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sneaking and / or invisibility

Discuss new Rules for HeroQuest.

sneaking and / or invisibility

Postby Anderas » September 6th, 2015, 2:26 am

Malcadon wrote:A while back, I made a rule for invisibility and Thieves' skills related to stealth:

Invisibility
When a Hero first "sees" an invisible monster, do not place anything on the board to note that there is a monster here. Only when it moves, do you (the EWP) place an Invisibility token (like the one used in Dragon Strike) it its stead, so the players cannot identify the monster. If a monster that was already visible becomes invisible, by spell or by ability, replace it with an Invisibility token, as above. As the monster cannot be "seen," they cannot be targeted for range attacks or spells, but it can still prevent Heroes from searching. Heroes can attack invisible monsters, but they can roll White Shields to defend. If a Hero uses a range weapon to attack a visible monster beyond an invisible monster (that is, the invisible monster is stand in-between the Hero and his target), the EWP rolls a CD. If a White Shield is rolled, the invisible monster is attacked, but with an extra CD to defense. Anything else would mean that the Hero attacks the original target in the normal way. If an invisible monster attacks or cast a spell, it will become visible.

If a Hero is invisible, they can only move or preform free actions (open doors, drink potions, etc.). If they do anything else with a monster in sight, they will become visible. Monsters will ignore invisible Heroes. If an invisible Hero opens a door into a room with monsters in it with no other hero is sight, the monsters will remain inactive until they see a visible Hero. Monsters with range weapons can accidentally hit invisible Heroes and monsters in the same way as noted above. The Vail of Mist spell and Dust of Disappearance turns Heroes invisible. Some powerful monsters might even see invisible Heroes, but this is an unusual ability. Wearing heavy body armor, like Chain Mail or Plate Mail, or dragging something heavy, like a chest, would not allow one to remain invisible to to all the noise.

Thieves' Skills

Hide in Shadows
The Hero can, as an action, become invisible. As long as you do nothing else then move or preform free actions (open doors, drink potions, etc.), monsters will ignore you. If you do any other action, you will become visible, and you will not be able to become invisible again until there are no monsters in sight.

Backstabbing
If you are invisible, you may attack an adjacent monster in a way where it would not be able to make a defense roll. Once you make the attack, regardless of outcome, you are no longer invisible.

Pickpockets
If you are invisible in a room occupied by monsters, you may search it for treasure. The Evil Wizard Player rolls a Combat Die from behind the screen, in secrete. If anything but a White Shield is rolled, the Hero remains invisible. If a White Shield is rolled, the Hero is no long invisible, and the player may not know until the monsters start attacking when it is their turn to act.

Although, if you want to allow for any Hero to move stealthily, you can apply the above rules to all Heroes, as is, or with some revision. For example, a Hero can choose to become become invisible like with Hide in Shadows, but the Hero move with one less Movement Die. To help build tension, the EWP rolls a Combat Die from behind the screen (in secrete) as soon as a sneaking Hero moves. If anything but a White Shield is rolled (or Black Shield, for stealthy types), the Hero remains invisible, otherwise, the monsters spots the Hero and reacts on their turn. A Black Cloak allows for a second die, requiring the EWP to take the best result. (Note: this rule would put more demands on the EWP with all the rolls, and players might not want blind rolls if the EWP is known for cheating.)


There's one point i can't get my head around - open doors and stay invisible anyway.
The rest is good - if you have zombicide, you can add noise markers for noisy actions. And if a monster is close by, he will see the Hero despite invisibility if the noise marker stack up.




I was thinking more along "It is dark and you can't see":

My version:
Heroes and Monsters have a detection range of 3 to 5 fields (how much exactly: to be tested) and an alert range of 7-8 fields (again, details to be tested).

Monsters move in Groups, otherwise it is too difficult. Design the quest so that there are a maximum of 7 or 8 groups. Have the added groups strength total around 25 or 28, so that the Heroes REALLY have a reason to dodge them instead of attacking them directly (use Mohawk's Questimator for that).
Design the Board so that there are always at least three possible ways to get from the start to the target; with plenty of intersections between them. That's necessary in order to be able to dodge Monster sentries. All doors start opened. (That part, i already tested.)

Monster groups outside of the detection range are represented by markers, so the Heroes don't know what to expect. Each Group has one single Marker, with a red and a green side. They start with the green side up. The Marker has 4 movement points.
Have or make some noise markers you can put on the table for noisy actions.
Noisy are:
* all non-free actions,
* movements above 8 fields,
* movements in Chain Mail or Plate Mail,
* each Monsters that survives a Hero attack is also adding one noise Marker. Place the Noise markers in the Room where the noise occured.
At the end of Zargon's turn, the Heroes may remove one Noise Marker.
* As a new action, Heroes also can make some noise where they are.

