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Anderas' HQ: living rule book

Discuss new Rules for HeroQuest.

Anderas' HQ: living rule book

Postby Anderas » Saturday November 14th, 2015 3:40pm

After polluting several other threads now with my rules, i guess it is time to have my cards and rules presented here.
I start with the 85% complete Slev -inspired Wizard-Update, then i add my multicolored Quest book, and then there will be nothing for some months :) Or maybe if we are optimistic, we will see some regular updates.
In the end I hope to see my full ruleset here. :)




If you want to read all my comments, you're welcome to go through this thread. If not; well, in this section i offer everything as download.
For the compatibility as PDF for direct printing and for the individualists, as Powerpoint for editing.

Please be aware that this is Work in progress, so changes may happen anytime.


All the work in this thread is made and intended for private use only.
If someone finds that i reuse his artwork, my compliment, it seems you have a fan. I call it fair use.












Soooo. ... magic first.

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Slev's Broach of Mending and Broach of Determination.
These are equipment cards the Wizard may buy from the first day on.

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The Staff of Fire: To be found in the Lair of the Orc Warlord or even in the rescue of Sir Ragnar, as first hint that Balur may be behind the attacks. It is a beginner's Wizard's staff, allowing him to participate in the fights without endangering himself too much as it can attack diagonally.
The arrow with the circle around it is a range symbol: It means ranged magic attack. Inspired by KK, this is the better version of "ranged": It may be used on any enemy in line of sight, and on any enemy in the same room (no matter the line of sight) and on any adjacent or diagonal target. The black die, white die, green die is exactly that, a similarly colored die. That it is "fire damage" will not change anything except for Balur himself and other Monsters with Fire immunity/weakness.

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I made full use of Mohawks new font here. I think this will also be my layout for Armour, Potions and Weapons:
bottom left: Restrictions (it's for the wizard only)
Bottom right: Material and Place on the body (wood, weapon and both hands)
Bottom center: Artifact or price in Gold (its an artifact - no sell no buy no price)

Earth Spells
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One spell to repeat eternally: Pass through Rock. The wizard can't complain he has no more spells. This is a "cantrip" as Slev would say, a spell with low effect that you can use often.
"Heal" is a keyword in my rules. Used on many cards, it means you can't exceed your base body/mind points. However, there is no "eternal repeat" function in order to save the game from breaking.
Finally, Rock Skin: To be used eternally to buff the Wizard, or one time to buff someone else.


Water Spells.
ImageImageImageImageImage
The same healing as in "Earth". Veil of Mist is "the" Cantrip. Sleep introduces something new: A Magician who is really really skilled (has high Mind Points), can try to put an entire room at sleep instead of only one Monster. This can be used together with the Talisman of Lore and other such items, to have some Wizard progressing.


Air Spells
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Similar to Sleep, Tempest has a weak discard function and a strong function that needs a skilled test. Swift Wind got a new function that makes it actually useful, or can be cast eternally on it's original function. Finally the Genie may be asked one time to attack by discarding the card, or an really really skilled magician may ask it several time to do that. That'll keep the Wizard on par with the others in the later game. That symbol next to the Genie's effect means "anywhere on the Board". It's so rarely used that i think to replace it by text, in fact.

Fire Spells
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Courage to buff the Wizard himself eternally, or the others one time. It's quite a symbol fest. Personally i don't like seeing too many symbols, but it wouldn't fit otherwise. The damage spells cost Mind Points (or discard) equal to their damage - they can be reused, but the cool down time, even with the Broach of determination, is significant. This is necessary: Theses two spells are quite weak against Goblins and Skeletons, but as they ignore defense, they get stronger against enemies with more defense - like, Boss-Monsters.
There will be an artifact, later, for an intermediate Wizard to call a damage spell similar to "Ball of flame" as often as he wants.


Protection
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Dispel: I wanted the spell to be somewhat better than the original, but without preventing some magical endmonster entirely. So the beginner might remove a card from the other's hand, but the expert with +2 MP Talisman of Lore and +1MP Cloak can stop a spell after it was played out. In both cases you have to discard - in the first case to avoid emptying the hand of a non-Fimir, in the second case to avoid a magical stunlock.

