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Missions: The objective any game is to win. However, having a subset of goals within a game can enhance the play experience. I made up about 30 mission and printed them up using UDE point cards as a backer, sleeved them up. Each mission has conditions that need to be fulfilled in order to complete the mission. Some of these are surveilance based (ie...you watch for that condition to occur and then benefit from it), and some are action based (you make this happen, you get that). The rewards can vary as much as the missions. Be creative, you can do just about anything you want.
Here's a couple examples of Missions:
REAPPROPRIATION OF FUNDS: THIS MISSION IS ACCOMPLISHED WHEN A PLAYER DISCARDS A CARD TO PAY A COST. REWARD: REMOVE THIS DISCARDED CARD FROM THE GAME, YOU MAY PLAY THAT CARD ANY TIME AS IF IT WERE IN ANY ZONE AS IF YOU OWN IT. YOU DO NOT HAVE TO PAY ANY ADDITONAL COSTS THE CARD WOULD NORMALLY REQUIRE (SUCH AS PAY LIFE, DISCARD, LOYALTY...ETC.)
"STRATEGIC ALLIANCE: THIS MISSION IS COMPLETE WHEN YOU HAVE STUNNED A CHARACTER ON EACH OPPONENTS FIELD. (DOES NOT HAVE TO BE ON SAME TURN)
REWARD-NAME AN ALLY AND A FOE. ALLIED PLAYER MAY NOT ATTACK YOU. FOE PLAYER MUST ATTACK YOU OR YOUR ALLY.. YOU MAY FORCE YOUR ALLY TO ATTACK YOUR FOE, YOU MAY NOT ATTACK YOUR ALLY. ALLIANCE ENDS WHEN FOE OR ALLY IS DEFEATED. (IF YOU ARE DEFEATED BY YOUR FOE, YOUR ALLY MUST FIGHT THAT PLAYER UNTIL ONE OF THEM IS DEFEATED)"
"THIS MISSION SUCKS: THIS MISSION IS COMPLETED WHENEVER ANOTHER PLAYER COMPLETES A MISSION.
REWARD-LOOK AT THE TOP THREE MISSIONS AND CHOOSE ONE, PUT THE OTHERS ON THE BOTTOM OF THE PILE."
HOSTILE TAKE OVER: WHEN EACH PLAYER IN PLAY HAS MORE CHARACTERS AND ENDURANCE THAN YOU, YOU HAVE COMPLETED THIS MISSION. REWARD: YOUR LIFE BECOMES THAT OF THE PLAYER WITH HIGHEST ENDURANCE AND THAT PLAYER'S ENDURANCE BECOMES YOURS. TAKE ONE RESOURCE OR CHARACTER FROM EACH OTHER PLAYER.
These are just a few examples that can change the face of a standard multiplayer game. Someone coming after you may WANT you to thrawt his attack for some other gain. Or he may need to pulverize you to complete the mission, or it may just simply be the best call for the current game state.....go on...Introduce a little anarchy........
CHAOS: Another little addition to game play. Have a single deck of busted ### broken ...even BANNED...static effect cards, and another deck of busted ### broken single shot cards. Set up a cross for the static effect cards and a single pile for the one shot cards. Roll a d6, on 1 or 6 flip up a static card into one of the 4 pile slots, when all 4 have cards the new one can cover up any one of the player who selected it choice. 2-5 pull a one shot card. Each player does this at the start of their build. You all know what global effect cards are the big nasties....just pick what you want.
Roulette: Random targeting......random effects....look for the detailed thread from several months back...it explains it more.
I have thought about trying something like this in a standard 2 player game.
Have 2 extra "decks". A Mission deck and a reward deck. Each deck has 2 copies of each mission (for mission deck) and reward (for reward deck). With most of the rewards being simple effects like:
Gave 5 endurence.
Draw a card.
Search you deck for a character card.
Any thoughts about creating alternate game conditions is greatly appreciated. I was so disgruntled with VS for a time that I spent the last 6 months in an MTG coma. I have picked up a few ideas due to that little excursion that I want to bring into VS.
One I was thinking over today was and EVENT Deck: Something that HAPPENS to the game state. Political power shifts, earthquakes...etc....things that might excellerate the resource row, decelerate the resource row, add or take away characters, give global boosts, etc.....possible having your "Team (ie your cards and playing field)" have some sense of location and distance. So that interactions with other players may be limited to your vacinity to them in a mapped setting....lots of ideas.
I used to play lots of multiplayer and we would do some fun things (nothing this good). I built several decks that were similar to the CHAOS idea above. My deck would be all cards that would piss off everyone and cause all of us to lose tons of endurance... I never won with those decks, but it sure was fun!