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My complete set of houserules

Discuss new Rules for HeroQuest.

Re: My complete set of houserules

Postby Gold Bearer » April 10th, 2014, 1:07 pm

Couple more suggestions.

1. Zombie skill. On a skull they inflict 2BP, white shield 1BP, black shield diseases them and they loose two BP to start with and roll again at the beginning of the next turn with the same results.

2. Change the Dwarf skill so he can use a battle axe one handed rather than throwing it. It's a better image and the battle axe probably wouldn't be very throwable. Also it would encourage the dwarf to use a shield and crossbow, both of which really suit him.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Re: My complete set of houserules

Postby Gold Bearer » April 18th, 2014, 1:51 pm

A few more ideas for the zombies;

Call the skull result disease and the black shield infection.

Any hero killed in this way becomes a zombie and can't be resurrected by an elixir.

Infection can be cured by basically anything that heals.

They have to be killed by causing at least two BP damage unless attacked with the spirit blade.

Oh, and maybe the mummies that become skeletons shouldn't be able to attack diagonally.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Re: My complete set of houserules

Postby Guybrush Threepwood » May 26th, 2014, 5:32 pm

I like the idea with the special abilities of the monsters a lot. An enhanced monster chart with short descriptions might be nice?
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Re: My complete set of houserules

Postby Guybrush Threepwood » May 28th, 2014, 9:35 am

Did one last night which uses the darkness rule as well..

With much thanks to Beiren and Gold Bearer for the inspiration!
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Re: My complete set of houserules

Postby Guybrush Threepwood » June 1st, 2014, 10:47 am

Did the following changes after a second playtest this weekend:
- specifications for the special abilities of the chaos warriors and the fimirs
- new stats for the goblins, the zombies, the orcs and the gargoyle
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Re: My complete set of houserules

Postby Daedalus » June 1st, 2014, 3:40 pm

These are some tough monsters, even if delayed to Quest 10. Will you playtest them? I'd like to know how they work out in the published Quests against your tougher Heroes.
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Wizard of Zargon Group Member Grin's Stone Map Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Shattered a Skeleton! Destroyed a Zombie! Unravelled a Mummy!Crushed a powerful Chaos Warrior! Smashed a massive Gargoyle! Encountered all eight (8) Game System monsters. Encountered a menacing Chaos Warlock!
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Re: My complete set of houserules

Postby Guybrush Threepwood » June 2nd, 2014, 12:20 pm

Daedalus wrote:These are some tough monsters, even if delayed to Quest 10. Will you playtest them? I'd like to know how they work out in the published Quests against your tougher Heroes.


We play by US rules and the heroes have reached champion status meanwhile. So the upgrades include shields, helmets, one longsword, one crossbow and all the artifacts from the game system.

So far we playtested only the first two quests of Kellar's Keep with adapted rules:

Quest 1: darkness rules, enhanced monster stats but no special abilities
Quest 2: darkness rules, special abilities but only basic monster stats

While quest 1 was happily very challenging (the wizard even lost his life) and well balanced, quest 2 felt again way too easy and was not offering enough suspense. This is why we are planning to continue with all adaptions together: darkness rules, enhanced monster stats and special abilities.

At this point in time I think the game just gets too easy very fast (even when playing by US rules). We want the game to be challenging for all players (Zargon included) and without any adaptions I fear the motivation would be lost soon. After all I would be sad to paint and model hero quest stuff just to store it on the shelves afterwards..
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Re: My complete set of houserules

Postby kingdragun1983 » August 10th, 2014, 2:32 am

Its been so long since I actually played, but here's a good house rule, since the doors are the old fashion ones that need iron keys, the key holes are gonna be large, so if a hero approaches a closed door the can look through the key hole revealing anything in their line of sight and tthat's all until they open the door
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