AWOL
40 Point Warrior
Warning: Kissing Chihuahua On Head Causes Sporadic Pooping, Urination, and Biting
Posts: 820
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Post by AWOL on Feb 2, 2009 20:54:15 GMT -5
I'm introducing a new concept to Attacktix - power ups! This is an extremely radical alteration to a great game, so please use this idea with caution. These guidelines are not recommended for tournament use and are, by nature, governed by houserules. In this alternative mode of Attacktix, figures are able to obtain power ups that can radically enhance a figure's performance. Much like an arcade game, power ups can be placed throughout the playing area to be picked up by figures only when they come into contact with them. I'm suggesting you use those real small plastic claw hair pieces for power ups. That way, once a figure's base touches it, it can easily clamp onto the figure, indicating that the figure has the full benefit of the power up without having to keep track of which figures have what power ups. Pictured below is a Decepticlone approaching a black power up (located at the bottom right). Upon touching the power up, the player then clamps the power up to the Decepticlone, signifying that the figure has the full benefit of the power up, as pictured below: Now, by nature, the power up is going to slightly alter the balance and weight of the figure, so careful placement of the power up is crucial. I'm also suggesting that different colored power ups offer different benefits. Here are some suggested power ups: BLACK - A figure with this power up cancels the special ability of any figure it defeats. RED - A figure with this power up can add 1 attack to its original attack. BLUE - A figure with this power up can move twice its distance. WHITE - A figure with this power up will always activate its special ability upon defeat. White and Black power ups will probably need some type of restriction, such as they benefit the figure only one time, then they are removed from the figure. To make the game interesting, sprinkle as many power ups on the battlefield as you like. I'm suggesting that a figure may have as many power ups clamped to it for every 10 points of its figure point worth. For instance, 10 point figures can only have, at any given time, 1 power up clamped to it, whereas 40 point figures can have up to 4 power ups clamped to it. Also, I'm suggesting that power ups can stack, so, for instance, a figure with 3 Red power ups can attack 3 times in addition to its original attack. A figure with 2 Blue power ups can move four times as fast. Again, these rules are designed to be played for extreme and unconventional Attacktix battles. I've been always wanting somehow to introduce the idea of "building" up some of your figures, so that as you play the game, your figures can potentially become very powerful as it progresses into the battlefield picking up power ups. Again, use caution with these rules. Any rules incorporating power ups should be agreed upon by all those involved in the game. Also, Megas should not be able to use power ups. What do you all think? Any suggestions?
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Post by webhead817 on Feb 3, 2009 10:25:58 GMT -5
I like the clips...nice and simple, I'm sure something you could pick up at the dollar store.
I think your idea for having them be one shot effects might work well for all of the different ideas...
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AWOL
40 Point Warrior
Warning: Kissing Chihuahua On Head Causes Sporadic Pooping, Urination, and Biting
Posts: 820
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Post by AWOL on Feb 3, 2009 10:55:04 GMT -5
I think your idea for having them be one shot effects might work well for all of the different ideas... Duration of power ups should be agreed upon at the start of play. For instance, some power ups might have only one use, then they are unclamped from the figure and discarded. Other power ups could sustain its effects (such as additional attacks) until the figure is defeated (which could potentially result in very powerful figures). Depends on how "bloody" you want your battles. Ideas for power ups are endless with this game. Some power ups could be used to affect only certain factions, others could provide temporary "shields" (if knocked over, ignore special ability, stand figure back up and discard shield power up), some power ups could provide instant teleportation to any part of the battle field upon spending it (unclamping it and discarding it), some could be used as a "mind control device" affecting only sentient figures that allows a player to play for a single turn any one of the opponent's figures, etc. etc. etc. Simply endless ideas for power ups. It just comes down to having different colored hair clips and spelling out before hand what colors apply to what benefits and how the power ups are actually handled in the game (passive benefit always on or a one-time use requiring you to discard/spend it). Endless ideas with this. Not only is it meant to offer replay value with old teams, but it really is meant to scramble up the strategy a bit so that old strategies don't always work with your old figures. I like games that always have you rethinking your game play and force you to improvise on the fly.
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Post by attacktixman on Feb 3, 2009 14:11:06 GMT -5
I love this idea! And having four daughters in our home, there are plenty of those clips lying around! Combine this with SFX5000's battle mats and GE's bulwarks and that would add whole new dimensions to Tix play. (By the way, I really got to ask SFX to make some).
Way to go AWOL!
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Traxx
20 Point Trooper
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Posts: 91
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Post by Traxx on Feb 3, 2009 16:31:32 GMT -5
I think this idea is really good. I'm gonna go try it out now.
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Post by greyelephant on Feb 3, 2009 17:53:25 GMT -5
I love the idea!
Combine this with lots of terrain and you got yourself one heck of a battle. By placing certain, more powerful, clips in harder to reach areas makes it more worth while to want to obtain them.
I like the idea of certain ones being one shot and others being permanent. For instance, I like the idea of a figure keeping the movement power-up, but only using the "negation of a special power", power-up once then discarding it.
