I don’t pretend to understand HeroClix, but it seems pretty popular among crowds that might’ve played Dungeons & Dragons 20 years earlier. But I didn’t really get D&D, either.
In any case, this article in the Columbia, Mo., Daily Tribune does a nice job explaining the game’s rules and appeal — the latter to the tune of more than 250 million figures sold since HeroClix debuted four years ago.
Subtle nuances such as strengths and superpowers all play into an intricate strategy system that’s crammed into a 39-page rulebook accompanying each starter pack — a $15 kit that comes with six figures, dice, cards, maps and more.
While deciding between the top hat and the thimble is the extent of character selection in Monopoly, choosing between Hawkgirl and Batman in HeroClix might mean trading Hawkgirl’s ability to fly for Batman’s ability to attack from a distance.
Each character has specific powers derived from his or her respective comic book, which makes a character’s value different in every scenario. Lots of water? Players will lean towards characters that can swim. Hilly terrain? Choose someone who can fly above it. Kryptonite surface? Avoid Superman.
There’s also a handy explanation of the “combat dial,” which probably means something to people who play.
June 19th, 2006 at 8:10 am
Heroclix are a great way for me to connect with my son and give a nice hit of nostalgia to boot. Much of what my boy watches on TV I just don’t connect to, the kids manga shows based around card games leave me pretty cold, but the superhero shows, Teen Titans, Justice League, etc are common ground for us. Heroclix lets us extend that common ground and gives us a fun game to play.
It can be pricey as you try to hunt down your favorite figures, but it is simple, plays in an hour or so and it makes the kid do some math. For a comics reading parent looking to connect with kids I give it a big thumbs up.
Sadly the organized gaming is not very kid friendly, the players tend to be ok, but the way the official games are set up encourage a style of play that kids can’t really do until they are teenagers at least.