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Dimensional Rift

A hole from another universe has opened in the heart of the city, slowly sucking everything into it. Can
your heroes defeat the foes guarding the rift and seal the breach?

What the heck is that? Place one special counter in the center of the board (any of the four
middle squares). This is the heart of the rift. Place a die on it with the 1 showingthis is the
dimensional rifts range and power. Then each player places an object until five more objects are
placed.
Look outits getting BIGGER! At the end of each full turn, roll two dice. On a result of 7
or better, the range and power of the rift increase by 1, to a maximum of 6. Change the die on the
rift to the next highest number to keep track of the increasing strength of the rift. The rift breaks
down any walls it encounters and destroys any blocking or hindering terrain (thought not objects)
within this range. Any walls and blocking or hindering terrain within X squares of the rift are
considered to be clear terrain for the remainder of the game. X is equal to the strength of the rift
(i.e. the number on the rifts die).
Its pulling us in! At the end of each turn, the dimensional rift makes an attack against all
heroes within its range. The strength of this attack is 8 plus the current power of the rift. This
attack inflicts 3 clicks of damage. Roll for the attack as if the rift were making a normal attack,
however the results of this attack cannot be effected by Energy Shield or Defend. This damage is
taken as knockback (and is not affected by powers such as Charge, Invulnerability, or Toughness),
but instead of pushing the hero away, the rift draws the hero toward itself. Objects within the
range of the rift move one space toward the rift.
Its got me! Heroes that move or are drawn into the heart of the rift (into the square with the
counter representing the rift) are removed from play. Objects drawn into the rift (not moved there
by player action) are removed from the board.
Block it up! The rift can be sealed in two ways: a ranged attack using an object, or a closecombat attack. A successful ranged attack with an object (using Super Strength or Telekinesis)
will reduce the number on the die by 1. A successful close-combat attack will reduce the number
on the die by a number equal to the attacks damage. If the number on the die would be reduced
below 1, the rift is closed.

Victory Conditions
As per the standard game. Figures lost to the dimensional rift are not counted toward victory points. Any
figure knocked into the rift as a result of a knockback attack from an opposing figure counts normally
toward victory points.

WizKids LLC grants permission to copy this document for personal use and for registered Hero Clix events.

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