I would also like the idea of coming up with hollow bases that could potentially increase a smaller base into a larger base. You would simply place your attacktix figure inside the larger base and snap it in.
Power-ups are the future! ;D
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AWOL
40 Point Warrior
Warning: Kissing Chihuahua On Head Causes Sporadic Pooping, Urination, and Biting
Posts: 820
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Post by AWOL on Feb 4, 2009 11:05:25 GMT -5
Glad you all like this idea - Attacktix is so open-ended that it invites different variations in game play, and I think Hasbro didn't realize the potential it had. We, the fan base, can resuscitate this game by introducing ideas that Hasbro really should've been on the ball with from the start. What Hasbro failed to realize, we will realize. Attacktix will endure by the sheer ingenuity and simplicity of its design, if not by Hasbro than by those of us who understand its potential.
Haven't tried out the power ups yet, but plan on doing so in the future. I don't like to actually play new ideas until I write out everything in my rule book! Try it out though, and post your results along with suggestions to make it a better idea.
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Traxx
20 Point Trooper
????#??? ?????????? ?
Posts: 91
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Post by Traxx on Feb 4, 2009 15:47:58 GMT -5
Ummm maybe make yellow clips invincibility for five turns green clips shield for three turns.
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Post by greyelephant on Feb 4, 2009 17:35:55 GMT -5
Ummm maybe make yellow clips invincibility for five turns green clips shield for three turns. The only thing that I wouldn't like about that idea is that if you did make it for more than one turn it could become confusing as to who had what for how long. Sheild? How exactly would you use sheild? Maybe say that he can't be shot or striked at?
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AWOL
40 Point Warrior
Warning: Kissing Chihuahua On Head Causes Sporadic Pooping, Urination, and Biting
Posts: 820
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Post by AWOL on Feb 4, 2009 19:16:17 GMT -5
Ummm maybe make yellow clips invincibility for five turns green clips shield for three turns. The only thing that I wouldn't like about that idea is that if you did make it for more than one turn it could become confusing as to who had what for how long. Agreed. Power ups should be a one-time use or offer a passive benefit that is on so long as the figure is in play with the power up clamped to it. Otherwise it could get very confusing keeping track of a number of figures with different durations overlapping each other. Simplicity is the key. Shield can be employed, but again more appropriately as a one-time-use. A figure possessing a shield power up may carry the power up clamped to it until it is defeated. I would suggest that without even looking at the special window, the player must decide whether or not he wants to spend the shield power up. If he decides to spend the shield power up, he must then discard the power up clamp and put the figure back into play where it was knocked over. Again, the use of a shield power up should always negate the effects of the special ability, even if the special ability turned up white. Simply act like the figure was never knocked over - discard the power up and stand the figure back up without looking at the special ability window. If a player looks at the special ability window before deciding on using a shield power up, he should not be able to use the power up.
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Post by greyelephant on Feb 4, 2009 20:02:05 GMT -5
That makes sense. I like that idea for shield use.
It would also be nice if there was a possible secret power-up. For instance, if Yoda was able to pick up a "rebound" power-up. Then if his opponent attacked him, it would be the other figure, not Yoda, who becomes defeated. But it would only be the player controlling Yoda that knew about how the secret power-up worked before Yoda was attacked.
This would add another element.
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AWOL
40 Point Warrior
Warning: Kissing Chihuahua On Head Causes Sporadic Pooping, Urination, and Biting
Posts: 820
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Post by AWOL on Feb 5, 2009 10:26:36 GMT -5
Another cool idea for a power up is one that I call the Artful Dodger Power Up. Figures with this power up clamped to it cannot be defeated by stray missiles or other figures that were propelled into it intentionally or unintentionally. In other words, the power up saves the figure from becoming a casualty among multiples. It must be defeated with a direct striking or missile attack. Common Artful Dodger Power Ups could offer only one use, then must be discarded (figure stands back up as in Shield), whereas Rare Artful Dodger Power Ups could passively benefit the figure so long as the figure wears the clamp.
And that's another element that could be incorporated - Common and Rare power ups (which could be defined by how many of each you are allowed to put on the battlefield). There can be Common and Rare power ups of the same kind. Commons could allow only a one-time-use and then must be discarded, whereas a Rare power up could offer a more permanent (or ongoing) benefit.
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Post by greyelephant on Feb 5, 2009 14:31:31 GMT -5
Another cool idea for a power up is one that I call the Artful Dodger Power Up. Figures with this power up clamped to it cannot be defeated by stray missiles or other figures that were propelled into it intentionally or unintentionally. In other words, the power up saves the figure from becoming a casualty among multiples. It must be defeated with a direct striking or missile attack. Common Artful Dodger Power Ups could offer only one use, then must be discarded (figure stands back up as in Shield), whereas Rare Artful Dodger Power Ups could passively benefit the figure so long as the figure wears the clamp. And that's another element that could be incorporated - Common and Rare power ups (which could be defined by how many of each you are allowed to put on the battlefield). There can be Common and Rare power ups of the same kind. Commons could allow only a one-time-use and then must be discarded, whereas a Rare power up could offer a more permanent (or ongoing) benefit. Like "stealth dodge". As much as I like "power striking", I have to admit that I feel the game loses too much due to it. Your idea about figures having to be attacked directly brings me to this. When a figure is struck and flung across the table and knocks down another, I feel that figure should get stood back up. So with these powerups, you could eliminate "power striking" all together. Good idea indeed.
