I've been thinking of a new style of HeroQuest game play. The idea would be to have a miniature encounter style quest that can be played quickly, something that could be done in between larger quests. An example of this could be an encounter at camp, Orcs surround the heroes camp in the middle of the night and the heroes must fight them off; or on their way to the next quest the heroes encounter a band of monsters guarding a bridge, the heroes must defeat the monsters before they can cross.
These encounters would use a smaller map, monsters and heroes would have specific starting points. In the camp attack scenario, the four heroes would start in the middle of the map and the monsters would start at the four corners:
There could be scatter terrain placed in random spots, this map has a few small rocks, these can be treated as furniture so they cannot be moved onto.
Some special rules:
- The map is pretty small so I decided heroes will only use one movement die.
- Four orcs wouldn't put up much of a fight against the four heroes, when a hero defeats an enemy, they draw a treasure card. If they draw a Wandering Monster, Zargon may place a new monster on one of the four monster starting points of his choosing.
- If a wandering monster is added to the map, it cannot be attacked until the next round.
- Heroes win when all monsters are defeated, Zargon wins if all heroes are defeated.
Here is a little play test that I did with the above map.
Round 1Hero TurnRolls: Barbarian: 1, Dwarf: 4, Elf: 6, Wizard: 6
- Barbarian and Dwarf move toward the Orcs
- Elf moves to defend the Wizard
- Wizard casts Ball of Flame on OrcD, OrcD fails roll with a 2 and a 3, and dies. Wizard draws treasure card, 15 gold.
Zargon Turn- OrcA engages Wizard. OrcA
, Wizard
; Wizard loses 1BP
- OrcB engages Wizard. OrcB
, Wizard
; Wizard defends
- OrcC engages Elf. OrcC
, Elf
; Elf loses 1BP
BP: Barbarian 8, Dwarf 6, Elf 5, Wiz 3
Round 2Hero TurnRolls: Barbarian 6, Dwarf 6, Elf 4, Wizard 3
- Barbarian engages OrcA. Barb
, OrcA
; OrcA dies, Barb draws Potion of Defense
- Dwarf engages OrcB. Dwarf
, OrcB
; OrcB dies, Dwarf draws Wandering Monster
(Zargon places new orc in desired starting point)
- Elf engages OrcC. Elf
B; OrcC defends
- Wizard moves away, casts Genie on OrcC. Wizard
, OrcC
; OrcC Dies, Wizard draws Jewels!
Zargon TurnOrcE engages Elf. OrcE
, Elf
; Elf defends
BP: Barbarian 8, Dwarf 6, Elf 5, Wiz 3
Round 3Hero TurnRolls: Barbarian 1, Dwarf 2, Elf 6, Wizard 2
- Barbarian moves closer to OrcE.
- Dwarf moves closer to OrcE
- Elf engages OrcE. Elf
OrcE defends.
- Wizard moves behind Barbarian, casts Fire of Wrath on OrcE; OrcE fails roll (1) and dies. Wizard Draws Wandering Monster
At this point I realize that no matter what happens, the heroes will never face more than the starting number of monsters at a time. There needs to be some kind of rule that allows Zargon to add a new monster at some point. There also needs to be some kind of rule that determines the type of monsters starting and the type of monsters that get added each time a Wandering Monster is drawn. It would be no fun to have the same monsters the whole time.
This is what I have so far, if anyone has any comments, I'd love to hear them.