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Movement variants?

Discuss new Rules for HeroQuest.

Re: Movement variants?

Postby mitchiemasha » Wednesday June 5th, 2019 2:24pm

j_dean80 wrote:I don't mind the "long passages of pointlessness". It adds to the exploring aspect. Too many people now adays are "now now now". It takes patience to find the right path.


Yes, you've swayed me back... They aren't too often so the variance is good.


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Re: Movement variants?

Postby Anderas » Sunday June 9th, 2019 3:06pm

Depends on how long exactly they are.

I think the way back from Prince Magnus' gold is a little bit too extreme with like 15 or more turns in the hallways... but most of the quests aren't that way, so ok.


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Re: Movement variants?

Postby Weltenlaeufer » Sunday June 9th, 2019 3:27pm

Anderas wrote:EWP cards are another variant. As they add time pressure, suddenly each movement roll counts and an action spent on searching is something expensive.

So now the rolls are interesting even if no monster is in sight. Even if this is not strictly about movement rules, it has some interdependency.


Anderas what are EWP cards and how do they work? This sounds interesting!


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Re: Movement variants?

Postby Pancho » Sunday June 9th, 2019 4:21pm

Weltenlaeufer wrote:
Anderas wrote:EWP cards are another variant. As they add time pressure, suddenly each movement roll counts and an action spent on searching is something expensive.

So now the rolls are interesting even if no monster is in sight. Even if this is not strictly about movement rules, it has some interdependency.


Anderas what are EWP cards and how do they work? This sounds interesting!

Evil Wizard Player cards. In my opinion they are the best single addition to Heroquest beyond the official rules that anyone can make. They simultaneously make Morcars turn more interesting for him and force the Heroes to hurry up on their turn.
There is a deck of EWP cards on the main webpage, under the cards section. Enjoy!


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Re: Movement variants?

Postby Anderas » Sunday June 9th, 2019 5:00pm

Search the forums for evil wizard cards, you should find something quick.

They have bad stuff for the heroes on them, you take one when there is no monster on board. Their entire reason for being is to hurry up the heroes: if they pile in front of every door, the ewp cards will be quite a stack rapidly.

And while we were at it, we made them so they would add tactical options for the ewp player, making the game more interesting for him.


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Re: Movement variants?

Postby Weltenlaeufer » Sunday June 9th, 2019 7:37pm

Thank you, thats cool! Gonna use these for sure!!


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Re: Movement variants?

Postby Pancho » Monday June 10th, 2019 4:25am

Weltenlaeufer wrote:Thank you, thats cool! Gonna use these for sure!!

Here's the direct link http://english.yeoldeinn.com/downloads/ ... wizard.pdf to the set I mentioned yesterday, but like Anderas said there are other variant sets here at the Inn that you could track down.


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Re: Movement variants?

Postby Weltenlaeufer » Monday June 10th, 2019 5:54am

Pancho wrote:
Weltenlaeufer wrote:Thank you, thats cool! Gonna use these for sure!!

Here's the direct link http://english.yeoldeinn.com/downloads/ ... wizard.pdf to the set I mentioned yesterday, but like Anderas said there are other variant sets here at the Inn that you could track down.


Thanks Pancho! This looks like a really cool ad-on to keep things exciting!


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Re: Movement variants?

Postby Tott » Wednesday June 26th, 2019 8:30am

Im not a fan of removing the movement dice, id prefer other options such as:
My Elven racial ability is that the Elf rolls 3 movment die, then ignores the lowest dice.
items that help to modify or reroll the movement die e.g. Ring of speed, you may move 2 additional spaces in addition to your die roll.

but i also think that dungeons should be designed to minimise the amount of 'passageway of oblivion' or if there is one, make some obvious reason for it (rolling pit trap etc) and give it some thing to make it exciting, ideally you're racing to or from something.
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Re: Movement variants?

Postby mitchiemasha » Wednesday June 26th, 2019 12:40pm

Tott wrote:Im not a fan of removing the movement dice, id prefer other options such as:
My Elven racial ability is that the Elf rolls 3 movment die, then ignores the lowest dice.
items that help to modify or reroll the movement die e.g. Ring of speed, you may move 2 additional spaces in addition to your die roll.

but i also think that dungeons should be designed to minimise the amount of 'passageway of oblivion' or if there is one, make some obvious reason for it (rolling pit trap etc) and give it some thing to make it exciting, ideally you're racing to or from something.


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