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Re: Polishing the Second Edition

Postby Bareheaded Warrior » Wednesday June 7th, 2023 11:16am

#36 Courage Spell Overpowered and Unclear - RESOLVED

Problem statement: Under Second Edition rules the Courage spell gives an extra two attack dice for as long as there are monster present. This is too powerful. In addition it isn't clear at what point the player needs to check whether the spell conditions have been broken

Courage
This spell may be cast on any one player. That player may then throw two extra dice each time he attacks, until the spell is broken. The spell is broken when there are no more monsters visible to that player. The spell is then discarded.


Discussion link: Courage Spell

Additional material:
Orc's Bane Combined with the Courage Spell

Proposed changes:

Under the NA edition the spell was changed to limit it to your next attack (singular only) as per the Potion of Strength but I would consider the other option of retaining the duration of the spell but reducing the two extra attack dice to one extra attack dice.

Also I would suggest adding a clarification on the break conditions "The spell is broken when there are no more monsters visible to that player at the start of their turn"

Implemented changes:

# [0.0.22] - 2023-08-29 - Fixed Problem #36

###Changed
- Scrolls (Fire Spell Card: Courage): Reverted back to 1st Edition wording as 2nd Edition is OP and NA edition is unclear or inconsistent "This spell may be cast on any one character. That character may then throw two extra combat die the next time they attack."
- Scrolls (Earth Spell Card: Rock Skin): Reverted back to 1st Edition wording for consistency with Courage "This spell may be cast on any one character. That character may then throw two extra combat die the next time they defend."
Last edited by Bareheaded Warrior on Tuesday August 29th, 2023 4:11am, edited 1 time in total.
:skull: = white skull, one "hit"
:blackshield: = black skull, one "hit"
:whiteshield: = shield, cancels out one "hit"

HQ Major Versions: "Classic Edition" - 1989 First Edition [FE] & 1990 Second Edition [SE]), "Remake" - 1990 Remake [NA] & 2021 Reprint [21]

HQ Golden Rules House rules for the Classic edition.

FAQs, Errata & Clarifications for Classic Edition

HQ Common Notification System to identify squares on the board


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Re: Polishing the Second Edition

Postby Bareheaded Warrior » Wednesday June 7th, 2023 11:48am

#37 Handling Potions Between Quests / Stockpiling potions - RESOLVED

Problem statement:

SE Rules of Play wrote:Between Quests
If your character survives, you may keep him and use him again in subsequent Quests. In this case you may keep any Quest treasure cards you have found, and you may spend any treasure recorded on your character sheet to purchase better equipment (armour, weapons, and so on). You may not keep ordinary treasure cards.


With regards to ordinary treasure cards that depict single-use items like potions and holy water, the rule does clearly state that you may not keep them between quests, but this can cause frustration amongst players. Finding Holy Water in a quest that doesn’t contain any Undead so that you cannot use it, being forced to discard it between quests and then next quest being packed with Undead (but no Holy Water). Equally finding a Potion of Healing towards the end of a Quest when your Body points are already restored to their starting level, or the action is over, so you cannot or do not need to use it, then being forced to discard it, and then getting battered early on in the next Quest losing BP and having no Potion of Healing to use.

Discussion link: Using Wizards of Morcar as a 'parts pack'?

Proposed Changes:

It has been previous suggested that ordinary treasure cards with a gold value don’t need to be recorded on your character sheet during the game and then discarded, they could simply be retained until the end of the Quest, totalled up, any spend deducted and the balance written on your character sheet and the cards returned to the deck for the next Quest. This would reduce the amount of in-game scribbling but keep to the rule of “You may not keep ordinary treasure cards.”

I think the approach that the NA “Potion Hoarder” Edition takes isn’t really an improvement as it fixes the issue raised above, but breaks one of the most important functions of the treasure deck which is to restrict the numbers of potions that are in play to retain game balance. For example, if the Treasure deck contains only 1 Potion of Strength then there can only ever be up to 1 Potion of Strength in play. Under the NA Edition rules, you could find and retain a Potion of Strength in 10 Quests in a row, and then use all 10 at the same time, which would have an unbalancing effect to say the least.
I feel the best compromise is, for any ordinary treasure cards that depict single use items such as Holy Water or various Potions, that are still held by a Hero unused at the end of a Quest to be retained by that hero, so that they can be used in the next quest, but as the player will be retaining those cards they will not be returned to the treasure deck for the subsequent quests until they have been used and discarded so no stock-piling occurs.

