HeroClix Comprehensive Rules 06.30.23
HeroClix Comprehensive Rules 06.30.23
HeroClix Comprehensive Rules 06.30.23
Table of Contents
1 Characters ............................................................................................................................ 1
1.8 KO Clicks....................................................................................................................................... 3
1.9 Character Cards .............................................................................................................................. 4
4.1 Step 1: Reveal Starting Forces and Establish First Player ................................................................. 9
10 Moving ................................................................................................................................ 22
11 Attacks/Attacking ............................................................................................................... 24
16 Terrain ................................................................................................................................ 37
16.7a Transition Squares and Placement of Terrain Markers During Game Set-Up ..................... 41
16.7b Transition Squares Along an Elevated Terrain Boundary and Movement ........................... 41
16.7c Transition Squares Along an Elevated Terrain Boundary and Adjacency ........................... 41
17 Terrain Markers................................................................................................................. 43
17.3 Terrain Markers and Changing Terrain of the Squares they Occupy................................................ 44
17.4 Placing Terrain Markers During Game Set-up................................................................................ 45
17.5 Placing Terrain Markers During the Game ..................................................................................... 45
17.6 Picking Up Terrain Markers (including Objects) ............................................................................ 45
17.7 Holding Terrain Markers (including Objects) ................................................................................. 45
17.8 Dropping Terrain Markers (including Objects) ............................................................................... 46
17.9 Terrain Marker Values .................................................................................................................. 46
18 Powers ................................................................................................................................. 49
19 Abilities ............................................................................................................................... 51
21.3 Rerolls/Rerolling........................................................................................................................... 58
21.10 Effects That Look for “Highest Point”/”Lowest Point” Characters .................................................. 61
1 Characters
HeroClix characters are your most important game pieces in HeroClix. They feature a cool sculpt, a
Combat Dial™, and a matching card.
Each character’s base has game play information printed on it, as well as information about its
collectability. This includes (but is not limited to) their set symbol, their collector’s number, their
point value(s), their combat symbols, and their special ability symbols.
The Combat Dial System features a rotating disk inside the figure’s base. By rotating the bottom
of the base relative to the top, the window changes what section of the dial you’re able to see at
once. Each portion of the dial you’re able to see at once is called a “click.”
A character has five combat symbols printed on their base that correspond to their combat
values. A character can’t gain the same combat symbol more than once. These symbols are
normally printed on the character’s base, but may be gained via powers and abilities.
The , , , and symbols are the standard combat symbols for speed, attack,
defense, and damage respectively. These symbols grant no special effects to characters.
Older figures may use instead of but they both count as Standard Combat Symbols
and have no game play difference.
The symbol indicates the maximum number of targets the character may target when
making an attack.
is a Size symbol that grants the Tiny keyphrase. [SEE 22.2 Size for more details.]
is a Size symbol that grants the Giant Reach: 2 and Great Size keyphrases. [SEE 22.2
Size for more details.]
is a Size symbol that grants the Giant Reach: 3 and Great Size keyphrases. [SEE
22.2 Size for more details.]
With the exception of Size symbols, combat symbols do not replace the one a character has on
their base. For example, if a character has and gains they will have the Flight and
Swim keyphrases.
A character has five combat values. Four of them appear on the combat dial through the window
next to a combat symbol of the same type. They are speed, attack, defense, and damage. These
values may change as click your character’s combat dial.
The click number is the small number showing in the window above the damage value. It
ensures a character is always on the correct click before or after turning the dial.
1.6a Clicking
Turning a dial in either direction is called “clicking” the dial. When a character takes
damage, that character’s owner clicks the character’s combat dial once for each 1 damage
taken, in the direction of increasing click numbers. Healing goes the opposite direction.
An instruction to “click” the dial is assumed to mean in the direction of increasing click
numbers.
A dial is considered clicked anytime you have to turn the dial, regardless of the effect.
During a game, you can’t click a dial, on or off the map, unless an effect tells you to.
1.7 Starting Lines
Most characters have a single point value and a single green starting line normally on click #1 to
indicate their starting click.
Character cards may have special effects that specify what click number the character starts the
game on (if different than click #1).
Characters may have multiple green starting lines. Unless specified otherwise, you choose which
of those starting lines it starts the game on.
1.7a Alternate Starting Lines
Characters may have alternate starting lines that are color-coded to different point values
for the character –or– are explained as part of a trait/special game effect on the
character’s card. You may only start the game with these characters on one of their
alternate starting lines if you paid the corresponding points for the character during force
construction or otherwise paid any associated points necessary to access the starting line
(if applicable and as described on the character card).
1.8 KO Clicks
Characters are KO’d when their dial is clicked to reveal “KO” instead of numbers. Any click that
only shows “KO” is a KO Click.
HeroClix characters come with a character card. The character card tells you things in words that
don’t fit onto the base and combat dial such as what their special powers and abilities do or what
keywords they have. It may also list any special rules the character may have.
Some game elements may have alternate cards available for a single element. After
revealing forces, you may replace the default card with an alternate card for the same
game element, or if you have an alternate card, you may replace that alternate card with a
different alternate card for the same game element. Typically, a special requirement must
be met in order to use the alternate card and will be indicated on that card.
The most common type of Alternate Character Card is the Team-Up card. Team-Up cards
typically have a blue header and will say “Team-Up” near the top edge. To use a Team-
Up card, no characters on your starting force can share a name.
A Legacy card corresponds with a HeroClix figure from a past HeroClix set. Those
figures can be played in Modern legal events provided they use the Legacy Card instead
of their original card (if any). When playing with the Legacy card, use the Legacy card
instead of the original card, and use the point values, keywords, team abilities, and/or
combat symbols on the card instead of those on the dial or original card (if they are
different). Changes made to the symbols on the dial are considered to be printed on the
dial for all effects. Characters using a Legacy Card have a rarity of Limited Edition,
regardless of the color of the set tab on their dial.
Legacy cards are not considered an alternate character card and are added to your force or
sideline alongside the figures they correspond to.
Some game elements do not have individual character cards (old figures or generated
bystanders). An effect that instructs you to place an item on their card (such as a token or
object) is indicating that the item is placed off the map and that the character has it.
Players can use any method that is clear to all players to track such a game mechanic
when there is a game element without a character card.
▪ Isn’t a bystander.
▪ Has as its only attack combat symbol(s), has (or ) as its only defense combat
symbol, and has as its damage combat symbol.
1.11 Errata and Clarifications
Errata, clarifications, and corrections to printing errors supersede the printed text or dials of
game elements. It is the responsibility of the player that owns the game element to make all
players aware of any errata, clarifications, or corrections to game elements on their force. A
current list of Errata & Clarifications can be found on the WizKids Rules Forum at:
In rules/game effects the terms "team" and "force" are interchangeable. "Team" is used more
colloquially while "force" is a more technical use as it relates to specific game terms like "Starting
Force."
The build total is the maximum value allowed when adding together the point values of all game
elements on your starting force.
Standard HeroClix games use a build total of 300 points, but any point increment agreed
upon by all players or pre-determined by a tournament organizer may be used.
For non-standard build totals it is recommended to limit the listed other game mechanics
to the following, but any amounts agreed to by all players or pre-determined by a
tournament organizer may be used:
▪ Maximum of 10 actions per turn [SEE 7.8 Action Totals]
▪ Maximum of 10 game elements in starting Sideline [SEE 2.6a Sideline
Restrictions]
The point value of a game element is the number of points it costs to add it to your starting force.
Some characters have choices for their point value, separated by “/”. If the value is a
color other than white, you use the starting line corresponding to that color on a click of
the dial. If all the different values are white, you use the green starting line regardless of
the point value used.
A game element added to your starting force without paying its cost means that you do
not include its point value towards the build total. That game element still retains its point
value during the game and, if KO’d, is scored normally.
Some effects or game elements may be added to your force that increase the cost of a
character (such as optional traits). While these increase the overall cost of adding the
character to your starting force, they do not change the character’s point value. Any
effects looking for a character’s point value still check for the printed number that you
used to add them to your force.
Your starting force is the force you build during force construction and contains all game
elements that you begin the game with on or off the map, but does not include your starting
Sideline. A starting force must include at least one character that isn’t a bystander. Game
elements that join your current force later from the sideline, outside the game, or from an
opponent’s force are not part of your starting force.
Special types of characters have additional restrictions when constructing your team.
Unique characters have a silver ring on their base and character card portrait. A team can
only have one copy of each Unique character, denoted by a silver ring, but can have
multiple different Unique characters.
Non-character game elements (like Special Objects) can also be labeled as Unique and
follow the same rules.
You may not include more than one copy of a specific Unique game element between
your starting force and sideline.
Prime characters have a green ring on their base and character card portrait.
You may not include more than one Prime character between your starting force and
sideline.
You may not include more than one Title Character between your starting force and
sideline.
In order for a game element to be added to your Starting Force, the game element must
have the following:
▪ Set Symbol
▪ Collector Number
▪ Point Value of at least 1
Some game elements are marked with a purple ring (similar to the silver ring on Unique
figures). These game elements are Promotional game elements and are not legal for
tournament play.
2.5 Current Force
Your current force is the force you are currently using during the game, including game elements
that were added to the game after it began that were not initially part of your starting force. It
includes game elements both on and off the map except game elements that have been KO’d or
are on your sideline. If an effect refers to “your force,” it always means your current force.
Once the game begins, a conflicting Unique game element or Prime character may join
your force. For example, Mind Control can have an opposing Prime character temporarily
join your force even if you already have a Prime on your force.
2.6 Sideline
During force construction, some effects may allow you to build a Sideline. Your sideline
contains game elements that can come onto the map later in the game or have special effects
while in your Sideline.
If a game effect looks for the point value of a character on you Sideline, and that character has
multiple or variable point values, you may choose which point value (and applicable starting
line) to use for that effect.
A player’s starting sideline can have 2 game elements per 100 points of the build total.
For a standard 300 point game, this is 6 game elements. The maximum number of game
elements that can be on your sideline is 10, regardless of the build total. After the game
begins, your sideline has no limit.
You may not use the powers or abilities of any game element that are in your sideline
(including effects that apply during force construction) unless an effect specifies
otherwise or has the SIDELINE ACTIVE keyphrase.
3 Play Areas
The game of HeroClix has different areas where your characters and other game elements can be
located.
The map is where a majority of the gameplay of HeroClix occurs. A map is typically a 16 x 16
square play area, but there are other map sizes that can be used.
3.2 KO Area
The KO area is where your characters and other game elements go when they are KO’d. Your
KO Area should be designated as a small area next to the map.
If a game effect allows you to return a character from the KO area to the game (meaning
the map or Sideline), that character is considered a new character starting the game (as if
it were entering from outside the game).
If an effect allows you to generate a game element from outside the game and you don’t
have any more physical copies, you are allowed to remove them from your KO Area and
use that physical piece again, noting its previous KO. If you do so, it is recommended
you use pen and paper to accurately track victory points scored by your opponent for
KO’ing that game element.
3.3 Sideline
The Sideline area is where all your characters and other game elements designated to be in the
sideline are placed. These game elements may go back and forth between the Sideline and the
Map. Your Sideline should be a small area next to the map, clearly separated from your KO
Area.
While “Outside the Game” is not an actual play area, it is referenced in many rules. It is
everything that is not one of the other areas and is where you will keep any game elements that
can be brought into the game by effects.
Game elements that come in from “outside the game” are not included in your starting
force or starting Sideline. When brought into the game, they become part of your force
(and sometimes your opponent’s force) and may score victory points if they are KO’d.
4 Game Set-Up
Once players assemble their starting forces, game set-up begins with several steps that must be followed
in order by all players.
All players reveal their starting forces and turn those characters (including those of their
Sideline) to their starting lines chosen for this game.
If a player has multiple effects that occur while establishing a themed team, they may apply them
in the order of their choice.
Each player rolls two d6 and adds their Initiative Bonus. Reroll any ties. The player with
the highest result chooses if they want to be the first player, or if the player with the next
highest result will be first player. From the first player, the next player clockwise around
the table is the second player; if there are more than two players the one after that is the
third player, and so on. For any simultaneous effects that need ordering before the first
turn begins, the first player is considered the “active player.”
The second player picks the map to play on, then the first player chooses which starting area to
use.
For a two player game on a 16x16 square map, the first player chooses an edge of the
map to use as their starting are, and the second player uses the opposite map edge as
The first player places all their characters and any other applicable game elements in their
starting area. Terrain (including objects) are also placed at this time in squares outside of the
starting area. Any other game elements that don’t go on the map are placed in their applicable
play area. Each subsequent player then does the same.
In some cases, a player’s starting force may not fit in their chosen starting area. If so, the
players will expand their starting areas. The expansion of a starting area is only to be
used when a player has filled all possible squares in their starting area without placing all
of their figures. When placing game elements, the largest multi-base game elements must
be placed first, and then the next largest, etc., until you are placing single-base figures.
Multi-based characters must be placed in such a way that as much of their base as
possible is in the starting area.
For 16x16 square maps, a player must attempt to fit all game elements along their starting
edge, regardless of how they personally want to set up their force. The player must fit in
all their game elements as best as possible.
If a player can fit all their starting game elements into their starting area in any possible
configuration, they may not expand their starting area. A player can only expand their
starting area if, after completely filling in their starting area as fully as possible, they still
have game elements left to be placed.
For 16x16 square maps, the player will expand their starting area by one row and place
their remaining game elements. If after expanding the player still can’t fit their remaining
game elements, they continue adding rows and placing game elements one row at a time
until all of their game elements can be placed.
For larger maps, the starting area instead expands along the shortest map edge it
occupies, adding one “column” of squares as deep as the printed starting area to the
starting area one at a time until either the starting area has expanded the minimum
amount to fit that player’s starting force, or that entire map edge had been filled by that
player’s starting area. If the edge has been filled, the starting area then begins to expand
in the same manner as a 16x16 square map until the starting force fits.
Starting areas may never overlap with another starting area. If this would occur, then the
starting area can no longer be expanded. Any game elements remaining that are unable to
be placed are KO’d and scored.
If the first player expanded their starting area, then the second player must use the same
expanded starting area when placing their game elements on the map. (for example, if the
first player expanded theirs two rows up, the second player is also expanded two rows
up.)
