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Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.







Kurgan wrote:Roll three white dice when grabbed (and on each subsequent turn). One white shield rolled negates damage for that round, two white shields escapes... three white shields does a "wrestling move" to reverse the hold and cause 1 BP damage to the Yeti
Kurgan wrote:...three white shields does a "wrestling move" to reverse the hold and cause 1 BP damage to the Yeti (and you are free to move as normal after that, but it takes up your action).




Daedalus wrote:Opposing a Yeti hug could be considered a strength roll. Already existent expansion rules can work for this:
- Against the Ogre Horde features the Stone Doorway. Heroes roll a number of Combat Dice equal to their starting Attack Dice. The Stone Doorway is opened hug is broken by rolling two Skulls.
- Kellar's Keep (Quest 6) features a door locked for many years. Heroes roll two red dice. Rolling LESS than a Hero's starting Body Points opens the door breaks the hug.





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