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#111 Wolverine
Real Name: James Logan Howlett
Team: No Affiliation
Range: 0
Points: 100
Keywords: Wolverine and the X-Men, X-Men, Mutant, Future
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Movement and Points: Hindering. Ignore Wolverine's Improved, Traits, and White Boxes and he is 50 points Future Retaliation: Play Wolverine on Click 8 and starting on your sideline for 15 points. He cannot be healed. FREE: Once per game Wolverine may use this power and once per turn a "Changing the…" or "…Retaliation" power may be used. When a Friendly Wolverine with the Past Keyword is targeted or any character with the Past keyword is damaged from an opposing character, place Wolverine so he can target the opposing character and generate "X" X-23 Bystander tokens adjacent to Wolverine or an X-23 Bystander token where "X" is the amount of damage the hit friendly character took. No more than 5 X-23 Bystanders may be on the map. Wolverine and X-23 Bystanders stay on the Map. Changing the Future: FREE: Once per turn a "Changing the…" or "…Retaliation" power may be used. When a Friendly Wolverine with the Past Keyword is targeted or any friendly character with the Past keyword is damaged from an opposing character Wolverine generate "X" X-23 Bystander tokens adjacent to Wolverine or an X-23 Bystander token where "X" is the amount of damage the hit friendly character took. No more than 5 X-23 Bystanders may be on the map. "This old dog got a new trick.": If Wolverine is 100 points he begins the game on your sideline. Once per game, you may clear action tokens at the start of your turn, when you do place Wolverine adjacent to a friendly character that just cleared action tokens and place 1 X-23 Bystander token adjacent to Wolverine or an X-23 bystander token for every action token you just cleared. No more than 5 X-23 Bystanders may be on the map. Continue your turn as normally, but only giving costed actions to Wolverine and X-23 Bystanders. "Stay outta my way!": SIDESTEP & LEAP/CLIMB "I'll heal, you won't.": BLADES/CLAWS/FANGS: On a result of 4 deal 3 penetrating instead. If Wolverine is 100 points, on a result of 5 or 6 deal 3 instead and heal Wolverine 1 click. If Wolverine is 15 points, on a result of 5 or 6 deal 3 penetrating damage instead. "I'm the best there is at what I do.": IMPERVIOUS: Can reduce penetrating Damage "You're gonna need a bigger army!": LEADERSHIP & BATTLE FURY: Does not require adjacency to remove action tokens from X-23 Bystanders, but does require 6 range and line of fire.
#111 X-23
Real Name: Clones
Team: No Affiliation
Range: 0
Points: 0
Keywords: Wolverine and the X-Men, Mutant, Future, Weapon X
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Movement: Hindering "You are more than an animal, Logan...but am I?": CHARGE and FLURRY "I am not you, Logan, and I never will be.": COMBAT REFLEXES and INVULNERABILTY
TV Inspiration: Wolverine does not arrive in the future until the climax. He comes with multiple X-23 clones that he has freed.
Playability: Wolverine is placed on the map in a weird way. Since he arrives as reinforcement that is how he is put on the map. You can choose to clear action tokens first, then place Wolverine from your sideline, then generate X-23 bystanders for each action token cleared (no more than 5) then do your actions but only giving costed actions to Wolverine and X-23 for the remainder of the turn. Its basically something that if your opponent doesn't remember you have wolverine sitting on the sideline it can really take them for a loop!! He retaliation power doesn't let him make an attack, but it can let him generate a bunch of bystanders than can!! He defense stat is low but he has great reducers along with regeneration at the end. It would be interesting to see him in play. The X-23 bystander may not be indomitable but has great close quarter fighting stats!!
