{"id":7413,"date":"2017-03-20T15:42:39","date_gmt":"2017-03-20T15:42:39","guid":{"rendered":"http:\/\/67272bb316.nxcli.io\/heroclix\/?p=7413"},"modified":"2017-03-20T16:00:55","modified_gmt":"2017-03-20T16:00:55","slug":"heroclix-2017-rules-9-mind-control","status":"publish","type":"post","link":"https:\/\/wizkids.com\/heroclix\/2017\/03\/20\/heroclix-2017-rules-9-mind-control\/","title":{"rendered":"HeroClix 2017 Rules 9: Mind Control"},"content":{"rendered":"<p><div class=\"fusion-fullwidth fullwidth-box fusion-builder-row-1 nonhundred-percent-fullwidth non-hundred-percent-height-scrolling\" style=\"--awb-border-radius-top-left:0px;--awb-border-radius-top-right:0px;--awb-border-radius-bottom-right:0px;--awb-border-radius-bottom-left:0px;--awb-padding-top:20px;--awb-padding-bottom:20px;--awb-flex-wrap:wrap;\" ><div class=\"fusion-builder-row fusion-row\"><div class=\"fusion-layout-column fusion_builder_column fusion-builder-column-0 fusion_builder_column_1_1 1_1 fusion-one-full fusion-column-first fusion-column-last\" style=\"--awb-bg-size:cover;\"><div class=\"fusion-column-wrapper fusion-flex-column-wrapper-legacy\"><div class=\"fusion-text fusion-text-1\"><h2 style=\"text-align: center;\"><strong><a href=\"https:\/\/wizkids.com\/heroclix\/gameplay\/rules-format\/\" target=\"_blank\">For earlier articles in this series please\u00a0click here.<\/a><\/strong><\/h2>\n<p><em><strong>Reminder:<\/strong>\u00a0These rules are not finalized yet and will not replace the current rules until sometime after the \u00a02017 HeroClix World Championship at Origins Game Fair. Email\u00a0<\/em><a href=\"mailto:gamefeedback@wizkids.com\"><em>gamefeedback@wizkids.com<\/em><\/a><em>\u00a0with feedback on this topic. We will try and read everything on topic but can only respond via articles we write addressing shared concerns.<\/em><\/p>\n<p>Hey HeroClix fans,<\/p>\n<p>This may sound familiar. You Mind Control an opponent\u2019s character, and do some awesome effect with it, and then the game grinds to a halt. You and your opponent are unsure if you can actually do that, or what it means when you return that character to them. Who keeps any generated bystanders? When do any markers they made disappear? What if you use an effect that removes them from the map (like piloting a vehicle)? How do effects with durations work with it? What about using Mind Control with the Mind Controlled character? Many, many other corner cases exist with individual powers and traits.<\/p>\n<p>Mind Control is the standard power that is second only to Pulse Wave in terms of rules questions from players (as many of you guessed from the last article). Since special powers were introduced, Mind Control rulings have slowly grown from \u201ca few corner cases exist, but are understood\u201d to \u201cthis power has far too many corner cases and individual rulings for the health of the game\u201d.<\/p>\n<p>Well, it\u2019s about time to fix that.<\/p>\n<p>But first, a little background. Mind Control was one power where there was no immediate clear path forward. Almost all players agreed that it needed work to eliminate corner cases. What that actually meant was vague in different player\u2019s minds. The main idea of Mind Control was clear enough, in that it should let you use an opposing character to bash another opposing character, but every player we talked to thought that the specific details of how it worked could be different.<\/p>\n<p>For a long time, we tried having a Mind Controlled character not actually change forces, as that was a primary point of rules confusion. You could just give an action to an opponent\u2019s character, and that would let them attack friendly characters. It mostly worked, but some powers that said \u201cfriendly\u201d became very unintuitive. It came with its own set of questions. We soon realized that it really didn\u2019t have less questions than the way it is now, just different ones. So we abandoned that approach.<\/p>\n<p>We tried several other approaches, but none were working exceptionally well. The sticking point always seemed to come back to one thing in the current text: \u201cany action\u201d. By allowing a character to use \u201cany action\u201d it was simply impossible to get a handle on the potential questions and interactions because there were unlimited possibilities for what that action could be.<\/p>\n<p>Some advocated for just throwing in the towel and leaving it as is and continuing to deal with all the questions, but we eventually found a solution that we thought might be the one. Testing showed it as powerful and interesting, and a whole lot less prone to complication and confusion than the previous version. Here it is:<\/p>\n<p><span style=\"color: #800000;\">CLOSE\/RANGE: Minimum range value 4. Make a close\/range attack. Instead of normal damage, a hit character halves speed and becomes friendly to your force and in either order may: move and\/or make an attack. Then it reverts forces. After resolutions, deal this character 1 feedback damage if all hit characters&#8217; total point value is 150 points or more.<\/span><\/p>\n<p>This is a version that focuses on the best aspects of Mind Control (bashing an opponent with their turncoat friend). There\u2019s a lot to unpack here, so let\u2019s dive in.<\/p>\n<p>For new language, we have the following, all similar to existing language and defined as you would expect:<\/p>\n<ul>\n<li>\u201cCLOSE\/RANGE:\u201d and \u201cmake a close\/range attack\u201d. You can activate Mind Control with a CLOSE:, and then you can make a close attack to Mind Control someone adjacent, or you can activate it with a RANGE:, which will pair up with a range attack to Mind Control someone at a distance. Pretty simple. Your choice, of course, has no impact on what kind of attack the Mind Controlled character makes.