Time to move on to the biggest rewards of the HQ game - Treasure.
HeroQuest UK 1st/2nd Edition Rules of Play wrote:Treasure
Some of the Quests provide details about specific treasures which can be found by searching.
HeroQuest UK 1st Edition Rules of Play wrote:If a character searches for treasure in the appropriate room or passage, the evil wizard player follows the instructions in the Quest book. If there is no treasure listed for the room or passage being searched, the character must take the top card from the face-down stack of treasure cards.
HeroQuest UK 1st Edition Rules of Play wrote:If a character searches for treasure in the appropriate room, the evil wizard player follows the instructions in the Quest book. If there is no treasure listed for the room being searched, the character must take the top card from the face-down stack of treasure cards.
HeroQuest UK 1st/2nd Edition Rules of Play wrote:Monsters may not move treasure.
Going to take a moment to point out how the rules for searching for treasure changed between 1st and 2nd edition of the UK rules - namely, that Heroes COULD search for treasure in passages under the first edition rules. This is interesting, because both the 2nd Edition of the UK Rules, and the US Rules (See below) remove the option to search for treasure in passages. However, Quests like Keller's Keep and Return of the Witch Lord were designed under 1st Edition UK Rules, and therefore featured passages that could be searched for treasure - they even included Treasure Chests. In the US version of these quests, it appears that these treasure passages had to be reclassified as "rooms" to continue to allow Heroes to search for the listed treasures within.
I can't say for sure WHY there was this switch away from searching corridors for treasure, but it's worth noting how the rules become more complicated because this unforeseen complication of changing the rules upon which quests were based upon. My initial impression is that this change was two-fold:
Firstly, I think that this might have been to reduce slow down in the game, both by reducing the locations to search for treasure, and the amount of record keeping involved, since all the passages look the same. But I think the second possible reason might have been more important - because of the flexibility of how the Quests could be designed, there was ambiguity over exactly how much passage was being searched. The UK 1st Edition rules don't state whether a Hero is searching EVERYTHING they can see, or a set number of passage squares. They don't state whether a single tile alcove of passage beyond a junction can be considered for a seperate search.
The problem, however, is that removing the ability to search for treasure in passages doesn't actually solve these problems, as you could still search for traps or secret doors in passages, and still face these same dilemmas. Thus, this seems like a pointlessly arbitrary limitation. The only real solution here is to accurately defined what's being searched when you search a passage, and if you can recall, way back near the beginning on this thread, we actively split the passage squares up into corridors and junctions. This means we can use the rule of thumb that searching a passageway consists of searching a corridor between (and including) any two junctions. This means that we can return to allowing Heroes to search for Treasure in passageways as was intended under the UK 1st Edition Rules. As per usual, we will have the US and 2nd Edition UK Rules as house rules for those wishing to preserve playing the way they know.
HeroQuest US Edition Instruction Manual wrote:H Action 3 - Search For Treasure
Treasure is found only in rooms, not in corridors. A room may be searched by all 4 Heroes, but each individual Hero may only search the room once, and may only do so on his own turn.
Note: Some treasures are protected by a trap. See Search For Traps on page 17.
HeroQuest US Edition Instruction Manual wrote:Z - How Zargon Reacts To A Hero's Search For Treasure
As Zargon, if there is a special treasure (as described in the Quest Notes), you must read aloud the treasure description once the treasure has been found. The special treasure is discovered only once by the first Hero who searches the room for treasure, even if other Heroes later search that same room.
If there is no special treasure in the searched room, direct the searching Hero to draw a Treasure Card as described. However, if the Hero draws a Wandering Monster or Hazard card, do the following:
Here we see a change between the UK and US editions of the rules - Each Hero can make a seperate search for treasure, so the same area (in the US version, It's a single room only, see above) can be searched multiple times, typically up to four times with a standard party. So, the game seems to be trying to increase the amount of treasure searches, whilst retaining the limit of not searching in passages. We can keep this as a House Rule alongside only searching in rooms.
So, for the HQ CERB, we get:
HeroQuest Combined English Edition Rule Book wrote:Treasure
Some of the Quests provide details about specific treasures which can be found by searching.
If a character searches for treasure in the appropriate room or passage, the evil wizard player follows the instructions in the Quest Notes. If there is a special treasure, you must read aloud the treasure description once the treasure has been found.
[UK 2nd/US: Treasure is found only in rooms, not in corridors.]
If there is no treasure listed for the room or passage being searched, the character must take the top card from the face-down stack of Treasure Cards.
[US: An area may be searched by all 4 Heroes, but each individual Hero may only search the area once, and may only do so on his own turn.
Any special treasure is discovered only once by the first Hero who searches the area for treasure, even if other Heroes later search that same area, unless the Quest Notes say otherwise.