If it was the second player that required expansion, after the second player places their
game elements the first player must then reposition their own game elements with regard
to their now larger starting area. The player may choose to leave game elements in their
originally placed square(s), so long as no game elements that can’t be placed in a starting
area are within the expanded starting area.
During set-up, players must use the expanded starting areas for rules/effects that refer to
the starting area (such as special objects needing to be placed 5 squares away from a
starting area). In rare cases, you may not be able to place things as far away from starting
areas as required, in which case you place them as far away as possible.
Once the game has begun, any reference to starting areas only applies to the squares
along the map edges that players started on (including during any “at the beginning of the
game” triggers).
Before the first player takes their first turn, both players resolve all effects that trigger “at the
beginning of the game.”
Effects that trigger during the “beginning of game” step only get one opportunity to trigger and
resolve. Game elements with such effects must be on your force and on the map during this
specific step in order to trigger and resolve. If a game element has an effect that triggers during
the “beginning of game” step, but enters the game after that step has passed, that effect will not
trigger.
If a game element has an effect trigger during the beginning of the game and that game element
leaves the map before its effect resolves, the effect will still resolve (see 8.1f).
4.5 Step 5: Begin the Game and Take the First Turn
Starting with the first player, each player alternates taking turns until the game is over.
A HeroClix game ends when only one player is undefeated. That player is the winner.
5.2 Defeated Players
▪ They have no characters on their force with a point value of 1 or more points and nothing
is resolving.
▪ Their opponent scores victory points equal to the build total plus one hundred (100)
points.
5.3 Alternate Game End/Victory Conditions
If an ability, trait, standard power, or other rule causes one player to win the game, all
their opponents are defeated.
If an ability, trait, standard power, or other rule causes one player to lose the game, they
are defeated.
5.3c Mission Points
Some effects award players Mission Points. If a player has 20 Mission Points they win
the game.
5.4 Victory Points
If a HeroClix game ends with all remaining players being defeated simultaneously, or due to the
time limit, use victory points to determine the winner. If there is a tie in victory points, all tied
players roll 2d6 (reroll ties) and the player with the highest result wins.
▪ Every character that started the game on an opponent’s force or Sideline and was
KO’d earns you victory points equal to the point value corresponding to its
starting line that game.
▪ Every object or additional game element that started the game on an opponent’s
force and was KO’d or destroyed earns you victory points equal to its point value.
If one or more characters replace a character, and all that character’s replacement
characters are KO’d, score victory points equal to the point value of the replaced
character, unless the total point value of the KO’d replacement character(s) is higher.
Some game elements have an optional trait that provide an additional choice when
building your force that may increase their cost. Your opponent scores these additional
points when they KO that game element.
Certain effects may cause KO’d game elements to leave a player’s KO area. victory
points for that game element are still scored and may be scored additional times if it is
KO’d again. This should be tracked throughout the game by both players.
Generated game elements and other game elements that come into play from outside the
game are scored by your opponent if they are KO’d. Unless otherwise specified by
tournament scoring, this may cause your victory point total to be higher than the game’s
build total.
When a player is defeated, KO and score all remaining game elements on their force (not
Sideline) even if they weren’t used that game.
The Powers and Abilities card is commonly called the PAC (pronouncing each letter separately).
It has a listing of all standard powers, all inherent abilities, all Improved abilities, all keyphrases,
and many other helpful things. The PAC is the key reference tool that most players will need for
most HeroClix games.
Characters and other game elements on your force are friendly to all other game elements on
your force and are friendly to themselves. Game elements on your opponent’s force are opposing
to all game elements on your force.
Some effects may change a game element from opposing to friendly. If that effect ends, the game
element returns to being friendly to the force it was friendly to before the effect took place.
6.3 Adjacency
Squares on the map that touch each other, including only through their corners on the diagonal,
are considered “adjacent.” Most squares have four adjacent squares on their sides and four
adjacent squares on their diagonals for a total of eight possible adjacent squares.
Adjacent game elements are those occupying adjacent squares. A game element is never
adjacent to the square it occupies or itself.
Terrain can affect adjacency. Squares are not adjacent if they are on the opposite sides of
blocking terrain, including walls, or on opposite sides of an elevation line. Two squares
touching on their diagonals are not considered adjacent if the other two squares touching
their intersection are blocking or a different elevation.
The term “next to” is a term that refers to two squares on the map that physically touch
(including at a diagonal) but may not be considered adjacent. Game elements next to each
other are those occupying squares next to each other.
Some effects state they will work “regardless of adjacency”. This effect would normally
require being adjacent, but this special version does not.
Some effects will cause you to roll a d6 and will show the range of success results (Example: -
), and what the benefit to succeeding is. These are known as success/fail rolls. Any result not
listed in the success range is a failure. The maximum result of such a roll is 6 and the minimum
result is 1. Regardless of effects that increase or decrease the result, a roll of is always a
success and a roll of is always a failure.
Other rolls might show a list of possible effects based on the roll result (Example: ⚀-⚂: Effect
1, ⚃-⚅: Effect 2). These are listed effect rolls. Like success/fail rolls the maximum result of
such a roll is 6 and the minimum is 1, but because listed effect rolls don’t have a success or fail
state no result is always considered a success or fail for them.
6.5 Resolve
When an effect “resolves” it means that all necessary steps have been completed. There are four
kinds of effects that can resolve – attacks, moves, actions, and triggered effects. Passive effects
don’t resolve.
When an effect says that an attack or move “immediately resolves”, you skip any
remaining steps in the attack or move sequence, respectively, and it’s considered
resolved. That character is not considered to have attacked or moved.
Some effects allow a character to heal. When a character is healed, that character’s player clicks
its combat dial once for each 1 damage healed, in the direction of decreasing click numbers. A
character can’t be healed beyond its starting line that game, onto a KO click, or a click otherwise
without any combat values. A character is not considered “healed” by an effect unless its dial is
clicked.
6.6a “Healed”
While a character is not considered “healed” unless its dial is turned, a character can still
activate or be affected by effects that allow it to heal even though its dial won’t be turned.
Note that effects that trigger off a character “healing” or being “healed” require that the
dial be turned.
Some characters have effects that allow them to heal past their starting line. This healing
is not limited to just crossing their starting line, but while they are past their starting line
as well. While that character is on a click past its starting line, it can’t be healed by any
game effect except the one specifically allowing it to do so.
6.7 Modifiers
Modifiers increase or decrease a combat value by a specific amount and are summed up when
needed to determine a combat value. Modifiers use the word “modify,” or “modifies,” and may
be abbreviated as “(combat type) +/- X.” Modifiers always involve adding (+) or subtracting (-)
and only apply to combat values.
Modifiers only apply to combat values and not any other values.
Some effects substitute one value for a new numerical value. This is a replacement value. When
a value is divided or multiplied, those are also replacement values. Replacement values always
set other values to specific numbers, or multiply or divide a value.
Combat values are calculated only when needed. They are recalculated each time they are
needed. Replacements and modifiers aren’t applied until a value is calculated. Anytime an effect
refers to a combat value (“speed value” for example) it always means the current result of
calculating that character’s speed value. To properly calculate a combat value, use the Golden
Rule of “Replace Then Modify”.
Unless a duration is specified, modifiers and replacement values only apply to a character
until the move or attack (or in some cases, the action or triggered effect) that uses the
modifier or replacement resolves.
Values that aren’t combat values are calculated the exact same way as combat values with the
one exception being that only combat values have modifiers. When calculating a value, effects
that “increase” or “decrease” the value are used in place of modifiers, but these are not
considered modifiers and are not limited by the Rule of Three. Examples of these values are
damage dealt, damage taken, or the result of a die roll.
6.11 Rounding
At any point in the calculation of a value, if you have a fractional value (usually caused by
“halving” a value), immediately round up to the nearest whole number.
Some effects refer to a character’s printed combat values. When an effect looks for a printed
combat value, it’s referring to the combat value that is physically printed and currently visible on
the character’s combat dial. When an effect instructs you to use a printed combat value, you may
not apply any replacements or modifiers to that value.
▪ MOVE actions
▪ CLOSE actions
▪ RANGE actions
▪ POWER actions
▪ FREE actions
7.2 Instructions
There are four instructions that characters perform. They are “move”, “make a close attack”,
“make a range attack”, and “make an attack” (which allows the choice of either a close or range
attack). An instruction must always be part of an action or a triggered effect. Instructions are not
actions. Characters on your force can only be given instructions on your turn, unless an effect
says otherwise.
▪ The basic MOVE action is “MOVE: Move (up to your speed value).”
POWER and FREE actions do not have basic types, and you must have a power or ability that
allows your character to be given such an action.
A character may be unable to activate a basic action due to an exception from another
game element, for example an effect might say they, “can’t be given MOVE actions” or
“can’t be moved.”
Costed Actions are actions that require the character that activated it to be given an action token
after the action resolves.
By default, four of the action types (MOVE, CLOSE, RANGE, and POWER) are costed actions
and follow these rules:
▪ Can only be activated during the Action Phase when nothing is resolving.
▪ Can only be activated if the number of costed actions you’ve already given this turn is
less than your action total.
▪ CAN’T be activated if the character was already given a costed action this turn.
▪ Immediately after the action resolves, give the character an action token. This must be
done before resolving any other effects including other effects that resolve
“immediately”.
7.5 FREE Actions
FREE actions are actions that DO NOT require the character that activated it to be given an
action token after the action resolves. FREE actions can be given independently or may be given
within another action or as part of a triggered effect.
▪ Can be activated regardless of the number of action tokens the character has.
▪ Can be activated even if the character was already given a costed action this turn.
▪ Can be activated even if the number of costed actions you’ve already given this turn
is equal to your action total.
▪ CAN’T activate the same effect more than once per turn.
Effects may allow a character to activate the same effect multiple times with a FREE action.
If a FREE action allows a character to use “any” action as FREE, the given FREE action(s) can’t
be used to activate the original FREE action that allowed their use.
7.6 Changing Action Types
Some effects allow you to activate a power or ability as a different action type than what is
normally required to activate it, by saying “as [action type]”. For example, a game effect might
say, “Barrier as FREE.”. If activated as the new action type, it is considered that action type
instead for all effects.
While the same effect can’t be activated more than once as a FREE action, sometimes it can be
activated again as another type of action. For example, using the standard power Barrier
normally as a POWER action, then using it again as FREE action.
If all effects in an action cannot be completed for any reason, perform as much of the action as is
possible, then resolve it. (For example, Character A has an action that reads: “Place Character A
adjacent to an opposing character, then make an attack targeting that character.”, and opposing
Character B has an effect that prevents them from being attacked. If Character A used their
action to place themselves adjacent to Character B, they would not make the attack and the
action would resolve.)
Giving characters costed actions, and other game effects, cause a character to be given an action
token. Anything that clearly notes this to both players and doesn’t disrupt gameplay can used as
an action token, such as a coin, a glass bead, a poker chip, cardboard token, etc.
Action tokens must be placed on the map and on, under, or by the character and may not be
placed off the map, such as on a character’s card.
A character can’t have more than two action tokens assigned to it.
Your Action Total is the maximum number of costed actions you can give your characters in a
turn. At the beginning of the game, your action total becomes 1 for every 100 points of the
game’s build total. For example, in a standard 300-point game, your Action Total would be 3.
Each time you would give one of your characters a costed action, you first check how many
costed actions you’ve given that turn. If the number is equal to your Action Total, you may not
give any more costed actions to your characters.
Effects may increase or decrease your action total (usually temporarily), but regardless of effects
your Action Total has a minimum value of 2 and a maximum value of 10 (regardless of the
game’s build total).
Costed actions taken by characters with Autonomous (see 27.7a) don’t count for or against your
Action Total.
Triggered effects are caused by certain events happening. Such an event is the “trigger”.
8.1a Phase Triggered Effects
Effects that trigger at a specific phase of a turn (such as at the beginning or end of a turn)
are phase triggered effects.
Some game effects trigger when a character starts the game. This occurs when a character
is first added to the map, which could be during game setup, from outside the game, from
the Sideline, or when replacing another character.
Some effects that trigger state that they resolve “after resolutions”. These effects wait for
the current action or effect in which they were triggered in to fully resolve before they
can begin resolving.
An effect that resolves “immediately” resolves before similarly timed effects, and the
players can’t choose to have those effects resolve later. Such effects might occur
immediately after resolutions or immediately at the beginning of your turn. See 8.1h for
more information on effects resolving simultaneously.
If an effect uses “may” it is optional, otherwise the triggered effect is mandatory and
must occur if able.
Effects that trigger “when,” “whenever,” or “each time”, but aren’t part of an “after
resolutions” triggered effect, resolve immediately after the event that triggered them.
A triggered effect will resolve once triggered, even if the power or ability that granted the
triggered effect can’t be used or is lost.
Effects triggered by using a standard power do not trigger if that standard power would
have no effect. For example, a character could not trigger an effect that looks for the
character to “use” Toughness when that character would take penetrating damage as
Toughness would have no effect on the penetrating damage. Additionally, effects that
trigger on use of a power will not trigger if only a keyphrase ability granted by that power
is used. For example, applying the KNOCKBACK granted by Force Blast does not count
as using of Force Blast for triggering effects.
A triggered effect can trigger multiple times before resolving, most commonly during an
action involving “After Resolutions” Triggered Effects. All of those triggered effects will
resolve separately.
If multiple triggered effects would resolve at the same time, the active player’s effects
must resolve first. To do so, if any simultaneous effects resolve “immediately”, the active
player resolves any such effects of theirs in the order of their choice, then their opponent
resolves their “immediately” effects in the order of their choice. Then, repeat that process
for any simultaneous effects that don’t resolve “immediately” until all simultaneously
resolving effects have resolved. If either player has any effects trigger while their
opponent is resolving effects, they must wait for that opponent to finish resolving effects
before they can resolve those new effects.
Unlike “is” effects that trigger when an effect is confirmed (such as an effect stating a
character “is hit”), effects that trigger when something “would” occur trigger before
confirming if the effect would normally happen. For example, an effect that triggers if a
character “would be hit” will trigger before confirming an actual hit on the character.
The player currently resolving effects can choose to resolve multiple triggered “would”
and “is” effects in any order of their choosing, but must resolve any applicable “would”
effects before resolving any “is” effects.
Since “would” effects normally always trigger and resolve before “is” effects. This may
cause an “is” effect to not trigger at all.