Invisibility: I regarded the effect as somewhat harmless, so i allowed for infinite recasting on a Mind check +2, and if you have no more mind points you can discard it as well.

Wall of Stone: I think this spell is NOT harmless. It is somewhere between a Stunlock and a eternal Heal Body. If this spell is cast infinitely, the heroes could move slowly backwards and always have a wall between themselves and the enemy. On the other hand, i didn't just want to make it a discard spell. This is why i let the eternal recast variant cost two Mind Points - If this tactic is employed, the Wizard will quickly exhaust and the game goes on. Additionally, i made the range "adjacent" so the wizard can't just seal off the far end of the corridor, but he has to be there.
Even the statline is changed: I think the sturdiness of Stone and a 2-field-model is better represented by 2 Body Points; instead i lowered the defense dice. So Now it can be crumbled down reliably, but still it is sturdy enough to stay some turns.
Still, this needs some testing.


Darkness
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Chains of Darkness: I just made it a discard effect, without Master option. But you're right, similar to "Sleep" one could think about giving it a "Expert Wizard option" either to make the effect last more than one round or to affect the entire room. I took a note and will come back to it. Thanks!
Cloak of Shadows: I see, we were thinking along the same lines here. The Expert option is to keep the spell. :) My Mastery tests are a little bit more difficult as yours as it seems. In my rules, the Wizard may spend some mind points after rolling the dice, to make the result better. That means if you need to roll 1-3 and you roll a 5, you spend two additional mind points and the spell is a success! In addition, in the late game, the Wizard still has a potential when finding another Mind Point +1 Boost: I think with Mastery levels of 4 he will be perfect only after he received Mind Point boost maximum of 4 extra points.
Arrows of the night: I wasn't thinking about an expert option here. I took a note. Maybe that is about to come. :) The spell as it is, is quite a killer against undead.



Detection
Image[url=https://flic.kr/p/KEyRKj]Image[/url]ImageImageImage


Clairvoyance: I think this spell shouldn't be available eternally, otherwise it will be cast each turn; which can become boring.
My master option is to reveal Traps and Secret doors as per normal search; and keep the spell. Hidden traps will not be revealed.

Future Sight: This is a quite mighty spell, allowing for rerolling the defense in a room full of enemies, AND making the attack stronger; effectively lifting a group to the next level! So i added some quite high cost on the recast option. I also reformulated the text to accommodate the play with a "Heroquest Rattle", normal turn order and free turn order all the same. I didn't want to have it discarded in the expert option, because then i'd have no single spell in the group with a recast option.

Treasure Horde: As Gold is the Lever that makes the game proceeding too fast or too slow, i think one should be careful to allow eternal recast. So i added an expert option to protect the target from one bad treasure card, but the spell is always discarded.

Todo list:
Rework darkness Spells to add "Master" option to some
Add Slev's Control Group
Find out why Broach of Determination has another size than Broach of Mending
Rethink if "Fire of Wrath" shall be unlimited range or not

slev wrote:Control Spells (Slev’s set)

Control Fiend
Discard or 1MP and Mastery 4: One target figure in your Line of Sight becomes your Man-at-Arms. At the start of the owner’s turn, they may roll a number of Combat Dice equal to their MP. On the roll of any friendly shields, this effect ends. If you re-cast this spell, the original effects end.

Drain Mind
Discard: Both you and a target enemy in Lien of Sight roll white equal to current MP and count the number of skulls rolled. The highest roller causes MP damageto the enemy equal to the difference in rolls.
Mastery 2: As above, but your roll Purple dice.

Mental Fortitude
Discard: One figure in Line of Sight recovers up to four lost MP
Discard: Caster recovers up to four lost MP, and may take an extra Cast Action this turn

[/quote]
Last edited by Anderas on Tuesday September 6th, 2016 6:46am, edited 17 times in total.


