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CORE RULE BOOK

WONDER
BECOME A HEROCLIX MASTERMIND
You’re a mastermind directing a team of super
powered heroes and villains!

WOMAN
You picked your favorites, and you’re
™ ready to have epic battles against other
masterminds!
These rules explain everything
you need to know to play HeroClix.
80TH ANNIVERSARY Use your force of characters, their
equipment, and potential battlefields to
KO the opposition!
After learning the ropes with the figures
in Wonder Woman Battlegrounds, you
can start building your collection of
characters with HeroClix Booster
Packs. Trade to build the strongest
force or collect all your favorites!
Build a team, play with your friends, and show
off your favorites on the HeroClix tabletop!

BASIC CONCEPTS_______________________________ 2
COMPONENT OVERVIEW__________________________ 4
THE HEROES__________________________________ 5
THE VILLAINS_________________________________ 5
BUILDING A TEAM______________________________ 6
THEMED TEAMS________________________________ 6
PLAYING THE GAME_____________________________ 6
OVERVIEW OF PLAY_____________________________ 8
MOVING_____________________________________ 8
COMBAT_____________________________________ 9
ATTACKING___________________________________ 10
DESTROYING__________________________________ 11
OTHER ACTIONS_______________________________ 12
OBJECTS_____________________________________ 12
TERRAIN____________________________________ 12
OTHER ABILITIES_______________________________ 14
ADVANCED CONCEPTS___________________________ 15

HeroClix Core Rules 2021


Team Symbol

Point Value

Set Symbol
& Rarity Character Name

Targets Symbol

Click
Collector’s Number
Number
Range
Value

Speed Symbol Targets Symbol

Attack Symbol
Damage Symbol

Defense Symbol

Speed
Value
Starting Position: Typically
Attack Defense Damage indicated by a green starting
Value Value Value line and Click Number 1

BASIC CONCEPTS what you start the game with, and your Current
Force is everything you’re still playing the game
character card. This is part of what makes
a game with such strategic depth easier
HOW TO WIN with that hasn’t been KO
KO’d yet. to learn. If you’re used to using a card as
In HeroClix, your characters will move a reference from other games that’s okay
around the map and attack your opponent’s THE BASE too – lots of the information from the dial is
characters. Each character’s base has game play duplicated on the character card.
information printed on it, as well as
The player who eliminates their opponent’s information about its collectability. STANDARD POWERS
force leaving them with no characters on the There are colors around some Combat Values on
field is the winner! COMBAT DIAL™ your combat dial, these are Standard Powers.
The Combat Dial System features a rotating
CHARACTERS disk inside the figure’s base. By rotating the The Powers and Abilities Card
Your HeroClix characters are your most bottom of the base relative to the top, the (PAC for short) describes each WONDER
important game pieces in HeroClix. They WOMAN
window changes what section of the dial you’re one by matching the slot and

80 TH ANNIVERS
ARY

feature a cool sculpt, a Combat Dial™, and a able to see at once. Each portion of the dial color to get a specific power. POWE RS AN
D AB ILIT IES
matching card. You can then read what it
SPE ED
(standard)

you’re able to see at once is called a Click. As x


FLURRY CLOSE: Make
x
LEAP/CLIMB
up to two close attacks.

does. For example, red in the


x PHASI

characters are closer to being KO


KO’d, they may
NG/TELEPORT

FORCE
MOVE:
x EARTH .
BOUND/NEUT
RALIZED This character
x CHARG can’t use
E POWER: Halve speed. or abilities.
Move, then CLOSE

speed slot (SPEED) is Flurry .


x MIND as FREE.

be weakened or use different abilities.


CONTROL CLOSE/R ANGE: Minimum
of normal damage, range
at a time, may in each hit character halves speed and 6. Make a close/range attack. Instead

Your force is all the game elements you’re


either order: Move becomes friendly
and/or make an to
x PLASTICITY This attack, then it reverts your force and, one
forces.
characters that can’t character breaks away on any

Look it up on the PAC. Mary


result except a [1].
break away on a use Phasing/ Teleport, Plasticity
[6]. , Leap/Climb, or Adjacent opposing
Hypersonic Speed

playing with. This might just be characters, but


x FORCE BLAST only

With HeroClix, you get to keep most of your


character within KNOCKBACK. // POWER: Minimum
range and line of range 6. Knock back
fire 3 squares away
from this character an opposing

Shazam in this box has Flurry.


x SIDESTEP FREE:
Move up to 2 squares. .
x HYPERSONIC

also includes objects and special items (don’t


then move up to SPEED POWER: Halve range,

figure’s stats in one place without a reference


your speed value
minus the number :0. . Move,
x STEALTH When of squares just moved.then make an attack,
adjacent character it’s not your turn, hindered lines
s are blocked. of fire drawn to this
character by non-
x RUNNING SHOT

worry about those yet). Your Starting Force is More on these later.
POWER: Halve speed.

guide. Some information is only on their


Move, then RANGE
as FREE.

2
POINT VALUE STARTING LINES
The point value of a character or other game Characters start on Click Number 1 and
element is the number of points it costs to add usually have a green starting line.
to your Starting Force. The point value is listed
on a character’s base, usually in white. Some KO CLICKS
characters will let you choose their point value, Characters are KOKO’d when their
with two numbers separated by a slash. If so, KO”
dial is clicked to reveal “KO
there is a starting line for each. instead of numbers. Any click
that only shows “KO KO” is a KO
COMBAT VALUES Click.
A character has five combat values. Four of
the values are shown in the window. The four CHARACTER CARDS WONDER WO
DC COMICS

values have the matching Combat Symbol HeroClix characters come Amazon, Justice
REAL NAME:
DIANA
League™
MAN ™
, Warrior
101a

with a character card.


NEVER QUIT

As seen above, Wonder Woman is on Click STOP. Combat Reflexe

printed next to them, outside of the window.


s.
WARRIOR’S SPEED
(Sidestep)

Number 1. She has 8 speed (SPEED), 11 attack The character card tells CHARGING INTO

They are speed (SPEED), attack (ATTACK), defense


(Charge ) BATTLE

(ATTACK), 18 defense (DEFENSE), and 2 damage (DAMAGE).


