Spookyhappyfun wrote:For me, I feel like part of what makes HeroQuest so great is the simplicity of play and the ability to modify the rules, to add to as desired, and to use what’s presented as a jumping off point to create your own quests and worlds and new items. It’s a “game system” and not just a singular game.
But what I also love about it is the art and design. The super serious box art is important, but I love that the miniatures aren’t very detailed and fit in well with the more exaggerated Warhammer minis of that era. Meanwhile, the board art was more detailed and seemed harsh and dirty and gave a fantastic stark dungeon feel. I’m not sure how much a re-creation would be able to reproduce that, but I guess we’ll see. That wouldn’t make or break the game for me, but it would be nice to be able to capture that feel again.
I couldn't agree with you more. It's much simpler and quicker then D&D, which takes an hour alone just to write out your character sheet. It's a lot more simplified here; and in being allowed to edit or change or add to the rules you get to find the perfect level of comfort for the players without overwhelming them or complicating things.
The artwork on the box totally creates the setting and the mood of the game. The heroes are practically surrounded but it doesn't seem hopeless because they're fighting valiantly.
This wouldn't work if the box cover was cartoonish with disproportionate heads and spindly arms (Sorry, Munchkin). They used professional artwork to guide the mood instead of something my 13 year old daughter could have drawn up.
I also have to point out the figurines: this game would not be anywhere near as captivating if I had to use paper cut outs to represent the heroes and monsters. I know some countries had to use paper cut-outs but I think the game loses something tangible without them and I highly doubt I would've gone searching for the game if we used paper cut-outs in my youth.
Also, many of the quests have something unique and different about them that perks the heroes interest:
The Maze has the heroes pit against eachother in a friendly race to the center of the Maze.
Rescue of Sir Ragnar has the alarm to Ragnar's cell.
Melar's Maze has the Frozen gargoyle and introduces artifacts to the game.
Legacy of the Orc Warlord and Race Against Time have an escape aspect, where the heroes don't know the way out.
The Lost Wizard has that stone Potion that'll leave the heroes guessing.
Castle of Mystery is unique in it's own way.
Bastion of Chaos gives a bounty on each monster, causing each hero to strive to get the next kill.
Barrok Tor has the Witch Lord, which the heroes cannot kill, prompting them to go to the Quest for the Spirit Blade.
The Trial, Lair of the Orc Warlord, Prince. Magnus' Gold, Legacy of the Orc Warlord, Fire Mage and Return to Barrom Tor all have a big boss that needs to be defeated.
Even the expansions Keller's Keep and Return of the Witch Lord: The Dwarven Forge, Halls of Dwarven Kings, Cold Halls, Forbidden Caverns, etc.
Some of the later expansions lose this and just resort to boss after boss after boss (Wizards of Morcar).
But one thing the game can use a little more of is a Pass-Fail objective, like Ragnar, where the heroes can live but still fail the task.
But the name makes me wonder... "Hero Quest Legacy", it makes me wonder if this would be a remake or a sequel...