If a rule looks for, “when nothing is resolving” it means that the players are not in the
middle of an action or triggered effect, and there are no triggered effects waiting to
resolve.
8.1k Triggered Effects That Can’t Be Completed
If all instructions in a triggered effect cannot be completed for any reason, perform as
much of the effect as is possible, then resolve it.
Some powers or abilities are always in effect and don’t need to be activated or triggered. Passive
effects don’t resolve and are mandatory (not optional). They are always active as long as the
power or ability can be used, though usually some of their effects only apply to specific
situations.
9 Phases of a Turn
In HeroClix, each player’s turn has a series of four phases that occur in a specific order. Some effects
only trigger or can be used during a specific phase of the turn.
1. Beginning of Turn
2. Action Phase
3. End of Turn
4. Clear Phase
9.1 Beginning of Turn
Only things that specifically say they happen during the beginning of a turn can happen during
this phase. Most commonly this includes effects triggered at the beginning of each turn, at the
beginning of your turn, or at the beginning of your opponent’s turn.
The Beginning of Turn phase ends after all beginning of turn effects (optional or
mandatory) have happened or a player has chosen to not use them.
The Action phase is where most of the game takes place. Actions can only be activated in this
phase when nothing is resolving.
The Action Phase ends when the active player decides to move to the End of Turn Phase.
Only things that specifically say they happen at the end of a turn can happen during this phase.
The End of Turn Phase ends after all end of turn effects (optional or mandatory) have
happened or a player has chosen to not use them.
First, clear your action tokens. Do this by removing all action tokens from each character on your
force that did not receive an action token this turn (from any effect). A character that had no
action tokens at the beginning of this phase, or a character that received an action token this turn,
does not remove any action tokens and is not considered to have cleared action tokens for any
effect.
Effects that trigger when a characters clears action tokens would occur during this phase.
Clearing action tokens during the Clear Phase is not optional. If a character has action tokens to
clear, it must clear them all.
After a player has cleared action tokens, all effects with a duration that ends before the next
player’s turn expire. The turn is now over, and the next player begins their turn.
Characters off the map but still on your force or Sideline must also clear their action
tokens if applicable.
If a character already has two action tokens and an effect would give them another but
can’t because of the Rule of Action tokens, it doesn’t count as having received an action
token that turn and can still clear normally.
A character only “clears” when it removes its action tokens during the Clear Phase of the
turn. Removing an action token by any other effect is not considered “clearing” action
tokens.
Though the Clear Phase occurs after the resolution of “end of turn” effects, it is still part
of your turn.
10 Moving
10.1 Moving Effects
All effects that move your character use the word move.
Just before a character begins their movement, calculate the character’s speed value. Characters
move one square at a time into a square adjacent to the previous one, moving in any of the 8
directions (which includes diagonals). The character can end their movement at any time and
does not have to move the full value.
If an effect instructs a character to move a specific number of squares, use that number of
squares instead of their Speed value. Unless specified otherwise, the character can end their
movement at any time and does not have to move the full specific number of squares.
Squares that a character moves through includes all squares it occupied during that move,
including the square it began movement in and the square it ends movement in.
A character may move 0 squares, and if they do they’re considered to have moved through the
square (or squares) they occupy.
When a character moves in the same direction without changing that direction for the entirety of
that move, it is moving in a direct path. There are three possible direct paths – horizontal,
vertical, or a perfect diagonal. A character moving in a direct path can’t move backward along
that path and must move a minimum of one square.
If a character is adjacent to an opposing character and would begin a move, that character
must successfully break away first.
10.7c Moving Through Opposing Characters
Characters cannot move through the squares of opposing characters unless an effect
allows them to do so.
If your character is adjacent to one or more opposing characters (or another effect requires
breaking away), your character must attempt to Break Away first before beginning movement.
Some effects say a character can “automatically break away.” When a character with such an
effect breaks away, the d6 roll is counted as a successful result regardless of what was rolled
(even if the result is a ).
If the character fails to break away, it doesn’t move and is not considered to have moved.
If a character failed to break away, that move immediately resolves. For the rest of that
action or triggered effect, that character can’t move, make an attack, or be given FREE
actions. The most common example is a power like Charge, where after the character
fails to break away they may not attack.
10.9 Placing
Effects that instruct you to place a game element mean for you to take the game element from the
square(s) it occupies on the map and immediately place it into a designated square (or area) on
the map. When a character is placed, it is not moving, and does not need to break away or
calculate its speed value.
11 Attacks/Attacking
11.1 Close Attacks
In a close attack, the target must be adjacent to the attacker. Note that you normally do not need
to draw a line of fire to the target of a close attack.
In a range attack, the target(s) may be anywhere within the character’s calculated range value.
When making a range attack, you must first determine if the character making the range
attack is adjacent to an opposing character. If so, the attack can’t be made.
11.3 Range
When an effect refers to a character’s range, it means its range value, which is printed on their
base.
Determine a character’s range by first calculating their range value then, starting with a
count of 0 in the square the character occupies, count outward in all directions including
diagonal.
Players are allowed to check the map to determine range at any time.
If a game effect checks for other game elements or squares “within range,” the affected
game elements or squares must be within the source’s range. Squares within a character’s
range are all of the squares you can reach by counting up to the character’s range value.
11.3c “Regardless of Range”
Some effects state they work “regardless of range”. This effect would normally require
the target to be within the source’s range, but this special version does not.
If a game effect checks for other game elements or squares “within X squares,” the
affected game elements or squares must be within the indicated number of squares of the
source, counting in the same manner as done for range.
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.
Players can check the map to determine lines of fire at any time.
11.4a Source
The game element or square that the line of fire is drawn from is the source of that line of
fire.
The source is also the square used when determining effect “within range” or “within X
squares”.
A character can always draw a line of fire to itself or the square it occupies, even if doing
so would be otherwise illegal.. This line of fire still crosses through the terrain of that
square.
▪ A square occupied by a character not occupying one of the two squares you’re
drawing between
▪ Blocking terrain
If a game effects check to see if a target character or square is “within line of fire”, there
must be a non-blocked line of fire between the source and its target.
Some effects state they work “regardless of line of fire”. This effect would normally
require line of fire from the source, but this special version does not.
When a line of fire remains in squares along the same row, same column, or along a
perfect diagonal, it is a direct line of fire. A direct line of fire can be as little as one
square.
11.5 Targets
A “target” is game element or square that is either chosen by an effect that uses the word
“target”, has a line of fire drawn to it, or is otherwise attacked. Attacks always target and can
only target characters.
If an effect requires a character to draw line of fire and count range to a target, that character
must both count range and draw line to that target from the same square. (See 24.2 for rules on
multi-base characters.)
12 Attack Sequence
The following rules apply to both close and range attacks. You make an attack when effect instructs you
to “make a close attack”, “make a range attack”, or “make an attack” (your choice of either close or
range).
The character making the attack is referred to as the attacker, and the character(s) against which the
attack is made are called the target(s) or targeted character(s).
Attacks can only be made targeting characters and no other game elements.
1. Determine Targets
HeroClix Comprehensive Rulebook— updated 6.30.2023 Page 26
© WizKids 2023
2. Determine Attack Total
3. Determine Hits
4. Calculate Damage
5. Deal Damage
6. Resolve Knockback
7. Resolve Attack
First determine which characters are targeted by the attack. Every attack must have at least one
target. Some attacks may target multiple characters. If making a range attack, the character’s
range value is calculated during this step.
▪ A character can’t target a friendly character with an attack unless the effect specifically
says it can target a friendly character or the attack targets “all” characters.
Once all targets have been determined, you move on to determining the Attack Total.
Every character has a number of [BOLT]’s next to their range value. The number of bolts
is the maximum number of different targets the character may target with a single attack,
though it does not have to use that maximum.
When making a close attack against multiple targets, each target must be adjacent. When
making a range attack against multiple targets, each target must be within range and line
of fire.
Attacks that target “all characters” do not use the limit from bolts. Unless specified
otherwise, the attack still follows all other attack rules.
Once targets are determined; an effect may make a currently targeted character an illegal
target. If a target becomes illegal, you may not choose a new target for the attack unless
an effect specifies otherwise. If all targets of an attack become illegal and no further
targets are chosen, the attack immediately resolves.
Illegal targets are not considered to have been targeted by the attack for any effect.
This step will determine the attacker’s Attack Total, which is the value needed to see if their
attack succeeds. Once that has been determined, you move on to determining hits.
The attacker’s attack value and each target’s defense value are calculated first. This is
done before making the attack roll.
The difference between a target’s calculated defense value and the attacker’s calculated
attack value will be the minimum result needed on the attack roll for the attack to hit.
The attacker then rolls 2d6. Only one attack roll is made, regardless of the number of
targets of the attack
Effects that allow dice to be rerolled or replaced are used during this step. Reroll effects
must be used first, followed by effects that replace die, and then finally apply any effects
that otherwise alter the attack roll (such as effects that increase or decrease the result).
Once all effects that alter the attack roll are applied, the attack roll is “finalized.” A
finalized attack roll can no longer be altered by any effect.
The attack total is the sum of the attacker’s calculated attack value and the finalized
attack roll result. Effects that would alter the attack total are applied during this step.
Once all effects that alter the attack total are applied, the attack total is “finalized”. A
finalized attack total can no longer be altered by any effect.
To determine a hit, the attacker takes their finalized attack total and compares it to each target’s
calculated defense value. If the finalized attack total is equal to or greater than a target’s
calculated defense value, the attack “hits” and the target is considered “hit”. If the result is lower,
the attack “misses” and the target is considered “missed”.
Once hits and misses are confirmed, and all applicable triggered effects have been applied, you
move on to calculating damage.
Some effects will allow a target to “evade” an attack. This is determined before a hit is
confirmed. Evading an attack turns what would have been a hit into a miss instead. If an
attack would hit multiple targets, only the characters that evaded would be missed by the
attack. Any other targets would still be hit, assuming the attack could hit them.
If the finalized attack roll was a (dice must actually show s), all targets of the
attack become hit, even if the attack would normally miss the target. This is called a
critical hit. A critical hit increases the damage dealt by 1 to each hit target when dealing
damage.
If the finalized attack roll was a (dice must actually show s), all targets of the
attack become missed, even if the attack would normally hit the target. This is called a
critical miss. Resolve the attack normally (as if the attack missed all targets) and,
immediately after resolutions, deal the attacker 1 unavoidable damage.
12.3d “Becomes”
Some effects cause a character to become the target, or hit or missed target, of an attack
and use the term “becomes.” When this occurs, the affected character(s) automatically
become whatever the effect specifies and bypass any effects that would cause the attack
or hit or miss to be illegal.
The attacker now calculates the damage they will deal to each hit target. Missed targets are not
dealt any damage by the attack.
First, calculate the attacker’s damage value. Then, if you used bolts to target multiple characters,
you now divide and assign the attacker’s damage value between all hit targets. When dividing
the damage, you may assign 0 damage to a hit target, but all damage must be assigned. Damage
must be assigned with whole, positive numbers (A character cannot be dealt 0.5 or -1 damage,
for example.)
Once the Damage Dealt has been determined, you move on to dealing that damage to the targets.
After assigning damage to each hit target, apply any effects that increase or decrease the
assigned damage. The result is the damage dealt. The minimum damage that can be dealt
to a character is 0.
Effects that refer to the “damage dealt by the attack” or the “attack damage” find this
value and not any other damage that may happen during an attack.
Damage dealt from an attack using the attacker’s calculated damage value is called
normal damage. Normal damage may be penetrating (but not unavoidable), or the
damage may be divided up, but it is still normal damage.
Some attacks don’t deal normal damage and use the phrase “instead of normal damage.”
You deal the specified amount of damage, or apply the specified effect, instead of dealing
(or dividing) the attacker’s damage value to the target(s).
If multiple effects that do something “instead of normal damage” would apply, the
controller of the attacking character chooses one to apply and the others are ignored. That
player may only choose an optional “instead of normal damage” effect if all the “instead
of normal damage” effects that would apply are optional.
By default, damage dealt has no special properties. There are two damage types listed
below that do have special properties:
The attacker now deals damage to each target and each target takes that damage (damage taken).
The target’s dials are then clicked and then checked to see if they have been KO’d.
Note that the Deal Damage sequence takes place anytime a character is dealt damage, not just
during an attack. When damage is dealt outside of an attack, there are no more steps after this
one.
Once all applicable characters have taken damage (and KO’s have been resolved, you move on
to resolving any knockback. If there is no knockback to resolve, instead move on to resolving the
attack.
Damage Taken is the number of times that a character’s dial will be clicked. Once the
damage dealt has been confirmed, take that value and apply effects that reduce or
otherwise affect the damage taken, then finalize the damage taken.
Only one effect that reduces damage taken can be applied to a single instance of damage,
and the controller of the character taking damage decides which effect to use. Damage
taken can’t be reduced below 0.
When a character takes damage, you keep turning the dial until: it is fully clicked the
specified number of times, a KO click appears, or an effect instructs you to stop turning
the dial.
A character is not considered “damaged” by an effect unless its dial is actually clicked.
After a character has taken damage and its dial has been clicked, check if it has been
KO’d. A character is KO’d when it reaches a KO click or another effect specifies that it
has been KO’d.
When a character is KO’d, immediately remove it from the game and place it in your KO
area. That character’s action tokens are removed, its effects with durations expire, and
any game elements equipped to it become unequipped.
A KO’d character/game element is no longer part of your force or Sideline and can no
longer use effects, or be affected or referenced by other effects, unless that effect
specifically references it the KO’d character/game element or KO Area.
A character that “would be KO’d”, but wasn’t, is not considered to have been KO’d.
If multiple “would be” KO’d effects that would prevent the character from being KO’d
trigger, then only one effect can be used and the rest do not resolve as the character no
longer “would be” KO’d.
Effects that trigger when a character is KO’d and refer to the KO’d character’s square,
refer to the square(s) it occupied just before being KO’d.
12.6 Resolve Knockback
Some effects cause knock back. This represents a character being thrown backwards by a
forceful attack or power. The affected character will normally end up 3 squares away from their
current square.
There are two ways knockback can occur. Both ways follow the same knock back
sequence. A character can cause knockback by either having the KNOCKBACK
keyphrase or an effect will specify to knock back one or more characters.
