kingpin20
02/17/2003, 15:55
My Ultimate Heroclix Tournament:
At the beginning of each turn each players’ turn they flip a coin (d2). The opponent calls heads or tails. If the opponent called the flip correctly they may choose to do any one of the following:
1. Deal 2 clix of damage to a character of your choice.
2. Outwit one non-defensive superpower for the remainder of the round
3. Incapacitate one character.
If the opponent called the flip incorrectly, you may then do any one of the following:
1. Deal 2 clix of damage to a character of their choice
2. Outwit one non-defensive superpower for the remainder of the round
3. Heal 2 clix to any character.
Each player must choose all three before they can repeat a choice. The damage taken by choices 1(player) and 1(opponent) may not be lowered from any superpower. If a player wins five flips consecutively, whether as the player or the opponent, they automatically lose the game. After 7 turns each player rolls two six-sided dice (2d6). The player with the higher total may choose to continue the game or end the game before the next turn is to commence. If the game is continued, the each turn furthermore must have a dice roll to see if the game is ended or continued. The game is automatically over after 15 total turns.
By Lucas “kingpin20” Magrum
At the beginning of each turn each players’ turn they flip a coin (d2). The opponent calls heads or tails. If the opponent called the flip correctly they may choose to do any one of the following:
1. Deal 2 clix of damage to a character of your choice.
2. Outwit one non-defensive superpower for the remainder of the round
3. Incapacitate one character.
If the opponent called the flip incorrectly, you may then do any one of the following:
1. Deal 2 clix of damage to a character of their choice
2. Outwit one non-defensive superpower for the remainder of the round
3. Heal 2 clix to any character.
Each player must choose all three before they can repeat a choice. The damage taken by choices 1(player) and 1(opponent) may not be lowered from any superpower. If a player wins five flips consecutively, whether as the player or the opponent, they automatically lose the game. After 7 turns each player rolls two six-sided dice (2d6). The player with the higher total may choose to continue the game or end the game before the next turn is to commence. If the game is continued, the each turn furthermore must have a dice roll to see if the game is ended or continued. The game is automatically over after 15 total turns.
By Lucas “kingpin20” Magrum