by Bareheaded Warrior » Saturday April 15th, 2023 4:19am
A while ago, I played the Trial using the Companion App with a fellow experienced HeroQuester, just for the purposes of trying out the app and in the final room we had a bit of an epiphany.
Three of our Heroes were in the final room, happily hacking at opponents, whilst the Wizard was safely situated on the square adjacent to the doorway in the passageway outside of the room. EWP / Companion Apps turn and the Gargoyle moved from its position in combat adjacent to the Barbarian, passing directly through the square adjacent to the Elf and through the square occupied by another monster adjacent to and engaged in close combat with the Dwarf into the square inside the room directly adjacent to the Wizard and proceeded to attack the Wizard.
My buddy exclaimed, "Hey it can't do that", but it obviously could and indeed did. We survived the encounter, although the Wizard did get battered, but it made me look again at the specific details of the rules around movement and combat and made me realise that I had been playing with at least one assumed but never stated rule that is not present in the game, but perhaps could or should be.
There is nothing in the rules that prevent a character from skipping casually out of a close combat, adjacent to, situation and neither is there any restriction around characters moving through a square occupied by a friendly figure, even if that friendly figure is currently engaged in close combat (adjacent to) a mutual enemy. However that does feel right to me, so perhaps Combat should be made more "sticky".
After some consideration, two options present themselves, for the first issue.
1. The hard option: Creating a rule that states that you CANNOT move out of combat, that is from a square in which you are adjacent to an opponent, instead you have to attack that opponent.
2. The soft option: Creating a rule that states that you CAN move out of combat, that is from a square in which you are adjacent to an opponent, but in doing so you give away a free attack to that opponent
Out of the two I prefer the soft option as that increasing the choices available to players.
But this raises some follow on questions:
Should the rule cover adjacent squares only or diagonal squares too? Does that depend on what the combatants are armed with?
Do you still get a free attack if an opponent chooses to step out of combat, if there are other opponents, next to you?
Should the free attack follow the usual rules or have some form of penalty, like less defend dice or no defence?
Should a character be allowed to move through a square occupied by a friend, if that friend is engaged in close combat with an opponent in an adjacent square?
Thoughts anyone?
Maybe we could consider the Blood Bowl "Tackle Zones" and/or AHQ style "Death Zones" as part of this solution...
Super HeroQuest Rule:

= white skull, lose 1BP unless blocked by shield

= black skull, as white skull + activates push back

= shield, blocks a skull
Editions: FE = European and Australasian First Edition,
SE = European and Australasian Second Edition,
NA = North American Edition
HeroQuest Gold based on SE, reworded for clarity, common issues resolved, and have ported the better ideas from NA edition