Implemented changes:

# [0.0.21] - 2023-07-06 - Fixed Problem #37

###Added

- Scrolls (Treasure Card: Nothing): "Return this card to the treasure pile." to the Nothing card

- Rulebook (Book of Searching: Treasure Cards):
Some of the treasure cards are of gold or jewels or potions. The hero player who finds one of these should keep the treasure card with their character sheet. Other treasure cards show traps or wandering monsters. These cards should be read out and the instructions followed immediately. Trap cards, wandering monster cards and the "nothing" card are returned to the treasure card pile, which must then be shuffled.
- Rulebook (Book of Between Quests):
If your hero survives, you may keep them and use them again in later Quests. In this case you may keep any Quest treasure and treasure cards you have found. Treasure cards that are of gold or jewels need to be added up and the total recorded on your character sheet, this can be used to buy better equipment (armour, weapons, and so on). These cards are then added back into the treasure card deck ready for the next Quest. You may keep potion and similar treasure cards for use in your next quests.

###Changed

- Scrolls (Treasure Cards: Gem): "Record the money on the back of your character sheet.", add "Keep this treasure card until the end of the Quest."
- Scrolls (Treasure Cards: Jewels): "Record the money on the back of your character sheet.", add "Keep this treasure card until the end of the Quest."
- Scrolls (Treasure Cards: Gold): "Record the money on the back of your character sheet.", add "Keep this treasure card until the end of the Quest."
- Scrolls (Treasure Card: Treasure Horde): "Record the money on the back of your character sheet.", add "Keep this treasure card until the end of the Quest."

###Removed

- Rulebook (Book of Searching: Treasure Cards):
Some of the treasure cards are of gold or jewels. The hero player who finds one of these should record the value of the treasure on their character sheet. The card is then discarded. It is not returned to the treasure card pile.
Other treasure cards show traps or wandering monsters. These cards should be read out and the instructions followed immediately. 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.
- Rulebook (Book of Between Quests):
If your hero survives, you may keep them and use them again in later Quests. In this case you may keep any Quest treasure cards you have found, and you may spend any treasure recorded on your character sheet to buy better equipment (armour, weapons, and so on). You may not keep ordinary treasure cards.
Last edited by Bareheaded Warrior on Thursday July 6th, 2023 4:46am, edited 2 times in total.
:skull: = white skull, one "hit"
:blackshield: = black skull, one "hit"
:whiteshield: = shield, cancels out one "hit"

HQ Major Versions: "Classic Edition" - 1989 First Edition [FE] & 1990 Second Edition [SE]), "Remake" - 1990 Remake [NA] & 2021 Reprint [21]

HQ Golden Rules House rules for the Classic edition.

FAQs, Errata & Clarifications for Classic Edition

HQ Common Notification System to identify squares on the board


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Re: Polishing the Second Edition

Postby Bareheaded Warrior » Thursday June 8th, 2023 6:32am

#38 Handling unconscious heroes - RESOLVED

Problem statement:

AToH introduces the spell “Mind Blast” which contains the text below, introducing for the first time* the concept of unconscious heroes, but there is no clarification around how you handle an unconscious hero, they remain out of play for the rest of that Quest…which presumably means they return for the next one, but how do they (their unconscious body) and any treasure, equipment and similar get handled, can their equipment be looted by monsters, can they be attacked and potentially killed by monsters, do they have to be carried out of the dungeon, if so using what rules, if the other heroes are eliminated do they still survive, in that instance is the Quest considered completed successfully as at least one hero survived so it doesn’t get to be replayed, does that hero get any Quest reward?

AtOH Mind Blast wrote:If a character or a monster loses all his Mind points as a result of a Mind Blast, he is knocked unconscious and remains out of play for the rest of that Quest.


*The concept of unconscious heroes was already introduced in RotWL, but that was specific to an individual quest and the open questions were handled or avoided within that specific Quest

Discussion link: I know there is one somewhere but I can't find it at the moment, suggestions welcome!

