• Advertisement

Ye Olde Inn is proudly hosted by

Proudly Hosted by MDD Hosting

Host your Website at MDD Hosting by clicking the logo above and Ye Olde Inn will receive a commission that we'll put toward keeping Ye Olde Inn online for everyone to enjoy!

alternate activations

Discuss new Rules for HeroQuest.

alternate activations

Postby Mistral » Sunday May 14th, 2017 3:58am

[This topic was moved from Board index ‹ HeroQuest Rooms ‹ General HeroQuest Discussion on 7/1/17.]

Just an idea I throw in the group: as the (base) game tends to be rather in favor of the heroes and the evil wiz often finds his minions slain before he has the chance to do anything, I was wondering if it's a possibility to incorporate an alternate activation rule as Imperial Assault (and probably other games) is using?

After a hero completes his turn, the evil wizard can choose to activate 1 monster group present on the table (represented by the monster card of that group). After each hero, another group activates and if at the end of the round several monster groups are still not active, the evil player can activate all these monsters as he sees fit (not bound to any monster card).
If more groups of 1 type are present, maybe several cards of the same type (fe goblins or orcs) could be used if available.

What's your opinion on this?
Last edited by Daedalus on Saturday July 1st, 2017 4:40pm, edited 1 time in total.
Reason: Moved topic
:barbarian: Don't stop me now, I'm having such a good time. I'm having a ball! :chaoswarrior:
User avatar
Mistral

Skeleton
Skeleton
 
Posts: 26
Joined: Tuesday March 14th, 2017 4:13am
Location: Belgium
Forum Language: Nederlands
Evil Sorcerer: Morcar
Hero:
Usergroups:
Champion Group Member

Re: alternate activations

Postby knightkrawler » Sunday May 14th, 2017 5:38am

Here's the changes I made to immediately address this issue:

a) When a hero opens a door, the contents are placed as normal. The Hero may complete his turn,
BUT THEN, no matter what, Morcar gets to move and attack (or cast a spell) with one of these monster outside of his own turn.
That monster has a normal turn again when its Morcar's turn.
Double doors and double-wide hallways help the matter even further because that monster can even attack a hero waiting outside the room.

b) I wrote a deck of Fate cards.
Morcar draws one card from that deck whenever he starts a turn without having a single monster in line of sight of any hero.
There's a mixture of monsters spawning at some place on the board, which also addresses the issue of a quest getting boring when the heroes have fulfilled the mission and must get back to their starting point (as the spawning point will often be that room with the staircase)
and cards that just change circumstance based on bad luck and stuff like that. Look at my dropbox, link below in my signature.
HQ - Heroes & Villains (Dropbox-download link) https://www.dropbox.com/sh/jgj0kzsys9w38oh/AAA_VEHx6vMv4HKRX7IiOWTFa?dl=0
Feedback http://forum.yeoldeinn.com/viewtopic.php?f=38&t=3560
Gallery http://forum.yeoldeinn.com/viewtopic.php?f=56&t=1972&hilit=knightkrawler+gallery&start=200
____________________________________________________________________________________________________________

I've found a way of paying off old debts:
Always make more promises than you can break.


Rewards:
Grin's Stone Map Created a Hot Topic. Participated in two (2) Miniature Exchanges. Killed a mighty Fimir! Shattered a Skeleton! Destroyed a Zombie! Crushed a powerful Chaos Warrior! Smashed a massive Gargoyle! Encountered a menacing Chaos Warlock!
User avatar
Cheese Baron
knightkrawler
The Furry Blue Derailer

Witch Lord
Witch Lord
 
Posts: 5217
Images: 27
Joined: Friday May 25th, 2012 2:26pm
Location: Regensburg, Germany
Forum Language: English (United States)
Evil Sorcerer: Morcar
Hero:
Usergroups:
Adventurers' Guild Group Member Champion Group Member

Re: alternate activations

Postby mitchiemasha » Sunday May 14th, 2017 8:35am

I'd be happy to play b)... Not sure on a) or the OP. I've read a similar idea here that activated different monster classes, i'd probably try it but don't think it would stick.

