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= one hit
= one hit & pushback
= cancels one hit



Make a small donation to Ye Olde Inn!
Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.


then he draws a card, similar odds to yours for 4 heroes (yours in 1 in 4 and mine 1 in 6 but same ball park!)
= one hit
= one hit & pushback
= cancels one hit



Bareheaded Warrior wrote:That sounds a little complicated to read but that is only because you have expanded it out to cover Mercenaries and Extra Heroes so in practice it feels easy to implement.
I'm still a little concerned that your Spawn Level cap is too high, again back to my Chaos Warrior as WM example, could you spawn 4 of those in a single room (that had no monsters or traps) or 3 with a existing WM from a treasure search...perhaps a limit of one card per turn (round) could be played...
I'm wondering (and I don't even like the sound of this myself as I type it) whether introducing an EWP deck should involve removing the negative treasure cards, feels like we have two mechanisms stepping on each other toes, the positive treasure deck and the negative EWP deck (from the heroes POV of course)
The idea of being able to hold one card per hero sounds good, simple and scalable
It is good that you don't seem to have fallen into the trap of some of the earlier posts of tying your card drawing mechanism to turns with no monsters on the board, I get that part of the function of this mechanism is to give something to the EWP to do when he has no monsters, but surely that should be covered by his playing of the EWP cards and has nothing to do with the rate of acquisition which should be turn-based as you have suggested
My thoughts were simpler than yours, EWP rolls a combat die at the end of his turn, ifthen he draws a card, similar odds to yours for 4 heroes (yours in 1 in 4 and mine 1 in 6 but same ball park!)
EDIT: And apologies I have now realised that your reply was a repost that I had missed!


= one hit
= one hit & pushback
= cancels one hit



then draw a card. Perhaps a cap equal to the number of heroes, if a cap is indeed required, to prevent using cards in bulk.
= one hit
= one hit & pushback
= cancels one hit




Bareheaded Warrior wrote:I've been revisiting this thread on occassion over the years with interest and am thinking about finally implementing something along these lines but...
Aside from what is on the actual cards themselves I wanted to take a step back and work out the scope, function and handling of this new feature
The Function
(1) To make the Evil Wizard's involvement in the game more active than passive. Bearing in mind that the Quest creator and the Evil Wizard player don't have to be the same person, the Evil Wizard player has a limited role aside from being an administrator, particualrly on turns where there are no monsters on the board. This deck will make the role more active, less passive.
(2) There is no time penalty in HQ, no incentive for players/heroes to keep moving and not spend endless turns waiting, hiding, retreating and poking into every noke and cranny. This deck will introduce a gentle push to keep them moving, which they can resist but will just get worse for them.
The Scope
Do we and how do we make/keep a clear distinction between the EWP cards and negative treasure cards?
By which I mean negative treasure cards like Wandering Monster and Traps have their own draw mechanism (search for treasure), their own frequency (how often you search and the number in the deck) and they are played immediately. If we have EWP cards that replicate Wandering Monster then there is a risk to game balance, hero searches and gets WM card, Chaos Warrior, EWP drops 3 WM cards, so 4 Chaos Warriors suddenly in play...this could make or break a Quest...
Equally we have a number of traps built into the Quest Map, plus a few extras in the form of the Treasure Cards, do we really want the EWP deck to add even more...a trap heavy dungeon with maybe 6 traps combined with an unlucky run on the treasure cards adding another 3-4 plus the EWP throwing a few more at you seems excessive!
Are these EWP cards intended to be exclusively bad for the players (even if only a minor annoyance) / good for the WP or could/should they include things that benefit the players, like random events that could be positive, negative or neutral?
The Handling
What triggers a card to be drawn and how is this linked to "time" as in (2) above
How are the cards played?
Are the cards played immediately when drawn or held in reserve for the opportune moment to unleash them (this may be a case of some of one type and some of the other)?
If held in reserve then some form of limit may be required to prevent them all from being saved up and unleashed as a bundle at the optimum time (from the EWPs point of view) but stacking in such a way that they make the difficulty of the quest essentially random!
Can the EWP only play one per turn, one per player turn, on per game turn? (and again this may vary based on the specific card)
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