Proposed Changes:

Rather than speculate and complicate it might be simpler just to remove that piece of text from the spell and allow the standard rule of zero Mind points = death to stand. This may prove over-powered but that is part of a different problem #33: The Mind Point Mechanism is underutilised and flawed and can be resolved there.

Implemented changes:

# [0.0.13] - 2023-06-20 - Fixed Problem #38

###Removed

- Scrolls (Spell Card: Mind Blast): Removed the following text "If a character loses all their Mind points because of a Mind Blast, they are knocked unconscious and remains out of play for the rest of that Quest. Mind points are recovered between Quests in the same way as Body points." The first sentence has been removed as no rules are provided for handling unconscious characters, the second sentence as it just repeats a sentence already contained within the rulebook.
Last edited by Bareheaded Warrior on Tuesday June 20th, 2023 7:23am, edited 1 time in total.
:skull: = white skull, one "hit"
:blackshield: = black skull, one "hit"
:whiteshield: = shield, cancels out one "hit"

HQ Major Versions: "Classic Edition" - 1989 First Edition [FE] & 1990 Second Edition [SE]), "Remake" - 1990 Remake [NA] & 2021 Reprint [21]

HQ Golden Rules House rules for the Classic edition.

FAQs, Errata & Clarifications for Classic Edition

HQ Common Notification System to identify squares on the board


Rewards:
Wrote an article for the Blog.
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Re: Polishing the Second Edition

Postby Bareheaded Warrior » Monday June 19th, 2023 7:29am

#39 Wandering Monster Placement Exploit - RESOLVED

Problem statement:

Under SE the Wandering Monster placement rules are as follows.

As you are busy searching, a monster stalks you and attacks. The gamemaster may place the wandering monster shown in the Quest Book for this adventure in any square next to you. The monster attacks at once. Return this card to the treasure pile.


However some enterprising players have worked out that if you place the searching hero, the Wizard for example into the corner of a room and then box him in with the other 3 heroes then he can search and if a Wandering Monster treasure card is drawn then the placement rules mean that it cannot be placed next to the Wizard so loses its opportunity to strike.

Discussion link: Question about wandering monster

Proposed Changes:

Suggested fix– modification to standard WM placement rules to eliminate the exploit around hiding in corners – A wandering monster must be placed on any square at the edge of the heroes’ vision, a square that can be seen by at least one hero that is adjacent to a square that cannot be seen by any heroes.

Implemented changes:

# [0.0.13] - 2023-06-20 - Fixed Problem #39

###Changed

- Rulebook (Book of the Evil Wizard Player: Wandering Monsters): Changed wandering monster placement rule from "If there is no vacant square adjacent to the hero who drew the card, the Evil Wizard player may place the wandering monster in any vacant square in the same room or passageway. In this case they may not, however, attack another character." to "A Wandering Monster must be placed on any square at the limit of the Heroes vision and the Evil Wizard Player can immediately take a turn with it as normal. The monster must be placed on a square that can be seen by at least one Hero, and that is adjacent to a square that cannot be seen by any Hero. If such a square does not exist, the Evil Wizard Player does not get to place a Wandering Monster.
If the Quest indicates a group of Wandering Monsters, for example two goblins, the Evil Wizard Player must place the first and then take a turn with it, then place the second and so on."

- Scrolls (Treasure Card: Wandering Monster): Modified text from "The gamemaster may place the wandering monster shown in the Quest Book for this adventure in any square next to you. The monster attacks at once." to "The Evil Wizard Player may place the wandering monster shown in the Quest Book for this adventure on the board, as per the Wandering Monster rules."
:skull: = white skull, one "hit"
:blackshield: = black skull, one "hit"
:whiteshield: = shield, cancels out one "hit"

HQ Major Versions: "Classic Edition" - 1989 First Edition [FE] & 1990 Second Edition [SE]), "Remake" - 1990 Remake [NA] & 2021 Reprint [21]

HQ Golden Rules House rules for the Classic edition.

