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Hero Quest Monopoly!

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Hero Quest Monopoly!

Postby Kurgan » Sunday July 5th, 2020 2:06am

Please note, I'm not the one who posted this or made it, but I saw pictures of it posted before and now I see it is up for auction...

The only thing missing would be the title deed cards and money (? gold coins) to play it with. I suppose you could use regular Monopoly pieces or construct your own. What would you use for houses/hotels... Castles? Bigger castles?

Hero Quest Monopoly Good luck to whoever gets it!

PS: If you win, please ask the seller if they still have the original files!

Good job on the design, by the way. |_P
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Re: Hero Quest Monopoly!

Postby lestodante » Sunday July 5th, 2020 5:27pm

I've seen this on ebay already. It looks nice. It was made in 2006 if I'm not wrong.
Read the description as it is interesting too.


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Re: Hero Quest Monopoly!

Postby Anderas » Monday July 6th, 2020 2:58am

The graphic look and the implementation of the lore is really great! Sad that it uses monopoly rules.

Maybe Heroquest Risk would be a great idea. Greenskins, Undead, Humans as armies. Warhammer world map as risk game board. Gathering of certain artifacts in certain dwarf/orc/unread strongholds as goal of the game.

Every Army has it's heroes. Dwarf, Elf, Barbarian, Wizard on the "good" side. Ulag, Grak, Ograk, Grawshak on Ork side. Witch Lord, Skulmar, Kessandria and Kelvinos on Undead side.

Only the Heroes can gather the artefacts. They have to bring them to a central stronghold, everyone can carry just one. The armies should have a difficult time holding enemy land and an easier time holding their own land... except if the hero is with them. You don't win by playing exactly like risk.

Orcs want Sir Ragnar, the magical Orc Statue, Orc's Bane, the Elixier of Life

Undead want the magical Orc Statue, the Spirit Blade, the Elixier of Life and the Star of the West

Men want the Star of the West, Sir Ragnar, the Spirit Blade and Orcs Bane.

Once a hero is in possession of an artefact, it's great fun and tactical advantage smashing him. So he better makes his way home to the central strong hold of his land.
Once all heroes are dead, the Player has lost. This is why, when under attack, a hero might flee the battlefield, removing any bonuses from the army. He can declare to do so every time after Defense dice have been rolled and losses were removed. He can't do that in the central stronghold.

And then of course it is a nice tactical move to smash the enemy's central stronghold. But I stop to dream up rules now.


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Re: Hero Quest Monopoly!

Postby Maldeev1911 » Sunday July 19th, 2020 4:13pm

Anderas wrote:The graphic look and the implementation of the lore is really great! Sad that it uses monopoly rules.

Maybe Heroquest Risk would be a great idea. Greenskins, Undead, Humans as armies. Warhammer world map as risk game board. Gathering of certain artifacts in certain dwarf/orc/unread strongholds as goal of the game.

Every Army has it's heroes. Dwarf, Elf, Barbarian, Wizard on the "good" side. Ulag, Grak, Ograk, Grawshak on Ork side. Witch Lord, Skulmar, Kessandria and Kelvinos on Undead side.

Only the Heroes can gather the artefacts. They have to bring them to a central stronghold, everyone can carry just one. The armies should have a difficult time holding enemy land and an easier time holding their own land... except if the hero is with them. You don't win by playing exactly like risk.

Orcs want Sir Ragnar, the magical Orc Statue, Orc's Bane, the Elixier of Life

Undead want the magical Orc Statue, the Spirit Blade, the Elixier of Life and the Star of the West

Men want the Star of the West, Sir Ragnar, the Spirit Blade and Orcs Bane.

Once a hero is in possession of an artefact, it's great fun and tactical advantage smashing him. So he better makes his way home to the central strong hold of his land.
Once all heroes are dead, the Player has lost. This is why, when under attack, a hero might flee the battlefield, removing any bonuses from the army. He can declare to do so every time after Defense dice have been rolled and losses were removed. He can't do that in the central stronghold.

And then of course it is a nice tactical move to smash the enemy's central stronghold. But I stop to dream up rules now.


Love the idea of a Hero Quest themed Risk!
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