Tired of the usual 300-point build total? Sick of powergamers bringing the same 15-20 super-efficient min/max pieces week after week? Need a reason to play some of those pieces crammed in the dark corners of your tackle boxes?
You’ve come to the right page.
Here, I share some fun scenarios that help keep my tournament scene fresh without changing the core game — beating the other team into KO KO KO — or being too complicated to play (like the Event Dials.)
NEW: Some scenarios are fine for that new guy who’s still learning the powers with the two dozen commons a vet gifted him last month. Others are only for expert players with deep collections. Each scenario is thus labeled
ROOKIE: Fine for brand new tournament players
EXPERIENCED: Requires a solid collection and grasp of the game (you’ve been playing and buying for most of a year)
VETERAN: You’ve been in the game for years and have a literal thousand figures at your disposal
They’ve been reorganized by level. Enjoy!
No characters with the Kid or Teen keywords (or who could deserve them if WizKids still used those keywords). ROOKIE
DOUBLE TEAM NEW!
Best for games with an odd number of players. After damaging one player’s force, you can’t damage it again until you’ve damaged a different force. ROOKIE
ASSAULT WAVES NEW!
Build three different 200-point teams. Each team must have distinct figures — no repeats between teams!
Each round, play a different starting team (this choice will be made before the tournament starts). If, during the round, your team is KO’d, you can choose to place one of your other two teams in your starting area and continue the game until either time runs out or all characters have been KO’d. ROOKIE
All characters must be aliens or extremely non-human in appearance. No robots or folks who can easily pass for human. EXPERIENCED
TRANSLATION: Characters start on their final click and are KO’d when clicked past their starting line. All effects that turn the dial work in reverse.
NEW RULE: Characters with the word “Bizarro” in their name are played as normal. EXPERIENCED
At the beginning of each player’s turn, each player rolls a single die. Each number corresponds to HC colors as follows:
and all powers represented by that color can’t be used until the beginning of that player’s next turn. EXPERIENCED
BRING ON THE BAD GUYS
Villains only. Heroic keywords are ignored. EXPERIENCED
• One extra special object is the Ball, which has to be carried to the opponent’s starting area for a TD.
• Hits have a 50% chance of causing fumbles which can be scooped up by opposing figs, who have a 50% chance of grabbing the Ball. When determining whether a character fumbles or grabs the Ball, the active player calls out “even” or “odd” and rolls a d6 and causes the effect on successful roll.
• Characters with Super Strength only fumble the ball if hit with a doubles roll.
• When a TD is scored, return all pieces unhealed to starting areas and the other player gets the Ball. Victory is based on TDs first, then KO points to break ties.
• Only boot speed characters are allowed
• No Improved Movement (or powers/abilities that grant it)
• Characters can’t be placed by any effect
• Lines of fire can’t be drawn
• the Wasteland battlefield condition is in effect.
• Each team must have SIX characters peanut base or smaller. No horde tokens.
“EAT IT, GRANDPA!”
All characters must have the Kid or Teen keyword (or deserve them). No theme team bonuses for non-generic keywords.EXPERIENCED
FIGHTING WITH YOUR HANDS FULL
Each character’s sculpt must hold separate objects in both hands.
No characters over 40 points or less than 14 points…including feats and resources! EXPERIENCED
Characters must be clothed head to toe, showing zero skin.EXPERIENCED
All characters’ sculpts must have guns. EXPERIENCED
No ranged attacks allowed. Hypersonic Speed and Telekinesis can’t be used. Effects with a range (Outwit, PC, Perplex, etc) may only be performed on adjacent targets. EXPERIENCED
…AND THE WUTANG SWORD STYLE!
Sculpts must have swords. EXPERIENCED
SIX DEGREES OF SEPARATION
Start with a keyword. Pick a character with a keyword. The next character on your team must share that keyword. Then pick a different keyword on the second character and match it with a third. Keep going — never repeating a keyword — until you’ve got six characters. 600 points. EXPERIENCED
Pick 4 characters — no more, no less — within these point spreads:
A) 200-299 points
B) 125-199 points
C) 75-124 points
D) 50-74 points
No more than one Feat allowed per character. EXPERIENCED
BRAND NAMES ONLY
No characters can share keywords. VETERAN
Every character must have at least one other version of itself on the team (without being the same figure. Exception: generics and those designed to work in multiples). VETERAN
Each character must be romantically involved with one other character on your force. VETERAN
MANY STYLES OF CLIX
Your team must have at least one character for each of the following types: Wing symbol, Dolphin symbol, Duo symbol, Sharpshooter symbol, Transporter symbol (any of the three), Giant symbol, Tiny Size symbol and multi-based. VETERAN
No characters over 40 points or less than 14 points…including feats and resources! VETERAN
PASS THE TRASH…OR PLAY IT
Build a team for your opponent to play. But don’t get too craptastic with it: after the map’s been selected, the second player rolls a d6. On odd numbers, he plays his own team, leaving you stuck with the one you brought! VETERAN
PICK A COLOR FROM THE PAC
At the beginning of each player’s turn, roll a die:
1 = all powers can’t be used that turn.
2 = Speed powers and abilities (Flight, Carry, Move-And-Attack, Swim) can’t be used that turn.
3 = Attack powers and abilities (Duo, Merge, Sharpshooter, Split) can’t be used that turn.
4 = Defense powers and abilities (Indomitable) becomes the standard defense symbol that turn.
5 = Damage powers and abilities (Colossal Size, Giant Size, Giant Stride, MultiAttack, Tiny Size and Capture). Giant/Colossal/Tiny symbols become the starburst symbol that turn.
6 = Team abilities, traits and feats can’t be used that turn.
Additionally, roll 1d6 before any ranged attack. On 4-6, that character has 0 range until the end of the turn. VETERAN
Each character must have a different skin color. So if you’re playing Rampaging Hulk, you’ve got to leave the also-green (though different-shaded) Gamora off the team. VETERAN
WHITE BELT CLASS
No character may have an Attack Value greater than 9 on its starting click; attack values higher than 9 become 10 instead. No character’s Defense Value can be higher than 17; defenses higher than 17 become 17 instead. No damage reducer greater than Toughness can be used. The Power Dampening Field battlefield condition is considered in force. VETERAN
THREE PEOPLE: One player (ideally the most skilled one) plays a force build equal to both the other players’, which combine to take down the third. One of the small teams goes first, then the large team, then the other small team. Large team always gets map choice.
Each player must target, attack or base more than one opponent’s force each turn if it is possible to do so.
Each player can damage another force only once per turn. NEW!
FIVE PEOPLE ON ONE MAP: The fifth player sets up in the middle of the map but enjoys immunity from attacks until he either targets another force or the beginning of turn 4, whichever comes first.