FAQs, Errata & Clarifications for Classic Edition

HQ Common Notification System to identify squares on the board


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Wrote an article for the Blog.
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Re: Polishing the Second Edition

Postby Bareheaded Warrior » Friday August 4th, 2023 6:22am

#40 Handling Falling Block Squares (Game System - Quest for the Spirit Blade) - RESOLVED

Problem Statement: The instructions for handling Falling Blocks in the Game System - Quest for the Spirit Blade are ambiguous

Instructions "The spaces marked with a falling blocks show where the ceiling is dangerous. Any player who moves onto one of these squares must roll a die. If he rolls a 5 or 6, he will lose one Body Point from falling masonry. If the player is wearing a helmet, and has the helmet card, then he will only lose a Body Point on the roll of a 6. Monsters are not affected by the falling block squares, as they are familiar with the passages. Do not place the falling block tiles onto the gameboard.

In SE searching for traps in an area containing a falling block square, will result in the falling block tile being placed, and it may later be able to be removed through the disarm feature. As the instructions above clearly state that a falling block tile is NOT placed, then there is no outcome from searching for this (and it cannot be disarmed), so I assume that it cannot be searched for or disarmed and isn't a trap.

Second problem is whether this hazard is supposed to affect the FIRST hero to step on the indicated square only or EVERY hero that steps on th indicated square

And does it end your movement - presumably not as it doesn't say it does...

Discussion Link:A little bit of EU madness

Proposed Changes: For clarity I would reword as follows

Falling Rocks: In this Quest the Falling Block icons on the Quest Map show where the ceiling is dangerous and rocks and masonry will fall on the first hero to move onto one of these squares.
The hero must roll a combat die, losing a Body point if a Skull is rolled.
If the hero is wearing a Helmet, and has the Helmet card, then he will only lose a Body Point on the roll of a Black Shield.
Monsters are not affected by the falling block squares, as they are familiar with the passages.
These hazards cannot be found through searching and cannot be disarmed.
Do not place the falling block tiles onto the gameboard.


Implemented Changes:
# [0.0.24] - 2023-12-14 - Fixed Problem #40

###Changed
- Quest Book (Game System: Quest for the Spirit Blade): Altered text to clarify that this is a single-shot hazard "The spaces marked with a falling blocks show where the ceiling is dangerous. Any The first player who moves onto one of these squares must roll a die. If he rolls a 5 or 6, he will lose one Body point from falling masonry. If the player is wearing a helmet, and has the helmet card, then he will only lose a Body point on the roll of a 6. Monsters are not affected by these falling block squares, as they are familiar with the passages. Do not place the falling block tiles onto the gameboard."
Last edited by Bareheaded Warrior on Friday December 15th, 2023 4:50am, edited 1 time in total.
:skull: = white skull, one "hit"
:blackshield: = black skull, one "hit"
:whiteshield: = shield, cancels out one "hit"

HQ Major Versions: "Classic Edition" - 1989 First Edition [FE] & 1990 Second Edition [SE]), "Remake" - 1990 Remake [NA] & 2021 Reprint [21]

HQ Golden Rules House rules for the Classic edition.

FAQs, Errata & Clarifications for Classic Edition

HQ Common Notification System to identify squares on the board


Rewards:
Wrote an article for the Blog.
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Re: Polishing the Second Edition

Postby Bareheaded Warrior » Sunday September 17th, 2023 4:44am

#41 No possible action on your turn - RESOLVED

Problem Statement: On many occasions there is no action to take on your turn, only movement, so your action is wasted

Proposed Changes:

Solution: Add a "Rush" action that enables you to roll a die and move that many extra squares.

Monsters may not rush

Note: Need to consider the rolling boulder trap speed in KK, swift wind spell, potion of speed

Discussion Link:New Movement Rule Idea

Implemented Changes:

# [0.0.23] - 2023-09-27 - Fixed Problem #41

###Added
- Rulebook (Book of Play: Dash Action): "iv. Dash a few extra squares" to the actions list
- Rulebook (Book of Exploration: Dash Action): "Heroes may choose to Dash as an action, after they have already moved, in which case they roll a single red die and can move up to that many extra squares. Monsters may not dash."