Rewards:
Hosted a Play-by-Post game. Played a turn in a Play-by-Post game. Created a Hot Topic. Participated in three (3) Miniature Exchanges. Zealot Miniatures: Twisting Catacombs Kickstarter Backer Encountered a menacing Chaos Warlock!
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Re: Anderas' Version living rule book

Postby Anderas » Saturday November 14th, 2015 3:42pm

This is posting is intended for Equipment and Artifacts, Potions and Scrolls; and mercenaries. Lots of my cards are based on GimmeYerGolds 225 edition or inspired by Sjeng, so take a look!


Those first four weapons are mainly so that i can add them to my treasure deck. They shall cost between 20 :2cents: and 80 :2cents: .
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I think if i ever ever in my life update the sling again, i will use GimmeYerGold's picture from his 225 edition.


A little bit stronger already:
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GimmeYerGold has a really cool picture for that in his 225 edition. Currently i am thinking if i should just copy it.

Here is my offer of two-dice-weapons; 80 :2cents: to 150 :2cents:
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Yes. That flail is new.
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I hope that separates the hand axe sufficiently to be worth a second look. The two yellow dice make it better than the short sword or the Spear, by roughly 10%.
ImageImageImagewagenerandi, auf Flickr
The Spear is the most expensive of the three weapons, as I regard the diagonal ability to be VERY valuable.

And some flavor add on. The torch is less good in attacking, super for treasure hunting, but to be discarded after the quest. So that makes it a bit expensive to use. The base game variant is quite a bit stronger in attack, but ok, in the two dice range no-one cares i guess.
The Rapier has a very fluffy extra rule, and quite strong. It will have a price at least like the Broad Sword, maybe more. The buckler which is belonging to the rapier, is a less-good shield with only one shield symbol on the die and maybe the same price like the shield.

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Notably until now i didn't use the no-wizard symbol. This is not a failure, it's in express.

Big thanks to GimmeYerGold for the Longsword and the Mace, and to Slev for the Halberd.
As always, if someone is interested in printing resolution or probably downloading all of it, just click on it.

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I decided to cut the very last step because there is too much power creep involved for my taste. So the last two weapons are these:

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With that, the overview looks like this:
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you can find the pure-white special rules in the cards.

First three cards are done. They are all helmets.

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So those cards can give you the ability to reroll a :blackshield: in defense, or they can give you additional dice.
I invented a new symbol, that one:

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which is pretty much self explanatory once you read one of those cards.
I place the dice or the reroll symbol right on top next to the title, so that you can stack your cards like that:

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Well. You can't stack three helmets on top of each other. But you can stack cards.

The buckler, with artwork from Talhoffer's Fechtbuch which originates somewhere in the renaissance or even later. The normal Shield, with the same function as the original. And the big shield (how is that thing called?) that allows one walrus reroll and an additional white die. With artwork from Gary Chalk.
ImageImageImage
The Buckler is the only defense item with a special rule, so that the intended card stacking will be no problem.

Now, base armor:
Leather, because it is just cool. It adds a reroll to the base defense. Second, Chain mail. Two whites. Third, Scale mail. Two whites and a walrus reroll. Fourth. Plate Mail. 3 Whites.
Leather and Scale are both Gary Chalk art, for the Scale i even copied the boundary extension on one part of the picture.
ImageImageImageImage

If you have all items, you have 5 whites in defense and two walrus rerolls. that is roughly 5.7 whites. If you manage to get three walrus rerolls, it is roughly like 5.9 whites. Target achieved:
* No Power creep in the defense sector
* more than double the options
* No angry forum because of only white dice used!

The Wizard can have this alternative:
ImageImage
Then the basic wizard has a leather armor and this robe, a buckler and a rapier.
He may like to exchange his Cloak of Protection with the Wizard's Cloak. Rapier / Buckler will at some point in time be exchanged with some Artifacts that enhance his magic; like the wand of magic. Until he found them, he is well served.

