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equipment...if you equipa character with an equippment during one turn,the next turn you get can you do an additional equippment card with that,or is it no additional per character?
plots,when using these,do they spend resourse points or do you just have to have the resourse points to use them,say a plot cost 4 points and you keep using other plots that cost 4 over and over during the same turn....they spend no points?
when one player starts his atk and usies it towards a character of yours,can you pull a card right then that would save that person,or would you have to have that card ready for that character before he is atk?....even if you don't know that character is going to be atk do you have to ready him before that if you think he is going to be atk or do it right as he is being atk during that turn?
somebody said each player can atk simultaineously during a turn....can you atk simultaineously or is it,each person takes their turns and then the other layer takes their turns?
atk an opponent directly...somebody explan this better than they have it written,the atk an opponent directly shold be explain better.
after a team atk when the def get to hit one of your team characters,sinc ethe defender doesn't take breakthough endurance does the person he atk from the team take breakthrough or no?
powering a character...it says you can do multiple and multiple powering of a character by discarding the same character from your deck,can you take 2 or 3 of the same character from your deck to discard and giev that character 2 or 3 powerings at once?
each character that is doing an atk,after he has atk one other character,can he continue to atk somebody else or is he spend after the first atk he does?
if a card has an activate arorow,do you have to use that activate arror when you use him or do you only activate it if you want to use it?
1. Characters can only be equipped with one piece of equipment at a time. You can recruit as many pieces of equipment per turn as you can pay for, but every character can only have one at a time.
2. Plot Twists and Locations have THRESHOLD COSTS, not recruit costs. The way it works is, every Recruit Step your Resources each generate one resource point which you can use to pay for characters, equipments, or effects. Locations and Plot Twists, on the other hand, just require that many resources to be in play -- you don't pay anything. If on turn 4 you control 4 resources, you can play / flip any amount of plot twists or locations with a cost less than or equal to what you have.
3. I don't understand what you mean.
4. The player with the initiative takes his entire Combat Phase first, then the opponent. You do not alternate.
5. Okay, let's say it's your Combat and you have a ready character that can attack. IF at any time the opponent either (a) controls no characters
OR
(b) controls all stunned characters
then your attack targets the PLAYER himself and the ATK is directly deducted from the opponent's Endurance.
6. No -- attackers do not take Breakthrough whether it's a team attack or not. The only thing that happens as a result of a team attack is that the defender can stun one of the team attackers afterward if its ATK is > or equal to the DEF of the targeted character. Again, no breakthrough.
7. I see the confusion here. You do NOT power-up from your deck. You power-up from your hand. If you don't have a copy of a character (regardless of version, remember) in your hand, tough luck.
8. In order for any character to attack, you have to pay the cost of EXHAUSTING it (turning it sideways). That means only one attack per turn unless the character gets readied by a card effect. I don't see where the confusion is here. The rulebook goes over this pretty thoroughly....
9. The text, "Activate -->..." just implies a cost effect. You can do anything with those characters that you can do with any other character. If you choose to pay the cost, then you declare you are EXHAUSTING the character, then once the chain resolves, perform the effect. Attacking / Reinforcing won't trigger the effect, though (and vice-versa).
Happy to help. Although you may want to put this in the right forum next time. :ermm:
Originally posted by Omega Red To answer your questions...
1. Characters can only be equipped with one piece of equipment at a time. You can recruit as many pieces of equipment per turn as you can pay for, but every character can only have one at a time.
2. Plot Twists and Locations have THRESHOLD COSTS, not recruit costs. The way it works is, every Recruit Step your Resources each generate one resource point which you can use to pay for characters, equipments, or effects. Locations and Plot Twists, on the other hand, just require that many resources to be in play -- you don't pay anything. If on turn 4 you control 4 resources, you can play / flip any amount of plot twists or locations with a cost less than or equal to what you have.
3. I don't understand what you mean.
4. The player with the initiative takes his entire Combat Phase first, then the opponent. You do not alternate.
5. Okay, let's say it's your Combat and you have a ready character that can attack. IF at any time the opponent either (a) controls no characters
OR
(b) controls all stunned characters
then your attack targets the PLAYER himself and the ATK is directly deducted from the opponent's Endurance.
