I know this isn't an "in person" game, but on http://www.twitch.tv/heroquestfans I host a live game on most Fridays (2:15-4pm* Central) and most Saturdays (7-9pm Central).
* or continuing to play even later if we're feeling like it!
Sign up for Twitch (free) and you can interact with us in the chat during the game. If you are wanting to control a hero, go to the HeroQuestFans Discord and sign in (Discord is also free and works on phones/tablets not just desktop computers, same with Twitch): https://discord.gg/2R9pEP4cty and drop into the voice channel called "Quest Talk." There you can talk with me and experience near real time video of the game board (twitch viewers experience a delay due to the nature of the setup 10-30 seconds at worst).
Those in the chat who aren't controlling heroes can use their channel points ("Gold Coins," which accumulate over time, though "following" gives you a bunch of them and "Subscribing" which does cost money though you can use your monthly Amazon Gaming to sub to us if you wish gives you a "multiplier"). I am not asking for people to spend money on the stream (unless you want to) and it's not "pay to win." Instead you can buy an occasional potion or card for the heroes or a bonus monster, upgrade or chaos card for Zargon, etc.
Games do run a little longer because we tend to have people jump in who haven't played together before, or hop in mid quest, control multiple heroes and we have to wait a little bit for the chat to catch up with redemptions, but we DO try to stick to the schedule.
Players roll digital dice (Ribby has created "MentorBot" for us that we use to roll HQ and regular dice on screen in Discord that display on screen in twitch) and Body Points are displayed on screen next to an icon of each hero (images borrowed from the Companion App).
Originally the streams were on Saturdays. We've adjusted the times, but so far we've completed:
Frozen Horror
Mage of the Mirror
Rise of the Dread Moon
Crypt of Perpetual Darkness
Also single quests completed:
Into the Northlands
Rogar's Hall
Knightfall
Plague of Zombies
Current campaigns:
We're halfway through Against the Ogre Horde (Fridays) and Jungles of Delthrak (Saturdays).
The two days use separate character sheets but there's no requirement that you keep showing up, we can grab a character for anyone who joins up,
with progress saved from past sessions!
Friday is a shorter one (currently playing Against the Ogre Horde), and we have the possibility to go longer than 2 hours if the heroes want to but Saturday is a hard stop at 9pm because I have to get up the next day.
Players are NOT obligated to stay for the entire session. Heroes get passed around based on availability (I give preference to the first player to show up in the Quest Talk voice channel). So if you were controlling a Barbarian last time but you're not here, someone else may take that Barbarian, and so on. Gear & gold acquired on previous adventures pass on to the next (Mage of the Mirror people have access to the loot the Frozen Horror people got; Rise of the Dread Moon is starting from scratch).
So all are welcome! We play using the NA/Remake rules but also add some house rules. Don't let this list intimidate you, I am happy to remind people and give warning appropriately when something is different. Notice I say "May" so if a hero doesn't want to take advantage of a new perk, he doesn't have to (for instance during the "unthreatened movement" round a hero can still roll to move on his turn).
Solo quests allow more than one Hero (and slight remix with increased rewards as a result).
I shuffle the Treasure deck once (at the start of each quest), unless someone redeems "shuffle the deck."
I allow each corridor (without monsters) to be searched ONCE for treasure (you get a card) like 1st edition.
Unmarked Sorcerers' Tables can be searched for Treasure by a Wizard/Elf hero to recharge one of his used spells once per quest. Wizard (only) can gain a new spell card if he hasn't used any up.
Unmarked Alchemist Bench can be searched for Treasure by Wizard/Elf to draw a random Potion card.
Heroes who have completed 3-5 quests are "champions" who get perks (stronger rolls using the German colored dice, bonus cards between quests, etc). 10+ quests are "knights" who get better perks.
Blind trap jumps. If you suspect a square of being dangerous (even without a trap search) you can roll to jump it like a trap square.
Double Jumps. You can jump two adjacent squares in a row by rolling a White Shield on one combat die. Fail and you land on the square and take the consequences (doesn't automatically end your turn though).
Expanded Armory (some weaker and stronger weapons and armor are available to buy between quests)
Multi-attack rule. Attacker must declare their targets ahead of time, and multi-attacks against the same target mean the attacker rolls one BIG combined dice roll which the target defends against once at the end. Does NOT apply to the Rogue Hero's "Ambidextrous" skill (second attack is simply unblockable).
Crossbow wielding character can't shoot the eight squares that surround him, but can hit any square he can "see" out from that.
Unthreatened Movement. No Monsters on the board mean heroes can make full movement allowed by their dice (a 1d6 hero can move 6 squares, a 2d6 hero can move 12 squares, etc). Once monsters appear, a hero who wishes to continue moving must roll his normal movement dice, and subtract the squares already moved. Players continue to roll until there are no more monsters again, etc.
On Zargon's turn, if there are no monsters on the board, (not counting the very first round), Zargon may draw a "threat" card from the "Evil Wizard Deck." He can keep up to 3 of these cards in his hand (drawing a new card means discarding or using one that was already in his hand).
When new monsters are revealed, Zargon may roll to see if they are "elites" (1 combat die = black shield means the Monster attacks with black dice and defends with blue, meaning he has greater chance of success for these rolls).






