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The Wandering Monster and Ambush tokens can be lethal here. A nice collection of Trap tokens will make badly wounded heroes think twice about searching rooms on the exist.which also addresses the issue of a quest getting boring when the heroes have fulfilled the mission and must get back to their starting point
mitchiemasha wrote:We play if no monsters were in play that round instead of LoS.
Mistral wrote:Just an idea I throw in the group: as the (base) game tends to be rather in favor of the heroes and the evil wiz often finds his minions slain before he has the chance to do anything, I was wondering if it's a possibility to incorporate an alternate activation rule as Imperial Assault (and probably other games) is using?
After a hero completes his turn, the evil wizard can choose to activate 1 monster group present on the table (represented by the monster card of that group). After each hero, another group activates and if at the end of the round several monster groups are still not active, the evil player can activate all these monsters as he sees fit (not bound to any monster card).
If more groups of 1 type are present, maybe several cards of the same type (fe goblins or orcs) could be used if available.
What's your opinion on this?
knightkrawler wrote:The way I play, that would mean that one monster would be spawned at the staircase and while it walks toward the heroes at the other end of the dungeon, no other monsters can be spawned.
That's why I have line of sight as a determiner.
The Admiral wrote:Maybe make the rule less punishing by drawing a random monster card? But I really think that this should be restricted to one monster group activation per quest. This would add a little bit to the EW's armoury without overly discouraging aggressive Hero play.
mitchiemasha wrote:knightkrawler wrote:The way I play, that would mean that one monster would be spawned at the staircase and while it walks toward the heroes at the other end of the dungeon, no other monsters can be spawned.
That's why I have line of sight as a determiner.
Yes that would be problematic. So are the cards played instantly? In my mod, it triggers collecting a token but these can be played at various points, depending on the type. The wandering monster/spawn can be placed in any empty room, not just the starway. The EW learns when to play them, some best to play early on, others, end game. Ambush can be lethal. Heroes have to plan some serious exit strategies. Ideally they want to play towards the EW earning as little tokens as possible. You can even bluff holding 1 token, instilling fear to which it might be.
knightkrawler wrote:mitchiemasha wrote:knightkrawler wrote:The way I play, that would mean that one monster would be spawned at the staircase and while it walks toward the heroes at the other end of the dungeon, no other monsters can be spawned.
That's why I have line of sight as a determiner.
Yes that would be problematic. So are the cards played instantly? In my mod, it triggers collecting a token but these can be played at various points, depending on the type. The wandering monster/spawn can be placed in any empty room, not just the starway. The EW learns when to play them, some best to play early on, others, end game. Ambush can be lethal. Heroes have to plan some serious exit strategies. Ideally they want to play towards the EW earning as little tokens as possible. You can even bluff holding 1 token, instilling fear to which it might be.
Morcar may play it immediately or keep the card and play one at any point during his turn.
There's even a bluff card that doesn't do anything except make the heroes wonder what it is...
Now that you mention it, monster spawning isn't just in the staircase room, but in any room that has been explored and left by the heroes.
The Admiral wrote:Mistral wrote:Just an idea I throw in the group: as the (base) game tends to be rather in favor of the heroes and the evil wiz often finds his minions slain before he has the chance to do anything, I was wondering if it's a possibility to incorporate an alternate activation rule as Imperial Assault (and probably other games) is using?
After a hero completes his turn, the evil wizard can choose to activate 1 monster group present on the table (represented by the monster card of that group). After each hero, another group activates and if at the end of the round several monster groups are still not active, the evil player can activate all these monsters as he sees fit (not bound to any monster card).
If more groups of 1 type are present, maybe several cards of the same type (fe goblins or orcs) could be used if available.
What's your opinion on this?
It sounds very interesting, but from my experience it could make the game duller rather than more exciting. I try to encourage my brother to attack into the room rather than make the tedious stand at the door tactic. Evil Wizard cards have had the desired effect. This method would dramatically increase the number of attacks on the Heroes if they charge into a room with monsters. He would therefore almost certainly choose to wait at the door, and I couldn't really blame him.
Maybe make the rule less punishing by drawing a random monster card? But I really think that this should be restricted to one monster group activation per quest. This would add a little bit to the EW's armoury without overly discouraging aggressive Hero play.
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