TEAM ABILITY:
AMAZONIAN WONDER WOMA

you things in words that


(Toughness) TOUGHNESS Super Senses, but N ALLY
only succeeds on
a . If the characte

(DEFENSE), and damage (DAMAGE). These values can


COMBAT TRAIN use Super Senses, r can already
(Combat Reflexe ED the result of its instead increase
s)
Senses by +1. roll for Super

change as your character takes damage or is wouldn’t fit onto the


healed. base and Combat Dial
like what their special
The fifth combat value is range and it doesn’t powers do or what © 2021 WIZKIDS/N
ECA, LLC.

change so we print it on the character’s keywords they have.


TM & © DC Comics.
(s21)

base next to one or more BOLT symbols. Some


characters have different Combat Symbols SUCCESS AND FAILURE
than those shown here, but are explained on Some effects will cause you to roll a d6, and
the Powers and Abilities Card. will note what happens for possible results.
The range of success results (EXAMPLE:
CLICK NUMBER [5]-[6]) and what the benefit to succeeding is.
The Click Number is the tiny red All other results are considered failures. When
number showing in the window. you roll a d6 in HeroClix, an unmodified roll
It helps make sure a character Wonder Woman took 2 clicks of damage, of 1 is always a Failure and a roll of 6 is
so now she’s on Click Number 3. Her speed
is always on the correct click remains 8, but her attack and defense have always a Success.
before or after turning the dial. each gone down by 1! You’ll also notice that
It isn’t a combat value. her Standard Powers have changed. ACTION TOKENS
When a character takes an action, they receive
CLICKING an action token after resolving all the effects
A single position on the combat dial is a click. of that action.
A regular dial has 12.
You can denote this however
Turning a dial in either direction is called you like. Many players
“clicking” the dial. When a character takes place a cardboard token or
damage, that character’s owner clicks the poker chip underneath the
character’s combat dial once for each 1 character’s dial. Characters
damage taken, in the direction of increasing can’t have more than two
Click Numbers. Healing goes the opposite action tokens.
direction.
At the end of your turn, if a
An instruction to “click” the dial is assumed character didn’t receive any action tokens this
to mean in the direction of increasing Click Good news! Wonder Woman healed 1 click from turn, clear all action tokens from them at the
Numbers. the last panel. So now she’s on Click Number 2.
Some of her combat values have changed and
end of your turn.
some of stayed the same. Her standard powers
on Click 2 match Click 1.

3
HEROCLIX PLAY AREAS COMPONENT OVERVIEW
HeroClix characters can be in a few different
places. These components are included in DC
HeroClix: Wonder Woman 80th Anniversary
The Map: This is the most important place in Battlegrounds.
a HeroClix game. It’s where the action is! Each
Player begins in a different purple starting 10 HEROCLIX CHARACTERS
area (more on those later). Heroes and villains on combat dials are your
most important game pieces in HeroClix.
KO Area: When a character is KO
KO’d they go SHADOW
WONDER WOMAN™
here. Your KO Area should be next to the map. WONDER WO
DC COMICS

Amazon, Justice
League
MAN ™ 101a 3
™, Warrior

ADJACENCY
REAL NAME
: DIANA

NEVER QUIT
STOP. Combat Reflex
es.

Squares that touch each other are adjacent to WARRIOR’S SPEED


(Sidestep)

CHARGING INTO

one another. Game pieces are adjacent to one


(Charge) BATTLE

6 MAP4 TILES
TEAM ABILITY:
AMAZONIAN WONDER WOM
(Toughness) TOUGHNESS Super Senses, but AN ALLY

another if they’re in adjacent squares on the


a . If the charac only succeeds on
COMBAT TRAIN use Super Senses ter can already

Instead of a paper map, these six double-sided


(Combat Reflexes) ED the result of its roll, instead increase
Senses by +1. for Super
©2021 WIZKIDS/NECA, LLC.

map. SIGNIFICANT © & TM DC Comics. (s21)


APPEARANC : WONDER
4 1
E
2 3
WOMAN #1

4 5
(1942)
6 7
map tiles will be used to build the map for
scenarios.
8
8 8 8 8 7
Ko Ko Ko
Ko Ko Ko
1 12
9 10 1
Ko Ko Ko
11 10 10 10 11
Ko Ko Ko Ko Ko Ko
Ko Ko Ko
Ko Ko Ko
18 17 17 17 17
Ko Ko Ko Ko Ko Ko
Ko Ko Ko
Ko Ko Ko
Ko Ko Ko
2 2 2 2 3 Ko Ko Ko
Ko Ko Ko
Ko Ko Ko
Ko Ko Ko
POINT VALUE:
30 SHAD
© 2021 WIZKIDS/
NECA, LLC.
© 2021 WIZKIDS/
WONDER W
NECA, LLC. TM & © DC Comics.
TM & © DC Comics. (s21)
(s21)

20 CHARACTER CARDS
10 character cards show basic dials for each of 4
these characters that are great for beginners ©2021 WIZKID
© & TM DC

In this example, the blue and red squares are


adjacent to each other. The blue and white
(Clicks 1-5).
squares are adjacent to each other. The red and
white squares are NOT adjacent to each other.
10 character cards show more advanced dials 18 OBJECT AND TERRAIN TOKENS
for these same characters thatAMAZON™
are great These AMAZON™
tokens will be used with certain
AMAZON™
for players with a few games of experience Standard Powers and for objects.
2 2 2
(Clicks 7-11).
FRIENDLY AND OPPOSING INING INTERRUP
TED !
SCENARIO A: TRA
Characters on your team are friendly to Wonder Girl are traini
Wonder Woman and e interrupted by Medusa
ng

one another (including themselves). Your together when they’r are they doing this?
Why
and The Cheetah! n and Wonder Girl can
Maybe Wonder Woma defeating them.

opponent’s characters are opposing to yours.


by
get some answers
©2021 WIZKIDS/NECA, LLC. ©2021 WIZKIDS/NECA, LLC. ©2021 WIZKIDS/NECA, LLC.
© & TM DC Comics. (s21) TMIslan
© &ise d
DC Comics. (s21)
Map: Parad © & TM DC Comics. (s21)
n and
plays Wonder Woma
The hero player
points each.
Wonder Girl at 30
tah and
r plays The Chee
The villain playe each.
s
Medusa at 30 point