Once the special treasure in the searched area has been found, direct any other Heroes searching later to draw a Treasure Card, as if there were no listed special treasure.]
Note: Some treasures are protected by traps.
Monsters may not move treasure.
Note that I have added in the direct inference that any Hero who searches for Treasure in an area after a special treasure has been found, draws a Treasure Card instead, as if there were no listed treasure. The rules for finding treasure are, surprisingly, quite simple - but you can see how complicated they become when you start allowing multiple searches per area.
Now on to Treasure Cards...
HeroQuest UK 1st/2nd Edition Rules of Play wrote:Treasure Cards
Some of the treasure cards are gold and jewels.
HeroQuest UK 1st Edition Rules of Play wrote:The character who finds one of these should record the value of his character sheet and return the card to the bottom of the treasure card stack.
HeroQuest UK 2nd Edition Rules of Play wrote:The character who finds one of these should record the value of the treasure on his character sheet. The card is then discarded. It is not returned to the treasure card pile.
"HeroQuest UK 1st Edition Rules of Play]Some treasure cards show potions. You can either use such a card immediately (returning the card to the bottom of the stack), or keep it and use it later at any time. Return the card to the bottom of the stack as soon as it is used.[/quote]
[quote="HeroQuest UK 1st/2nd Edition Rules of Play wrote:The other treasure cards show traps or wandering monsters. These cards should be read out and the instructions followed immediately.
HeroQuest UK 2nd Edition Rules of Play wrote:Trap cards and wandering monster cards are returned to the treasure card pile. The treasure card pile is then shuffled before another treasure card is taken.
Okay, here we see another change between 1st and 2nd Edition of the UK Rules - the 1st Edition of HQ originally used the Treasure Deck as an actual deck of cards, returning ALL cards not being held back to the bottom of the deck. It wasn't until 2nd Edition when Treasure Cards containing actual treasure were removed from the deck, thus slowly depleting the amount of treasure in the quest.
I can understand the reasoning behind this, as slowly depleting the treasure in a Quest gives the Heroes an incentive to finish the quest, rather than search every inch of the board for treasure. However, given that we are looking to combine HQ with AHQ (which uses tables), and WHQ (which uses basic deck mechanics - and eventually tables), it makes sense for us to revert the CERB back to 1st Edition Rules where Treasure is returned to the Deck. We can have the deck depletion mechanic as a house rule.
It's interesting to note that the 2nd Edition UK Rules don't include ANY rules for potions anywhere in them. Whilst the details on the treasure cards themselves suffice, it's interesting to me that potions got overlooked in this manner within the 2nd Edition of the UK Rules.
HeroQuest US Edition Instruction Manual wrote:Under 'How A Hero Searches For Treasure':- If there is no special treasure called out to Zargon in the Quest Book, you, as a Hero, must draw a random card from the Treasure Card deck and read it aloud. The card could offer you a variety of things, including riches and magical potions. Record any gold coins or potions on your Character Sheet. These "valuable" Treasure Cards (gold coins and potions) are NOT returned to the treasure deck until the next Quest.
Note: If you wish, you may share the gold coin treasures with other Heroes. Later, between Quests, you may use the treasure to purchase additional weapons and armor from the Armory. (See
A Trip To The Armory on page 14).
Be Careful! Almost Half of the Treasure Cards contain Wandering Monsters and Hazards! These "bad" Treasure Cards ARE returned to the treasure deck and may be re-drawn in the next treasure search. IMPORTANT! The Treasure Cards must be shuffled before a Hero draws one from the deck.
HeroQuest US Edition Instruction Manual wrote:More About Treasures
Treasure can be a variety of things, including gold coins, magic spells, artefacts, and potions.
HeroQuest US Edition Instruction Manual wrote:Potions
As a Hero, you may drink a potion at any time. The way a potion works and how long its effects last are listed on the potion Treasure Card and sometimes in the Quest Book. You may drink more than one potion at a time. Healing Potions are very valuable. If your Body Points are reduced to zero, you may drink a healing potion to save yourself before you die and save yourself by restoring 1 or more of your Body Points. You may give one of your potions to a fellow Hero, but you may do so only on your turn.
So the US rules use the UK 2nd Edition Rules for Treasure Cards. Not much of a surprise there, but it's worth noting that there is a section specifically on Potions, which provides slightly more detail than the UK Rules on potions. Not much else to say, so for the HQ CERB we get:
HeroQuest Combined English Edition Rule Book wrote:Treasure Cards
Treasure can be a variety of things, including gold coins, magic spells, artefacts, and potions.
If there is no special treasure called out to the evil wizard in the Quest Book, you, as a Hero, must draw a random card from the Treasure Card deck and read it aloud. The card could offer you a variety of things, including riches and magical potions.