Instead of 'fate' cards i use the tokens from Advanced HeroQuest. I like to incorporate as much of what we already have. We play if no monsters were in play that round instead of LoS.

which also addresses the issue of a quest getting boring when the heroes have fulfilled the mission and must get back to their starting point
The Wandering Monster and Ambush tokens can be lethal here. A nice collection of Trap tokens will make badly wounded heroes think twice about searching rooms on the exist.

These Monster abilities also add to the EW not getting much action.
Fimir - Tail Bash! Free Counter attack if not killed, if adjacent. Best get 2 hits in or attack from a far.
Mummy - Paralysis! 1st hero to encounter ends their turn. Lets hope it can't reach you.
Orc - Waaagh! In presence of a chieftain/champion, each skull rolled in defence are hits against the attacker, even if killed. Attacker rolls to defend as normal. The Orc caring little for it's life, sinking itself on your blade, chooses to attack instead of defend.

I may change Waaagh to match Drathes idea. Attackers Defence isn't a reroll, uses shields from initial attack.


Rewards:
Destroyed a Zombie!
mitchiemasha

Ogre
Ogre
 
Posts: 849
Joined: Thursday August 14th, 2014 2:05am
Forum Language: British English
Evil Sorcerer: Morcar
Hero:
Usergroups:
Champion Group Member

Re: alternate activations

Postby knightkrawler » Sunday May 14th, 2017 9:27am

mitchiemasha wrote:We play if no monsters were in play that round instead of LoS.


The way I play, that would mean that one monster would be spawned at the staircase and while it walks toward the heroes at the other end of the dungeon, no other monsters can be spawned.
That's why I have line of sight as a determiner.
HQ - Heroes & Villains (Dropbox-download link) https://www.dropbox.com/sh/jgj0kzsys9w38oh/AAA_VEHx6vMv4HKRX7IiOWTFa?dl=0
Feedback http://forum.yeoldeinn.com/viewtopic.php?f=38&t=3560
Gallery http://forum.yeoldeinn.com/viewtopic.php?f=56&t=1972&hilit=knightkrawler+gallery&start=200
____________________________________________________________________________________________________________

I've found a way of paying off old debts:
Always make more promises than you can break.


Rewards:
Grin's Stone Map Created a Hot Topic. Participated in two (2) Miniature Exchanges. Killed a mighty Fimir! Shattered a Skeleton! Destroyed a Zombie! Crushed a powerful Chaos Warrior! Smashed a massive Gargoyle! Encountered a menacing Chaos Warlock!
User avatar
Cheese Baron
knightkrawler
The Furry Blue Derailer

Witch Lord
Witch Lord
 
Posts: 5217
Images: 27
Joined: Friday May 25th, 2012 2:26pm
Location: Regensburg, Germany
Forum Language: English (United States)
Evil Sorcerer: Morcar
Hero:
Usergroups:
Adventurers' Guild Group Member Champion Group Member

Re: alternate activations

Postby The Admiral » Sunday May 14th, 2017 1:57pm

Mistral wrote:Just an idea I throw in the group: as the (base) game tends to be rather in favor of the heroes and the evil wiz often finds his minions slain before he has the chance to do anything, I was wondering if it's a possibility to incorporate an alternate activation rule as Imperial Assault (and probably other games) is using?

After a hero completes his turn, the evil wizard can choose to activate 1 monster group present on the table (represented by the monster card of that group). After each hero, another group activates and if at the end of the round several monster groups are still not active, the evil player can activate all these monsters as he sees fit (not bound to any monster card).
If more groups of 1 type are present, maybe several cards of the same type (fe goblins or orcs) could be used if available.

What's your opinion on this?


It sounds very interesting, but from my experience it could make the game duller rather than more exciting. I try to encourage my brother to attack into the room rather than make the tedious stand at the door tactic. Evil Wizard cards have had the desired effect. This method would dramatically increase the number of attacks on the Heroes if they charge into a room with monsters. He would therefore almost certainly choose to wait at the door, and I couldn't really blame him.

Maybe make the rule less punishing by drawing a random monster card? But I really think that this should be restricted to one monster group activation per quest. This would add a little bit to the EW's armoury without overly discouraging aggressive Hero play.
The Admiral

Orc Shaman
Orc Shaman
 
Posts: 369
Joined: Wednesday April 8th, 2015 7:31am
Forum Language: British English
Evil Sorcerer: Zargon
Hero:
Usergroups:
Champion Group Member

Re: alternate activations

Postby mitchiemasha » Sunday May 14th, 2017 9:18pm

knightkrawler wrote:The way I play, that would mean that one monster would be spawned at the staircase and while it walks toward the heroes at the other end of the dungeon, no other monsters can be spawned.
That's why I have line of sight as a determiner.