The starter set consists of Wolverine, Emma Frost, Jean Grey, Domino, Blink, and Polaris. The Fast Forces consist of Professor X, Domino, Hellion, Marrow, Polaris, and Wolverine. I had multiple goals with these. One was that I wanted to create a reason to buy both; since one is based on the past but has future retaliation powers you need the other that is based in the future and has past retaliation powers. I honestly wanted them to be quick an easy teams. Each one consists of six clicks you can open up and play against someone (all six at 50 points each). Or you and a friend can go in cahoots and each of you play 3 characters at 100 points each. I remember when I was first learning a friend and I were trying to learn together and just wanted to share a single starter set, but it wasn't very share friendly. The next thing I wanted was an actual reason to purchase them. Most fast forces or starters have 1 piece that maybe...maybe...maybe makes buying the whole lot worth it; looking at you fast force UXM Jean Grey. Since each fast force has a 15 point dial they can also be played on it makes them very useful to fill out an established team that comes up short in points. I go into stores and see fast forces that are over a decade old still sitting on shelves because they aren't useful at all. Then the stores owners get upset because they can't move merchandise and are just holding onto it forever. The last thing I did was I made the pieces actually good enough to play. This gives stores owners excitement as they will actually be able to move merchandise. I've seen so many stores stop carrying heroclix because they have fast forces, starters, and boosters that just aren't selling where as Pokemon and MTG are flying off of the shelves. Store owners have to make money so they can put food on the table for their families. Let's create some clix that make it easy for store owners to sell and therefore want to sell more off because it competes easily with Pokemon and MTG in terms of revenue it generates.
#112 Promotional Days of Future Past Time Machine
Team: No Affiliation
Range: 0
Points: 75
Keywords: X-Men Animated, Future
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START and PILOT : At the start of the game place Days of Future Past Time Machine anywhere on the map. Days of Future Past Time Machine cannot be moved, carried, placed, or KNOCKED BACK. Give adjacent characters a POWER action to place a Time Band Token on their card. Time Band: Characters with Time Band Tokens on their cards double their speed value, can use PHASING/TELEPORT, have WILLPOWER, and cannot CARRY. Correcting the Time Stream: When a character with a Time Band Token takes damage, you may instead remove the Time Band Token from their card, place them adjacent to Days of Future Past Time Machine, and deal the damage to Days of Future Past Time Machine instead. The Time Stream is re-aligning: POWER: remove all Time Band Tokens from all characters and place them adjacent to Days of Future Past Time Machine.
TV Inspiration: "You rebels have a working time portal?" "We rebels have a theory that if the assassination in the 90's never took place…"
Playability: The time machine is a different kind of vehicle in the sense that a character doesn't become a pilot to drive it but rather equips a time band that buffs the character. Any character (any team) can equip time bands which means where you place it on the map is important (this is because we see Nimrod use the Time Machine too). The time bands are what gives a character the ability to travel through time and therefore their heroclix abilities. In episodes, to defeat Nimrod it's usually destroy the time band and send him back to the future. Which is why the option to do an elaborate mastermind by KOing a timeband and dealing damage to the Time Machine. Any character can use this so the opposed force can equip a bunch of time bands and then you are hesitant to hit them because they will mastermind the damage to the time machine; you could un-intentionally KO your own vehicle. The Time Machine may be given a power action to remove all time bands to help negate this effect but it's at the cost of pulling everyone adjacent to it for a brawl. The time machine doesn't have great defense as it would just sit there and let you shoot it, but since it is made out of metal it has toughness to help.
BASE SIZA and SPECIAL TERRAIN: 2x3 base size. at the start of the game, Place this terrain more than 5 squares from any starting area and it cannot occupy different elevations. When KO'd, the opponent that KO'd it scores the points. It cannot be moved placed or carried. Danger Room Training: POWER: Make an attack against all characters occupying DANGER ROOM Terrain, each hit character is dealt DANGER ROOM's printed damage value. After actions resolve give each character targeted a "Graduation Token." Simulation Started, no entry at this time.: Characters outside the DANGER ROOM cannot attack characters occupying the DANGER ROOM. Characters occupying the DANGER ROOM cannot attack characters outside the DANGER ROOM. Graduation Day: Characters with a "Graduation" Token may remove 1 "Graduation" token per turn and increase any combat value +1 until the start of their next turn. "Critical...": STOP: Must use "...eminent!" power "...failure...": STOP: Must use "...eminent!" power "...Destruction...": STOP: Must use "...eminent!" power "...eminent!!" : STOP: When this click first appears the opponent that made the click appear scores the points. KO the DANGER ROOM and place on object in any square it last occupied.
