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Help with a story mode VS game (Not the Video Game)
Every other Monday I run a story mode for some friends of mine using the real cards. Here is the basic story:
During the event known as ‘Amalgam’ two universes where pulled together and merged into one. Due to the efforts of one man the realities of both universes was eventually restored. In order to make sure this never again came to pass a law enforcement agency was put into place by the great powers of both universes. Special agents known as ‘Gate Keepers’ have been given powers to draw upon the heroes and villains of both universes in order to quell any disruptions to ‘The Wall’.
As of right now I have done a few story arcs and brought in a few recurring Villains. For Elseworld there main Villain is Batman. What If is Zombie Sentry. DC is Krona.
For DC I have started them back at the Crisis on Infinite Earths. A future Krona has gone back in time to try and mess up important events to lead to the destruction of the universe so he can see the creation of a new one.
Thing is I want a Villain from Marvel who is like Krona. So bent on seeing the creation of the universe that he doesn’t care how it happens. This is what I need help on.
The plan is to have an Amalgam battle involving these two main Villains.
Also if anyone is interested in the rules on how to run this just let me know and I will post.
I believe during a Doctor Strange story arc, he travelled back to the beginning of time to stop Baron Mordo from having creation rewritten in his image by attempting to corrupt the most powerful time-travelling mage ever to exist. It was a pretty cool story. Mordo and Strange essentially sat on the shoulder of Cagliostro? as he travelled back to the beginning of time. Mordo was trying to talk him into doing his bidding, and Strange was trying to talk Cagliostro into doing the right thing.
That's the only decent example I can think of. I don't have the book in my dorm with me, or I'd be able to tell you more.
Thanks for the ideas. Since two people have show interest I will post the rules.
VS Story Rules
Players
-Minimum player 3 (1 Villain player, 2 Gatekeepers)
-If you have more than 3 split the players evenly into Villains and Gatekeepers.
-If the numbers are not even the odd player goes to the Gatekeepers.
Decks
-Villain decks are built around the current story and have no other restrictions.
-Gatekeepers must build 2 decks. 1 with only Marvel characters and 1 with only DC characters.
-At the beginning Gatekeepers have access to all Common cards (Rare and Uncommon are won during games).
-Gatekeepers have no limit to the amount of decks they can make.
Rare and Uncommon Slots
-After winning story matches Gatekeepers gain Rare and Uncommon Slots that can be used to purchase cards or powers.
-Once a slot is used it cannot be changed (It’s a good idea to keep track on a sheet).
Making A Story Match
When coming up with a story match it is common to use existing story ideas. A match is usually made up of 3 Battles, but can be altered if time is an issue. When coming up with your story include new rules or cards that help the Villain side, but make sure to not over due it. Here is an example:
Battle 1: You are to attack The Infected before Sentry can convince them to join him and wipe them out. Since these Infected where not already Undead they do not appear as powerful, but keep your guard up as they have had more time to learn how to use there new abilities.
-(For Villain only)Ongoing Plot Twist Marvel Zombies: At the beginning of your build phase gain endurance equal to the number of Infection Counters in play. When an opponents character has Infection Counters greater then that characters cost move that character to your side of the field. All characters on your side of the field gain the Marvel Zombies Team Affiliation.
-All Marvel Zombies gain 'When this character stuns a character put an infection counter on that character.
-Winning gives you 1 Uncommon Slot.
Battle 2: The Infected have become aware of your presence and are now joining together to battle you. Their Hunger grows and has driven them mad. Even a severed head can bite back.
-(For Villian only)Ongoing Plot Twist Marvel Zombies: At the beginning of your build phase gain endurance equal to the number of Infection Counters in play. When an opponents character has Infection Counters greater then that characters cost move that character to your side of the field. All characters on your side of the field gain the Marvel Zombies Team Affiliation.
-All Marvel Zombies gain 'When this character stuns a character put an infection counter on that character.
-All Marvel Zombies gain 'Vengeance: When this character becomes stunned put an infection counter on all characters that stunned him'.
-Winning gives you 1 Uncommon Slot.
Battle 3: This is bad Gatekeepers. It appears this universes Galactus has been consumed giving The Infected more power then we dreamed. They have to be stopped now at all costs.
