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Potions: how do they work?

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

Re: Potions: how do they work?

Postby Gomcse » Saturday January 27th, 2018 3:57am

We allow players to save each other with potions even when it isn't their turn in the round. This makes it consistent and avoids frustration over dying when the player next to you is willing to save you. Spells are a different matter, and we haven't allowed a player to cast healing unless it's their turn.
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Re: Potions: how do they work?

Postby j_dean80 » Saturday January 27th, 2018 4:24pm

NA rules are very clear in terms of Hero death and potions:

How A Hero Escapes Death
As a Hero, if your Body Points have been reduced to zero, there are two situations where you can save yourself:

1) If you have a Healing Potion in your possession, you can immediately drink it. The potion will instantly raise your Body Points above zero, restoring you to life.
2) If you are a spellcaster with a Healing Spell, and you have not already performed an action on your turn, you can be healed by casting the spell on yourself.

Important! After your Body Points have reached zero, you can never be saved by a fellow Hero's spell or potion. It will be too late. You will have died by the time it is your fellow Hero's turn--the only time when he can cast a spell or give you a potion.


The EQP/BQPs clarified Hero's passing of items:

*Passing Items: A Hero can pass a potion, artifact, weapon, or any other item to another Hero only if the 2 Heroes are in adjacent squares and neither Hero is adjacent to a monster.
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Re: Potions: how do they work?

Postby knightkrawler » Saturday January 27th, 2018 4:50pm

j_dean80 wrote:NA rules are very clear in terms of Hero death and potions:

How A Hero Escapes Death
As a Hero, if your Body Points have been reduced to zero, there are two situations where you can save yourself:

1) If you have a Healing Potion in your possession, you can immediately drink it. The potion will instantly raise your Body Points above zero, restoring you to life.
2) If you are a spellcaster with a Healing Spell, and you have not already performed an action on your turn, you can be healed by casting the spell on yourself.

Important! After your Body Points have reached zero, you can never be saved by a fellow Hero's spell or potion. It will be too late. You will have died by the time it is your fellow Hero's turn--the only time when he can cast a spell or give you a potion.


The EQP/BQPs clarified Hero's passing of items:

*Passing Items: A Hero can pass a potion, artifact, weapon, or any other item to another Hero only if the 2 Heroes are in adjacent squares and neither Hero is adjacent to a monster.


So much this.
The point of these rules is for the heroes to "waste" spells and sink money by taking potions at 1 BP when they don'T even know they will need it.
The point is you should avoid losing your last Body point cause that's when you die.
Otherwise you could just give the heroes 9, 8, 7, and 5 BP respectively. Where do you draw the line in being soft?
The Wizard has 4 BP. That means he can lose 3 BP and still be alive, not 4.
I don't see any sense or logic in changing that.
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Re: Potions: how do they work?

Postby Gomcse » Saturday January 27th, 2018 10:41pm

Okay, I will revisit this with our group. Per the rules, it looks like you can only save yourself when you reach zero. Thanks for the clarification. If a group member wants to share a potion they'll have to do it on their turn BEFORE there is a need for it. I actually like this better.
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