Borin's Armour is in good base game tradition at the same strength like the plate mail, but without movement penalty. Other than the cheap plate mail, it is just so good manufactured, that Cynthia's men can do acrobatics in it. Even the Wizard. :D
Image

The answer to "why buy the toolkit" :)
Image

...and the toolkit. I was thinking about adding another variant of it so we have one bad and one good, but, naaah.
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Besides, my standard dwarf has the same rule, plus the addition "If you use a toolkit, you may reroll this test."

And a collection of shoes. Some had been artifacts, but i want them to be equipment.
Function: Money sink. Frustration reduction.
Elven boots. They wear off quite fast if used with plate mail, besides. Then, good standard shoes so you don't have to soil your sandals. Then, the better variant.
ImageImageImage

I feel that my equipment collection is pretty complete now.



Artifacts add a lot to the story, if placed well, with a proper watchdog, and a good quest around them. This may be the part of my card deck that moves the most and possibly is never stable. They shall never be best in class, as we found out elsewhere, they never break the system if they are just a little bit less good than their 1500-gold-equipment-pendants. For the wizard they may be the only way to get a decent statline. I think the worst original artifact is orc bane, placed at the end of the questbook without fitting story; when nearly everybody has something better already a long time. One of the best is definitely the Spirit Blade, placed in the middle of a triple of quests and having an entire quest pack unfolding after it was found.

Potions - we have a lot of potions available already. Most of the work will be to translate their text into the symbol system; but i don't intend to change a lot. To have a potion's deck is definitely better than to draw them directly from the treasure deck: That way you can offer the Heroes to buy some between the quests. More gold sinks are always good.

Scrolls are the easiest. Copy and paste the discard function of my spells above. Done. As it is so easy to have that deck, i will have one.

Mercenaries would fit here or to the monsters. If i place them here i have everything in one place that Heroes can spend gold on or use.
Last edited by Anderas on Saturday September 10th, 2016 2:16am, edited 7 times in total.


Rewards:
Hosted a Play-by-Post game. Played a turn in a Play-by-Post game. Created a Hot Topic. Participated in three (3) Miniature Exchanges. Zealot Miniatures: Twisting Catacombs Kickstarter Backer Encountered a menacing Chaos Warlock!
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Re: Anderas' Version living rule book

Postby Anderas » Saturday November 14th, 2015 3:44pm

This posting is intended for Quest progression flowchart, Quest Map and Quest Book. Just a hint: I might heavily steal from be inspired by Sotiris' Interactive Hero Quest which i enjoy a lot! :D

Yes, with some small changes even the base game quest book can have side quests, and a flow chart. If i develop some ideas, i will have some losable quest objectives as well; and a lost quest is always a good start for a side quest!

Employing Sotiris' Quest Map, the Heroes need also hints to where they could possibly find the next quest. So my Questbook will get some updates with Thantos' Map table and other stuff, to start the geocaching scavenger hunt. Sympathetic about it is that the heroes might miss a hint and go searching the landscape. Well, that'll be updated or not depending on how much the others enjoy the landscape travelling.
Last edited by Anderas on Saturday November 14th, 2015 4:44pm, edited 1 time in total.


Rewards:
Hosted a Play-by-Post game. Played a turn in a Play-by-Post game. Created a Hot Topic. Participated in three (3) Miniature Exchanges. Zealot Miniatures: Twisting Catacombs Kickstarter Backer Encountered a menacing Chaos Warlock!
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Anderas
NOT Andreas!

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Re: Anderas' Version living rule book

Postby Anderas » Saturday November 14th, 2015 3:46pm

This posting is intended for Monsters, Monster special abilities and Monster groups (What's that? Well... :D )

The Monsters may have a special ability you can eternally use - for example a spearman may attack diagonally. Other special ability may be activated by discarding a card from the evil wizard deck: The gargoyle may turn to stone for example; but he shall not do it eternally otherwise it is boring. So i invented a rather limited activation mechanism.

I put a high resolution image online. Klick for Big.


Goblinoids:
ImageImageImageImage

The first is well known. After a search in the forum, i was finding MAM and steal as standards for this monster, i decided to put MAM as standard ability and "Steal" as discard activated ability. In my rules, you can steal only equipments that are not currently equipped. So no fear, you'll not lose the weapon you currently use. I am still undecided if Heroes can lose gold.

