by knightkrawler » Saturday May 30th, 2015 11:22am
So, here's a sneak peak into what kind of language I utilize for my ruleset.
It's pretty much described in the rulebook itself why I do this.
The excerpt is not the beginning of the rulebook, but an early chapter. There will be unclarities because it is torn out of context, but then again, as I said, I just want to give a sneak peak here into what I do and why.
Questions, discussion, and general outrage welcome.
Organizational stuff, for example setting terms in italics when first used, is only possible as the last step, as well as cross-references between chapters and things like that, so fret not when I announce it in this text and it doesn't happen.
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1 - Learning the Rules
The first thing you have to get accustomed to when playing HQ – Heroes & Villains' is that whatever you learn in this book is overruled when two rulings are incongruous. In these circumstances, rulebook text becomes subordinate to what a card or a quest note tell you to do.
All text used in the instruction booklet, any questbook, on cards, or in appendices, are rule texts. They are aimed to be as unambiguous as possible, which is one reason why there is an extensive glossary in the back of The Book of Rules that contains all terms and expressions that have a specific in-game meaning. As long as you do not know the nomenclature by heart, use the glossary and look these terms up to avoid unnecessary debate and unclarities. In fact, look over the glossary now to get a general view of what the in-game terms are.
An important feature of how the rules of HQ work is cross-referencing. In some rule texts you will find italized terms, so-called attributes. Some cards list one or several attributes under their title, seperated by dashes; some use them in their descriptive text. The item the card represents has all these attributes but no other listed in the glossary. That means if item A has an effect on attribute X it only has an effect on item B if item B has attribute X.
If item C has no effect on attribute Y it only has no effect on item D if item D has attribute Y.
a) The Morcar Player
One player must assume the role of Morcar. This will be the player who controls all the villains pitted against the heroes from achieving their goals.
Aside from being the other players' opponent, Morcar, as the player himself shall be called from here on, functions as the sole referee in rule questions and other ambiguities that might come up. He or she therefore has to have a very tight grip on all the rules in this booklet as a knowledge basis. If they are overruled, the new rule is bound to the situation and imposes itself through semantics and cross-referencing with the rule booklet. To allow for some rule variation and different tactical play among all parties some optional rules are presented in this booklet and the modular questpack books. Before each new quest, all players together or Morcar alone may decide on which optional rules they want to incorporate into play and which they do not. There is an Optional Rules Table among the appendices which you can use to keep track of what optional rules are used in what quest.
Morcar's third function in a game of HQ – Heroes & Villains is that of a gamemaster, very much in the vein of pen & paper role-playing games. He oversees where his forces are and what they will do. Only he knows where the treasures and traps are and how exactly missions can be accomplished. Houserules – rules the players write themselves – may expand considerably on this role and the RPG potential of HQ – Heroes & Villains. Every addition can easily overrule existing rules by using the concise in-game nomenclature this game tries to implement.
b) The Hero Players
The other players – ideally four – play the roles of the heroes, one each from these four classes: Warrior, Quester, Adept, and spellcaster. Together, they play a cooperative or competitive party with each member trying to accomplish the task Mentor gives them for every quest. At this point the heroes should become acquainted with the rolesheets.
c) Scores
Each individual figure has a set of scores – numbers representing the level of ability or expertise in a certain area. The scores of a hero are found on their corresponding rolesheet and might be constantly modified. The scores of a villain are found in their corresponding Villain card and the villain chart. There are the following scores:
Base Attack: The base attack score is the number of combat dice a hero may roll to resolve their attack. It is usually modified, for example by an Equipment card.
Base attack +/- modifiers = attack, determining how many combat dice a hero rolls for the current attack.
The attack score for a villain is the number of combat dice they may roll to resolve their attack.
Base Defend: The base defend score is the number of combat dice a hero may roll to resolve their defence. It is, more often than not, modified, for example by an Equipment card.
Base defend +/- modifiers = defend, determining how many combat dice a hero rolls for the current defend.
The defend score for a villain is the number of combat dice they may roll to resolve their defend.
Mind: The mind score is the number of mind points a figure may lose before they die. At the start of a quest, each hero takes a value of mind point tokens equal to that number. Their current mind points may never exceed these starting mind points during a quest. Each time a hero loses a number of mind points, they discard that value of tokens.
Body: The body score is the number of body points a figure may lose before they die. At the start of a quest, each hero takes a value of body point tokens equal to that number. Their current body points may never exceed these starting body points during a quest. Each time a hero loses a number of body points, they discard that value of tokens.
Additionally, villains have a Move score, a rigid number of movement points that villain may spend per turn. In contrast, all heroes roll two D6, adding up their results, to determine their movement points.
d) Death
When a hero discards their last body or mind point token, they die. The figure is put face down in the square it last occupied. That square may be freely moved through, but a move cannot end there. If a hero starts their next turn with 0 mind or body points, their figure is taken from the board and their player is now free to make sandwiches and chili dips.
The gold in possession of the dead hero are immediately discarded. Their Artefact and Equipment cards, however, are not lost by default. They are freely divided among all heroes currently in the same room or corridor section where the hero died. Only if no hero is in that room they are discarded immediately.
A villain dies when losing their last body or mind point and their figure is taken from the board immediately. Note that those villains with 0 starting mind points can only die by losing body points.
The best way for Morcar to keep track of villains' body and mind points is not using tokens, but with the help of the Villain Tracker sheet found in the appendices and inscripting the bases of all villain figures, numbering all individual figures of each type. When utilized this way, there will be an 'Ork 1', an 'Ork 2', a 'Revenant 1', and so on, connecting each individual villain figure to an entry in the Tracker.
Dead Villain Markers
Put a marker into the square last occupied by a dead villain. It is no obstacle to movement, and a move can even end on such a square. You can use these markers for looting corpses. There are many monster looting houserules to be found on yeoldeinn.com.
Last edited by
knightkrawler on Wednesday April 27th, 2016 3:54pm, edited 7 times in total.