Keyphrase: KNOCKBACK - When one or more characters take damage from this
character’s attack, you may choose to knock back all hit characters.
Some effects will cause knockback to happen outside of attacks. These effects still follow
the 3 square maximum distance unless they specify otherwise.
If knockback is caused due to the KNOCKBACK keyphrase, all affected characters are
knocked back after all applicable characters have clicked their dials due to damage taken
(but before the attack resolves). Otherwise, resolve the knockback when the effect
specifies.
A character that is knocked back is knocked back in a direct path (called the knockback
path) away from the character causing the knock back. To knock a character back, place
it into the first square along the path, and then place it into the next square along the path,
etc. Continue placing the character one square at a time in squares next to each other
along the knock back path a maximum of 3 squares away from its starting square unless
one of the things below occur that cause the knockback sequence to stop:
▪ The character is placed the 3 maximum squares or the specified number of squares.
▪ A character occupies the next square.
▪ A square of blocking terrain occupies the next square or a wall is in between the next
square (If the knockback path is diagonal, two walls along the intersection that would
prevent adjacency with the next square would stop the knockback path. See 16.8c).
▪ The next square would be past the edge of the map.
▪ The next square is a higher elevation than the current square.
▪ The previous square was a higher elevation.
For effects that check if a character was knocked back, they are considered knocked back
if the Knockback Sequence was applied to them, even if they did not leave their initial
square.
If a character’s knockback path is stopped before being placed the specified number of
squares and wasn’t stopped because a character occupies the next square in its knockback
path, immediately deal that character 1 damage. This is called knockback damage.
Characters also take 1 knockback damage if an elevated terrain marker they occupy is
removed or destroyed.
Knockback damage does not come from a character, and knockback damage never counts
for effects that check if a character “damaged” a character.
Some effects may prevent a character from being knocked back. For knockback during an
attack, check for these effects before the character clicks its dial. For all other knockback,
check for these effects just before knocking back the character.
Effects that prevent a character from being placed also prevent a character from being
knocked back.
Since knockback places the character, it is not considered moving the character for any
effect.
If multiple characters are knocked back simultaneously, resolve them one at a time
starting with any character that is farthest from the character causing the knock back.
If a knock back path would be something other than a direct path (i.e., not horizontal,
vertical, or a perfect diagonal) use the perfect diagonal path closest to the estimated path.
Once all the above steps have occurred (if applicable), the attack resolves. Some effects may
cause you to skip all parts of the attack sequence and immediately resolve the attack (such as an
attack becoming illegal).
13 “Golden” Rules
The HeroClix Golden Rules can’t be overruled by any effect, including those on cards that would
normally override the rules. An effect that would break one of these rules is ignored.
Whenever a combat value needs to be calculated, follow these steps in the order listed:
▪ Apply all replacement values that set the value to a specific number (i.e. – it becomes 6).
▪ Apply any replacements that multiply or divide that value (usually halving or doubling).
If there are multiple replacements of the same type, the active player decides the order. If the
result of calculating any value (combat or otherwise) is less than zero, use zero instead.
Two characters can’t occupy the same square. Any effect resulting in two or more characters
occupying the same square is prohibited. Any effect resulting in characters, markers, or objects
No effect can result in more than two action tokens on a character. If an effect would cause this
to happen, give the character action tokens until it has two and ignore the rest. You can’t choose
to use any effect that would cause your character to be given a third action token. If an effect
would give action tokens to a character, but you can give no tokens, you are not considered to
have given any action tokens to it.
If an effect says that a value (typically a combat value) has a “minimum” value and the result of
calculating that value would be less, use that minimum value instead. If an effect says that a
value has a “maximum” value and the result of calculating that value would be greater, use that
maximum value instead. In both cases, all replacements, modifiers, and increases/decreases
continue to apply, and only the final result of the calculation is changed.
If effects would apply both a minimum and maximum to a value, where a single number
can’t satisfy both (i.e. – a minimum of 10 and a maximum of 4), use only the maximum
number.
The Active Player is the player that is currently taking their turn. When order matters for effects
or choices that would resolve simultaneously, the active player’s effects resolve first. See 8.1h
for more information on resolving simultaneous effects.
14 “Silver” Rules
The HeroClix Silver Rules are similar to the Golden Rules, except that some special effects are allowed
to overrule them. The effects that do so specifically reference the Silver Rule they are breaking.
After the Beginning of the Game phase and until each player has finished their first turn,
characters have the Immune keyphrase unless they leave their starting area (which includes
starting squares).
Whenever the sum of all modifiers applied to a single combat value is greater than +3 or less
than -3, the sum of all modifiers is instead +3 or -3 respectively. All modifiers continue to apply
to the combat value, but their sum is changed.
This rule does not apply to replacement values, which can change the printed combat value by
more than 3 before any modifiers apply.
This only applies to combat values (Speed, Attack, Defense, Damage, and Range). Any other
value in HeroClix, (such as damage dealt or the result of d6 rolls), do not have this restriction.
15 The Map
A HeroClix game takes place on a map.
The default size map for a HeroClix game is 2 feet by 2 feet, or 16 squares along each side. Each square
is 1.5 inches. Some HeroClix formats use maps of other sizes (such as 2 feet by 3 feet). Some maps are
composed of individual tiles that form a larger map. For tournament play, the tiles must be assembled in
the intended 2' x 2' configuration of the same side of map where the column letters/row numbering are in
alpha/numerical order of the same map side.
Boundary lines on the grid of the map indicate different kinds of terrain.
15.1 Indoor and Outdoor Maps
HeroClix has three types of maps – outdoor maps, indoor maps, and outdoor/indoor maps. The
first two are self-explanatory, but the third kind is an outdoor map with a limited indoor area
indicated by yellow boundary lines.
There are no special rules for indoor or outdoor maps, but there are some effects that will check
the map type. Notably, characters may have powers or abilities permitting them to move through
outdoor blocking terrain, but not indoor blocking terrain.
Outdoor maps will have “(Outdoor)” indicated near the map name.
Indoor maps will have “(Indoor)” indicated near the map name.
Outdoor/Indoor maps will have “Outdoor (Indoor)” indicated near the map name.
Squares with a yellow boundary line represent indoor squares on an Outdoor/Indoor map.
A wall that shares an edge with a yellow boundary line is considered to be an indoor wall,
and therefore indoor blocking terrain.
The edges of a map are not walls by default, but may have a wall along them allowing them to be
walls.
Some game effects remove a character from the map without: KO’ing them; removing them
from the game; or placing them on the Sideline. These may indicate that they be placed on a
character card or just off the map. Typically, the effect that removes a character from the map
will specify how or when that character returns to the map.
If, before the character was removed from the map, it activated or triggered an effect with
a delayed resolution or trigger, the effect will still resolve. For example, if a character
activated the standard power Barrier and then is removed from the map, the markers will
remain and be removed at the beginning of your next turn.
Characters off the map clear action tokens as normal during the Clear Phase, but they
trigger no effects as a result.
The “Starting Area” for each player is the squares on the map edge along which that player set
up their characters during game set-up.
On older maps, Starting Areas are represented on the map by a purple boundary line (and may
include squares that are not on the map edge).
Unoccupied squares are any squares on the map that don’t have a character within it (occupying
it) and isn’t a square of blocking terrain. This is regardless of being clear, hindering, or having
objects or markers in it.
Some maps may have squares on them surrounded by an orange boundary line. These squares
have special properties that will be explained by rules printed on the map.
Squares that don’t have terrain are called “Clear Squares” or “Clear Terrain” and represent the
absence of terrain.
Hindering terrain represents an area containing trees, large furniture, debris, and other similar
items that might obstruct lines of fire. Hindering terrain is surrounded by a green and white
checkered boundary line. NOTE: some (typically older) HeroClix maps may indicate hindering
terrain with a solid green or white line.
If a line of fire drawn between a character and its target crosses one or more squares of
hindering terrain, the line of fire is considered “hindered”. This includes the square the
target occupies, but usually does not include the square the source is in.
In some rare cases, characters will have the ability to draw lines of fire from character
and squares other than themselves. If the source and the target are in the same square of
hindering, and the target is not the character drawing the line of fire, the line of fire is
hindered.
If a hindered line of fire is drawn during a range attack, modify the target’s defense +1
for the attack.
Blocking terrain represents an area containing buildings or large obstacles with the potential to
completely halt both a character’s path of movement and line of fire. Blocking terrain is
surrounded by a brown boundary line.
If an effect refers to a “piece” of blocking terrain, it refers to both squares of blocking terrain and
walls.
If a line of fire drawn between a character and its target crosses one or more squares of
blocking terrain, the line of fire is considered “blocked”.
In some rare cases, characters will have the ability to draw lines of fire from blocking
terrain. In such cases, the piece of blocking terrain the line of fire is being drawn from
doesn’t block that line of fire.
A blocked line of fire prevents a source from targeting its intended target.
16.4 Walls
Walls are a subset of blocking terrain that occupy the edges of squares instead of filling them.
They are indicated by thick black lines.
Each individual segment of a larger “wall” (in the general sense) is called a wall. Whenever the
term “wall” is mentioned, it means a single 1-square-long line segment on the map.
Effects that check for terrain “within X squares”, or close variations of, won’t include
walls that touch one of the identified squares only at a corner. They are only included if
they are along the edge of such a square.
Windows are a subset of walls that can have a line of fire drawn through them, but can’t
be moved through. Windows are indicated by dashed blue squares with a black outline.
Windows are considered walls (and therefore blocking terrain) for all effects, including
destroying it.
Doors are a subset of walls that block line of fire, but can be moved through. Doors are
indicated by dashed white squares with a black outline. Door are considered walls (and
therefore blocking terrain) for all effects, including destroying it.
Elevated terrain represents terrain at different levels above the battlefield. Elevated terrain is
surrounded by a red boundary line.
By default, elevated terrain is clear terrain, but may be hindering or blocking. Printed elevated
terrain can’t be destroyed. Game elements occupying elevated terrain are considered “elevated”
and their elevation level is the level of the elevated terrain they occupy. Game elements at
elevation level 1 (“grounded”) are not considered “elevated.”
If a character moves across the red line of elevation they must immediately stop moving,
unless they have Improved Movement: Elevated or moved through a transition square
when they crossed the red line.
Characters may make close attacks targeting characters that occupy the square that
borders the same transition square they occupy (i.e.: the two triangles of the transition
squares form a diamond shape).
Characters may ONLY make close attacks targeting characters in the same set of
transitions squares, NOT to squares that are on the other side of the elevated terrain
boundary at a diagonal to the square they occupy
Though characters may make close attacks across transition squares, squares at different
elevation levels are not adjacent for any other game effects.
A line of fire between two squares on the same elevation that crosses elevated terrain of a
higher level is blocked. Line of fire between squares on the same elevation is not blocked
by elevated terrain of that level or lower, though other terrain at that elevation level
affects it normally.
▪ Elevated terrain of any level higher than the lower elevation, except the square the
line of fire is being drawn to or from.
A line of fire between different elevations is hindered only if the target’s square is
hindering for line of fire purposes.
Squares along the boundary of elevated terrain that are next to squares of lower terrain
are “The Rim”. A character or square on the rim of elevated terrain can draw a line of fire
to, or have a line of fire drawn to it, from a different elevation.
A wall that shares an edge between two levels of elevation is considered to occupy both
levels of elevation and any elevation in-between.
Effects that refer to “characters adjacent to elevated terrain” are considered adjacent to
elevated terrain only if they’re next to a square of higher elevation.
Game elements larger than a single square can’t occupy squares of different elevations
unless an effect says otherwise (see 24.2c for the most common exception).
Water terrain represents streams, ponds, or other liquids. It is indicated by a blue boundary line.
Water terrain interacts with specific game effects but is otherwise considered clear terrain.
Transition Squares are also used to indicate doorways, openings and other passages from one
room or area of the map to another area of the map that is on the same elevation. In these cases,
the numbers in the triangle will be the same. When these squares are found along a yellow
boundary line it indicates changing from Indoor to Outdoor (or vice versa). When a character
moves through Transition Squares that are not at an elevation change (not along a red Elevated
boundary and the numbers in the triangle are both the same), they may move into these squares
at a diagonal.
16.7a Transition Squares and Placement of Terrain Markers During Game Set-Up
During game set-up, terrain markers may not be placed in Transition Squares.
When a character moves through Transition Squares that are at an elevation change
(along a red Elevated boundary and the numbers in the triangle are different), they may
do so without stopping their movement. When doing so, that character must move
through both connected squares (not at a diagonal).
Characters may make close attacks targeting characters that occupy the square that
borders the same transition square they occupy (i.e.: the two triangles of the transition
squares form a diamond shape).
Characters may ONLY make close attacks targeting characters in the same set of
transitions squares, NOT to squares that are on the other side of the elevated terrain
boundary at a diagonal to the square they occupy.
Though characters may make close attacks across transition squares, squares at different
elevation levels are not adjacent for any other game effects.
16.8 Intersections
In HeroClix, because the map is composed of a grid of squares, you often move diagonally
through an intersection between 4 map squares. You may also draw lines of fire that pass directly
through these intersections if your line of fire is a perfect diagonal.
16.8a Intersections and Movement
Moving through an intersection requires you to consider the terrain of the two squares to
either side of the point you are trying to move through (including walls along the edges of
those squares that also touch the intersection). Your character is considered to move
through the “side” of the intersection with the less restrictive terrain. For example, if one
side is blocking, and the other side is a higher elevation, but your character can ignore
one of those for movement, they can move through the diagonal unimpeded. If your
Drawing a line of fire through an intersection requires you to consider the terrain of the
two squares to either side of the point you are trying to draw a line of fire through
(including walls along the edges of those squares that also touch the intersection) and/or
characters occupying either of the two squares to either side of the point you are trying to
draw a line of fire through. The line of fire is considered to be drawn through the “side”
of the intersection with the least restriction to the line of fire. If that least restrictive side
is hindering for line of fire purposes, then the line of fire is hindered. If both sides would
block line of fire, then the line of fire is blocked.
Walls that meet at an intersection may prevent adjacency between squares. To determine
if walls block adjacency across an intersection, imagine moving a character from one
square (Square A) to the square on the opposite side of the intersection (Square B)
through only the adjacent squares. If a character could not move from A to B through
only squares adjacent to both A and B without passing through a wall or other blocking
terrain, then squares A and B are not adjacent.
