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Dragula Racing

Dragula Racing
A HorrorClix Variant by Mad Jack Bhikkhu

Objective:
       Players will be racing around a map with four nine-square scoring areas, one in each corner (on the starter maps, you can use the starting areas; on other maps, use tokens or other means to define the scoring areas). All monsters begin in a shared starting area (one of the four scoring areas); when each monster enters one of the scoring areas, it should be given a numbered or color coded token. Monsters are permitted to cut across the map or otherwise deviate from the straightforward course, such as to battle one another or hunt victims, but must visit every scoring area in order. Thus, a monster entering scoring area 3 will not gain a scoring token unless it already has a token from area 2.
       The first monster to return to the starting area with all scoring tokens wins the race.

Army:
       Each player brings a single monster. Great Cthulhu and the Alien Queen are not admitted to this race. Groups may wish to impose a maximum point value, a‘no uniques’ rule, and/or a ‘no duplicates’ rule, in order to alter the tone of the race and encourage variety in competitors. Mi-go (and other flying monsters in future sets) should be forbidden to soar.

Map:
       Any of the starting maps or the Scrye map will do; the abandoned whaling station may work as well, though the other AVP maps are not recommended. Custom maps and imported maps should be considered carefully before being used. On an outdoor map such as the Crumbling Mausoleum or the Scrye map, extra care should be taken to ensure that Leap/Climb is not overly advantaged, to encourage variety in monster selection. To that end, gray areas on the CM or Scrye map should be treated as indoor areas.

Setup:
       Place 12 victims, which can be slain or rescued as normal. Each player brings a crypt of 6 plot twists. Subplots are not recommended as this event doesn’t count victory points; however minion-making subplots may be allowed for a slightly more chaotic event. Portals, objects, and hindering terrain may be added if players vote for it or if the zombie master (if any) chooses.

Gameplay:
       The play is broken into two major units of time: Rounds and Turns. A turn is the time in which a single player is the active player, as in normal play. A round is the time during which each player gets a single turn.
       All players roll initiative at the beginning of each round. Players that tie must roll off (rerolling against each other, but not against other players). A monster that is adjacent to an opposing monster with the Trap power active suffers a -1 to its initiative roll.  (If the monster with Trap is an Alien or any other monster with the 5/6 version of Trap, the monster affected by the power will win ties rather than having to roll off. If a monster is affected by two different versions of trap, it must roll off as normal.)
       The first round consists solely of placing monsters in the starting area in initiative order. Each player’s turn is broken into phases as normal. No monster can be attacked or affected by any power while in the starting area (so e.g. a monster that begins play with Area will not affect its competitors until the race has begun.)

Additional Rules:
       A Clean Race: Monsters do not engage one another while racing; as such, they automatically break away and do not stop moving when entering a space adjacent to an opposing monster. They still cannot move through opposing monsters unless employing a power that says otherwise.
       Endurance: Monsters are not assigned action tokens for taking action. They may be given action tokens by powers. As a dependant (close combat) power, a monster may make a Clear roll (4-6 on a d6) to eliminate all action tokens. A monster with two action tokens is vulnerable as normal and may choose either to take no action, clearing all tokens automatically, or it may make a Push roll (4-6 on a d6) to be given an action. A monster that attempts a push roll can also attempt a clear roll either if the push roll fails or if it uses a dependant (close combat) power (e.g., as part of a frenzy).
       Feel the Burn: During its preview phase, a monster may remove one victim token from its card in order to heal one click. If this was its only victim, it is no longer blooded, but remains transformed if applicable.
       No Rest for the Wicked: A monster that is killed remains on the map, the first click of skulls showing. Other monsters may now move through its space, but may not end movement on its space. It is not affected by any powers, and clears any action tokens. It should be given a death token (such as a gravestone 3D object) so that it is clearly marked as dead.
       At the beginning of its turn, a dead monster heals one click and may choose to remove its death token. If it does, it can take action that turn as normal. A dead monster still has a suspense phase, even if it does not remove its death token that turn.

Questions, Comments, Concerns or Suggestions regarding this variant can be posted in our forums

 
   
   
 
 
         


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