AMAZON™ AMAZ

8 SCENARIO
2 CARDS 2

2 WONDER WOMAN DICE Each of these cards is used to give special


Two d6 with the Wonder Woman logo in place rules for scenario play. One side lets you know
of the 6. the flavor of the scenario, which map to use,
and which characters. The other side shows ©2021 WIZKIDS/NECA, LLC. ©2021 WIZKID

how to win.
© & TM DC Comics. (s21) © & TM DC

4
THE HEROES MISS MARTIAN CIRCE
M’gann M’orzz is Circe is a powerful immortal
WONDER WOMAN naturally a White witch and long-time enemy to
Princess Diana of Martian, but hides her all Amazons.
Themyscira fights for true appearance to gain
peace in Man’s World. Circe is challenging to hit and
acceptance from the regular
does a great job of punishing the
Wonder Woman is a great people she uses her powers
characters she hits.
attacker but hard to KO
KO. to help.
She’s well-rounded and Miss Martian is able to
great on any team. fly and disrupt the MEDUSA
powers of others. Cursed, divinely
WONDER GIRL empowered, and a
The latest young woman to bear the name Whether she uses
her abilities to deadly foe - Medusa
Wonder Girl, Cassie Sandsmark has seen is NOT to be
more than her share of defend her allies or
disable enemies is up to you! underestimated!
heartache on the road to
heroism. MARY SHAZAM Medusa’s poison can
Mary wasn’t sure if wear down her foes,
Wonder Girl is a master preparing them to
combatant who can help she could access
the powers of Shazam suffer from deadly
her allies land and avoid attacks from her
attacks. Having been like the rest of her family,
but upon uttering the magic or her allies!
both a leader and a
sidekick, she’s always word “SHAZAM!” she discovered
a team player. amazing powers! STAR SAPPHIRE
Mary Shazam can hit hard even Businesswoman, pilot, and member
DONNA TROY
when faced with multiple of the Star Sapphire Corps - Carol
With the help of her friends
opponents. With a Ferris isn’t easily categorized.
and her mentor, Diana, she
came to stand tall as little help from her Star Sapphire does an impressive job of
a representative of the allies she’s a totally repelling ranged attacks and will provide
Amazonian ideal—a devastating attacker excellent support to her allies.
strong, compassionate and with great mobility.
inspirational leader who worked
tirelessly to save the world any THE VILLAINS SILVER SWAN
way she could. THE CHEETAH After a tragic accident,
Donna Troy is one Alternately enemy and ally to Wonder Woman’s best
of the toughest Wonder Woman, the friend would turn
characters around, Cheetah forever seeks into one of her
and she does a a balance between her greatest enemies:
great job of moving human and animal natures. Silver Swan!
into position for strong attacks. The Cheetah does a great Silver Swan can fly around
job of moving into position the map and hit hard. Her
and striking! She’s not best defense is her incredible
easy to hit either, offense!
giving her real staying
power.

5
BUILDING A TEAM THEMED TEAMS PLAYING THE GAME
Your Team has two key parts. After revealing your force, if all of the Your goal is to win in one of the following ways:
characters on your Starting Force share at
➠ Your Starting Force, which is typically 300 ➠ KO all your opponent’s characters that
least one keyword you can pick that keyword
points have a Combat Dial
as your Themed Team. If all of the characters
➠ Your Maps, even though your opponent on your Starting Force share more than one ➠ Complete a win condition defined by the
might get to use one of their maps, or your keyword, pick only one. Keywords are listed scenario.
scenario might dictate the map below a character’s name on their card,
separated by commas. SETTING UP TO PLAY
There are some restrictions that apply to all 1. Greet your opponent.
teams. INITIATIVE BONUS
2. Reveal your team. Select Themed Teams (if
When deciding who will go first, each player
➠ A team can only have one Prime figure, any). Turn all characters to their Starting
with a Themed Team adds the number of
denoted by a green ring. For example, if Click.
characters with their chosen keyword to
your team has a Prime Wonder Woman on
their 2d6 roll to determine who will go first. The 3. Each player rolls two d6 and adds their
it, you couldn’t have a Prime Batman.
maximum bonus a player may get to their roll Initiative Bonus. The player with the highest
➠ A team can only have one copy of each from the Initiative Bonus is +3 more than their result is the first player this game; the
Unique figure, denoted by a silver ring, opponent. player with the lower result is the second
but can have multiple Unique characters. player this game.
If your team has a Unique Hippolyta you For example, you have a Theme Team with
could have another Hippolyta that wasn’t 4. The first player picks the map.
three characters. You roll a [3][3], for a total
Unique, and could still have a Unique Miss of nine. Your opponent does not have a Theme 5. Starting with the second player, each player
Martian. team, so would need to roll a ten to go first.
chooses a Starting Area and puts their
Note: None of the characters in this box are DC COMICS
031A
Starting Force on the map in their Starting
DONNA TROY ™
Prime or Unique.
Amazon, Teen Titans, Warrior Area.
REAL NAME: DONNA TROY

CHAMPION OF
DC COMICS CAPTAIN 021
THEMYSCIRA: WONDER
WOMAN’S BRACELETS
ARTEMIS ™
Amazon, Warrior 6. Start the game! (Effects that happen at the
Donna Troy
REALmay startARTEMIS
NAME:
game with any Wonder
the
REMEMBER YOUR
Woman EquipmentTRAINING!
equipped. Friendly
DC COMICS
001
beginning of the game happen now!)
// If Donna Troy Sidekicks
is equippedcan WONDER
use Probability
WOMAN ™
JusticeAMAZON TOUGH

7. The first player takes the first turn.


SIGNIFICANT Amazon, League, Trinity, Past, Soldier, Warrior
with #s004 Wonder Woman’s
Control, but only when they (Invulnerability)
APPEARANCE : WONDER WOMAN #38 (2018) Bracelets, when she are istargeted
targeted
REAL NAME: DIANA
with a close SUPERHUMAN SENSES
by a range attackattack.
increase PRINCESS OF
(Super Senses)
4 1 2 3 4 5 6 7 8 9 10 11 12
the result of its Super Senses

SETTING UP OBJECTS
I’LL SHOW YOU
THEMYSCIRA Wonder
HAND-TO-HAND COMBAT
9 9 9 8 8
Ko Ko Ko Ko Ko Ko Ko Ko Ko Ko Ko Ko roll by +1. “AGGRESSIVE” (Charge) Woman may start
EXPERT (Closethe gameExpert)
Combat
SIGNIFICANT TITANS REBORN When with any Wonder Woman

