to take the click and get OFF Earthbound at the end of the turn without taking a token)
Super Senses
Defend
Barrier
Willpower
Regeneration
Enhancement
…You might gain a power that could help avoid or reduce big damage. Check out the PAC carefully in relation to your current circumstances. (For example, choosing Barrier will land you either Energy Shield/Deflection or Mastermind, so checking if you have any potential fodder adjacent or are in danger of being shot is key before making the swap.)
Any power not listed here is probably not a good risk to use this effect on.
SUMMING IT UP: Evolutionary War is a simple, straightforward event dial. But the last condition, GENESIS CHAMBER, is so byzantine to figure out in mid-game that players may opt to ignore this optional element completely. This is a phenomenon that afflicts many event dials, as further installments of this series will demonstrate.

E002 EVOLUTIONARY WAR

I actually much prefer this image to the one actually used on the dial's card. More "MU-WHA-HA-HA" = much more awesomeness

I actually much prefer this image to the one actually used on the dial's card. More "MU-WHA-HA-HA" = much more awesomeness

WHAT TO BRING: A current Powers and Abilities Chart (PAC) is mandatory for the GENESIS CHAMBER effect later in the dial.

TURN THE DIAL: At the end of each round.

WHAT IT MEANS: Straightforward. Note, though, that this dial is nonstop; that is, it doesn’t have a red line to signify  an endpoint. So it can continue until the last KO or time is called.

PURIFIERS (black, slots A-E): At the beginning of each round, each player can declare a special or standard power. All declared powers are ignored until the end of the round.

WHAT IT MEANS: You want to be careful of fielding powers that are key to your early strategy, especially those shared by multiple characters. PURIFIERS will enable opponents to nix them entirely. And note that the powers are ignored, not countered. This means that even team abilities that grant use of certain powers aren’t immune; if a player chooses Stealth, then Batman Allies are suddenly left exposed. It also means you’ll want to pay attention to pure stats over powers when team building. Note, however, that Traits are immune to this effect.

RESTORATION (cyan, slots D-G): At the beginning of each round, remove all debris tokens from the map. All destroyed walls are no longer destroyed. All clear, grounded, outdoor terrain is hindering terrain. Each player can choose a friendly character that occupies an opponent’s starting area and heal it of 2 damage.

WHAT IT MEANS: Suddenly, there’ll be a lot of hindering terrain for Stealthy characters (assuming they survived the early game and the brief overlap with PURIFIERS isn’t still nerfing them) to hide in and fliers, Phase/Teleporters and Leap/Climbers to move freely over and through. High-speed characters might be a boon for this segment of the game for getting the free healing in enemy starting zones.

GENESIS CHAMBER (red, slots H-L): Once at the beginning of each player’s turn, each player can choose a target friendly character and declare a combat value (other than range); if the target possesses a standard power of the chosen value, ignore that power until the end of the turn. Then each player who chose a target rolls a d6. On a result of 1-3, the target can use the standard power on that combat value on the PAC that occurs immediately before the ignored power, until the end of the turn. On a result of 4-6, the target can use the standard power of that combat value that occurs immediately after the ignored power, until the end of the turn. (The first standard power of a particular combat value on the PAC is considered to be immediately after the last standard power of that combat value.) At the end of the turn, deal the target 1 unavoidable damage.

WHAT IT MEANS: This is an entirely optional effect that you should be very careful about using! Basically, you get to swap a power on your dial for one before or after it on the Powers & Abilities Chart (PAC). But it’s 50/50 which you’ll get, and the character takes a click either way, so don’t give up a sweet click for this effect. Moreover, you can do this at the start of both YOUR and an OPPONENT’S turn.  Here’s a guide:

On YOUR turn:

Never use GENESIS CHAMBER on:

Phasing/Teleport
Charge
Mind Control
Hypersonic Speed

These will stick you with useless (for offense) or far-inferior (for the circumstances) powers.

Always consider using GENESIS CHAMBER on:

Earthbound
Stealth

In this circumstance, the powers you gain will be much more useful. Make sure it’s a click you can afford to lose, though!

Maybe consider using GENESIS CHAMBER on:

Plasticity
Force Blast
Incapacitate
Smoke Cloud
Poison
Mastermind
Exploit Weakness
Perplex
Leadership

You might get a better power or at least one of equal worth. Again, beware of the self-damage you’ll take regardless.

On ANOTHER’S turn:

Never use GENESIS CHAMBER on:

Phasing/Teleport
Charge
Plasticity
Force Blast
Hypersonic Speed
Stealth
Running Shot
any Attack power
Toughness
Mastermind
Impervious
Invulnerability
Battle Fury
Exploit Weakness
Perplex
Outwit
Leadership

Either the new power is useless on defense or simply not worth the click you’ll be sacrificing.

Maybe consider using GENESIS CHAMBER on:

Earthbound (but ONLY to take the click and get OFF Earthbound at the end of the turn without taking a token)
Super Senses
Defend
Barrier
Willpower
Regeneration
Enhancement

…You might gain a power that could help avoid or reduce big damage. Check out the PAC carefully in relation to your current circumstances. (For example, choosing Barrier will land you either Energy Shield/Deflection or Mastermind, so checking if you have any potential fodder adjacent or are in danger of being shot is key before making the swap.)

Any power not listed here is probably not a good risk to use this effect on. And note that you absolutely can’t use it on Special Powers.

SUMMING IT UP: Evolutionary War is a simple, straightforward event dial…mostly. But the last condition, GENESIS CHAMBER, is so byzantine to figure out in mid-game that players may opt to ignore this optional element completely. This is a phenomenon that afflicts many event dials, as further installments of this series will demonstrate.

Whew! That write-up alone was enough to delay this column for months (I wrote it in March or April)! And the next one is no simpler in its way, being another that rewards a proper build and could punish a normal one. Get ready to rumble with Unlimited Class Wrestling!!!

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