sajungzak wrote:I've often thought about how HeroQuest can be too easy sometimes. This is an attempt to fix that without changing anything. Well, hardly. Just the primary mechanic of The Game itself.
How many of you have tried playing monsters defending with white shields? How did it go?
I figured it wouldn't be that different. Go from one out of six to two out of six, or, one out of three per die. I play tested it by myself and the difference was barely noticeable, except when there is three or more defend dice.
Then the big baddies are a bit harder and tend to last longer. I played with these rules with some family over the holidays. I showed them the Skull
for a hit, the Shield
for a block, and the Walrus
which means nothing. I didn't tell them it was a house rule. They only get to play once a year and always need a refresher... One hero who had played before, part way through, asked, "Really? Fimir defends on
White shields?"
We all had fun, and nobody complained about it being too easy. Or too hard. What do you think? It's like having beginner and advanced versions, no?
The standard game we play is:
Skulls to attack, monster and hero.
White dice for Monster, and Heroes to defend.
Black shields are a critical hit, so if you roll a black shield when attacking you get the same as 2 skulls, if your defending and you roll a black shield, it counts as 2 white shields.
It works well for us at least. the argument I always make is this, the Barbarian STARTS the game with 3 attack dice and a 50/50 chance to roll a skull off each dice. There is one black shield on a 6 sided dice to to have an equal chance to defend a Barbarians attack, the monster would need NINE dice under normal circumstances!