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Japanese HeroQuest: Rulebook Translation

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Re: Japanese HeroQuest: Rulebook Translation

Postby knightkrawler » Tuesday June 24th, 2014 1:52am

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Re: Japanese HeroQuest: Rulebook Translation

Postby AerynB » Tuesday June 24th, 2014 1:56am

Well done!! I'm incredibly impressed. I'm glad you could make some sense out of my convoluted files and pictures. *blushes* Anyway, thanks for finishing up this project. Fantastic job!


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Re: Japanese HeroQuest: Rulebook Translation

Postby Bob-Bob » Tuesday June 24th, 2014 2:17am

You're welcome, Aeryn. :D

Now I just have one last section of the rules to post...



Chapter 3/Final Chapter: Expert Rules 

From Chapter 3, the enemies become more powerful, but the heroes also continue to level up. To play Chapter 3 and the Final Chapter, players must learn the Expert Rules.

[Gameplay Under the Expert Rules]
All cards are used.
The basic rules of gameplay do not change from the Intermediate Rules, but in the Expert Rules, the following rules are added:

● The Magician and Elf can now use Expert Magic.
● Enemies are now considered obstacles that block projectile attacks and magic.
● You can now add optional rules.

I) Expert Magic
In Chapter 3, the Magician and Elf can now use Expert Magic. There are many different types of Expert Magic. Use the 12 Spell Cards to unleash magic in whatever way you desire.

Types of Magic  
Expert Magic is classed into 4 elements of magic based on the magic’s energy source.

● Earth Magic - Defense and Healing Magic
● Water Magic - Defense and Healing Magic
● Air Magic - Attack Magic
● Fire Magic - Attack Magic

There are 3 Spell Cards for each magic element.

Choosing Magic  
In each quest, the Magician can use magic from 3 elements. The elf can use magic from 1 element. Before starting a game, the elf first chooses 1 element, and takes that element’s 3 Spell Cards. Then, the wizard takes the remaining 3 Spell Cards for the other 3 elements, making 9 cards in total.

Casting Magic
During their turns, the Magician and Elf may cast magic once instead of entering Combat or Searching. You can choose the magic you wish to use from the Spell Cards you hold. Each Magic can only be used once during each quest. Once the magic’s effect fades, discard the card of the Magic you used. Magic can only be cast on yourself or a target you can see. Also, you cannot cast magic on a target when there is an enemy in the way between you and the target.

II) Conditions for using projectile weapons and magic
Under the Expert Rules, if there is an enemy figure between you and your target in a passage, It becomes an obstacle, and you cannot use projectile weapons or magic. Allied figures are not considered obstacles. When in a room, you can use projectile weapons and magic on any target without restriction. See diagram 4 for an example.

III) Optional Rules
By adding these rules, clearing quests becomes much more difficult. If you wish to have a more full-fledged Role-Playing Game experience, try adding the following conditions.

[Optional Rule 1: Conditions for Obtaining Treasure]
▢ If a room has monsters in it, you may not obtain any treasure.

If there are monsters in a room, you cannot obtain treasure from treasure chests or hidden treasures. To obtain the treasure, you have to either defeat all monsters in the room, or wait for them all to leave. Monsters cannot open treasure chests.

[Optional Rule 2: Conditions for Searching]
▢ If there is a monster in an area to be Searched, it cannot be Searched.

By adding this rule, when a hero wants to conduct a Search, they must defeat all the monsters they can see first. Also, the Demon King may consider tactics such as sending many monsters in a room containing a hidden treasure. However, it will become impossible to avoid traps placed at the entrances of rooms containing monsters (Diagram 5), so this is a very harsh rule for the heroes.

You have reached the end of the rules.



~To the one taking up the role of the Dark Demon King Grimdead~

Some players may dislike playing a “Villain” such as the Dark Demon King Grimdead. Not to mention the annoying role of “Game Facilitator” that comes with it……

So, 
Here is an explanation of the right way of enjoying the role of the Dark Demon King Grimdead. Whatever may happen, the Demon King knows every secret of every dungeon, and can freely control every monster, so they are like a God in the game. If the Demon King felt like it, they could easily murder (?) all of the heroes. However, you shouldn’t think like that. The true joy of playing the Demon King, is to entertain the heroes. How you can help the heroes have an exciting adventure should always be on your mind. Your goal is to freely aid them. By doing that, you’ll soon realise that you’re enjoying the game as well as the heroes.

The main points are as follows:
● Understand the rules well.
● Don’t drop hints without thinking.
● Don’t concentrate attacks on one hero.
● Try and trick the heroes into danger.
● Try your best not to kill the heroes.
● Give fitting ad-libs as necessary. For example, “The orcs ran away in fear!”.

