mikemacdee wrote:If it's UK rules, I guess I'll just play like normal and take your word on the results.
There's really not as much difference as people make out.
- Monsters have different stats. I will post a monster card each time you encounter a new type of monster for you to reference.
- The Armoury is slightly different (there are even 2 slightly different versions). I will post copies of the cards here before we begin for reference.
- Death is different - The Wizard & Elf cannot save themselves with a spell, only potions in the same way as the Dwarf & Barbarian
- Adjacent is not defined in the same way as the NA rules, in fact it is not defined at all. The definition of adjacent for this game will be 'All 8 squares surrounding a Hero'. I think this only really effects how you use the crossbow.
- Spells use combat die, not red die. Basically where the NA spells say roll a 6, you must roll a black shield etc.
Some rules specific to this Quest.
The quest is divided into 13 stages, covering 4 HQ boards. In a slight change to the published rules each door that is an exit from a stage will lead directly into the next stage. (the rules state that every Hero must exit a stage before you begin the next one, I think this is so that you can play the quest on 1 board. As owning 4 boards is not an issue for us I have made this slight change).
Between StagesThe Heroes do not return to their full strength between stages, nor do the Elf or Wizard replenish their spells. However, all character players may keep the potions and special treasures they have found.
Dark Company WarriorsThe Dark WArriors are an elite group of fighters who can defend in a special way. Roll the required number of dice shown as normal and as long as you roll at least one black shield, the Dark Warrior defends successfully and remains unharmed.
The DoomguardThe Chaos Warriors in this adventure are members of Morcar's elite regiment, the Doomguard. These monsters defend in the same way as the Dark Warriors.
Treasure chestsThese may only be opened by a Hero that is standing adjacent to the treasure chest. A trapped chest must be disarmed by standing adjacent to the chest and rolling a combat die in the usual way.