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mitchiemasha wrote:The Admiral wrote:but the deck is never reshuffled until all treasure cards have been revealed.
Lets have a think about that...
Why reshuffle the deck if it's only the bad cards? I presume you mean the full deck. How large is a dungeon? How many rooms? How many searches? How large is the treasure deck? When limiting searches to 1, how often have you reshuffled the deck? What quest was that in? This is why it's important to use "Plus each item of furniture", 4 searches for each room is too many, 1 search is too little. Now a room with a quest specific, linked to an object, still has a normal search, some rooms have 3, most just 1.
Also...
Shuffling back the bad cards to the good cards is an important mechanic of the original game. There's a reason he made it that way. It symbolises the increasing danger over time. With each search, each good find removed, the tension increases. Wounded, do you take that risk, I guess it depends if you've found the Treasure Hoard yet.
mitchiemasha wrote:Lets have a think about that...
Why reshuffle the deck if it's only the bad cards? I presume you mean the full deck. How large is a dungeon? How many rooms? How many searches? How large is the treasure deck? When limiting searches to 1, how often have you reshuffled the deck? What quest was that in? This is why it's important to use "Plus each item of furniture", 4 searches for each room is too many, 1 search is too little. Now a room with a quest specific, linked to an object, still has a normal search, some rooms have 3, most just 1.
Also...
Shuffling back the bad cards to the good cards is an important mechanic of the original game. There's a reason he made it that way. It symbolises the increasing danger over time. With each search, each good find removed, the tension increases. Wounded, do you take that risk, I guess it depends if you've found the Treasure Hoard yet.
The Admiral wrote:as any remaining cards just carry on to the next quest. This is how we have played since 1990.
Anderas wrote:There is a second balance mechanism. If the heroes have many potions, the treasure deck is smaller right from the start and therefore more dangerous.
Which is ok as the potions will save you from other dangers.
The Frozen Horror Swinging Axe Trap wrote:Swinging Axe Trap: When a Hero moves onto this square a huge axe swings out from a hidden alcove in the ceiling. The Hero then rolls 2 Combat Dice and loses 1 Body Point for each Skull rolled. The Hero does not get to roll Defend Dice. A Swinging Axe trap can be searched for and disarmed. Until it is disarmed, a Swinging Axe Trap affects every Hero who steps onto the square. Monsters do not spring Swinging Axe traps.
mitchiemasha wrote:The Admiral wrote:as any remaining cards just carry on to the next quest. This is how we have played since 1990.
Ohhh! So you keep your deck separated when you pack it away and continue it over multiple quests. That's quite a unique way to play, it would of helped to specify that when you mentioned it originally. Not sure how the deck stays true when different groups play the same set but not much an issue if the group never changes.
If you've played that way since 1990, how do you know the other way isn't better? You've totally missed out on experiencing the ramp in tension, the do I don't I!!!
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