<\/li>\n<li>\u201cMake an attack\u201d without specifying which kind means the Mind Controlled character can make a close or a range attack.<\/li>\n<li>\u201cReverts forces\u201d means that the Mind Controlled character immediately rejoins the force of the player whose starting force or starting Sideline it began on.<\/li>\n<li>\u201cfeedback damage\u201d is now a defined rules term, after having spent many years as a casual term. Like pushing damage, it\u2019s a type of unavoidable damage that CAN be avoided by effects that mention \u201cfeedback damage\u201d specifically.<\/li>\n<\/ul>\n<p>The real meat of the power, though, is this: \u201ca hit character halves speed\u2026 and in either order may: move and\/or make an attack.\u201d That should make your mind whirl with the possibilities. Almost every character will now be a viable target for Mind Control, whereas before some characters just couldn\u2019t do much when Mind Controlled because of the lack of a \u2018move and attack\u2019 power or poor positioning.<\/p>\n<p>You also get your choice of order! You can either first make an attack, and then move, or you can move into position first for the perfect strike. This effect is like giving your Mind Controlled minions a power that\u2019s Charge and Running Shot mixed together, but is a whole lot simpler in terms of interactions.<\/p>\n<p>We realize this feels like a big change, and there are trade-offs, of course. Unless the hit character has a static effect (like Hypersonic Speed\u2019s BREAKAWAY +2) or something that triggers off moving or making an attack, you won\u2019t be able to use that character\u2019s power or abilities. It\u2019s no longer a way to get access to a support power that you didn\u2019t have \u2013 if you want Outwit or Perplex, you\u2019ll need to bring it yourself.<\/p>\n<p>While it has lost some of the almost unlimited flexibility it had before, it still has a ton of strategic depth, and giving the hit characters their own (half speed) move and attack definitely opened up new strategies. It traded its flexibility for a lot more consistency. You don\u2019t need opposing characters to be in particular alignments or have particular power sets to make good use of Mind Control anymore. Power-level wise, players couldn\u2019t agree and some thought it was a bit better than before and some thought it a bit worse, but overall not too far away from where it stands in today\u2019s environment.<\/p>\n<p>It\u2019s also proven to be much faster and easier to administer in gameplay. You don\u2019t need to know every power and trait on an opponent\u2019s character card before deciding which character to Mind Control. You can look at the combat values on their dial and have a very good idea of how useful that character would be.<\/p>\n<p>A question that quickly arose was \u201cDoes it work the same with multiple targets?\u201d The new rulebook will make it clear that you resolve each \u201chit character\u201d effect sequentially, and that each character only joins your force for the time that you are moving and attacking with them, so they can still \u201cbash each other\u201d, just like now.<\/p>\n<p>Mind Control is still a fairly complicated power in what it does, and some questions will remain, but that complication no longer gets exponentially multiplied by the number of other \u201ceffects\u201d that you can add into it. It now does its primary job and does it well, which is positioning your opponent where they don\u2019t want to be and forcing them to attack their friends. We are confident that you\u2019ll have a lot of fun playing with the new Mind Control!<\/p>\n<p>Until next time, keep on Clixin\u2019!<\/p>\n<p>&nbsp;<\/p>\n<\/div><div class=\"fusion-clearfix\"><\/div><\/div><\/div><\/div><\/div><div class=\"fusion-fullwidth fullwidth-box fusion-builder-row-2 nonhundred-percent-fullwidth non-hundred-percent-height-scrolling\" style=\"--awb-border-radius-top-left:0px;--awb-border-radius-top-right:0px;--awb-border-radius-bottom-right:0px;--awb-border-radius-bottom-left:0px;--awb-flex-wrap:wrap;\" ><\/div><\/p>\n","protected":false},"excerpt":{"rendered":"","protected":false},"author":2,"featured_media":7100,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[113,112],"tags":[],"class_list":["post-7413","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-113","category-heroclix-rules"],"aioseo_notices":[],"_links":{"self":[{"href":"https:\/\/wizkids.com\/heroclix\/wp-json\/wp\/v2\/posts\/7413","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/wizkids.com\/heroclix\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/wizkids.com\/heroclix\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/wizkids.com\/heroclix\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/wizkids.com\/heroclix\/wp-json\/wp\/v2\/comments?post=7413"}],"version-history":[{"count":0,"href":"https:\/\/wizkids.com\/heroclix\/wp-json\/wp\/v2\/posts\/7413\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/wizkids.com\/heroclix\/wp-json\/wp\/v2\/media\/7100"}],"wp:attachment":[{"href":"https:\/\/wizkids.com\/heroclix\/wp-json\/wp\/v2\/media?parent=7413"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/wizkids.com\/heroclix\/wp-json\/wp\/v2\/categories?post=7413"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/wizkids.com\/heroclix\/wp-json\/wp\/v2\/tags?post=7413"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}