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TPK, total party kill

Discuss the Rules of HeroQuest as set out by Milton Bradley Game Systems and Quest Packs.

Re: TPK, total party kill

Postby wallydubbs » August 12th, 2019, 10:56 am

Really? Why is Quest 3 the issue? This one doesn't even have a Polar Warbear. Although the Yeti is always a problem; once you modify the rules of his grasp or find some other way around it it shouldn't be that big of an issue.
The only other damning part of Quest 3 are all the pit traps. A cautious player can avoid some of those... however I remember my girlfriend getting rather irate over the ones in the middle room... if the Barbarian player is gun-ho in this situation he can easily be surrounded and the -1 on attack and defense dice from the pit trap could definitely lead to their undoing.


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Re: TPK, total party kill

Postby Jalapenotrellis » August 12th, 2019, 2:50 pm

Sleep or tempest scrolls. Hopefully the heroes have a stash of these by the time this quest pack comes.
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Re: TPK, total party kill

Postby Kurgan » August 24th, 2019, 1:34 pm

Q3 was only harder because the Barbarian challenger didn't have enough healing (only the Armband), and the large number of monsters (most of which won't die in one attack) chased him into traps, simple as that. It's one of the tactics they actually recommend that Zargon use in the various quest packs, and it works pretty well. You can't search for traps in a corridor with monsters, and you can't avoid damage from a trap on the other side of a door (especially a stalactite, which is a guaranteed hit). You need luck, extreme caution, or just a stockpile of healing potions...

Under the original rules, the Yeti behind the secret door thing was a dirty trick.


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