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CRITICAL HIT: WILD CARDS
New rules specify that Wild-Card-Usage is a Free Action. However, Wild Cards is a special ability that allows multiple Free Actions per turn. So you can still use your Wild Card multiple times in your turn. HOWEVER, you can no longer use it during your opponent's turn!
This is a huge change that helps bring the abusive Wild Card back down to Earth where it belongs. No more switching between Batman Ally and Mystics during your opponents turn. This new ruling is an excellent change and we welcome it!
CRITICAL HIT: WHO GOES FIRST?
From Wizkidsgames.com:"Now, the person who wins the roll chooses – do they want to pick the map and go first or would they prefer to let their opponent be the one who picks the map and goes first. And the player of a themed team will have a better chance at making this important decision."
This certainly does make it more interesting, so winning the die roll has some seriously ramifications and strategic advantages. This is simply a great change and we love it!
CRITICAL HIT: BIG STUFF
There were signficant changes made to Giants and Colossal figures, which you can read right here: Great Size, Giant Reach, Colossal Stamina.
These are just fantastic changes that takes one step closer at making Giants cool again. (Anyone remember the Critical Miss: Giants article I wrote in April 2010?). And let's not forget the new rules for Colossal figures, allowing it to be given an action each turn (rather than needing a special rule attached to each individual figure).
These are some of the most welcome changes to the game and HeroCix World approves!
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