TV Inspiration: The danger room is where the X-Men hone their mutant powers.
Playability: The danger room is special terrain that helps "train" characters on the map by attacking them; if they make it passed the attack without a KO they get a "graduation token" as if they passed learning the skill to hone their mutant power. Since they, technically from all the danger room training, should be more adept than fighting they are able to remove graduation tokens to increase combat values. The danger room starts with terrible attack values so it is likely that until it starts taking some serious hits it won't hit and it's safe to have it attack your own force. Later on it might be beneficial to have it attack an opposing force as its values increase to damage them and hopefully KO them so they won't get a graduation token. The Danger room is an actual sealed room so characters inside can only attack those inside and characters outside can only attack those outside.
#114 Limited Edition Archangel
Real Name: Four Horsemen
Team: No Affiliation
Range: 0
Points: 75
Keywords: X-Men Animated, Four Horsemen, Mutant
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BASE SIZE and PLAYABILITY: Base size=2x3. When building your force pay the points for Archangel and attached him to the "Real Name Four Horsemen" Base. Choose to begin the game using any card for a figure on the base but the same card must be used until KO appears on the base. When KO appears remove the character from the base and the opponent scores the character. If another character is still on the base turn the base to click 1 and continue playing with that character and card. When no characters occupy the base remove the base from the map. Metal Wings: Archangel has 6 range with 3 targets Poison Tipped Feathers: RUNNING SHOT, when Archangel hits he may immediately use poison to target the same character as if he was adjacent. "You shall tremble before Apocalypse": HYPERSONIC SPEED, but only to make close attacks and if Archangel hits instead of damage, he may carry the target. Go, My Horsemen!!": TOUGHNESS and WILLPOWER
#114 Limited Edition Pestilence
Real Name: Four Horsemen
Team: No Affiliation
Range: 0
Points: 75
Keywords: X-Men Animated, Four Horsemen, Mutant
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BASE SIZE and PLAYABILITY: Base size=2x3. When building your force pay the points for Archangel and attached him to the "Real Name Four Horsemen" Base. Choose to begin the game using any card for a figure on the base but the same card must be used until KO appears on the base. When KO appears remove the character from the base and the opponent scores the character. If another character is still on the base turn the base to click 1 and continue playing with that character and card. When no characters occupy the base remove the base from the map. "You don't look so good...": All damage dealt by Pestilence is penetrating "...What's wrong...": POSION "...a bit of the plague?": Pestilence may use POSION after moving and can target all adjacent opponents. Go, My Horsemen!!": TOUGHNESS and COMBAT REFLEXES
#114 Limited Edition Famine
Real Name: Four Horsemen
Team: No Affiliation
Range: 0
Points: 75
Keywords: X-Men Animated, Four Horsemen, Mutant
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BASE SIZE and PLAYABILITY: Base size=2x3. When building your force pay the points for Archangel and attached him to the "Real Name Four Horsemen" Base. Choose to begin the game using any card for a figure on the base but the same card must be used until KO appears on the base. When KO appears remove the character from the base and the opponent scores the character. If another character is still on the base turn the base to click 1 and continue playing with that character and card. When no characters occupy the base remove the base from the map. "All will feel my pain.": Famine has a range of 6 "You won't be needing this.": STEAL ENERGY, may use during RANGED attacks "Yearn to quench your hunger.": Opposing Characters within Range and Line of Fire cannot heal of be healed. Go, My Horsemen!!": TOUGHNESS and ENERGY SHIELD/DEFLECTION
#114 Limited Edition War
Real Name: Four Horsemen
Team: No Affiliation
Range: 0
Points: 75
Keywords: X-Men Animated, Four Horsemen, Mutant
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BASE SIZE and PLAYABILITY: Base size=2x3. When building your force pay the points for Archangel and attached him to the "Real Name Four Horsemen" Base. Choose to begin the game using any card for a figure on the base but the same card must be used until KO appears on the base. When KO appears remove the character from the base and the opponent scores the character. If another character is still on the base turn the base to click 1 and continue playing with that character and card. When no characters occupy the base remove the base from the map. "I bring you War!!": War has a range of 9 "Tremble before War!!": When War makes an attack increase his combat values by +1 if he hits and +2 if he KO's a character until the start of your next turn. "War shall destroy all!!": QUAKE, War treats characters within 2 squares as adjacent for this attack. Go, My Horsemen!!": TOUGHNESS, can reduce penetrating damage
TV Inspiration: The four horsemen were created by Apocalypse in season 1. The X-Men easily defeat them, Rogue drains the evil from Archangel, and then we never see them again except for brief cameos from Archangel.