Also, 
The ultimate way to enjoy the game is to make up original dungeons. This is a special privilege given only to the Demon King. Feel free to photocopy the blank map attached and use it.
When making a dungeon, remember these warnings:

● Check how many items of furniture are in the game.
For example, there are only 3 treasure chests. Once you’ve made a map, try placing the furniture and seeing how it looks.

● Don’t add too many monsters.
It’ll take a very long time to clear the quest.

● Don’t make the dungeon too complicated.
For the same reason.

● Be careful about where you set up traps.
So you don’t find yourself in a situation where if the dwarf dies, the rest of the heroes can’t escape the dungeon.

Try your best to be the greatest Demon King you can be. Farewell.
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Re: Japanese HeroQuest: Rulebook Translation

Postby TMU » Tuesday June 24th, 2014 4:12pm

Wow, how did you get your friend to translate all this? :D
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Re: Japanese HeroQuest: Rulebook Translation

Postby Bob-Bob » Tuesday June 24th, 2014 8:05pm

To be honest, I don't know what made him do the whole thing. I was originally gonna have him do it a little at a time, but then he found the thread on Old Scratch's forum and decided to just translate the whole book. It took several days, and then I spent several more days formatting both documents and proofreading the translation. He told me I'd have to wait a while for translations of the cards, though. I dunno how long those'll be. If all else fails, I do know somebody else who can translate those. :D

So I hope this accurate translation sheds some light on this version of the game. Quite a few people seemed confused, but this is why you never use Google Translate and guesswork as a legitimate source. :lol:
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Re: Japanese HeroQuest: Rulebook Translation

Postby Sjeng » Wednesday June 25th, 2014 7:02am

Awesome, thanks a bunch both of you! Arigato!
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Re: Japanese HeroQuest: Rulebook Translation

Postby Bob-Bob » Wednesday June 25th, 2014 3:41pm

You're very welcome.

I really hope something good comes of all this information coming to light. I'd really like to actually play a game using these rules, and see other people do the same. :D
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Re: Japanese HeroQuest: Rulebook Translation

Postby Daedalus » Friday June 27th, 2014 12:49am

Bob-Bob wrote:Well I've done it. Me and my friend bluesun have finally completed a proper translation of the Japanese rules.

Thanks guys! I know this was a huge effort. Some thoughts:

Introduction

  • I) Game Overview
    One player becomes the Demon King of Darkness, (abbreviated as 'The Demon King' below), and the rest of the players become heroes - a Warrior, a Magician, an Elf and a Dwarf. Hero Quest is not a game in which the players compete amongst themselves for 1st place. It is a game where the party (the term for the team made by the heroes) works together to solve quests (go on adventures). If they clear a quest, the party wins, but if they don't, the Demon King wins.

      This is contradicted in the optional rules section: "Your goal is to freely aid them." "Try your best not to kill the heroes."
  • To begin the game, you can play just by learning the Beginner Rules. The players proceed through the quests, learning the Intermediate Rules after the 1st chapter ends, and the Expert Rules after the 2nd chapter ends.

      I think this is a nice way to present the game. I wonder how gameplay changes if you start with the Expert rules. Also, do later rules supplant earlier rules, such as with magic, or are they combined?
  • ① Body Points (BP), Max. Body Points (Max. BP)
    BP is linked with a character’s strength. It decreases when receiving damage in Combat or from a trap, and the character dies if it drops to 0....

      No drinking a potion or casting a spell to avoid death. I don't like this simplification, personally.
  • ② Mind Points (MP), Max. Mind Points (Max. MP)
    MP is linked with a character’s wisdom. Characters die if their MP drops to 0....

      Some may like this, but I prefer death from 0 MP to be specific to certain cases and not used as a blanket rule.
  • (Warning)
    When this rulebook uses the terms ‘adjacent squares’ or ‘neighboring squares’, these terms mean the 4 squares in front, behind, and to the left and right. The ◯s in diagram A show squares facing Orcs. The term ‘surrounding squares’ means the 8 squares in front, behind, to the left and right, and diagonally adjacent. The ◯s in diagram B show surrounding squares containing Orcs.

      I prefer the NA rules of adjacent squares over the seperation of 'adjacent squares' and 'surrounding squares'. For me, the up close and personal, diagonal dagger-throw or crossbow shot offers some nice options. However, this is a good explanation that also works and satisfies those who see things differently.
  • ④ End Of Quest
    The endings of each quest. Explains what is learned when clearing each quest, and the story connecting to the next quest. When the heroes clear a quest, the Demon King should read this section to them.

