HeroQuest Gold
Posted: December 6th, 2022, 9:18 am
Many moons ago, almost 9 years ago to the day to be precise, I had the great fortune to be introducing yet another new generation of players to the awesome spectacle that is HeroQuest. A little online research and I discovered the Inn, the existence of the NA Edition and a vast wealth, accumulated over decades of debate, of rule modifications, problem fixes and house rules to mine.
I was like a kid in a candy store but I quickly realised that some self-discipline was required so I decided that I would document my version of the rulebook, partly for ease of reference but also to try and keep consistency for my players and to avoid giving the impression that I was making things up as I went along (only partially successful in that regard).
So I choose to adopt the NA Edition as my baseline and meticulously (I hope) copied out the text from the NA Instruction Booklet plus all the cards, armoury and similar material in the base set as my starting point.
As issues arose during play I mined the Inn for solution options, and chose hopefully the best solution (subjective), reverting to earlier version rules where appropriate, modifying existing rules, applying house rules or if I couldn't find any existing topics then I created a new topic and tried to describe the problem and potential solution options and then interpret the wealth of responses before play testing modifications and incorporating them.
The net result of all of this over the last nine years (and it still continues as we are soon to face 'Against The Ogre Horde'!) is my HeroQuest Gold Edition.
The rules are linked to in the post below, but I thought in addition to just presenting the rules as they stand, it might be more interesting to walk you through the journey, step by step, and reference the relevant topics here at the Inn as I do so, so that others can choose to follow the same well-trodden path or alternatively venture off into the wild unexplored areas but at least if they choose to do so, they can do it in the knowledge that a well-trodden path exists and they are willingly choosing to leave it at their own peril!
So please ensure that your weapons are sharpened, your armour polished, your healing potions primed and your back packs ... packed, take a deep breath and let the journey begin...
EDIT: I was asked some time ago to produce a summary document only a page or two long, summarising the key differences between HQ Gold Edition and 'normal' HeroQuest (HQ NA Edition was the normal one in the eyes of the person asking) so that he could have a brief read and decide whether it was worth diving into the details. Having produced the document I then decided to do a companion document highlighting the key differences between HQ Gold on HQ Second Edition and only having completed that and compared the two did I realise that HQ Gold was a lot closer to the Second Edition than the NA Edition!
This came as a surprise as I had based my rules on the NA edition originally. After a good think I realised that having unintentionally unpicked more rules from the NA back to the Second Edition than the other way around, I would bite the bullet and rewrite my rulebook using SE as the base so the next version of my rule book due fairly shortly will be based on the Second Edition!
Key differences between HQ Gold Edition and HQ Second Edition
1. Multiple BP monsters – whilst implemented partially and awkwardly in ATOH, the US Edition implemented this better and fully, so I have ported the monster profiles from US and the system for handling using skull markers
2. Chaos/Dread spells – another things that the US Edition brought to the table that is a clear improvement to the game is Chaos/Dread spells, so I have ported these over to HQ Gold also.
3. Combat Dice change – modified what the symbols represent on combat dice, (“skulls”, now “white skulls”) remain the same, (“white shields”, now “shields”) retain their function but counts as shields for both heroes and monsters, (“black shields”, now “black skulls”) become an additional type of skull that also activates push back ability. This modification increases damage dealt across the board, but this effect is partially compensated for ‘higher level’ monsters by the armour boost, making the game more challenging for heroes, and makes the door blocking tactic, whilst still a workable tactic, less of a game-killer for the monsters
4. Mind Dice replace Mind Points – Mind points are replaced by Mind dice and are now more utilised. This mitigates the flaw in the original game where Mind points are initially under-utilised and when they are finally utilised, they are unbalanced and game-breaking. Modifications also introduced to make more use of Mind dice, within spell casting and some monster special abilities.
5. The College – introduced a new ‘Between Quests’ feature that gives the Wizard, a parallel advancement mechanism to the armoury/equipment cards for other heroes, something to spend the Wizard’s gold on and expands the range of spells and in conjunction with the Mind dice changes enables the Wizard to carry more spells into later Quests. An equivalent “The Shrine” is also presented for the Elf.
6. Loot action – introduced a new distinct “Loot” action for handling chests, whilst excluding them from the general search for treasure action. This reinforces their distinctive nature and resolves the traps around chest confusion that exists in some later quests.
7. Search for Traps and Secret Doors action scrapped and handling of traps, through a detect and disarm roll, and handling of secret doors, incorporated into movement rules. This resolves several issues within the existing Search for Traps and Secret Doors action around assumed movement logic, including traps behind doors, traps in a row, open secret doors and the sheer volume of potential searches and the by rote handling.
8. Battle Rage special ability introduced for the Barbarian, equivalent to the special abilities that the Dwarf has around Traps and the Wizard and Elf have for spell casting. This means that the Barbarian gets an intrinsic improvement to his combat ability, although this is offset, that is not equipment based so he keeps that distinction even as other heroes level-up.
9. Poison rules – created distinct rules for handling poisonous attacks and their effects on healing and related potions as the original rules didn’t really call these out or handle them very cleanly.
10. Advancement - the existing HQ advancement system is fine (aside from the lack of an alternative one for spell casters covered above in point 5) but the balance in the SE was a little off*. Introduced a bunch of tweaks, stacking body armour, slight increases to equipment prices (more the high end stuff), ported Longsword from NA, new Bow and Throwing Knife, swap Borin's Armour and Rabbit Boots Quest Treasure placement and reduced the equipment give-aways within Quests.