Playability: The Four Horsemen is a new attempt at a Team Base but less complicated. Basically the base is zero points and each character you attach to it (up to four) adds 75 points. Then you pick a card for a character attached and play it until KO'd, the opposing player scores the 75 KO points, remove the character, then continuing playing on click number one with a different attached character, repeat until no characters are left. Team bases look awesome and a really cool idea; but too complicatedly executed. It would be nice if they were re-implemented in a stream line playability. All the four horsemen share the same stats since they use the same base and dial; it's the white boxes and star traits on their cards that make each one unique.
Archangel: Running shot, hit, resolve, then posion the hit character. Talk about a great way to bypass stop clicks as long as the stop click doesn't combo a damage reducer. Hypersonic speed with carry; his stats aren't good but he can move the character into position for a teammate to hurt them.
Pestilence: Traited Penetrating damage and poison!! And move first Poison!! And she has sidestep!! Sidestep poison combo!!
Famine: Steal Energy for ranged attacks with a 6 range. Awesome way to heal up, plus combos well with energy shield/deflection. She also prevents opposing characters from healing so no regeneration or support to move back up.
War: He's pretty Straight forward.
The Four horse men are the release day LE. The Danger room and Days of Future Past Time Machine are the OPs. I thought two ops were more than enough as they are multi base sized ops. The point with all 3 of these pieces was to make something fun to play, throw a curve ball to normal game play, and maybe, because of their uniqueness, they won't end up immediately on ebay as soon as someone wins them.
Thank you for taking the time to read. Creating this set kept me busy while waiting for Xavier's School to be released. I had multiple goals for this set;
1 Make ID Cards more "realistic" and less competitive
2 Create a new click category, terrain, to change up maps
3 Playable colossal other than retaliation
4 Fast Forces and Starter Sets people would actually purchase and want to use
5 No more dud boosters of "just commons and uncommons"
6 Make 300 points of commons equal to 300 points of chases
7 Supplemental Gravity Feeds to balance out the set after it's been public for a while
8 New choose a starting click characters
9 Bystander "team" generators
10 Easy to sell packs to motivate stores to carry
11 No bait and switching on announcement to release
12 Meet or exceed expectations
13 Throw back powers to veteran players
14 New power traits to add variety of play options
15 throw the meta game for a loop
16 disrupt abused game elements
17 checks and balances within the set for all characters
18 More consistent stats and powers
19 Clicks are accurate to their source inspiration
20 Recreate Shifting Focus and Team Bases
1. I've heard that people hate ID cards and I've heard people love ID cards. The reason for loving them is the same as the reason for hating them; for 3 points you can call in someone and wreck some serious chaos. Critics don't like this as it doesn't really actually represent real game play; Wolverine would never come to the Joker's aid and Joker would never ask Wolverine for help. Proponents love this because it's an easy way to heal Joker through inspiration and then get some un-expected attacks from Wolverine. I think that by treating ID cards as set specific and requiring keywords to be used it would eliminate this broken and cannon inaccurate portrayal of call-ins but still let people use them in a manner that can wreak serious chaos with a well-put-together-cartoon-inspired team.
2. The last WKO, the hosting venue required only Muir Island or Genosha maps be used. Genosha is great for ranged and Muir Island is great for close combat. The map roll, almost always, become the determining factor in who would win the game based off of if they had a ranged team versus a close team. I think adding terrain elements to change maps around could help correct any range/close biasis that happens in a map role. In a real battle, a bunch of close fighters would not start a war against a team of range fighters from the opposite end of the battlefield where the ranged fighters have clear line of sight to them.
