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Heroscape rules

Heroscape rules

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Published by tortdog

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Published by: tortdog on Jun 03, 2007
Copyright:Attribution Non-commercial

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01/01/2013

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Setup
Choose a
Scenario
and build the
Battlefield
.Each player gathers and places a
Pre-made 
army or
Drafts 
an army. Figures that cannot be placed in theStarting Zone cannot be used.For
pre-made 
armies, highest roller places his armyfirst, then placement passes to the left.If
drafting 
an army, players choose an army card andplace the figure(s) in turn:
For a 2-player game
, highest roller chooses one ArmyCard, then the other player chooses two, then eachchooses one, in turn, until both Armies are chosenand placed.
For 3 or more players
, highest roller chooses oneArmy Card, then the player to the left chooses one,and so on. The last player chooses two cards. Draftingone card then goes back around the players in reverseorder until the last chooses two. Continue back andforth until all Armies are chosen and placed.
Game Turn
The game is played in
rounds
which consist of
3 turns
for each player. Start the Round Marker on 1 to begin.
1
Place
Order Markers
.
2
Roll for
Initiative
.
3
Players take turns one at a time until each playerhas taken three turns.
4
Move the
Round Marker
to the next number.
Order Markers, Initiative & the Turn
Each turn players move and attack with the figureson one Army Card. Players simultaneously place OrderMarkers on their cards in their order of activation. The
X
marker is a decoy.All players roll a d20 for Initiative. The highest rollertakes the first turn, then play passes to the left. Tiesare re-rolled.A player turn consists of three actions in this order:
1
Reveal
Order Marker
.
2
 
Move
figure(s) on the Army Card.
3
 
Attack
with figure(s) on the Army Card.If the figure(s) on an Army Card have been destroyedearlier in the round, the turn is lost.
Movement
Figures are moved a number of hexes up to their
Move
number. Squad figures are moved in any order,one at a time.Figures may move through friendly figure spacesunless that figure is
engaged 
. Movement through anenemy figure space, or ending a move on an occupiedspace, is not allowed.
Moving Up
When moving up, the side of each higher level countsas one space (
Glyphs 
and water spaces do not addheight). A figure cannot move up a number of levelshigher than its Height number all at once.
Falling
Moving down does not add to movement, but you may
fall 
if moving to any space other than a water space.If a drop is more than a figure’s Height, roll oneAttack die after moving (if the drop is 10 levels morethan its Height, roll 2 dice).
Water
A figure must end its move when moving to a waterspace from any other space. When moving from awater space to a higher land space, the
moving up 
 rule applies. Double-based figures may move past onewater space that’s between two land spaces withoutstopping.
Double-Spaced Figures
When moving a double-spaced figure decide whichend to lead with, then move so that the other endfollows the same spaces the leading end just left. Themove must end on two spaces of the same height.
Overhangs and Tight Quarters
Only figures small enough to do so may move underoverhangs. If moving up onto a low overhang, countnearby support tiles. A figure may not move throughor into a space that it can’t fit completely into.
Engagement
A figure becomes engaged when it moves adjacent toan opponent’s figure.If one figure is on a level equal to or higher thanthe height of the other figure, they are not adjacent/engaged.If a ruin is between two figures, both figure’s heightsmust be higher than the ruin to be engaged. Ruinshave a height of 6.A figure may move around a figure with which it isengaged, but as soon as you move away from it, theopponent may make a
passing swipe 
of one attack die(no defense die is rolled). If engaged with multipleopponents, each opponent gets to roll an attack die.

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