      I like this framing technique.
  • E: Screen
    This is used so that the heroes do not see the quest book and other items. The Demon King sits behind the screen, and places the game board so that the words HERO QUEST can be read from their position. There is a list of furniture on the back of the screen.

      Does this mirror the EU screen? Is there no monster table as with the NA screen?
  • G: Monster Cards
    The monster cards show monsters’ abilities. There is a card for every race of monster, and each card lists that race’s Attack, Defense, Movement, Body Points, Mind Points, and the gold obtained when defeating them.

      I sort of like that there is a motivation added for defeating monsters, but there is no explanation as to how to award a monster's gold if two or more Heroes kill a monster together. Also, what about a Magician or Elf that casts a non-damaging spell that contributes to the defeat of a monster--it's not quite working for me. Finally, this mechanic accelerates power creep through equipment. I don't see this as an improvement. Perhaps actual gameplay works out better than I'm fretting about.
  • IV) Game Setup

    1. Deciding Roles
    Before the game can begin, players must each choose their own role. Everyone should roll a die, and then each player chooses the role they wish to play, beginning with the player who rolled the highest number and then going in order. If nobody has chosen to be the Demon King when it is the last player’s turn, the last player to choose automatically becomes the Demon King. When there are less than 5 players, players control 2 or more heroes each. However, the Demon King may not also control a hero.

      Thumbs down.
Enough for now.
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Re: Japanese HeroQuest: Rulebook Translation

Postby Bob-Bob » Friday June 27th, 2014 2:18am

You're very welcome. :D

Lemme address your queries:

This is contradicted in the optional rules section: "Your goal is to freely aid them." "Try your best not to kill the heroes."
^ All that first paragraph did was describe how the game works in brief. That sentence is a finer detail that comes up later.

I think this is a nice way to present the game. I wonder how gameplay changes if you start with the Expert rules. Also, do later rules supplant earlier rules, such as with magic, or are they combined?
^ Later on in the rules it does indeed say that the rules are gradually added, not replaced. And the quests are designed to only work with the rules given for that chapter and not rules from later chapters, so I don't think you can start with Expert rules.

No drinking a potion or casting a spell to avoid death. I don't like this simplification, personally.
^ While that particular rule definitely isn't in this version of the game, I don't see why it'd be mentioned in the introductory section when potions aren't even used until the Intermediate rules. :P

Some may like this, but I prefer death from 0 MP to be specific to certain cases and not used as a blanket rule.
^ Isn't dying from 0 MP in both the EU and NA versions already?

I prefer the NA rules of adjacent squares over the seperation of 'adjacent squares' and 'surrounding squares'. For me, the up close and personal, diagonal dagger-throw or crossbow shot offers some nice options. However, this is a good explanation that also works and satisfies those who see things differently.
^ I don't recall the NA rules saying anything about diagonal projectile shots being allowed.

Does this mirror the EU screen? Is there no monster table as with the NA screen?
^ The download of all the scans that Aeryn provided for us doesn't include a scan of the screen, so none of us know what it looks like. I myself don't know what the EU screen looks like, but given how much this version seems to be built on the EU version, presumably it does resemble the EU screen.

I sort of like that there is a motivation added for defeating monsters, but there is no explanation as to how to award a monster's gold if two or more Heroes kill a monster together. Also, what about a Magician or Elf that casts a non-damaging spell that contributes to the defeat of a monster--it's not quite working for me. Finally, this mechanic accelerates power creep through equipment. I don't see this as an improvement. Perhaps actual gameplay works out better than I'm fretting about.
^ Once again, later on in the rules it states that the hero who killed the monster gets the gold. There also actually is a use for having a ton of gold in this version. :P

Thumbs down.
^ What's wrong? That rule is exactly the same as in the EU version.

I think you're being a little too hasty to judge, Daedalus. You also seem a little confused by some of these rules. I recommend you read all of the rules before formulating an opinion. :oops:
Last edited by Bob-Bob on Friday June 27th, 2014 11:56am, edited 1 time in total.
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Re: Japanese HeroQuest: Rulebook Translation

Postby Teldurn » Friday June 27th, 2014 9:57am

Bob-Bob wrote:Some may like this, but I prefer death from 0 MP to be specific to certain cases and not used as a blanket rule.
^ Isn't dying from 0 MP in both the EU and US versions already?

I don't know about the EU rules, but I'm pretty sure the NA version states something to the effect of being reduced to 0 MP makes you in shock, which means you can't attack, you defend with 2 combat dice, and you move with 1 red die. Or something like that. You don't die from it.

I believe the rule was added in Kellar's Keep? I could be wrong, but it wasn't in the base Game System rules.
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