Accessory
Heroscape: Alternate Art Glyph Set
By Craig Van Ness, Dan Blanchett, Matt Hyra, Rob Daviau
Glyph of Brandar (Artifact): The rules for this Glyph vary, depending on the Scenario. Glyph of Dagmar (Initiative +8): When you roll for initiative, add 8 to your die roll. Glyph of Rannveig (Wind): All figures with the Flying Special Power lose this power and cannot Fly while a figure is standing on the Glyph of Rannveig. Glyph of Xenithrax Vines (Vines): If a Huge figure moves onto this Glyph, this Glyph is immediately removed from the battlefield and that figure may continue its movement. Figures standing on this Glyph roll 1 fewer attack die and 2 fewer defense dice. When a figure on this Glyph moves off of the Glyph, roll one attack die. If you roll a skull, that figure takes one wound. Remove this Glyph from the battlefield after a figure moves off of it, or at the end of the round if a figure is standing on it. Glyph of Yadulkia (Disengage): Your figures are never attacked when leaving an engagement. Temporary Glyphs HeroScape Wiki 15+ Advertisement HeroScape Wiki 15+ Glyphs Glyphs An assortment of Glyphs. Glyphs are a game piece featured in Heroscape sets, which add several different categories of effects to the game. They may be placed Power-Side-Up (face up), or Symbol-Side Up (face down). Glyphs are stationary unless otherwise stated in a scenario. When a figure moves onto a glyph, it is turned Power-Side Up if it was not already, and the powers are used immediately. Glyph powers affect the figure's entire army unless otherwise stated. There are Permanent Glyphs, which apply an effect at all times, and Temporary Glyphs, which take effect only once and then are removed from the game. The Dungeons and Dragons subtheme would add Treasure Glyphs, which are carried on a figure's Army Card. Lastly, some glyphs are Artifacts, whose powers are determined by the specific Scenario being played. Advertisement Types of Glyphs 00:00 41:20 Advertisement Permanent Glyphs These Glyphs remain on the battlefield at all times. While a figure is standing on a Permanent Glyph, the effect listed is applied to that figure's whole army. When a figure moves on to a Permanent Glyph, their movement ends immediately, and the glyph is flipped Power-Side Up if it was not already. As with other game effects, Special Attacks are not modified by glyphs. Temporary Glyphs The power of a Temporary Glyph takes place only once. When one of your figures moves onto any of these Glyphs, follow its rules, then remove it from the game. Treasure Glyphs The Dungeons and Dragons master set Battle for the Underdark introduced Treasure Glyphs. Treasure Glyphs are normally mobile and can be carried by a Unique Hero on their Army Card unless otherwise stated in a scenario. Treat Treasure Glyphs as normal glyphs with the following exceptions: Only Unique Hero figures can attempt to pick up or activate Treasure Glyphs. Uncommon figures are considered Unique for this. Other figures can land on spaces with Treasure Glyphs on them, but they cannot attempt to pick them up or activate them unless otherwise stated. A Unique Hero figure that ends its movement on a space with a Treasure Glyph may attempt to pick it up or activate it, depending on the Treasure Glyph’s individual rule. Treasure Glyphs do not force figures to stop when moving onto them. Treasure Glyphs that have been placed on a figure’s Army Card affect only the figure that is carrying them unless otherwise stated. Treasure Glyphs cannot be traded between figures. Treasure Glyphs must first be dropped by one figure (either voluntarily while moving, or by the figure being destroyed—see below), and then picked up by another figure at a later time. A Unique Hero can carry any number of Treasure Glyphs. Treasure Glyph Traps: If you are playing a Scenario with specified Traps, when a figure tries to pick up or activate a Symbol-Side Up Treasure Glyph, before revealing it, you must roll a 20 sided die. On a 1-5, you set off the trap! Leave the treasure Glyph symbol-side up. The scenario-specific trap takes effect. On 6 or higher, you don’t set off the trap, and the figure reveals the Treasure Glyph and places it on his corresponding Army Card. That figure now controls the Glyph. Dropping Treasure Glyphs: At any point during a figure's movement, you may place a Treasure Glyph power-side up on a space the figure occupies. That figure may now continue its movement. You cannot drop a Treasure Glyph onto a space that already has another Glyph on it. Losing Treasure Glyphs: If a figure carrying a Treasure Glyph is destroyed, the Glyph is placed power-side up onto a space the figure last occupied. If the space already has a Glyph on it, the Treasure Glyph(s) the figure was carrying is destroyed. Advertisement Ancient Artifact Treasure Glyphs Ancient Artifacts are powerful and rare Treasure Glyphs. Ancient Artifact Treasure Glyphs follow all rules for Treasure Glyphs with the following exception: an Army may control more than one Ancient Artifact Treasure Glyph, but an Army can never control more than one copy of each Ancient Artifact Treasure Glyph. If at any point an Army would control more than one copy, all extra copies must be dropped or destroyed. Tech Glyphs Tech Glyphs are a subset of Treasure Glyphs introduced in the G. I. Joe subtheme. They count as Treasure Glyphs. Permanent Glyphs Rise of the Valkyrie Glyph of Astrid (Attack +1): For each figure you control, roll one extra attack die. Glyph of Brandar (Artifact): The rules of this Glyph vary, depending on the Scenario. Glyph of Dagmar (Initiative +8): When you roll for initiative, add 8 to your die roll. Glyph of Gerda (Defense +1): For each figure