I'd like to add a collectible miniatures game to this thread: MageKnights.
Here's the idea: you have figures with 1-inch diameter bases. Most figures can move about 8 inches in one turn; you literally use a tape measure to determine how far they could move. Some of the very fastest ones can move 14 inches, but there are very few. You cannot move and attack with a figure in the same turn in most cases, but some figures had separate abilities (Charge or Bound) that would let you either move twice or move once and then attack. For Charge or Bound figures, most could move 4-6 inches and then attack at melee range, but some figures could use their ranged attack which was usually between 4-8 inches in range.
So, to summarize, the absolute maximum distance a figure could move and attack in one turn was around 14 inches, but that kind of range was a huge exception and usually was 10-12 inches. As an aside, every figure had a "point cost" and you could only build your army (the equivalent to a deck in a traditional TCG) up to the maximum agreed upon point total (usually 200-300 points).
Well, remember how I said the maximum a figure could move and attack in one turn was around 14 inches? That only held true until this bad boy came along.
That, my friends, is Corpheus. This sick fool totally broke the standards of a Mage Knight figure. He was one of the few characters with Bound, meaning he could move and attack in the same turn. Not just that, but his stats were crazy for a Bounding character - he could either move 10 inches twice in a turn OR move 10 inches and then use his above-average damaging ranged attack from 12 inches away. Effectively, in a game where most figures couldn't even move 12 inches, Corpheus could move 10 and then shoot you from 12 inches away. To make matters worse, he could attack 3 targets at the same time and his other abilities allowed that damage to splash onto other adjacent enemy figures.
To put the cherry on top, the point cost for Corpheus wasn't very high. He singlehandedly ruined all melee-focused armies in my local tournament scene. Mage Knight as a game died quickly around this time locally, and I honestly think Corpheus was a big factor in that - it was the beginning of massive rules changes and other shenanigans brought on by WizKids, the company behind MageKnights.