###Changed
- Scrolls (Treasure Card: Potion of Speed): Altered text to read "It will allow you to move double your usual movement the next time you move."
- Scrolls (Trap Card: Rolling Boulder Trap): Altered text to roll three dice for movement instead of two
- Scrolls (Air Spell Card: Swift Wind): Altered text to read "That character may then move double their usual movement the next time they move."
- Scrolls (Shaman Spell Card: Orc Berserker): Altered text to read "That Orc may then move double their usual movement and attack twice on their next turn."
Last edited by Bareheaded Warrior on Wednesday September 27th, 2023 4:27am, edited 1 time in total.
:skull: = white skull, one "hit"
:blackshield: = black skull, one "hit"
:whiteshield: = shield, cancels out one "hit"

HQ Major Versions: "Classic Edition" - 1989 First Edition [FE] & 1990 Second Edition [SE]), "Remake" - 1990 Remake [NA] & 2021 Reprint [21]

HQ Golden Rules House rules for the Classic edition.

FAQs, Errata & Clarifications for Classic Edition

HQ Common Notification System to identify squares on the board


Rewards:
Wrote an article for the Blog.
User avatar
Bareheaded Warrior

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Re: Polishing the Second Edition

Postby Bareheaded Warrior » Sunday September 24th, 2023 2:09pm

#42 No consistent mechanism for tests that are not combat or damage - RESOLVED

Problem Statement: No consistent mechanism for tests that are not combat or damage

At various points in HQ, player are required to test the outcome of various activities, however outside of combat and damage, which use a similar and consistent mechanism throughout, these other tests use different and numerous mechanisms which is inconsistent and makes the game rules harder to learn for new players and harder to remember for experienced players and harder to homebrew or expand

Examples:
• Jump - Roll a combat die success on a :whiteshield: or :blackshield:
• Disarm (Dwarf) – automatic success
• Disarm (Tool Kit) + Roll a combat die success on a :whiteshield: or :blackshield:
• Strength Test (Stone Doors – AtOH) - roll a number of combat dice and score :skull: :skull: . Barbarian 3, Dwarf/Elf 2, Wizard 0
• Defend against Spell (Sleep) - Roll on combat die per Mind Point, success = at least one shield (could mean :whiteshield: or :blackshield: or both)
• Defend against Spell (Arrows of the Night) - Caster rolls two combat dice, defender rolls as many combat dice as Mind points, shields block skulls
• Defend against Spell (Mind Lock) - as per normal combat except number of dice are based on Mind Points
• Defend against Spell (Dominate) - as per normal combat except number of dice are based on Mind Points and attacker has to score at least :skull: :skull:
• Defend against Spell (Mind Blast) - as per normal combat except number of dice are based on Mind Points but both use :skull:
• Spell Break (Sleep) - Roll a red dice, success :roll6:
• Spell Break (Mind Lock) - Roll one combat die for each Mind point, success = at least :skull: :skull: :skull:
• Jammed/Stuck Door (#From Kellar’s Keep: The Great Citadel) roll two red dice, success if total is same or less than starting BP

Proposed Changes:

Rename the Combat Dice as Action Dice
Make the Black Shield symbol into a Special symbol
All characters, heroes and monsters defend on white shields (now just “Shields”)
Adopt the mechanism that HQ ? uses for the Spell Break – roll # action dice, score at least one :blackshield: to succeed for all tests that are not combat or damage related

• Jump – Roll 4 dice
• Disarm – Roll 2 dice (Dwarf +2 dice, Tool Kit +1 dice)
• Strength Test (Stone Doors – AtOH, jammed /stuck doors) - # = Barbarian 4, Dwarf 3, Elf 2, Wizard 1
• Defend against Mind Attack – use same mechanism as Defending against physical attacks but using Mind value rather than Defend value
• Spell Break – Mind value determines # of dice rolled

And "Mind Combat" spells all use the standard combat rules but with Mind value determining the number of dice rolled instead of Attack/Defend values

Discussion Link:Of Mice and Mystics: Action Dice

More Material:
Strength of Body Tests
Stone Doorway question

Implemented Changes:

# [0.0.24] - 2023-12-15 - Fixed Problem #42

###Added
- Rulebook (Book of Play: Strength Test):
Added text "Special Rule: Strength Roll. This roll is used when raw strength is needed such as forcing open jammed or stone doors.
A character rolls several combat dice indicated below and is successful if they score at least one black skull. Failure ends your turn.
• Barbarian 4, Dwarf 3, Elf 2, Wizard 1"