you control, roll one extra defense die. Glyph of Ivor (Range +4): For each figure you control with a Range number of 4 or more, add 4 to the Range number. Glyph of Valda (Move +2): For each figure you control, add 2 to the Move number. (Do not use this power when moving off of the Glyph). Advertisement Malliddon's Prophecy Glyph of Jalgard (Defense +2): For each of your figures, roll two extra defense dice. Glyph of Lodin (Lucky 20-Sider): Any time you roll the 20-sided die while standing on the Glyph of Lodin, you may add one to your die roll. Glyph of Rannveig (Wind): All figures with the Flying special power lose this power and cannot fly while standing on the Glyph of Rannveig. Marvel Object of Power (Artifact): The rules for these Glyphs change for each scenario. Mysterious Item (Artifact): The rules for these Glyphs change for each scenario. Swarm of the Marro Glyph of Crevcor (Common Attack +1): All common figures in your Army may add one extra attack die when attacking normally. Glyph of Thorian (Thorian): All opponents' figures must be adjacent to your figures to attack your figures with a normal attack. Glyph of Proftaka (Pit Trap): Your figure is trapped. The trapped figure cannot move from this space. The figure can move off the Glyph of Proftaka only if a friendly figure occupies an adjacent space. Glyph of Ulaniva (Unique Attack +1): All unique figures in your Army may add one extra attack die when attacking normally. Glyph of Wannok (Wound): At the end of every round, roll the 20-sided die. If you roll a 1, the figure on the Glyph receives one wound. If you roll a 2 or higher, you may choose an opponent who must give one wound to any figure he or she controls on the battlefield. Advertisement Age of Annihilation Glyph of Brandar (Artifact): The rules for this Glyph vary, depending on the Scenario. Glyph of Dagmar (Initiative +8): When you roll for initiative, add 8 to your die roll. Glyph of Rannveig (Wind): All figures with the Flying Special Power lose this power and cannot Fly while a figure is standing on the Glyph of Rannveig. Glyph of Xenithrax Vines (Vines): If a Huge figure moves onto this Glyph, this Glyph is immediately removed from the battlefield and that figure may continue its movement. Figures standing on this Glyph roll 1 fewer attack die and 2 fewer defense dice. When a figure on this Glyph moves off of the Glyph, roll one attack die. If you roll a skull, that figure takes one wound. Remove this Glyph from the battlefield after a figure moves off of it, or at the end of the round if a figure is standing on it. Glyph of Yadulkia (Disengage): Your figures are never attacked when leaving an engagement. Advertisement G.I. Joe Zipline (Tactical Move): Once per turn, when a Small or Medium figure ends its movement on a Zipline Glyph while moving normally, you may choose another Zipline Glyph within 6 spaces of that Zipline Glyph. Place that figure on a space within 1 of and on the same level as that Glyph. A figure that is engaged when it starts to zipline will take any leaving engagement attacks. Figures may move over a Zipline Glyph without stopping. Secrets of the Citadel Glyph of Zigvald (Move +1): All figures in your Army add 1 to their Move value. (Do not use this power when moving off of this glyph). Temporary Glyphs Rise of the Valkyrie Glyph of Erland (Summoning): When one of your figures stops here, you may "summon" any other figure (yours or your opponent's) by moving it to a space adjcaent to the figure on the Glyph. The summoned figure does not receive a leaving engagement roll if it was engaged. Note: If there is no empty adjacent space, you can't use the Summon power. Glyph of Kelda (Healing): Only figures with one or more Wound Markers may stop on this Glyph. When one of your figures stops here, remove all Wound Markers from its Army Card. This glyph cannot be placed symbol-side up in any scenario you may create. Glyph of Mitonsoul (Massive Curse): For each figure on the battlefield (yours and your opponents'), roll the 20-sided die. If you roll 1, the figure is destroyed. If you roll 2 through 20, the figure is safe. Advertisement Malliddon's Prophecy Glyph of Sturla (Revive: One at a time, roll the 20-sided die for each figure destroyed in this battle (yours, your teammates' and your opponents'). If you roll a 19 or 20, place the figure in any starting zone of your choice. If you roll 1 through 18, the figure remains destroyed. Swarm of the Marro Glyph of Nilrend (Negation): When one of your figures stops here, you may choose any opponent's unique figure. Roll the 20-sided die. If you roll a 1 - 4, nothing happens. If you roll a 5 - 20, place the Gold Negation Marker on the chosen figure's Army Card. All of that figure's special powers are negated for the rest of the game. Glyph of Oreld (Intercept Order): When one of your figures stops here, roll the 20-sided die. If you roll a 1 - 9, nothing happens. If your roll a 10 - 20, you may remove one random Order Marker from an opponent's Army Card. Advertisement Age of Annihilation Glyph of Felaron (Glyph Removal) Remove any other Glyph from the battlefield. Glyph of Haukeland (Healing) When one of your figures stops here, you may remove up to 3 Wound Markers from across any of your Army Cards. Glyph of Mitonsoul (Massive Curse): When a figure lands on this Glyph, all players must roll the 20 sided die for all their own figures. If a 1 is rolled, than that figure is destroyed. On a 2 or higher, that figure is safe. Glyph of Quillivon (Sudden Movement): Choose up to 3 of your figures other than the one on this Glyph. You may move each of the chosen figures up to 5 spaces.
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