Tag-Team Rules:
When selecting teams select 1 extra character per team (3 characters each for 2v2). When a character is incapped, instead of standing up they are removed and the extra character enters at a designated spot (each team should have their own). The incapped Character will go in the next time a character on your team is incapped.
I like this for getting out of the knocked down, stand up flow of the game, and for getting different combinations of heroes on the field. This can work with most of the game modes listed below, as well as just a tag-team skirmish. I often do 5 characters each for 3v3 matches.
Team Elimination:
In this version incapped Champions are removed from the board while the remaining Champions resume the fight. After only one team is standing that team scores 1 point for each remaining Champion from their team, and then the other team respawns in any edge spaces. Play to a certain number of points or a certain number of fights.
I usually use a circle map for this, and the losing team respawns all at once. This mode works best when 2 players want to face off with multiple Champions each. Losing team always goes first, starting with their Champion who would go after the last opponent who acted.
Last Team Standing:
One of my favorites. Draft your teams, as many champions as you desire. Pick your starting team and stack your other champions face down in order.
When your champion is incapped on their next turn draw the next champion’s card and that champion enters the game from a designated area. Play continues until one side is all out of champions in their deck and the ones in play are incapped.
This is great for 4 players, as the incapped champion’s player can set up their next Champ while the others take their turns, it is also great for learning the different characters.
Kings of the Harmless Volcano:
Basically king of the mountain, First thing you do before power-up occurs is record a point if your champion is active and standing on the orange part of the Volcano. If you are incapped you would not score a point because you weren’t active at the time.
Any player may move an adjacent incapped opponent 1d6 spaces from the their hex as an action.
Circle set-up, play to a specific number of points, and KO Ra on sight. (I find some matches are better when each Champion has a banned card, because Tornado.)
Monorail Robbery:
You need a genuine bonafide Monorail for this one, and the Monorail rules. Select teams (I like 2v2). One team guards the Monorail, one team is trying to rob the monorail.
How it works: For this game special rules are in place. You cannot attack the monorail from range, or even adjacency. Only players standing on the Monorail may attack it, Any attack may be used but that attack only hits the monorail space the champion is standing on. Area attacks may be used to attack defending champions, but those attacks will not affect the Monorail.
Keep track of how many rounds the monorail survives, and if it makes it around the track 5 times the defending team wins.
Then switch sides, same teams and try again, whichever team defends best wins. (or attacks best wins, same result)
Capture the Flag:
Select teams, set up map in a rectangular fashion (2 map pieces wide, as close as you can come)
Put a shard marker in the center of the furthest map piece on each side and select teams. The goal is to have the opposing Shard and your own shard on your starting Map piece, the first team to do that wins.
Shard Rules Offense: Pick up takes one action, Shard Toss is active. Shard Carriers ignore any Powers in play and may not take any action aside from move, Aim and Shard Toss. A character carrying a shard loses mobility and their move action cannot be unlimited.
For Example: Tachyon picks up a shard, her move is no longer unlimited, and she can’t use Pushing the Limits, she cannot dodge, sprint or make attacks. Her Synaptic Interruption will not occur, nor would Baron’s redistributor or Wraith’s slip into shadows.
Shard Rules Defense: An incapped carrier drops a shard as per the scenario rules. If your shard is dropped a Champion may use an action to attempt to send the shard back to its origin space, or may pick it up and carry it. Defensive carriers have the same restrictions as Offensive carriers. To send a shard back to it’s origin roll 3d6, if at least two numbers match send it home, otherwise the sending fails.
Pylon Control: (courtesy of kitmehsu)
Arrange at least 5 tiles as you wish and place 5 pylon tokens in the center hex of 5 separate tiles.
Add two additional tiles on opposite sides of the previous tiles and place a scenario marker in the center of each, and flip one of the tokens.
Each teams characters start adjacent to their scenario marker.
Objective
At the end of the third round and each round after, the team who controls the most pylons scores. The team who first reaches X points wins.
Special rules
Incapped characters are removed from the board. On that character's next power-up phase, they are placed adjacent to their starting marker. They may alternatively place the character adjacent to any pylon their team controls as long as their is not an opposing character in the same tile as the pylon.
Any additional points of damage beyond what it takes to incap reduces their movement during their first surge phase after they stand up by 1 per point of damage.
Scenario powers
All characters gain acess to the following scenario powers:
Pylon hijack
(Action) When adjacent to a Pylon roll X dice and count 5s and 6s as successes. For each success, either remove an opposing scenario token from the pylon or place one of your tokens if the pylon is neutral. X = 3 - number of foes within radius 1 of the targeted pylon.
Edit: added Pylon control 8/17/14