###Changed
- Rulebook (Overview: Combat Dice): Altered the definition of the former black shield to read "the Special symbol is used in several ways. In combat rolls it acts exactly as a Skull, reducing the defenders Body points, and it is also used to determine whether an action is successful."
- Rulebook (Exploration: Jumping a Pit): Altered text to read "Any character who tries to jump across must roll four combat dice, if they roll at least one , they have successfully jumped the pit and may continue their move. Otherwise, they fall into the pit."
- Rulebook (Traps: Detect & Disarm Roll): Altered text to read "A hero rolls two combat dice, and if they score at least one black skull they have been successful and the trap has been disarmed, otherwise they have sprung the trap. Either way their turn ends."
- Rulebook (Spells: Break Roll): Altered text to read "Some spells have a lasting effect on their victim. These effects can be broken on the victim’s turn by succeeding with a Spell Break roll.
Roll combat dice equal to your Mind value, score at least one black skull to break the spell effects.
If a spellcaster casts a spell with lingering effects and is slain, that spell stops working at once."
Last edited by Bareheaded Warrior on Friday December 15th, 2023 5:05am, edited 1 time in total.
:skull: = white skull, one "hit"
:blackshield: = black skull, one "hit"
:whiteshield: = shield, cancels out one "hit"

HQ Major Versions: "Classic Edition" - 1989 First Edition [FE] & 1990 Second Edition [SE]), "Remake" - 1990 Remake [NA] & 2021 Reprint [21]

HQ Golden Rules House rules for the Classic edition.

FAQs, Errata & Clarifications for Classic Edition

HQ Common Notification System to identify squares on the board


Rewards:
Wrote an article for the Blog.
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Re: HeroQuest Gold

Postby Bareheaded Warrior » Wednesday September 27th, 2023 11:33am

#43 Trap rules are inconsistent across rulebook, treasure cards and quest notes - RESOLVED

Problem Statement:

The rulebook describes the “4 Basic Traps”, Spear Trap, Pit Trap, Chest Trap, Falling Block Trap, however just looking at the Game System there is a lot more variance and inconsistency than would appear at first glance.

The rulebook describes how Spear, Pit and Falling Blocks work as standard but refers the reader to the Quest notes for the effects of individual chest traps (and these instructions are cloned on the Evil Wizards Screen)

However the “Trap” Treasure Cards contain the following
• 1st Edition Trap! Treasure Card (Pit) states "You fall into a shallow pit. Roll two combat dice, lose a Body point for each skull rolled
• 2nd Edition Trap! Treasure Card (Pit) states 1BP loss but the Pit closes behind you as you get out
• 2nd Edition Trap! Treasure Card (Crossbow) states 1 BP loss from crossbow bolt shooting from the wall
• 2nd Edition Trap! Treasure Card (Arrow) states 1 BP loss from arrow shooting from the wall
• 1st Edition Trap! Treasure Card (Dart) states Roll a combat die, on a roll of a skull you lose one Body Point from the dart that shoots from the wall.

The quest notes for chest traps contain the following:
• Return of the Witch Lord: The Silent Passages (Dart) features a dart trap caused by opening a chest - Any character opening the chest will lose one Body point as a dart shoots from the wall
• Game System: Rescue of Sir Ragnar, Lair of the Orc Warlord (Generic) trap on a chest causing the loss of one Body point
• Game System: Melar’s Maze & Bastion of Chaos both feature an "Animate Statue" (Gargoyle) trap that can be triggered by opening a door or a chest respectively

So putting this altogether we have the following trap types that can be triggered by stepping on a square; spear, pit, falling block (rules as per the rulebook and screen, although pit traps text on the corresponding treasure card doesn’t match the rulebook) PLUS a crossbow, arrow and dart traps whose rules appear on the treasure cards, and treasure cards also contain a variant pit trap which works slightly differently to the rulebook version
Chest traps, whose instructions, we expect to find in the Quest Notes (not the right place as they should presumably be in the rulebook) contain the generic chest trap (no explanation of what happens with this one), animate statue/gargoyle trap and a dart trap (with instructions in the quest notes that don’t match the Dart trap instructions on the Dart Trap Treasure card

