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Monster Skills

Discuss new Rules for HeroQuest.

Re: Monster Skills

Postby mitchiemasha » Monday July 4th, 2016 12:56pm

cynthialee wrote:Oh I love this one!

in that case, only fair I share where/who I got the idea from. Heath at Rainn Studios. https://www.youtube.com/playlist?list=P ... LPdiDgEE0e

and yes, makes a ranger or any one with a bow quite important, more so a clean shot.


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Re: Monster Skills

Postby Gold Bearer » Monday July 4th, 2016 1:45pm

I think I'll tone it down a bit so they can only open doors in their starting room. Snotlings shouldn't be limited to just a couple and if they can open any doors it will make it really hard and change the game a load if there's more than a few of them, and once one gets away it could activate the whole board.

:idea: The full open any doors skill would be great for skavin gutter runners.
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Re: Monster Skills

Postby mitchiemasha » Monday July 4th, 2016 4:10pm

Gold Bearer wrote:I think I'll tone it down a bit so they can only open doors in their starting room. Snotlings shouldn't be limited to just a couple and if they can open any doors it will make it really hard and change the game a load if there's more than a few of them, and once one gets away it could activate the whole board.

:idea: The full open any doors skill would be great for skavin gutter runners.


Yeah, they'd likely only be 1 in any Quest. I'll be adding it to the 'Special Characters' list. Chaos Token Mod from Advanced Hero Quest. If the EW has a special character token, it can be used to place 1 from the list in a newly revealed room. The mechanics are on my 2 page.


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Re: Monster Skills

Postby MadMickyG » Monday July 4th, 2016 9:47pm

I don't have Snotlings, but do have a few spare Goblins without weapons. My mod buddies. Might have one or two of them in a quest, opening doors every so often. Running around yelling out "THE HEROES ARE COMING, THE HEROES ARE COMING!"
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Re: Monster Skills

Postby cynthialee » Monday July 4th, 2016 10:20pm

1 or 2 Snitch dudes in play would be all you need.
If the dungeon is built with the Snitch Villain mechanic taken into consideration the game could be well enough balanced.
Stock the rooms with slow monsters, so as they are released they slowly start making their way to the heroes in a seemingly unending line of monsters.
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~


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Re: Monster Skills

Postby mitchiemasha » Tuesday July 5th, 2016 9:44pm

cynthialee wrote:1 or 2 Snitch dudes in play would be all you need.
If the dungeon is built with the Snitch Villain mechanic taken into consideration the game could be well enough balanced.
Stock the rooms with slow monsters, so as they are released they slowly start making their way to the heroes in a seemingly unending line of monsters.


If playing the Chaos Tokens mod (what can potentially spawn a snitch, Special Character) the snitch is auto counter balanced. Using the snitch to open all the rooms early on will reduce/remove the ability to play certain tokens that might be drawn later on, Trap tokens and more Special Character tokens. These can be more devastating than a slowly advancing mob.


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Re: Monster Skills

Postby Daedalus » Thursday December 29th, 2016 7:41am

I think all I of these snitch ideas are great. Whether a planned Snotling waiting on the map or one is drawn with tokens as a constant threat, these little twerps can bring a Quest to life as a new kind of dynamic trap. I'd like to try this trick using a Goblin in the Notes section. If two were placed to run in different directions, the Heroes might split up for twice the mayhem! :twisted:
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