Post by Tommy Brownell on Jun 6, 2006 15:55:40 GMT -5
A new, unplaytested rules variant for activating a group of heroes or villains...either because you wanna run The Avengers and only have one player, or because you want The Marauders to have better options than just The Narrator Card and the Doom Bank when they're trying to kill your heroes, and you realize how impossible it is to manage five different hands.
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- Give the characters a hand size equal to the average of the group's Hand Sizes, rounding in the direction closest to the leader's hand size.
- All cards must be selected for actions and played before any cards are redrawn.
- Use health to track damage to the characters, instead of card loss.
- If a character has Leadership and is in charge of the team, add a +1 bonus to the Hand Size up to a maximum of seven cards.
- Characters can still benefit from Edge, but they only use their own Edge score. For instance, Jubilee is still limited to Edge cards of 1, regardless of what the total Hand Size is.
- As characters are defeated, recalculate the Hand Size as above, discarding or drawing new cards as needed. If the leader if wiped out and there is no suitable replacement, don't forget that the +1 bonus is lost. If there is a suitable replacement (say Cyclops is taken out and Storm is on the team), allow the character to make an average Willpower action (with the Narrator's card used to oppose this) to bring the team under their direction and give them the +1 Hand Size.
Example: The Frightful Four (The Wizard, Hydroman, The Trapster and The Sandman) is battling The Fantastic Four and the Narrator wishes to make The Frightful Four active. Wizard and Sandman have Hand Sizes of 4, while Trapster and Hydro-Man have Hand Sizes of 3. Added up, that's 14 cards divided by 4, for 3.5...as The Wizard is running things, that rounds up to 4, giving The Frightful Four four cards in their hand. The Narrator draws the 5 Willpower, 6 Agility, 9 Doom and 1 Strength. He can either have all four men perform one action, or three of them perform an action, using the 1 Strength as an Edge card for one of them. Trapster plays 9 of Doom with his Paste Shooter (20) for an action score of 29 to blast Mr. Fantastic. Hydro-Man "swamps" The Thing with the 5 Willpower and Water Control 15 for a total of 20. The Wizard fires a Stun Blast at the Human Torch using 6 Agility, for a total of 14 and The Sandman smacks at Invisibile Woman with 1 Strength, using his 14 Strength and getting the 3 Agility for trump, giving him a final action score of 18.
After all actions are played, all spent cards are redrawn, giving the Frightful Four the 2, 4, 5 and 8 of Willpower...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Give the characters a hand size equal to the average of the group's Hand Sizes, rounding in the direction closest to the leader's hand size.
- All cards must be selected for actions and played before any cards are redrawn.
- Use health to track damage to the characters, instead of card loss.
- If a character has Leadership and is in charge of the team, add a +1 bonus to the Hand Size up to a maximum of seven cards.
- Characters can still benefit from Edge, but they only use their own Edge score. For instance, Jubilee is still limited to Edge cards of 1, regardless of what the total Hand Size is.
- As characters are defeated, recalculate the Hand Size as above, discarding or drawing new cards as needed. If the leader if wiped out and there is no suitable replacement, don't forget that the +1 bonus is lost. If there is a suitable replacement (say Cyclops is taken out and Storm is on the team), allow the character to make an average Willpower action (with the Narrator's card used to oppose this) to bring the team under their direction and give them the +1 Hand Size.
Example: The Frightful Four (The Wizard, Hydroman, The Trapster and The Sandman) is battling The Fantastic Four and the Narrator wishes to make The Frightful Four active. Wizard and Sandman have Hand Sizes of 4, while Trapster and Hydro-Man have Hand Sizes of 3. Added up, that's 14 cards divided by 4, for 3.5...as The Wizard is running things, that rounds up to 4, giving The Frightful Four four cards in their hand. The Narrator draws the 5 Willpower, 6 Agility, 9 Doom and 1 Strength. He can either have all four men perform one action, or three of them perform an action, using the 1 Strength as an Edge card for one of them. Trapster plays 9 of Doom with his Paste Shooter (20) for an action score of 29 to blast Mr. Fantastic. Hydro-Man "swamps" The Thing with the 5 Willpower and Water Control 15 for a total of 20. The Wizard fires a Stun Blast at the Human Torch using 6 Agility, for a total of 14 and The Sandman smacks at Invisibile Woman with 1 Strength, using his 14 Strength and getting the 3 Agility for trump, giving him a final action score of 18.
After all actions are played, all spent cards are redrawn, giving the Frightful Four the 2, 4, 5 and 8 of Willpower...