THEMED TEAM PROBABILITY


10 Ko
Ko 10 Ko
10 Ko
10 Ko
11 Ko Ko APPEARANCE
Ko Ko Ko Ko: Ko
WONDER WOMAN #3 (2016) Donna Troy is given a MOVE
UNRELENTING TEAM ABILITY: TITANS

If you’re playing with objects, place them at the


Equipment
POWER:equipped.
Choose an// When
adjacent
(Flurry)
18 Ko
Ko 17 Ko
17 Ko
17 Ko
17 Ko Ko0 Ko Ko Ko Ko Ko action, after resolutions she Wonder Woman uses Shifting
friendly character that can use this
WITH ME, MY AMAZON
can use the TitansSWORD MASTER Focus:team
team ability abilityWoman
and heal while
that character

CONTROL
1 2 3 4 5 6 7 8 9 10 11 12
Wonder
3 Ko
Ko 3 Ko
2 Ko
2 Ko
3 Ko Ko Ko Ko
Ko Ko Ko Ko 1 click and roll a d6. [Dice1 - SISTERS Leadership. When

POINT VALUE: 30
10 Ko
10 Ko
11 Ko
Ko
9 Ko
10 Ko
9 Ko
10 Ko
10 Ko Ko Ko Ko Ko Ko Ko
10 Ko SIGNIFICANT : WONDER WOMAN #37 (1949)
9 Ko KoAPPEARANCE
Ko Ko Ko Ko Ko
at no cost.
NOW, WE STRIKEPARRY
(Blades/Claws/Fangs)equipped
Woman
with
Dice4]: Thisa character
Equipment,
unavoidable
TEAM from
Wonder is dealt 1

ABILITY:
remove
damage.
Wonder Woman uses it and
succeeds, you may instead
same time as your characters. For more details
that object the game
Probability Control is a standard power: on objects, see “Objects” on page 12. Each
(Charge) (Super Senses) generate a [SET#004]
WONDER WOMAN ALLY
18 Ko
Ko 18 Ko
17 Ko
17 Ko
17 Ko Ko Ko Ko Ko Ko Ko I DON’T SHARE DIANA’S and don’t
Superscore it instead
Senses, of
but only succeeds on Amazon Warrior on click #1.
© 2021 WIZKIDS/NECA, LLC.
8 TM & © DC Comics. (s21) SETTING UP THE COMPASSION
PUNCH
1 2 3 4 5 6 7 8 9 10 11 12
(Sidestep) unequipping it. (She
a [6]. If the maycanthen
character already
DEFENDING THEMYSCIRA
3 Ko
Ko 3 Ko
3 Ko
2 Ko
2 Ko Ko KoKo Ko Ko Ko Ko
player can place up to 3 objects in squares
(Exploit Weakness) use the usePrincess
Super Senses, instead increase
of Themyscira (Charge)
8 Ko
8 Ko 8 Ko 7 Ko7 Ko Ko Ko Ko Ko Ko Ko BUSTING UP CRIME TEAM ABILITY: WONDER
RINGS trait the result of its roll for Super
to re-equip this equipment
(Quake) WOMAN ALLY Senses by +1.
TO THE NEXT OPPONENT
POINT VALUE: 30 11 Ko
Ko 11 Ko10 Ko10 Ko10 Ko Ko Ko Ko Ko Ko Ko Super Senses, but onlyorsucceeds
anotheronWonder Woman
18 Ko
Ko 17 Ko18 Ko18 Ko17 Ko Ko Ko Ko Ko Ko Ko
© 2021 WIZKIDS/NECA, LLC. TM & © DC Comics. (s21) x PROBABILITYSHIFTING
CONTROLFOCUS:
© 2021 WIZKIDS/NECA, LLC. Once per turn,
Equipment.)
a [6]. If the character can already
use Super Senses, instead increase
the result of its roll for Super TM & © DC Comics. (s21)
(Sidestep)

AMAZONIAN TRAINING
outside of starting areas.
(Combat Reflexes)
2 Ko
Ko 2 Ko 2 Ko 2 Ko 2 Ko Ko Ko Ko Ko Ko Ko WONDER WOMAN FREE: Senses by +1.

POINT VALUE: 30
you may reroll a target character’s If Wonder Woman began your
turn on the map, replace her
BRACELET DEFLECTION
(Super Senses)

attack roll or break away roll. A targeted


© 2021 WIZKIDS/NECA, LLC. with another character with TEAM
TM & © DC Comics. (s21)
ABILITY: WONDER
WOMAN ALLY
© 2021 WIZKIDS/NECA, LLC. TM & © DC Comics. (s21) this trait.
Point Values 30+30+30=90
Super Senses, but only succeeds on
a [6]. If the character can already

character must be within range and line use Super Senses, instead increase
the result of its roll for Super
Senses by +1.

of fire, minimum range value 6. © 2021 WIZKIDS/NECA, LLC. TM & © DC Comics. (s21)

Characters on a themed team can use


Probability Control up to X total times per
game for that force. X is equal to the number
of characters with the chosen keyword on that
starting force, up to a maximum of 3.

6
7
(s21) (s21)
TM & © DC Comics. TM & © DC Comics.
LLC. LLC.
© 2021 WIZKIDS/NECA, © 2021 WIZKIDS/NECA,
from this character. an action token
(Exploit Weakness) resolutions remove10 - 12, after
RUTHLESS an attack roll of character with
hits an opposing this character
(Toughness) LEAGUE When INJUSTICE
GOLDEN ARMOR TEAM ABILITY:
(Exploit Weakness)
(Charge) WAY SEARING HATE
KILL YOU A DIFFERENT
)
WOUNDS (Regeneration
MY
(Sidestep) RETREAT TO LICK
SLITHER HITHER
instead. (Blades/Claws/Fangs)
CLAWS
tokens RAZOR-SHARP
are given two action targets
hit (Charge)
Incapacitate, but ME!
STARE YOU BETRAYED
THE GORGON’S
MINERVA
MEDUSA BARBARA ANN Scientist
REAL NAME: REAL NAME: Super-Villains, Animal,
Monster, Mystical Secret Society of Doom,
030 013 League, Legion of
MEDUSA ™ Godwatch, Injustice
AH ™
DC COMICS DC COMICS
THE CHEET
Starting Area
Villain KO Area
and Medusa at 30 points each.
The villain player plays The Cheetah
the first turn of the game.
place their figures first, and you’ll take
opponent will pick their starting area and
Proceed to Scenario C.

