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New Movement Rule Idea

Discuss new Rules for HeroQuest.

Re: New Movement Rule Idea

Postby Ethica » February 8th, 2011, 5:18 am

I like 2D6+6, it gives exactly the possible outcomes I am after but I don't like using modifiers in HQ. It flirts with the realms of warhammer and overcomplication.

It has probabaly been discussed before but what are our thoughts on fixed movement for characters like monsters have (7 squares)?


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Re: New Movement Rule Idea

Postby Daedalus » August 30th, 2011, 4:24 pm

2d6+6 breaks down with Plate Mail, which should only allow half of a Hero's regular movement. The bonus of +6 in effect doubles it's value for a 1d6+6 move. A +3 bonus for double-moving would better suit Plate Mail, I think. ;)

For those who haven't found it, more thoughts on fixed movement can be found in this thread: viewtopic.php?f=8&t=832
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Re: New Movement Rule Idea

Postby cynthialee » October 2nd, 2011, 10:54 pm

Hows about 2d6 plus body for rapid movement and if they want to outright run they must drop any caried gear and may roll 3D6 plus body.
Rapid movement or running would preclude any attempts to search and loot or fight other than defense.
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~


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Re: New Movement Rule Idea

Postby Bareheaded Warrior » August 7th, 2023, 7:14 am

Initially I favoured drathe's approach of rolling an extra (third) die, and having to "declare" the rapid move at the start of their turn. Granted this means you need an extra red die but they aren't exactly expensive or hard to come by.

But then I thought what about monsters, if a hero can "rapid move" then why can't monsters, and if they can how would that work.

So perhaps 50% bonus to movement may be better, for heroes you get to move an extra 4 squares*, and for monsters an extra 50% of your fixed movement (rounding up)

*+2 if you are wearing plate.

I'm now considering adopting a new movement value for heroes as suggested on the other thread linked to above.

Bareheaded Warrior wrote:• Elf: Movement D6+5 Squares
• Barbarian: Movement D6+4 Squares
• Wizard: Movement D6+3 Squares
• Dwarf: Movement D6+2 Squares

As suggested by others you could then combine this with a "body" armour reduces initiative idea:
• Chainmail = +1 DD, -1 Move
• Plate = +2 DD, -2 Move
• Borin's Armour = +2 DD, No Movement Penalty

And for further distinction between the hero types and to avoid the Dwarf forever lagging behind, I would suggest that his build means that he ignores movement penalties for body armour


Under that modification you could just double the fixed part of the movement for rapid moves (+2/3/4/5 respectively) and keep monsters the same as above - extra 50%

But it is starting to feel a bit complicated, especially when combining it with the D6+x type of movement, so I might let this one gestate for a little longer...

Final thought can you open doors if you are "rapid moving"?
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Re: New Movement Rule Idea

Postby Bareheaded Warrior » September 2nd, 2023, 8:13 am

Let's not run before we can walk :roll:

I feel like we could do with a back-to-basics approach here, just the simplest option here of just adding a new action named "Run/Dash/Rush/Scurry*" or whatever that applies to heroes only and just means that they can choose this action and roll D6 for extra movement.

Whether this has a positive impact on jumping, a negative impact on traps/disarming and so on, is a secondary question.

Does it need to be declared beforehand, what is wrong with doing your normal movement roll of 2D6, getting a low roll and deciding to use your action to boost this with an extra D6.

The only potential issues with this that spring to mind are:

Heroes can escape from monsters more easily, but how many times do heroes actually run from monsters, a short tactical retreat is one thing and is probably covered by the standard D6 anyway.

Escaping from the rolling boulder trap, it only happens once but yes that could be amended to perhaps move 10 squares per turn, if you introduce this action.

*Personally I like Dash, but probably prefer Rush with its connotations of rushing the enemy, or perhaps Scurry or even Scamper...

EDIT: I have now implemented the following changes in the latest version of HeroQuest Gold edition

# [0.0.23] - 2023-09-27 - Fixed Problem #41

###Added
- Rulebook (Book of Play: Dash Action): "iv. Dash a few extra squares" to the actions list
- Rulebook (Book of Exploration: Dash Action): "Heroes may choose to Dash as an action, after they have already moved, in which case they roll a single red die and can move up to that many extra squares. Monsters may not dash."

###Changed
- Scrolls (Treasure Card: Potion of Speed): Altered text to read "It will allow you to move double your usual movement the next time you move."
- Scrolls (Trap Card: Rolling Boulder Trap): Altered text to roll three dice for movement instead of two
- Scrolls (Air Spell Card: Swift Wind): Altered text to read "That character may then move double their usual movement the next time they move."
- Scrolls (Shaman Spell Card: Orc Berserker): Altered text to read "That Orc may then move double their usual movement and attack twice on their next turn."
: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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Re: New Movement Rule Idea

Postby BlackJax » January 21st, 2026, 9:11 am

I use this house rule (feedback is always welcome)

Rapid Move

Note: in my houserules the original Move value for Monsters listed on their monster cards is halved and the heroes have a Move value assigned as follows:

Elf = 5, Barbarian = 4, Dwarf = 3, Wizard = 3

On you turn you may either

a) take a standard move and an action (the action can be taken before or after your movement, but you cannot move then act and then move some more) or

b) take a standard move and then choose to sacrifice your action by making a rapid move.

A standard move for monsters is up to double their Move value, a rapid move for monsters allows them to move an extra number of squares up to their Move value (so triple their Move value in total)

A standard move for heroes is any number of squares up to the total rolled on the two red movement dice, a rapid move adds an extra number of squares up to their Move value.

For example, the Barbarian may choose a standard move first, rolling the two red movement dice and totalling 7, and then having moved seven squares, he may choose to take an action or may choose to sacrifice his action and move an additional 4 squares.
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Re: New Movement Rule Idea

Postby Malcadon » May 1st, 2026, 8:25 pm

My own movement rules are no fixed marching order for who goes first, and when a Hero is slowed due to Plate armor or lugging a loaded chest, instead of moving with one less Movement Die, the player rolls three Move dice and drops the highest. In the past, I would use a static number, a 6, but after a few games I realized that it made the game dull and the roll itself was a form of initiative and momentum.

As for some ideas....

When moving, one could rule that a standard Movement roll is 1 Movement Die plus 6, so movement is always 7 to 12, although I'm not keen on this. Another idea is minimum movement: Heroes move with the standard roll but they all have a set minimum of around 4 to 6. This prevents them from getting overrun by Mummies and Zombies.

For running, I recommend that Heroes automatically jump traps at the cost of 2 Movement Points, but when a Hero runs, the player rolls three Movement Die (or add 4 Movement Points) and must roll to jump traps.

I have been looking to getting some of those event decks where the Zargon player draws a card when there are no monsters on the board to spice up the game and keep the game movie forward. I have been considering slowing down the Heroes when they search during the parts of the game when no monsters are active. If I opt to slow down searches, I could make it so that spending too much time picking clean empty rooms would result in having to deal with more event cards.

Also, searching for traps need not be a move-&-act-or-act-&-move thing. This could be a "walking search", where you can search anywhere within line-of-sight as you move.


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