Credits to Patroclus for the Goblin Spearman, thanks a lot! Shieldwall means, if he stands in a row with others of the same kind, he gets a defense die more for each neighbor: that amounts to a maximum of two defense dice more. As the Walrus dice are pretty useless, this is more for flavor than for anything else. The diagonal attack is another thing - i assembled and painted a couple of goblin spearmen only to counter door blocking actions.

The Archer has not yet a picture for himself. Ranged attack, he may attack diagonally. Ranged and MAM is evil in combination. I'll have to be careful when and where i use him.

The Whistleblower is the star of my goblins. He can open a door like the EWP Card "Alert". I intend to place him in front of Boss Rooms so that the Boss does not always get surprised. It's fairer than the EWP Card "Alert", because the players have the chance to kill him before he sounds alarm.

Orcs and Fimirs:
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Thantos' Fimir Sculpt is so big i just had to invent another Fimir card for it. I'll update the symbol as soon as i have a good idea.

Skeletons
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Again the triplet Archer-Spearman-Normal.
The normal skeleton may combine the attack with other skeletons and zombies:
Morcar discards a EWP card, then takes all the Attack dice of all skeletons and zombies who are adjacent to the same hero and have this rule, and rolls one single big attack. That'll teach them!
The Spearman doesn't have this capability: Combine attacks of a maximum of four models is a different kind of animal than the combined attack of up to 8 models, so i didn't give the diagonal attacking skeletons this rule. I don't want to instantkill the Heroes. For the same reason i made that a discard-a-card-ability. It won't happen too often that way.

Instead he has a diagonal attack and shieldwall again. I like my rule "shieldwall": For each adjacent model with that rule in a line, you get a white defense die more.
So the Heroes have the option to attack one of the middle skeletons in order to break this rule, with the risk that if you fail, you get the attack of three skeletons back. Or you attack the shieldwall at the flank. Then you have less risk from the counter attack, but you won't break the shieldwall.

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For me Zombies have always been THE mass-attacker. Maybe i am a little bit influenced by some zombie apocalypse books and films? So there is not much special except that combined attack. I just need MOAR zombie models! :)

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Who do you roll up as a mummy? Kings. Wizards. High Nobility. I thought it would be cool to have a narrative ability in a mummy. So mine can cast necromancer spells now.

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Yes he switches to blue dice and stays with it! :) For normal dice users, you can use white dice and defend on white shields.

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I followed the suggestion of a fellow forum member and gave him a BP more, to distinct him from Chaos Warriors.
And his special ability is stolen from inspired by Sotiris. Thanks a lot!





This is the "almanach chapter" for the Monster abilities

Move Action Move
o The figure may move a part of it’s movement, take their action, and move the rest of their movement.

Steal Equipment
o As an action, the figure can take a random equipment card from an adjacent Hero.
o This equipment card cannot be one that is currently equipped in one of these positions: Hands, Head, Chest, Feet
o If the figure manages to get out of sight with the equipment, remove the model. The equipment is lost.
o If the figure gets killed, the first hero who searches for treasure, finds it.

Shieldwall
o If several figures of the same kind with this rule are standing in a row, all of them get +1ķ for each adjacent figure with this rule.

Combined attack
o If Models combine their attack, roll all their attack dice at the same time as one single attack.
o All participating models need to be in their weapon range to the target model and spend their attack action.
o If this rule is activated by discarding a card, you spend one card per combined attack, no matter how many models participate.

Open Door
o This model may open adjacent doors. If this rule is activated by discarding a card, it may open one door per card discarded.

Run for help
o This Monster may run away to get help. If it manages to get to the quest entry point, it will come back one turn later with four of his kind.

Draw a spell
o This Monster may draw one random spell from the indicated spell group.
o As a action, the spell may immediately be used
o If this ability is activated by discarding a card, then it may draw one spell per card discarded. Casting a spell is still an action, so it cannot cast more spells than its action limit.