says to use Paradise Island. Your


Cheetah are on Click Number 1.
➠ KO an opposing character while Medusa and The
➠ KO Wonder Woman and Wonder Girl, or

have the higher total, but the Scenario


You win if you:
THE VILLAIN PLAYER
Normally you’d pick the map since you
result is 5.
of 2, their total
THE HERO PLAYER

Map initiative bonus


You win if you:
➠ KO Medusa and The Cheetah, or

Added to their
➠ KO one opposing character and get the other
opposing character to Click Number 5.
Proceed to Scenario B.

rolled [1][2].
Your opponent
Card A
Scenario total result is 8.
initiative bonus of 2, your
You rolled [2][4]. Added to your
determine the starting turn order.
You and your opponent each roll 2d6 to
Hero KO Area
Starting Area
DC COMICS DC COMICS
100 Amazon, 034
WONDER WOM WONDER GIRL ™
Amazon, Justice AN ™ Teen Titans, Young
League™, Justice
Society™, Warrior
Justice, Deity, Warrior
REAL NAME: REAL NAME:
DIANA CASSIE SANDSMARK
SUMMON MY CHAMPION OF
INVISIBLE JET THEMYSCIRA:
Once per game, LASSO OF TRUTH
FREE: generate
Wonder Girl may
an Invisible Jet bystander. start
CHAMPION OF game with any Wonderthe
THEMYSCIRA Equipment equipped. Woman
Wonder Woman Wonder Girl is equipped// If
may with STILL IN THE
COMBAT TRAINING #s002 Lasso of
game with any Wonderstart the
(Combat Reflexes) Truth,
when using its Incapacitate (Toughness) FIGHT
Equipment equipped. Woman
hit targets can’t all
Remove an equipped // FREE: BRACELET DEFLECTION use TRAINED BY
THE AMAZONS
Woman Equipment Wonder (Super Senses) powers until your damage
next turn. (Combat Reflexes)
equipped TITANS REBORN
to Wonder Woman HEAVY HITTER
from the SECRETARY OF
THE JUSTICE When Wonder Girl
game and don’t
score SOCIETY (Leadership) is (Close Combat Expert)
MOVE action, after given a
do, equip her with it. If you
any other TEAM ABILITY: resolutions TEAM ABILITY:
Wonder Woman JUSTICE SOCIETY she can use the POWER: Choose TITANS
Equipment Titans team
from outside the When this character ability at no cost. friendly characteran adjacent
game. you may replace is attacked, team ability and that can use this
with the printed its defense value RUSHING INTO
PLANE…ZOOM
AT (Charge) BATTLE 1 click and roll a heal that character
d6.
MAXIMUM SPEED adjacent friendly defense value of an - : This character
(Charge) character that can
use this team ability. unavoidable damage. is dealt 1
GOING SOMEWHER
WONDER WOMAN TEAM ABILITY: (Sidestep) E TEAM ABILITY:
(Sidestep) IS HERE! WONDER WOMAN WONDER WOMAN™
Super Senses, but ALLY Super Senses, but ALLY
only succeeds on LEVEL THE FIELD only succeeds on
I’LL GRAB THEM a . If the character (Quake) a . If the character

and Wonder Girl at 30 points each.


WITH MY
LASSO! (Incapacitate) use Super Senses, can already use Super Senses, can already
the result of its instead increase BLESSING OF the result of its instead increase
AMAZON MIGHT Senses by +1. roll for Super (Impervious) THE GODS Senses by +1. roll for Super
(Invulnerabilit y)
© 2021 WIZKIDS/NECA,
© 2021 WIZKIDS/NECA, LLC.
LLC.
TM & © DC Comics.
TM & © DC Comics. (s21)
(s21)

The hero player plays Wonder Woman


Setting Up Scenario A: Training Interrupted!
OVERVIEW OF PLAY MOVING
Each player takes one turn at a time. Each turn A character moves one square at a time.
is divided into four phases.
A character may move into any of the squares
PHASE 1: BEGINNING OF TURN adjacent to their current square. A character
Some effects will trigger automatically at this may move diagonally.
time, using wording like: “At the beginning of Taking a move action: A character may move
your turn” or “At the beginning of each turn.” a distance up to their speed value. This is
PHASE 2: ACTION PHASE printed on their dial, noted by the SPEED or
Take up to 3 actions and any number of free icon.
actions. Using a power: A character’s powers may let
Actions: Your character will get an Action them move, make sure you check if they modify
token after they perform the action. Characters your speed value.
who already have received an Action token OTHER CHARACTERS
this turn can’t do anything that would give Two characters cannot occupy the same
them another Action token. There are two square.
kinds of actions. Basic Actions (Move, Attack,
Destroy) and some Standard Powers. If you’d If a character enters a square adjacent to an
take an action within another action you don’t opposing character, your movement stops. They
get an additional action token. For example, won’t let your character pass so easily! Wonder Woman moves. She passes through
attacking during a Standard Power won’t give the square occupied by friendly character
Your characters can move through squares Miss Martian. She continues moving until
you an additional action token.
with friendly characters, but they may not stop she is adjacent to opposing character The
Free Actions: Free Actions don’t incur an in those squares. Cheetah. She must stop her movement
action token. A character can’t use the same at that square. This is a complete
free action twice in a turn. A character can use
BREAKING AWAY action, so Wonder Woman gets an
If your character is adjacent to one or more Action Token.
more than one different free action during a
opposing characters, your character must try to
turn. Examples of a Free Action would be the
Break Away to begin moving. If your character Wonder Woman tries to break away.
Standard Power Outwit or Sidestep. You roll 1d6...
succeeds in breaking away, they break away
PHASE 3: END OF TURN from ALL opposing characters. Oh no! You rolled [2]. Wonder Woman
Some effects will trigger (or stop) cannot move out of this square and
Roll 1d6. gets a second Action Token, the
automatically at this time, using wording like:
maximum amount.
“At the end of your turn,” “At the end of each [4]-[6]: Success – Your characters Breaks
turn,” or “Until the end of your turn.” Away and may move normally without having
to roll to Break Away from the same characters On a later turn, Wonder Woman’s Action Tokens are
PHASE 4: CLEAR PHASE again for the remainder of this action.
cleared. She tries to break away from Cheetah again. You
Remove all action tokens from all characters roll 1d6...
on your force that did not receive an action When you fail to Break Away: Your character
token this turn. This is called Clearing. does not move. If they would receive an action
Characters that had no action tokens removed token for this move, they still do (even though
in this way didn’t Clear. they’re not moving).
PLACING
Placing is when you take a game element on
the map and place it in another square on the
map. Placing characters isn’t a move for other Hooray! You rolled [5]! Wonder Woman can now move
effects. freely through the squares adjacent to The Cheetah.

