by HeroQuestFrance » June 27th, 2011, 8:07 am
Anyway, you can find the rules (the most important thing) and monster grids that include all heroquest monsters and even warhammer quest ones to play it.
How to play Advanced Heroquest then ?
I'm working on it, I must admit I'm close to finish it including tests with friends.
Once you have read and assimilated the basic rules (forget those annoying tables) do the following :
-> GM uses the basic maps of the HQ quest book for all the adventures.
Like this all is ready to play. (boss stats, goal, map etc)
He keeps the golden values of the treasure chests, cupboard, the magic potions heroes can find etc.
-> Do the decks again : treasure / artefact / spell / chaos spell cards to adapt it to AHQ rules.
The rulebook explains you how to convert speed potion, resilience, force etc : all is done in fact !
-> Do again the armory & alchemist shops. Cehck the rulebook everything is inside for the weapons & armors !
-> Artefacts & spells : 5 are done in the rules of ADHQ. The 12 spells too.
You have to make the elf spells (mage of the mirror) + the 9 spells of wizards of morcar & the 36 spells of the sorceers + the missing 7 artefacts of the US version.
-> the men-at-arm, check the rule book of adhq.
If you have bought Advanced HeroQuest, then use the men-at-arms given in the box to make the sergeants.
It gives a serious + to the henchmen !
Now you can play advanced heroquest with the rules. Don't run away, there's few roll dices :
-> Each time a hero explores (opens a door, walk into a unexplored passage) roll the dice for :
- on 2 or 12 the GM pick up a token
- initiative (who will move & fight first for the combat phase)
That's all.
Don't forget the GM tokens :
"trap" this token becomes useless since heroes can search for traps .... so a trap token is used while a hero tries to disarm a trap : his attempt automatically fails.
"character" one of the monster in the room is a champion, check the grids of all monsters (heroquest, advanced heroquest etc) to create and boost a creatures and may be use a new one : for instance a orc champion take one of the orc of warhammer quest ! great isn't it ?)
"escape" a monster you choose can run away (12 squares) if he's out of sight, he will be back later (where the GM wants) with all his HP recovered.
"ambush" roll a dice : 1-6 -> 3 wandering monsters, 7-12 -> 2 wandering monsters + one character !
"wandering monster" : check then ote of the quest to know what he is
About the secret door and trap searchs :
secret door search :
-> roll a dice inferior or equal to your intelligence then you discover a secret door (if there's one)
place it opens and the furniture + monsters EXCPETED if you are equipped of the tool kit.
If it's the case, you place the secret door but it's not opened : you just carefully discovered it.
trap search :
-> roll a dice : inferior or equal to your intelligence then you discover the 2 closer traps in the area of your movement.
For instance the barbarian has 10 points to move in his speed stats so he can search into a zone of 10 squares maximum.
Of course as he's not very intelligent he has less chances to find a trap.
The toolkit gives a +2 to the test.
The dwarf doesn't need to roll a dice : he always find the 2 closed traps, same for the secret door search.
Well it's not complicated at all, the basic system of the game is similar to his young brother warhammer quest :
a roll to know if you have hit the monster
a roll to know the damages.
watch out to the good and bad critical hits
-> total failure of your attack
or
-> you deal damages x2
Fate points to use to cancel something (a bad roll, a wound etc)
Between quests you can still buy magic potions and gear, you can make a training and boost some of your abilities.
The wizard can learn new spells (here just consider 3 levels of each spell and increase by 1 the damage, the area effet etc : you're free as GM to make it good)
Well to resume I'm close to finish all this but in french.