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HeroQuest Spiced Up edition A Hero's Quest.

PostPosted: January 14th, 2016, 12:05 pm
by mitchiemasha
[This topic was moved from Board index ‹ HeroQuest Rooms ‹ General HeroQuest Discussion on 7/14/16.]

Like many out there I have my own attempt at a house rule write up, A word document about 10 pages long... A copy and paste job of many mechanics and mods I've seen over the years. lots of them very hacked up at attempts by me to make my own edition.

Earlier last year I decided to pull from it in to a simple 2 page document just so I could get something finished. I'm almost there and so why I'm here at the good old in to get this in the done pile. I've recently got my Space Hulk 1 done and Zombicide before Christmas. Game of thrones was the first but that's just a reminder sheet for the rules we played wrong at first.

Have a look

https://drive.google.com/file/d/0BzUqoUE_JiOud21ESFhLaG9hS1U/view?usp=sharing

Edit: it's no longer a 2 page. Each page has it's own link, Link above is the best of House rules

Character Creation: https://drive.google.com/file/d/0BzUqoU ... sp=sharing
Armoury Alchemist: https://drive.google.com/file/d/0BzUqoU ... sp=sharing


Some questions for discussion.

I need a skill for the Ork. I've contemplated free counter attack if attacking hero rolls a black shield etc but it over silly. Zombie too, I did like the horde mechanic I discussed ages ago with Sotiris, 'roll 1 extra combat die in attack for each surrounding, adjacent and diagonal zombie', but I don't think it fits HQ Zombies, especially as they are carrying a big meat clever, they're not those type of zombies. I've never had one for the Mummy and the Chaos Warrior used to have stand fast, 'Don't move this turn and get 2 attacks' was a lil too over powered and too similar to the firmir, which I've now changed to 'if attack fails' instead of plain old 'tail attack - 2 attacks' after play testing it was to powerful, especially using US stat Monsters.

Edit: I changed the link, keep forgetting to use google drive.

Just noticed basic initiative isn't in there. MP decides play order.

Edit 2: While I'm at it I need help categorising the extra Heroes, Cleric, Ranger etc. Which model looks more like what.

Re: HeroQuest Spiced Up edition A Hero's Quest.

PostPosted: January 14th, 2016, 2:56 pm
by Once was Mortimer
How about

Orc - Toughness: The Orc can reroll its defend dice after the first attack they receive in the game, accepting the second results. Afterwards they defend as normal.

This is one I thought up for the Mummy at one point

Mummy's Curse: When a Hero (or Henchmen) attack or defend against a Mummy, any rolls of a black shield negate a positive result. So a black shield rolled negates one skull when attacking, or one white shield when defending (Maybe choose one or the other to not over power the Mummy).

Re: HeroQuest Spiced Up edition A Hero's Quest.

PostPosted: January 14th, 2016, 3:26 pm
by Gold Bearer
Once was Mortimer wrote:Mummy's Curse: When a Hero (or Henchmen) attack or defend against a Mummy, any rolls of a black shield negate a positive result. So a black shield rolled negates one skull when attacking, or one white shield when defending (Maybe choose one or the other to not over power the Mummy).
That's nice.

You're Morcar rather than Zargon so you could give chaos warriors an extra attack dice if they don't move.

Zombies turn anyone they kill into a zombie. Won't come up often but it's something.

Orcs could maybe reroll one attack dice for every turn that they've taken before their current one as they get worked up. Waagh (warhammer), it fits.

Re: HeroQuest Spiced Up edition A Hero's Quest.

PostPosted: January 14th, 2016, 5:09 pm
by mitchiemasha
the reroll was the first option and what I did have wrote after seeing it a lot here but, rerolls are tied to fate (stolen from advanced Hero quest). Using the Chaos Tokens. I want to keep each mechanic specific to each thing, not doing multiples and an Orc having fate doesn't seem right. The effect has to scream Orcs. What thing is very uniquely Orcish? there must be something, I know it's out there and once it clicks we'll know.

I never thought about extra dice. That opens up more possibilities.I'll be thinking about that one tonight.

Rolling any one black shield sounds great as an effect trigger, especially a mummy, it sounds very cursey. Only problem is, the stronger your weapons get the greater the chance of negative effect. That might be a good thing, balances against the wizard who's less likely to get cursed. if I make it roll all black shields when facing a mummy in attack and defence, it the opposite, more likely to happen to new heroes, less likely to happen to experienced players, the game needs to get harder not easier, mechanics need to come into play more later on than with new starters just learning.

I think about these things to much but I love it. Thanks for the input.

Re: HeroQuest Spiced Up edition A Hero's Quest.

PostPosted: January 15th, 2016, 4:26 am
by Gold Bearer
I think he means that for each black shield rolled you discount one skull when attacking a mummy and one white shield when defending against a mummy. So having more attack or defence dice won;t be as bigger jump as it normally would but you'll still always be better off rolling more dice because there's only one black shield.