Exchange dice
o Exchange the indicated dice with other dice as indicated. If this ability is activated by discarding a card, then keep the new dice until the monster is dead.

Turn to stone
o A model that turns to stone cannot be harmed by any weapon.
o It comes back to life when the next Morcar’s turn begins
o The effect can immediately be ended by the heroes, by discarding an earth spell as a cast action.
o If this ability is activated by discarding a card, then it can be used only for one round per card discarded.

Resistance to (damage type)
o A model with resistance to a certain damage type will reduce the amount of damage dealt by a given number.
o For example if a model has Resistance to fire 2, you reduce any damage dealt by fire by two.
o Apply this bonus in the moment you would normally remove the Body Points. For example in a combat, roll attack, then roll defense, then use the Resistance bonus.

Weakness to (damage type)
o If a model has a weakness to a certain damage type, add the given number to the damage dealt if the attack was dealing damage at all.
o For example a model with weakness to fire 1 will add one to the result of fire damage, as soon as there had been damage dealt at all after all normal dice rolls have been made.
Last edited by Anderas on Monday April 18th, 2016 12:43am, edited 26 times in total.


Rewards:
Hosted a Play-by-Post game. Played a turn in a Play-by-Post game. Created a Hot Topic. Participated in three (3) Miniature Exchanges. Zealot Miniatures: Twisting Catacombs Kickstarter Backer Encountered a menacing Chaos Warlock!
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Anderas
NOT Andreas!

Swordsman
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Posts: 1797
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Re: Anderas' Version living rule book

Postby Anderas » Saturday November 14th, 2015 3:59pm

Monster groups finally shall give the EWP a more active role in the game:
[*]It doesn't matter in which room you meet the Orc Shaman, but it DOES matter that he is accompanied by Orcs and has Shaman Spells.
[*]Beginner's Ulag may be accompanied by a Chaos Warrior; however if veteran Warlord Ulag is hunted by a veteran hero group, he may better be accompanied by two or three Chaos Warriors, some Bowmen and relocate his staff to a bigger Room. Veteran Warlord Ulag will also not forget to place a whistleblower Goblin in front of his room to be warned if there are intruders.
[*]Some Sidequest Characters may come through the Quest entry point to hunt the Heroes. Again, this shall be a balanced thing and neither an instant-Hero-kill nor a single goblin against a fully equipped group.

So the intention is to provide you with some generic and some narrative Monster group cards that scale with the Hero Equipment and ensure that the Quest is always a close call - not too close, though! :) If you ever have to replay a quest; or the Heroes meet another Orc Warlord, you can fill the rooms with these to save some work. If you print them, can also take notes on them, adding an Fimir here, remove a goblin there, to make them better fitting.
Last edited by Anderas on Saturday November 21st, 2015 1:00am, edited 1 time in total.


Rewards:
Hosted a Play-by-Post game. Played a turn in a Play-by-Post game. Created a Hot Topic. Participated in three (3) Miniature Exchanges. Zealot Miniatures: Twisting Catacombs Kickstarter Backer Encountered a menacing Chaos Warlock!
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Anderas
NOT Andreas!

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Posts: 1797
Images: 35
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Re: Anderas' HQ: living rule book

Postby Anderas » Saturday November 21st, 2015 12:27am

The Chaos Spells will have a balancing update. So is "Summon Orcs" absolutely deadly for a green group, whereas for a veteran group it is just a good bit of morning sport. So yes they may have different effects depending on group size and equipment.
Last edited by Anderas on Saturday November 21st, 2015 1:39am, edited 1 time in total.


Rewards:
Hosted a Play-by-Post game. Played a turn in a Play-by-Post game. Created a Hot Topic. Participated in three (3) Miniature Exchanges. Zealot Miniatures: Twisting Catacombs Kickstarter Backer Encountered a menacing Chaos Warlock!
User avatar
Anderas
NOT Andreas!

Swordsman
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Posts: 1797
Images: 35
Joined: Saturday September 20th, 2014 7:02am
Forum Language: British English
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Re: Anderas' HQ: living rule book

Postby Anderas » Saturday November 21st, 2015 1:00am

The evil Wizard deck is a well known thing, developed by the forum. Used right, i think it really is a great extension.

