# HeroClix ## General Info - **Year Published**: 2002 - **BGG Rating**: 6.5 - **BGG Rank**: #3399 - **Players**: 2 (Best with: 2) - **Duration**: 60 min - **Weight**: 2.82 / 5 - **Designers**: Jeff Grubb, Jeff Quick, Jon Leitheusser, Jordan Weisman, Monte Cook, Seth Johnson - **Artists**: Bernard Chang, Sandra Garavito - **Publishers**: NECA, WizKids (I) - **Categories**: Collectible Components, Comic Book / Strip, Dice, Fighting, Miniatures, Wargame - **Mechanics**: Action Points, Dice Rolling, Grid Movement, Line of Sight, Variable Player Powers ## Verdict If you're a comic book fan who loves tactical miniatures combat, HeroClix is a fantastic choice! Get ready for epic duels with your favorite heroes and villains.Awesome collectible miniaturesDynamic combat systemHuge character varietyEasy to learn, hard to masterImmersive superhero themeCan be an expensive hobbyFigure availability variesModerate language dependencyHIGHLY RECOMMENDED ## Description HeroClix is a tactical combat miniatures game that puts you in command of iconic heroes and villains from your favorite comics, movies, and TV shows. Imagine pitting Batman against Iron Man in an epic duel! The game utilizes the ingenious 'Combat Dial' system, initially popularized in the Mage Knight miniatures game. What's this dial, you ask? Well, HeroClix miniatures' bases feature a rotating dial that displays the character's combat values, powers, and abilities. As your hero (or villain!) takes damage, you turn the dial, and the character's stats change, reflecting battle wear or even a rage boost that makes them more dangerous! It's super intuitive and adds incredible dynamism to the game. Some characters might switch from ranged to close-quarters combat styles, while others might become more aggressive or even steal opponent's energy. Instead of measuring distances, HeroClix uses gridded maps, which makes movement and positioning much clearer. And of course, as a good combat game, dice rolling is essential to resolve actions. Launched in 2002, HeroClix boasts an absurd number of available characters, so it's highly likely your favorite already has a miniature ready for battle! ## How to Play Game Objective Consult the rulebook for details on this section. Setup Determining the First Player: Each player rolls 2d6 and adds their initiative bonus. If the team is thematic, the player gains a +3 bonus to the result. In case of a tie, roll again. The winner chooses who will be the first player. Map and Border Selection: The second player chooses the map and the first player chooses which border of the map their team will start on. Character Placement: The first player places all their characters and game elements that need to start within the starting area. Then, the second player does the same. Terrain Marker Placement: Once all characters are placed, the first player places their team's terrain markers on squares outside of any starting area. Then, the second player does the same. Your starting team can include up to 3 Terrain Markers, standard or not. They must be placed outside the starting area, cannot be placed on Transition Squares, and cannot be placed on top of blocking terrain or other Terrain Markers. Game Flow Consult the rulebook for details on this section. Actions and How to Play In HeroClix, characters can perform various actions and use powers to interact with the battlefield and opponents. Here are the basic actions and detailed powers: Basic Actions MOVE Basic Action: Move (up to your maximum speed). CLOSE Basic Action: Make a close attack. RANGE Basic Action: Make a ranged attack. Carry: Before starting a move, you may choose an adjacent friendly character of a smaller size. Immediately after the move, place the chosen character adjacent, if possible, and they cannot be given non-FREE actions this turn. To carry, both characters cannot pick up or be holding an object. Characters with :0 cannot use the Carry ability. CLOSE Destroy Action: If this character's damage value is equal to or greater than a terrain's destroy value, destroy an adjacent terrain marker or printed blocking terrain. (This is not an attack.) If a terrain does not have a printed destroy value, the default value is 3. RANGE Destroy Action: If this character's damage value is equal to or greater than a terrain's destroy value, destroy a terrain marker or printed blocking terrain that is at least 1 square away and in line of fire. (This is not an attack.) If a terrain does not have a printed destroy value, the default value is 3. Object Pick Up: Once per move, this character can pick up or drop an object in a square they move through or adjacent to. RANGE Terrain Action: Minimum range value 4. If the character is holding a terrain marker, make a ranged attack targeting a single enemy character for which they have line of fire and who is within the terrain marker's range. Instead of normal damage, deal damage equal to that indicated on the terrain marker's damage (indicated by the first damage value). If a terrain marker does not have a printed range, the default value