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Movement variants?

Discuss new Rules for HeroQuest.

Re: Movement variants?

Postby mitchiemasha » May 30th, 2019, 12:09 am

lol! yeah!!!! (edit: but just in case... I'm only playing)!

cornixt wrote:so it's barely worth rolling in the first place since it is nearly always 2-4 squares.


Exactly, you have to roll all those dice for pretty much no reason, you might as well simply ditch rolling all together. But for young kids, I'd think they find that part exceptionally fun... Snakes and ladders style. Don't forget that race part of the game! Who wants to get at the bad guys first? "That Fimirs mine, you can have the tiny Goblin"

Introducing the hazardous old dungeon mechanic, the inbetween rooms now has a play, quite like the opposite of monopoly, double 1's vs double 6's. It can be introduced as an 80's movie mechanic, the escape at the end, the set is always blowing up, falling in. Each turn a potential risk, especially so if already battered and bruised. Will you make it out??? who knows!!!


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Re: Movement variants?

Postby Anderas » May 30th, 2019, 2:56 am

I have shoes you can buy, that set the minimum move to 3 or 4 or 5 squares. They help if the players don't like dice rolling, plus they remove gold from their pockets.


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Re: Movement variants?

Postby Kurgan » June 1st, 2019, 3:14 pm

Or you could go the extra mile and just let the Heroes move to whatever point they want (at least when there are no monsters on the board). Would really make the game shorter... though it would make traps much easier to avoid!

Seriously though, I'm fine with rolling dice, but I've given in slightly to the "want to move fast" complainers by adding in many opportunities to get speed type potions, characters that get extra movement (Ranger always gets +1, or +2 or +3 at higher levels; Paladin gets +1 or +2 wearing plate armor), and a piece of equipment that buffs nearby heroes so they get an extra movement die for one turn. Still plenty of fun rolling dice, but you get to your destinations a little quicker.


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Re: Movement variants?

Postby mitchiemasha » June 2nd, 2019, 12:36 am

Kurgan wrote: and a piece of equipment that buffs nearby heroes so they get an extra movement die for one turn. Still plenty of fun rolling dice, but you get to your destinations a little quicker.


Torch is a good idea for the extra roll, I use that for a reroll, if it's the same result the torch dies. Which also satisfies those who don't see them as being in darkness, now they are in darkness. The scout carries a torch for the area, all would get the roll.

Quests should be designed not to have long passages of pointlessness but there are a few in the original sets.


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Re: Movement variants?

Postby j_dean80 » June 2nd, 2019, 8:01 am

I don't mind the "long passages of pointlessness". It adds to the exploring aspect. Too many people now adays are "now now now". It takes patience to find the right path.
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Re: Movement variants?

Postby Jafazo » June 2nd, 2019, 5:46 pm

What I've found myself doing when I played this game a lot was that it's easiest if Zargon simply permits "Free Movement" anytime he chooses. If Zargon permits Free Movement, all Heroes can (or Heroes he selects) can move up to 12 spaces.

The idea is for Zargon to simply speed the game up by letting players move this way whenever rolled movement wouldn't really matter. During battles or when there are enemies around, Heroes would roll for movement. If there are no enemies, they can move freely. If Heroes split up and two are fighting enemies but two are in an empty room, they'd all have to roll for movement. Anytime there's a threat or when there's danger or when it matters, they roll for movement.
Unless you specify your version I'm going by the US rules.
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Re: Movement variants?

Postby mitchiemasha » June 3rd, 2019, 2:08 am

Jafazo wrote:What I've found myself doing when I played this game a lot was that it's easiest if Zargon simply permits "Free Movement" anytime he chooses. If Zargon permits Free Movement, all Heroes can (or Heroes he selects) can move up to 12 spaces.

The idea is for Zargon to simply speed the game up by letting players move this way whenever rolled movement wouldn't really matter. During battles or when there are enemies around, Heroes would roll for movement. If there are no enemies, they can move freely. If Heroes split up and two are fighting enemies but two are in an empty room, they'd all have to roll for movement. Anytime there's a threat or when there's danger or when it matters, they roll for movement.


I'd agree, that one would work well. Making it Zargons choice would be a good one.


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Re: Movement variants?

Postby Anderas » June 3rd, 2019, 3:45 am

EWP cards are another variant. As they add time pressure, suddenly each movement roll counts and an action spent on searching is something expensive.

So now the rolls are interesting even if no monster is in sight. Even if this is not strictly about movement rules, it has some interdependency.


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Re: Movement variants?

Postby The Admiral » June 3rd, 2019, 5:21 am

Anderas wrote:EWP cards are another variant. As they add time pressure, suddenly each movement roll counts and an action spent on searching is something expensive.

So now the rolls are interesting even if no monster is in sight. Even if this is not strictly about movement rules, it has some interdependency.


I totally agree. EW Cards have massively improved our game excitement. Before them, as there were no time constraints, the Heroes would just place themselves for a perfect set up before the next closed door or treasure search. This was boring! Now they have to play it more on the fly or suffer if they wish a more conservative approach. Moving across the board now produces real dilemmas; do you wait for the Hero who keeps rolling low, or press on.

My EW card rules are not too harsh though. The rate the cards are drawn, how many can be held in hand, and how many monsters/traps can be spawned in a room are directly linked to the size of the party. The more Heroes and Henchmen there are, the more potent a threat the cards become.


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Re: Movement variants?

Postby mitchiemasha » June 3rd, 2019, 3:39 pm

I also totally agree. Instead of implementing a deck of cards, the tokens from advanced HeroQuest can be utilised for similar results. Not as varied but easier to acquire. I use them for exactly the reasons touched upon. Even though they add more power to the Evil wizard, the Heroes thoroughly enjoy them, you might only hold 1 token but they will fear what that could be... It could be a trap or fate, nothing too risky but an AMBUSH!!! Just the thought it might be a such keeps them Heroes in check, especially the end game.


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