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Events

Discuss new Rules for HeroQuest.

Re: Events

Postby Goblin-King » July 1st, 2015, 7:18 am

Tott, I like your idea with multiple options a whole lot.
Does the cards also have positive events for the players?
Does the EWP draw and resolve 1 card each round or does he get to keep unresolved cards to activate at strategic points?


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Re: Events

Postby Gold Bearer » July 1st, 2015, 2:37 pm

Made a few more edits, changed the animosity event slightly and switched it with unbound to make it more likely ans clarified a couple of things to make it clearer. That really should be it now.

Tott wrote:My idea is that on each of his turns, the evil wizard player draws a card from his deck.
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.

Any of these events will work in a card deck if you want to use them but some might need toning down because the closer they are to either end of the table, the rarer they are.
: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


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Re: Events

Postby Anderas » July 1st, 2015, 2:54 pm

Hey!

As i said, i like best the idea that it shall be self-scaling with the amount of "good" miniatures on the table. Without controlling the amount of Monsters in your table, just as example: A monster every second turn is ok as long as there are 4 Heroes, and nothing else - a Monster every second turn for a single survivor is a lot lot, likely too much. So i like best the idea of being self-scaling, for me this is really THE selling point; as this cures at the same time a big old weakness of the old original Hero Quest.

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. 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.

I would like a Playcard based system rather than a dice based system - you know why - but if you as Zargon are happy to roll all these dices per turn, it's up to you to do it.

I would go with Goblin King's proposal, to take some kind of Token each turn nothing happens, to increase the tension a little bit and to hurry up the Heroes without immediately killing them. Here again, i would go a step further and take an extra token every time there were 3 or 4 Heroes gathering up in front of a door - the rule for that is a bit difficult to formulate for me in english. Something along the lines like "For every turn 2 or more heroes stand in front of a door without opening it or moving, take an extra token". Maybe this token specifically enhances the possibility for a sudden door opening by Zargon.


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Re: Events

Postby Gold Bearer » November 9th, 2015, 12:37 pm

That table needs a modifier or the events at either end will simply never happen. Maybe something like this: Every time a hero or follower looses a BP the heroes take a token (tokens shared by all hero players) and every time a monster looses a BP the EWP takes a token. When a rare event occurs multiply the hero players number of tokens by five and subtract the amount of tokens the EWP has, this is the modifier to be applied to the dice roll. That way it acts as another self-balancing system.

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.
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: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.
What does being fast, strong or from the east have to do with intelligence? :?
: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


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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: Events

Postby Anderas » November 9th, 2015, 4:11 pm

The answer to your second question was easy to find
Take a look here

The answer to your first question:
"Realistic" goes always second to "fun".

Image"Too easy" is always fun until it is suddenly boring.


Image"Too hard" is a immediate fun killer

Image"Balanced" is interesting, beautiful and keeps you addicted a long time.



"Realistic" would be that a single goblin or orc immediately runs away if he sees three fighters and a wizard with spark emitting fingers. They would run away, and come back half an hour later with the entire Orc village, all their Bowmen and their Shaman.
"Fun" is if they stay and fight, and if the fights are a close call in the long run, but survivable if you don't have a lot of bad luck. The trick is to make the fights a close enough call to generate tension, but not so hard that you kill entire groups. And well... that's difficult i admit.

Realistic goes second.


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Re: Events

Postby Gold Bearer » November 10th, 2015, 3:03 pm

Thrud the barbarian? Never heard of him. Before my time (reading white dwarf). Arg's better!

I'm not saying realism should come first. :) If anything you were saying that by implying that it was unrealistic for followers to make less noise than heroes because the rule I posted was intended to be practical (it wouldn't work with more than a few followers in the counted as the same as heroes) rather than realistic. My point was just that it's not unrealistic for more adventurers to make less difference in terms of noise the more of them there are.
: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: Events

Postby Anderas » November 10th, 2015, 3:56 pm

My first thought is that I just see the danger that the street gets too straight through that.. too easy.

However, too easy is better than to hard, so why not.
Too easy is played a long time before it wears out. Too hard is a immediate stopper

My second thought on it was that killing Mercenaries is not a big thing - players tend to survive it shrug it off and continue playing - so why not? I know it's less realistic, but it's balancing which is better than realistic.

At the moment i am on the search for encounter-card/token-activated abilities for all monsters of the Base Game. I found it easy to make them for each of them, except for the orc. There, the forum standard seems to be to reroll an attack die. Which is boring. :) Not comparable to MAM or Steal for Goblins; or Turn-to-Stone for Gargoyles. Do you have an idea for them?


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Re: Events

Postby Gold Bearer » November 10th, 2015, 4:23 pm

There's a great topic for this but I can't remember who started it. :roll:

They had decent special rules for all the monsters. Thieving goblins and turn to stone gargoyles, love it! :)

You could use my orc boss rules but they're kind of boring by comparison. Extra defense dice (the minis have chainmail and orcs are meant to be tough anyway) and can attack diagonally (use the flail ones).

Edit:
viewtopic.php?f=38&t=2351&p=38039&hilit=chaos+armour#p38039 There you go. ;) It was Beiren.
: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


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Re: Events

Postby Gold Bearer » December 14th, 2015, 5:13 am

Updated.

1 New rule for generating the event number. Followers now count the same as heroes.
2 Added luck tokens as a modifier for the rare event table for self-balancing and the ones at either end aren't so unlikely that they never happen.
3 Altered alarm rule so that it's possible (but unlikely) for the rest of the board to become active.
: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


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