3. Colossal Retaliation was an incredible addition to the game as we saw numerous colossal characters be used on the map. However it was a meta-power and only a few points to use. It would be neat to actually use a multibase character are an actual part of your force but that requires them being low enough point value to be included.
4. As stated in a previous wrap up; I've seen decade old fast forces sitting on shelves store owners can't sell because none of the characters are usable or wantable. These helps sway store owners to not want to carry product in the future. Fast Forces and Starter Sets should have characters people want they can't get in the set so they buy them. They should be usable in the set. They should have the ability to create two 300 point teams so two new players can share one to learn to play and encourage growth of the game.
5. I've purchased boosters before and got nothing but commons and uncommons. The value of what I got in the booster isn't even worth $1 and I just spent $12 to purchase it. I don't need each $12 booster to have $12 of figures in it; but it would be nice if each booster had figures that no matter how poor the rarity pull is you get excited about what you get.
6. 300 points is not always equal. The idea that you can take any clicks from the same set and build the same number of points and each team has an equal chance of defeating the other is not true. Quite often the rarer the figures on the team of 300 means the more likely they are to win. It would be nice if 300 points was 300 points no matter the rarity. My friend stated that if that happens though that everyone would just play commons and no one would care about getting the super rares. I think that if you gave super rares exclusive powers and made them the more popular characters people would still want the super rares.
7. One thing that I would like to see with all sets is a gravity feed on the sets anniversary. After the set has been out for a few months, stores sit on stock that can't be moved because everyone wants the new stuff. This discourages stores from wanting to carry it again as it's foot print takes up a huge portion of the store and it's not making them any money. Characters from a set get overplayed because they are too good and some characters get ignored. I think offering a gravity feed on a sets anniversary date that supplements the original set would be a nice way to encourage additional purchases. The gravity could have characters that nerf overplayed characters and buff underplayed characters. The gravity to also compliment a bunch of characters in the original set encouraging a person to buy more boosters from the original to make new team combinations.
8. I have a few characters that have 11 clicks of life with not much in powers. You choose their starting click and the higher the number of the starting click determines more powers they can use. It's an interesting way to gamble with a piece as is it better to half little life but lots of powers or lots of life with little powers? It means that the characters can also adapt to each new battle they're brought into for what is required of them and two separate teams could play each other with the same character but, depending on the starting clicks, the characters will play entirely different. It brings about a customized character to the game that has not yet been seen in regular play.
9. I ask my friends to list characters they would like to see in an X-Men Cartoon set and there were over 300 characters listed in total. There's no way to included them all but I wanted to include as many as possible to make as many people as happy as possible. Coming up with sculpts dials and such for characters that act as filler annoys me. I much rather have characters like Northstar and Gladiator that play well on their own but have the ability to generate bystander tokens that represent the rest of their respective teams. Creating the opportunity for bystanders also helps and promote growth of the game by supporting your supporters. They are people out there that run entire businesses based on creating line of fire tools, action tokens, and customer bystander tokens. It would be great to see wizkids support these business owners that support them.
10. Every character in this set is, in some way or shape, usable. There are not generic characters and therefore purchasing this set would mean that whoever you get, no matter how good or bad the pull, it's completely playable. When things are good value to purchase people buy them. When people buy them stores are happy. When stores are happy stores carry more to sell more and will actually run events.
11. This one is a pet peeve. What If was announced as a what if set…We got a bunch of spider-man, daredevil, punisher…and not what if versions. In fact most of the set was not actual what if, it was just regular Marvel characters that could be "shifted focus" with the very few what if sculpts there were. Call it, "generic marvel set that'll let you swap characters." X-Men Xavier's School was first announced as X-Men first class with students and headmasters. It would feature X-Men Gold, X-Men Blue, a team led by Magneto, and Age of Apocalypse. LIES!! When I hear X-Men Gold I think, "Storm is the headmaster and then Archangel, Jean Grey, IceMan, Bishop, Collossus." When I hear X-Men Blue team I think, "Cyclops is the headmaster, and then Rogue, Wolverine, Psylocke, Gambit, Jubilee, Beast." When I hear Age of Apocalypse is one of the four subthemes I think, "Yay!! That means 25% of this set will be Age of Apocalypse." Boy was I severely mis-lead. I totally get why they lied. If they announced, "we are making a generation X and new mutant set with no characters anyone cares about and only putting 6 Age of Apocalypse characters in the set, oh, and BTW they are the chases so good luck getting those," I never would've pre-ordered a case. IMO, this was not an X-Men set as we know X-Men or as they led us to believe it to be in the announcements. I announced X-Men Cartoon and majority of the set is X-Men cartoon characters.