For the orcs you could give them one reroll when attacking as standard and one more for each turn that there's been any orcs on the board up to a maximum of three (so they can reroll all three dice if they don't roll as shield) instead of doing it individually. So if an orc is revealed then turn after another orc that's due to take it's second turn, they both get two rerolls when they next attack. It will be easier to keep track of and it makes sense with the waagh theme. Or...

Ors: Take another turn if they wound their target on their standard turn, so can move twice and attack once in any order if they haven't already moved.

Zombies: A hero wounded by a zombie rolls a combat dice, on a skull they are infected and roll a combat dice at the start of each of the turns and loose 1BP on a black shield. A hero killed by infection becomes a zombie. Can be cured by drinking holy water, which is then discarded.

Edit:
If you do use that orc skill you might to make them start with no reroll or they'll be more dangerous than chaos warriors.

Re: HeroQuest Spiced Up edition A Hero's Quest.

PostPosted: January 15th, 2016, 8:08 am
by Gold Bearer
You inspired me to do this: viewtopic.php?f=38&t=3284&p=64068#p64068 |_P

Re: HeroQuest Spiced Up edition A Hero's Quest.

PostPosted: January 16th, 2016, 2:06 am
by mitchiemasha
It needs to be simpler. Especially as basic monsters.

it needs to be wrote in 1 line, a few words.

It needs to add to the game, the game play, rerolling dice just elongates things. MAM adds loads for the goblins, it's perfect. Diagonal attack skeletons works thematically due to the weapon, adding gameplay placement strategy. It needs to be along these lines. Chucking more dice in a dice feast isn't more fun, undoing redoing.

It's a challenge I set forth, I know we can come up with something. Something that really fits perfect for the monster type.

Going with... Chaos Warriors - Stand fast +1CD if not moved Attack & Defence. (Edit: Arghhh! lol how would 1 remember if it had moved if it was being attacked, it doesn't work as simple as hoped)

Re: HeroQuest Spiced Up edition A Hero's Quest.

PostPosted: January 16th, 2016, 6:06 am
by Gold Bearer
It shouldn't be difficult to remember if they moved before in their last turn, they'll have rolled an extra attack dice as well, that will help you remember. You should state whether or not they get it the extra defence dice when they're revealed as well if you're going to use it.

It's not always possible to keep the rules quite that simple. Even the goblin skill takes up more than one line if it's written out properly. It's whether the rule is worth it. Zombie infection is my favourite, I think that's definitely worth it.

The orc's second turn skill is simple enough but it might make them more powerful than you want them to be.

I like the idea of using waaagh tokens, giving one every turn that there's a greenskin on the board at the end of the EWP and removing one when there isn't, and I think rerolls are more suitable than extra attack dice which would overpower them too much. I can't think of something else they should get instead, movement probably wouldn't be worth it. Maybe the target could roll one less defence dice. Hmm, I might change mine to that.

The simpler version of that would be targets defend with one dice less when being attacked by orcs.

Re: HeroQuest Spiced Up edition A Hero's Quest.

PostPosted: January 16th, 2016, 9:01 am
by Anderas
Many people give the orc some kind of a waagh ability, with an extra attack or move 2x, 1x action or such.
I can only warn not to do that. Orcs are the most abundant enemy around. If they attack twice, you have twice as many attacks against you from, i remember, the most abundand enemy. Move twice is equally bad, as each single orc in your vincinity can move in, beat, move out. So normally you can retreat into the savety of a hallway and face only one or two attacks. With Move twice, 1 Attack, all the orcs will attack you as if you stand right there in the open desert, hallway or not.

Why not letting the Orc as it is: THE basic monster. You can beef them up from time to time via an Shaman, a Boss, a Waaghboss, some kind of special weapon or thick armour; buffing them with Boss Commands and such... Orcs (outside the Heroquest Box) have a wide variety. But the normal Orc should really be and stay the basic monster.

Which monster is standard, if every monster is special?

Re: HeroQuest Spiced Up edition A Hero's Quest.

PostPosted: January 16th, 2016, 9:18 am
by knightkrawler
Not every monster needs a special ability.
I sign everything Anderas has laid out right there, and will add that most people giving the Orc a special ability do not actually play HQ, but sadly, want to.

When I started writing up special rules, the basic stat for Orcs was 2 Attack/2 Defend and I gave him an attack re-roll if no skull was rolled.
Only when I found my updated Orc models in Confrontation Bran-O-Kor models, I beefed up their stats to 3/3 with no special rule, replacing the Fimir, who will come into play later in the storyline, if* I find suitable models.

My special rules for game system monsters:
0 MP means immune to control spells. (control is an icon used on spell cards)
Mummy loses all remaining BP if a Hero in line of sight discards any one fire spell. (fire is also an icon)
Chaos Warrior defends on white shields instead of walruses.
And that is it.
Everything else that I find attractive to implement (MAM for Goblins, for example), I write into the quest notes.

Long story short, I concur with everythig Anderas said.

* hint, hint, Thantos