Some of the treasure cards are gold and jewels. The character who finds one of these should record the value of the treasure on his character sheet and return the card to the bottom of the Treasure Card stack.
[UK 2nd/US: The card is discarded. It is not returned to the treasure card pile.]
Note: If you wish, you may share gold coin treasures with other Heroes. Later, between Quests, you may use the treasure to purchase additional weapons and armor.
Some treasure cards show potions. You can either use such a card immediately (returning the card to the bottom of the stack), or keep it and use it later at any time. Record the potion on your Character Sheet. Return the card to the bottom of the stack as soon as it is used.
[UK 2nd/US: The card is discarded. It is not returned to the treasure card pile.]
As a Hero, you may drink a potion at any time. The way a potion works and how long its effects last are listed on the potion Treasure Card and sometimes in the Quest Book. You may drink more than one potion at a time. Healing Potions are very valuable. If your Body Points are reduced to zero, you may drink a healing potion to save yourself before you die and save yourself by restoring 1 or more of your Body Points. You may give one of your potions to a fellow Hero, but you may do so only on your turn.
The other treasure cards show traps or wandering monsters. Be Careful! Almost Half of the Treasure Cards contain Wandering Monsters and Hazards! These cards should be read out and the instructions followed immediately.
[UK 2nd/US: Trap cards and wandering monster cards are returned to the treasure card pile and may be re-drawn in the next treasure search. IMPORTANT! The Treasure Card pile is then shuffled before another treasure card is taken.]
Finally, on to the last part of dealing with Treasure - Wandering Monsters...
HeroQuest UK 1st/2nd Edition Rules of Play wrote:Wandering Monsters
Some of the treasure cards do not show any treasure at all! Instead they show a ferocious monster. Each Quest in the Quest Book tells the evil wizard player what sort of monster model to use when one of these cards is found.
HeroQuest UK 1st Edition Rules of Play wrote:If all of the monsters of a particular type are on the board and the evil wizard player needs to place another one, he may use any other monster, providing that it is of the same colour as the one that should have been used.
HeroQuest 2nd Edition Rules of Play wrote:If there is no vacant space adjacent to the character who drew the card, the evil wizard play may place the wandering monster in any vacant square in the same room or passage. In this case he may not, however, attack another character.
HeroQuest US Edition Instruction Manual wrote:Z Wandering Monsters
These monsters pop out of holes and hidden places, and wander into rooms. (The monster that appears is listed in the Quest Notes.)
As Zargon, you must place the monster next to the treasure-searcher and immediately roll Attack Dice. (Refer to the Monster Chart on the Information Screen for the correct number of Attack Dice to use.) On this round, you can only attack the treasure-searcher. After the attack, the Wandering Monster remains on the gameboard and can be moved like other monsters.
Note: If the surrounding squares are occupied, and it is not possible to place a monster next to the searcher, put the monster in the room as close to the searcher as possible. Then, on your next turn, the monster can move and attack like other monsters.
HeroQuest US Edition Instruction Manual wrote:H - How Heroes Respond To Wandering Monsters- As a Hero, you roll combat dice to defend against a Wandering Monster's attack. You may then continue with your turn. (See How A Hero Defends on page 22.)
HeroQuest US Edition Instruction Manual wrote:H - Hazards!
As a Hero, when you draw a Hazard Card from the Treasure Deck, read the card aloud and follow its directions.
Not much to no here regarding Wandering Monsters, except that the Wandering Monster MUST attack the Hero drawing the card, if possible, and then acts like a normal monster.
Hazards are briefly mentioned under Treasure Cards, but has it's own section in the US Manual, which basically says follow the card.
Putting this together for the HQ CERB, we get:
HeroQuest Combined English Edition Rule Book wrote:Wandering Monsters
Some of the treasure cards do not show any treasure at all! Instead they show a ferocious monster. These monsters pop out of holes and hidden places, and wander into rooms. Each Quest in the Quest Book tells the evil wizard player what sort of monster model to use when one of these cards is found.
As the evil wizard, you must place the monster next to the treasure-searcher and immediately attack. On this round, you can only attack the treasure-searcher. After the attack, the Wandering Monster remains on the gameboard. Then, on your next turn, the monster can move and attack like other monsters.
If there is no vacant space adjacent to the character who drew the card, the evil wizard play may place the wandering monster in any vacant square in the same room or passage. In this case he may not, however, attack another character.
If all of the monsters of a particular type are on the board and the evil wizard player needs to place another one, he may use any other monster, providing that it is of the same colour as the one that should have been used.
HeroQuest Combined English Edition Rule Book wrote:Hazards
As a Hero, when you draw a Hazard Card from the Treasure Deck, read the card aloud and follow its directions.
It should be noted that this last little Hazard stub will probably be incorporated into the more general rules for drawing Wandering Monsters and Hazards under the Treasure Cards section above.