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Brazil
03/14/2003, 14:28
Hello and welcome to the 3rd chapter of the mayhem series.

In today's adventure the forces of goodness and justice have gotten wind of a gathering at the Brotherhood hideout on Muir Island. Assuming the forces of not-so-good are up to something they plan a little assault on the island to break up the party.

Click here to a link to somewhere with a link to the map for this adventure (http://www.staceymyers.com/mike)

We're using more or less the same house rules we used for the last game they worked pretty well. And here are those rules as best as I can remember them:

1> Each players team will be 300 point and will be made up of only figures from Marvel or DC, but not both on any one players team. However their side can have both Marvel and DC.

2> Monday at noon Pacific time, All players can start placing their teams.

3> No duplicate people are allowed. So if someone on Team Good takes Experienced Magnito, then no-one else on team good or team evil can take Magnito. The first person to post starting at Noon Monday (see rule 2 above.) Will get all their figures...if there is a conflict the first person to post the conflicted figure gets that figure. Anyone posting before Noon PST will not be eligable for "Figure Protection"....so make sure you wait until Noon Monday please, to be fair to everyone.

4> Non-Named figures like thugs and Paramedics can be taken in bulk...only Named characters can't be repeated...however good/evil restrictions still apply....so Thugs can only be taken by team Evil, and Paramedics can only be taken by team Good. If you're confused about if someone is good or evil, please ask. (FYI Rookie and Exp Firelord are Evil, Vet Firelord is Good)

5> Xplosion figures may be used...any tournament legal piece plus all the explosion figures (listed in the warriors section), can be used.....If there's Indy Clix listed in the Warrior Section, I supposed you can use them too...but your team would have to be all Indy.

6> At least half your team must be from the same "Team" ie, Brotherhood, Masters of Evil, Batman Ally, Avengers etc. This applys to each persons 300 point team, however different people on the same team can choose different teams. We also descided that "No affiliation" was a team, so you could also take a team made up of at least half "No affiliation" figures.

7> Team abilities only affect your own 300 point team...so if you have a hydra guy standing next to a teammates figure, he doesn't get the Hydra +1. Also for pourposes of wildcard figures (team Spider-man or Team Doctor Doom), they can only use team abilities of figures on your own 300 point team, not on your whole side.

8> Superpowers on the other hand are not affected by rule 7, so if you had someone with enhancement standing next to a teammate, they would get the +1 damage.

9> Superpowers who's affects last for "Your turn" only last for your own team's actions. This mean's that you can't perplex up a friendly figure and have the perplexed numbers work for them when they take their actions. This affects Probability control as well. However the Exception to this is Poison. Poison Damage will be inflicted at the beginning of "Your Turn" but only on figures who were adjacent to your figures at the start of that day. (this eliminates the possibility of a teammate taxi-ing a poisoner adjacent to opponents and them not having a chance to do anything about it.)

10> Monday is set-up day. All team Gooders must set up within 3 squares of the X-jet or the Batboat. All team evilers are set up within 3 squares of the house or the concrete driveway to the boat dock.

11> Team Good will start moving on Tuesday. Be sure to check positions on the map when you move. If you move a figure illegally, you must redo that figures whole move prior to the end to midnight of that day. If the illegal move is not caught until the next day, then the illegally moved figure or figures will be returned to their original position and given a pass action. If you to an illegal move and you redo the move you must reroll all dice rolls for the illegally moved figure. If you move, fail a dice roll, then move illegally, and you redo that figures move, he must take a "Failed roll" for any action he does. This prevents a person from porposely doing something illegal to undo a bad roll. The only exeption to this is if the figure tryied something he totally couldn't do....like he tried to attack a figure that he couldn't posibly have hit...like he attempts to attack a stealthed figure not realizing that figure was in hindering terrain.....this was an honest mistake, and anything different that figure chooses to do he would make new rolls for. However if someone attempts to attack a figure, say after doing running shot at a figure they don't have line of site to, but they could have moved to a possiton where they had a line of site....and they fail their roll, then they must keep a FAILED result if that figure attacks in the redone move....even if they choose to attack a figure with a lesser defence where they roll they took could have hit. Basically if you screw up a figures move, don't look to benefit from REDOing his action.

12> Good and Evil make their team moves every other day between 12 am (morning) and 11:59pm(just before midnight). You may take your turn at any time. Members of each team do not need to go in any particular order. Validity of moves is based on order of post (for two people trying to post a move to the same location at the same time). Whoever posts first gets the legal move, the second poster must then fix any figures that moved illegally.

13> When you make an illegal move you only redo figures that moved illegally...any legally moved pieces stay. If one figure tries to taxi a figure and durring the course of the taxi they moved too far, both these figures would be considered moved illegally.

14> No off board strategy talk. When making plans you must do so in story form. Batman can't say "Thor move to DD-16 and drop me off at EE-17." But Batman could say "Hey Thor could you carry me over by that tree by the barn." We want people to think for themselves and not have each whole side controlled by one big brain. It is okay though to come up with realistic storyable strategy, and to talk realisticly amongst figures.

15> All your turn must be posted in a single post each day. If you make a mistake don't make a new post with corrections...go back an "Edit" your original post.

16> Everyone who didn't play last game please e-mail me mboyle@microsoft.com so I can have your e-mail address. I will pair up on person from each team with one person on the opposing side to verify dice rolls. It looked like the majority of people were happy with the irony dice server so we will continue to use that one. Everyone will use the same dice server.

17> Myself or Shavo will try to keep the map as updated as possible...but be careful when you move to make sure someone else hasn't moved to a spot blocking your moves or shots and haven't been updated on the map. I will do my best, but it is your responcibility to make sure your moves are legal.

18> When you post actions be sure to post the results of all dice rolls you made. You need to post the numbers so that everyone can verify that you took all factors into account.

19> Take all factors into account. If you attack someone with imperviousness or super sences, make their defensive rolls for them. In the case of mastermind, the owner of mastermind should in advance state where masterminded damage will be going....to see examples of this, check my posts for Doctor Doom in the Assault on the Ranch House campaign.

20> you may make as many converstional posts as you want each day, but when you make your action post, you must move all your figures at that time that you want to move that day. This post must contain a section that spells out each action, and it must contain a Final Position section showing your final position, damage taken, and @ symbols to show action tokens.

21> This rule is my catch all rule for everything I forgot to mention. Make sure you don't do any of that stuff.

A couple notes on the map-
The dark green and the house porch are Elevated Terrain. The dark green area can be accessed from any adjacent light green square as though it were stairs. You can get knocked off Dark Green onto light Green and non-fliers will take damage, just like a regular elevation. All normal elevation rules apply. The rock formations and the roof (right half) of the house are "Blocking Terrain". The roof, and rock formations on dark green areas are treated as Elevated Blocking terrain. So no non-fliers or non-Leap/climbers allowed in these area. There is some cliff area at the bottom left edge of the map. Treat this just like a building edge. Trees are the only hindering terrain. I will place 36 objects randomly on the map when I get time....I'll get it done before Monday.

Brazil
03/14/2003, 14:32
Oh for rule 4...yes the two different Flashes are two different people so they can both be used. And along the same lines, there is only 1 hulk, so Mr Fixit and Hulk can't both be taken, same goes for Logan and Wolverine, Adrian Toomes and Vulture....blah blah blah....use common sense.