is 4. If a terrain marker does not have a printed damage value, the default is 2. After resolution, destroy this terrain marker without generating debris. CLOSE Terrain Action: If a character is holding a terrain marker, make a close attack and modify the damage by adding the damage value indicated on the marker. If a terrain does not have a printed damage value, the default is +1. After resolution, destroy this terrain marker without generating debris. Powers and Abilities Movement FLURRY: Make up to 2 close attacks. PHASING/TELEPORT: Move. EARTHBOUND/NEUTRALIZED: This character cannot use abilities or MOVEMENT. CHARGE: Halve Speed. Move, then make a close attack as a FREE action -or- make a close attack. SIDESTEP: FREE: Move up to 2 squares. HYPERSONIC SPEED: Halve range, move, then make an attack, then move up to a maximum of your speed value minus the number of squares previously moved. STEALTH: When it's not your turn, hindered lines of fire drawn to this character by non-adjacent enemies are blocked. RUNNING SHOT: Halve speed. Move, then make a ranged attack as a FREE action -or- make a ranged attack. Attack MIND CONTROL: Minimum range value 4. Make a close or ranged attack. Instead of normal damage, each hit character halves their movement and becomes allied to your team and, one at a time, can in any order: Move and/or make an attack. After this, the character returns to their original team. FORCE BLAST: KNOCKBACK. Minimum range 4. Knock back an Enemy within range and line of fire 3 squares away. BLADES/CLAWS/FANGS: When this character makes a close attack against a single enemy and hits, you may roll a d6. If you do, deal damage equal to the result instead of normal damage. Minimum result is the character's printed damage -1. ENERGY EXPLOSION: Make a ranged attack and all other characters adjacent to the original target also become targets. Hit characters take 2 damage instead of normal damage. PULSE WAVE: Range 4. Other characters within range cannot use powers or abilities (for this action). Make a ranged attack targeting all other characters within range and line of fire, including at least one enemy, using the printed defense value for each targeted character. Each hit character takes 1 damage instead of normal damage. QUAKE: KNOCKBACK. Destroy all terrain markers and printed blocking terrain within 1 square, then make a close attack targeting all adjacent enemies. Each hit character takes 2 damage instead of normal damage. SUPER STRENGTH: KNOCKBACK on close attacks. This character can pick up, hold, and drop terrain markers that are not objects (excluding Smoke, debris, or water terrain). INCAPACITATE: When this character makes an attack, instead of normal damage, you may give an action token to each hit character. PENETRATING/PSYCHIC BLAST: When this character makes a ranged attack, damage dealt is penetrating. SMOKE CLOUD: Minimum range value 4. Place up to 6 smoke markers, one at a time, in distinct squares within range. Except for the first, each marker must be adjacent to at least one other and at least one must be within line of fire. Enemies occupying one or more of these markers modify attack by -1. At the beginning of your next turn (even if this power has been lost), remove these markers. PRECISION STRIKE: When this character attacks, damage dealt by that attack cannot be reduced to less than 1 and the target reduces their die roll by -1 for Super Senses. POISON: FREE: If this character has not moved or been repositioned this turn, deal 1 damage to all adjacent enemies. STEAL ENERGY: When this character hits and deals damage to one or more enemy characters with a close attack, after the action ends, heal this character 1 click. TELEKINESIS: Minimum range value 4. Choose a terrain marker or 1x1 base friendly character within range and line of fire. Reposition it to a square within range and line of fire that is also 4 squares away from where it was. This character can make RANGE Terrain Actions as if holding terrain markers within range and line of fire. Defense PLASTICITY: This character succeeds on their BREAKAWAY on any result except 1. Adjacent enemies who cannot use Phasing/Teleport, Plasticity, Leap/Climb, or Hypersonic Speed only break away on a result of 6. SUPER SENSES: When this character would be hit, you may roll a d6. On a result of 5 or 6, they evade. TOUGHNESS: Reduces damage taken by 1. DEFEND: Adjacent friendly characters can substitute their defense values with this character's printed defense value. COMBAT REFLEXES: Modifies defense by +2 against close attacks. ENERGY SHIELD/DEFLECTION: Modifies defense by +2 against ranged attacks. BARRIER: Minimum range value 4. Place up to 4 blocking terrain markers, one at a time, in distinct squares within range. Except for the first, each marker must be adjacent to at least one other and at least one must be within line of fire. At the beginning of your next turn (even if this power has been lost), remove these markers. MASTERMIND: When this character would be hit by an opponent with an attack that deals damage, you may choose an adjacent friendly character that was not hit by this attack and is of a lower point value or shares a Keyword. That friendly character becomes the character hit by the attack, even if they were targeted by the attack (or if they were an illegal target). WILLPOWER: At the beginning of your turn you may roll a d6. 