8
Miss Martian (center) has Range 6, so she can make range attacks.
COMBAT
Combat is critical to most superhero
encounters and HeroClix is no different! All
attacks have the same key elements.
CLOSE ATTACKS
Close attacks are melee attacks, like punching, She may attack targets
kicking, and clawing. occupying any of the squares
highlighted in purple.
Your character will attack a character in an
The gray squares represent
adjacent square. Characters with 0 range can elements of the map that
only make Close Attacks. A Close Attack is a would block her line of sight,
kind of basic CLOSE Action. like walls or other characters.
She may attack opposing
RANGE ATTACKS character Medusa because
Range attacks are attacks from a distance, she has a clear line of fire
like beams, boomerangs, or arrows. and is within range.

Characters that have a range greater than 0 She cannot attack the
Cheetah. Even though
can make range attacks. A character’s range Cheetah is within range,
value is printed on their base, not in the Mary Shazam is blocking
window. Characters making a range attack can the line of fire.
attack characters with range and line of fire. She cannot attack Circe
because she is out of range.
Determine a character’s range by starting
with a count of 0 in the square the character
occupies and counting outward in all
directions, including diagonal. A Range Attack
is a kind of basic RANGE Action.
LINE OF FIRE
Your character must see a target to attack
them. This is what Line of Fire is all about.
To determine if a square is within a character’s
line of fire, draw an imaginary line from the
center of the character’s square to the center
of the square you are targeting.
Line of fire is blocked if it intersects:
➠ A square occupied by a character not Mary Shazam has Range 0, so she can only make
close attacks. She may attack targets occupying any
occupying one of the two squares you’re of the squares highlighted in purple. She may attack
drawing between The Cheetah because she is in an adjacent square.
➠ Blocking terrain
➠ Terrain of a different elevation
If a character needed to, they could draw a line
of fire to themselves.

9
ATTACKING
STEP 1: COUNT BOLTS STEP 4: DEALING DAMAGE
Every character has a number of BOLT next to Your character will deal damage equal to its
the range value. This is how many characters damage value to hit characters.
they may target at once with their attack. A If more than one character is hit, choose how
character with multiple bolts is able to use an that damage is split up.
attack like a lightning storm or an enormous
roundhouse kick. A critical hit adds 1 damage dealt to each
character that would be dealt at least 1
STEP 2: DETERMINE TARGETS damage.
Every attack must have at least one target.
Some attacks can have multiple targets, but Your opponent’s characters may have powers
the same attack can’t target a character more that reduce their damage.
than once. Every target must be within line Your character may have powers to increase or
of fire and within range or adjacent. Choose alter the damage.
targets now, up to 1 for each BOLT next to the
character’s range value. Once the damage is finalized, the hit
characters take damage by clicking the
STEP 3: DETERMINE HITS appropriate number of clicks.
1. Roll 2d6
Check for KO
KOs.
2. Add it to your character’s attack (ATTACK) value
STEP 5: KNOCKBACK SEQUENCE
3. Compare that total to your targeted Characters are sometimes knocked back by an
character’s defense (DEFENSE) value. especially hard-hitting attack.
➠ If the attack total is equal or higher, the When a character is knocked back, the
attack succeeds. The target is “hit.” attacking player places them up to 3 squares
➠ If the attack total is lower, the attack fails. away from the character that hit them.
The target was “missed.” If something would block a knocked back
An attack with multiple targets can be both a character they aren’t knocked back any further.
hit and a miss at the same time for different Knock back a character when:
targets.
➠ Your character has the KNOCKBACK
Rolling [6][6] is a critical hit, explained in keyphrase as part of a power.
step 4. The target(s) of the attack becomes hit
and can’t evade with another effect. ➠ You roll doubles on your 2d6 attack roll.

Rolling [2][2], [3][3], [4][4], [5][5], or [6][6] Your attack is done resolving!
causes knockback if that attack is a hit.
Rolling [1][1] is a critical miss. The attack
misses, and the attacker immediately takes 1
unavoidable damage.
Once all effects have been applied and hits
and misses are finalized, proceed with the
turn.

10
HIT
DESTROYING
Wonder Woman
is sparring against
DAMAGEDAMAGEDAMAGE Characters can destroy objects, blocking
terrain, and walls if they can deal 3 or more
some training
dummies. She is
damage.
at Click Number 1 When trying to destroy something, your
with these stats. You rolled [2][3]. Added to Wonder Woman’s
ATTACK 11, the attack total is 16. This attack hits! character must do one of the following:
Wonder Woman has DAMAGE3, so she deals 3 ➠ Close Destroy: occupy an adjacent square
DEFENSE15 damage to the dummy. to do a basic CLOSE Action
➠ Range Destroy: have sufficient range and
line of fire to do a basic RANGE Action.
CRITICAL HIT
Her range is 0, so she may only make a close To destroy a wall from range, your character
attack. She has one BOLT, so she can pick one of
the eligible targets. She picks the dummy on
DAMAGEDAMAGEDAMAGEDAMAGE must have range and line of fire to the square
on either side of the wall, as if shooting
the right. It has Defense 15.
through the wall.

You roll 2d6 for this After destroying something, you must place
You rolled [6][6]. Added to Wonder Woman’s
attack. Let’s look at the ATTACK 11, the attack total is 23. This attack hits! debris markers as described below.
possible outcomes of
this roll: a critical miss, Furthermore, because you rolled double [6], ➠ If a square of blocking terrain (more on
a miss, a hit, and a this is a critical hit! terrain later) is destroyed, put a debris
critical hit. Wonder Woman has DAMAGE3, so she deals 3 marker in that square. That square is now
damage to the dummy. hindering terrain.
Because this is a critical hit, she also deals 1 ➠ If a wall is destroyed, place a debris marker
additional damage to the dummy, for a total on either side of where the wall had been.
of 4 damage.
CRITICAL MISS
➠ If blocking terrain was temporary, remove
the blocking terrain from the map instead
DAMAGE of placing a debris marker.

