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By the time you read this, the entire Marvel Knights expansion will be spoiled. Many of you will have played in Sneak Preview tournaments around the world and gotten your first taste of concealed characters and the hidden area. (For those of you who haven’t yet gotten a chance to hold some of the new black-bordered characters in your hot little hands, well, be patient.) So this seems like a good time to explain how the concealed mechanic and hidden area came to be.
Dr. Humpherys and Mr. Hide
About a million years ago I wrote an article discussing a bunch of random design stuff. That article also included a section where Dave Humpherys (one of the Vs. Developers and an all-around crappy guy) explained how he designed the evasion mechanic, which debuted in the Web of Spider-Man expansion. In that passage, he said the following:
Evasion’s Twin Sister
When I first came up with evasion, I also had another mechanic in mind. The team liked the other one so much it went on to become the core mechanic of the fifth Vs. set. I hope Danny lets me guest-write in his article again when that set comes out. Danny is so awesome!
"The primary weakness of evasion (at least in my opinion—this was hotly debated) is that it compresses a fairly complex payment power into a keyword. (Of course, this issue bleeds into the topic of reminder text—you know, the little parenthetical text that clears up possible rules questions or explains what a keyword means. I’ll go into keywords and reminder text at a future time.)"
One of my largest problems with teaching VS to new players is the lack of reminder text on the cards. I remember when I bought my first few Web of Spider-Man boosters just as I was getting into the game. I'd thrown some WOS cards into the starter set and my friends and I had to stop in the middle of the game ... it took us half an hour to find out what Evasion was.
And while I now have UDE bookmarked, this probably happens to other newer players as well. How many question threads have we seen on this site about Cosmic? About the Hidden Area? We may be able to answer these quickly, but many casual players cannot. And it makes the game less accessible.
With that said, the above quote from the article actually relieved me a bit. The designers do, in fact, realize the troubles with a lack of reminder text and are attempting to balance the issue.
And that makes me feel great about the future of this game.