Professional Documents
Culture Documents
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
Point Value
Set Symbol
& Rarity Character Name
Targets Symbol
Click
Collector’s Number
Number
Range
Value
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)
FORCE
MOVE:
x EARTH .
BOUND/NEUT
RALIZED This character
x CHARG can’t use
E POWER: Halve speed. or abilities.
Move, then CLOSE
worry about those yet). Your Starting Force is More on these later.
POWER: Halve speed.
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
Number 1. She has 8 speed (SPEED), 11 attack The character card tells CHARGING INTO
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.
CHARGING INTO
6 MAP4 TILES
TEAM ABILITY:
AMAZONIAN WONDER WOM
(Toughness) TOUGHNESS Super Senses, but AN ALLY
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
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.
AMAZON™ AMAZ
8 SCENARIO
2 CARDS 2
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
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
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)
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)
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.
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
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.
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:
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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).
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OTHER ABILITIES Real Name Name Keywords
POINT VALUE: 50
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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.
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MORE OF YOUR FAVORITE CHARACTERS!
NOW AVAILABLE!
WONDER
WOMAN
™
80TH ANNIVERSARY