You rolled [1][1], a critical miss. The All hits that have doubles cause knockback, so DAMAGEDAMAGEDAMAGE
attack misses and Wonder Woman you may push the dummy up to 3 squares away
takes one damage, moving her dial to from Wonder Woman.
Click Number 2.
You want to remove the obstacles in front of
Wonder Woman. Because she has DAMAGE3, she can
MISS deal enough damage to destroy any obstacle
within her attack range. You use a CLOSE
Destroy action to remove the obstacle from
the map.

You rolled [1][2]. Added to Wonder


Woman’s ATTACK 11, the attack total is 14.
That is less than the dummy’s Defense
value, so the attack misses. ©2016 WizKids/NECA LLC. ©2016 WizKids/NECA LLC.

You replace the obstacle with a debris token


as shown.
11
©2016 WizKids/NECA LLC. ©2016 WizKids/NECA LLC.
OTHER ACTIONS OBJECTS TERRAIN
Earlier we mentioned Standard Powers. The It will be easier to learn HeroClix without If you’re just getting started, you can skip
PAC describes each one. Our previous example objects on the map at first. After you’re playing with the rules for terrain.
was Flurry, which is red in the speed slot. comfortable with the figures on your team, try
HeroClix maps sometimes have special colors
adding an object or two. More advanced games
Your character’s card also has a circle that around the squares that let you know about the
might even include special objects with their
matches (a colored gem with the matching special properties of that square. Purple shows
own rules!
Combat Symbol) and shows game term in a starting area but has no other terrain effect.
0
parentheses and flavor text in bold. Light objects have a yellow
There are 3 main kinds of terrain: Blocking,
DC COMICS
104a ring and represent things a
WONDER GIRL ™ Hindering, and Elevated.
Amazon, Justice League™, Teen Titans, Warrior regular person could lift, even
REAL NAME: CASSIE SANDSMARK

AMAZONIAN RESOLVE
if not easily (like a moderately BLOCKING
STOP. Super Senses. full garbage can). Blocking terrain is surrounded by a thick brown
ELECTROKINESIS
(Penetrating/Psychic Blast)
Heavy objects have a red ring line. It represents terrain that is impossible to
AMAZONIAN REFLEXES
(Super Senses) TEAM ABILITY:
WONDER WOMAN™ ALLY and represent things that only traverse or see through, like a wall or a huge
For example,Super
LUCK FROM THE GODS
(Probability Control)
Senses, but only succeeds on
a . If the character can already
someone with superhuman thick bookshelf.
AMAZONIAN REFLEXESuse (Superof its roll forSenses)
Super Senses, instead increase
the result Super
Senses by +1.
strength could lift (like a totally Movement: Characters can’t move through (or
full dumpster or a small car). into) blocking terrain.
➠ If a power or trait has MOVE, RANGE,
➠ Once per move, any character can pick up a Line of Fire: Any line of fire drawn through
CLOSE, or POWER then it takes an action to
light object in a square they move through, blocking terrain is blocked.
use. For example, Charge lets you move and
or a square adjacent to one they move
AMAZON™ AMAZON™
attack in the same turn! HINDERING
through.2 2
➠ If it has FREE: it’s a free action and can Hindering terrain is surrounded by a green
➠ Characters can put down an object in any line. It represents terrain that would be
be used during your action phase without
© 2021 WIZKIDS/NECA, LLC. TM & © DC Comics. (s21)

square they move through or a square inconvenient to traverse, like a park bench or
getting an action token. Note: Characters
adjacent to one they move through. thick trees.
can still take an action after a free action.
➠ During a move, AMAZON™
characters may pick up an Line of Fire:
AMAZON™ When a character makes a range
➠ If it doesn’t have any of those phrases ©2021 WIZKIDS/NECA, LLC.
© & TM DC Comics. (s21)
©2021 WIZKIDS/NECA, LLC.
© & TM DC Comics. (s21)

object or put one down but not both. attack, and a hindered line of fire is drawn
at the beginning, it’s either triggered or TEAM ABILITY: TEAM ABILITY:

passive. Either way, they’ll describe when ➠ CharactersSuper


WONDER WOMAN ALLY
canSenses,
onlybut only
hold 1 object
succeeds on at a time. between the attacker and its target, modify the
WONDER WOMAN ALLY
Super Senses, but only succeeds on
they happen. a . If the character can already target’s defense +1 for the attack.
a . If the character can already
Each player can place up to 3 objects in
use Super Senses, instead increase
the result of its roll for Super
use Super Senses, instead increase
the result of its roll for Super
Triggered effects are caused by something squares outside ofbystarting
Senses +1. areas during Step 5 Senses by +1.
else. For example, an ability that says “When when they place their Starting Force.
this character would be targeted by an
Your characters can use objects to make
attack...” it is triggered when they’re attacked.
attacks. You can read the details on the
The power would continue to say what happens
Powers and Abilities Card.
when triggered.
Passive effects are always on. For example,
Toughness always reduces damage taken by 1
and Exploit Weakness always makes damage
from a close attack penetrating.
Some characters will have traits or special
powers. Traits are designated by a star STAR.You
can play without them as you learn the basics,
but start to read them once you play a game
or two.

12
ELEVATED
Elevated terrain is surrounded by a red line. It
represents terrain that is too tall to traverse
Blocking through or see around, like a building or a hill.
Movement: Characters can’t normally change
elevations without ladders or stairs. These
are indicated by small diamond shapes on the
map. Each half of the diamond is in a different
elevation.
Line of Fire: A line of fire can’t be drawn from
low terrain, through higher terrain, to lower
terrain. For example, a character cannot shoot
through a hill to a target on the other side.
Transition Squares: Squares along the
boundary of elevated terrain that feature a
red triangle with a number are Transition
Squares. Characters can use Transition
Squares to change elevation from a lower to a
higher elevation (or vice versa). These often
represent stairs, ladders or even a hillside or
Hindering slope. Transition Squares allow characters that
Elevated normally could not move across a boundary
of elevated terrain to do so. Characters may
also make close combat attacks targeting
Rim
characters that occupy the square that borders
the same transition square they occupy (ie: the
two triangles of the transition squares form a
diamond shape).