A HeroClix character has the inherent ability to destroy blocking terrain (including walls) and
terrain markers (including objects). They all have access to the following actions.
CLOSE Destroy Action – CLOSE: If this character’s damage value is equal or greater
than the terrain’s Destroy value, destroy an adjacent terrain marker or piece of printed
blocking terrain. (This isn’t an attack.) If a terrain does not have a printed Destroy value,
the default value is 3.
RANGE Destroy Action – RANGE: If this character’s damage value is equal or greater
than the terrain’s Destroy value, destroy a terrain marker or piece of printed blocking
terrain that has at least one square within range and line of fire or a piece of printed
blocking terrain within range and line of fire. (This isn’t an attack.) If a terrain does not
have a printed Destroy value, the default value is 3.
When drawing a line of fire to a square of blocking terrain to destroy it, draw the line of
fire to the center of the square, and the line of fire is not blocked by the square you are
destroying.
When using CLOSE Destroy Actions to destroy walls, you can only destroy walls along
the edge of the square that the character occupies.
When using RANGE Destroy Actions to destroy walls, a line of fire must be drawn to the
center of the target square along the farther side of that wall. This line of fire must also
cross the nearer square along the edge of that wall. Both squares must be within the
character’s range. This line of fire is not blocked by the chosen wall, a character
occupying the target square, or if the target square is blocking terrain.
When a wall is destroyed, place debris markers in the two squares on either side of it,
unless those squares are blocking terrain. A destroyed wall no longer prevents adjacency,
blocks line of fire, or prevents movement. If both debris markers are removed or covered
with other markers, the wall is still considered destroyed. When a wall adjacent to
blocking terrain is destroyed, that square of blocking terrain isn’t destroyed and no debris
marker is placed on it.
If a terrain marker is destroyed, and later an effect would remove that terrain marker from
the map, remove any debris markers placed by the destruction of that terrain marker.
17 Terrain Markers
Terrain Markers represent items that may be found on a battlefield. Terrain Markers can include small
objects up to larger terrain features.
Objects are typically represented by circular-based markers. Objects are small enough that any character
can pick up, hold and use them when making an attack.
Larger terrain elements are typically represented by a square or rectangular base with the color-coded
border for the type of terrain it is. Terrain markers with a color border change the square(s) they occupy
into that type of terrain. These markers represent larger features on the battlefield that can only be
picked up, held or used in attacks by use of powers or other game effects.
Terrain markers may be referred to by either the type of terrain they are or the name of the power that
created them.
17.1 Objects
17.1a Standard Objects
Objects that have no special effects and the default terrain values are considered
“standard” objects. Standard objects have a point value of 0 points.
Objects are a sub-set of terrain markers, but they do not change the terrain of the
square(s) they occupy. To distinguish this, Objects typically have a round base and no
color border. Some older objects may have blue, purple, red, yellow, or white borders. If
using older objects with colored borders, make sure all players are aware the game
element is an object.
Game effects that reference or target terrain markers may affect objects.
Light Objects have a yellow ring around them and represent things a regular person could
lift, even if not easily (like a moderately full garbage can).
Heavy Objects have a red ring around them and represent things that only someone with
superhuman strength could lift (like a totally full dumpster or a small car).
Your starting force may include up to 3 Terrain Markers (even if they don’t meet the
requirements of 2.4d). They can be any mix of standard or nonstandard Terrain Markers. Terrain
Markers you include in your starting force or bring in from outside the game are considered
friendly to your force.
Standard terrain markers are any 1x1 square marker of Blocking, Water, Hindering,
Smoke, or Object terrain with the default terrain values (see 17.11c). Elevated terrain
markers, terrain markers that are larger than 1x1 square, or terrain markers with values
other than the default terrain marker values are nonstandard terrain markers.
If an effect generates terrain markers, or replaces game elements with terrain markers
from outside the game, that effect always generates or replaces with standard terrain
markers of whatever type it specifies, unless that effect says otherwise.
17.3 Terrain Markers and Changing Terrain of the Squares they Occupy
Non-object terrain markers with a color border change the square(s) they occupy into that terrain
type. While Objects are a sub-set of terrain markers, they do not change the terrain of the
square(s) they occupy.
With the exception of Elevated terrain markers (see 17.14c below), if multiple non-object terrain
markers are in a square, the most recently placed non-object terrain marker (which should be on
top) determines what type of terrain it is. The other non-object terrain markers exist below it but
don’t affect the terrain of that square or have any other special effect, except for an effect that
When placing Terrain Markers during game setup, they must be placed outside of starting areas,
can’t be placed in Transition Squares, and can’t be placed on blocking terrain or other terrain
markers.
Terrain markers can’t be placed on Special Terrain or within Orange or Dotted Orange Boundary
lines unless the squares the markers would be placed in are clear squares.
When placing terrain markers during the game, they may not be placed in blocking terrain.
Multiple markers may be placed in the same square and are placed on top of previous markers in
that square. Markers have no effect on walls that are along the edge of a square with the marker.
Markers larger than a single square may not be placed in squares such that a wall is along an
interior square edge that would be covered by the marker.
All characters have the inherent ability to pick up objects. Anytime an object or terrain marker is
picked up, it becomes held.
Characters that can use the standard power Super Strength can pick up terrain markers that are
not objects.
Once per move, a character can pick up an object (or terrain marker) in a square they move
through, or a square adjacent to one they move through. A character may move 0 squares but still
pick up an object from the square they occupy or an adjacent one.
A character can hold only one terrain marker (including objects) at a time. When a terrain marker
is held by a character, it is considered off the map and can only be affected by effects that specify
held objects or terrain markers, or by effects that reference that specific marker (such as Barrier
removing the markers it generates at the start of the next turn). It is not in the square the
character occupies and it is not adjacent to the character holding it, though if that terrain marker
has any special effects it considers itself to occupy any squares of the character holding it for the
purposes of those effects.
If a character holding a terrain marker is KO’d or loses Super Strength (while holding a terrain
marker) the character immediately puts down the marker so that at least one square of the marker
is in an adjacent square (or a square adjacent to the square they last occupied if they are KO’d).
If the marker can’t be legally placed, it is immediately destroyed and replaced with debris
markers wherein one debris marker is placed in the square the character occupies/occupied. If the
terrain marker was larger than one square, debris markers are placed for each square of the
marker in the same configuration as the marker (the player friendly to the destroyed terrain
marker can choose the orientation) with at least one debris marker placed in the square the
If an effect requires that a character not be holding an object or terrain marker, that character
can’t pick one up or be holding one while that effect is being used.
A held terrain marker does not join the force of the character holding it (if it was an opposing
terrain marker).
A character holding a terrain marker cannot carry other characters or be carried by other
characters. A character that declared a carry as part of their move cannot pick up a terrain marker
during that move.
If a held marker is removed from the game, the character that was holding it is no longer
considered to be holding a terrain marker.
Once per move, a character can put down a terrain marker in a square they moved through, or a
square adjacent to one they move through. A character may move 0 squares but still put down a
held terrain marker.
During a move, a character may either pick up an object or other terrain marker or put one down,
but not both.
A terrain marker’s range value is indicated by the [BOLT] symbol. This is the range a
character can use to target an opposing character during a RANGE Terrain Action.
A terrain marker’s damage value is indicated by the [BURST] symbol. This value is
represented by two numbers. The first number (before the “/”) is the damage that the
terrain marker will deal when used in a RANGE Terrain Action. The second number
(after the “/”) is a modifier to a character’s damage when the terrain marker is used in a
CLOSE Terrain Action.
17.9d Terrain Marker Destroy Value
Terrain Markers can be destroyed using CLOSE/RANGE Destroy Actions. When using a
RANGE Destroy Action, line of fire is not blocked by a character occupying the same square as
the terrain marker. You do not place debris markers when destroying an object. If a terrain
marker is larger than one square, if any square of it would be destroyed the entire marker is
destroyed.
17.11 Using Terrain Markers in an Attack
A character can use a terrain marker during an attack. This is done through the inherent abilities
CLOSE Terrain Action and RANGE Terrain Action, (informally called Terrain Attacks). Either
way, a terrain marker used in an attack is destroyed after the resolution of the attack.
Characters can only use a terrain marker in an attack if they could be given either a CLOSE or
RANGE action to activate a Terrain Action, not anytime they make an attack during other
actions or triggered effects.
Characters can’t carry other characters and hold a terrain marker (including an object), if they’ve
decided to carry, they can’t pick up terrain markers (including objects) during their move.
Terrain markers (including objects/equipment) that start the game equipped to, or held by, a
character do not have their point values count toward your build total and do not count toward
your terrain limit during force construction.
Hindering terrain markers are placed on the map during game set-up and/or generated by
powers/character effects. Hindering terrain markers have a green and white boundary line
and convert the square(s) they occupy into hindering terrain.
Hindering terrain markers that are not Debris or Smoke markers may be destroyed and
used in CLOSE/RANGE Terrain Actions.
Blocking terrain markers are placed on the map during game set-up and/or generated by
powers/character effects. Blocking terrain markers have a brown boundary line and
convert the square(s) they occupy into blocking terrain.
Elevated terrain markers are placed on the map during game set-up and/or generated by
powers/character effects. Elevated terrain markers have a red boundary line and convert
the square(s) they occupy into elevated terrain –or– convert the square(s) they occupy
into elevated terrain of a different elevation if placed on elevated terrain.
The boundary line of the elevated terrain marker will have red triangles with a numerical
modifier (like +1) that shows how many levels of elevation are added to the elevation
under the elevated marker. Squares on the marker with a red triangle, as well as squares
off the marker that share an edge with the red triangle, are considered to be Transition
Squares, as per 16.7b (for as long as the terrain marker stays in that position/orientation
so that those squares continue to share an edge).
If a character occupies a square of an Elevated terrain marker and that marker is picked
up, destroyed, or placed in a square that character doesn’t occupy, the character remains
in their square and, after resolutions of the action, is dealt 1 damage (see 12.6e).
If another non-object terrain marker is placed in a square with an elevated terrain marker,
that square remains elevated while its terrain type is changed to match the topmost terrain
marker.
Debris markers are generated when terrain is destroyed and by powers/character effects.
The back side of terrain markers is its “Destroyed” side. When a nonstandard terrain
marker is destroyed, it is flipped to its “Destroyed” side and is now considered a Debris
marker.
Smoke markers are generated by powers/character effects (most notably the standard
PAC power of Smoke Cloud).
A smoke marker makes the square it’s placed into hindering terrain. In addition to their
effect described in the PAC, smoke markers are considered a hindering terrain for
purposes of game effects that key off hindering terrain (most notably providing a defense
bonus when a line of fire crosses it during range attacks), but can’t be picked up, held,
destroyed or used in CLOSE/RANGE Terrain Actions.
Water terrain markers are placed on the map during game set-up and/or generated by
powers/character effects. Water terrain markers have a blue boundary line and convert
the square(s) they occupy into water terrain. Water terrain markers can’t be picked up,
held, destroyed or used in CLOSE/RANGE Terrain Actions.
Barrier markers are generated by powers/character effects (most notably the standard
PAC power of Barrier).
A barrier marker is a marker that is created by the standard power Barrier (and other
game effects that specifically call for barrier markers). A barrier marker makes the square
it’s placed into blocking terrain, and otherwise follows the rules for blocking terrain
markers (including default terrain values).
Some game effects instruct players to generate “Special” markers or markers with a
specific name given in the effect. The effect of these markers is explained in the game
effect that generates them. If the game effect indicates that the marker is a type of terrain,
then that marker also follows all rules for that type of terrain marker. If no terrain type is
given in the effect that generated the marker, the marker is not a terrain marker.
18 Powers
Characters have powers that let them activate or trigger effects, and/or contain passive effects. All
standard powers are explained on the PAC.
Standard Powers are listed in the Powers and Abilities Card (PAC). Standard powers have a
corresponding-colored square printed on the combat dial and are of the same combat type (speed,
attack, defense, or damage) as the combat value they surround. Standard powers may be granted
by name through other powers or abilities and in that case there would not be a corresponding
colored square.
18.2 Special Powers
Special Powers are described on a character’s card. Special powers have a corresponding, black-
bordered white square and are of the same combat type (speed, attack, defense, or damage) as the
combat value they surround. Special powers may alter the way in which a standard power works.
Special powers only alter the standard power by those specified effects, and all other parts of the
standard power are unchanged.
18.3 “Combat Type” Powers
Some effects refer to a type of power (speed, attack, defense, or damage). When an effect refers
to that type of power, it refers to both the power currently displayed in the applicable slot of the
combat dial and any standard powers of that type listed on the PAC.
If an effect refers to a “standard ‘type’ power” (where ‘type’ is speed, attack, defense, or
damage) it is referring to the standard powers of that type as listed on the PAC.
A power on a dial is “revealed” any time that a power becomes visible through the dial window,
even while turning the dial, and regardless of whether it’s healing or taking damage. The same is
true for clicks.
If an effect triggers on a reveal, apply that effect even if you have turned the dial past the
revealed power (or click). Multiple reveals can occur with one turn of the dial, resulting in
multiple triggers. When a power says, “first revealed” it only triggers the first time that it was
revealed that game.
When a special power that includes the STOP keyphrase (commonly referred to as a
“STOP click”) is revealed, it prevents the dial from turning further.
If a character is able to copy and use a standard power from another character, the copying
character uses the standard version of that power regardless of what additional effects the
character they copied it from has applying to that standard power. If a character can copy a
special power, that includes any additional effects including restrictions.
When an effect refers to a “standard power printed on [Character]’s card” that power must be its
own standard power (with "gem") and not a standard power granted by a special power, trait or
team ability. This standard power can be one that is printed anywhere on that character's card
(i.e. the standard power does not have to be currently showing in the dial window).
19 Abilities
Abilities can be granted through many different effects. Some are granted by symbols a game element
has printed on its base. Abilities include any game text on a HeroClix card that isn’t a power (meaning it
doesn’t have a corresponding square on the dial, like standard and special powers do).
▪ Inherent Abilities
▪ Trait Abilities
▪ Improved Abilities
▪ Team Abilities
▪ Keyphrase Abilities
If an ability is ambiguous in type, assume it is a trait ability.