5 or 6: Remove an action token from this character. INVINCIBLE: Reduces damage taken by 2. Can reduce penetrating damage. IMPERVIOUS: Reduces damage taken by 2. When this character would take damage from an attack, you may roll a d6. On a result of 5 or 6, damage taken is reduced to 0. INVULNERABILITY: Reduce damage taken by 2. Damage RANGED COMBAT EXPERT: This character modifies attack and damage by +1 when making a ranged attack or RANGE destroy. BATTLE FURY: This character cannot make ranged attacks or RANGE actions, cannot be carried, cannot receive action tokens from enemy effects, and has SAFEGUARD: Mind Control. When this character attacks, enemies cannot use Shape Change. SUPPORT: Choose an adjacent friendly character and roll a d6. Heal them a number of clicks equal to half the result. EXPLOIT WEAKNESS: When this character makes a close attack, damage dealt is penetrating. ENHANCEMENT: Adjacent friendly characters modify damage by +1 when making a ranged attack or RANGE Destroy. PROBABILITY CONTROL: Once per turn, you may reroll a target character's attack or breakaway roll. The character targeted by this power must be within range and line of fire, minimum range value 4. SHAPE CHANGE: When this character would be targeted by an attack, you may roll a d6. On a result of 5 or 6, this character cannot be targeted by the attacker this turn and the attacker may choose a different target. CLOSE COMBAT EXPERT: This character modifies attack and damage by +1 when making a close attack or CLOSE destroy. EMPOWER: Adjacent friendly characters modify damage by +1 when making a close attack or CLOSE destroy. PERPLEX: FREE: Minimum range value 4. Choose a target character within range and line of fire. Modify one of that character's combat values, except damage, by +1 or -1 until your next turn. OUTWIT: FREE: Minimum range value 4. Choose an enemy character within range and line of fire and choose one: standard power -OR- special power printed on the target character's card. The target cannot use the chosen power until your next turn. LEADERSHIP: For all friendly characters who can use Leadership, Action Total +1. At the beginning of your turn, you may roll a d6. On a result of 5 or 6, remove an action token from an adjacent friendly character that is of a lower point value or shares a Keyword. REGENERATION: Roll a d6. Heal a number of clicks equal to half the result (rounding up). Inherent Abilities Evade: The attack misses this character instead of hitting them. Flight: Allows flight. Giant Reach: When this character makes a close attack, instead of choosing an adjacent character (or characters, if possible), you may use and target characters within X squares and line of fire (X=2 for Giant, X=3 ## FAQ ### How many players does HeroClix support and what's the average game duration? HeroClix is designed for 2 players, offering a direct and strategic duel. A game typically lasts around 60 minutes, but it can vary depending on the complexity of the teams and the players' experience. ### What's the complexity of HeroClix for a beginner? The game has a moderate complexity (BGG weight of 2.82/5). Basic rules are easy to pick up, especially with the Combat Dial system, but the tactical depth and myriad character abilities can take time to master. It's accessible, yet offers plenty to explore. ### Do I need to buy many miniatures to play HeroClix? To start, you only need a few miniatures to assemble a team. However, as it's a collectible components game, your collection can grow quite large! Many players enjoy expanding their options and having a wide variety of characters. ### Is the game language dependent? Yes, HeroClix has moderate language dependency. While core stats are on the miniature bases, special abilities and powers are described on cards or the base itself, requiring English comprehension or translated materials to fully enjoy. ### What are the main components of the game? The core components are the detailed miniatures with their rotating bases (Combat Dials), gridded maps that serve as battlefields, and dice to resolve combat and actions. Additionally, there are character cards that detail their abilities. ### Who is HeroClix for in terms of gaming experience? It's ideal for those who enjoy tactical miniatures combat games, strategic positioning, and, of course, the superhero universe. If you like building teams, collecting, and seeing your favorite characters in action, you'll have a blast! ### Are there expansions or different HeroClix sets? Absolutely! HeroClix has a vast array of sets and expansions released since 2002, covering virtually every imaginable character from the Marvel, DC, and other franchises. This means an enormous variety for building your teams and scenarios.