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New House Rule for Movement

Discuss new Rules for HeroQuest.

Re: New House Rule for Movement

Postby sajungzak » December 11th, 2015, 9:34 pm

If there are no monsters present, my heroes may move 7 squares without rolling. Excluding unexplored areas.
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Re: New House Rule for Movement

Postby Bareheaded Warrior » December 12th, 2015, 4:51 pm

That is what makes the game perfect, with fixed movement on both sides, you'd always know you can catch or escape a monster. 1 being fixed and the other not creates the suspense.

Thematically a monster would know it's habitat so likely always be able to move its move. Mechanically the EWP rolling for every monster would take longer. I think they made the right choice. With a fixed movement +1d6 you can always escape the mummy, it's no threat.

Double dice for Heroes and fixed for Monsters it is. The only other choice would be like Zombicide.


I think what myself and other are suggesting is an action combined with movement called run or rush or something similar that involves adding one dice to your movement, available to heroes and monsters so we cannot always escape from the mummy, so still threat
:skull: = one hit
:blackshield: = one hit & pushback
:whiteshield: = cancels one hit

HQ versions: "Original" - 1989 1st edition & 1990 2nd edition, "Remake" - 1990 NA remake & 2021 reprint

HQ Golden Rules
FAQs, Errata & Clarifications for the Original Editions
HQ Common Notification System

1BP = :goblin: :orc: :skeleton: :zombie:
2BP = :fimir: :mummy: :chaoswarrior:
3BP = :gargoyle:


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