19.1 Inherent Abilities
Inherent abilities are not indicated or granted by anything. These are abilities characters can
always use and are explained on the PAC. These abilities are always available unless an effect
says you “can’t use” either them or the actions or instructions they consist of.
Trait abilities (also called traits) are indicated by a star symbol on the figure’s base. They
typically grant standard powers and other effects that a character always has access to. They are
explained on the character card next to a trait star. They are “always on”, but usually only apply
to specific situations.
Point Value Traits are a special kind of Trait Ability. Point Value Traits are abilities that
can only be used when the game element is added to a starting force at a specific point
value. This is indicated by a point value listed underneath the star symbol next to that
trait ability.
Optional traits are trait abilities that only exist if the player chooses to pay the additional
cost as indicated on the HeroClix card underneath the star symbol when adding the
character to your starting force. Unlike Point Value Traits, Optional Traits are indicated
by a white star within a black background. The point value also has a plus or minus
symbol (+/-) in front of it. This additional cost can be paid only once and does not
Improved Abilities let a character move or target in ways they normally can’t.
These abilities help a character move or target more easily and are indicated by an “Improved”
symbol on the character’s base. The character’s card will let you know if they have improved
movement, improved targeting, or both. Improved movement abilities have the symbol.
Improved targeting abilities have the symbol.
Team Abilities are indicated by a full color symbol on a character’s base. They are often
described on the character card. Characters can use the Team Abilities they have on their dial.
A team ability that is a “Wild Card” allows characters to copy team abilities from other
friendly characters. Wild Card does not grant the team ability symbol, only use of that
team ability. An effect looking for a specific team ability symbol would not find a Wild
Card using that symbol’s team ability. Once chosen, the team ability copied by Wild Card
can continue to be used by that character even if no other friendly characters are able to
use the team ability anymore (such as if they’ve all been KO’d).
FREE: Choose a team ability that a friendly character can use (that isn’t Uncopyable).
This character can use the chosen team ability until you choose again. Uncopyable.
NOTE: On older figures, powers or abilities that grant “Wild Card” grant the above
effect. On newer figures, the effect is written out as above.
19.4b Uncopyable
Some team abilities will have the term "Uncopyable" at the end of their text. If a team
ability states that it is “Uncopyable”, then it can’t be copied by the Wild Card team
ability.
Keyphrase Abilities, also called “keyphrases,” may be indicated by symbols on the base but they
may also be granted by other powers and abilities. They are explained on the PAC.
▪ As part of an optional triggered effect, choosing to do it (usually written as, “you may”).
Even if an effect is worded to say “you” it’s always the character with that power or ability that’s using
it, not the player.
A character can use a specific power or ability if it is visible through their combat dial slot
(powers) or available through a symbol printed on their base (abilities). Inherent abilities, special
powers, and trait abilities on a HeroClix card may also grant the use of powers or abilities that a
character can use.
If a special power lists a restriction on using a standard power, you only can use that standard
power if you meet the restriction. Similarly, some effects allow a character to choose a standard
power (sometimes an ability) to use among several choices. The chosen power or ability is not
something the character can use until it is chosen.
20.3 Durations
Some effects persist even after an action or triggered effect has resolved. The length of time
these effects last is called a duration. Durations “expire” when the condition for ending them is
met or the power/ability that granted them can’t be used or is lost. Durations can be identified in
the following ways:
• Any effect that says “until” is setting up a duration. “Until your next turn” and other turn-
duration effects are common, but “until this character clears action tokens,” or “until this
character moves,” or “until you activate this power again,” or many other durations are
possible. “Until” is the primary, and by far most common, means to indicate a duration.
• “this turn” is a shorthand phrase that means “until the end of this turn.”
• “for the rest of the game” or “this game” is a duration that means “until the end of the current
game” (and is assumed to include the phrase “even if lost”).
• “as long as” is a conditional duration that means “until a specific thing changes.”
An effect with a duration that is lost or can’t be used immediately ends its duration unless
specifically stated otherwise.
Two distinct but related things can happen to stop effects from being used, being “lost” or “can’t
be used.” Power or abilities that are lost or that can’t be used:
▪ Can’t
o Can’t use…
o …can’t be given a POWER action.
o …can’t move.
▪ Lost
o A character clicks off of the click showing a power to one not showing that
power.
o The game element granting that power or ability to the character is KO’d.
Note that the above are just some examples and not a full list.
When something can’t be used, this prevents the use of all parts, including active effects, passive
effects, granted abilities or keyphrases.
If a power or ability can’t be used, a character can’t use it in any form, whether it’s displayed on
their combat dial, or granted in another way (from another game element, from a trait, etc.).
If a character chooses a power for an effect, and the effect that lets them choose that power can’t
be used or is lost, then any powers that the character chose are lost as well.
Losing a power or ability is distinct from “can’t use” in that it typically is caused by something
happening to the character rather than an effect preventing the use of a power or ability.
If a power is showing on your dial, but is no longer showing after clicking the dial, the
power is lost.
If a character/game element is KO’d all powers and abilities it could use are lost.
If a character was able to use a power or ability that was being granted by another
character’s effect and that character can no longer use or loses that effect, the granted
power/ability is lost.
20.6d Lost Effects and Tokens/Markers
Tokens given to HeroClix characters or markers placed on the map are not normally
removed when the effect that granted them can’t be used or is lost. The effect that granted
the token or marker will tell you when and how to remove it.
The phrase “even if lost” allows some effects with durations to persist even if the power
or ability that granted the effect can’t be used or is lost. In this case, the effect does not
end and the effect still applies.
For the rest of the game is a duration that implies “even if lost or can’t be used.”
If a character has multiple different ways to use the same power or ability, they can only use it
once. For example, if the character can use the standard power Super Senses from multiple
sources, the power will only trigger once.
When a character can activate a standard power or ability more than once, that character’s
controller must choose which version they’re using and can’t combine any special effects
(bonuses or drawbacks) associated with using that specific power or ability. They must choose
only one version to activate and use.
If a character triggers the same standard power more than once simultaneously, its controller
chooses which version triggers and the rest do not.
If a character wishes to use the same passive standard power or ability more than once
simultaneously, its controller chooses which version they will use and the rest are not used.
HeroClix Comprehensive Rulebook— updated 6.30.2023 Page 55
© WizKids 2023
20.7a Effects Tied to Standard Powers
If an effect both grants the use of a standard power and an additional effect tied to the use
of that standard power, that additional effect only applies when the standard power is
used through that effect. As an example, if a special power says “Super Senses,
Toughness. When this character uses Super Senses, increase the result +1.”, they will
only increase the result by +1 if they use Super Senses from that special power.
Conversely, if a power reads “Super Senses, Toughness. // When this character uses
Super Senses, increase the result +1.”, the +1 will apply to any use of Super Senses
because the // denotes it as being a separate effect in that power.
A power or ability is the same as another if it has the exact same name and text barring pronoun,
name, or keyword changes. A standard power is the same as any other instance of that standard
power, even if they are granted as part of a special power or trait with a different name and have
modifications.
Some powers, abilities, and effects have special requirements that must be met in order for a
character to have access to them.
If a power or ability begins with “if”, or “if” is the first word after the action or trigger,
that power or ability can only trigger if that condition is met. If the condition is not met,
the action or triggered effect resolves with no further effect.
If an effect specifies “you may” and “if you do” as part of its text, and you are able to
make the choices that corresponds to the “if you do” and do so, then you are able to use
the part of the effect following “if you do” regardless of other effects.
Powers and abilities are written a certain way to help players easily determine what parts of the
effect are activated by actions, are triggered, and are passive.
If a power or ability contains a triggered effect (beginning or end triggered effect, or after
resolutions triggered effect) everything after it is assumed to be part of that triggered
effect. This may include other triggered effects, passive effects, or actions given “as
FREE”.
If a power or ability has one or more lists of Improved symbols, team symbols, standard
powers, or keyphrases at the beginning of it followed by a period, it is assumed that
character can use these powers or abilities normally. If one of them is instead part of a
separate sentence with additional game text, the character can’t use it normally, but only
in the way specified.
21.1e “//”
Characters can be one of four different sizes indicated by the damage symbol they have.
Characters can be one of four different sizes indicated by the damage symbol they can
use (in order of smallest to largest size):
▪ Tiny [ ]
▪ Standard [ ]
▪ Giant [ ]
▪ Colossal [ ]
▪ Break Away: Larger characters succeed on a result of [3]-[6] when breaking away
from only smaller characters. Automatically breaks away from characters that are
two sizes smaller.
A character can never have more than one damage symbol or size simultaneously. When
a character can use a new damage symbol, that symbol replaces its most recent damage
symbol and it becomes that new size.
A character that replaces its damage symbol (therefore changing sizes) gains any
keyphrase abilities associated with the new damage symbol and loses any associated with
the old one.
21.3 Rerolls/Rerolling
Some effects allow you to reroll one or more of the d6 used in a roll. When you reroll, the
original roll is set aside as if it doesn’t exist. No effects can trigger off the result of the original
roll. Players always physically reroll their own rolls, regardless of whose effect forced the reroll.
Any d6 or 2d6 roll made during the game can be rerolled unless it says it “can’t be
rerolled”. Rolls that use dice that aren't d6's can't be rerolled.
21.3b Multiple Rerolls
If both players have effects that can force a reroll (or otherwise similarly change the roll
of a die), the active player gets the first chance to reroll, followed by the opponent. If
either player rerolls, this process is repeated until both players decline to do so.
Some effects allow you to replace a die result with another die result. These effects can only be
done after both players choose not to reroll the result (if applicable). When a die is replaced, the
replaced die is removed from play (and returned to the owner of that die). If a die in a roll is
replaced, the result of the roll is changed to reflect the new result with the replaced die. If both
players have effects that can replace a die, the active player gets the first opportunity to replace
any dice, followed by the opponent. If either player replace dice, this process is repeated until
both players decline to do so.
Some effects instruct you to give a character a “named” token. These are not the same as action
tokens. When a character is given a named token, by default it is placed on its character card.
When one is removed, by default it is removed from the same character card.
Named tokens are always specific to a character, even if other tokens in the game share the same
name. If more than one character gives the same named token, players must track which named
tokens were given by each character.
Some effects allow you to “generate” a game element. When an effect tells you to generate
something, by default it comes from outside the game unless the effect specifies it comes from
your Sideline. The effect will specify exactly what game element you will generate.
Generated game elements are always specific to the game element whose effect brought them
into the game even if the generated game elements share the same name. If more than one
character generates the same game element, players are required to track which game elements
were generated by which.
By default, a generated game element is placed adjacent to the game element whose
effect brought it into the game. Such an effect may instead specify where on the map to
place it.
If an effect allows you to generate more than one game element, they are not placed
simultaneously. They must be placed one at a time.
Some effects that allow you to generate might have a restriction on the number of that
game element that can be on the map at one time. If so, it will use the keyphrase [MAX
X] (where X is a number).
This restriction only applies to the specific game element that did the generating. For
example, if you play three copies of the same character that can generate a bystander that
has [MAX 2], each of those characters can have two of those bystanders on the map (so
there may be a total of 6 of those bystanders in play).
By default, when a game element generates one or more other elements, the generated
game elements are friendly to the force the game element that generated them started the
game on. If an effect states that an opponent will generate something, by default that
game element is friendly to their force (and opposing to yours).
21.7 Attach
A game element may become “attached” to another game element. The attached game element is
“off the map” and is removed from the game when the game element it is attached to is KO’d.
A game element that is “removed from the game” is treated like it has been KO’d in all ways
(including scoring normally), except it does not trigger effects that check if a game element was
KO’d or count for effects that look for KO’d game elements.
Game elements that normally can’t be KO’d can still be “removed from the game”.
21.9 Character Names in Game Effects
When an effect looks for a character’s name, the name (excluding anything in parentheses) must
match exactly to the name the effect is looking for. Character names are not case-sensitive. For
example, an effect referring to a character named “Rob” would not work on a character named
“Robert,” “Mr. Rob,” or “Robot.”
Abbreviated titles are considered the same as their long forms for determining a
character’s name. For example, Mister Wonderful and Mr. Wonderful are the same.
Most powers or abilities on a character’s card use that character’s name within the game
text. If so, that effect only refers to that specific character and not any other character
with the same name, even ones with the same name, set symbol, and collector number.
These powers and abilities are self-referential.
Some effects will look for specifically named characters and state something like
“characters named [character name]”. In this instance you would check for all applicable
characters with that name within the designated area (within range, on the map, etc.)
When a character copies another character’s power or ability, it’s assumed that all self-
referential text now references the name of that character that has copied that power or
ability.
Some effects will look for the “highest point character”/ “character with the highest point value,”
or “lowest point character”/ “character with the lowest point value,”. This is a single character
whose point value is highest or lowest.
If the effect checks for characters (plural) instead, it can find and apply the effect to all
applicable characters.
If all characters on a force are the same point value, they are both the lowest and highest
point value on that force. The same is true if all characters on the map, Sideline, or KO
Area are the same point value.
Some effects restrict how many times they may be used. Most commonly, they’ll say “once per
turn” or “once per game.” An effect that can only be used once per turn or game can’t be used by
that character again (in that duration), even if it’s on another force, is later granted that same
effect from another source, returns from being off the map, or loses that ability and regains it.
Effects may modify the limits on how many times other effects are used.
Certain effects allow a character on your force to be replaced with one or more characters from
your Sideline. These effects always use the word “replace.” When characters are replaced, the
character on the map will be swapped with one or more characters from your sideline.
21.12a Replacing Rules
▪ If the replaced character had action tokens, each replacement character is assigned the
same number of action tokens. If the replacement effect caused an action token to be
given, the replacement character is considered to have received the action token.
▪ If the replaced character was given a costed action this turn, then the replacement
character is considered to have already been given a costed action this turn. The same
is true for having been carried.
▪ Replacement characters begin on the same click number as the replaced character
unless otherwise stated.
▪ Replacement characters must occupy at least one square that was occupied by the
replaced character.
▪ Players may only replace a character that began on their starting force or starting
Sideline.
▪ Objects held by the replaced character are put down in one of the squares they
occupied.
▪ Replacement characters can’t be an exact match for the replaced character (same
name, same set symbol, and same collector number).
▪ Characters that begin the game on your starting force but go to the Sideline may still
be used as a replacement.