Non-Alert groups
Beginning of the EWP turn, roll one white die for each non-alert group. On a Skull, the EWP moves the group. On a Shield, the Heroes move the group. On a Black shield, the Group stays where it is.

Alert
A Group gets "alert" if a Hero is inside their alert range. Add one to the alert range for each noise marker. (If a group has an alert range of 5, and there is a total of 6 noise markers on the board, they get alert if Heroes are in 11 fields distance.) A Monster Group gets also alert, if they have a noise marker inside their alert range.
Alert groups show the red side of the marker; and they always move to the noisiest zone on the Board. Don't roll a die for them.

Detection
If Heroes and Monsters are inside their detection range, replace the Group marker by Monsters. The EWP may then play normally with them.
If fighting occurs and Monsters die, put one of the BP/Skull markers in the room and let it there for the remainder of the game. If any alert Monster group ever moves into this room, they see the the results of the fight and the Group marker gets replaced by the according monsters as if they detected the heroes.




well.... That's tested on an open table with lots, lots, lots of terrain; and tested with a huge Space Crusade game (48 inch each side) but admittedly not tested on a Heroquest board yet.

It needs some simplification in order to fit into the quest notes, and some amendments for Swift Wind / Invisibility / Clairvoyance and such. "Sleep" may, for example, de-alert a red marker to a green marker...
Obviously, you need also an element of haste, otherwise it would be too easy just to wait until all the noise markers have worn off. In Space Crusade you have a time limit of 28 turns, plus the event card deck is really not nice to the "good" players. In HQ, i would advise Sjeng's or GimmeYerGold's or Slev's EWP Deck. Adapt it to the sneaking Quest situation. "Alarm", originally open one door, could mean for example that a Group Marker is replaced by their corresponding Monsters on the board.


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Re: sneaking and / or invisibility

Postby Malcadon » September 6th, 2015, 2:37 pm

Interesting rule.

I can see how that would work on terrain, but that would be tricky if you want to keep the layout of the dungeon hidden until properly explored.

I have an idea! Take a copy of the blank Quest Map and divide the corridors into areas. An "areas" consist of corners, intersections and long stretches of hallways. An entire room, regardless of size count as a single area. A black dot would be placed in the middle-most square of a corridor area to note were the monster would be encountered — in rooms, they can appear in any available square. The monster figures do not appear on the board, but on the especially marked map, behind the EWP's screen — just place the figures over the areas they occupy. With this, each area count as a "space" while moving, and as they make up large chunks of ground, few points are need to count for movement. This is also ideal for your rules on the range for sound detection — less Noise Markers needed to cover greater ground.

Instead of moving whole groups of monsters, most monsters would stay tight in one room like in the normal games, while there are a few free-range monsters who pace round the rooms and corridors — actual wandering monsters. On each turn, the EWP rolls a die for each wandering monster. The result could be:

1 Move one space towards the Heroes' general direction, if in a corridor, or stays put, if in a room.
2-3 Move one space towards the Heroes' general direction.
4-5 Move one space away form the Heroes' general direction.
6 Move one space away form the Heroes' general direction, if in a corridor, or stays put, if in a room.


If they encounter the Heroes, or hear them, roll a CD:

. :skull: The monster moves towards the nearest Hero to fight him.
. :whiteshield: :blackshield: The monster turns tail and runs to get help.


If the monster runs to get help, he would move two spaces (in unexplored areas) to nearest occupied room. If he reaches one, he will lead the monsters towards where he encountered the Heroes — they would appear in the first "dot" that is just beyond the Heroes' view. If he cannot reach an occupied room, roll again on the next turn:

. :skull: :blackshield: The monster continues to to look for help: move two more spaces to the nearest occupied room.
. :whiteshield: The monster is overcome with fear and crawls in a hole to drown himself in his own sweat and piss — he is out of the game.


So, what do you think?


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Re: sneaking and / or invisibility

Postby Anderas » September 7th, 2015, 6:36 am

I am a big fan of the large space system, with multiple models fitting into one space, so generally I like that attempt. Also, that most Monsters stay HQ like in their room is good, because it is closer to HQ.

Now what I want is a the ability to see the wandering Monsters and to dodge them, and dodging shall be difficult and desirable at the same time. I think that second point is already done if your wandering monsters are running to open doors, it is certainly desirable to dodge them.

Now how to detect and dodge them?

If you have an idea how one could do that with your wandering monster system, I am sold!

How about a new action like listening carefully.
Ingame cost: action
Effect: show if there is a wandering sentry monster in any adjacent zone, also if the adjacent zones are behind closed doors or out of line of sight.

So here we have the detection. What about dodging?


Rewards:
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