12. Meet or exceed expectations. I know a lot of people wanted traited leadership and perplex (Headmasters) but not like this, not contingent on X-Men teams. This set is completely unusable outside of it self because it only buffs itself up and, sadly, it's not that strong of a set when compared to many of the others out there. When I hear X-Men set there are a few things I'm thinking of; Xavier's school did none of those things. I would hope that looking at X-Men Cartoon Clicks people would be like, "Wow, did not expect that character to make the cut. Yikes, this character is interesting."
13. Some people have been playing this game for a long time and have seen it evolve over time to what it is now. Without all their support and money through those years the game would not be what it is today. I think every set should have a character or two that's a throw back to those characters. I made a few characters that could poison after moving or probability control to reroll any dice roll or even the old mind control. Not every character, and not every power, but maybe 1 or 2 a set would be nice? For them?
14. One thing that I wanted were characters that didn't just focus on support or attacking. I wanted characters that did unique things to add new combination or elements of game play; such as being able to carry an opposing character. Not all X-Men just fight or support. They do other things and I hope to accurately reflect them all; but mainly I wanted to bring some new perspectives or fresh takes on some powers to offer new team combinations and strategies.
15. Meta is a tricky thing. Some people are in it and love and others hate it. I get it, some pieces, when combined, end up broken and why not exploit it? I think the concept of constantly making an errata to a character every 6 months to try and stop meta is the wrong way of doing it. You flood the game with meta pieces. If everything is meta, then nothing can actually be meta. And with so many different meta possibilities it is impossible to make a one team strategy to counter them all.
16. I looked at common game elements that were overplayed in tournaments and figure out how to discourage them. That is why I have characters with incredible TK range for items. Characters that can TK any base size. Characters that can start next to objects or steal equipped objects. Characters that treat bystanders as objects. It disrupts a lot of the overplayed elements and forces new strategies to emerge.
17. Just as much as I have some characters that do amazing things. FREE Smokeclouds that deal penetrating damage. I have checks and balances of characters that absorb smokeclouds and improve their stats. Every character that seems like they can be over abused has a severe weakness or folly that can be exploited by another character.
18. I get getting weaker as you take damage. I get what you can do changes if you get weaker. What I don't get is things like, "Jean Grey is a telekinetic and a telepath. Why can she only TK on some clicks and mind control on others?" Honestly, just because she gets hit doesn't mean her TK skills leave and her telepath skills arrive. Having her values decrease makes sense but a complete change in her playability doesn't. Jean may be an outlier to this and that may be why I use her as an example but several other X-Men seem to just lose their mutant powers that are inherit. I would like inherit powers to stay is all I'm saying.
19. Sometimes I look at a click and they have regeneration and I'm like in what storyline or universe did this character every have the ability to heal? In what realm or Universe does Professor X ever have TK to justify the Title Xavier Dreamer? Seriously!! I get this is what you want to make, or to make them this point value you have to add this power, but seriously, accuracy should be on fleek!!
20. I like the concept of shifting focus. I hate having to keep two separate clicks with two spate dials and swap them out. I'd rather just have one click with 1 dial I can memorize and play it with two different cards. Starter Set Emma was my first attempt at a new Shifting focus and then Jean Grey Phoenix Dark Phoenix was my next. I think it works well without having to memorize two separate dials, click them to match, have all these extra characters on the table. Team bases were also very cool, but I think overly complicated. I think simply pay the point cost for each character attached and play the dial. As a character is KO'd remove the character, score points, and then reset the dial and play with the next character. I think this could be a very fun way to play team bases without complicating them!!