▪ You can’t activate an optional effect that would replace a character if the replacement
character can’t be placed into one of the replaced character’s squares or a square the
effect otherwise specifies. Non-optional effects may do so, and an opponent chooses
squares for the replacement to occupy, per the Rule of Occupancy.
▪ If a single character is replaced by more than one character, the two carry-over effects
from the beginning of this section apply separately to each replacement character.
When one or more characters replace a character, and all of that character’s replacement
characters are KO’d, score victory points equal to the point value of the replaced
character or the total point value of the KO’d replacement character(s), whichever is
greater.
Certain effects may instruct a player to flip a coin. A coin flip can either result in a Heads or
Tails. A coin flip cannot be reflipped by effects that reroll dice, even if the effect is replacing a
dice roll with a coin flip. If a player does not have a coin, they may roll a d6 in its place, where a
even result is Heads and an odd result is Tails. A d6 rolled in this way is still considered a coin
flip and not a d6 roll, and cannot be rerolled by effects that reroll dice or have its result changed
by effects that change or adjust the results of dice.
After moving, there must be a legal square to place the carried character. If there isn’t, the
carried character can’t be placed, will remain in the square it was in, and will not be considered
to have be carried.
Colossal Stamina is a retired game term, previously granted by the colossal symbol. The colossal
symbol no longer grants Colossal Stamina, but figures that can use Colossal Stamina from a trait,
special power, or other ability are considered to have the following:
“This character can be given a costed action even if it has two action tokens and does not
receive an action token for that action. After resolutions, immediately deal it 1 unavoidable
damage and don’t clear its action tokens this turn.”
Characters that are adjacent are still able to be targeted, as they are also within 1 square and line
of fire.
22.4 KNOCKBACK
A character may gain KNOCKBACK from multiple sources, but there’s no effect from having it
more than once.
The knock back caused by the KNOCKBACK keyphrase is always optional. If more than one
target is hit, all of them or none of them are knocked back (they can’t be picked for knock back
individually).
22.5 Passenger: X
A character with an effect that grants them [ : 0] can't use the Carry ability.
PROTECTED (in all capital letters) can be found on older figures but has since been replaced on
newer figures with SAFEGUARD. PROTECTED (in all capital letters) is functionally equivalent
to SAFEGUARD. [NOTE: this version of PROTECTED must be written in all capital letters to
be equivalent to SAFEGUARD].
22.8 Autonomous
A character with Autonomous ( ) may be given a costed action, even if the number of costed
actions already given is equal to the Action Total.
22.9 STOP
For STOP, note that the effect does not increase or decrease the result of the d6 roll to heal, only
the healing itself. If Regeneration is used and a result of 1 or 2 is rolled, the character normally
would not heal.
The Protected (Outwit) and Protected (Pulse Wave) that STOP has will apply to all effects within
the special power that STOP is part of.
A character may have multiple UNIQUE MODIFIERs applied to them, even on the same combat
value, at the same time as long as each is from a different effect. An effect is considered different
even if the text is identical, as long as the power or ability granting the effect has a different
name.
A character can only benefit from a specific UNIQUE MODIFIER effect once, even if the affect
allows a choice of modifiers. For example, if the effect states “choose to modify attack +1 or
damage +1” and attack +1 was chosen, characters could not benefit from the effect if another
character with the UNIQUE MODIIER chose damage +1.
Keywords are special descriptors that help categorize a character and may allow a character to
synergize with other similarly keyworded characters. Keywords are located on a character’s card,
under the character’s name.
23.1a Named vs. Generic Keywords (RETIRED)
A keyword can be generic or named. Generic keywords appear on the character card in
italics. Any keyword that is not generic is a “named keyword” (and won’t appear in
italics).
NOTE: This rule has been retired. Some old figures may refer to “named” or “generic”
keywords, but the distinction has been removed from modern HeroClix figures.
If a character gains or loses a keyword, it does so for the rest of the game even if that
effect (granting or removing the keyword) is later lost, or until that character goes to your
sideline or is removed from the game (such as by being KO’d).
Themed teams are forces of HeroClix characters that have experience working together or
common fighting styles and have extra synergy. This familiarity is represented by them sharing a
keyword.
In order for a starting force to become a themed team, when you reveal your force during
step 1 of Game Setup, you must choose a single keyword that all characters on your
starting force share. If all your characters share more than one keyword, pick only one.
Once a Starting Force becomes a Themed Team, it remains so for the remainder of the
game, regardless of KO’s, replacement characters, gaining or losing keywords, etc.
When rolling to decide who will be first player during Game Setup, each player with a themed
team adds 3 to their 2d6 roll.
24 Special Characters
This section describes some special characters in HeroClix. These are all still characters and follow the
same rules as normal characters except as indicated.
The text for the general rules for the special characters listed here (such as the general rules for Vehicles
and Title Characters) supersedes their printed text.
24.1 Bystanders
Bystanders are characters with combat values but no combat dial, therefore they cannot click. A
bystander can’t be healed, and if it takes any damage, it is KO’d. Most bystanders are generated,
but some are separate game elements with point values.
▪ A generated bystander listed on a game element’s card that specifies its combat values,
and can be represented by any small object that all players agree on.
Bystanders don’t have starting lines, click numbers, or non-KO clicks. They would not trigger or
count for any effects that reference those game terms. A bystander’s single “click” is considered
its starting click.
Multi-Base Characters have a base that takes up more than one square. They can be:
A multi-base character occupies all of the squares its base occupies. Multi-base characters can’t
be knocked back.
A character with a 1x2 base can be oriented in any two adjacent squares, including
diagonally across an intersection. A multi-base character that occupies more than two
squares is only allowed to be oriented horizontally or vertically and can’t ever be oriented
diagonally.
24.2b Multi-Bases Characters and Adjacency
A multi-base character is adjacent to each square adjacent to the squares its base
occupies.
Squares on opposite sides of a 1x2 “Peanut-base” character are not adjacent to each
other— specifically meaning when a peanut-base figure is on the diagonal such as
occupying squares A1/B2 characters and game elements in the opposite diagonal squares
of A2/B1 would not be considered adjacent to one another.
A multi-base character can occupy squares of different elevations if it has the Flight
keyphrase, or is Colossal or Giant sized. This doesn’t change the elevation of such
squares.
24.2d Moving Multi-Base Characters
When a multi-base character moves, choose one square occupied by the multi-base
character to begin movement. The character moves as if it is a single-base character
moving from the chosen square. All squares of the multi-base character must be able to
be placed in legal squares for movement to end.
When moving a multi-base character, other than the square of the base chosen to be used
for movement, none of the other parts of the base are considered to have moved. Each
other square of the base must end up within a number of squares away from where it
started equal to or less than the number of squares moved by the chosen square.
When drawing a line of fire to a multi-base character, the source can choose to target any
one square occupied by the multi-base character. Other squares of the same multi-base
character do not block this line of fire.
Multi-base characters block line of fire in all squares it occupies if it is not the character
the line of fire is being drawn to.
When a multi-base character draws a line of fire to multiple targets, each target may have
a line of fire drawn from a different square of that multi-base character.
24.2f Multi-Base Characters with Multiple Dials
Multi-Dial characters are a subset of Multi-Base characters. These characters have more
than one combat dial, with point values associated with each.
When a multi-dial character’s starting combat dial (based on the point value they’re
played at) shows KO clicks, the character is not KO’d and instead begins on the next
highest point combat dial. The character’s point value is always equal to the point value
when it was added to that player’s starting force. Damage does not carry over between
combat dials. When a KO is revealed on the lowest point combat dial, the character is
KO’d.
Characters that have a single large number on a click instead of any combat values or KO clicks
are Countdown Click Characters. The clicks with the large numbers are countdown clicks. Refer
to the character’s card for their rules on using their countdown clicks. A character can’t be
healed onto a countdown click unless their effect specifically says they can be.
A character on a countdown click can’t be moved, placed, targeted, attacked, given an action,
given an action token, damaged, or healed, unless an effect specifies otherwise.
If a character with the countdown clicks is off the map for any reason other than its own
countdown click effect, its countdown clicks are considered KO clicks instead.
24.4 Vehicles
▪ Can’t use inherent object abilities such as object pick up, or object attacks.
▪ Can’t be carried.
▪ Can’t be assigned resources unless the resource is part of that Vehicle’s dials and/or card.
▪ Can’t be given actions unless they have a pilot or have the Autopilot ability.
▪ Can’t change size. Ignore abilities or effects that would change a vehicle’s size.
▪ Generates a standard heavy object in a square it occupied when it is KO’d. Place the pilot
in or adjacent to that square and roll a d6. - : Deal the pilot 2 unavoidable damage.
-
: Deal the pilot 1 unavoidable damage.
▪ If the Vehicle has no pilot, friendly standard characters adjacent to it have: “POWER:
Become this vehicle’s pilot.” Place the pilot onto the Vehicle’s character card. A
character is only a pilot as long as it’s on the vehicle’s card due to an action that made it
the pilot.
▪ If the Vehicle has a pilot, it has: “POWER: Place the pilot adjacent.”
▪ If the Vehicle has a pilot, it has: “FREE: Replace this vehicle’s attack, damage, and range
values with those printed values of its pilot until your next turn.”
▪ If the Vehicle has a pilot, it has: “FREE: Choose a standard attack or standard damage
power its pilot can use. Until your next turn, this vehicle can use the chosen power but
can’t use its displayed attack or damage powers.”
24.4a Pilot Abilities
Pilot Abilities are traits exclusive to vehicles. This trait will have one or more
prerequisites involving character names, point values, keywords, and/or having certain
symbols printed on a character’s base. If the pilot of the vehicle does not meet these
prerequisites, this trait does can’t be used. If it does meet the prerequisites, then the
vehicle can use the trait.
24.4b Autopilot
Autopilot has no symbol. Only vehicles can have the Autopilot keyphrase.
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© WizKids 2023
Keyphrase: Autopilot (RETIRED)
This vehicle may be given actions without a pilot. When you do so, immediately after
resolutions deal this vehicle 1 unavoidable damage.
Title characters have a trait indicating that they are Title Characters and are the ‘lead’ characters
of the story told during the game. They have special advantages and drawbacks as your force is
in disarray after they are KO’d.
Title Characters have Plot abilities (indicated by the and symbols) and Continuity abilities
(indicated by the symbol) which are all trait abilities.
▪ Title characters specify how many (if any) Plot Points they begin the game with.
▪ Players may only have one title character between their starting force and starting
Sideline.
▪ When a Title Character activates a Plot ability, give the Title Character that many Plot
Points.
▪ When a Title Character activates a Plot ability, remove that many Plot Points from
the Title Character.
▪ Players can’t activate an effect that would remove more Plot Points than their Title
character has.
▪ Check the title character’s Continuity abilities for effects that trigger when the character
is KO’d. This is the Title Character’s “KO Effect”.
24.5a Plot Points/Plot Abilities
Title characters start the game with and can accumulate Plot Points. Plot Points are
represented with tokens on their card.
Title characters have special Plot abilities that are actions which add Plot Points ( ) or
use Plot Points ( ).
Title characters have Continuity abilities ( ), which have Protected: Pulse Wave and
relate to the character’s drawbacks.
Some characters have one or more Tags near their character portrait. Tags do not have any
intrinsic game function, but may be referenced by effects. Currently the Tags are Ally, Captain,
Secret Identity, and Sidekick.
The text for the general rules for the additional game elements listed here supersedes their printed text.
Objects with special effects are special objects, and their effects are described on their card.
▪ They are all Unique even though they don’t have a silver ring.
▪ If they start the game on the map, they must be placed 5 or more squares away from any
player’s starting area during game setup (see 25.2 Equipment for Special Objects that do
not start the game on the map).
▪ They apply their effects while being held by a character as if it were in a square the
character holding it occupies.
25.2 Equipment
Equipment are a sub-set of special objects that behave similar to objects (such as being able to be
picked up and held), but don’t normally start on the map and have their own specific rules. They
During force construction, equipment is added to your starting force by paying its point
cost. Equipment does not count towards your terrain marker limit. You may add any
amount of equipment to your starting force, but all equipment must be able to be legally
assigned to a character. Equipment does not begin the game on the map.
During force construction, each equipment added to your starting force must be assigned
to a character on your starting force. You may not assign equipment to characters on your
Sideline. If the equipment was added to your force for 0 points due to a qualifying
keyword/name, it must be assigned to a character with the matching qualifying
keyword/name.
When assigning equipment, only standard characters may be assigned. A character can
only have one equipment assigned to it during force construction, even if it may be
equipped with multiple equipment. A character that is assigned an equipment will start
the game with that equipment equipped. Characters that can’t be equipped cannot have
equipment assigned to them.
25.2c Equipped Characters
When you equip an equipment to a character, place it on that character’s card. That
character is now considered an “equipped character”. A character can only be equipped
with one equipment at a time. While a character is equipped, they can use the EFFECT
ability shown on the equipment’s card.
25.2d Unequipping Characters
When an equipped character is KO’d, replaced, removed from the map (for any reason),
or equipped again; their currently equipped equipment is unequipped. A character can’t
normally choose to unequip equipment. When an equipment becomes unequipped, it will
either be placed in a square the equipped character occupies or it will be destroyed. Each
equipment will have a keyphrase denoting which will occur.
25.2e Equipment Keyphrases
The following keyphrases are only used with equipment and explain how a character can
equip equipment if it has been placed on the map and what happens when a character
becomes unequipped.
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▪ Equip (Friendly) - A friendly character holding, or occupying the same square as, this
equipment has “POWER: Equip this equipment.”
▪ Equip (Any) – Any character (friendly or opposing) holding, or occupying the same
square as, this equipment has “POWER: Equip this equipment.”
▪ Unequip (Drop) - When unequipped, place this equipment in the previously equipped
character’s square.
Some characters have traits that let them start the game with equipment. When using
these characters, you must indicate if you will be using their trait that grants them
equipment or if you will be assigning them equipment.
If you choose to use their trait that lets start the game with equipment, you may not assign
them equipment during force construction (they still gain the equipment they start the
game with that comes from outside the game).
If you choose to assign them equipment during force construction, then you may not use
the part of the trait that allows them to start the game with equipment (they may still use
any other effects the trait may grant).
25.3 ID Cards
ID cards show that a character on your force has a special contact within a larger organization
that may be able to temporarily help. Many, but not all ID cards say they are “Unique”, and
therefore only one ID card with that set symbol and collector number can be added to your force.