Yes that would be problematic. So are the cards played instantly? In my mod, it triggers collecting a token but these can be played at various points, depending on the type. The wandering monster/spawn can be placed in any empty room, not just the starway. The EW learns when to play them, some best to play early on, others, end game. Ambush can be lethal. Heroes have to plan some serious exit strategies. Ideally they want to play towards the EW earning as little tokens as possible. You can even bluff holding 1 token, instilling fear to which it might be.


Rewards:
Destroyed a Zombie!
mitchiemasha

Ogre
Ogre
 
Posts: 849
Joined: Thursday August 14th, 2014 2:05am
Forum Language: British English
Evil Sorcerer: Morcar
Hero:
Usergroups:
Champion Group Member

Re: alternate activations

Postby Thor-in » Monday May 15th, 2017 8:18am

The Admiral wrote:Maybe make the rule less punishing by drawing a random monster card? But I really think that this should be restricted to one monster group activation per quest. This would add a little bit to the EW's armoury without overly discouraging aggressive Hero play.


I like that idea, only I would add a little more to it. Have your random monster group cards that you (the EW) draws one from at the beginning of the quest. Then maybe after a set number of turns (with no monster interaction) the EW can activate the random monster card. Then maybe you could see how many monsters the heroes will encounter by a roll of one red die like the summon orcs or undead spells, that way it will always be a different number of monsters in that set group. I also think I would throw one more twist into the mix, have the heroes roll to seal their fate to see how many monsters they will end up encountering.
:skeleton: "Shadows and Dust" :skeleton:


Rewards:
Grin's Stone Map Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Shattered a Skeleton! Destroyed a Zombie! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Smashed a massive Gargoyle! Encountered all eight (8) Game System monsters. Encountered a menacing Chaos Warlock!
User avatar
Thor-in

Ogre Warrior
Ogre Warrior
 
Posts: 168
Images: 5
Joined: Monday April 28th, 2014 3:28pm
Location: Kentucky
Forum Language: English (United States)
Evil Sorcerer: Zargon
Hero:
Usergroups:
Adventurers' Guild Group Member Champion Group Member

Re: alternate activations

Postby knightkrawler » Monday May 15th, 2017 10:10am

mitchiemasha wrote:
knightkrawler wrote:The way I play, that would mean that one monster would be spawned at the staircase and while it walks toward the heroes at the other end of the dungeon, no other monsters can be spawned.
That's why I have line of sight as a determiner.

Yes that would be problematic. So are the cards played instantly? In my mod, it triggers collecting a token but these can be played at various points, depending on the type. The wandering monster/spawn can be placed in any empty room, not just the starway. The EW learns when to play them, some best to play early on, others, end game. Ambush can be lethal. Heroes have to plan some serious exit strategies. Ideally they want to play towards the EW earning as little tokens as possible. You can even bluff holding 1 token, instilling fear to which it might be.


Morcar may play it immediately or keep the card and play one at any point during his turn.
There's even a bluff card that doesn't do anything except make the heroes wonder what it is...
Now that you mention it, monster spawning isn't just in the staircase room, but in any room that has been explored and left by the heroes.
HQ - Heroes & Villains (Dropbox-download link) https://www.dropbox.com/sh/jgj0kzsys9w38oh/AAA_VEHx6vMv4HKRX7IiOWTFa?dl=0
Feedback http://forum.yeoldeinn.com/viewtopic.php?f=38&t=3560
Gallery http://forum.yeoldeinn.com/viewtopic.php?f=56&t=1972&hilit=knightkrawler+gallery&start=200
____________________________________________________________________________________________________________

I've found a way of paying off old debts:
Always make more promises than you can break.