In addition, we have another trap trigger method not mentioned in the rulebook, but in the Quest Notes that isn’t a Chest trap, a variant of the animate statute/gargoyle trap, that can be triggered by opening a door

Proposed Changes:

Under #20: Searching for and disarming traps – RESOLVED I identified all the common rules for traps – searching, disarming, magical traps, ending your turn – and drew them together into a single section in the rulebook. This enables me to take the elements that are not common, i.e. are specific to each trap type and create Trap cards. For ease of reference (and reuse) I have adopted the use of “Trap Cards” in the same way as Monster Cards are used in the Second Edition as a reference source for the EWP and to introduce modularity and consistency and where common rules apply to all traps, these rules should be in the rulebook, where they are specific to a certain trap type then they should be on that Trap Card.

To consolidate all this I have assumed
1) that the trigger (square, door, chest) is independent from the trap
2) Pit traps, or at least falling into a pit, I have opted for causing 2CD damage (I prefer the variable rather than fixed)
3) Dart traps suggest a missile of some sort, relatively small and lightwieght, so 1CD seems fair, and aligned with NA edition dagger when thrown
4) Spike traps suggest a sharpened wood or metal spike that jabs out of the floor or wall, equivalent to a spear or shortsword thrust, so 2CD seems fair
5) Gargoyle trap is a magic "animate" or activate trap (rules for handling these are already in my rulebook derived (from WOM)
6) The reason for the inconsistent self-closing pit seems to be to avoid consuming a pit tile, which I understand, but if that is the conern why use a pit?

New Trap Cards
• Pit Trap - "The stone beneath your foot begins to give way and all too late you realize it is a trap. You fall into a shallow pit." Place a pit tile under the hero and roll two combat dice, the hero loses a Body point for each skull rolled.
• Dart Trap - "You feel the gentle pressure of a trip wire against your leg, you spin around … but it is too late as a dart shoots from the wall." Roll a combat die, on a roll of a skull the hero loses one Body Point.
• Spike Trap - "You unwittingly set off a trap. A sharp spike stabs out from the wall." Roll two combat dice, the hero loses a Body point for each skull rolled.
• Falling Block Trap - "The stone beneath your feet shifts but it is too late ... you have released a falling block". Place a blocked square tile onto the square marked with the arrow, blocking the way. Roll three combat dice for any character in that square, who loses a Body point for each Skull rolled. Then the player must move to an adjacent unoccupied square. If the victim cannot move to an adjacent square, he is killed by the falling block.
• Animate Statue Trap - "You have released the magic that animates the statue, bringing it to life."-The statue is activated and may take its turn immediately.

Modified Treasure Trap Cards
The 3 Second Edition Treasure Card traps (Pit, Arrow, Crossbow) I have rationalised into 2 Spike Traps and 1 Dart trap (to avoid the extra Pit issue), these use the same text as above apart from the additional instruction to
"Return this card to the treasure pile."

Quest Note Tidy Up
I have replaced the generic chest trap from RoSR and LotOW with a Dart trap, and replaced the Dart trap from RotWL with a Spike Trap as by then our heroes deserve more of a beating!

Discussion Link:

Implemented Changes:

# [0.0.25] - 2023-12-23 - Fixed Problem #43

###Added

- Rulebook (Book of Play: Trap Cards): Added a new section to preparing for play
"The Evil Wizard player uses these cards for reference. There is one card for each type of trap. They show how to handle each specific type of trap. These must be placed face up behind the screen."

- Scrolls (Trap Cards): Created Trap Cards for information specific to a particular trap type: Dart Trap, Spear Trap, Pit Trap, Falling Block Trap, Statue Trap
Remaining rules that are common to all traps have been placed in their own Chapter in the rulebook
Last edited by Bareheaded Warrior on Saturday December 23rd, 2023 4:44am, edited 1 time in total.
:skull: = white skull, one "hit"
:blackshield: = black skull, one "hit"
:whiteshield: = shield, cancels out one "hit"

HQ Major Versions: "Classic Edition" - 1989 First Edition [FE] & 1990 Second Edition [SE]), "Remake" - 1990 Remake [NA] & 2021 Reprint [21]

HQ Golden Rules House rules for the Classic edition.