ID characters (though not the ID cards themselves) use your Sideline and follow all Sideline
rules (including the Sideline limit). When adding an ID card to your starting force, you must also
add an associated ID character to your Sideline.
Some ID cards have a space for Other Identities. Characters with these names may
become an ID character instead of the main name listed on the ID card. Some ID cards
have “Real Names” instead of Other Identities.
NOTE: This rule has been retired and is not in use in any official format in which ID
cards are legal.
ID cards will have Inspiration, Setup, Call in Help, and Inspire effects as described on the
ID card.
Resources are off the map game elements even if they are assigned to characters on the map or
are physically placed on the map. Teams may only include one resource between their starting
force and starting Sideline. The effects of each resource are defined on the resource’s HeroClix
card.
Resources are assigned to either zero, one, several, or all characters on a force. Resources
are KO’d if all assigned characters are KO’d, no characters are assigned, or their force is
KO’d. If an assigned character joins a force that isn’t its starting force, they stay assigned
their resource but can’t use the resource’s effects while its part of that other force.
25.4b Replacing Assigned Characters
Special terrain completely replaces the terrain below it. Special terrain has a point value of 1 or
more points and is added to your starting force. As long as it is on the map, the terrain below it
doesn’t exist (except the level of elevation that the terrain was). If it doesn’t specify what terrain
type it is, by default any unspecified squares are clear terrain.
If a player loses the game because all of their characters have been KO’d, special terrain on their
force is scored if it hasn’t already been destroyed, whether it was placed on the map or not.
Special terrain sets all of its terrain to the type it specifies unless otherwise noted.
A player may only have one special terrain between their starting force and starting
Sideline.
Special terrain is placed simultaneously with a player’s terrain markers during setup.
Special terrain must be placed at least 3 squares away from any starting area and can’t be
placed over squares of different elevation, other special terrain, or over orange squares.
This applies during game setup and during the game.
When placing special terrain, if it can’t be placed without violating the restrictions, it is
not placed and is immediately KO’d (if applicable).
Terrain markers can’t be placed over squares of special terrain unless the squares the
markers would be placed in are clear terrain.
If special terrain has a map bonus and is placed on the indicated map, that force gets the
bonus for the rest of the game even if the special terrain is KO’d. If during game setup
the special terrain can’t be placed, the force gets the Map Bonus instead (regardless of the
map used).
Special terrain can’t be chosen by CLOSE or RANGE Destroy actions, but often have
game effects indicating how it takes damage/is destroyed. Effects that don’t specify
special terrain can’t destroy it.
When special terrain is destroyed, generate a standard heavy object in each square it was
in.
25.6 Locations/Location Bonuses
Locations are maps that can be included as part of a starting force and have effects that you can
pay for to use during the game. Such effects are called Location Bonuses.
If you are the player that chooses the map and you chose the Location, you can use the Bonus(es)
you paid for.
If you didn’t choose the map and didn’t win the roll for the first player, you instead can use the
Consolation(s) associated with the Bonus(es) you paid for.
You may only add one Location with active Location Bonus(es) to your starting force.
However, you may add any number of a Location’s different Bonuses to your starting
force by paying their individual costs.
When a player is defeated, their opponent scores each Location Bonus that they paid for
as part of their force construction.
25.7 Tarot Cards
At the beginning of each player’s turn, before resolving any other effects, if the active player has
a Tarot Deck they draw a Tarot Card from their deck and put it into play faceup according to
these rules:
-When a Tarot Card is put into play its effect becomes active. If the effect is a trigger, the
active player resolves the effect first.
-Only the topmost faceup card for each player is active/in play. If a player already has an
active Tarot Card when drawing, place the drawn card on top of the previous Tarot Card
and that previous card leaves play. Resolve any effects that occur when a card leaves play
before effects of the newly drawn card.
-If a player draws a Tarot Card with the same name as another card player’s active Tarot
Card, they place the drawn card on the bottom of their Tarot Deck and draw a new Tarot
Card instead.
-When a player would draw a Tarot Card but has no cards left in their Tarot Deck, or if
they cannot play the last card in their deck because of the previous rule, they reshuffle all
of their Tarot Cards to form a new Tarot Deck, then draw a card from that deck.
Mystery Cards are game elements that are placed on your Sideline and provide incremental
effects as your figure fulfill certain prerequisites defined on them.
During force construction, you may include any number of Mystery Cards on your Sideline. All
Mystery Cards are UNIQUE.
Each Mystery Card has a list of keywords and a CLUE EFFECT that allows that card to gain
Clue tokens. When a CLUE EFFECT is triggered, place a Clue token on that card. If multiple
Mystery Cards have the same named CLUE EFFECT, you may only place a Clue token on one
of those cards when that named CLUE EFFECT is triggered.
Each Mystery Card has effects that may be used while the number of Clue tokens on that card is
equal to or greater than the number listed in parenthesis next to that effect. All CLUE EFFECTS
and named effects on a Mystery Card have SIDELINE ACTIVE.
25.8 EFFECT Terrain
Non-object terrain markers with special effects are EFFECT Terrain, and their effects are
described on their card.
▪ They are all Unique even though they don’t have a silver ring.
▪ If they start the game on the map, they must be placed 5 or more squares away from any
player’s starting area during game setup.
▪ They apply their effects while being held by a character as if they were in a square the
character holding it occupies.
26 Multi-Player Games
HeroClix can also be played as a multiplayer game with 3, 4 or even more players. For multi-player
games, all characters not on your force are opposing characters.
It is recommended to play on a map with 4 potential starting areas. Usually a square map measuring
2’x2’ or 3’x3’. Some 2’x3’ maps are designed to also be used for multi-player games and feature
squares inside a dotted purple boundary line to indicate starting areas used exclusively for 3 or 4 player
game. These maps will also have orange row numbers to indicate rows that are not used that game
(creating a 2’x2’ play area).
26.1 Turn Order in Multi-Player Games
At the beginning of the game, a turn order is established. The first player takes the first turn,
followed by the player on their left, followed by the player on that player’s left, etc.
When a player is defeated, remove them from the turn order and then KO all remaining game
elements on their force.
Any effects that need to have choices made or otherwise affect each player in a way that can’t be
simultaneous have the active player choose first, then the other players in turn order.
If multiple effects are resolving simultaneously, follow the instructions in 8.1h but instead, after
the active player resolves their effects, each player resolves their effects in turn order.
When a game element is KO’d, the player whose turn it is scores it unless it’s a game element
from their force or Sideline. In that case, if it’s a character that was damaged by an opposing
character, the player (even a defeated player) whose character most recently damaged it scores it.
Otherwise, divide its victory points equally among all undefeated players at the end of the game.
The HeroClix Battle Royale Format is a special type of draft tournament designed for quick play.
A typical Battle Royale takes place with 4 players, each with one sealed booster.
The players draft their potential forces as a normal draft, selecting one figure from their pack and
passing the remaining figures to the player on their left, continuing until each player has five
figures. There are no restrictions on force construction and each player uses all of the game
elements they draft, unless specified ahead of time. Each player is responsible for verifying the
other players’ teams are legal.
Standard Battle Royale Maps are 2’x2’ with each player starting in a corner. This is a free-for-all
event in which each player is opposing to each other player. Play continues until an action
resolves in which all players but one no longer control any characters, or until time has expired.
The player with the most KO points total is the winner.
At the conclusion of the game, players will return the figures they used for the event to the center
of the map to create a prize pool to which additional prizes may be added. Players will snake
draft and select their prizes with the winning player choosing first.
POWER: Halve speed. Move then CLOSE as FREE -or- make a close attack.
This character breaks away on any result except a ⚀. Adjacent opposing characters that
can’t use Phasing/Teleport, Plasticity, Leap/Climb, or Hypersonic Speed only break away
on a ⚅.
POWER: Halve range, Passenger:0. Move, then make an attack, then move up to your
speed value minus the number of squares just moved.
When it’s not your turn, hindered lines of fire drawn to this character by non-adjacent
characters are blocked
POWER: Halve speed. Move, then RANGE as FREE -or- make a range attack.
When this character makes a close attack against a single target and hits, you may roll a
d6. If you do, deal damage equal to the result instead of normal damage. Minimum result
is this character’s printed damage value –1.
RANGE: Make a range attack and all other characters adjacent to an original target also
become targets. Hit characters are dealt 2 damage instead of normal damage.
CLOSE: KNOCKBACK. Destroy all terrain markers and printed pieces of blocking
terrain within 1 square, then make a close attack targeting all adjacent opposing
characters. Each hit character is dealt 2 damage instead of normal damage.
KNOCKBACK during close attacks. This character can pick up, hold and put down non-
object terrain markers.
When this character makes an attack, instead of normal damage, you may give each hit
character an action token.
Damage from this character’s attacks can’t be reduced below 1. // When this character
attacks, opposing characters decrease their Super Senses result by -1.
FREE: If this character hasn’t moved or been placed this turn, deal 1 damage to all
adjacent opposing characters.
When this character hits and damages one or more characters with a close attack, after
resolutions heal this character 1 click.
When this character would be hit, you may roll a d6. ⚄ -⚅: Evade.
27.3b Toughness (Orange)
Adjacent friendly characters may replace their defense value with this character’s printed
defense value.
When this character would be hit by an opponent’s attack that deals damage, you may
choose an adjacent friendly character that wouldn’t be hit by this attack and that is less
points or shares a keyword. That friendly character instead becomes a hit target of the
attack, even if it’s already a target.
At the beginning of your turn, you may roll a d6. ⚄ -⚅: Remove an action token from
this character.
Reduce damage taken by 2. // When this character is dealt damage from an attack, you
may roll a d6. ⚄ -⚅: Damage taken is reduced to 0.
27.3k Regeneration (Black)
POWER: Roll a d6. Heal a number of clicks equal to half the result.
This character modifies attack and damage +1 while making a range attack or when given
a RANGE Destroy action.
This character can’t make range attacks or be given RANGE actions except for RANGE
Terrain Actions, can’t be carried, can’t be given action tokens by opposing effects, and
has SAFEGUARD: Mind Control. When this character attacks, opposing characters can’t
use Shape Change.
POWER: Choose an adjacent friendly character and roll a d6. Heal that character a
number of clicks equal to half the result.
Adjacent friendly characters modify damage +1 while making a range attack or when
given a RANGE Destroy action.
HeroClix Comprehensive Rulebook— updated 6.30.2023 Page 81
© WizKids 2023
27.4f Probability Control (Light Blue)
Once per turn, you may reroll a target character’s attack roll or break away roll. A
targeted character must be within range and line of fire, minimum range 4.
When this character would be targeted by an attack, you may roll a d6. ⚄ ⚅: This
-
character can’t be targeted by the attacker this turn and the attacker may choose a
different target instead.
This character modifies attack and damage +1 while making a close attack or when given
a CLOSE Destroy action.
Adjacent friendly characters modify damage +1 while making close attacks or when
given a CLOSE Destroy action.
FREE: Minimum range 4. Choose a target character within range and line of fire. Modify
one of that character’s combat values other than damage +1 or -1 until your next turn.
FREE: Minimum range 4. Choose a target opposing character within range and line of
fire and then choose one: any standard power -or- a special power printed on the target’s
card. The target can’t use the chosen power until your next turn.
For all friendly characters that can use Leadership, Action Total +1. // At the beginning
of your turn, you may roll a d6. ⚄ ⚅: Remove an action token from an adjacent
-
friendly character that’s less points or shares a keyword
27.5a Elevated
This character does not have to end its movement when crossing a boundary of Elevated
terrain.
27.5b Blocking
This character can move through Blocking terrain. When they do, immediately destroy
any Blocking terrain moved through.
27.5e Characters
This character automatically breaks away and can move through squares adjacent to or
occupied by opposing characters without stopping.
This character can move through squares occupied by or adjacent to opposing characters
without stopping (they still must break away).
27.6a Elevated
Lines of fire drawn by this character are not blocked by Elevated terrain.
27.6b Hindering
27.6c Blocking
Lines of fire drawn by this character are not blocked by Blocking terrain.
Once per range attack, this character can draw a line of fire through one piece of
Blocking terrain. Immediately after the attack resolves, destroy that piece of Blocking.
27.6e Characters
27.6f Adjacent
This character can make range attacks while adjacent to opposing characters.
This character’s non-FREE actions don’t count for your action total.
27.7b Evade
27.7c Flight
When this character makes a close attack, instead of choosing an adjacent character (or
characters, if able) for target(s), you may use Improved Targeting: Hindering and target
character(s) within X squares and line of fire.
27.7f Immobile
This character or terrain can’t be moved or placed. If it is terrain, it can’t be picked up (or
held).
27.7g Immune
This character can’t be moved, placed, damaged, or targeted by the effects of opposing
game elements. Protected: Pulse Wave.
27.7h Indestructible
This terrain marker can only be destroyed by using it in an attack or by its own effect.
27.7i KNOCKBACK
When this character hits, you may choose to knock back all hit characters that took
damage from the attack.
27.7j [MAX X]
There can’t be more than X of this generated game element on the map at one time
(counting only those elements generated by the same character).
This character can use the Carry ability to carry up to X characters, including characters
that are the same size. A character with Passenger: 0 can’t use the Carry ability..
This power or ability and any standard powers granted by it can’t be chosen by Outwit. If
a power or ability was previously chosen by Outwit, the duration of that Outwit
immediately expires. Outwit’s “can’t use” doesn’t apply to this keyphrase.
This power or ability can be used during the resolution of Pulse Wave. Pulse Wave’s
“can’t be used” doesn’t apply to this keyphrase.
This character can’t be targeted or damaged by the specified effect(s). If this character
was targeted by the effect, the effect’s duration (if any) immediately expires. If the
specified effect is Outwit or Pulse Wave, their “can’t be used” doesn’t apply to this
keyphrase.
27.7p STOP
When this click is revealed due to damage taken from an opponent’s attack, stop turning
the dial. When this character would be healed by Regeneration or Support, it’s healed 1
less click. Protected: Outwit, Pulse Wave.
27.7q Swim
If this character occupies water terrain, it can’t be targeted by opposing characters unless
they are within 4 squares.
This effect can’t modify the specified combat value(s) if they are already modified by this
same effect.