6. No -- attackers do not take Breakthrough whether it's a team attack or not. The only thing that happens as a result of a team attack is that the defender can stun one of the team attackers afterward if its ATK is > or equal to the DEF of the targeted character. Again, no breakthrough.
7. I see the confusion here. You do NOT power-up from your deck. You power-up from your hand. If you don't have a copy of a character (regardless of version, remember) in your hand, tough luck.
8. In order for any character to attack, you have to pay the cost of EXHAUSTING it (turning it sideways). That means only one attack per turn unless the character gets readied by a card effect. I don't see where the confusion is here. The rulebook goes over this pretty thoroughly....
9. The text, "Activate -->..." just implies a cost effect. You can do anything with those characters that you can do with any other character. If you choose to pay the cost, then you declare you are EXHAUSTING the character, then once the chain resolves, perform the effect. Attacking / Reinforcing won't trigger the effect, though (and vice-versa).
Happy to help. Although you may want to put this in the right forum next time. :ermm:
the question 3 is...when somebody is about to atk you are is atk you....and they say,ok this character beats your defense,can you use a card to defens that character like say....after the person says they are doing this to your character,you use a support person to defend that character so the character who is being atk will have no breakthrough?...you can call on it as you are being atk....like that
Attack Declaration
-Attacker makes responses
-Defender makes responses
-repeat until both players pass priority
If attack is still valid, attackers exhaust, and Attack Begins.
-Attacker makes responses
-Defender makes responses
-repeat until both players pass priority
-Damage resolution
Attack Ends
-Supporting your character is a response
-No, you do not have to have things ready ahead of time, you respond to actions as they occur, so if something happens you didnt expect, you can still respond to it with a card or ability.
me and a guy just played this and we have some questions that came during play...
if he has a front row character and he wants to hit my support row character with his range and I have an exhausted character in front of the character he wants to hit ...is that character still protected by the exhausted character?
and if he is far to the side of the support row character that is protected by a front row characterand there is line of sight....line of sight being that no other characters are to the side of these characters...is that character still protected by the guy infront of him?
can a character from the support row with range shoot past the character in the front row of him?
what if your characters have been exhausted and there is nothing left for you to do this turn,and it is your friends turn....does he atk your endurance directly since he can't go after an exhausted character?
dude. Do you play this game?
ATK as follows:
Pick a character to attack.
Pick WHO he is going to attack
Resolve.
Thats it.
The ONLY time you can attack a player directly is when he has either no characters or all stunned characters.
Whether or not a character is exhaustet is no issue whatsoever.
An exhausted character still defends, can still be the target of plottwists, can still protect and can still play abilities if they do not specifically write that he needs to be activated to play them.
thats it.
9. The text, "Activate -->..." just implies a cost effect. You can do anything with those characters that you can do with any other character. If you choose to pay the cost, then you declare you are EXHAUSTING the character, then once the chain resolves, perform the effect. Attacking / Reinforcing won't trigger the effect, though (and vice-versa).
Happy to help. Although you may want to put this in the right forum next time. :ermm: [/b]
once you activate a card it is exh and you don't use it until the combat phase can resolved...next turn that is....maybe?
Here we go - straight from the Comprehensive Rules page:
Quote
406. Combat Phase
406.1 As the combat phase starts, any powers or modifiers that trigger at the start
of the combat phase are added to the chain. Then the primary player gets
priority.
407. Attack Step
407.1 As an attack step starts, any powers or modifiers that trigger at the start of
an attack step are added to the chain. Then the primary player gets priority.
407.2 During the attack step, a player may make any number of attacks,
proposing and concluding each of them one at a time. (See rule 601.)
407.3 All players enter an attack substep for every proposed attack.
407.4 After an attack has concluded, any powers or modifiers that triggered
during the attack conclusion are added to the chain. Then the primary player
gets priority.
407.5 A player may only propose an attack if he or she has priority, the chain is
empty, and any previously proposed attacks have been concluded.
If you notice the bolded text, you'll notice that priority is given to the primary player (the player with initiative) at the start of the Combat Phase. Then, the primary player is again given priority after the conclusion of an attack.
Once the primary player is finished attacking, they pass priority to the next player, who then gets to conduct their own Attack Step(s).