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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.
I know from p-b-p that you don't want to over do it. Every turn is far too much. If you don't want to roll under the number of heroes you could either do it on a dice roll like a black shield or just do it every so many turns.Tott wrote:My idea is that on each of his turns, the evil wizard player draws a card from his deck.
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If there's more than a few followers you'll be getting events every turn. It's not unrealistic that the same amount of extra adventures makes less difference the more adventurers there are.Anderas wrote:However, i would go so far and count the Men-at-arms as full heroes for this purpose. A lot of men make a lot of noise, and are likely to attract monsters nearby.
What does being fast, strong or from the east have to do with intelligence?Anderas wrote:Plus, you can invent some kind of sneaky Men-at-Arms for extra-gold who don't count against the maximum, like these special assassins from far east you know, the ones that move like jungle cats, are strong like a rhinoceroses and intelligent like garden snails.
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"Too easy" is always fun until it is suddenly boring.
"Too hard" is a immediate fun killer
"Balanced" is interesting, beautiful and keeps you addicted a long time. 

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