I intend to have 36 different cards - parts from Sjeng and parts from GimmeYerGold. Some of my cards will have weak or no effects - they're intended to be discarded without shedding a tear, to activate the monster abilities.

I'd like to refer to GimmeYerGolds great work and to this really inspirational thread, from here i got my Kleptocreativity.

And here's my own.
To my dropbox folder

Or if you just want to take a look without necessarily downloading, the same in Flickr

--> I have a lot of "nothing" in the really used deck, as these can still activate the Monster abilities. Generally, as i can use the cards in their original function or in their Monster ability function, they are quite effective. That means i need a mechanism that avoids flooding the board with EWP cards.


Currently i use in my Board Game:
Each turn take a token. For 7 tokens, you can take a card. If there was no monster on the board for the entire round, or the heroes decided to do nothing with them, take a second.
It works technically very good, but is a lot of bureaucracy.


In my online game, i use this:
If there was no monster on the board for the entire round, or the heroes decided to do nothing with them, take a card.

The Boardgame rule is more compatible with the original quest books, that contain sometimes endless walking in dark empty hallways. There should not be a EWP Card flood because of the original quest design. In "Prince Magnus' Gold" for example, you have to go a looooooooooooooooooong empty way before you open the central room with the Boss Monster. With too many EWP Cards, this room is just a total party killer.
Plus, the token stuff is adjustable. Take 5 or take 10 or take 3 before the next card... yes that makes a difference.

The Online Game is compatible with my own quests, which are mostly with short walkways in order to keep the overall game short and avoid boredom and have not too many map updates. Each map update means work for me here.

I found a way to implement Monster Groups, by the way:
Image
Finally they have some use. :D
Last edited by Anderas on Tuesday September 6th, 2016 6:33am, edited 5 times in total.


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Re: Anderas' HQ: living rule book

Postby Anderas » Saturday November 21st, 2015 1:04am

And my heroes.
No i don't think they're enough.

Originals first.
Then fighters.
Then magical ones.

Originals
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Fighters
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For Samson the Blacksmith i am not fully settled, in fact. Maybe extend the ability to all the equipment. Plus i need to invent a hammer just for him... or i change something.

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Magic users
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Last edited by Anderas on Wednesday September 14th, 2016 12:49am, edited 2 times in total.


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Re: Anderas' HQ: living rule book

Postby slev » Saturday November 21st, 2015 5:44am

Quick suggestion.

I get why you made Earth be the Gargoyle discard. However, Air is the foil of earth, so could also work?

Your "Move-action-Move ability is similar to how my HQR Daemons work, but I think my solution is a bit easier...

They have Move 5 and Haste. Haste means they can take an extra movement action. Thus they can move/move/attack, move/attack/move or attack/move/move.

Sure, it's not as powerful as your ability, but it is more the level of complication due to HeroQuest.


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Re: Anderas' HQ: living rule book

Postby Anderas » Monday November 23rd, 2015 8:01am

Thanks for the suggestions!
If you take Earth/Air form a "magical energy" rpg viewpoint then yes why not. I think i'll update the Gargoyle with your suggestion.

To split the movement in half and let the monster take two movement actions each turn, is indeed simpler and less strong. Good idea thanks a lot! If MAM proves to be too strong, i will consider this as balancing downgrade.

Today most of my rooms are 3x5 or 4x5 or 4x4; and some are even smaller. I guess in these rooms you wouldn't see the difference.
I am strongly hesitating to use shooters on the long aisles - first, i have certain doubts about the range of a weapon if you have a roof so that you can't shoot too ballistic (ok, this is RPG); second; i don't like monsters with the ability to suck 4 or 5 BP out of a hero before he even has a chance to come close.

Wait.

I think here we could give the Wizard a new purpose. I reduced my version of "Fire of Wrath" to magic line of sight. The original worked anywhere on the board. Maybe there is a Fire Spell update incoming - i'lll have to talk to Sotiris first; but then yes.


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