Overview
Marvel HeroClix: Infinity Challenge is the first HeroClix set, using the Clix combat dial system to simulate superhero battles. Players build teams of Marvel heroes and villains from point-based rosters and fight on gridded maps. Each figure has a rotating base dial tracking changing combat values as damage is taken. The game combines tactical miniatures combat with accessible rules.
Components
- Pre-painted Marvel character figures with Clix combat dials
- Gridded battle maps (3x3 feet)
- 2 six-sided dice per player
- Object tokens
- Terrain markers
- Action tokens
Setup
- Players agree on a point total for team building (typically 200-400 points).
- Each player builds a team selecting figures whose point values total no more than the agreed limit.
- Select a map and place it between players.
- Players alternate placing figures in their starting areas.
- Roll dice for initiative.
Turn Structure
Each turn:
- Beginning of Turn: Remove action tokens from characters that did not act last turn (allowing them to act this turn).
- Actions: Give actions to your characters (number limited by team size). Each character receiving an action gets an action token.
- End of Turn: Characters with 2 action tokens take 1 pushing damage.
Actions
Move Action
Move the character up to its speed value in squares. Characters cannot move through opposing characters or blocking terrain.
Close Combat Attack
Attack an adjacent enemy character:
- Roll 2d6 + attack value.
- If total >= target’s defense value, hit.
- Deal damage equal to the attacker’s damage value.
- Target clicks their dial that many clicks.
Ranged Combat Attack
Attack an enemy within range (must have line of fire):
- Same as close combat but at range.
- Cannot target adjacent characters with ranged attacks.
- Range value printed on the dial determines maximum distance.
Special Powers
Characters may have special powers printed on their cards or dials. These include:
| Power |
Effect |
| Charge |
Move + close combat in one action |
| Running Shot |
Move + ranged combat in one action |
| Hypersonic Speed |
Move, attack, then move again |
| Super Strength |
Pick up and throw objects |
| Toughness |
Reduce damage by 1 |
| Invulnerability |
Reduce damage by 2 |
| Regeneration |
Roll d6; on 5-6, heal clicks |
| Stealth |
Cannot be targeted at range in hindering terrain |
| Perplex |
Modify a combat value by +1 or -1 |
| Outwit |
Counter an opponent’s power |
Scoring / Victory Conditions
- Standard: Eliminate all opposing characters. When a character’s dial reaches KO, they are defeated.
- Point-based: Score points equal to defeated characters’ point values. Highest score wins.
- Various scenario-based objectives may also apply.
Special Rules & Edge Cases
- Pushing: If a character acts on 2 consecutive turns, it takes 1 click of pushing damage at end of turn. Characters with the Willpower power ignore pushing damage.
- Line of Fire: Draw a line from center of attacker’s square to center of target’s square. If it crosses blocking terrain or other characters, the shot is blocked.
- Hindering Terrain: +1 to defense for characters in hindering terrain. Halves movement while moving through.
- Elevated Terrain: Characters on higher elevation have advantage for ranged combat.
- Objects: Light objects (damage +1, range 6), heavy objects (damage +2, range 4) can be picked up by characters with Super Strength.
- Team Abilities: Characters sharing a team symbol may have shared abilities (e.g., Avengers members can use one free action per turn for a move action).
Player Reference
| Action |
Summary |
| Move |
Move up to speed value |
| Close Combat |
2d6 + attack vs. defense; deal damage on hit |
| Ranged Combat |
Same as close at range; need line of fire |
| Special Power |
Use character-specific ability |
| Combat Step |
Description |
| Roll 2d6 |
Add attack value |
| Compare to defense |
>= defense = hit |
| Apply damage |
Click target dial |
| Check KO |
Past last slot = defeated |