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If you mind control a figure and it your opponets last figure do you automatically win the game due to him not have any members on his team to use. The rules are a little vague on this one way you can read it says yes because he has no figures left on his force .But another says after the action on mind control as a free action you can use the figure then it returns back to your opponet .
The rules actually aren't all that vague, but easy to miss. From page 14 of the recent book:
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A HeroClix game ends when any one of the following situations occurs:
1. Only one player has characters left on the map after an action has been resolved, OR...
When you mind control an opposing figure, the figure becomes friendly, but the action has not yet resolved. When the mind control action resolves, it is over, and the figure is back in the control of your opponent. So, mind control cannot be used to quick-end the game this way.
Note that Deadman and Jericho have a power called "Possession", which allows for long-term mind control that lasts well after the action that triggered it resolves. If you use one of them on your opponent's last figure, you can indeed instantly win the game when the action resolves.
Note that Deadman and Jericho have a power called "Possession", which allows for long-term mind control that lasts well after the action that triggered it resolves. If you use one of them on your opponent's last figure, you can indeed instantly win the game when the action resolves.
Great way to deal with Galactus or other colossal as part of a force .
"I can see it your eyes"
Think for Yourself or Your Better of Dead! Rellkin's Trades
Note that Deadman and Jericho have a power called "Possession", which allows for long-term mind control that lasts well after the action that triggered it resolves. If you use one of them on your opponent's last figure, you can indeed instantly win the game when the action resolves.
Like Harpua implied, it isn't an instant win if you use Possession on your opponent's last character. Rather, the game ends immediately (the rules don't seem to require the action to resolve but it doesn't make much of a difference) and you total victory points.
From the Player's Guide:
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If Possession is used on the opponent’s last character, then the game would end. Each player would calculate victory points they have earned and the winner would be determined accordingly.
Like Harpua implied, it isn't an instant win if you use Possession on your opponent's last character. Rather, the game ends immediately (the rules don't seem to require the action to resolve but it doesn't make much of a difference) and you total victory points.
From the Player's Guide:
On the contrary, the rules explicitly state that the action has to end.
Page 14:
Quote
A HeroClix game ends when any one of the following situations occurs:
1. Only one player has characters left on the map after an action has been resolved, OR...
If the action hasn't resolved, the game won't end.
Possession is unlike Mind Control in that the target is still friendly to you after the action has resolved.
On the contrary, the rules explicitly state that the action has to end.
Page 14:
If the action hasn't resolved, the game won't end.
Possession is unlike Mind Control in that the target is still friendly to you after the action has resolved.
I would think the Player's Guide creates its own ending condition independent of the one you quoted in the rulebook.
From the Player's Guide:
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If Possession is used on the opponent’s last character, then the game would end.
Although you could argue that using Possession means letting the Possession action completely resolve. (Which would be a completely reasonable ruling.) And if you wanted to further support that position, another Player's Guide entry might do that.
From the Player's guide:
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Pushing damage triggered by or during an action must be resolved before the end of the game can be determined.
But I don't think the quote you provided has any bearing on this at all.
I can only imagine a world in which the Player's Guide actually represents the rules.
I like to think of it as a guide to help the players.
As in...
"Hmm...the rulebook says that when an action resolves and a player has no figures left the game ends. Well, with this Possession thing an action has ended with my opponent sorta having no guys. It would seem like the game should end. Well, let's see what kind of guidance I get from the Player's Guide. Well, whaddaya know? I was right."
I like to think of it as a guide to help the players.
As in...
"Hmm...the rulebook says that when an action resolves and a player has no figures left the game ends. Well, with this Possession thing an action has ended with my opponent sorta having no guys. It would seem like the game should end. Well, let's see what kind of guidance I get from the Player's Guide. Well, whaddaya know? I was right."
But if something in the Player's Guide wants to reference something like that, it should explicitly say so. The Player's Guide shouldn't be so opaque that you need to have been playing Heroclix from Day 1 to know that the rule in the Player's Guide is connected to another rule.
The Rulebook also says that if only one player has (undefeated) characters at the end of the game, that player is the winner. However, the other part of the rule in question clearly says that isn't the case. But in the first example, you're suppose to know that the action needs to resolve even though it doesn't say it. Just too much inference going on.
But if something in the Player's Guide wants to reference something like that, it should explicitly say so. The Player's Guide shouldn't be so opaque that you need to have been playing Heroclix from Day 1 to know that the rule in the Player's Guide is connected to another rule.
Why does one need to know this?
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The Rulebook also says that if only one player has (undefeated) characters at the end of the game, that player is the winner. However, the other part of the rule in question clearly says that isn't the case.
It most certainly does not. At the end of the game, the Possessed figure has not been defeated.
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But in the first example, you're suppose to know that the action needs to resolve even though it doesn't say it.
If one reads the rulebook, one sees that.
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Just too much inference going on.
Or yet again too much trolling unsuccessfully to find the molehills with which you seemingly love to make mountains.
But it would seem to someone unversed in the history of Heroclix as you that the Player's Guide is providing an alternative, not connected, end to the game.
Quote : Originally Posted by Harpua
Or yet again too much trolling unsuccessfully to find the molehills with which you seemingly love to make mountains.
Why if someone disagrees with the way you interpret the rules are they making a mountain out of a molehill? First, any issue can be fixed through the Player's Guide. (This particular issue actually exists entirely in the Player's Guide.) Second, I can actually see a completely different rational for the ruling. I'm disagreeing with your rationale; that's all. If you don't want to engage in the discussion, you don't have to.
But it would seem to someone unversed in the history of Heroclix as you that the Player's Guide is providing an alternative, not connected, end to the game.
How can you be so sure? You've been around longer than me writing up popular threads on movement and lines of fire. To say that you can somehow magically see how someone unversed would read it is ludicrous.
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Why if someone disagrees with the way you interpret the rules are they making a mountain out of a molehill? First, any issue can be fixed through the Player's Guide. (This particular issue actually exists entirely in the Player's Guide.) Second, I can actually see a completely different rational for the ruling. I'm disagreeing with your rationale; that's all. If you don't want to engage in the discussion, you don't have to.
This issue DOESN'T exist. You are trying to make one exist where there is not one. That's making a mountain out of a molehill.