A Heroclix (Horrorclix and Mage Knight) game scenario, inspired by Milton
Bradley’s Battleball board game.
Last updated: 12/15/2006 7:10:27 PM
All Heroclix (Horrorclix
or Mage Knight)HH rules not superseded by these rules are in force during
play. If you intend to mix figures from the three games, you need to decide which
of their rules will be primarily used and if/when the other games’ rules will apply.
Restrictions:
No soaring, these
games are played in domed stadiums, flying characters can only hover.
No Sentinel sized
or larger pieces can be played. Single and double base figures only.
Bystander (or Victim)
tokens are not permitted to be a part of a team (but may remain a part of the game per the clix rules used to play).
Use of battle field
conditions, plot twists, and/or any other cards need to be agreed to by both players prior to choosing teams.
The Field:
The actual board
from Milton Bradley’s Battleball board game is the assumed playing field for these rules.
Alternately, Heroscape
tiles arranged in alternating rows of 16 and 15 tiles across (side line to side line) and 31 rows of tiles from end to end
(goal line to goal line).
Also, any grid map
(hex or square) with the same number of spaces can be used. It is not necessary
for square grids to have their squares shifted alternately like the actual Battleball board does.
Feel free to add
goal posts, side line benches and the like. Bystander (or victim) tokens (or
figures) can be included as “non-combatants” even if just as mobile blocking terrain. See Additional Variants, below.
A football marker
will also be needed. Anything that will fit on a figures base will do fine. Battleball comes with an excellent football.
Object of the game:
The first team to
score 2 touchdowns, is the standard Battleball victory condition.
Games can be played
to different score totals, or with time or turn limits if desired.
Game Setup:
Determine point
values and choose your teams.
Set the football
marker in the center of the field on the 50 yard line of spaces. Set up any 3D
objects to be used (goal posts adjacent to the center space along the end zone, and side line benches on opposite sides, adjacent
to opposite side lines between the 20 to 30 yard markers).
You will need “carnage
markers” nearby to represent the hindering terrain fallen players become.
Set up your teams
behind their own 20 yard lines.
Determine which
team will go first via coin toss, or by highest die roll.
Play:
Play proceeds according
to the clix (Heroclix, Horrorclix or Mage Knight) rules being used. This
refers to which player goes first, movement, and combat.
It is recommended
that instead of using team point values to determine how many figures move per turn, players alternate 1 figure each. Play will be less complex if both players agree to not allow figures to be pushed. However, even if pushing figures is not allowed, figures with Willpower (or like)
ability, can act and take a second action token.
Players have to
cross into their opponent’s end zone with a figure in possession of the football.
Any figure in an end zone that does not
possess the football is immediately out of play for the rest of the game. Even
if entering the end zone without the ball is due to a “knock back”, the figure is removed from play. No figure can “push” to enter their opponent’s end zone, even with the Willpower (or
like) ability.
Each time a goal
is scored, the field is cleared and reset, as Game Setup above. Unlike in original
Battleball, injured/KOd (defeated or killed) figures do not return, and clicks of damage are not healed on the figures remaining
in the game.
The ball may be
picked up by any figure landing on the space it occupies, so long as it is not in another figure’s possession. The ball is made of a telekenitically null material.
Figures with those kinds of abilities are not able to use them to gain possession.
However, by manipulating the environment around the ball, they can force it to be moved to another space with their
power. (This rule is meant to apply not only to telekenisis, but any like power
that would allow a figure to take possession from a distance). As with all of
these rules, mutual agreement by the both players can allow such abilities to give figures possession of the ball.
KOed (killed or
defeated) figures are replaced by a marker that makes the space they formally occupied, hindering terrain (a carnage marker
in the original Battleball game). These are removed between goals, when the field
is cleared and reset, as Game Setup above.
Any successful hit
on the figure carrying the ball results in a fumble, see below. It is recommended
that the Heroclix knock back rules are used even when Horrorclix and/or Mage Knight figures are in play.
Hand off:
Two figures on the
same team, in adjacent spaces, may hand off the ball as a free action once per turn.
Roll below the receivers
defense score to complete.
A “miss”
results in a fumble. Fumble using the fumble dial below.
If the passer is
a heroclix figure and has super strength, doubles result in a knock back and a fumble.
Passing:
To pass, roll 2d6
below the receivers “to hit” to complete. +1 to that roll for every
space between passer and receiver.
A “miss”
results in a fumble. Fumble using the fumble dial below.
Players cannot pass
into an end zone, or within the 10 yard line in front of it.
If the passer is
a heroclix figure and has super strength, doubles result in a knock back and a fumble.
2 Goals win the game:
Variations should
include; more points to win, and/or winner must win by 2 goals, or a time limit and winner has highest score when time runs
out.
Fumble dial example:
Place the fumble
dial where the figure was, with the arrow pointed directly away from the figure making the attack.
Roll 3 dice, the
results show the direction the ball is fumbled in. Prior to rolling, one of the
die must be assigned as “distance”, using an odd colored die will help.
The odd colored die determines the distance; 1-6 spaces for ranged hits, odd = 1 and even = 2 spaces for melee hits
and fumbled hand offs.
Additional Variants:
Game officials,
as non-clix figures or tokens, are blocking terrain. Game officials are bystander
/ victim tokens controlled alternately by the players.
Goal Posts and side
line benches are yellow for super strength purposes and blocking terrain when planted.
To make games less
one sided, you can not allow transporter piece to carry others, or require teams to contain equal numbers of transporters.
To level the playing
field in a more complex fashion, figures with phase / teleport / leap & climb / flight, can block and base each other
nullifying their opponent figure’s phase / teleport / leap & climb / flight ability.
For example, Storm would have to fly around Spiderman (2 spaces away to avoid a break-away roll) because of his leap
& climb ability.