-(For Villain only)Ongoing Plot Twist Marvel Zombies: At the beginning of your build phase gain endurance equal to the number of Infection Counters in play. When an opponents character has Infection Counters greater then that characters cost move that character to your side of the field. All characters on your side of the field gain the Marvel Zombies Team Affiliation.
-All Marvel Zombies gain 'When this character stuns a character put an infection counter on that character.
-All Marvel Zombies gain 'Vengeance: When this character becomes stunned put an infection counter on all characters that stunned him'.
-All Marvel Zombies gain 'Cosmic Surge: Character gains +2/+2. When this character causes Breakthrough gain that much in endurance.
-Winning gives you 1 Rare slot.
Bonus Objective: KO Sentry during any match to gain a Rare slot.
Starting a Story Match
-Gatekeepers must use a deck with characters only from the current stories universe.
-Gatekeepers may change out cards after a match has been completed.
-Battles must be won in the order presented to proceed to the next battle.
-Gatekeepers may retry lost battles as may times as they wish.
Flow of Battle
Battles play the same as VS with these few changes.
-Villain chooses who starts first.
-At the beginning of combat each side chooses what players will be attacking and defending (That means each side will only have 1 attacker and defender).
The Wall
The Wall is the force between the DC and Marvel universe. When it is breached an Amalgam battle takes place. To determine when The Wall is breached keep track of how many times the Villains have won. Once that counter reaches a determined amount then an Amalgam Battle takes place.
Amalgam Battles
Please keep in mind this is just a rough draft as I have yet to test out if the Amalgam Battles work out as I have planned.
Must have 2 different characters of every drop. 1 must be Marvel and 1 Must be DC. When you play one character search your deck for the opposing character of the same cost. Combine the two to make an Amalgam character.
That new character keeps the text from both cards. It also keeps any team affiliations. The stats become the defense of one and the attack of the other. Also the characters gets any flight or range that one may have had.
Here is the current list of powers and abilities Gatekeepers can buy with card slots. If anyone would like to help come up with different Team Bonuses that would be great.
Gate Keeper Powers
Team Bonuses cost 1 Rare per level. The bonuses are permanent and apply only to characters under your control with the listed team affiliation.
-Spider Friends
1. All characters have evasion.
2. All characters have invulnerability when evading.
3. Characters named Spider-Man are not unique.
4. All Characters named Spider-Man gain +1 defense.
-Avengers
1. All characters gain Reservists.
2. All characters gain Substitute.
3. All characters gain “Back-Up: Target character gains +1/+1 this turn”.
4. All characters gain Press.
-Green Lantern
1. All characters gain +1 Willpower.
2. All characters gain “Cannot be KO’d during the recovery phase”.
3. All characters gain “Invulnerability while defending”.
4. All characters keep half there Willpower while stunned.
-X-Men
1. Non-Mutant characters gain the Mutant Trait of my choice (I will give them what I believe they should have).
2. All characters gain “Pay 2 Defense -> Target X-Men Defender gains +1 defense for this attack.
3. All characters gain “Pay 2 Attack -> Target X-Men Attacker gets +1 attack this attack.
4. All characters gain “Discard: Recover Target stunned X-Men character you control that is equal to or less then this characters cost”.
-Teen Titans
1. When Team Attacking characters get +1/+1.
2. When Team Attacking you get to choose who gets targeted for the stun back.
3. All characters gain “Activate -> If this character is defending remove it from the attack and select another unexhausted Teen Titans character you control. That Teen Titans character becomes the defender and becomes exhausted”.
4. All characters gain “Activate -> Ready all team attacker. Those characters cannot cause breakthrough this turn”.
Resources
Each costs 1 Uncommon. These enhancements last for only 1 story.
-Equipment cards cost 1 less to play.
-Decrease you minimum deck size by 10 (Can be stacked).
-Plot Twists cost 1 less to play.
-Gain 1 endurance when a character in play under your control is put in the graveyard.
Enhancements
Each costs 1 Rare. These enhancements last for only 1 story.
-Character gains +1/+1.
-Character gains Press, Reservist, or Evasion (Each ability can be bought).
-Character name of your choice is not unique.
Also, Elsewhat If: An alternate-reality storyline that looked at different ways that Amalgam Comics characters may have changed, including Dark Claw. This combines elements of Elseworlds of DC Comics and What If? (comics) of Marvel Comics. [From wiki]