FAQs, Errata & Clarifications for Classic Edition

HQ Common Notification System to identify squares on the board


Rewards:
Wrote an article for the Blog.
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Bareheaded Warrior

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Re: HeroQuest Gold

Postby Bareheaded Warrior » Wednesday September 27th, 2023 11:39am

#44 Enemies Blocking Pits - RESOLVED

Problem Statement: When one or more monsters are blocking a pit by occupying the landing squares, the only available option is to choose to fall into the Pit, take damage and then fight at a disadvantage but often neither side are willing to do that which can result in a stalemate.

Proposed Changes:

Jumping Attack

Combine the jump and attack function for these occasions into a jumping attack. Pick your target square, roll to jump as usual, if you fail you end up in the pit as usual, if you succeed then roll your attack dice against the occupying opponent, if you kill them or push them back then you land on the now free square, if you fail to eliminate or push them back then you land in the pit and suffer the consequences as usual.

Discussion Link: Jumping on the bandwagon

Implemented Changes:

# [0.0.25] - 2023-12-23 - Fixed Problem #44

###Added

- Rulebook (Book of Play: Special Rule: Jumping Attacks): Added "12. Special Rule: Jumping Attack
If you want to jump a pit but the landing square is occupied by an enemy, then you may carry out a 'jumping attack' action. Roll to jump the pit as normal, failure results in you falling into the pit as normal, but success means that you can roll to attack your opponent and if you kill them (or push them back) then you land on the now vacant landing square, if you fail to vacate the square then you land in the pit."
Last edited by Bareheaded Warrior on Saturday December 23rd, 2023 3:53am, edited 1 time in total.
:skull: = white skull, one "hit"
:blackshield: = black skull, one "hit"
:whiteshield: = shield, cancels out one "hit"

HQ Major Versions: "Classic Edition" - 1989 First Edition [FE] & 1990 Second Edition [SE]), "Remake" - 1990 Remake [NA] & 2021 Reprint [21]

HQ Golden Rules House rules for the Classic edition.

FAQs, Errata & Clarifications for Classic Edition

HQ Common Notification System to identify squares on the board


Rewards:
Wrote an article for the Blog.
User avatar
Bareheaded Warrior

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Posts: 1187
Joined: Sunday December 8th, 2013 11:12am
Location: UK
Forum Language: British English
Hero:
Evil Sorcerer: Morcar
Usergroups:
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Re: HeroQuest Gold

Postby Bareheaded Warrior » Friday December 15th, 2023 5:18am

#45 Characters can stroll past enemies or out of combat to attack other targets with no risk or penalty - RESOLVED

Problem Statement: A character can freely move out of combat or past enemies and attack other targets with no risk or penalty.

Proposed Changes:

Need to introduce some form of restriction, penalty or risk to moving out of combat or bypassing an enemy

Discussion Link: Combat: A Sticky Situation?

Implemented Changes:

# [0.0.25] - 2023-12-23 - Fixed Problem #45

###Added

- Rulebook (Book of Play: Special Rule: Dodging an Enemy): Added "7. Dodging an Enemy
To move out of a square that is adjacent to an enemy you must make a dodge roll. Any character who tries to dodge out of a square adjacent to an enemy must roll four combat dice, if they roll at least one special symbol, they have successfully dodged and may continue their move. Otherwise, they fail to dodge and their turn ends."
:skull: = white skull, one "hit"
:blackshield: = black skull, one "hit"
:whiteshield: = shield, cancels out one "hit"

HQ Major Versions: "Classic Edition" - 1989 First Edition [FE] & 1990 Second Edition [SE]), "Remake" - 1990 Remake [NA] & 2021 Reprint [21]

HQ Golden Rules House rules for the Classic edition.

FAQs, Errata & Clarifications for Classic Edition

HQ Common Notification System to identify squares on the board


Rewards:
Wrote an article for the Blog.
User avatar
Bareheaded Warrior

Scout
Scout
 
Posts: 1187
Joined: Sunday December 8th, 2013 11:12am
Location: UK
Forum Language: British English
Hero:
Evil Sorcerer: Morcar
Usergroups:
Adventurers' Guild Group Member Champion Group Member

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