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DC Universe Miniature Game: Core Rulebook
DC Universe Miniature Game: Core Rulebook
by Knight Models (2016)
Player Count
2 to 4

Player Ages
12+

Playing Time
1 hour to 1 hour, 30 minutes
Categories
  • Wargame
  • Miniatures
  • Movies / TV / Radio theme
  • Comic Book / Strip
  • Book
  • Mechanisms
  • Action Point Allowance System
  • Variable Player Powers
  • Dice Rolling
  • Artists
  • Mark Latham
  • Family
  • Superheroes
  • Rating: 0/10 from 0 users

    Description

    Welcome to the Multiverse!

    Even in blackest day and darkest night, when all odds are stacked against them by super villains, interstellar invaders, crazed despots and maniacal anarchists, the world's finest heroes assemble to face the threat. Now, with the DC Universe Miniature Game, the stories of these epic battles between superhumans, gods and monsters is at Your fingertips...

    In the DC Universe Miniature Game, You and Your friends collect a set of beautiful miniatures of your favourite DC heroes and villains, bring them to life by painting them, and then using them as playing pieces in an exciting multi-faceted, three dimensional tactical game. Every model in the DC Universe Miniature Games is supplied with a character card, which tracks a model's actions and health during a game. Most importantly, the character card keeps track of a model's Power Counters, which are used to fuel powers and abilities, from flight and teleportation, to heat vision and magical spells.

    Picking models to battle in the DC Universe Miniature Game is really easy, and the game is designed to offer total flexibility in how You assemble Your teams. Firstly You need to decide if Your team is predominantly Heroes or Villains. You can choose any model of the same 'alignment' to join Your team. Some models have a Neutral alignment, which means the can join either team.

    The game is scenario based, although You can play a simple deathmatch just for fun.

    Sequence of Play

    Each Round is broken down into four distinct phases, which proceed in the following order:

    1. Power Phase: Players distribute Power counters to each of the models in their team, usually up to the character’s Power value. If a character is KO, Power counters are instead generated.
    2. Initiative Phase: Players determine the order in which they will proceed through the round. This stage adds a level of unpredictability to the game – you might go first this round, but end up going last in the next.
    3. Action Phase: The players activate each character in turn – moving, fighting, shooting, and resolving special actions. Play alternates, with the player who went first activating a single model, then the second player activates a model, and so on, until all models that can act have done so.
    4. Final Phase: Some special effects must also be resolved in this phase. This is also a ‘tidying up’ phase, where Power counters are removed and scenario victory conditions are checked. If, at the end of the Final Phase, one player’s entire crew is Knocked Out and/or has been removed from play, the game ends and the other player is declared the victor.

    Every test/combat (To Hit, Agility etc.) is resolved by rolling dice, usually 2d8.

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