Rim Rim The Rim: Squares along the boundary of


elevated terrain that are adjacent to lower
terrain are The Rim. Characters on The Rim
can be targeted by characters from lower
elevation and vice versa. (See the three
examples highlighted on the left.
CLEAR SQUARES
Squares that don’t have terrain are called
“Clear Squares” and represent the absence of
terrain (like a grassy field or city sidewalk).

13
OTHER ABILITIES Real Name Name Keywords

Everything your character can do is spelled out 001


SET
on their card, but not everything is a power. CHARACTER NAME
Named Keyword, Generic Keyword RARITY ICON

TRAITS REAL NAME: REAL NAME

Traits are indicated by the STAR symbol. They’re COMIC


TRAIT NAME Trait text
Portrait
FIGURE

noted on top of the Combat Dial, not within the COVER


SPECIAL POWER NAME
Special power text
IMAGE

window. They’re described before a character’s STANDARD POWER FLAVOR


NAME (Standard Power)

Standard Powers on their character card. Traits


Improved
You always have access to your traits, but Printed Dial Abilities
traits will only apply to certain situations. SIGNIFICANT
APPEARANCE : COMIC BOOK #15 (YEAR)
For example, some traits will let you use a 0 1 2 3 4 5 6 7 8 9 10 11 12

combination of powers, and other traits might 9 7 Ko6 Ko


6 Ko
6 Ko Ko Ko Ko Ko Ko Ko

let you use a power as a free action when it 10 10 Ko


11 Ko
11 Ko
10 Ko Ko Ko Ko Ko Ko Ko
17 Ko
Ko 16 16
Ko 17 16
Ko Ko Ko Ko Ko Ko Ko Ko Ko
normally couldn’t be. There are lots of unique 3 Ko
Ko 3 Ko
3 Ko 2 Ko
2 Ko Ko Ko Ko Ko Ko Ko
TEAM

traits to discover in HeroClix!


ABILITY

POINT VALUE: 50

IMPROVED ABILITIES © 2017 WIZKIDS/NECA, LLC.


© 2017 WIZKIDS/NECA, LLC.

Improved Abilities let a character


move or target in ways they normally INHERENT ABILITIES
can’t. First an Improved Ability has The things every character can do fall under
MOVEMENT or TARGETING followed Inherent Abilities.
by a colored symbol. The PAC
explains what each one does. ➠ Basic MOVE Action
➠ Basic CLOSE Action
TEAM ABILITIES ➠ Basic RANGE Action
Team Abilities are indicated by a full color ➠ Carry
symbol on a character’s base. Team Abilities ➠ Object Pickup
are printed on character cards, but as you play ➠ Object Attack
more, you may no longer need the reminder.
OTHER CARDED INFORMATION
If you want to see all the Team Abilities in Some information shows up on your character’s
DC HeroClix, check the Team Abilities Card card that isn’t an ability. Examples include:
included in Wonder Woman Battlegrounds.
➠ Name
KEYPHRASES ➠ Real Name
Keyphrases are terms in HeroClix that have a ➠ Keywords
special meaning. They’re described in the PAC. ➠ Point Cost
Sometimes they’re an ability by themself like ➠ Powers
SAFEGUARD: Outwit. ➠ Their Portrait
➠ Their Printed Dial
Other times they’re a combat symbol ➠ A Significant Appearance
like AUTONOMOUS. ➠ A Comic Book Cover or Digital Sculpt
➠ A Bystander

Not all this information is used to play the


game.

14
ADVANCED CONCEPTS SIZE NAMES
A character’s damage symbol shows their size. When an effect looks for a character’s name, it
There are some rules you won’t need to learn Characters can be Tiny, Standard, Giant, or looks for an exact match.
until you have played a game or two and Colossal Size. The Powers and Abilities card
encounter a question. For example, Wonder Woman, Princess of
lists all effects of Size. There are two general
Themyscira wouldn’t count for a card that
LOST ABILITIES AND POWERS effects of size:
looked for Wonder Woman.
If something is showing on your dial, but is ➠ Bigger characters can’t be knocked back by
no longer showing after you take damage, you smaller characters SIDELINE
can’t use it anymore. For example, a character ➠ Smaller characters don’t block line of fire to The Sideline is the 3rd Play Area in HeroClix.
has Outwit on Click 1, but takes a damage or from bigger characters Some characters will put themselves onto your
and doesn’t have Outwit on Click 2. If they had Sideline. Some characters will begin on the
targeted another character with Outwit the NAMED TOKENS map as normal but let you swap them with a
effect would end as soon as they were on a If a power or ability generates a named token, character from your Sideline. Other characters
click that no longer had that Standard Power. it isn’t an action token. will allow you to include characters on your
Named tokens are always specific to the Sideline during Force Construction. Your
If an outside source is granting an ability to Sideline is next to the map, clearly separated
character or game element that generated
your character but gets KO
KO’d, your character from your KO Area.
them.
no longer can use that ability.
For example, if Wonder Woman was able to GENERATE
use Impervious due to an object, but the When an effect tells you to generate
object was KO
KO’d, she wouldn’t be able to use something, it comes from outside the game.
Impervious anymore. That means it doesn’t come from the Map,
Sideline, or your KO Area. Effects will specify
MULTIPLE COPIES OF POWERS exactly what you will generate.
If a character has two different ways to use
Generated game elements are added to the
the same power or ability, they can only use it
map adjacent to the game element that
once.
generated them. Typically, that game element
is another character.
Generated game elements are always specific
to the character or game element that
generated them.

15
MORE OF YOUR FAVORITE CHARACTERS!

NOW AVAILABLE!

WONDER
WOMAN

80TH ANNIVERSARY

CREDITS HeroClix Product Management: James O’Brien


Executive Producer: Bryan Kinsella and Justin Ziran and Tyler McCormick
Rulebook and PAC: The HeroClix Team Graphic Design: Patricia Rodriguez, Mark Shabunia, and
Gameplay Design: Scott D’Agostino, Kennie Peña, Daniel Solis
and James O’Brien Special Thanks: NECA, the playtesters, and everyone who
Additional Gameplay Design, Development, and Rules: has helped HeroClix since its inception!
Norman Barth, Brian Herman, Christopher Martinez, and
Darin Skutt © 2020 WizKids/NECA LLC. WizKids, HeroClix, Combat Dial,
Rules Arbiter Assistance: Anthony Barnstable and related marks and logos are trademarks of WizKids. All
and Edward Levy Rights Reserved.
WONDER WOMAN and all related characters and elements ©
& TM DC Comics. (s21)

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