Rewards:
Grin's Stone Map Created a Hot Topic. Participated in two (2) Miniature Exchanges. Killed a mighty Fimir! Shattered a Skeleton! Destroyed a Zombie! Crushed a powerful Chaos Warrior! Smashed a massive Gargoyle! Encountered a menacing Chaos Warlock!
User avatar
Cheese Baron
knightkrawler
The Furry Blue Derailer

Witch Lord
Witch Lord
 
Posts: 5217
Images: 27
Joined: Friday May 25th, 2012 2:26pm
Location: Regensburg, Germany
Forum Language: English (United States)
Evil Sorcerer: Morcar
Hero:
Usergroups:
Adventurers' Guild Group Member Champion Group Member

Re: alternate activations

Postby mitchiemasha » Monday May 15th, 2017 1:37pm

knightkrawler wrote:
mitchiemasha wrote:
knightkrawler wrote:The way I play, that would mean that one monster would be spawned at the staircase and while it walks toward the heroes at the other end of the dungeon, no other monsters can be spawned.
That's why I have line of sight as a determiner.

Yes that would be problematic. So are the cards played instantly? In my mod, it triggers collecting a token but these can be played at various points, depending on the type. The wandering monster/spawn can be placed in any empty room, not just the starway. The EW learns when to play them, some best to play early on, others, end game. Ambush can be lethal. Heroes have to plan some serious exit strategies. Ideally they want to play towards the EW earning as little tokens as possible. You can even bluff holding 1 token, instilling fear to which it might be.


Morcar may play it immediately or keep the card and play one at any point during his turn.
There's even a bluff card that doesn't do anything except make the heroes wonder what it is...
Now that you mention it, monster spawning isn't just in the staircase room, but in any room that has been explored and left by the heroes.


I thought as much. As i remembered, your cards played vary similar to my tokens but your initial comments here had me thrown.


Rewards:
Destroyed a Zombie!
mitchiemasha

Ogre
Ogre
 
Posts: 849
Joined: Thursday August 14th, 2014 2:05am
Forum Language: British English
Evil Sorcerer: Morcar
Hero:
Usergroups:
Champion Group Member

Re: alternate activations

Postby Daedalus » Saturday July 1st, 2017 4:21pm

The Admiral wrote:
Mistral wrote:Just an idea I throw in the group: as the (base) game tends to be rather in favor of the heroes and the evil wiz often finds his minions slain before he has the chance to do anything, I was wondering if it's a possibility to incorporate an alternate activation rule as Imperial Assault (and probably other games) is using?

After a hero completes his turn, the evil wizard can choose to activate 1 monster group present on the table (represented by the monster card of that group). After each hero, another group activates and if at the end of the round several monster groups are still not active, the evil player can activate all these monsters as he sees fit (not bound to any monster card).
If more groups of 1 type are present, maybe several cards of the same type (fe goblins or orcs) could be used if available.

What's your opinion on this?


It sounds very interesting, but from my experience it could make the game duller rather than more exciting. I try to encourage my brother to attack into the room rather than make the tedious stand at the door tactic. Evil Wizard cards have had the desired effect. This method would dramatically increase the number of attacks on the Heroes if they charge into a room with monsters. He would therefore almost certainly choose to wait at the door, and I couldn't really blame him.

Maybe make the rule less punishing by drawing a random monster card? But I really think that this should be restricted to one monster group activation per quest. This would add a little bit to the EW's armoury without overly discouraging aggressive Hero play.

The Admiral has a good point about this proposal discouraging Heroes from entering a room filled with monsters. Another way to soften the blow would be to have only one monster group activated per room or corridor, and then restrict said groups by having just one monster activate after each Hero turn. One to three monsters should get in attacks before Heroes wipe them out when they charge in.
________
UNCLE ZARGON
WANTS YOU

Image
VOTE NOW!


Rewards:
Grin's Stone Map Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Shattered a Skeleton! Destroyed a Zombie! Unravelled a Mummy!Crushed a powerful Chaos Warrior! Smashed a massive Gargoyle! Encountered all eight (8) Game System monsters. Encountered a menacing Chaos Warlock!
User avatar
Editor-in-Chief
Daedalus
Slacker Ruleslawyer

Yeti
Yeti
 
Posts: 2928
Images: 14
Joined: Monday May 9th, 2011 2:31pm
Forum Language: English (United States)
Evil Sorcerer: Zargon
Usergroups:
Wizards of Zargon Group Member Adventurers' Guild Group Member Artists Group Member Champion Group Member


Return to Rules

Who is online

Users browsing this forum: CommonCrawl [Bot] and 0 guests