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mitchiemasha wrote:I can't stress how good the Tokens are, the spice it adds. Even though it made things harder for the Heroes they enjoy that extra kick.
knightkrawler wrote:Where exactly are more monsters added in a 4x5 room with a table and three goblins and six heroes?
I think the issue at hand is being overthought, to be honest.
I would add exactly nothing until, during a quest, I hear complaints or see bored faces. Too easy? Too tedious? Only then it's time to make adjustments accordingly. I wouldn't take the risk to chance things beforehand and then find out it might have been the wrong tweak. THEN, changing back things would look like cheating.
j_dean80 wrote:knightkrawler wrote:Where exactly are more monsters added in a 4x5 room with a table and three goblins and six heroes?
I think the issue at hand is being overthought, to be honest.
I would add exactly nothing until, during a quest, I hear complaints or see bored faces. Too easy? Too tedious? Only then it's time to make adjustments accordingly. I wouldn't take the risk to chance things beforehand and then find out it might have been the wrong tweak. THEN, changing back things would look like cheating.
I've never seen the base game maps without room to add just 1 monster. Expansions are another story.
knightkrawler wrote:I didn't mean literally this and that many squares. Overcrowding the board is a problem with vanilla HQ as it is.
I would hope that a group of 6 heroes would split up, which in most cases would probably make the quest FASTER without a need to fill monsters here and raise body points there. In the beginning. Until it gets maybe too easy.
Daedalus wrote:Time for a revision to include some useful input, sans the token. The rule allows for any number of players and takes the place of the standard rule on page 12 of the NA Instruction Booklet.Order of Play
Play begins with the Hero seated to Morcar/Zargon's left and continues clockwise. After the Hero(es) have completed four turns (skipping M/Z's turn should it come up), it is M/Z's turn. On his turn, M/Z may move all monsters currently on the gameboard. Then the order begins anew, continuing clockwise from the last Hero to have had a turn. This sequence continues until the Quest is achieved or until the Heroes leave the underworld.
With games of just 1 or 2 Heroes, movement should be limited each turn to one red die per Hero. . . .
DC1346 wrote:. . . I especially liked the idea about limiting characters in larger groups to just 1 die. This would offset their strength in numbers (assuming I didn't add additional monster) by reducing their mobility.
Tott wrote:my only quibble with limiting characters to 1 movment die is that it would really slow the game down, HQ can be a bit slow paced at times as it is (especially when introducing young players to it) 1 die could make it just a bit too slow.
lestodante wrote:We played in the past with 2 boards and 8 Heroes. We obviously had 2 set of HQ and home made quests. Only one set of Artifacts allowed. The problem is that the game will become very very long.
Morcar had to play after the first 4 heroes has completed their turns or all the monsters will be killed without even moving; then the other 4 heros will play and then Morcar once more. . . .
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