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All Hallows Eve is here, and Heroes and Villains all over the world are getting their tricks or treats. Which will you get?
400-1000 points, Golden Age. 5 Actions per turn. 10% Feat rule. Bystanders allowed. No BFCs allowed.
We recommend the Graveyard Map from Brave and the Bold, or JSA Museum map.Halloween Objects
After all objects have been placed, place 1 Halloween Object
into the middle of the map. Each player then places 6 additional Halloween Objects
under normal object-placement rules (for a total 13). We recommend using large coins to represent these objects
When a character is on the same square as a Halloween Object
, that chararacter's current movement and action ends; immediately remove that Halloween Object
from the game, then roll 2d6 and consult the chart below.Note: When you roll a 2-6, your opponent places a creature on the board -- that creature immediately becomes a member of your opponent's force.2: Headless Horseman:
Your opponent places a Headless Horseman next to this character; it immediately makes a close combat attack as a free action against this character.
Your opponent places a Mummy next to this character; it immediately makes a close combat attack as a free action against this character.
4: Zombie Horde:
Your opponent places a Zombie Horde next to this character; it immediately makes a close combat attack as a free action against this character.
5-6: Giant Spider:
Your opponent places a Giant Spider next to this character; then place a Web Terrain Marker
on any character on the map that is adjacent to any Giant Spider on the map.Web Special Terrain Marker: A character occupying this square must break away for movement purposes. Immediately after the character occupying this square no longer occupies it, remove this marker from the map
7: All Hallow's Eve.
8-9: Candy Corn:
Put 2 Candy Corn counters on this character's card. Once on your turns as a free action, you can remove one Candy Corn counter to heal this character of 1 click of damage or remove one action token off of this character (this does not allow a character to take more than one non-free action per turn)
10: Witches Broom:
Put 2 Broom counters on this character's card. Once on your turns as a free action, you can remove a Broom counter; if you do, this character can use Flight
until the end of your turn.
11: Ectoplasmic Goo:
Put a 2 Goo counters on this character's card. Once on your turns as a free action, you can remove one Goo counter and choose Perplex
, Probability Control
, or Outwit
-- this character can use the chosen power until the end of the turn.12: Jack O' Lantern:
Put 1 Jack-O-Lantern counter on this character's card. Once on your turns as a free action, you can remove one Jack-O-Lantern counter; if you do, all
your characters can use the Superman Ally
and Batman Ally
team abilities until the end of the turn.
•The same counter can be used in the same turn, as long as different characters use it (example: you can take one Candy Corn counter off of your Superman to heal him, and one off of Batman to heal him... on the same turn)
•A character with multiple counters can use them all on the same turn as long as they are all different (example: Wonder Woman has 2 Candy Corn counters, 4 Witches Broom counters, and 2 Ectoplasmic Goo counters. She can use one of each... on the same turn)