*The changes introduced by the NA Edition, on the whole make the imbalance within the advancement system even worse, more equipment is given away in-quests, taking choice away from the players, more searching for treasure increases the rate at which Heroes advance making the game easier and the Heroes max out even quicker. The sell-back rule introduced in HQ2021, effectively doubles the Heroes advancement speed, destroying the advancement system entirely.
I was like a kid in a candy store but I quickly realised that some self-discipline was required so I decided that I would document my version of the rulebook, partly for ease of reference but also to try and keep consistency for my players and to avoid giving the impression that I was making things up as I went along (only partially successful in that regard).
So I choose to adopt the NA Edition as my baseline and meticulously (I hope) copied out the text from the NA Instruction Booklet plus all the cards, armoury and similar material in the base set as my starting point.
As issues arose during play I mined the Inn for solution options, and chose hopefully the best solution (subjective), reverting to earlier version rules where appropriate, modifying existing rules, applying house rules or if I couldn't find any existing topics then I created a new topic and tried to describe the problem and potential solution options and then interpret the wealth of responses before play testing modifications and incorporating them.
The net result of all of this over the last nine years (and it still continues as we are soon to face 'Against The Ogre Horde'!) is my HeroQuest Gold Edition.
The rules are linked to in the post below, but I thought in addition to just presenting the rules as they stand, it might be more interesting to walk you through the journey, step by step, and reference the relevant topics here at the Inn as I do so, so that others can choose to follow the same well-trodden path or alternatively venture off into the wild unexplored areas but at least if they choose to do so, they can do it in the knowledge that a well-trodden path exists and they are willingly choosing to leave it at their own peril!
So please ensure that your weapons are sharpened, your armour polished, your healing potions primed and your back packs ... packed, take a deep breath and let the journey begin...
EDIT: I was asked some time ago to produce a summary document only a page or two long, summarising the key differences between HQ Gold Edition and 'normal' HeroQuest (HQ NA Edition was the normal one in the eyes of the person asking) so that he could have a brief read and decide whether it was worth diving into the details. Having produced the document I then decided to do a companion document highlighting the key differences between HQ Gold on HQ Second Edition and only having completed that and compared the two did I realise that HQ Gold was a lot closer to the Second Edition than the NA Edition!
This came as a surprise as I had based my rules on the NA edition originally. After a good think I realised that having unintentionally unpicked more rules from the NA back to the Second Edition than the other way around, I would bite the bullet and rewrite my rulebook using SE as the base so the next version of my rule book due fairly shortly will be based on the Second Edition!
Key differences between HQ Gold Edition and HQ Second Edition
1. Multiple BP monsters – whilst implemented partially and awkwardly in ATOH, the US Edition implemented this better and fully, so I have ported the monster profiles from US and the system for handling using skull markers
2. Chaos/Dread spells – another things that the US Edition brought to the table that is a clear improvement to the game is Chaos/Dread spells, so I have ported these over to HQ Gold also.
3. Combat Dice change – modified what the symbols represent on combat dice, (“skulls”, now “white skulls”) remain the same, (“white shields”, now “shields”) retain their function but counts as shields for both heroes and monsters, (“black shields”, now “black skulls”) become an additional type of skull that also activates push back ability. This modification increases damage dealt across the board, but this effect is partially compensated for ‘higher level’ monsters by the armour boost, making the game more challenging for heroes, and makes the door blocking tactic, whilst still a workable tactic, less of a game-killer for the monsters
4. Mind Dice replace Mind Points – Mind points are replaced by Mind dice and are now more utilised. This mitigates the flaw in the original game where Mind points are initially under-utilised and when they are finally utilised, they are unbalanced and game-breaking. Modifications also introduced to make more use of Mind dice, within spell casting and some monster special abilities.
5. The College – introduced a new ‘Between Quests’ feature that gives the Wizard, a parallel advancement mechanism to the armoury/equipment cards for other heroes, something to spend the Wizard’s gold on and expands the range of spells and in conjunction with the Mind dice changes enables the Wizard to carry more spells into later Quests. An equivalent “The Shrine” is also presented for the Elf.
6. Loot action – introduced a new distinct “Loot” action for handling chests, whilst excluding them from the general search for treasure action. This reinforces their distinctive nature and resolves the traps around chest confusion that exists in some later quests.
7. Search for Traps and Secret Doors action scrapped and handling of traps, through a detect and disarm roll, and handling of secret doors, incorporated into movement rules. This resolves several issues within the existing Search for Traps and Secret Doors action around assumed movement logic, including traps behind doors, traps in a row, open secret doors and the sheer volume of potential searches and the by rote handling.
8. Battle Rage special ability introduced for the Barbarian, equivalent to the special abilities that the Dwarf has around Traps and the Wizard and Elf have for spell casting. This means that the Barbarian gets an intrinsic improvement to his combat ability, although this is offset, that is not equipment based so he keeps that distinction even as other heroes level-up.
9. Poison rules – created distinct rules for handling poisonous attacks and their effects on healing and related potions as the original rules didn’t really call these out or handle them very cleanly.
10. Advancement - the existing HQ advancement system is fine (aside from the lack of an alternative one for spell casters covered above in point 5) but the balance in the SE was a little off*. Introduced a bunch of tweaks, stacking body armour, slight increases to equipment prices (more the high end stuff), ported Longsword from NA, new Bow and Throwing Knife, swap Borin's Armour and Rabbit Boots Quest Treasure placement and reduced the equipment give-aways within Quests.
*The changes introduced by the NA Edition, on the whole make the imbalance within the advancement system even worse, more equipment is given away in-quests, taking choice away from the players, more searching for treasure increases the rate at which Heroes advance making the game easier and the Heroes max out even quicker. The sell-back rule introduced in HQ2021, effectively doubles the Heroes advancement speed, destroying the advancement system entirely.