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![]() This was a finalist in our March 2007 HorrorClix Variant Contest!
Connect Four - HorrorClix Edition A HorrorClix Variant by Thumper Two player game. The object is to get 4 monsters of your chosen class/trait in a row, either horizontal, vertical, or diagonal. Each player chooses a creature class/trait. If both players choose the same class/trait, roll 1D6. The loser of the roll must choose a different creature type. *Players may ignore this rule if they can come to an agreed and reliable method of tracking their own monsters.* Each player assembles a force of monsters all of the chosen class/trait. Each force should consist of 1200 points. Only 4 copies of the same monster may be included (meaning 4 rookie Jesters, not 4 Jesters), and only one of a unique monster. Players roll 1D6 to see who goes first. Players sit on the same side of the table. Any map can be used. Players choose which way to set the map (length-ways or width-ways). The side closest to the players is the bottom of the grid. The side furthest from the players is the top of the grid. The first player places one of his/her monsters somewhere on the bottom row of the grid. The second player then places one of his/her monsters on the bottom row, or in the square above the first players monster (simulating a stack). The first player then takes another turn. If a player has a monster with an opposing monster adjacent, he/she may choose to initiate combat instead of placing a new monster on the grid. A monster may make a ranged combat attack against an opposing monster provided it has legal line of sight and range. Being adjacent to an opposing monster does not prohibit ranged attacks. If a monster is showing an hourglass on its dial, its controller may choose to give it one click of damage at the beginning of his/her turn. Combat is done as per normal HorrorClix rules. Roll 2D6 and add the result to the attackers AV. Then compare to the target’’s DV. All applicable abilities apply. Record how much damage (if any) is taken by the target, but do not apply clicks. The defending monster now retaliates against its attacker, provided it is able to perform a legal attack (the attacker must not be Intangible, it must be within range, etc). Once damage is calculated, apply clicks to both figures simultaneously. Give the attacker an action token. Monsters with 2 action tokens are vulnerable and cannot be given any further actions, although they may make a retaliatory attack. Action tokens are not removed at the end of a player's turn. *These monsters may be turned so they are facing away from the players to indicate this in order to save on the number of order tokens on the grid* If a monster takes enough damage to destroy it, remove it from the game. All monsters above the destroyed monster move down one square. If this results in both players gaining 4 monsters in a row, both players add the point values of the 4 monsters in a row. The lowest point total wins. If there is a row of more than four monsters, the controlling player chooses which four monsters to use (the four must make a continuous row). If a monster destroys an opposing monster, put a victim token on its monster card. Slaying monsters has the same effect on abilities as slaying victims (transforming, additional damage, etc) If a monster is Intangible (ie showing an hourglass on its defense) it cannot be attacked, but it can still be damaged by attacks that do not directly target it. If a player has no more monsters to place on the grid, they may either concede, or continue to make legal attacks. If there is no winner after all monsters have been placed on the grid, and no legal attacks can be made, players add up their kill points total. The player with the highest total wins. If the killpoint total is the same, then the game is a draw. Questions, Comments, Concerns or Suggestions regarding this variant can be posted in our forums |
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