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AWOL
40 Point Warrior
Warning: Kissing Chihuahua On Head Causes Sporadic Pooping, Urination, and Biting
Posts: 820
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Post by AWOL on Feb 5, 2009 17:36:55 GMT -5
Like "stealth dodge". As much as I like "power striking", I have to admit that I feel the game loses too much due to it. Your idea about figures having to be attacked directly brings me to this. When a figure is struck and flung across the table and knocks down another, I feel that figure should get stood back up. So with these powerups, you could eliminate "power striking" all together. Good idea indeed. I like a figure's ability to get multiples, but me and my brother try not to use power striking. Again, power striking is governed by house rules, and our house rules highly discourage its use. A good power striker can, however, go undetected ;D Here's another good idea for a power up that only Leader figures can use - Recruit. A Leader figure may, after moving, spend the Recruit power up and bring into play one figure from the player's backups. Using this power up counts as an attack. Figures recruited into play in this fashion enter the battle field three tix away from the start line and cannot do any further actions until next turn. Also, a cool idea for a tournament would be having teams play a series of games and, winning teams earn points or some type of currency with which it can "buy" power ups to be used in its next match. I'm thinking of ways to devise a system that allows teams, even in a regular non-tournament mode, the ability to "purchase" power ups with points or something that is somehow tied to the construction of the team. Rare power ups would be more expensive than common power ups. I'll have to think about that for a bit...
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AWOL
40 Point Warrior
Warning: Kissing Chihuahua On Head Causes Sporadic Pooping, Urination, and Biting
Posts: 820
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Post by AWOL on Feb 7, 2009 18:17:50 GMT -5
Alright, I just got a bunch of different colored hair clamps, and with the colors I have, I was able to come up with my Official "Unofficial" Rules concerning power ups:
Power Ups
In order for a figure to benefit from a power up, the figure must first have the power up clamped somewhere on the figure. Power ups can be picked up only when a figure's base comes into contact with power up. Upon touching a power up, a figure may have the power up clamped to it immediately, and the benefit of the power up is immediate in play. Some powers offer passive ongoing benefits that are active so long as the figure has the power up clamped to it. These power ups are called Passive Power Ups (PPU). Other power ups require the figure to "spend" it to benefit from it, and after having spent it, the power up is unclamped from the figure and discarded. These are called Activated Power Ups (APU).
A figure may only have 1 power up clamped to it for every 10 points of the figure's Point Value. Megas are not allowed to pick up power ups.
Passive Power Ups (PPU):
Red (Attack) - This power up grants the figure one additional attack. This power up is stackable with other red power ups. That is, for each red power up a figure has clamped to it, it may make an additional attack.
Blue (Movement) - This power up grants the figure the ability to move twice as fast as the movement number of the figure. This power up is not stackable with other blue power ups.
Orange (Intimidate) - A figure with this power up cannot be directly attacked by another figure of a lesser point cost. However, the figure may be defeated by a stray missile or another figure that was propelled into it either intentionally or unintentionally. The effect of this power up wears off if the opposing team has only one figure remaining on the battlefield.
Brown (Dodge) - A figure with this power up cannot be defeated by any unintentional attack, including stray missiles or stray figures propelled into it. However, this effect does not benefit the figure against direct attacks against it.
Pink (Underdog) - A figure with this power up may make 1 additional attack against a single target for every 10 points of the target's Point Value above the attacker's. This power up cannot be used against targets of equal or lower Point Value. Ex: A 10 point figure with this power up decides to attack a 30 point figure. In addition to its normal attack, it can, in the same turn, make up to 2 more attacks against the same target.
Activated Power Ups (APU):
White (Energize) - A figure may benefit from this power up only when it has been defeated. After the figure is defeated, the player, without looking at the special window box, must decide whether or not to spend the white power up. Once spent, the figure's special ability will automatically be activated. If a player looks at the special ability box, he cannot decide to use the white power up.
Black (Power Drain) - A figure must spend this power up before making an attack. If the figure then makes a successful attack and defeats its target, the target's special ability cannot be activated, even if its special ability box turns up white.
Purple (Shield) - A figure may benefit from this power up only when it has been defeated either intentionally or unintentionally. Before the player looks at the special ability window, he must decide whether or not he will spend the Shield power up. If he decides to spend the power up, he may stand the figure back up as though it were not knocked over. Ignore the special ability.
Yellow (Recruit) - This power up may only be used by Leaders or Captains. After spending the power up, the player may recruit into play one his figures from his backups. Spending this power up acts as an attack for the Leader or the Captain. Figures recruited into play in this fashion are placed three tix from the start line and cannot move or attack until the next turn.
Green (Teleport) - This power up must be played during a figure's movement. After spending the power up, the figure may instantly teleport to any location on the battlefield. This action counts as a movement.
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